Wraith (Dark Champions - New Venice)

From RPGnet
Revision as of 14:28, 9 December 2010 by 173.19.176.52 (talk)
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?

Had to Google that up. You cae use it if you want. Well except for the size increase.

Also keep in mind that aurmor and weapons have to be paid for. He still needs a main attack. (Weapon proficency are pretty only for anythig you may pick up at random on the battlefield.)

Still need to boost defenses. His combat value is low so a 15-17 woudl be OK. You may also look at Damage reduction. It is expensive put it fits going semi-desolid. Also Regeneration and recovery are possibilities.

____________________________________________________

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