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Wraith: the Oblivion-Guilds & Arcanoi

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Carnamagos
Vice Captain

PostPosted: Mon May 05, 2008 5:08 pm


PostPosted: Mon May 05, 2008 5:09 pm


Argos
Harbingers

Hear that? That howling behind the shadows in the alley and under the concrete skin of the city lots….Hear it? Take my hand, and hold tight. That’s where I’m taking you….

Argos is an Arcanos of travel, specifically of travel through the Tempest. It enables wraiths to "swim" through the Tempest's substance, find secret pathways from place to place and journey reasonably safely between the realms of the Underworld. Masters of Argos can go virtually anywhere in the Tempest and arrive without being molested by Spectres.

Without Argos, though, travel in the Tempest is very hazardous. Wraiths with no Argos knowledge drift about in the storm, and can only change direction by spending a Pathos point. Spectres, especially Shades, are often drawn to such easy prey. Also, it is almost impossible to find a Byway without some Argos knowledge.
A character with Argos can usually "carry" a small group of companions with her, so long as they don't resist. As long as all link hands, the one can guide the rest. However, passengers can (and do) increase the difficult of Argos actions.

The Guild
The Harbingers' Guild came together as a collection of messengers, heralds and explorers. They never submitted to the same levels of dreary bureaucracy as the more formal Guilds did. They occupied a niche on the periphery of Stygian government, working for the Hierarchy without actually becoming a true part of it. Their sense of honor led them to serve as a sort of "Coast Guard" for the Tempest, rescuing the lost and besieged. This honor also lent itself to Stygian loyalty, and the Harbingers joined the Great Revolt reluctantly. When the Masquers and Usurers backed out, the Harbingers followed soon after.

Following the breaking of the Guilds, it was simply business as usual for most Harbingers, albeir on an individual rather than a Guild-centered basis. It is worth noting that the Harbingers still command respect, and wraiths consider it bad luck to interfere with a Harbinger's duty. Perhaps to earn this respect, Harbingers will always stop to rescue souls they see lost in the Tempest. Of course, Spectres know this as well and take full advantage when laying traps for unwary Harbingers.
Harbingers are exceptionally calm, swift, quiet and collected. The time they spend in the Tempest gradually but invariably stains their eyes jet-black.

Botches
If a wraith botches an Argos roll, she may become stranded in the Tempest for a time. She may also hallucinate, seeing things in the Tempest’s fabric that are not really there or overlooking the otherwise visible. Generally speaking, an Argos botch will lead the hapless wayfarer into some sort of danger ¾ Spectres, the Labyrinth or whatever the Storyteller can devise.

Basic Abilities
Orienteering: Distance and time have little meaning in the alien storm of the Tempest. Orienteering allows a wraith to determine his location in the Tempest and find the route to his destination. Those with Orienteering can travel to their destinations via the quickest and easiest path (usually a Byway), dodging most obstacles along the way.

Only the foolish attempt to navigate the Tempest with Orienteering alone, but it si an excellent way to find a safe path out in dire emergencies.
Wraiths moving through the Shadowlands without resorting to Tempest shortcuts move at normal walking or driving speed; the standard travel times referred to above are for this sort of normal ground tranportation.

System: The number of successes on a Perception + Argos roll (Difficulty 8 ) indicates the length of travel time to the wraith's destination. Clever wraiths can sometimes use the fluctuating dimentions of the Tempest to their own benefit.

1-3 successes: Standard travel time
4 successes: Half standard travel time
5 successes: One-quarter standard travel time
Note: Travel time depends upon how far the a wraith is traveling and whether she is moving between the levels of the Underworld. It usually takes two to seven days to travel between the Shadowlands and Stygia; two weeks to reach the Far Shores. Moving through the Teampest from point to point in the Shadowlands rarely takes more than a day, but there are no guarantees.

If the wraith fails an Orienteering roll, she has gone on the wrong direction and may become lost. This (as well as the perils that a botch brings on) could even turn into an adventure, at the Storyteller's discretion.

Tempestpeek: This art allows a wraith to look into the Tempest, observing any beings or things drifting nearby. He can be seen by any beings in the near Tempest, and can even communicate with them if need be.

System: With a successful Perception + Argos roll (difficulty 6), the wraith may observe the immediate area of the Tempest. The number of successes indicates how clear a "window" the wraith peers through.
Tempest Threshold: Most wraiths can only enter the Tempest through Nihils. Those with Argos can open thier own portals, however. The portals are usually small, and iris closed immediately after the wraith passas though.

System: Opening a threshold requires a Strength + Argos roll (difficulty 7).

· Enshroud
To avoid the hazards of the Tempest, those with Argos learn first how to hide themselves from unfriendly eyes. This art allows the wraith to pull shadows around herself, making herself unseen in both the Tempest and the Shadowlands. When first activated, Enshroud causes the wraith to suddenly vanish. She is thereafter cloaked in shadows.

System: After spending a point of Pathos, the player rolls Dexterity + Argos (difficulty 7). Each success allows the wraith to remain Enshrouded for a turn. Enshrouded wraiths cannot act on others, even violently, without being revealed.

·· Phantom Wings
A wraith using this art may fly both in the Tempest and the Shadowlands. Flight is not terribly fast (resembling gliding more than anything else), but can be a convienient way of getting around. Wraiths may hover using this art, but can never accelerate to more than jogging speed.

System: The player rolls Stamina + Argos (difficulty 6). Each success grants one more turn of flight. The Storyteller may call for Dexterity + Argos rolls to maneuver though or stay aloft in particularly sticky situations (say, above a Nihil or in a cramped Stygian tower). A character must be Incorporeal to fly while in the Shadowlands.

··· Flicker
A character with Flicker can harness the natural distortions of the Tempest to quickly travel from one place to another. These mini-jumps are only good for short-distances, generally line-of-sight. Flicker is also a good way to blindside opponents in combat.

System: The player rolls Dexterity + Argos (difficulty 6). Each success reduces the travel time by one turn. For example, if Henri was trying to climb a fire-escape, and the Storyteller decided it would take four turns to get to the top, two successes with Flicker would mean he could make the climb in only two.
If the desired destination is out of sight, but still within a city block, Flicker is still possible. The difficulty of the roll is 8, however, and any failure maroons the character in the Tempest. Similarly, any Flicker botches usually strand the character in the Tempest, and this art will not permit the wraith to emerge. Flicker supersedes Tempest Threshold, and can be used without the lesser ability.
Each "leap" costs 1 Pathos.

···· Jump
The wraith with this art may rapidly travel to any of her Fetters, riding secret pathways to the familier destination. She may Jump any distance to a Fetter, but only to a Fetter. Rumor has it that the eldest Gaunts can instantly travel toto anywhere in the world without the aid of Fetters, but this as yet is only hearsay.

System: The player rolls Stamina + Argos (difficulty 8 ). Each level of the destination Fetter reduces the difficulty by -1. The more successes, the more the travel time is reduced, and five or more should allow practically instantaneous transit. As with Flicker, Tempest Threshold is not necessary to use of this art.
Jump costs 3 Pathos per use.

····· Oubliette
This art is the terrifying ability to cast other wraiths directly into the Tempest. By focusing his will, the wraith may either hurl others into the Tempest, or hold them in one spot, preventing them from escaping into the Tempest or Shadowlands.

System: The player makes a Strength + Argos roll (difficulty of the target's Willpower.) The target may choose to make an opposed Willpower roll.
Wraiths cast into the Tempest are free to use any Argos arts they possess, but they are in serious trouble if ignorant of such secrets. The sheer force of the banishment tears a Corpus Level from the target, in addition to the other effects.
If the wraith is trying to hold his target in place (in either the Tempest or the Shadowlands), the target is imprisoned for one turn per success. The imprisoning wraith must maintain some minimal concentration to keep his victim in place.
Either use of this art costs 3 Pathos and grants the user 1 point of temporary Angst.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Mon May 05, 2008 5:11 pm


Castigate
Pardoners

You’re never alone. Never. Not while the Shadow squats on your back. I can help you. I can hurt. For a price, yes, but I take far less than it would.

If not for Castigate, the Shadow's power would be unchecked. Thos who master this Arcanos learn what drives and feeds the Shadow, as a prelude to learning what weakens its grip.

Castigate is a hightly personalized Arcanos. A Pardoner may use physical force, psychology, meditation, sermons, ritual purification, drumming, taunts, sensory deprivation or any of a thousand other methods to fight the Shadow. The exact details depend on the Pardoner's tastes and beliefs. Most favor a kind of dialogue based on the taget Shadow's Nature, a process called the Devil's Dialect.

Storytellers should keep their players from abusing Castigate. This Arcanos grants some minimal control over Shadows as well as great insight, and can thus be misused. Keep in mind that dealing with a wraith's dark side is a dangerous business - those who dabble in Castigate often meet dire fates.

The Guild
The Pardoners’ Guild was almost a Heretic cult; indeed, the Pardoners themselves looked on their work with a psuedo-religious zeal. In the Guilds’ heyday, the iron lanterns marking a Pardoner’s available services were everywhere. The Pardoners joined the Guilds’ rebeliion mostly to correct the Stygian mistreatment of Heretics and other prisoners, and were not severely punished when Charon crushed the revolt. Even today, no Hierarchy soldier arrests a Pardoner for hanging out her iron lantern. The Pardoners are indispensable ¾ without them, Oblivion would have swalled Stygia long ago.

The older Pardoners tend to describe Castigate in almost religious or spiritual terms; newer wraiths prefer a more psychological approach to the Shadow. Pardoners are recognizable by their inky fingers, stained from the contact with the wraiths’ dark sides.

Botches
Botching a Castigate roll can be quite dangerous. A Shadow may gain temporary Angsty from the muddled defiance, or exert more strength when it next rides its subject. The severity is left to the Storyteller’s discretion; however, the Shadow will almost always be angered by a Pardoner’s clumsy interference.

