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Wraith The Oblivion 5th Ed
Wraith The Oblivion 5th Ed
2
Chapter of
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1
TABLE OF CONTENTS
Introduction 1 Spectre Creation
Psyche Creation
118
123
Trigger Warning 1 Chapter 6:
Chapter 1: Advantages 131
Lore Bits 2 Death Types 132
The 6th Great Maelstrom 3 Advantages 134
The Guilds 9 Things of the Afterlife 139
The Legions
Projector Groups
13 Chapter 7:
16
Chapter 2: Arcanoi 142
General Rules
General Rules 19 Argos
143
147
Terminology 20 Castigate 158
Time 21 Embody 169
The Basics 23 Fatalism 178
Distances Traveled 30 Flux 190
Maelstroms 33 Inhabit 197
Plasm Rating 37 Intimation 205
Experience 39 Keening 218
Magic and Wraiths 42 Lifeweb 225
You Can’t Take it with You 44 Mnemosynis 235
Soulforging 45 Moliate 246
Chapter 3: Outrage 257
Pandemonium
Undead Creation 50 Phantasm
263
273
Wraiths 51 Puppetry 282
The Risen 55 Usury 297
Role-Playing into the Risen 55
60
Chapter 8:
Risen Character Creation
The Risen Experience 63 Plasmics and More 305
Projectors 67 Those Who Lurk in the Underworld 306
Projector Creation
68 Templates 310
Chapter 4: Chapter 9:
The Shadow the Looms 77 Loresheets 318
Shadow Creation 78 General Loresheets 319
Who Plays the Shadow 90 Guild Loresheets 321
Angst 91 Appendix 1:
The Harrowing 95 Necromancy 337
Chapter 5: Protections for Mortals 337
Spooky Spectres 104 Vampire Powers 338
Spectre Characteristics 105
Shadecraft 109
Spectre Characters 112
Introduction
d
TRIGGER WARNING
THIS BOOK HAS
TOPICS OF
The boundaries which divide Life from Death are at best BULLYING, DEATH,
shadowy and vague. Who shall say where one ends and DEPRESSION, HARM
where the other begins. AND DEATH OF
— Edger Allen Poe MINORS, SELF
HARM, SUICIDE,
Wraiths are things of sorrow and sadness, for all AND VIOLENCE.
Wraiths start their Wraithly existence by dying. Though
in death, they may find a world that is strange, they PLEASE DO NOT
still persist and must survive the harrowing events CONTINUE PAST
they will go through.
THIS POINT IF
Whether you are a fan of Wraith: The Oblivion or just
an aspiring Necromancer, you will find something in
THESE TOPICS
this book for you. While we did not elaborate too far WOULD CAUSE
into things like the Wraith political structures or the DURESS.
wars that happen on the other side, this book will
enable you to use Wraiths in your World of Darkness 5
games as they were meant to be.
If you would like to learn more about the world of
Wraith: The Oblivion, please pick up Wraith: The
Oblivion 20th anniversary Edition on DrivethruRPG.com.
We all need to fight against the
darkness, lest we fall into it…
Chapter 1: Lore Bits
The 6 Great
In the year 1999, at the turn
th of the century, when many
mortals thought the world would
3
Clan Hecata’s Allies: Those Who Remain
Amenti
The Amenti have a different view of the soul than
most of Wraith Society.
As the Maelstrom hit the Khat: The physical body. It is suspected that the
Amenti, Dark Kingdom of Sand, Risen can derive their physical Disciplines from their
connection to this part of the soul.
the Mummies, the immortals,
Ba: The part of the soul that ventures into the
stood to face it. As the Underworld. Some theorize this is the Corpus and
Spectres flung themselves the Psyche.
against the walls of the Amenti, Ka: The part of the soul that remains close to the
the immortals stood in defiance. body. Some suspect the Kuei to be a form of the Ka.
Oblivion tried to pull on the But Ka most often manifests as a Drone. Because of
this, it may also be some aspect of the Corpus.
immortal's Khaibit, their Ab: The physical heart, the seat of consciousness.
