Wraith
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Ghosts, Poltergeists, Wraiths, Creatures of the spirit realm, while undead, serve a different purpose then most others. An incorporeal being that has come back from the dead due to unfinished business, they are typically not able to rest in the afterlife, usually coming back tens or thousands of years after death to try and settle the score at an appropriate time.
Characteristics
Wraith appear as they did in their lives typically, however, with a more ghostly sheen, some are normally more transparent then others, while others have small, white wisps surrounding them and being completely solid in their appearance. Wraiths can change their physical appearance to match whatever feels most natural to them, however, most mainly choose to retain their physical form in life.
Wraiths are very intellectual, usually callous, brooding and introspective on ones self and their past life, dealing with the trauma of coming back to life as well as the strange experience of being only ones soul. They tend to lash out towards others in regards to their past life, and explode with anger at any instance that reminds them of this.
Native Environments
Usually found in graveyards, abandoned buildings and similar locations, they are typically either summoned through desecration or through deep anger and regret occurring whilst dying. Becoming a Wraith is a painful process, but it is seldom known whether it is more painful then dying itself.
History
Wraiths have no history inherently of themselves, but have existed for as long souls have. Wraiths follow their past lives most and uphold it to their highest standards, believing their way of living is the best way of living, due to being incapable of learning further or accepting the changes of their reality.
Society & Culture
Wraiths do not have a society or culture amongst themselves, being the byproduct of a peculiar death, with regrets, anger and sorrow. They typically focus on their past cultures and lives, but some adapt to new traditions created by being Wraiths, these ones are seldom known about, and differentiate from each Wraith, but is usually a sign of being able to accept their new condition.
Wraith Racial Modifiers
Table: Wraith HP, MP and SP | ||
---|---|---|
Racial Modifiers | At Level 1 | Every Level After |
Health Points (HP) | 100 + Vitality % | 1d8 x 5 + Vitality % |
Magic Points (MP) | 150 + Psyche % | 1d12 x 5 + Psyche % |
Stamina Points (SP) | 100 + Fortitude % | 1d8 x 5 + Fortitude % |
Wraith Racial Traits
Racial Modifiers – When not choosing a subrace, you gain a +10% to two ability scores of your choice.
Size – Wraith range from Small, Medium and Large sizes.
Movement Speed – Wraith move at 2m/TP.
Languages Known – Wraith start knowing Soul, for every +5% Intellect Modifier they have, they may learn an additional language.
Major Traits
Possession – Wraith can possess any object or creature within a 1m range for 2 TP. All Targets that are capable of it must take a Confidence Action (DC Caster’s Psyche modifier), on fail, they are possessed, while in this state, the Wraith can control the vessel and interact with the physical realm, they are no longer incorporeal in this state. They have access to all abilities that the object or creature would have, and are treated as if they were the creature. They may only possess one target at a time, and can exit a target for 2 TP.
Attachment – Wraith can attach themselves to any possessed target, when attaching themselves to the target, they always know where this target is, and automatically succeed on all actions made against this target. They can choose to possess a target that they are attached to from an unlimited range. They may only attach themselves to an amount of targets equal to their level.
Incorporeal – Wraith are incorporeal and are considered Undead, they cannot interact with the Material Plane, and can see into both the Ethereal and Material Plane, creatures in the Material Plane cannot target a Wraith unless their weapons or attacks are magical. Wraith do not need to eat, drink, breathe or sleep.
Minor Traits
Ectoplasm – When Wraith use a Move or Double Time action, they always leave ectoplasm behind. They may travel through walls an amount of meters thick equal to their level when performing these actions, however, they receive a -50% penalty to all actions made to hide their tracks.
Groan – Wraiths may let out a Groan an amount of times equal to their level per day. This groan affects all targets within a 20m radius, dealing 200 (d4%) Sonic Damage, and requires all targets to take a Confidence action (DC Caster’s Psyche Modifier), on fail, they are immediately frightened for 1 minute.
Ghastly Hide – When performing the Hide action, Wraiths immediately turn invisible.
Wraith Subraces
Subraces are variants of the main race that change the abilities and aesthetic of the race, Subraces are not mandatory to choose, but you may only choose one subrace for your character.
Living Armour
Bonded to a suit of armour, the Living Armour Wraiths are a physical object compared to other kinds of Wraiths, who can become incorporeal. They are incredibly strong, and can be worn by others.
Living Armour Racial Modifiers – Living Armour Wraith gain a +10% Fortitude, +5% Vitality, and a -5% Agility
Armoured – Living Armour Wraith choose an Armour, Light, Medium or Heavy. Light Armour grants the Living Armour a +25% Damage Reduction, Medium Armour grants a +50% Damage Reduction, but moving costs x2 TP, and Heavy Armour grants a +75% Damage Reduction, and costs x3 TP. Living Armour Wraiths are not incorporeal and can interact with the material plane. They loose the Ectoplasm trait. They may be worn by others to receive these same effects.
Shielding – Living Armour Wraith’s multiply their Block DT by x3 against all Physical attacks.
Fullmetal – Living Armour Wraith automatically succeed on all actions made to analyse armour, metal craftsmanship, weapons and other related items.
Revenant
Revenant Wraiths are known for their complete and utter hatred and disdain for existence, created when someone dies with pure and utter rage, their appearance is a dark black, usually having red eyes, and a bloodlust to kill anything within their area.
Revenant Racial Modifiers – Revenant Wraith gain a +10% Muscle, +5% Agility, and a -5% Nerve
Vengeance – Revenant Wraith hold a permanent grudge against all living things, their anger grants them a +25% bonus to all attacks made when a target attacks or provokes them first
Destructive Rage – Instead of a Groan, Revenant Wraiths let out a loud howl, breaking into a rage, they are affected with the Wrath perk for an amount of minutes equal to their level. Their TP maximum is increased by +5 while this trait is active.
Obsession – Instead of Attachments, Revenant Wraith have Obsessions, when they are confronted with their Obsessions, they receive a -50% penalty to all actions, and their movement speed is halved. They cannot attack any creature near their obsession, however, if a creature were to touch their Obsession, they immediately receive a +100% bonus to all actions made to attack that creature, and all MP and SP costs are removed from all abilities for 1 minute after. Revenant Wraiths can control, see and possess their Obsession’s similarly to their Attachment ability.
Banshee
Banshee Wraiths are known to be heralds of death, most Banshees are typically women, and are known for their screams, which when heard, signify the death of others. They are extremely pale faced, and are known for their long, white hair.
Banshee Racial Modifiers – Banshee Wraith gain a +10% Social, +5% Psyche, and a -5% Fortitude
Wail – When Banshee Groan, they let out a wail, instead of frightening the creatures, they are paralysed for 1 minute. Their Groans range is increased to 100m.
Ghostly Touch – Banshee gain Venerable Touch, they may use this ability at no MP cost an amount of times equal to their level.
Sudden Mist – Banshee may choose to create a blinding mist that affects a 1km range an amount of times equal to their level per day. All creatures in this mist take a -50% penalty to all actions made to sense others.