Basic Abilities
Bulwark: The wraith can briefly guard herself and her companions from a Maelstrom. Her Castigate acts as a shield wall, deflecting the Maelstrom's storm winds and protecting her from the attention of any passing Spectres.
System: The player rolls Stamina + Castigate (difficulty of the Maelstrom's rating +3). The character must spend 1 Pathos for each level of the Maelstrom, but may extend the Bulwark over herself and anyone she touches.

Soulsight: Those with Castigate can examine another wraith and see her Shadow on her soul. With careful study, the wraith may measure a Shadow's rough power level, and how close it lies to the surface. The user cannot examine her own Shadow. Soulsight can also detect Spectres (such as Doppelgangers) by gauging the terrible strength of their Shadows.

System: The wraith rolls Perception + Castigate (difficulty 8 ). The number of successes determines how much insight she gains. The Storyteller will describe the Shadow's strength as weak, nominal, fairly strong, strong, or eminent (depending no the character's current Angst score), and may give more details if the player rolled well.

· Coax
This art grants some power over the user's Shadow. A wraith using Coax may call on her Shadow's power with greatly lessened risk.

System: A Shadowguide may offer a player a fixed number of Shadow Dice to assist in any task. A wraith may use Coax to modify this number in either way. The player rolls Charisma + Castigate (difficulty 6); every two successes allow the player to ad or subtract one die from the offered amount.

The character pays no Pathos, but gains 1 Angst for each use of Coax.

·· Dark Secrets
This devious art allows the user to learn other wraith's dark secrets by studying her Shadow. Of course, the Shadow may feed the Pardoner false information - spreading lies can be in the Shadow's interest. Generally, the weaker the Shadow, the more honesty the Pardoner can force or manipulate out of it.

System: The wraith carefully examines the target's Shadow, and rolls Perception + Castigate (difficulty of the target's Willpower). Each success allows the Pardoner to ask one question of the target's player (Storyteller when appropriate). The target's player must answer fairly truthfully, but may indudge in cryptic responses or half-truths (a Shadow's favorite tricks). The target character may let his Shadow make an opposed Angst roll; nobody likes having his darkest secrects ferreted out.

This art costs 1 Pathos to use, and gives the user 1 Angst.

··· Purify
By focusing her will, the wraith may directly attack the power of another wraith's Shadow. The actual methods vary from Pardoner to Pardoner, and can entail sermons, song, esoteric chants or even flagellation. This is an extended, careful proccess, and cannot be rushed without grave risk.

System: The Storyteller rolls the character's Charisma + Castigate in secret. The diffifulty is the subject's peranent Angst score; the subject may also assist the roll by spending Willpower. Each success reduces the subject's temporary Angst by one, but also causes one Corpus Level of damage to the subject. The Castigator receives a temporary Angst point for each "one" on the Purify roll.

···· Housecleaning
By cloaking himself in purity, the wraith may drive away Spectres and keep them from entering his immediate area. This art can shield an entire structure from Spectres (within reason - only the greatest of Pardoners could guard and entire skyscraper). Any Spectres in the area, hidden or no, are driven away. Perculiarly, this art cannot keep Doppelgangers at bay.

System: Each success on a Charisma + Castigate roll (difficulty 7) will keep the ward up for one turn. Any Spectres already present must be defeated in a resisted roll (the player's Housecleaning roll against the Spectre's Angst) before being banished. A banished Spectre stays banished for the duration of the art, even if other Spectres in the vicinity are not affected.

····· Defiance
Those who know this art can fight against thier Shadow's bids for control. If the Shadow tries to take over a wraith with Defiance, the Pardoner may try to beat her dark side back into place. This art can be used to help other wraiths in their struggles as well at an additional cost of 1 Angst.

System: To resist her Shadow's attempts to gain control, the character rolls Charisma + Castigate (difficulty of her current Angst). Each success reduces her Angst by 1; the Shadow is powerless to prevent this. Defiance can be used against another wraith's Shadow, but the difficulty becomes the subject's current Angst +3.

Using Defiance costs 1 Pathos, plus another Pathos for every success. Failing this roll adds 1 point to the character's temporary Angst; a botch will add 1 permanent Angst.
PostPosted: Mon May 05, 2008 5:12 pm


Embody
Proctors

Open yourself to the warmth. Forget the Shadowlands, forget your Corpus, forget even me. Just concentrate on the warmth - it should bake you like sunlight used to. Remember? Remember sunny days in the park and loose cotton clothes? That’s it….

Embody is the art of physically manifesting in the mortal world. Like many Arcanoi, it defies Charon's Code by its very existance; only the Deathlords have authority to reach across the Shroud with impunity. Still, the lure of flesh is strong. The change in a wraith's very senses when she manifests is powerful, and heavy enough to tempt the most stoic Centurion.

The best way to learn Embody is to open one's senses, focusing on the most intense sensory input available. Loud music, the heat from a radiator, the shimmering reflection in a lake - all can be the anchor with which a wraith can pull herself across the Shroud.

If a wraith Embodies physically, he opens himself up to mortal injury. Immaterial wraiths lose only one Corpus level from a blow or gunshot, but those physically materialized take as many Corpus Levels of damage as they would have lost in Health Levels in life. If "slain," an Embodied wraith is thrust into a Targeted Harrowing as the Quarry.

Attuning oneself to a Consort is particularly useful with Embody. Once attuned, all difficulties from Embodying to that person (and that person alone) are reduced by -3. It also costs no Pathos to manifest to the subject. However, only the Consort can see or hear the wraith. This is a double-edged sword. Other mortals might consider the Consort crazy. Conversely, the subject may convince others of the wraith's existence, making it easier for the wraith to attune herself to them.

Unless otherwise noted, the difficulty of any Embody roll equals the local Shroud rating. Embody is virtually useless in the Tempest.

The Guild
For obvious reasons, the Proctor's Guild had extremely tenudous relations with Stygian authorities for centuries. Although they did find Stygian employment, Charon's Code prohibited Proctors from practicing their arts on their own. Most chafed at the restrictions, interacting with mortals whenever they could anyway.

Among the revolt's most enthusiastic supporters, the Proctors received a lion's share of the blame when it failed. For centuries, Legionnaries were encouraged to hunt down Proctors and force them into Thralldom - or qorse. Since Charon's disappearance, this has eased somewhat, but demonstrating a talent for Embody in Hierarchy territory is still a poor tactical decision.

A Proctor's voyages through the Shroud gradually mark her body with peculiar patches of light and dark. Experienced Proctors often wear patterns on their skin akin to light dappling through trees.

Botches
Strange things happen to those who misuse Embody. A character may lose her voice in the Shadowlands by botching Whisper, or fall into the Tempest while attempting other arts. Proctors also run the risk of gaining Angst; when the sensation of the material world is offered and then snatched violently away, the despair is often overwhelming.

Basic Abilities
Ghostly Touch: The wraith can exert a tiny whisper of a touch to the material world, weaker even than Ping (Outrage 1). The character may not even move anything larger than dust - about the most she can do is gently write on a fogged window; and this takes all her concentration.

System: The player rolls Strength + Embody against the local Shroud.

Maintain the Material Form: This is not so much an ability in itself as the capacity to maintain an Embodied form for a longer duration.

System: The player rolls Stamina + Embody (difficulty 7). Each success adds to the number of successes already gained for the Embody power being used

This ability costs 2 Pathos. A failure immediatly disperses the Embodied form.

· Whispers
The wraith may whisper across the Shroud, letter her voice be heard faintly in the Skinlands. This art is not necessary to speak with supernatural beings who can ignore the Shroud, such as sluagh changelings.

System: The player rolls Manipulation +Embody. Each success allows the wraith to relay one short sentence.

·· Phantom
The wraith may manifest as a hazy, translucent figure, only vaguely reminiscent of his mortal body. Mortals noticing this intangible form will react with intense fear, and are fully affected by the Fog.

System: The player rolls Charisma + Embody. The wraith manifests for one turn per success. If the character wishes, she may also attempt to frighten onlookers by rolling Manipulation + Embody against the target's Willpower. Horrific Moliation or other creative use of Arcanoi can modify this roll.

Phantom costs 1 Pathos.

··· Statue
This art permits the wraith to take a solid, if immoble, form. The Embodied wraith seems to be an idealized version of himself, but with cold, hard flesh. While useing Statue, the wraith cannot move, speak or even breath. Still, this art can be useful when avoiding Spectre or Wraith pursuers. In a crowded subway, for example, hunters may overlook the "sleeping mortal vagrant" in their haste to find their wraithly prey.

System: Each success on a Stamina + Embody roll indicates how many times the character can be touched, or how many scenes he may remain solid (whichever comes first). The player may be harmed as if he were mortal (see above).

This art costs 2 Pathos.

···· Life-in-Death
This art allows the wraith to manifest as her mortal body, more or less. Her appearance reflects her mildly spotty memory of her living self; most wraiths tend to idealize their appearance, becoming more beautiful when Embodied then they were when alive. This form has darker hair and paler skin than before, but otherwise generally won't appear odd. The wraith using Life-in-Death has flesh colder than it should me, and will seem constantly distracted (a side effect of the concentration necessary to maintain this form). Although most onlookers won't notice anything wrong with a wraith using this art, those close to her in life may pick up on the differences.

System: The player rolls Manipulation + Embody; each success allows the wraith to remain solid for one scene. This form can only be used if the character currently holds a humanlike form (those Moliated into objects cannot use Life-in-Death). The player may opt to substitute her character's Manipulation score for her Appearance while Enbodied. The wraith takes damage as mortals do while in this form.

This art costs 2 Pathos.

