Drathreth is a supernatural being who has a human form and a supernatural form. Originally Drathreth was create as a Nightbane for Palladium's Nightbane RPG. What can I do to improve his sheet?. The reason I choose to make him as an OIAID was that I could get want as the Drathreth powers and abilities that easier than I could as a multiform. The main reason Drathreth's Resistant does protect him from fire and silver damage is that I wanted Drathreth as a creature with cold based abilities and power to take more damage from fire and as a supernatural being take more damage from silver.
When I originally had him as a Nightbane I had him transform into his Nightbane form at night and he would go out to fight crime with out his human form knowing what his superpowered form was doing. That means right now he does not know that he has a form that he could transform into that has superpowers. The local newspaper of Dallas, Texas which the story was set into did a story on Drathreth. I Only changed the where the story took place when I started writing him for Champions.
Drathreth
Also Known As: Race: Supernatural being Disposition: He Occupation: Physical Description:
Human Form:
Drathreth: Drathreth is a bestial humanoid that stands as tall as two humans. Thick shaggy white fur covers his hulking muscle-bound barrel-chested body that has exceptionally dense and tough skin. A sagittal crest is located on the top of his bestial head. Located on the top of his head are his very flexible rounded ears. Above his large crimson red eyes that have a vertical pupil is a large ridge double-arched brow. His. Lining his short, broad muzzle are the teeth of a mammalian carnivore. His head seems to sit directly on the shoulders, with no apparent neck. His long arms reach down to his knees. Tipping of both of his hand’s four fingers and a thumb is a long talon made of ice. Extending from the end of his spine is a three feet long tapering tail. Both of his large feet have four toes that each end in a long talon made of ice.
Height:
Human Form: 5 feet, 6 inches tall;
Drathreth: 12 feet tall
Weight:
Human Form: ;
Drathreth: 700 pounds
Val Char Cost Roll Notes
15 (60) STR 10 12- Lift 200 kg; 3d6 HTH damage [3] (Lift 100 tons; 12d6 HTH damage [6])
13 (25) DEX 6 12- (14)
13 (30) CON 3 12- (15)
15 INT 5 12- PER Roll 12- (14-)
15 EGO 5 12-
15 (25) PRE 10 12- (14-) PRE Attack: 3d6
4 (7) OCV 10
4 (7) DCV 10
3 OMCV 0
3 DMCV 0
3 (5) SPD 20 Phases: 4, 8, 12 (3, 5, 8, 10, 12)
6 (20) PD 6 Total: 6/20 (0/20 rPD)
6 (20) ED 6 Total: 6/20 (0/20 rED)
7 (16) REC 10
35 (60) END 3
10 (20) BODY 3
35 (60) STUN 8 Total Characteristics Cost: 69 Movement Meters Notes RUNNING 12m/24m END [1]
(60m/120m) (END 3) SWIMMING 4m/8m END [1] LEAPING 4m 4m forward, 2m upwards
(30m) (30m forward, 15m upward)
Cost Powers
Supernatural Characteristics, all slots Only In Alternate Identity (-¼)
35 Supernatural Strength: +47 STR (47 Active Points); Only In Alternate Identity (-¼)
19 Supernatural Dexterity: +12 DEX (24 Active Points); Only In Alternate Identity (-¼)
11 Supernatural Durability: +17 CON (17 Active Points); Only In Alternate Identity (-¼)
5 Supernatural Presence: +10 PRE (10 Active Points); Only In Alternate Identity (-¼)
8 Supernatural Prowess: +3 OCV (15 Active Points); Only In Alternate Identity (-¼)
8 Supernatural Prowess: +3 DCV (15 Active Points); Only In Alternate Identity (-¼)
10 Supernatural Swiftness: +2 SPD (20 Active Points); Only In Alternate Identity (-¼)
10 Supernatural Durability: +14 PD (14 Active Points); Only In Alternate Identity (-¼)
10 Supernatural Durability: +14 ED (14 Active Points); Only In Alternate Identity (-¼)
6 Supernatural Recuperation: +9 REC (9 Active Points); Only In Alternate Identity (-¼)
3 Tireless: +25 END (5 Active Points); Only In Alternate Identity (-¼)
8 Supernatural Toughness: +10 BODY (10 Active Points); Only In Alternate Identity (-¼)
7 Supernatural Toughness: +25 STUN (13 Active Points); Only In Alternate Identity (-¼)
Hyperacute Senses, all slots Only In Alternate Identity (-¼)
3 1) Hyperacute Sense of Hearing: +2 PER with Hearing Group (4 Active Points); Only In Alternate Identity (-¼)
2 2) Hyperacute Sense of Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); Only In Alternate Identity (-¼)
