Wraith (Dark Champions - New Venice): Difference between revisions

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Updated with Comment Responses
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COMMENTS
COMMENTS


Well he need trimming.
''Maybe make a bit more like The Crow?''
He has FOUR extraordinary powers. and I am trying to limit peopel to ONE per character.
To make it their tradmark.


Desolidifation (Which I think is way too overpowering for this campiagn.  It makes all the charcters with stealth and lockpicking superflous if all you need to do is breeze in.)
Sure! Suggestions welcome. From Wikipedia I get:
* incapable of feeling pain
* instantly recover from any form of bodily harm
* otherworldly strength
* supernatural senses
* superhumanly agile
Seems a bit much to me!


Drain (OK. But keep in mind if you drain someone you can't drain another until the other has healed.)
''And beef up his attacks, especially his Hand to Hand, if that is going to be his main attack, al least 3d6.''


Life Support (Probably should tone this down a bit too)
I dropped the Killing HTH because the picture I was using for inspiration (a RuneQuest wraith) implied Desolidification. C'est la vie. Wraith's more like a ''draugr'' now. Should I run with that instead?


Flight (Maybe)
____________________________________________________


Maybe make a bit more like The Crow?
Wraith


And beef up his attacks, especially his Hand to Hand, if that is going to be his main attack, al least 3d6.




And I suggest dropping
Player: AndrewTBP


10 Undead: No Hit Locations


15 Undead: Does Not Bleed


And boosting up your stats a bit and he has a default OCV DCV and ECV of 3.
Val Char Cost
The average low grade agent/thug has a OCV/DCV of 4


____________________________________________________
15 STR 5


Wraith
15 DEX 10


Player: AndrewTBP
15 CON 5


10 BODY 0


10 INT 0


Val Char Cost
20 EGO 10


10 STR 0
20 PRE 10


10 DEX 0


10 CON 0


10 BODY 0


10 INT 0


10 EGO 0
2 PD 0


10 PRE 0
2 ED 0


5 SPD 30


4 REC 0


20 END 0


20 STUN 0


2 PD 0


2 ED 0


4 SPD 20
12m RUN 0


4 REC 0
4m SWIM 0


20 END 0
3m LEAP 0


20 STUN 0
Characteristics Cost: 118






12m RUN 0
Cost Power


4m SWIM 0
22 Undead: Life Support  (Eating: Character only has to eat once per week; Immunity: All terrestrial poisons; Longevity: Immortal; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)


3m LEAP 0
33 Undead: Multipower, 50-point reserve,  (50 Active Points); all slots No Range (-1/2)


Characteristics Cost: 20
2f 1)  Feeding: Drain EGO 2d6, Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +1 1/2) (50 Active Points); One Use At A Time (Satiating; -1), No Range (-1/2) [Notes: Life Support Eating]


3f 2)  Terror: Drain PRE 2d6, Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +1 1/2) (50 Active Points); No Range (-1/2)


Powers Cost: 60


Cost Power


50 Ghostly: Desolidification , Reduced Endurance (1/2 END; +1/4) (50 Active Points)


18 Feeding: Drain EGO 2d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1 1/4) (45 Active Points); One Use At A Time (-1), No Range (-1/2)


12 Ghostly: Flight 12m


10 Claws: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR) (15 Active Points); Reduced Penetration (-1/4), No Knockback (-1/4)
Cost Skill


31 Undead: Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial diseases; Immunity All terrestrial poisons; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)
3 Bribery 13-


10 Undead: No Hit Locations
3 Concealment 11-


15 Undead: Does Not Bleed
3 Conversation 13-


Powers Cost: 146
2 Gambling (Sports Betting) 11-


3 Persuasion 13-


3 Sleight Of Hand 12-


3 Streetwise 13-


3 Acrobatics 12-


Cost Skill
3 Breakfall 12-


3 Bribery 11-
3 Interrogation 13-


3 Concealment 11-
3 Mimicry 11-


2 Gambling (Sports Betting) 11-
3 Shadowing 11-


3 Sleight Of Hand 11-
3 Stealth 12-


3 Streetwise 11-
3 Ventriloquism 11-


2 WF: Blades, Clubs, Handguns, Unarmed Combat [Notes: Street Punk]
3 TF: Common Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles [Notes: Street Punk]


3 Stealth 11-
2 WF:  Blades, Clubs, Handguns, Unarmed Combat [Notes: Street Punk]


Skills Cost: 19
Skills Cost: 46






Cost Perk
Cost Perk


3 Anonymity
3 Anonymity


Perks Cost: 3
Perks Cost: 3
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Cost Talent
Cost Talent


12 Combat Luck (6 PD/6 ED)
12 Combat Luck (6 PD/6 ED)


6 +2/+2d6 Striking Appearance (vs. all characters)
6 +2/+2d6 Striking Appearance (vs. all characters)


Talents Cost: 18
Talents Cost: 18
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Total Character Cost: 206
Total Character Cost: 245






Pts. Disadvantage
Pts. Disadvantage


5 Enraged: Street Drug Dealers (Uncommon), go 8-, recover 14- [Notes: Especially If Known In Life]
10 Enraged: Street Drug Dealers (Uncommon), go 11-, recover 14- [Notes: Especially If Known In Life]


15 Distinctive Features: Deathly (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Distinctive Features: Deathly (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)


5 Hunted: Ghost Hunter Frequently (Less Pow; NCI; Watching) [Notes: A TV Show]
5 Hunted: Ghost Hunter Frequently (Less Pow; NCI; Watching) [Notes: A TV Show]


10 Psychological Complication: Fear of Street Drugs (Uncommon; Strong) [Notes: Especially If Used In Life]
15 Hunted: International Association of Exorcists Infrequently (As Pow; NCI; Harshly Punish)


20 Susceptibility: Street Drugs 2d6 damage per Phase (Uncommon) [Notes: Especially If Used In Life. Aerosol, dusted on, splashed on.]
10 Psychological Complication: Fear of Street Drugs (Uncommon; Strong) [Notes: Especially If Used In Life]


5 Unluck: 1d6
5 Unluck: 1d6


Disadvantage Points: 60
Disadvantage Points: 60

Revision as of 08:29, 9 December 2010

COMMENTS

Maybe make a bit more like The Crow?

Sure! Suggestions welcome. From Wikipedia I get:

  • incapable of feeling pain
  • instantly recover from any form of bodily harm
  • otherworldly strength
  • supernatural senses
  • superhumanly agile

Seems a bit much to me!

And beef up his attacks, especially his Hand to Hand, if that is going to be his main attack, al least 3d6.

I dropped the Killing HTH because the picture I was using for inspiration (a RuneQuest wraith) implied Desolidification. C'est la vie. Wraith's more like a draugr now. Should I run with that instead?

____________________________________________________

Wraith


Player: AndrewTBP


Val Char Cost

15 STR 5

15 DEX 10

15 CON 5

10 BODY 0

10 INT 0

20 EGO 10

20 PRE 10



2 PD 0

2 ED 0

5 SPD 30

4 REC 0

20 END 0

20 STUN 0


12m RUN 0

4m SWIM 0

3m LEAP 0

Characteristics Cost: 118


Cost Power

22 Undead: Life Support (Eating: Character only has to eat once per week; Immunity: All terrestrial poisons; Longevity: Immortal; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)

33 Undead: Multipower, 50-point reserve, (50 Active Points); all slots No Range (-1/2)

2f 1) Feeding: Drain EGO 2d6, Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +1 1/2) (50 Active Points); One Use At A Time (Satiating; -1), No Range (-1/2) [Notes: Life Support Eating]

3f 2) Terror: Drain PRE 2d6, Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +1 1/2) (50 Active Points); No Range (-1/2)

Powers Cost: 60



Cost Skill

3 Bribery 13-

3 Concealment 11-

3 Conversation 13-

2 Gambling (Sports Betting) 11-

3 Persuasion 13-

3 Sleight Of Hand 12-

3 Streetwise 13-

3 Acrobatics 12-

3 Breakfall 12-

3 Interrogation 13-

3 Mimicry 11-

3 Shadowing 11-

3 Stealth 12-

3 Ventriloquism 11-

3 TF: Common Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles [Notes: Street Punk]

2 WF: Blades, Clubs, Handguns, Unarmed Combat [Notes: Street Punk]

Skills Cost: 46


Cost Perk

3 Anonymity

Perks Cost: 3


Cost Talent

12 Combat Luck (6 PD/6 ED)

6 +2/+2d6 Striking Appearance (vs. all characters)

Talents Cost: 18


Total Character Cost: 245


Pts. Disadvantage

10 Enraged: Street Drug Dealers (Uncommon), go 11-, recover 14- [Notes: Especially If Known In Life]

15 Distinctive Features: Deathly (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

5 Hunted: Ghost Hunter Frequently (Less Pow; NCI; Watching) [Notes: A TV Show]

15 Hunted: International Association of Exorcists Infrequently (As Pow; NCI; Harshly Punish)

10 Psychological Complication: Fear of Street Drugs (Uncommon; Strong) [Notes: Especially If Used In Life]

5 Unluck: 1d6

Disadvantage Points: 60

Base Points: 300

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0