····· Materialize
The wraith can assume an almost fully human form, briefly duplicating his mortal life. While Materialized, he breathes, bleeds, sweats, and enjoys his former warmth. The wraith can do anything he could do while he was alive. The only restriction is time - this form's cost in Pathos and concentration is staggering. The sensation of this form is almost overpowering, especially to wraiths who have been dead a long time.

System: The player must roll Manipulation + Embody. Each success allows the character to be solid for as long as it takes to draw one breath. If the character is attuned to the person viewing him, he may manifest for one hour per success. While Materialized, the wraith suffers any damages as if he were still mortal.

Each use of this art costs 3 Pathos and 1 Willpower.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Mon May 05, 2008 5:13 pm


Fatalism
Oracles

Ah! Forgive me, my lady, for I did not recognize you. Of course I shall advise you. No, there is no cost; all I ask in return is that you remember me when your time comes.

Some claim that Fate’s mark is on everything, even (and especially) the souls of the dead. Fatalism is the Arcanos that allows wraiths to read Fate’s tapestry, to the extent of interpreting someone’s past or future.

Fatalism is a dangerous Arcanos; those who tamper with Fate’s weaving can find themselves horribly ensnared in its webs. There should be stiff penalties for abuses of this power; Fate does not take kindly to meddlers in her works.


The Guild
The Oracle’s Guild enjoyed steady business in its heyday. Some say they directly served the Lady of allegiance. Rumors aside, Oracles were prized as advisors on most matters, and were sought after as counselors by many Stygian lords. Their good fortunes lasted until Serena, the Grand High Oracle, told Charon his fate was to be lost to the Tempest. In anger, he levied great punishments upon her, causing her to refrain from the relating the remainder of her prophecy and angering her Guild. It was at this time that the Oracles threw in behind the Artificers’ and Usurers’ mad scheme, percipitating the coup.

Despite knowing the inevitable price to be paid, the Oracles abandoned the other Guilds soon after the Usurers and Masquers withdrew from the revolution. These days, Oracles tend to associate with Chanteurs, Sandmen, and even Spooks. Many find it best to not advertise their calling, advising only those clever enough to seek them out. There is a fierce unspoken loyalty between Oracles, but they avoid long associations with another.

Oracles prefer gaudy attire, and most have arcane marking or symbols of Fate inscribed on their foreheads and arms. These sigils appear on their own and cannot be removed, and many appear to dance or move on their own.

Botches
Although many Fatalism botches result in misinformation, the Storyteller should not feel limited to simple misreadings. Perhaps the character sees a horrible omen, and his ability to concentration is badly shaken for a scene or two (+ 2 to all difficulties). Or maybe Fate withholds its answers, and Fatalism itself will not work for the wraith for an hour or so. Remember that those with Fatalism trust deeply in Fate’s inevitable will, and dread losing what control or insight they have worked hard to possess.

Basic Abilities
Kismet: This is the ability to gauge a person, situation or thing's importance in the grand weave. A practiced Oracle can easily perceive the forces at play around those with great destinies.

System: The player rolls Perception + Fatalism (difficulty 6), thereby determining how vital something is to the "overall scheme of things." This ability is handy for discerning Storyteller characters and those of the other players in a given scene.

· Fatal Vision
Those with Fatalism can read a person's deathmarks, the marks on wraiths and mortals fated to die soon. Deathmarks hint at the manner of a person's death, and appear on mortals shortly before they die. Some mortals, those doomed to die in particularly tragic fashion, manifest deathmarks months or even years before their deaths.

System: The player must roll Perception + Fatalism (difficulty of the subject's Willpower). Each success offers greater insight into the person's manner of death. If a wraith uses Fatal Vision just before and Interpretation (see below), each success on the Fatal Vision roll adds a die to the Interpretation. Fatal Vision also reveals if the subject has been previously targeted by Fatalism.

·· Foreshadow
The wraith's attunement to Fate's interweaving strands allows her to sense when danger approaches, much as a spider perceives vibrations along its web.

System: The Storyteller may secretly roll Perception + Fatalism (difficulty 6) when the character becomes endangered. The difficulty of the roll varies with the subtlety of the threat. The number of successes reflects how effectively forewarned the character is (generally one turn per success). This art costs no Pathos, but the uneasiness it inspires grants the character 1 Angst per successful use.

··· Interpretation
The wraith can interpret a person's fate or read into her past by means of this art. Interpretation is typically used with some form of divination paraphernalia (the Tarot or I Ching, runecasting, astrology or the like); attempting this art without such props is far more difficult and likely to backfire

System: The player rolls Manipulation + Fatalism (difficulty of the subject's Willpower). Both the interpreter and subject may spend Willpower to aid this roll. The player may then ask the Storyteller one short question about the subject for each success gained. The Storyteller need not answer openly; cryptic or incomplete answers are perfectly acceptable.

Attempting this art without any divinatory tools increase the difficulty by +2.

Interpretation costs 2 Pathos.

···· Guesswork
As a wraith masters Fatalism, she can learn to read the interplay of Fate's forces more quickly, even in stressful situations. Guesswork allows a wraith to "read into" someone else's actions, and intuitively respond even before the target acts.

System: In combat, a player may roll Wits + Fatalism (difficulty 8 ). Each success on this roll adds another success to the character's initiative roll (Wits + Alertness). If the player gets twice as many initiative successes as her opponent, the Storyteller may tell her something of her foe's intentions ("He is going to try to force you into the Nihil."), allowing her character to act appropriately.

This art costs 2 Pathos.

····· Luck
The secrets of the final level of Fatalism permit a wraith to make minor adjustments to Fate itself. By invoking Fate's blessing, a wraith can enjoy greater success in her efforts.

System: At the beginning of each story, the character may rolls Wits + Fatalism (difficulty 6). The number of successes equals the number of "ones" (potential botches) that the player may choose to ignore for the duration of the story. This art cannot affect Harrowing, however, and may only be activated once per story.

Activating Luck costs 2 Pathos and 1 Willpower.
PostPosted: Mon May 05, 2008 5:16 pm


Inhabit
Artificers

I used to be a skin sack filled with warm blood, same as you. I just traded up for a better model. Now I have a motor for a heart, electricity in my veins, my hair is fiber-optic, and my copper fingers snake through cities. It’s the ultimate upgrade my friend. Get with the program.

Wraiths skilled in Inhabit are masters of the inanimate. They can infuse their very essence into an inanimate object, in time even learning how to animate their “home.” If an object is destroyed while a Wraith occupies it, the item immediately becomes a relic. Masters of Inhabit can even imbue an object with their own Arcanoi, gradually pouring Corpus and Willpower Traits into the item to create a form of inexpensive yet powerful Artifact.

Inhabit is a textbook example of how Arcanoi evolve to fit the times. Many of Inhabit’s arts are recent creations, deemed more useful in the Information Age than the antiquated arts they replaced. It is entirely likely that older wraiths still practice the Ancient Arts of Inhabit, never learning the new-fangled tricks of the modern age.

There are some advantages to attuning Inhabit to a specific object. By preparing an inanimate Consort, a wraith can exert more control over its functions when Inhabiting it. Wraiths must spend Willpower Traits while Shellriding an object to attune it.

The Guild
The proud Artificers claimed to be not only the richest of the Guilds, but also the eldest. Nhudri himself, the Artificers say, created their Guild in order to train helpers for his forge. The practitioners of other Arcanoi quickly recognized the assets of such organization, and followed the Artificers in forming their own Guilds.

In the social unrest following the Third Great Maelstrom, the Artificers fomented rebellion against Charon. They rallied the other Guilds around them, and led the battle to overthrow the Hierarchy. They failed, and paid the price. Although many ex-Artificers are still employed as soulforgers, it is illegal to use or teach Inhabit in many places. While soulforging is a vital part of the Stygian economy, those Artificers who know only Inhabit’s secrets dwell in squalor a far cry from the glory of the first Guild.

Most Artificers are charred or marked with reddish patches from their work at the soulforgers. Younger Artificers specializing in computer-based arts have charred traceries of circuit-board patterns instead.

Botches
Inhabit mishaps are an excellent way to become trapped in an inanimate object far longer than one might like. A wraith might likewise accidentally short out a valuable device, delete important computer files or have her senses overwhelmed by the input suddenly available. Botching some of the newer arts might even cause the host object to explode….

Basic Abilities
Sense Gremlin: "Gremlin" is a slang term for wraiths who possess machines. A wraith may carefully examine an object with this ability, determining if any wraiths are currently in residence.

System: The player need obtain only one success on a Perception + Inhabit roll (difficulty 6) to determine whether or not a machine is Inhabited. More successes are useful for determining the Shellriding entity's nature (or numbers). With three or more successes, the wraith can even tell if a machine has been recently Inhabited.

Shellride: The wraith may slide his Corpus without harm into a machine or object, hiding there from other wraiths. He has no control over the object only remaining within until he chooses to leave.

System: The wraith rolls Dexterity + Inhabit to slip safely into an object. While there, he can be only detected by Sense Gremlin. However, if the host object is destroyed, the wraith immediately takes a Corpus Level of damage and is forced out. The number of successes on the initial roll determines how many successes are needed for a rival Shellrider also seeking shelter in the same object to force the first wraith out. Multiple wraiths can Shellride the same device, assuming it is large enough.

· Surge
By passing his hand through an electronic device, the wraith may cause a temporary short, briefly cutting its power. This disruption of the electron flow can actually damages computers and other delicate instruments, especially those without surge protectors.

System: The player rolls Wits + Inhabit. The number of successes indicates the number of devices that can be shorted simultaneously.

·· Ride the Electron Highway
This art allows a wraith to slide into wires and transmit themselves across communication networks and computer satellites. This mode of travel, called the Electron Highway, is like riding a bullet train through tunnels, barriers and gateways of light. If the wraith can get past the tollbooths and barricades the represent computer security systems, the world opens up before her.

