Spites

The very idea of spites absolutely terrifies me, because I had the misfortune of running afoul of one. They are insidious, and don't let their name fool you. They are not mischievous. They are extremely lethal.   A spite will find an opportune moment to latch onto a group of people. For the next eight hours it will mimic different party members, and will attempt to sew discord and anger among the group to hide its presence.   If the ritual is allowed to complete, then the spite will manifest physically, and begin draining the souls of of the people in the group. This manifests in that person doing physical harm to themselves, and is very lethal.   The spite we dealt with used an anger to cloak its presence. If you see the latter, then expect the former to be close behind. Salt lines can be used to keep them at bay, if you have salt. They aren't difficult to kill if you can detect them, and any magical attack will effect them if you catch them while they're ethereal.      

Spites

  Magnitude: 2     Brace: 1   Dodge: 4   Skepticism: 3     Initiative: 3   Movement: 10     HP: 25   Armor: 0   Resistance: 5 Spirit      

Abilities

    Mimic   Range: Personal     The Spite studies a group of people, and gains the ability to use the appearance and voice of any member of that group. This ability only applies to the specific group at the time the ability was used, and if new people are introduced the spite cannot mimic them.   Attempts to detect a mimic require a perception check DT 3.   This ritual lasts for eight hours, and the mimic will spend the entire time studying the group and sewing discord. Once the time has elapsed it manifests physically, and drains the souls of its victims.       Malicious Whisper   Range: 1   Dice Pool: 10   Defense: Skepticism   The Spite impersonates a member of the group, and utters the most hateful, damaging thing that it can. If it overcomes the target's skepticism they are overcome with anger, jealousy, apathy, or some other realistic reaction to the news.   If the Spite fails when using this ability it will rarely try a second time, instead moving on to weaker-willed members of the group.   EVIL GM's note: I find it best to treat this like a flaw and offer a point of luck to players that do a good job of rolling with the emotional impact on their characters.       Drain Soul   Range: 1   Dice Pool: 10   Damage: 10 Spirit   Defense: Skepticism   The Spite will briefly seize the will of a member of the group it is mimicing. If they beat the skepticism the target takes spirit damage, which resolves as normal. If this takes the character's last hit point, then that person commits suicide in a grisly fashion, and cannot be healed.   A True Resurrection may be used to bring the person back if used within 24 hours. Each day after that raises the DT of the spellcasting check by 1. If the soul is not reunited with the body within their will in days, then it returns as a spite.

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