Shadows, in an attempt to defeat Khu: The physical and mystical part of the being.
the immortals. But the immortals The aura is suspected to be a projection of this part
of the Amenti did not falter. of the soul, as seen in lifesight. That which holds the
The Oblivion used sheer force spiritual and material parts together. It also
encompasses the connections to a Wraith’s Fetter.
to start overpowering Amenti.
Ren: The True Name. When read, it can be a brief
That dark being pushed into the summary of the owner’s life.
Kingdom of Sand, assaulting more Khaibit: The Shadow, possibly a source of
and more. The forces of Oblivion necromancy, and why Wraiths cannot resist
pushed so far that they reached necromancy.
the great halls. It was then Sahu: The indestructible part of the soul. It is
theorized to be the Eidolon.
that Osiris awoke.
Osiris reached out through his Osiris of their vampiric
blood, pulling the Children of afflictions.
Osiris' Vampire bloodline into One way the Amenti has been
the Underworld to defend the rebuilding has been to help
Amenti. This new force of restore those poor souls who
battle-ready immortals stood were torn asunder by the 6th
against the tide. They fought Great Maelstrom. Wondering Kas,
across the sands and pushed the Khus, Bas, and the like latch
darkness back. onto nearly dead mortals and
In the end, Amenti was broken, feel the compulsion to come to
defiled, and in ruin. But it has the Amenti's living allies in
stood for longer than any other the Cult of Isis for healing.
Dark Kingdom, and it is with the
pride of the ancients that the The Flayed Lands
Dark Kingdom of Sand rebuilds
The Dark Kingdom of Obsidian
the Amenti.
is the remains of the Aztec
After the battle Osiris
pantheon and is their
vanished into the Web of Faith
Underworld. Long ago, when
and empowered it, allowing his
Spanish explorers found the
new Immortals to be created, and
Aztec empire and went to war
curing most of the Children of
with it, they were aided by
Wraiths sent from Stygia and
4
Chapter 1: Lore Bits
The Island of
Flint
Flint is a small
island. Before
European settlers
came to their
world, North
America's
Indigenous People
didn't have an
Underworld.
They preferred to
roam the
Shadowlands as they
did the Skinlands.
5
Clan Hecata’s Allies: Those Who Remain
The Mirrorlands
The Mirrorlands is home to the
Loa and their Serviteurs. They
are not a full Dark Kingdom in
their own right; they are
similar to the Island of Flint
in this regard. Where the
difference is drawn is that
while a tribal council led
Flint, the Mirrorlands are led
by the Loa. It is located near
Haiti.
The Mirrorlands formed as a
result of the 3rd Great
Maelstrom. Like the other Dark
Kingdoms of the Americas, they
were being decimated by Stygia,
particularly the Fisher Cult.
But the 3rd Great Maelstrom hit,
and the Loa were able to rise.
As Mama Petro used the
opportunity to travel to the
Island Below the Sea, she Serviteurs guild used their
learned the teaching of Les strange form of Castigate to
Mysteres and spread it to her control Spectres to defend
followers. These followers themselves. However, an old
became Les Invisibles and fought enemy of the Mirrorland, Queen
for the Mirrorland's Anacoana, was empowered by the
independence. They even formed storm and fought back at them
their own guild to work with the and neutralized their advantage.
others, the Serviteurs Guild. And so Mama Petro called out for
When the 6th Great Maelstrom someone to help her save her
hit, Les Invisibles and the people. It is said that Barron
6
Chapter 1: Lore Bits
The Springs
The Springs are an ancient
empire led by Emperor Yu Huang
since the 3rd century BCE. Sadly,
Yu Huang had come to dislike
Stygia and launched an invasion
against the Dark Kingdom of
Iron. Unfortunately for the
Emperor, the 6th Great Maelstrom
destroyed his fleets and
soldiers.
This left the Springs
unguarded against the Maelstrom
as the Spectres descended on the
Jade Palace. And the palace
itself fell into the Tempest.
Fortunately for the soldier
who invaded Stygia, the guilds
did not discriminate in their
attempts to help as many people
as possible take shelter from
the storm.
