Tuesday, October 6, 2009

The Headless Horseman from 'The Legend of Sleepy Hollow'

It's Halloween, so it's time to exploit those things that go *bump* in the night. With this, it's going to be my hopes to include a single write-up a day for the Halloween season (although, to be fair, I'm limited by RL circumstances so I might have to spam a few in one day). Let's start by one of the cooler horror characters out there (and one who has been subject to a great write-up here as well), the Headless Horseman.


Made famous by Washington Irving's short story "The Legend of Sleepy Hollow", and most recently resurrected in Tim Burton's Sleepy Hollow, The Headless Horseman is a figure that strikes terror into the hearts of the most stalward with elemental precision. The image of the galloping hessian with saber and pumpkin in tow has been a staple for Halloween ever since, and has clearly struck a cord somewhere.

This version of the Headless Horseman is borrowing heavily from the different versions that exist in media and fiction, and leans heavily upon the original source material and Sleepy Hollow, I understand that in the original story, the Horseman is simply Bram Bones dressed up to scare Ichabod Crane, but it is interesting to imagine if it was not.

The Headless Horseman






Real Name Unknown

F: In (40)
A: Ex (20)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: Rm (30)
P: Rm (30)

Health: 140
Karma: 70
Popularity: -20 (Most have heard the legend of the headless Hessian)
Resources: N/A (As a spirit, there is no need of 'resources'

Talents:
Military
Horsemanship
Mystic Origin*
Swords
Guns
Dual Fighting
Thrown Weapons

Powers:
Undying Spirit: The Headless Horseman is unable to be killed or permanently destroyed as the power that binds him to the mortal plane makes him nearly impervious to traditional damage. While the Headless Horseman can be reduced to 0 Health, the Horseman will simply vanish, to be restored on the following night. The Horseman is immune to stun effects, lifeform control powers, and spirit control.

Unnatural Prescence: Seeing the Headless Horseman causes individuals to make a Psyche FEAT of Excellent or better, or be stunned in fear for 1-10 rounds. The Horseman's sheer prescence can cause animals to retreat from an area, water to freeze, and flames to be extinguished.

Hellish Sword: The Headless Horseman's calvary saber is considered a mystical slashing weapon, performing Rm (30) slashing damage as well as Ex (20) mystic heat damage. The Horseman's sword can cauterize wounds instantly when inflicting them.

The Glowing Pumpkin: The Horseman carries a lit pumpkin, used occasionally for the replacement for his head. Some say that the pumpkin is lit by an ember from hell, and can be seen long before the Horseman himself. The pumpkin can be thrown two areas, inflicting Typ (6) mystical fire damage as it shatters. The Horseman always appears with the pumpkin to inflict the most fear within a group.

The Horseman's Steed: The Horseman is carried by the spirit of his great warhorse, a hellish steed that's speed is unmatched, sharing many of his characteristics. The Horse can move at Ex (20) landspeed, and can easily avoid obstacles and pitfalls in its pursuit of the unwary. the horse is intelligent and bent to the will of its master, as well as capable of recovering endurance and hit points in the same manner as the Horseman. So long as either one remains, the other will remain, so should the horse be defeated, it will respawn within 1-10 rounds, similar to the Horseman.

Contacts:
None

Limitations:
Despite the Horseman's powers, he has several limitations:
Bound by Night: Unless truly summoned from his grave, the Horseman's apparition only appears at night. The Horseman never appears during daylight hours.

Cannot cross running water: The Horseman cannot cross a running stream or brook due to the ancient powers of running water against the undead.

Cannot enter Holy or Sanctified places: The Horseman cannot cross or enter holy places, and cannot affect those inside directly, but can however use objects to attack them, such as Iron spikes from a gate as a spear, etc.

Controlled by his skull: (From Sleepy Hollow): The Horseman's actions can be directed by the use of his skull, and can be commanded accordingly. Should the skull be returned to the Horseman, he will return to hell taking the person who was commanding him with him.

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