1. Races

Will o' the Wisp

This abomination looks like a hovering, darting ball of brilliant light. Some believe they’re ghosts of folks drowned in quicksand, crushed in mining accidents, or dead via other misfortunes. No one knows the truth, but everyone agrees they’re dangerous. Will o’ the wisps are difficult to harm, and are themselves incapable of causing injury.

Instead they tempt nighttime travelers to follow them toward some hazard—a mineshaft, raging river, quicksand, or high cliffs. When unfortunates get hurt or killed, wisps feed on their pain and suffering. Wisps are intelligent and communicate via flashing patterns of light. They rarely communicate with humans, though, unless they’re trying to manipulate a foolish mortal into a fatal mistake.

Attributes: Agility d12+4, Smarts d8, Spirit d10, Strength 1, Vigor d4

Skills: Athletics d6, Common Knowledge d6, Notice d8, Persuasion d10, Stealth d12

Pace: 0; Parry: 2; Toughness: 4 (3)

Special Abilities:

Armor +3: Supernaturally tough.

Unknown: Will o’ the wisps can become invisible and immaterial at will. They are only harmed by magical attacks or their weakness.

Unknown: Pace 24”.

Unknown: Will o’ the wisps have the puppet power and 20 Power Points, activated with Spirit. Will o’ the wisps use puppet on stubborn folks who won’t be lured into danger.

Unknown −3 (Very Small): Will o’ the wisps are the size of a person’s head.

Unknown (Electricity): Electricity-based attacks affect a wisp normally.

Coup (Nightflyer): A deader who eats a wisp’s spark can float when she falls from any height, ignoring falling damage altogether. She can carry whatever she can lift as she plummets, but any more than that and she’s gonna hit bottom just as hard as anyone else.

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