A Sonic Spirit for CryptworldSTR: NA --- WPR: 7 (105)
DEX: NA --- PER: 5 (75)
AGL: NA --- PCN: 5 (75)
STA: NA --- PWR: 120
ATT: 1/* --- WND: 0*
MV: F 75 (incorporeal)
White Noise is a malevolent spirit whose only physical manifestation in the material world is in the form of audible sound waves. This rare form of Ghost (CW Rulebook, page 60) is never seen or felt -- only heard. Because of this, White Noise is often misidentified as eerie sounds or unexplained noises. The thing's evil presence may not be discovered until it has claimed several victims.
As explained, White Noise has no physical form that can be seen nor is it capable of moving objects in the physical plane. But what White Noise does have is several audible powers that it uses to disorient and terrify a victim. (See White Noise Powers below.) White Noise usually has the same motivations as a Ghost, often desiring revenge against a living victim whom the creature viewed as having wronged it in life. However, White Noise may also settle in as a form of "protector" to someone the Ghost viewed as important to it in life, using its abilities to drive away those it sees as undesirable to its "friend."
As with a Ghost, White Noise cannot be physically harmed. Since it is sound-given-form, White Noise can be "captured" by activating an audio recording device when it is present. Roughly 30 seconds of captured sounds made by the White Noise will be enough to permanently trap the spirit in the recording medium. Playing this recording at a future time will be enough to release the now-enraged spirit. It is rumored that DAPA HQ has a soundproof vault filled with hours of White Noise recordings from decades of investigations.
White Noise Powers
Ventriloquism: White Noise can make any sound it desires (other than a human voice) be heard within 200 feet of the creature's location. Examples include a gunshot coming from another room, footsteps coming up the stairs, or snarls and growls under the victim's bed. Each usage costs 5 WIL and may prompt a minor Fear check (no more than Level 2).
Mimicry: At a cost of 10 WIL, White Noise can perfectly impersonate and speak in any voice it has heard for up to 5 minutes, mimicking it perfectly. White Noise often uses this ability to lure a victim to a secluded location to better attack them in solitude. ("I'm in the next room! Come here!") It may also use this power in conjunction with ventriloquism (above) to cause one victim to attack another. (Luring one victim to a room with mimicry, while terrorizing someone within with ventriloquism into thinking a monster was about to enter.)
Silence: At a cost of 5 WIL per minute, White Noise can cause complete and utter silence to descend upon an area of 50' radius. The White Noise is, however, immune to this effect, allowing it to use any of its other powers effectively while everything else is silent.
Feedback Shriek: The White Noise releases an ear-piercing cacophony of sound, as if human screams were mixed with microphone feedback and static interference. This mind-melting sonic blast costs 30 WIL and affects all within 100', requiring a specific PWR check versus the hearer's current WIL score with the following results:
S = The victim is stunned and cannot act for one round.
L = The victim is stunned for 1d10/2 rounds, temporarily deafened for 1d10 minutes, loses 1d10 STA, and takes one wound.
M = The victim is knocked unconscious for 1d10 minutes, temporarily deafened for 1d10 hours, loses 2d10 STA, and takes two wounds.
H = The victim is knocked unconscious for 1d10 hours, rendered permanently deaf in one ear, loses 3d10 STA, and takes three wounds.
C = The victim drops into a coma-like state for 1d10 days, is rendered permanently deaf, loses 4d10 STA, and takes four wounds.