Yet the Springs remains,
Emperor Yu Huang may still be Stygia
"alive" as the bureaucracy of The 6th Great Maelstrom hit
the Springs has come back in Stygia like a bus. Stygia and
full force. However, the Koreans the Springs had been at war, and
and the Japanese successfully the Maelstrom only worsened
revolted against the Emperor and things.
branded him The Demon Emperor. For weeks the darkness
It is likely that the Dark devastated the Necropoli and
Kingdom of Jade won't be Stygia itself. As the Necropoli
complete for a long time. fell, one by one, many Wraiths
found themselves being helped by
7
Clan Hecata’s Allies: Those Who Remain
8
Chapter 1: Lore Bits
The Guilds
The second Miracle took great
preparation, for he called upon
the Mnemoi and Oracles. Charon
During the 6th Great
called upon the Oracles to find
Maelstrom, the Oracles worked in
the souls and the Mnemoi to
tandem with the Legion of Fate
bring back old memories of old
to try to coordinate the guilds
souls. The first of these souls
and the legions.
was Alexander the Great. But
many more are believed to be
coming. Some say that Ivan the
Terrible has returned as well. Alchemists
The third Miracle was the The Alchemists are one of the
greatest. As the 6th Great three forbidden guilds. Yet even
Maelstrom ripped through the in their extra special illegal
Underworld, it hurled countless status, they helped, as despite
Spectres at the denizens of the their more illegal nature, they
Underworld. Charon struck had been forgiven, as when the
against the very minds of the guilds revolted, they had sided
Spectres. You see, the Spectres with Stygia.
have a Hivemind with which they During the Maelstrom, they
communicate with Shadows, and shifted focus from making
their masters, the Malfeans, and trinkets or converting those
ultimately the Oblivion itself items into weapons to be used to
uses it to control them. defend against the assaults of
And so, Charon struck at the the Oblivion.
Hivemind using some unknown
Arcanoi. His shattering of the
Hivemind led to disarray in the Artificers
latter half of the Maelstrom The Artificers were the
raging; this made it possible craftsmen guild of their time
for the tides to turn in favor until the Alchemists broke off
of the Dark Kingdoms. of them and decided to do their
inferior art of Relic Forging.
Yet still, the Soulforgers
persisted, insisting their works
were more reliable than those of
their Alchemists.
During the 6th Great
Maelstrom, the Artificers put
aside their differences with the
Alchemist and worked together to
make the weapons needed to help
anyone they could.
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Clan Hecata’s Allies: Those Who Remain
10
Chapter 1: Lore Bits
Mnemoi
The Mnemoi are one of the
three forbidden guilds. Their
power over memories has been the
foundation of their fall. For
you see, they used to be the
noble judges of Stygia, and
then, one day, the Lady of Fate
came to Charon and told him of
the need for Charon's memories
to be saved as Charon would
enter the Underworld as an with the Second Miracle as they
Enfant. He would need his identify the current
memories, and so the Mnemoi took incarnations of those who have
on the task. Several brave guild the Second Miracle applied to
members sacrificed themselves them.
while the rest gathered the During the 6th Great
memories of Charon and the Maelstrom, the Oracles worked as
others. a through-line between all the
During the 6th Great guilds. They were giving the
Maelstrom, the Mnemoi became Necropoli direction and helping
Charon's tool to perform his the Necropoli who were cut off
Second Miracle. You see, many to know when the next blow would
people from times of old have hit. It wasn't uncommon for
had their memories returned to Oracles to be basically
them in their current everywhere. They worked with the
incarnation. They brought back Mnemoi to help with their
several key people from history Miracle, and they worked with
to help turn the tide. the Necropolis to prepare them
for what was to come.
Oracles
The Oracles are the readers of Sandmen
Fate. They serve the Lady of The Sandmen are Wraiths who
Fate directly. They act under operate in the world of dreams.
Fate's direction as they read it They can observe and act on the
and often think ahead. They do dreams of mortals. This
their best to make sure that eventually becomes having the
they think ahead and have helped ability to project dreams
11
Clan Hecata’s Allies: Those Who Remain
12
Chapter 1: Lore Bits
for protection. They also worked The Usurers are bankers and
with the Monitors to throw currency traders at their core.
