Raggedy Spirit
Dolls are creepy. Kids with dolls and vacant, empty eyes are creepier. Possessed dolls are even creepier than that. So what happens when you a have a willful child who dies and comes back as a ghost and his favorite toy happens to be his creepy doll that in life he carried with him everywhere? You get what those in the “biz” call a “raggedy spirit.” Raggedy spirits are no different from other “plane-locked” spirits (those who can’t affect the material world at all), except for the fact that they can animate toys – typically dolls. Worse, they can merge the toys into a cohesive whole producing nightmarish amalgamations of Teddy Ruxpin proportions. Resembling nothing more than dozens of dolls, teddy bears, and other toys seamlessly melded together – it might seem cute until it shreds your jugular and you bleed out on the floor. Even worse, they can separate into their toy components or form a child-size humanoid shape… The following statistics are for the spirit’s corporeal form (which is considered a magical construct). For its spirit form use the statistics for the Astral Entity metatrait (p. B263), but add Possession (Chronic (Onset, Exposure Time, 1 week, -40%), +12%; Puppet Only, -30%; Reliable 3, +15%; Specialized, Toys only, -60%; Spiritual, -20%) and Telekinesis 20 (Accessibility, Toys only, -60%; Animation, Non-flying, -30%; Cosmic, DX equals ST of object, +100%).
Any Campaign Setting…
ST: 12 HP: 24 Speed: 6.00
DX: 12 Will: 12 Move: 8
IQ: 10 Per: 10 Weight: 29 lbs.
HT: 12 FP: N/A SM: -3
Dodge: 12 Parry: 10 DR: 2
Bite (14): 1d cutting. Reach C.
Claw (14): 1d cutting; Reach C.
Improvised Knife (14): 1d+2 cutting or 1d-1 impaling. Reach C. Typically a pair of scissors (-1 damage), pencil (-2 damage, no swing damage), or some other object sharpened into a shiv (-1 damage).
Other Improvised Weapon (6): Based on damage 1d-1/1d+2; Reach per weapon.
Traits: Appearance (Horrific); Callous; Cannot Float; Combat Reflexes; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Frightens Animals; High Pain Threshold; Immunity to Metabolic Hazards; Improvised Weapons (Knife); Injury Tolerance (Diffuse; Body of Swarm; Humanoid Form; Scatter, Can Affect Material World); Pressure Support 3; Sealed; Supernatural Features (Omens); Temperature Tolerance 10 (-25°F to 150°F); Unhealing (Partial; Additional toys); Vacuum Support.
Skills: Acting-12; Brawling-14; Knife-14; Stealth-14; Wrestling-14.
Notes: Some Raggedy Spirits are composed of toys that can fly, if that’s the case, add an Air Move of 8, the Flying Swarm enhancement to Injury Tolerance (Diffuse), and remove the restriction on flying objects on Telekinesis. Some Raggedy Spirits can control larger (and thus more dangerous) amalgamated forms. For such beings increase TK level and refigure the statistics. If the GM is using Intrinsic Fright Check from GURPS Horror (p. 139), Raggedy Spirits have a modifier of -2.
For Dungeon Fantasy…
ST: 12 HP: 24 Speed: 6.00
DX: 12 Will: 12 Move: 8
IQ: 10 Per: 10 Weight: 29 lbs.
HT: 12 FP: N/A SM: -3
Dodge: 12 Parry: 10 DR: 2
Bite (14): 1d cutting. Reach C.
Claw (14): 1d cutting; Reach C.
Improvised Knife (14): 1d+2 cutting or 1d-1 impaling. Reach C. Typically a pair of scissors (-1 damage), pencil (-2 damage, no swing damage), or some other object sharpened into a shiv (-1 damage).
Other Improvised Weapon (6): Based on damage 1d-1/1d+2; Reach per weapon.
Traits: Appearance (Horrific); Callous; Cannot Float; Combat Reflexes; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Frightens Animals; High Pain Threshold; Immunity to Metabolic Hazards; Improvised Weapons (Knife); Injury Tolerance (Diffuse; Body of Swarm; Humanoid Form; Scatter, Can Affect Material World); Pressure Support 3; Sealed; Supernatural Features (Omens); Temperature Tolerance 10 (-25°F to 150°F); Unhealing (Partial; Additional toys); Vacuum Support.
Skills: Acting-12; Brawling-14; Knife-14; Stealth-14; Wrestling-14.
Class: Construct.
Notes: Some Raggedy Spirits are composed of toys that can fly, if that’s the case, add an Air Move of 8, the Flying Swarm enhancement to Injury Tolerance (Diffuse), and remove the restriction on flying objects on Telekinesis. Some Raggedy Spirits can control larger (and thus more dangerous) amalgamated forms. For such beings increase TK level and refigure the statistics.
For Monster Hunters…
ST: 12 HP: 24 Speed: 6.00
DX: 12 Will: 12 Move: 8
IQ: 10 Per: 10 Weight: 29 lbs.
HT: 12 FP: N/A SM: -3
Dodge: 12 Parry: 10 DR: 2
Fright Check: -2
Bite (14): 1d cutting. Reach C.
Claw (14): 1d cutting; Reach C.
Improvised Knife (14): 1d+2 cutting or 1d-1 impaling. Reach C. Typically a pair of scissors (-1 damage), pencil (-2 damage, no swing damage), or some other object sharpened into a shiv (-1 damage).
Other Improvised Weapon (6): Based on damage 1d-1/1d+2; Reach per weapon.
Traits: Appearance (Horrific); Callous; Cannot Float; Combat Reflexes; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Frightens Animals; High Pain Threshold; Immunity to Metabolic Hazards; Improvised Weapons (Knife); Injury Tolerance (Diffuse; Body of Swarm; Humanoid Form; Scatter, Can Affect Material World); Pressure Support 3; Sealed; Supernatural Features (Omens); Temperature Tolerance 10 (-25°F to 150°F); Unhealing (Partial; Additional toys); Vacuum Support.
Skills: Acting-12; Brawling-14; Knife-14; Stealth-14; Wrestling-14.
Notes: Some Raggedy Spirits are composed of toys that can fly, if that’s the case, add an Air Move of 8, the Flying Swarm enhancement to Injury Tolerance (Diffuse), and remove the restriction on flying objects on Telekinesis. Some Raggedy Spirits can control larger (and thus more dangerous) amalgamated forms. For such beings increase TK level and refigure the statistics. Use the skills listed under Free-Willed Spirits in the Know Thy Enemy box in Monster Hunters 1 (p. 16). One raggedy spirits is a fair fight for one champion.