Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
8 | 11 | 10 | 10 | 11 | 11 | 20 | 20 |
d20 +25 to Attack Mind Defense | +36 to Damage | +21 to Healing
- Basic Attack
- This is Dread Wraith's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Dread Wraith's Combat Maneuvers.
- Touch of the Wraith
- A hand of shadow reaches into your enemy and tears some of their vitality.
- Hit Points -65 Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
d20 +25 to Attack Mind Defense | +36 to Damage | +21 to Healing
- Bound to the Shadows
- You use the shadows around, pulling them in to conceal you. You are also able to use the shadows to move stealthily and quickly.
- Defenses +4 Target: Creature (1) Range: Self Duration: 5 Rounds
- Speed +3 Target: Creature (1) Range: Self Duration: 5 Rounds
- Subterfuge +3 Target: Creature (1) Range: Self Duration: 5 Rounds
- Shadow Drain
- The shadows consume your enemies!
- 9d10 Damage (50) Target: Creatures (4) Range: 6 Spaces Duration: Instant
- Shadow Jump
- You jump from one shadow to the next instantly. You use the surprise of your appearance to attack your enemy.
- Teleport Ally 18 Target: Creature (1) Range: 4 Spaces Duration: Instant
- 16d12 Damage (104) Target: Creature (1) Range: 4 Spaces Duration: Instant
- Create Wraiths
- Any intelligent creature the wraiths kills becomes a wraith itself. Even if the creature is brought back from the dead the new wraith persists. If the newly created wraith is not slain it then haunts the victim until it is.
- Ancient and Old Presence
- The hate and malevolence of this creature is tangible. It is dimmer when this creature is near. Natural animals flee it's presence. And a cool and foreboding feeling often is felt by any intelligent creature that is nearby.
- Fight In The Dark
- The Dread Wraith is a creature of dark shadow and this is where is stays. The Dread Wraith does not suffer Environment Penalties from darkness. In fact, whenever it is present in anything less than full sunlight it creates and dim and dark environment around it creating at least Minor Environmental Penalties to players. When in sunlight it suffers from Major Environmental Penalties. However, it is very rare one will ever even enter a sunlit area. It must be very motivated to do so.
- Shadow Tactics
- Wraiths use hit and run tactics bouncing in and out of shadows. They avoid bright light but can enter it if they want too. Once it goes dark they move about making it very difficult to track and attack. They will generally wait to attack and ambush their targets when they enter naturally dark areas.
- Emanating Darkness
- Wraiths are creatures of shadow and death. They lower the light in the in an area making it difficult to see and move. This can cause Minor Environmental penalties to the players that are near. The cloud of dimness reaches out about 10 spaces in all directions. This darkness can be combined and with Dread Wraiths or other powerful shadow creature to create Major Elemental penalties. This can be a nasty and effective combat technique.
NPC Auto Assigned Bonuses
Dread Wraith's Equipped Items
Dread Wraith's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Touch of the Wraith
- A hand of shadow reaches into your enemy and tears some of their vitality.
- Hit Points -65 Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
- Basic Attack
- This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
- 4d10 Damage Target: Creature (1) Range: 8 Duration: Instant
- Exploit Weakness
- You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
- Defenses -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- Attack -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Knock Around
- You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
- Move Enemy 5 Target: Creature (1) Range: 1 Duration: Instant
- Reckless Offense
- Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
- Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -4 Target: Creature (1) Range: Self Duration: 1 Round
- Careful Defense
- Use this to increase your Defenses. During this action you may only use defensive disposable items.
- Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +4 Target: Creature (1) Range: Self Duration: 1 Round
- Parley
- Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
- Combat Manuever Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Bound to the Shadows
- You use the shadows around, pulling them in to conceal you. You are also able to use the shadows to move stealthily and quickly.
- Defenses +4 Target: Creature (1) Range: Self Duration: 5 Rounds
- Speed +3 Target: Creature (1) Range: Self Duration: 5 Rounds
- Subterfuge +3 Target: Creature (1) Range: Self Duration: 5 Rounds
- Shadow Drain
- The shadows consume your enemies!
- 5d10 Damage Target: Creatures (4) Range: 6 Spaces Duration: Instant
- Shadow Jump
- You jump from one shadow to the next instantly. You use the surprise of your appearance to attack your enemy.
- Teleport Ally 18 Target: Creature (1) Range: 4 Spaces Duration: Instant
- 12d12 Damage Target: Creature (1) Range: 4 Spaces Duration: Instant
Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.
- Greater Defenses
- 'Add 4 to all Defenses.
- Greater Enhanced Damage
- 'Add 4 dice to all powers that damage Hit Points.
- Greater Primary Power Point Increase
- 'Increase Primary Power Pool by 40 points.
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