The Barabashka
Meet the barabashka, a horrible poltergeist, just one of the monsters you might have the misfortune to meet while exploring a ghost-haunted ruin in the world of Buyan.
Anger, remorse, guilt. Some emotions live on after death, coalescing into an invisible, malevolent entity. It lashes out, hurling objects and creatures with destructive force. Invisible, incorporeal, and vicious, a barabashka seeks to harm those who trespass on its haunt.
For Dungeon World
Solitary, Terrifying
Telekinetic force (d8 damage)
20 HP, 0 Armor; Close, Near, Reach
Special Qualities: Incorporeal, Invisible to Normal Sight
Instinct: To drive away
* Fool the senses
* Throw something
* Unleash a whirlwind of destruction
For Fate Accelerated Edition
High Concept: Incorporeal, Invisible Malevolent Entity of Telekinetic Force
Trouble: Driven by Powerful Emotions
Other Aspects: My Illusions Terrify, No One Trespasses on My Haunt
Approaches: Careful – Mediocre (+0), Clever – Average (+1), Flashy – Average (+1), Forceful – Good (+3), Quick – Fair (+2), Stealthy – Fair (+2)
Stunts:
* Boo!: Because I create terrifying illusions, I gain a +2 to Cleverly create advantages related to fear.
* Unleash My Fury: Because I can hurl objects and creatures, I gain a +2 to Forcefully attack by throwing something or someone.
For Mini Six Bare Bones Edition
Scale: 0
Might: 0D
Agility: 3D+2
Wit: 4D
Charm: 2D+2
Skills: Brawling 5D+2, Dodge 4D+1, Illusions 8D, Stealth 5D, Throwing 4D+1
Perks: Illusions (as the spell), Incorporeal (cannot be harmed by normal weapons, uses Wit in place of Might); Invisible to Normal Sight
Static: Block 17, Dodge 13, Soak 12
For Swords & Wizardry
HD 6+6; AC 1 [18]; Atks 0; SV 11; Special incorporeal (immune to non-magic weapons), invisible, telekinesis, undead; MV 15 (flying); AL C; CL/XP 10/1,400
Telekinesis: Once per round, a barabashka can lift and throw up to 360 pounds of objects or creatures with a range of 120 feet. It can hurl a single 360 pound object or creature up to 10 feet. Damage inflicted by such throwing is up to the Referee, but about 1d6 per 10 feet thrown or about 1d6 per 30 pounds seems fair. Saving throws may apply, which could negate or reduce effects.
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