Spectres into Harrowings and They are simple movers of Pathos
make it harder for them to exist Corpus and any other form of
in the Shadowlands by destroying money with a long history of
their Fetters, but the maintaining the economy and
Puppeteers took that over after acting as middlemen for many
the first month. deals.
During the 6th Great
Maelstrom, the Usurers gave up
Puppeteers their wealth of Corpus and
Pathos to the defenders. Feeding
Stygia has never liked the
the defender's Pathos and Corpus
Puppeteers, and as such, they
to keep them going. This drained
had been subject to a plot from
centuries of hoarded wealth and
Stygia. Someone had spent
reset the economy. Solicitor
centuries infiltrating the
Conspiracy Theorists often point
guild's leadership, and when
to this as a clear indication of
they usurped it, the "grand
interference.
plan" was enacted, and the
guild's leadership was cut off
and sent to the forges. The
guild retreated to the other The Legions
side of the Shroud and has been It was due to the guilds not
rebuilding on that side for having their leadership in
years. Stygia that allowed them to
During the 6th Great better survive the 6th Great
Maelstrom, the Puppeteers did Maelstrom more unscathed than
much like the Solicitors and the legions. Tragically, the
left Stygia to their own only Legion to still have their
devices. They even took it Deathlord is the Legion of Fate.
farther, retreated to the other But this does not, in any
side, and escaped the Maelstrom measure, mean the legions fell.
entirely. Though when the No, Alexander is said to have
Monitors asked them for help given a speech to rival the
with the Fetter destruction speech he gave at the Opis
project, they relented, as their Mutiny and brought them
allies needed their help, together.
allowing the Proctors to focus Under his leadership, they had
on pulling other Wraiths to the pushed back the tide of
lands of the Skinlands. Oblivion. However, their
civilian sections fell off as
Alexander saw fit not to waste
Usurers resources and leave civilian
life to the Necropoli and the
13
Clan Hecata’s Allies: Those Who Remain
guilds. This does not mean the off Stygia, and they were
legions are not in the prepared for the onslaught. They
Necropoli. are led by the same person who
led the Oracle's Guild, the Lady
of Fate.
The Emerald Legion When Stygia shattered, the
Legion of Fate took a step back
Death Type:
and began working with the
Victim of
Mnemoi Guild. You see, figures
Happenstance
of great significance tend to be
Leader:
agents, often unwitting, of
Emerald Lord
Fate. And so, the Legion focuses
(Missing)
on bringing back those the
Throne: Seat
Second Miracle dictates it must
of Thorns
be brought back.
Ever the optimist, the members
of the Emerald Legion were put
to the test when the 6th Great
Maelstrom came. For the Emerald The Grim Legion
Lord was the first casualty of Death Type:
the Invasion of Stygia. Victim of
Seemingly in the wrong place at Violence
the wrong time Leader:
When Stygia shattered, the Smiling Lord
Emerald Legion was forced to (Missing)
change their tactics. They moved Throne: Seat of Burning Waters
to completely defensive postures While the Grim Legion is not
and defended the Necropoli. And wholly made of soldiers, they do
to that end, they were pretty make up a good portion of the
successful. Legion. As such, when the
onslaught came they men and
women of Grim fought back. And
The Legion of Fate when Chiron turned off the
Spectre's lines of communication
Death
the Grim Legion charged, Led by
Type: Victim
the Smiling Lord himself. It is
of Fate
said that they sent many of
Leader:
Oblivion's agents to non-
Lady of Fate
existence, however when the
(Present)
storm cleared, and the Legion
Throne: Seat
counted their Harrowed, the
of Fate
Smiling Lord was missing. There
The Legion of Fate is unique
are whispers that the Smiling
in that its leader was not
Lord is still out there, in the
destroyed when Stygia shattered.