System: The player rolls Intelligence + Inhabit (difficulty 8 ). The more successes obtained, the further and faster the wraith can travel. This art costs a Pathos point, while failure gives the wraith a temporary Angst and may well strand her someplace unpleasant.

··· Gremlinize
The wraith may possess and control machines. True control comes only with attunement. Spur-of-the-moment Gremlinization allows only minor, clumsy effects, such as turning a machine on or off.

The wraith must spend 2 Pathos to Inhabit a machine, plus 1 Pathos per effect evoked.

System: No roll needed apparently.

···· Claim
The wraith may Shellride an object and possess it as her own body for a scene. Her sense are unaffected, save that they are spread out over the entire object she is Claiming. For example, a wraith Claiming a car can see, hear, and feel everything happening to it, within it and around it. She may exert some control over the host object while Claiming it.

System: The player rolls Strength + Inhabit. The number of successes determines the maximum size of the object that may be Claimed. She needs only one success to possess a book; five to Claim a house. A wraith may exert some control while inside (turning pages, locking windows, etc.); the exact extent of her control depends on whether or not she is attuned to the object and how many successes she scored on the roll above and beyond those needed to take control of the object.

If the object is destroyed while Claimed, the wraith may spend Willpower and Corpus to form it into a relic. One Willpower and one Corpus must be spent per success required to Claim it in the first place.

Claim costs 3 Pathos.

····· Empower
Wraiths with this art can create a form of inexpensive Artifact by places one of their Arcanos arts into a relic. Other wraiths thereby are able to use the art by activating the relic. The relic usually must be appropriate to the Arcanos involved; a calculator makes a far superior vessel for Usury than an umbrella, for instance.

System: First, the player rolls Wits + Inhabit. Like other Inhabit arts, the difficulty equals the local Shroud rating; most Artificers Empower relics in the safety of their Haunts. The number of successes indicates the highest level of Arcanos the wraith may invest.

Next, the wraith activates the appropriate Arcanos art while focusing on the relic. The wraith makes the roll and pays the appropriate cost, although no obvious effect results. If successful in this roll, the wraith imbues the relic with the Arcanos. Next, he fuels the relic with Pathos (up to as many as the number of successes on the Empower roll). He then chooses whatever command activates the relic (a phrase, gesture, whistled note, etc.), and seals it with three Pathos.

The result is a minor Artifact. Anyone who uses the activation command and spends the appropriate cost for the art (Pathos, Willpower or Angst gain) may use the Arcanos sealed within, expending one of the stored Pathos points, When the invested Pathos (excluding the three used to seal the relic) are expended, the relic becomes "normal" once again.

Example: Journeyman Christine Andreas wants to place the art of Imitate (she knows Moliate ··) into her relic of a hand mirror, allowing the owner to mimic a local Centurion's face. She travels to her Haunt and begins the Empower effort. Her player rolls Wits + Inhabit (eight dice for Christine) against a difficulty of 6 (the Shroud rating in her Haunt). She scores four successes, more than enough. She focuses her will, rolling Dexterity + Moliate (getting one success against difficulty 8 ) and spending one Pathos to activate Imitate. Next, she invests four Pathos to give the mirror four "charges." (She would have liked more, but only got four successes on her Empower roll.) She decides that the owner must whisper, "Mirror, mirror," to activate the relic, and seals it with three more Pathos points.

She passes the mirror to Dmitri. By whispering the command, Dmitri can roll his Dexterity + the mirror's Moliate ··, spend a Pathos point and assume the Centurion's appearance. He can do this only four times before the mirror's Pathos is expended and it becomes a normal relic once more.

Empowered items cannot be "recharged," only Empowered a second time. There is no known way to create a permanent Artifact with this art.

This art costs no additional Pathos, but 2 Willpower.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Mon May 05, 2008 5:17 pm


Keening
Chanteurs

Do you think that because we no longer draw breath, our voices lack power? Hush. Hush and listen.

Keening is an Arcanos of emotion transmitted by sound. The ancient legends of banshees and ghostly mourners have at least some basis in Keening’s arts. Those who have mastered this Arcanos can sing emotion into their listeners, living or dead.

It is not absolutely necessary for a wraith to sing to use this Arcanos. If a wraith wishes to touch others’ emotions through dance, oration, or even laughter, she may. In such cases the difficulty for all Keening rolls are raised by +1; after all, the Arcanos is taught through song.

Ultimately, the emotions Keening instills are artificial, and cannot compare to the heady rush of true feeling. Gaining Pathos from a Keening-fed emotion is possible, but it requires an additional retest which must be won to have any effect. Furthermore, the Pathos harvested in this manner is far blander than usual. Masters of Keening often prefer to infect one person with an emotion, then feed on the truer feelings he engenders in his companions.

The Guild
Haughty and arrogant, the Chanteurs prided themselves on being the ones who brought music to the Underworld. With an artistic hubris exceeding even the Masquers’, they hired themselves out as troubadours to the Restless’ elite. At the height of their pride, they joined the Guilds’ revolt enthusiastically, and the shock of their actual defeat took decades, if not longer, to recover from. Still, individual Chanteurs retained influence and access to the high and mighty of Stygia - the Stygian nobles would do anything for such potent diversion, and for centuries the Chanteurs were deemed to be one of the few “acceptable” entertainments in certain social circles. Even today, many wraiths search out Chanteurs to feel the depth of mortal emotion once more.

All Chanteurs play a musical instrument of some kind; even those who perform a Capella use noisemakers or rhythm-keepers such as finger cymbals, castanets, or drumsticks.


Botches
Keening botches usually involve emotional feedback or fallout of some kind. Mishaps can feed a wraith’s darker emotions (feeding Angst to their Shadow), drive friends to distraction (raising their difficulty numbers for a scene), or possibly even drive the singer temporarily mad as his attempts to meddle in the emotions of others are turned back upon himself.

Basic Abilities
Perfect Pitch: This is the ability to notice when another wraith is actively using Keening.

System: The player must roll Perception + Keening (difficulty 6). Perfect pitch can be resisted with Sotto Voce (below).

Sotto Voce: With Sotto Voce, a wraith may hide her keening arts in normal singing or conversation.

System: The player rolls Manipulation + Keening (difficulty 6). Sotto Voce can be detected by Perfect Pitch; whichever wraith scores more successes on her roll wins.

· Dirge
This art allows a wraith to catalyze a listener's "darker" emotions: despair, anger, fear, loneliness, grief, lust and so on. This art has proven excellent for removing unwanted mortals from a particular locale.

System: The player rolls Charisma + Keening (difficulty 8 ). The number of successes determines the depth and duration of the feeling. Five successes will affect a mortal with a negative emotion for a week.

Wraiths, however, are not as effected. Dirge is an easy art to learn because it draws on the knowledge and the sensation of death, a sensation familiar to all wraiths. However, that familiarity weakens the impact of this art, and the number of successes on the Dirge roll indicates how many turns a wraith will be affected.

This art costs 1 Pathos, but gives the user 1 temporary Angst.

·· Ballad
The wraith may inspire "higher" emotions: serenity, joy, mirth, loyalty, love, inspiration, vigor, faith, and so forth. This art is highly useful for protecting Fetters and swaying other wraiths into alliances.

System: The player rolls Manipulation + Keening (difficulty 8 ). The number of successes indicates the depth of feeling and its duration. Five success can flood a mortal with cheer for an entire week. Wraiths are less easily cajoled; the number of successes equals the number of turns the emotion lasts.

Ballad costs 1 Pathos.

··· Muse
This art allows the wraith to make a suggestion into the subject's subconscious, inspiring him with an idea he will believe to be his own. This is useful for those who continue to compose music, art or literature after death, but want a medium to bring their works to the living. More commonly, the art is used to manipulate other wraiths.

System: The more successes gained on a Manipulation + Keening roll (difficulty of the target's Willpower), the better the target interprets the suggestion. Three or fewer successes indicates that he gets the general idea, but puts his own spin on it. Four successes mean that he will follow the suggestion as long as it isn't directly harmful; five or more compels him to do as the Chanteur pleases. This art works equally well on wraiths, mortals or other supernatural beings.

Muse costs 2 Pathos and grants the user a point of Angst.

···· Cresendo
The wraith can scream a musical blast capable of damaging plasma at close range. The sound carries a great distance; wraiths within a mile or two will hear the Crescendo.

System: Roll Stamina + Keening (difficultly 8 ). The singer inflicts one Corpus Level of damage per success on every wraith within normal hearing distance. The damage is not aggravated, and can be soaked. Crescendo cannot be concealed with Sotto Voce.

Singing a Crescendo while Embodied inflicts all listeners with a terrible, heartstopping fear that inflicts one Health Level of damage per two successes. This damage may also be soaked, but will affect vampires, werewolves and other supernatural creatures.

This art costs 3 Pathos, as well as granting the user a point of Angst.

····· Requiem
This art floods the subject with raw, undiluted emotion. Any feeling the wraith wishes will pour over the target, burying her soul in its tide.

System: The wraith chooses the emotion he wants to project and rolls Strength + Keening (difficulty 7). The subject may resists with a Willpower roll, but only if she is prepared. Each success scored by the Chanteur paralyzes the subject for one turn; she is overwhelmed with emotion and cannot move, act, speak or defend herself. Particularly dark emotions can scar the target's soul. If five or more successes are scored with a dark emotion, the subject may lose dots of Mental Attributes or go insane. Pleasant emotions can affect the subject's harmfully, too. She may become addicted to the powerful feeling, willing to do anything for its rush again.

