Frank Murray is a Wraith.
Quote: Hey, what's that on the back of my hand?
Prelude[]
When Frank Murray finally died of a heart attack, the residents of 122 Old Willow Street breathed a collective sigh of relief. While many of them shed a tear for his widow Beth and her two sons, the tenants next door, above and below the Murray's unit were glad that the screaming, shouting and crying were finally at an end. Frank was known to knock Beth and the boys around when he was angry, but Beth insisted that everything was fine between she and her husband. With his death, everyone hoped that maybe Beth could move on and find someone who would treat her right.
Strangely, within a few months of Frank's death a few families in the apartment complex started to suffer a lot of domestic tension. The sounds of heated arguments culminating in punches and kicks became more and more common.
What the residents of 122 Old Willow don't realize is that Frank Murray is still with them, as a spirit. A bully in life, he's even worse in death. Frank uses his abilities to drive wedges between the couples in the apartment complex. When emotional stress erupts into a fight, he gleefully possesses the dominant spouse and physically abuses the other, reveling in the sensations of power that such actions bring. Frank also keeps careful watch over Beth. He hopes that maybe she'll find someone new, someone who'll move into his old place with her and give him another chance to knock the old lady around. Until then, Frank finds sadistic pleasure in those unfortunate enough to make their homes in the neighborhood.
Concept[]
The Manipulator is a spirit capable of possessing others, and who does so to fulfill some obsession. He seeks out particular types of hosts or tries to insert himself into social situations in which he can pursue his interests. While some spirits see a possessed body as a mere vehicle with little intrinsic value, the Manipulator is interested primarily in his victim's social and economic position. The Manipulator masquerades as his victim to experience a particular situation or stimulus.
Stats[]
Equipment: The Manipulator had access to his victim's possessions, though not all of them are evenly accessible, and he is not necessarily skilled in their application. Passwords, PIN numbers and other secrets kept by a host are beyond the spirit unless his victim has recorded them somewhere or the would-be possessor studied his prospective subject for some time in advance. The Manipulator could easily pawn any of his host's possessions that the spirit does not know how to use, such as a computer or a musical instrument.
Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 3, Manipulation (Iron Willed) 4, Appearance 3, Perception (Sharp Eyed) 4, Intelligence 3, Wits (Shrewd) 4
Abilities: Alertness 2, Awareness 1, Computer 2, Drive 1, Empathy 3, Intimidation 3, Stealth 1
Backgrounds: None
Powers: Benign Occupation, Dreamscaping, Full Possession
Willpower: 8
Pathos: 8
References[]
- HTR: Hunter Storytellers Handbook, p. 58