Tempest, holding back some
The Legion is based on an island
14
Chapter 1: Lore Bits
15
Clan Hecata’s Allies: Those Who Remain
Projector Groups
16
Chapter 1: Lore Bits
Independent
Hey, you, okay? Who am I? You
don't remember? I gave you that
good Pigment, and then we drove
that Relic car of yours into
that building.
board and try to find out their Right, right. First time
plan. projecting. I get it. Yeah,
Unfortunately, their board had everything you remember in that
left by that time. But in their trip was real.
haste, they left something We totally flattened that guy,
behind. Apparently, they're and wasn't the rest of that shit
working with someone known as a blast?!
"The Prince" and their right Yeah, friend, we can do that
hand, "The Seneschal." We don't every couple of nights if you
have much to go off of, but we like. We got to keep those
confirmed that they aren't assholes in the Groups at bay.
involved with their gangs. Otherwise, they'll try to take
our freedom away.
The Orpheus Group is the You want another hit?
originator of projection. They
are an organized group of people Pigment, that wonderful drug,
and Projectors with powerful is the key to the modern
connections in the NSA. They use independent Projector movement.
their Projectors to take sneak Most independent Projectors
peeks in board rooms for start with a hit of the stuff.
purposes of insider trading, The independent Circles are
they perform P.I. work, be hired less organized, leading some to
for corporate espionage, and get pretty big. But this is a
sometimes make silent, balancing act; if a Circle gets
untraceable assassins. too big, Orpheus can come
The Orpheus group is inclined knocking. But if you're too
to maintain control over the art small, the Circle's effect on
of projection and hunt down the local area can be somewhat
other Projectors to recruit in limited.
their ranks. However, due to
17
Clan Hecata’s Allies: Those Who Remain
18
First
to be redeemed.
Terminology ■ Psyche: A Wraiths soul and
mind, the person they were
■ Angst: A Spectre's magical when they died.
energy, they can use it to
fuel Arcanoi. The Magical ■ Quick: The Wraith word for
energy a Wraith's Shadow mortals
needs to accumulate in order
■ Shadow: The dark reflection
to fall to Oblivion.
of a Wraith's personality.
■ Arcanoi: A Wraith's magical
■ Skinlands: The mortal realm,
abilities. There are 16
where the Quick reside. The
Arcanoi in total.
layer above the lands of the
■ Circle: Name for a group of dead.
Wraiths with a common goal.
■ Shadowlands: The realm in
■ Corpus: A Wraith's, which all Wraiths find
Spectre's, and Risen's themselves after death. The
metaphysical form. Their first layer of the Lands of
health track. the Dead.
20
Clan Hecata’s Allies: Those Who Remain
Time
the location has remained the
same.
Session: Sometimes referred
Time comes in 5 forms. Turn,
to as Chapters. Now we are on a
Scene, Session, Story, and
weird bit of meta time, as one
Chronicle.
Session may span any number of
Turn: A turn is defined as
days, or you can have multiple
the simplest and most
Sessions take place in a single
straightforward amount of time.
day. A Session starts when the
Primarily used for combat, a
game starts and ends when
turn can be used to use
everyone has packed up and gone
Wraithly Healing, activate an
home.
Arcanos, Move, activate a Relic
Story: A story is a
or Artifact, or any number of
collection of Sessions. They
actions. It is common to
travel along the same path, as
refrain from employing turns in
any good story should, and
dialog, even if a player of
typically follow the same 3 act
Storyteller Player Character
structure as one might expect
(SPC) would like to do one of
of a play. Though they are
the above actions, as keeping
often several Sessions, some
the story running smoothly
stories have been known to take
should trump keeping track of
place in a single Session.
simple turns.
Chronicle: Chronicles are a
Scene: A Scene is a group of
group of stories about a group
actions usually occurring in
of characters. Some Chronicles
the same location or between
possess a unified theme, things
individuals. For instance, a
like "Love conquers all," "The
Wraith may be being hunted
darkness must be kept at bay,"
across the Shadowlands by
or "Redemption is possible for
Spectres. Even if the Wraith
everyone." Other Chronicles are
leaves the building they were
more "Last story we were
hiding in to run and goes to a
dealing with Spectres, now, why
different location in the
are there Demons in the
Shadowlands or Embodies and
streets? Just why?" Individual
flees to the Skinlands, the
stories may shift tones as they
Scene may be the same, as the
see fit, even if the overall
Spectres are still trying to
tone is not kept for that one
hunt them.
story.