This art costs 3 Pathos plus 1 Pathos per success. If the projected emotion is "dark," the Shadow gains 1 temporary Angst per success.
PostPosted: Mon May 05, 2008 5:18 pm


Lifeweb
Monitors

How did I find you? Love, it was easier than you think. We had a bond in life; in death it’s even stronger.

Lifeweb is the study of the ties between wraiths and the living world. A master of this Arcanos’ secrets can sense and manipulate the bonds of the Fetters, handling their energies as a weaver manipulates her shuttle and loom.

Lifeweb allows a wraith to monitor her Fetters’ energies, keeping track of them even at a distance. Some sit at the heart of this web, extending their senses to any “troublespot” as it is disturbed. Others actively walk among people, places, and things, marking some as temporary Fetters in order to watch over them more efficiently.

The Guild
The Monitors were not as vital to Stygian society as the Pardoners, Masquers, or Artificers. They often trained their Guild members as Reapers, and as such had considerable influence on the Lemure population. However, their focus on the mortal world kept them from achieving as much influence in Stygia as some of the other Guilds.

Since the fall of their Guild, the Monitors have become even more defensive than before. They refuse to teach other wraiths any but the most remedial arts of Lifeweb, unless absolutely convinced of their pupils’ trustworthiness. Current rumors accuse certain ex-Monitors of running protection rackets, threatening other wraiths’ Fetters unless bribed, and linking wraiths to objects that are about to be destroyed.

Monitors never close their eyes, not even in Slumber, and by this they may be detected.

Botches
Misreading the delicate net of Lifeweb can have several side effects. A botch on a simple sensory scan might lead to a garbled or misread reading. If the character is trying something particularly powerful, a botch might mean he loses track of one of his own Fetters for the duration of the story. Some say that horrible mistakes have led to wraiths accidentally severing their own Fetters, but this has yet to be proven.

Basic Abilities
Locate Fetter: The wraith may "check up" on any of his Fetter, scanning its surroundings. This ability also permits the wraith to sense a Fetter's distance and direction.

System: The player rolls Perception + Lifeweb (difficulty 6). Each success allows him to use one die form his Perception + Alertness pool to survey the Fetter's area. He may also roll Intelligence + Lifeweb to get a general estimate of how far he is from the Fetter and in which direction it is.

· Sense Strand
The wraith can scrutinize the patterns of energy surrounding wraiths and Fetters. He may perceive the links between a wraith and her Fetters, sense whether something is in fact a Fetter or not, and if so, identify the wraith attached to it.

System: The player rolls Perception + Lifeweb (difficulty 8 ) to study another wraith. Each success reveals one clue about a Fetter belonging to the subject. This study must be done firsthand, and with a successful Perception + Subterfuge roll, the subject will realize she is being analyzed. Forewarned subjects may make a Willpower roll to resist Sense Strand.

To scrutinize a possible Fetter, the player rolls Perception + Lifeweb (difficulty 6). To trace a Fetter's connections in either direction, the player rolls Intelligence + Lifeweb (difficulty 6). The number of successes determines how accurately the wraith may gauge direction and distance. A wraith only examine a Fetter once per day.

Sense Strand costs 1 Pathos.

·· Web Presence
The wraith may use this art to affect a Fetter's immediate area from a distance. She may use Arcanoi, communicate with any wraith there, or make any roll involving Mental or Social Attributes.

System: The player rolls Charisma + Lifeweb (difficulty 8 ).

This art costs 1 Pathos per turn of use.

··· Splice Strand
The wraith may create an attachment with a person, place or thing, making it a temporary Fetter. Both the wraith involved and the object must be touched in some manner by the Monitor doing the splicing, at which point the connection is made. The Fetter may be maintained from day to day, but only one temporary Fetter at a time can be maintained with this art.

System: The player rolls Manipulation + Lifeweb (difficulty 7). The new Fetter has a rating of 1. This art can also be used to reattach another wraith to a Fetter that has been Severed, although the difficulty becomes 8.

The affinity costs 1 Pathos to create and 1 Pathos per day of maintenance. The maintenance cost is paid by the wraith attached to the Fetter.

···· Sever Strand
The wraith exercising this dread art can tear another wraith from his Fetter. She can only accomplish this in the presence of the target Fetter, but can rip it away through raw force of will.

System: Once the wraith has identified and arrived at the target Fetter the player rolls Strength + Lifeweb (difficulty of the Fetter owner's Willpower). The target may resist this roll with Willpower.

A wraith whose Fetter has been thus severed may reattach it by two methods. First, he may simply expend one permanent Willpower while in contact with the former Fetter. Alternately, he may use Splice Strand (or have another wraith use it in him) to reconnect the link. This cannot be done with Fetters severed by Harrowings, or otherwise lost "naturally," but only those which Lifeweb has separated from him. He may spend a Willpower point to make the Splice Strand effect permanent, but only if the object was previously one of his Fetters.

This art costs 2 Pathos and 1 Willpower.

····· Soul Pact
The wraith who has mastered this art can claim a willing mortal's soul as his own. This is usually done as part of a contract where the mortal promises her soul in exchange for help from "the other side." Thereafter, while the mortal lives, she becomes a Fetter of the wraith.. When the mortal dies, the wraith becomes instantly aware; if the mortal becomes a wraith, she and the Monitor continue their link.

System: The player rolls Charisma + Lifeweb (difficulty of the subject's Willpower). The target then becomes a one-point Fetter. If the subject becomes a wraith after death (and most do), she and the Monitor each receive a one-point Passion to protect one another.

This art costs 5 Pathos and 3 Willpower.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Mon May 05, 2008 5:19 pm


Moliate
Masquers

Stop twitching, this is delicate work. You paid heavy Pathos for quality, and I’m the best you’ll find. Ah, there we go. Excellent. Now try not to get those wings torn off – I can’t promise that anyone else could mend them and keep the incandescence going.

The soulstuff of wraiths, called plasm, is a far more malleable substance than flesh. Moliate, sometimes called soulshaping, is the power of sculpting and rearranging that plasm.

Wraiths, who know the secrets of Moliate can make plasm beautiful, cause it to shimmer or glow, and even make it look vibrantly alive. They can also sculpt it into any horrific disfigurement imaginable. With the expenditure of Pathos, Moliate turns plasm ever-so-briefly fluid, just long enough for a talented shaper to create a vision of beauty or a thing out of a nightmare.

The more complicated the effect sought with Moliate, the longer it takes. Simply ripping off a chunk of an opponent’s plasm or drawing a clenched fist into a club is nearly instantaneous, while reshaping a wraith into a finely worked seat cushion or reworking the appearance of one’s entire Corpus can take minutes, even hours.

The Guild
The Masquers’ Guild, back in the bygone days, was a sprawling house of fashion and beautification. The Masquers devoted much of their time fulfilling the heavy demand for custom Moliation, and enjoyed a lofty position among the Guilds. Whether it was shaping a wraith into her ideal self-image or drawing terrible weapons from her very Corpus, the Masquers claimed they would meet every request and create true art while they were at it.

Of course, the masters of Moliate were also warriors, spies, and assassins of the highest caliber. When the Masquers decided to withdraw from the Guilds’ attempted coup, the other wraiths’ distrust of them grew stronger. While practically every Citadel has a former Masquer on the payroll, any wraith talented at Moliate is watched very carefully these days.

Masquers are exceptionally attuned to their art, and have a near-obsession with perfection. In addition, their Corpora are extremely malleable, and Masquers often appear to be just a bit too perfect. Occasionally, two or more Masquers who work well together adopt precisely the same visage.

Botches
A botched Moliate roll can result in any number of grotesque slip-ups, none of which are easily fixed. Perhaps the wraith to be shaped loses points of Appearance, or the enemy to be Rent actually gains Corpus Levels from the clumsy sculpting. Any undesirable change in appearance or capabilities should probably last for a scene, although the Storyteller may allow the character to spend a Willpower point to try fixing the careless soulshaping before then.

Basic Abilities
Glow: The wraith can use this art to cause herself or another to glow with an inner light whatever color and intensity she chooses.

System: The player rolls Charisma + Moliate (difficulty 7). The number of successes indicates the how many scenes the glow lasts.

This art costs 1 Pathos.

Return of Death's Visage: This ability brings the wraith's form back to her original visage, making her appear as she did when her Caul was first removed.

System: The player rolls Manipulation + Moliate. The difficulty varies depending on the amount of change the wraith has undergone since her death (minor change 6, moderate change 9, drastic change 10). The number of successes determines how accurately the wraith assumes her original shape.

This art costs 1 Pathos.

Shapesense: Those with Moliate can detect whether or not another wraith has been Moliated, and if so, in what manner.

System: The player rolls Perception + Moliate (difficulty equal to the original shaper's Dexterity + Moliate). The number of successes determines the amount of information gleaned, possibly even giving the character an idea of the reshaped wraith's original form.

· Imitate
The first art taught to students of Moliate is the ability to change one's face to mimic another's. This is obviously easiest when the wraith is looking at the face to be Imitated, though Imitate may be done from memory. The wraith may only change her face, not her whole Corpus.

System: The player rolls Dexterity + Moliate. The difficulty varies: 5 if she can see the face, 8 if working from memory. If the wraith has a skinmask of the target in her possession (see Rend below), the difficulty drops to 4. The number of successes indicate the difficulty of penetrating the disguise.

This art costs 1 Pathos.

·· Sculpt
A wraith may use Sculpt to alter the Corpus however she chooses. She may devise new appendages, shape jagged teeth, grow new sensory organs, adorn herself with markings or patterns, or cause parts of her body to grow or shift color. The only effect Sculpt has can create that mimics weaponry is the creation of enhanced teeth, allowing the wraith to perform the bite maneuver. Apart from this, the retains her original physical capabilities regardless of the number of appendages; actively using new appendages requires Martialry (listed below).

