GENERIC ROLE-PLAYING GAME CHARACTERS

WRAITH

Val	Char	Cost	Roll	Notes
10	STR	0	11-	Lift 100 kg; 2d6 HTH [1]
11	DEX	3	11-	OCV:  4/DCV:  4
13	CON	6	12-
21	BODY	2*	11-
10	INT	0	11-	PER Roll:  14-
11	EGO	2	11-	ECV:  4
15	PRE	5	12-	PRE Attack:  2½d6
10	COM	0	11-
4	PD	2		Total:  4 PD (0 rPD)
4	ED	1		Total:  4 ED (0 rED)
3	SPD	9		Phases:  4, 8, 12
5	REC
26	END
25	STUN	0		Total Characteristic Cost:  30

Movement:	Running:	3”/6”/12”
		Flight:		3”/6”/12”
		Leaping:	1”/2”/4”
		Swimming:	1”/2”/4”

Cost    Powers & Skills
17	The Fog:  PRE +9d6, Transdimensional (Skinlands, +½); Only for PRE Attacks (-1), Only versus 
	Non-Supernatural Mortals (Not Children, the Innocent, or the Insane, -1), Must Disclose Wraithly 
	Nature or Subject Target to Obvious Wraith Presence (-½), Requires Eye Contact (-½)
18	Insubstantiality: Desolidification  (Affected by Interdimensional Attacks), Costs END Only to 
	Activate (+¼); Only To Protect Against Limited Type Of Attack (-1), Side Effects (1 pip KA when 
	activated) (-½), Lasts CON in Phases after Activation (-¼), END 4
43	Ectoplasmic Corpus: Physical and Energy Damage Reduction, Resistant, 50%; STUN Only (-½), Not vs. 
	Drains (-½) plus +10 BODY*; No Figured Characteristics (-½)
41	I'm Already Dead: Life Support (Eating, All Diseases, Biowarfare, Poisons, Chemical, Immortal, 
	Self-Contained Breathing, Sleeping)
25	Lifesight/Deathsight:  Detect Health, Auras, Weaknesses, and Defects 11-, Transdimensional, Discriminatory
6	Sharpened Senses:  Enhanced Perception (+3 to PER Rolls for All Sense Groups); Does Not Apply 
	to Lifesight/Deathsight (-½)
31	Locate Fetter: Detect One's Own Fetters 11-, Transdimensional, Megascale (from 100m to 1000km; +1¼); 
	Extra Time (1 Turn, -1¼), Concentration ½ DCV (-¼) plus Clairsentience (Sight Group), Single 
	Dimension, Megascale (from 100m to 1000km, +1¼); Only to Scan Area around One's Own Fetters (-½), 
	Concentration ½ DCV (-¼), Blackout (-½), Extra Time (Full Phase, -½), END 7
12	Slumbering Inside Fetter:  Extra-Dimensional Movement, Reduced Endurance (0 END, +½); Wraith is 
	Unconscious and Can Do Nothing but Heal While in Fetter (-1), IAF (-½)
3	Healing through Slumber or Meditation:  Healing 1d6 (Can Heal Limbs), Reset Interval of 6 hours (+¼); 
	Extra Time 6 Hours (-3½), Character May Take No Other Actions (-¼), Costs 3x END to Heal Aggravated 
	Damage (-1), Self Only (-½), END 2
21	Recovery from Harrowing: Healing 1 BODY (Resurrection, Can Heal Limbs), Reduced Endurance (0 END, +½), 
	Persistent (+½); Extra Time (1 Turn, -1¼), Self Only (-½), Wraith Forced to Remain in Fetter During 
	Regeneration (-½)

	Pathos
13	Pathos:  Endurance Reserve (100 END, 10 REC); Only Recover when Indulging in a Passion or Core 
	Emotion, -1½), Requires A Skill Roll 11- (No Active Point Penalty -½)
21	Healing Corpus through Pathos: BODY Healing 1d6 (Can Heal Limbs), Reset Interval of 1 Turn (+1½); 
	Self Only (-½), Does Not Work On Aggravated Damage One Type of Damage (-¼), END 4
25	Dirge/Ballad:  Mind Control 8d6, Telepathic (+¼), Transdimensional (+½); Emotions Only (-½), 
	Half Effect on Other Wraiths (-¼), Requires an EGO Roll 11- (-1), END 7
20	Enshroud:  Invisibility to Sight Group, Costs END Only to Activate (+¼); Extra Time (Delayed Phase, -¼), END 2
12	Phantom Wings:  Flight 6”; Only While Insubstantiality is Triggered (-¼), END 1

	Skills
6	+2 with ECV

2	KS: Plumbing 11-
1	Mechanics 8-
2	PS: Plumber 11-
1	Streetwise 8-

Total Powers & Skill Cost:  320
Total Cost:  350

250+   Disadvantages
10	Distinctive Features:  Horrendous Wounds on the Neck (Easily Concealed, Major Reaction)
10	Enraged:  When Faced with Anger (Common), go 8-, recover 14-
10	Hunted:  His Shadow 11- (Less Pow, Mildly Punish)
5	Physical Limitation:  Cannot Heal Back BODY Normally (Infrequently, Slightly)
15	Physical Limitation:  Confined to the Tempest if Fetters are Destroyed (All the Time, Slightly)
10	Psychological Limitation:  Enjoys Still Waters (Common, Moderate)
15	Psychological Limitation:  Must Avenge Attacks to the Helpless (Common, Strong)
15	Psychological Limitation:  Must Maintain Peace (Common, Strong)
15	Susceptibility to Harrowing:  2d6 Transform (weaker Passions, less important Fetters, Reduced BODY 
	or EGO) depending on what's being threatened 3d6 damage, Instant (Uncommon)
5	Unluck:  1d6


Total Disadvantage Points:  350

Wraith is the ghost of a dead plumber.

Personality/Motivation: Wraith is a peace-keeper by nature, and hates conflict. Now that he’s dead, that personality quick has been elevated to the level of a “passion.” It’s even grown to the point where he must avenge those who take advantage of an opponent in a fight.

Having been a plumber in his life, Wraith is Fettered to water, particularly still water. So, if the lake is disturbed, he may become Harrowed, and take extra damage.

If Wraith betrays his Passion by becoming angry himself, he gives more power to his Shadow, the dark side of his Wraith existence that seeks to transform him into a Specter.

Powers/Tactics: When Wraith engages in his Passion (stopping a conflict, or avenging an attack against a helpless or unaware opponent), some of his Pathos energy heals back, granting him more power in the Skinlands (the Earthly Plane).


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