Alternatively, if a Wraith is
entertaining guests at their
Haunt and the guests are coming
and going as they please, then
the Scene may stay the same as
21
Chapter 2: General Rules
The Basics
22
Clan Hecata’s Allies: Those Who Remain
23
Chapter 2: General Rules
24
Clan Hecata’s Allies: Those Who Remain
25
Chapter 2: General Rules
the Shroud due to the behavior of mortal. This means that a person
objects in the Skinlands. walking through you won't
Incorporeal: Wraiths are necessarily cause harm, but
Ghosts, and Ghosts are famous for someone running through the
one thing, they can move through Wraith would.
objects. While a Wraith is A Wraith can voluntarily
Corporeal, and if it should choose to do this by walking into
collide with a Skinland object a wall or through an actual door.
that would cause harm, such as a The Wraith does take the 1 level
thrown object or a car, it will of Superficial Corpus damage.
take normal Superficial Corpus This only applies to the
damage and become Incorporeal for buildings and items in the
a number of rounds equal to their Skinlands, not the Shadowlands.
Stamina Dots. This cannot be The Wraith seems to become
resisted; Wraiths are the hazy when they become
definition of surviving through incorporeal. Do note that a
any means, and they will always Wraith is only protected from
do this reflexively. attacks from the Skinlands; they
The most important thing to are still vulnerable to
remember is that this requires Shadowlands attacks and the
the object to be able to harm a attack of other Wraiths.
26
Clan Hecata’s Allies: Those Who Remain
27
Chapter 2: General Rules
28
Clan Hecata’s Allies: Those Who Remain
29
Chapter 2: General Rules
30
Clan Hecata’s Allies: Those Who Remain
31
Chapter 2: General Rules
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Clan Hecata’s Allies: Those Who Remain
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Chapter 2: General Rules
34
Clan Hecata’s Allies: Those Who Remain
35
Chapter 2: General Rules
each direction, and all other rather strong and sometimes force
senses feel distant. a Wraith to relive the whole of
System: When a Wraith is their memories.
within this fog, increase the System: A Wraith exposed to
difficulty of all actions to this particular form of lightning
navigate or locate things within must roll their highest Fetter
the fog by the Maelstrom's Bell Rating against a difficulty equal
rating. to the Bell rating of the
In addition, for each minute Maelstrom. Success means the
the Wraith spends in the fog, Wraith sees the flash for a short
they must make a Wits + Awareness time and is not distracted.
roll versus the Bell Rating. On a However, failure means the Wraith
success, the Wraith does not get takes a -2 penalty to all rolls
turned around. On a failure, the for a number of turns equal to
Wraith is hopelessly lost. the Bell rating.
Any Wraiths that are in some A Shaded Failure means far
way bound together, such as by worse, however, as the Wraith is
rope or holding hands, may pulled into the memories for a
combine their dice pools to number of turns equal to the Bell
resist this roll. However, if rating. The surroundings and
they combine their successes and other characters fit into the
still fall short, they must all memory as best they can. Each
spend 1 Willpower to maintain the turn, the Wraith spends 1
connection. Otherwise, a Wraith Willpower and rolls their Fetter
who fails to spend Willpower in again with difficulty equal to
this way is cut off and left the Maelstrom's Bell rating. On a
alone. success, they snap out of the
Spectres may add the Bell memory but suffer a -2 dice
rating of the Maelstrom to their penalty to all rolls for a number
Stealth rolls when within this of turns equal to the Bell
fog. rating.
SEARING LIGHTING
What great storm is complete
without lightning? A Storyteller
may consider the shock from
standard lightning as part of the
usual damage done with the Bell
rating. However, sometimes,
lightning is far more dangerous.
As the lightning flashes, Wraiths
in the area get vivid and
distinct emotional afterimages of
their memories associated with
their Fetters. These images are
36
Clan Hecata’s Allies: Those Who Remain
Plasm Rating
The Plasm rating represents
the power and age of a Wraith.
