Rusalka Ghosts in Scarterra | World Anvil

Rusalka Ghosts

Long ago in the the Second Age, an eleven prince is said to have drowned his peasant lover, Rusalika and she became a vengeful ghost.   Since then, every generation a few ghosts of tragically drowned women have become Rusalka, beautiful vengeful ghosts of drowning. They haunt bodies of water, and using trickery, seduction or brute force, Rusalka try to drown people. Some of them only target evil men. Some target men in general. Others target all people though they may leave children alone.   Sometimes they will invite living beautiful young women to "join them". It is unclear if they are making a serious offer or they are deliberately trying to scare them away to spare them.   There are legends of Rusalka ghosts being set free if their murderers are brought to justice but usually Rusalka end up destroyed by an adventurer's Silverwood club or end up being pulled into the Void or astral plane.   Lesser Rusalka (Willpower 4)  
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Dexterity 3, Strength 0/3, Stamina 3, Appearance 4, Charisma 2, Manipulation 3, Intelligence 2, Perception 2, Wits 2 Abilities: Alertness 3, Animal Ken 2, Athletics 1, Brawl 2, Dodge 2, Empathy 2, Subterfuge 2, Intimidation 2, Stealth 2   Common Ghost powers   Animal Manipulation: Rusalka can calm animals and communicate with them.   Embodiment: Rusalka can appear to mortals as beautiful, inconspicuous or ugly and can speak to mortals).   Memory Manipulation: Rusalka can spend a Willpower point and roll Manipulation + Subterfuge to manipulate a mortal’s emotions or Appearance + Subterfuge if the manipulation is based on seduction.   Telekinesis: Ghost can move small objects or touch things lightly. In a Rusalka’s case this is often seductive tickling.   Uncommon Power   Telekinesis: Ghost can spend Willpower point to move objects in short bursts akin to a feat of Strength of Check.   Handicaps: Conjuration (leaves wet foot prints and small puddles around when moving)   Memory Manipulation: Ghost has forgotten most aspects of her life not related to her death by drowning.
  Intermediate Rusalka (Willpower 6)  
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Dexterity 4, Strength 0/4, Stamina 4, Appearance 5, Charisma 3, Manipulation 4, Intelligence 2, Perception 3, Wits 3   Abilities: Alertness 3, Animal Ken 3, Athletics 2, Brawl 3, Dodge 3, Empathy 3, Enigmas 1, Expression 1, Hearth Wisdom 1, Legerdemain 2, Subterfuge 3, Intimidation 3, Stealth 2   Common Ghost powers   Animal Manipulation: The Rusalka can calm animals and communicate with them.   Embodiment: The Rusalka can appear to mortals as beautiful, inconspicuous or ugly and can speak to mortals).   Fate Manipulation: The Rusalka has a sixth sense for danger to herself and others in her vicinity rolling Perception + Alertness). Many use this to detect those likely to drown and then tip the scales.   Memory Manipulation: The Rusalka can spend a Willpower point and roll Manipulation + Subterfuge to manipulate a mortal’s emotions or Appearance + Subterfuge if the manipulation is based on seduction.   Telekinesis: (Ghost can move small objects or touch things lightly. In a Rusalka’s case this is often seductive tickling).   Uncommon Powers   Embodiment: Rusalka can change her appearance and roll Manipulation + Subterfuge to look and sound like specific people   Telekinesis: Rusalka can spend Willpower point to move objects in short bursts akin to a feat of Strength of Check.   Rare Power   Embodiment: Rusalka can spend a temporary Willpower point to become solid, looking like a normal human and touching and being touched like a normal human.     Handicaps     Conjuration: Rusalka leaves wet foot prints and small puddles around when moving   Memory Manipulation: The Rusalka has forgotten most aspects of her life not related to her death by drowning.   Mobility: The Rusalka cannot travel more than a mile or two away from a body of water
  Great Rusalka (Willpower 8)  
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Dexterity 4, Strength 0/5, Stamina 4, Appearance 5, Charisma 3, Manipulation 4, Intelligence 3, Perception 3, Wits 3   Abilities: Alertness 4, Animal Ken 3, Athletics 3, Brawl 4, Dodge 3, Empathy 4, Enigmas 2, Expression 2, Hearth Wisdom 2, Legerdemain 2, Subterfuge 4, Intimidation 4, Stealth 3   Advanced Ability: Lip Reading 2   Common Ghost powers   Animal Manipulation: Rusalka can calm animals and communicate with them.   Embodiment: Rusalka can appear to mortals as beautiful, inconspicuous or ugly and can speak to mortals).   Fate Manipulation: The Rusalka has a sixth sense for danger to herself and others in her vicinity rolling Perception + Alertness.   Lifeforce Manipulation: The Rusalka can dull pain in a mortal and/or inflict a mortal with a debilitating but temporary illness.   Memory Manipulation: The Rusalka can spend a Willpower point and roll Manipulation + Subterfuge to manipulate a mortal’s emotions or Appearance + Subterfuge if the manipulation is based on seduction.   Telekinesis: Ghost can move small objects or touch things lightly. In a Rusalka’s case this is often seductive tickling.   Uncommon Powers   Embodiment: Rusalka can change her appearance and roll Manipulation + Subterfuge to look and sound like specific people   Memory Manipulation: Rusalka can spend a temporary Willpower point and roll Manipulation + Subterfuge to implant hypnotic suggestions or remove short term memories.   Telekinesis: Rusalka can spend Willpower point to move objects in short bursts akin to a feat of Strength of Check.   Rare Power   Embodiment: Rusalka can spend a temporary Willpower point to become solid, looking like a normal human and touching and being touched like a normal human.   Memory Manipulation: Rusalka can read surface thoughts or unearth intense memories. She can spend a temporary Willpower to attack a mortal by flooding their mind with the Rusalka’s own bad experiences or dredging up the mortal’s worst life experiences.   Handicaps   Conjuration: Rusalka leaves wet foot prints and small puddles around when moving   Memory Manipulation: Rusalka has forgotten most aspects of her life not related to her death by drowning).   Mobility: Rusalka cannot travel more than a mile or two away from a body of water)
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