3 3) Hyperacute Sense of Smell: +2 PER with Smell/Taste Group (4 Active Points); Only In Alternate Identity (-¼)
8 4) Hyperacute Sense of Smell: (Total: 10 Active Cost, 8 Real Cost) Discriminatory with Normal Smell (5 Active Points); Only In Alternate Identity (-¼) (Real Cost: 4) plus Analyze with Normal Smell (5 Active Points); Only In Alternate Identity (-¼) (Real Cost: 4)
4 5) Hyperacute Sense of Smell: Tracking with Normal Smell (5 Active Points); Only In Alternate Identity (-¼)
5 6) Hyperacute Senses: +2 PER with all Sense Groups (6 Active Points); Only In Alternate Identity (-¼)
4 7) Tapetum Lucidum: Nightvision (5 Active Points); Only In Alternate Identity (-¼)
10 Exceptionally Dense and Tough Skin: Resistant (+½) for 20 PD/20 ED; Does Not Work Against Fire Or Silver (-¾), Only In Alternate Identity (-¼)
12 Bestial Mind: Mental Defense (15 points total) (15 Active Points); Only In Alternate Identity (-¼)
2 Fur: Life Support (Safe in Intense Cold); Only In Alternate Identity (-¼)
5 Heavy: Knockback Resistance -6m (6 Active Points); Only In Alternate Identity (-¼)
4 Tail: Extra Limb (1), Inherent (+¼) (6 Active Points); Limited Manipulation (-¼), Only In Alternate Identity (-¼)
34 Swift When Running On All Fours: Running +48m (60m total), Reduced Endurance (½ END; +¼) (60 Active Points); Only When Running On All Fours (-½), Only In Alternate Identity (-¼) 2
18 Supernatural Physiology: Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (22 Active Points); Only In Alternate Identity (-¼)
4 Icewalking: Clinging (normal STR) (10 Active Points); Only On Icy Surfaces (-1½), Only In Alternate Identity (-¼)
10 Super-Strong Legs: Leaping +26m (30m forward, 15m upward) (13 Active Points); Only In Alternate Identity (-¼) 1
34 Immune To The Cold: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Cold & Ice (-½), Only In Alternate Identity (-¼)
3 At Home In The Snow: +4 PER with Sight Group (8 Active Points); Only To See Through Snowstorms And Similar Weather (-1), Only In Alternate Identity (-¼)
26 Cold Breath: Killing Attack - Ranged 2d6, Area Of Effect (26m Line; +½) (45 Active Points); No Range (-½), Only In Alternate Identity (-¼) 4
15 Talons: Killing Attack - Hand-To-Hand 1d6 (4d6 w/STR), Armor Piercing (+¼) (19 Active Points); Only In Alternate Identity (-¼) 2
24 Bite: Killing Attack - Hand-To-Hand 2d6 (6d6 w/STR) (30 Active Points); Only In Alternate Identity (-¼)
Immortal, all slots Only In Alternate Identity (-¼), Unified Power (Regenerative Healing Factor; -¼)
12 Regenerative Healing Factor: Regeneration (1 BODY per Turn), Can Heal Limbs (21 Active Points); Does Not Work On Some Damage (that caused by silver weapons; -¼), Only In Alternate Identity (-¼), Unified Power (Regenerative Healing Factor; -¼)
3 Immortal: Life Support (Longevity: Immortal) (5 Active Points); Only In Alternate Identity (-¼), Unified Power (Regenerative Healing Factor; -¼)
Skills
3 Winter Coat: +2 with Stealth (4 Active Points); Only in Snow/Ice (-¼), Only In Alternate Identity (-¼)
4 Winter Coat: +4 with Concealment (8 Active Points); Self Only (-½), Only in Snow/Ice (-¼), Only In Alternate Identity (-¼)
2 AK: Arctic 11-
2 AK: Subarctic 11-
0 Acting 8-
3 Breakfall 12- (14-)
3 Climbing 12- (14-)
3 Concealment 12-
0 Deduction 8-
3 High Society 12- (14-)
2 KS: Myths & Legends 11-
0 Language: English (completely fluent; literate) (4 Active Points)
3 Mimicry 12-
2 Navigation (Land) 12-
0 PS: Cooking 11-
5 PS: Drawing 14-
5 PS: Painting 14-
0 Paramedics 8-
0 Persuasion 8-
3 Shadowing 12-
3 Stealth 12- (14-)
2 Survival (Arctic/Subarctic) 12-
0 TF: Everyman Skill, Small Motorized Ground Vehicles
3 Tactics 12-
Talents
2 Icewalking: Environmental Movement (no penalties on ice and snow); Only In Alternate Identity (-¼)
3 Quicker Than He Looks: Lightning Reflexes (+4 DEX to act first with All Actions) (4 Active Points); Only In Alternate Identity (-¼)
Perks
1 Artist: Fringe Benefit: License to practice a profession
Total Powers & Skills Cost: 422
Total Cost: 491
Complications
5 Accidental Change to Drathreth: Angered, Frustrated, or Injured 8- (Uncommon)
10 Distinctive Features: Huge Hulking Muscle-Bound Furry Bestial Humanoid (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Distinctive Features: Supernatural Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses)