Goody Fowler's Ghost

Vengeful Shade (Ghost)

Description

Fowler usually manifests condensing from a white fog on the summit of Hangman’s Hill. As the fog coalesces, Fowler’s form takes shape, revealing an evil, wrinkled face and a body veiled by a burial shroud. In most cases, Fowler deigns to appear to just one person—others see nothing at all or, at most, a strange hazy effect.   To the person to whom she manifests, Fowler may speak and tell secrets and give an account of her death, although nearly every word she utters is a lie designed to draw the person to her. If approached, she probably attacks. The Keeper may choose to have the investigator concerned make a Luck or POW roll to see if they are lucky enough to escape her wrath this time.  

Traits

Vicious and compelled by hate for the people of Arkham. Blends truth with lies to deceive and lure folk to her.   To attack, she extends one hand around the victim’s throat to hold them, and skewers the victim’s heart with ectoplasmic extensions from the fingers of her other hand, holding herself so that the resulting spray of blood passes through the upper portion of her shape.

Incorporeal

Fowler’s wraith is incorporeal but she may temporarily physically manifest to attack. When incorporeal, she is immune to mundane weapons and attacks, but enchanted weapons can inflict damage when she is physically manifest.  

Materialization

Fowler may spend 5 magic points to physically manifest, allowing her to tangibly attack a person. She retains physical form for as long as she desires, up to a maximum of five minutes, but could conceivably spend another magic point to retain material form, although is unlikely to do so. The transformation from spirit to material takes one round, and vice versa.   During each round in which she suffers material damage, there is a 50% chance that Fowler dematerializes and departs. Otherwise, she recoils from a successful attack for one round before renewing her attack (thus, takes one round to recover her composure before attacking again).   Fowler may pursue a target that fights back or retreats, but she cannot leave or go past the iron fence surrounding the Old Wooded Graveyard, at which point she dematerializes and departs.

Unexpected Commotions

Investigators causing a commotion on Hangman’s Hill, such as fighting with Fowler’s ghost or conducting some sort of ritual, will be watched by at least one of the ghouls resident in the graveyard. Whether the local ghouls make themselves known or if they go about attacking the investigators is at the Keeper’s discretion. One would assume they would watch a fight with Fowler’s ghost with interest and perhaps give a wide berth to a group of investigators able to well acquit themselves; otherwise, injured investigators may be too much of a temptation, with the ghouls flocking to attack and bear away those dying—dying captives and the dead are likely to be held underground for a time to ensure their meat is “well matured” for ghoul sensibilities.   Spirit form: Fowler’s ghost possesses POW and INT only, and thus cannot physically attack, although can, at the cost of 10 magic points, engage in Spirit Combat, causing 3D10 POW loss to her victim. Each spirit attack thereafter costs her 1 magic point (thus, 1 MP per turn after the first round). When Fowler’s magic points reach zero, she fades away and cannot return for 1D6 months. Should her POW be reduced to zero, she ceases to exist. Note that it is unusual for Fowler to initiate spirit combat as the ghost prefers the visceral terror caused by physically attacking a target. A victim may regenerate lost POW at the rate of 1D10 points per day at the discretion of the Keeper.   Physical form: (5 magic points to manifest) Fowler attempts to bite and drain the blood of her victim but may strike or strangle to first best a feisty target. If bitten, the target suffers 2D10 CON loss**, but should attempt a POW roll to see whether they are able to break free at the end of the attack or if they are held and entranced (unable to break free). If entranced, the victim can do nothing except be drained of life, but may attempt a new POW roll with a penalty die to break free each round thereafter, following Fowler’s consumption of their POW. Once a victim has lost 50 percent of their POW, any further POW rolls suffer two penalty dice. Once a victim is dead, Fowler tosses the bloody corpse to the ground for the ghouls to drag away.   If being strangled, the victim suffers 1D6+1 damage per round, but may attempt to break free with an opposed STR roll each turn.   **CON loss is usually permanent, but a kind Keeper may elect to make this temporary (regenerating 1D10 points per week or sooner).
STR 70*, CON 00, SIZ 65*, DEX 80*, INT 70, APP 00, POW 85, EDU 00, SAN 00
  HP 00, Luck 00,
DB 1D4*, Build 1,* Move 9*, MP 17
  *When physically manifesting.
Current Location
Age
Unknown
Children

Skills:

None.
 

Combat:

Attacks per Round: 2
Fighting (slash or strangulation) 90% (45/18), dmg 1D6+1+DB
Bite (see "Physical form") 80% (40/16), dmg 2D10 CON loss
Dodge 40% (20/8)
  Armor: None; immune to mundane attacks; magically enchanted weapons deal normal damage; spells and rituals affecting/draining POW or INT may be effective against her.

Spells

While once possessing a formidable array of spells in her day, Fowler’s ghost no longer retains the memory to cast spells.  

Sanity Loss

1/1D6 loss for encountering Goody Fowler’s ghost; 0/1D2 for encountering ghostly light and orbs.

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