System: The character may Sculpt himself or another wraith. The player rolls Manipulation + Moliate (difficulty 7). The storyteller set the number of successes necessary for the goal. Any Sculpting effects are permanent (until negated by another Sculpting). This art cannot cause damage; it just changes the target's shape.

This art costs 1 Pathos to use, and the subject loses a Corpus Level.

Sculpt may also be used to heal aggravated damage; a wraith using Sculpt can replace lost Corpus Levels by reworking the wounds. The healer must obtain one success for each level of aggravated damage to be healed; this use of Sculpt costs a Willpower and a Pathos, plus 1 Pathos per success.

··· Martialry
This art permits the wraith to shape her limbs into weapons or form her skin into armor. Any weapons created are automatically usable by one who knows how, but armor tends to be stiff and inflexible. The wraith simply molds the chosen limb into the desired weapon, hardening it as she goes. By the same token, the wraith trying to make armor works her Corpus into a formidable carapace with a mirrorlike sheen. Many Masquers deliberately make their bodily arsenal as ornate and personalized as possible without detracting a whit from utility.

System: To create weaponry, the player must roll Intelligence + Moliate (difficulty of the character's Stamina +3). Each success allow the weapon to inflict an additional die of damage in hand-to-hand combat. The shape of the weapon matters little, although many wraiths prefer swords for ease of use.

To sculpt armor, the player rolls Stamina + Moliate (difficulty Strength +3). Each success adds one die to the character's soak roll, but each success after the first adds +1 to the difficulty of any Dexterity-based roll from the armor's stiffness.

Using Martialry costs 3 Pathos. Weapons and armor cannot be created at the same time; Martialry must be used twice to create both effects. Furthermore, a wraith can only use Martialry on himself; girding others for war is one of the lost arts of the now-banished Guild.

···· Rend
Masters of this art can tear apart the Corpus of other wraiths. Creative use of Rend allows one to dismember, disfigure or otherwise mutilate another soul, even going so far as to permit tearing off a victim's face and keeping it as a souvenir. Such a grisly trophy is called a skinmask, and can aid the use of Imitate.

System: The character using Rend must first contact her target, generally by making a successful attack roll. The player rolls Strength + Moliate (difficulty of the victim's Stamina +3). Each success inflicts one die of aggravated damage, plus one die per extra point of Pathos spent. Five or more successes permits the wraith to tear off a portion of her opponent (e.g., face, hand, knee or just a random handful of plasm).

Rend costs 1 Pathos to activate, plus whatever the player spends to gain extra dice. Each use of Rend gains the character 1 Angst.

····· Bodyshape
The character with this art may transform his or another's Corpus into practically anything intangible, from a supermodel to a bookcase or a chunk of modern sculpture. It is dangerous to stretch one's plasm too thin; the relative volume of the final form should be roughly equal to the wraith's normal volume.

System: The player rolls Wits + Moliate, at a difficulty depending on the final form. Taking the form of an oily puddle is very easy (difficulty 5), while mimicking a Hierarchy Anacreon in full regalia is much harder (difficulty 9). The wraith can only maintain a full-body change for a limited time (one scene per success) before his normal Corpus reverts to normal.

This art costs 4 Pathos. If Moliating an unwilling wraith into a torch or similar object, the wraith also gains 2 Angst.
PostPosted: Mon May 05, 2008 5:20 pm


Outrage
Spooks

RrrrrrraaaaaaAAAAAHHHH! Scared you didn’t I?!
There are several ways to affect the living world from the Shadowlands. Outrage is the Arcanos that manifests a wraith’s strength of will as a kinetic force. Its arts are all physical or violent in some form or another, as are its practitioners.

The Guild
The Spooks Guild was almost not a Guild at all; its members were such fractious troublemakers that they had difficulty relating even to each other. Their lack of internal structure hampered their ability to deal with other Guilds, and they enjoyed only moderate demand for their arts. Only the Artificers found constant employment for the Spooks, enlisting them in the creation of relics.
Consequently, the Spooks weren’t hit that hard by the disbanding of the Guilds. They drifted back into their usual activities with little difficulty, and ex-Guild members can still be found starting fights and fires in the roughest parts of cities. They enjoy brandishing blunt weapons such as maces, and often spend time in the company of their fellow miscreants, the Haunters. The typical Spook has oddly knotted, powerful muscle groups and a somewhat misshapen look.

Botches
A botched Outrage attempt might strike the wrong target, or play over the wrong area of effect. The wraith might put too much of herself in the effort, losing some Stamina or Willpower for a scene or so. Even worse, excessively violent effects might well feed the Shadow large amounts of Angst.

Basic Abilities
Leap of Rage: By focusing his emotion and the will in the Shadowlands, the wraith becomes capable of extraordinary leps and jumps.

System: The player rolls Dexterity + Outrage (difficulty 6). The wraith may add any successes to thos he would normally score when making a leap or jump. This art can also be used to change direction in the Tempest.

· Ping
This basic level allows the wraith to manipulate the smallest objects in the material world. The wraith may only mive objects about the size of a bottle cap, and these just a small distance in any direction. This tends to be useful for attracting the living's attention or pressing small buttons.

System: The player rolls Strength + Outrage.

This art costs 1 Pathos per use.

·· Wraithgrasp
This art permits the wraith to affect the Skinlands more fully. Wraithgrasp may only be used to lift things, although a powerful wraith may lift sizable objects (and then drop them at his leisure). The object can be lifted to a fair height before the wraith releases it.

System: The player rolls Strength + Outrage. The number of successes indicates what can be lifted (see "Feats of Strength"). Objects may only be lifted, not pushed around, manipulated or moved in any other way.

Each use of this art costs 2 Pathos.

··· Stonehand Punch
The wraith summons his anger and lashes out across the Shroud, striking his target with raw force. This art can also be used on objects in the Underworld, including other wraiths.

System: Each success on a Strength + Outrage roll inflicts one Health Level (or Corpus Level, if the target is a wraith) on the subject.

This art costs 2 Pathos per strike.

···· Death's Touch
The wraith may now manipulate objects in the physical world. This art permits typing, opening windows and so on, just as if the wraith were solid. The wraith may alternately choose to create friction, starting fires without any sort of material sourse of flame.

System: The player rolls Dexterity + Outrage. The wraith's delicacy and control depend on the number of successes rolled. The power lasts up to one minute per success.

To start a fire, the wraith rolls Strenth + Outrage (difficulty 8 ). The number of successes indicates the haeat and extent of the fire.

This art costs 3 Pathos.

····· Obliviate
This hideous art allows a wraith to damage someone or something so severly that it can be sent to Oblivion. Material objects thus destroyed venish into Oblivion, unless Inhabited by a wraith (in which case they become relics). Using this art on objects or relics in the Shadowlands sends them directly into Oblivion.
This art can also destroy wraiths or mortals, forcing thier souls into Oblivion.

System: The player rolls Strength + Outrage against the local Shroud. If trying to affect another wraith, the difficulty is the target's Stamina +3. Each success inflicts one level of aggravated, non-soakable damage. Living creatures suffer Health Levels of damage, but their souls fall into a Destruction Harrowing if they are slain. Wraiths reduced to zero Corpus through this art immediatly fall into Destruction Harrowings.

This art costs 3 Pathos. The wraith also gains 2 Angst each time he uses Obliviate.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Mon May 05, 2008 5:21 pm


Pandemonium
Haunters

Look at that! Look at those folks scurry for safety! Who says there’s no beauty in discord? Whee!

Pandemonium is the ability to tap into chaos itself, releasing the strange and eldritch upon the living world. Other wraiths tend to avoid masters of Pandemonium, as their distorting effects of the Wylding (as the Arcanos is also known) can be detrimental to one’s sanity.

The Fog obscures most of the more flagrant effects of this Arcanos. Sudden mists, blood seeping under doors, swarms of spiders, and clocks running out of control tend to send most people into a state of panic or disbelief. Even video recordings of some of these effects will be questioned; videotapes are becoming easier to modify…

The difficulty for any Pandemonium effects equals the local Shroud, unless otherwise noted. Most mortals will not remember the details of this Arcanos.

The Guild
Back in the times of the Guilds, only the Spooks would regularly associate with the Haunters. The two Guilds cooperated to clear mortal intruders away from buildings they were hired to “clean.” However, no other Guild would gladly mingle with the misanthropic, half-crazed Haunters. Their harness of the Wylding seemed to bend their minds as much as it distorted reality, and nobody could be sure that the Haunters were fully in control of themselves or their powers. These days, Spooks and Haunters are nearly inseparable, and other wraith are quite happy to leave them to each other.

Haunters are recognizably quirky, adopting all manner of peculiar mannerisms (inappropriate giggling, affected speech, staring just a bit too intently at your left ear, and so on). Many have adopted billowing black cloaks as a sort of badge of honor or theatrical device.

Botches
Pandemonium botches often result in some sort of backlash, distorting things the wraith meant to leave alone. They can cause temporary chaos in the wraith’s Shadowlands vicinity, or steal the wraith’s Pathos or Corpus without causing any Skinland effect.

Basic Abilities
Sense Chaos: The wraith's attunement to chaos and the Shadow allows her to detect if something has been manipulated by Pandemonium or a Shadow. This is also helpful for the detecting if a mortal has been tampered with Spectres.

System: The player rolls Perception + Pandemonium (difficulty 7).

· Weirdness
The wraith may invoke some small, strange effect on a single target. The object of this art may feel suddenly cold, or his hackles rise, or he might suffer a momentary hallucination.

System: The player rolls Charisma + Pandemonium.

This art costs 1 Pathos.

·· Befuddlement
The wraith may momentarily confuse a target, disorienting him and making him temporarily forget who he is and what he's doing.

System: The player rolls Intelligence + Pandemonium (difficulty of the subject's Willpower). The effects last for one turn per success. The victim must make an Intelligence roll (difficulty 8 ) to think clearly. This art works equally on mortals and wraiths.

Befuddlement costs 1 Pathos.

··· Dark Ether
The wraith may tamper with the weather or light conditions in a small area. She may radically change the temperature, summon mist and darkness, modify the humidity, or even evoke a glow akin to St. Elmo's Fire.

System: The player declares the effect she wants and rolls Intelligence + Pandemonium. The number of successes defines the degree and duration of the change in environment. Five successes calls up enough turbulence (if desired) to inflict one Health or Corpus Level of damage on beings in the vicinity. This is rare; most Haunters use this art to terrify rather than injure.

This art costs 2 Pathos to invoke. In addition, if Dark Ether is used as an attack, it gives the user a point of Angst.

···· Foul Humour
The wraith may channel his Corpus through the Shroud, manifesting noxious substances or swarms of small vermin. He can create plagues of frogs or locusts, clouds of wasps, or nests of snakes, rats or spiders. He can alternatively produce clotted gore, raw flesh, blood, muck, reasonably strong acid or other foul matter.

System: The player must state what effect he is trying for and roll Intelligence + Pandemonium. The number of successes determines the extent and detail of the manifestation. The substances or vermin usually vanish after a scene or less; traces infrequently remain, particularly if the wraith scored five or more successes. Any caustic or damaging effects inflict one die of damage for every two successes on the initial roll.

This art costs 1 Pathos and 1 Willpower, and grants the wraith a point of Angst.

····· Tempus Fugit
The wraith can distort distance and time itself. By using Tempus Fugit, he could slow or hasten the passage of time, or make the length of a corridor seem like a footstep or a league. He may not, however, reverse or repeat time.

System: The player declares his intentions and rolls Intelligence + Pandemonium. The number of successes determines the amount of change permitted in his immediate area.

Each success alters the flow of time by one turn. For example, if the wraith scored three successes, he could draw out an action requiring one turn into four turns of effect. Conversely, he could speed up an action requiring six turns, letting it be finished in three. This art can be attempted once per scene. (Note: This does not add to the number of actions a target gets from Celerity, Rage, or Effect of the Time Sphere; it can only subtract them.) Tempus Fugit also works in the Shadowlands (difficulty 7).

This art costs 4 Pathos and 1 Willpower. Alternately, by rolling Dexterity + Pandemonium (difficulty 7), a wraith may focus this art on himself alone, gaining an extra action per turn for each success. This method costs 2 Pathos and 1 Willpower, and the effects last for one scene.
PostPosted: Mon May 05, 2008 5:22 pm


Phantasm
Sandmen

Surprised? You shouldn’t be. Are not all things possible in dream? Here, sit back under the Clockwork Tree. Have a sip from the flask of liquid daylight beside you. The Pageant of the Oneiric Ossuary is about begin!

Phantasm is the Arcanos of dreams. Those with mastery of its arts can slide a sleeping mortal’s soul out of its flesh and bring it along on a Shadowlands journey. The sleeper will remember the events he engages in as a vague dream, if at all, but on a dreaming level they are real indeed.

This Arcanos is a good way to involve mortals directly in a wraith’s doings. A vivid dream can inspire or frighten a person into changing his behavior. The wraith can even alter elements of the dream to his tastes, instructing or horrifying his audience.

Dreamers brought into the Shadowlands are treated as wraiths with particularly solid forms. They may only be damaged by special Artifacts or attacks that inflict aggravated damage on wraiths. Attacked dreamers slip instantly back into their bodies, almost always waking up unharmed. Only the mightiest wraiths can permanently damage or kill mortals in their dreams.
Note: The arts of Phantasm can be used to beneficial or malefic effect, and this has a direct effect on the price of using the Arcanos. With the exception of Agon, any Phantasm art that is used to harm another’s soul also grants the user a point of Angst. The same art can be used for healing and entertainment without giving the Sandman in question Angst; what determines the cost is the Sandman’s intent.

The Guild
The Sandmen’s Guild was once a glorious place to work. Charged with artistic fervor and a love for the dramatic, the Sandmen sculpted stages of dreamstuff and performed great works in the theatres of sleep. Deathlords and Anacreons bartered for their services, and the arts of Phantasm granted considerable prestige.

When the Guilds were broken, the Sandmen did their best to carry on the show. Phantasm was more than a job to them, it was a labor of love. Even today, wandering troupes of Sandmen bring their shows to Necropoli across the world, recounting tales and rumors because they love nothing better.

Sandmen clothe themselves in gossamer, a faintly incandescent material borrowed from dreams. They are also distinguishable by their often over-dramatic mannerisms and bearing.

Botches
Botching Phantasm usually has a horrible effect on the dreamer (unless, of course, that was the wraith’s aim). Woven illusions can spin rapidly out of control, sometimes inflicting recurring nightmares on the subject. The wraith’s Shadow may also take control, tormenting the dreamer with its twisted imagination. Creating such ravaging visions typically add to the offending wraith’s Angst.

Basic Abilities
Sleepsense: The wraith may watch a mortal's dreams, or tell where he is along his sleep cycle (of REM sleep, deep sleep and transition).

System: The player rolls Perception + Phantasm. The wraith may watch the mortal's dreams for one turn per success.

· Elysia
The wraith may gently take hold of a sleeper's soul, pulling it free without harming it. When the soul is loose, the wraith may carry it with her as she likes.

System: The player rolls Dexterity + Phantasm. The difficulty depends on the target's current sleep cycle: REM sleep (6), transitional sleep (7) or deep sleep (8 ). The mortal may remain in the dreamscape for one scene per success. Elysia may be used on subjects watching television or in a similar hypnotic state. However, the difficulty is 10, and the target may stay in the dreamscape for two fewer scenes (i.e., if the wraith rolls one or two successes, the Elysia attempt fails).

This art costs 1 Pathos.

·· Lucidity
The wraith may alter details of a mortal's dream. Say she enters a dream where the dreamer is surrounded by crocodiles in his grandfather's swimming pool. The wraith could remove the crocodiles or change them to sharks, change day to night, or transform the pool into a swamp. If she changes enough details, she can twist a pleasant dream into a nightmare or vice versa.

System: First, the Storyteller assigns a difficulty, based on the extent of the desired changes. The player rolls Manipulation + Phantasm; the change becomes more vivid and lasting for each success.

This art costs 2 Pathos.

··· Dreams of Sleep
The wraith may make other wraiths fall asleep and dream, just as if they were alive again.

System: The player need not rolls if the subject is willing. If he is unwilling, the player rolls Charisma + Phantasm (difficulty of the target's Willpower). The target may resist with an opposed Intelligence + Subterfuge roll.

This art costs 1 Pathos.

···· Phantasmagoria
The wraith may weave Pathos into illusions. Phantasmagoria affects all five senses, but the durations is limited. These illusions are only solid to other wraiths if she invests Corpus in them. If she Embodies, she can craft these illusions in the material world.

System: The player rolls Charisma + Phantasm (difficulty 6). The number of successes equals both the number of successes needed (on a Perception + Alertness roll) to see through an illusion and the number lasts of turns it lasts. The wraith must invest at least one Corpus Level to make the illusion quasi-material (and dangerous). The illusion can take as many Corpus Level of damages before being destroyed as the player is willing to invest. A wraith may not "heal" a damaged illusion; he must craft another one.

If the illusion is potentially damaging, the player may roll Dexterity + Phantasm (difficulty 7), inflicting one point of soakable damage per success.

Phantasmagoria costs 3 Pathos to activate, plus 1 Pathos per turn.

····· Agon
The wraith may directly rip a mortal's soul from her sleeping body. This is excruciatingly painful and often debilitating to the dreamer.

System: The player rolls Strength + Phantasm (difficulty 8 ). The number of successes indicates how many scenes the wraith may hold the dreamer's soul The dreamer also loses an equal number of Health Levels upon awakening. She may resist the wraith by rolling Wits + Subterfuge (difficulty 8 ), making this use a true struggle. Botch on either side are best left to the Storyteller's imagination.
Agon costs 3 Pathos, and the wraith's Shadow gains 2 Angst per use. Botching usually bestows more Angst.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Mon May 05, 2008 5:23 pm


Puppetry
Puppeteers

Mmmm. Don’t tell me you don’t remember what it felt like to be warm, to have blood pounding in your body. Oh, I see you remember. Wonderful, wasn’t it? We can feel that again, and more. Try holding someone else’s fluttering heart in your hands, or hearing her lover moan in your ear. I can never get enough of that…

Of all the 13 Greater Arcanoi, Puppetry is the one that Charon forbade most sternly. Only the Deathlords and their Hierarchy were sanctioned to ride the mortals, to possess them and thus affect them directly. But like all forbidden fruits, Puppetry has its devotees, those willing to risk Hierarchy sanction for another taste of the Skinlands.

Wraiths riding a subject are not truly part of the Shadowlands, and as such are immune to the normal dangers of that place. However, they take the damage as their hosts do. Also, the host’s Physical Traits and non-Mental Abilities take precedence over the wraith’s unless the wraith is in direct control. The Puppeteer is a backseat driver, and usually nothing more.

Most aspects of Puppetry require the wraith to attune himself to a Consort by spending Willpower while Skinriding. The wraith may try these arts on unattuned mortals, but the difficulty increases by +2 (to a maximum of 10).

The Guild
The Puppeteers' Guild was never an official part of Stygian society. Though even Charon used their services on occasion, he tolerate their presence in Stygia because of their affiliation with the other Guilds and not for any intrinsic merit they might possess. Their participation in the attempted coup was the excuse Stygia had been waiting for, and the Puppeteers were among those wraiths most fiercely persecuted after the coup’s failure. Today, those Puppeteers who practice their art must do so well away from any Hierarchy representative.

Most Puppeteers feel a great fondness for mortals, acting protectively toward their wards. Many try to avert wars among the living and guard their favorite Quick. Of course, the occasional bad seed feels quite the opposite; mortal bodies, they argue, are the perfect entertainment, ripe to use and abuse.

Puppeteers unconsciously exhibit strange mannerisms and often accents picked up from assorted mortal hosts during Skinrides.

Botches
A Puppetry botch might trap the wraith inside her host, an unwilling passenger without any sort of control. Perhaps the long process of attunement is irretrievably fouled, and must be begun again. In the case of a drastic error, the wraith might unwittingly force her host to do something quite the opposite of what she’d intended (for example, accidentally firing a gun or triggering alarms with the wrong access code).

Basic Abilities
Detect Possession: The wraith may tell if another wraith is currently Skinriding the target, or even if the target has been attuned for Puppetry.

System: The player rolls Perception + Puppetry. The difficulty is 7 to detect a current possession, 9 to perceive the intricate pattern of the Consort.

· Skinride
Skinriding is the most basic art of possession. it is the capability to slip into a mortal's body, thereby joining with him for a brief ride. The wraith can exert no control with this art, and the host acts of his own free will. However, any more sophisticated Puppetry art requires the wraith first to Skinride the host.

System: In order to slip into a host's body, a wraith must roll Dexterity + Puppetry (difficulty of the subject's Willpower). The number of successes rolled determines how many successes another wraith must produce in order to supplant the first in that body.

·· Sudden Movement
A wraith using this this art may take fleeting control of her host body's arm or leg. Subtle use of this art can make a host manipulate an object in some way without realizing it.

System: The wraith must first Skinride the host, then roll Strength + Puppetry (difficulty of her host's Willpower). The victim may resist by rolling her Willpower. The more successes the wraith gets, the greater her control.

This art costs 1 Pathos per use. If the victim resists, the wraith also acquires 1 Angst.

··· Master's Voice
The wraith can briefly override his host's speech center, causing him to speak. The resulting voice is a strange blend of the wraith's and host's voices.

System: The player rolls Intelligence + Puppetry (difficulty of the target's Willpower). The wraith may speak for one breath per success.

Master's Voice costs 1 Pathos and gives the wraith 1 Angst.

···· Rein in the Mind
This art allows a wraith to possess someone without the host's knowledge. in most cases, this can only be done to a Consort. The hosts remains semiconscious, though passive, throughout the art's effect, and will regain control when the Puppeteer releases her. She will immediately try to rationalize her actions; failing, she may seek out therapy or mental health testing. Any pain the host feels feeds back to the Puppeteer as Corpus damage, however. Electroshock therapy is useful for driving out wraiths, but cannot keep them out forever.

System: The player rolls Manipulation + Puppetry (difficulty of the subject's Willpower or the local Shroud, whichever is higher). The art lasts for a number of scenes equal to the Puppeteer's successes. The host may spend a Willpower point to try to resist the possession. In this case, the host rolls Willpower versus the Puppeteer's Manipulation + Puppetry. Each success indicates one fewer scene that the wraith may remain in control.

This art costs 4 Pathos and bestows a point of temporary Angst.

····· Obliterate the Soul
After conditioning a Consort through extended use of Rein in the Mind, the Puppeteer may begin to live full-time within the mortal's body. The host's personality is devoured by the Puppeteer's Shadow. Whenever the wraith leaves a body thus possessed, it becomes catatonic, responding to nothing and taking no action of its own.

System: Once the wraith has conditioned a Consort (by using Rein in the Mind at least 10 times), the player may make an extended roll of Strength + Puppetry (difficulty of the target's Willpower or the local Shroud, whichever is greater). When the wraith totals enough successes to equal the host's Willpower, she succeeds. Botching at any point should have the gravest of effects on the Puppeteer; she may fall immediately into a Harrowing or gain enough Angst to allow her Shadow a Catharsis roll.

Two weeks after its original soul's removal, the host body will begin a slow process of decay. Before too long, it is useless. Therefore, most wraiths with this art use it only in the direst circumstances. This art is ineffective against supernatural beings, and can only be used once a month, on the new moon. If the first attempt to Obliterate the Soul gains no successes, the wraith must wait another month to try again. On the other hand, even one success on the initial roll will allow for followup attempts whenever the Puppeteer feels up to it.

This art costs 5 Pathos and 2 Willpower, and the wraith gains a number of Angst points equal to the host's original Willpower.
PostPosted: Mon May 05, 2008 5:26 pm


Usury
Usurers

I’m glad we could come to an agreement. Seal the deal with a handshake, and I’ll get you what you need. I’m nothing less than fair, friend.

In death as in life, nothing’s free. Pathos is the currency of the afterworld, and Usury is the Arcanos of barter. It is the delicate dance of the deal, of shifting Pathos and Corpus from one source to another. Those with Usury can act as healers, mendicants, merchants, or extortionists, and sometimes all at once. It all depends on how reputable they choose to be.

Usury involves power of death energy, and is accordingly mistrusted in some circles. Many point to the Shadow as the source of this Arcanos, citing innumerable “deal with the Devil” stories as proof. They are not so mistaken; repeated use of Usury can raise a wraith’s Temporary Angst to unhealthy level rapidly. When used upon the Quick, Usury is nothing less than the theft of life itself.

A wraith must touch his subject to use Usury. To affect mortal, this requires another Arcanos, such as Puppetry, Embody, Inhabit, or Phantasm. The life energy thus stolen is visible to other wraiths as a vivid light, which dims as it is absorbed.

The Guild
In their heyday, the Usurers were a Guild of considerable repute and political power. Ever alert for the next opportunity, they cast in their lot with the other Guilds when the Artificers led the coup against Charon.

However, as it became clear that the attempt was doomed to failure, the Usurers quickly reversed their position, stranding the forces of the other Guilds without desperately needed resources of Pathos and Corpus. This betrayal, more than any of the others, doomed the revolt.

The Usurers have since had to resort to secrecy to protect themselves, both from zealous Stygian patrols and from vengeful Guild members who resented their “treachery.” Even now, those in need of quick Corpus or Pathos must follow a series of clues on a wild and unorthodox hunt to find a Usurer. If nobody follows the client, and if she seems reliable, the Usurers will see her. Although this tends to restrict business somewhat, the Usurers console themselves by charging higher prices to clients for whom they don’t particularly care.

Usurers tend to speak in precise, numerical terms. All carry some form of scales, allowing them to keep track of the balance of energy transferred.

Botches
Botching a Usury roll usually reverses the path of transferal; if stealing Corpus, a wraith might suddenly find herself pouring her own Corpus into the target. If trying to heal a mortal, the wraith might find herself stealing Health Levels. The Storyteller should feel free to have the wraith’s personal energy levels fluctuate as another possibility.

Basic Abilities
Assessment: The wraith can gauge the relative levels of life and death within an individual. Careful scrutiny can reveal some idea of the person's relative Stamina, Health or Corpus. Wounds appear as vivid black slashes in the person's form, and the observer can estimate their severity. The wraith may also perceive life energy in general within a specific area.

System: The player rolls Perception + Usury (difficulty 6). The more successes on the roll, the more accurate the Assessment.

· Transfer
The wraith may transfer Pathos between herself and another wraith. She may lend her Pathos to the subject, or steal her victim's Pathos away. This transferal is always visible to onlookers as a vivid halo around the wraith receiving the Pathos.

System: The player must roll Manipulation + Usury. If the wraith is donating Pathos to her subject, the difficulty is her client's current Pathos score. If stealing Pathos, the difficulty equals her target's Willpower. The number of successes equals the amount of Pathos that may be transferred.

When stealing Pathos, this art grants a temporary Angst.

·· Charitable Trust
By infusing a mortal or wraith with his own Corpus, a wraith may heal wounds. The wraith breathes out his Corpus into his target. This art can even be used on mortal's without using any other Arcanos to manifest.

System: The player rolls Stamina + Usury. The difficulty equals his subject's current Corpus or Health Levels. The wraith may transfer one Corpus Level for each success on this roll.

This art costs 1 Pathos per use.

··· Early Withdrawal
The reverse of Charitable Trust, this art allows a wraith to steal another person's life energy with but a touch.

System: Once the wraith is in contact with her prey, she rolls Manipulation + Usury (difficulty of the victim's Willpower). Each success steals a Health or Corpus Level; the victim marks off the levels on his sheet while the Usurer adds them to her's. The wraith may only use this art as long as she is below her maximum Corpus; if she is unharmed, she has no place to "put" any stolen Corpus unless she possesses the Exchange Rate art (below).

This art gives the Usurer a temporary Angst point.

···· Exchange Rate
Any wraith may covert Pathos to Corpus Levels. Wraiths who know this art may do the opposite, transforming their Corpus Levels into Pathos. They may simply convert their own Corpus, or use this art along with Early Withdrawal (above).

System: Each success on an Intelligence + Usury roll (difficulty 6) allows one Corpus Level to be converted into Pathos. There is a cost of one Pathos for each time this art is used, sort of a metaphysical transaction fee.

····· Investment
This art allows a wraith to pour Corpus and/or Pathos into a relic, storing it for future use. The wraith must focus on the relic in question, channeling and carefully sealing his energy into. The energy may then be accessed by anyone who know the seal's gesture or command phrase.

System: The player spends 2 Pathos, then marks of the number or Pathos or Corpus points that he wishes to invest. Each success on an Intelligence + Usury roll (difficulty 7) invests one point (up to the set limit) into the relic. All excess points "gambled" are lost. To seal the points in place, the wraith must spend a Willpower point and assign a command phrase or gesture to "unlock" the stored reserve. A given relic may only store or type of energy. This art is the means by which soulfire crystals are created and maintained.

Carnamagos
Vice Captain

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