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The Wrecker is a Wraith.

Overview[]

The spirit that causes planes to crash is the ghost of an African-American slave, part of an Ivory Coast tribe wiped out by warfare and disease in the 18th century. Until recently, the spirit itself remembered nothing of life except bondage and torture, and then the suffering endured beyond the living world. However, when some awesome force thrust the spirit back into the world of the living, it set out on a vengeful course. It is now fixated on destroying means of trans-Atlantic transportation such as airplanes and boats, in bitter memory of its kidnapping and relocation during life. The spirit does not discriminate between its former home, Africa, and its imposed one, America - both are subject to attack. Someone who can identify the spirit's obsession and somehow prove that slavery has been abolished in much of the world might lay the ghost to rest.

As far as reports indicate, the spirit has focused on planes thus far. It has, however, scuttled some ocean-going boats as well.

Stats[]

Attributes: (all imposed to whatever body is possessed) Strength 5, Dexterity 3, Stamina 5, Charisma 2, Manipulation 3, Appearance 2, Perception 4, Intelligence 2, Wits 5
Abilities: Alertness 2, Athletics 4, Brawl 4, Dodge 3, Expression 2, Intimidation 3, Melee 3, Subterfuge 2, Survival 2
Willpower: 10
Pathos: 8. The Wrecker regains one to four Pathos each time it destroys a plane (or other vehicle).
Health Levels: 10. No wound penalties are suffered by the spirit itself.
Host Protection: The Wrecker can absorb some damage that would otherwise affect its current host body. Spend two Pathos to add the Wrecker's 5 Stamina to that of the host for soak rolls for one scene. The Wrecker can even use its Stamina (but not that of the host) to help a host body soak lethal damage. This trick cannot be used against an attack that harms a host and the spirit simultaneously.
Possession: Spend one Pathos and roll the spirit's Willpower rating, difficulty of the target's Stamina. For each success achieved, the spirit can occupy the host for one day without access to the host's specialized capabilities; the spirit travels dormant within the body. Or, the host may be possessed for 30 minutes for each success, during which time the spirit imposes its own Attributes, Abilities and tricks upon the host (all of the spirit's Traits and capabilities may be used through the body). Hunters with active Conviction are immune to possession attempts. If Conviction can be activated while the Wrecker does possess a hunter (when it's presence is of the passive variety rather than active), the spirit's influence may be severed temporarily or the sprit could be expelled completely (Storyteller's decision). See the Storytellers Companion for further information on possession, and for any other tricks that you'd like to assign the Wrecker.

References[]

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