Created by: Chris Beadles <[c--e--d] at [CYBERPORT.NET]>

Wraith

Identifier:  Undead
Habitat:  None
Size:  1 x human size (6' T)
Number Appearing:  1 (d3 or d6 in graveyards)
Modes & Rates of Movements:
     Fly:  210 yds/BT
Initiative Modifiers:  Human standard
Outstanding K/S Areas/Sub-Areas & STEEP:  Nil (in some cases
a few K/S Areas may be remembered from life)
Joss Factors:  0 (sometimes d3)
Dodging/Avoidance:  9, 20/40/20
Attractiveness:  0 (Horrid)
Invulnerabilities:
     Non-enchanted weapons
     One half damage from enchanted weapons
     Cold
     Poison
     Disease
Susceptibilities:
     Insinuation:    Silver (x1)
                Holy Symbol (3d6 PD and SD)
                Holy Water (4d6 PD and SD/ounce)
     Exposure:       Sunlight (2d6 PD/CT)

Average Armor Protection:  9
Quirks:  Nil (Usually)

Attacks              BAC   Damage Type     Base Damage          
Bonus
Touch (x2)             40        Cold*                 4d6      
                 0
* Use electrical armor value, but at one half normal
protection

Powers:  Darksee (as if daylight);  Fear (two targets, SM
Category checks at "Hard" or flee for d6 BTs) 3/day

Statistical Detail:
Base Scheme (+/- d3)
M:  90*         EL:  72         P:  70     WL:  70*  CL:  70*   
     S:  90*         EL:  72
MM:  45         MR:  45         PM:  35         PN:  35         
SM:  45         SP:  45
MMCap:  20      MRCap:  20      PMCap:  -       PNCap:  -       
SMCap:  20      SPCap:  20
MMPow: 15  MRPow:  15      PMPow:  15      PNPow:  15      
SMPow:  15      SPPow:  15
MMSpd:  10      MRSpd:  10      PMSpd:  20      PNSpd:  20      
SMSpd:  10      SPSpd:  10
* at this level the wraith dissipates until the next sunset
unless at least half the damage was caused by a
susceptibility, in which case the wraith is destroyed

Armor Scheme:
AreaPierceCutBluntFireChemic
alStunElectr
icalUltra28161600*32Super21121200*24Vital148800*16Non74400*8Averag
e17101000*20* indicates invulnerability
Commentary/Description:  Wraiths are the restless spirits of
very Evil people who refuse to stop harming the living. 
They are usually the souls of those who's Pacts with Evil
have come to a conclusion.  Some wraiths are powerful enough
to remember some of their skills while they were still
alive, and the most dangerous remember Heka producing and
Casting areas.  Wraiths cannot be Full Practice.  Very
powerful wraiths eventually move on to become more powerful
spirits.
     Wraiths exist somewhere between a Full Physical
Manifestation and a Partial one, therefore making them very
difficult to harm.  They can only be struck by Heka,
enchanted weapons, silver, and holy items.  Even enchanted
items inflict only half damage to these creatures.  Sunlight
burns up the material of their existence, and takes twice as
long for the wraith to heal.  Wraiths attack by means of
their touch, which radiates a Supernatural chill.  Because
of the nature of their existence, positive armor values are
halved when defending against a wraith's attack, while
negative numbers are left alone.  It is impossible to parry
a wraith's attack, as they appear identical to the effects
of a Tenebroused Blade, only more complete.  Magickal
protection works in full against wraiths.  Wraiths can never
travel more than one hundred yards from either their bodies
current resting spot or their place of death, but once one
is chosen it cannot be changed.  This is expanded by one
yard every year, until two hundred and thirty three years
pass, which is when the wraith can become a more powerful
spirit.  Alternatively, one human life can equal the effect
of the passage of one year, so many wraiths attempt to kill
as many people as they can.  Anyone killed by a wraith must
make a Spiritual Trait check at "Hard" or become a wraith.