Wraith (Dark Champions - New Venice)

From RPGnet
Revision as of 01:29, 9 December 2010 by AndrewTBP (talk | contribs) (Updated with Comment Responses)
Jump to: navigation, search

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