The different Wraiths start with
Plasm is an essential part of
the following Plasm Ratings.
a Wraith's existence. A Wraith's
Wraiths start with a Plasm
Plasm Rating is dependent on the
Rating of 1.
Wraith's age.
Risen start off with a Plasm
Every 100 years of Wraithly
Rating of 1. They cannot raise
existence raises a Wraith's Plasm
their Plasm Rating above 5, or
Rating by 1. If a Wraith wishes
they are ejected from their
to lower their Plasm Rating, they
bodies as the pull of the
must drink from the rivers of the
afterlife prevents them from
Underworld. This can get tricky
maintaining a permanent existence
for Wraith-adjacent people who
in the Skinlands.
don't have access to the
Spectres start with a Plasm
Underworld.
Rating of 1.
Projectors start with a Plasm
rating of 0. They cannot raise
Characteristics their Plasm Rating above 2;
PLASM RATING otherwise, the pull of the
Underworld is too great for their
RATING EMOTIONAL DAMAGE MENDED ARCANOS ARCANOS THORN POWER BONUS STABILITY
SURGE (PER DEGRADATION POWER DEGRADATION DIFFICULTY
CHECK) BONUS CHECK RE-ROLL MODIFIER
0 Add 1 Die 1 point of Superficial None None None 0
damage
1 Add 2 Dice 1 point of Superficial None Level 1 None 1
damage
2 Add 2 Dice 2 points of Superficial Add 1 Die Level 1 Add 1 die or increase 1
damage the difficulty by 1
3 Add 3 Dice 2 points of Superficial Add 1 Die Level 2 and Add 1 die or increase 2
damage below the difficulty by 1
4 Add 3 Dice 3 points of Superficial Add 2 Die Level 2 and Add 2 dice or increase 2
damage below the difficulty by 2
5 Add 4 Dice 3 points of Superficial Add 2 Die Level 3 and Add 2 dice or increase 3
damage below the difficulty by 2
6 Add 4 Dice 3 points of Superficial Add 3 Die Level 3 and Add 3 dice or increase 3
damage below the difficulty by 3
7 Add 5 Dice 3 points of Superficial Add 3 Die Level 4 and Add 3 dice or increase 4
damage below the difficulty by 3
8 Add 5 Dice 4 points of Superficial Add 4 Die Level 4 and Add 4 dice or increase 4
damage below the difficulty by 4
9 Add 6 Dice 4 points of Superficial Add 4 Die Level 5 and Add 4 dice or increase 5
damage below the difficulty by 4
10 Add 6 Dice 5 points of Superficial Add 5 Die Level 5 and Add 5 dice or increase 5
damage below the difficulty by 5
37
Chapter 2: General Rules
38
Clan Hecata’s Allies: Those Who Remain
Experience
together in a player's mind, or
when they figure out their next
objective.
Roleplaying (1 Point): When a
Gaining Experience player shows a fundamental
Experience is, at its core, a understanding of their character
mechanical way of explaining and what they would do in a
character progression. This situation, that should be
character progression can come in rewarded. Some good examples
many forms, as listed below, but include when the characters stick
a Storyteller may find that the to their beliefs, when a player
below forms are not all- has a character partake in a
inclusive; this is by design. If moving moment, or even those
a Storyteller feels different, entertaining moments when the
then they, by all means, may characters do something funny. In
award experience at their other words, when the Storyteller
discretion, as they are the final sees those moments, a player
arbiters of extra experience truly acts as that character
gains. instead of merely puppets the
Showing up (1 point): character.
Generally speaking, a Wraith The Circle (1 Point): At the
player gains exactly 1 experience end of the day, this is a game.
per play Session. This 1 If people aren't having fun, that
experience is automatic, and a isn't just the Storyteller's
Storyteller cannot stop a player fault; it's everyone at the
from gaining this 1 experience, table's fault. However,
even if the player has done Storytellers will find that many
something reprehensible. If that players can help the process of
is the case, the Storyteller and having fun. Suppose a player
the rest of the players may need performs well during another
to talk to that player rather Wraith's Harrowing, or their
than worry about what experience Wraith makes a personal sacrifice
they are gaining. for the benefit of the Circle. In
Progressing the plot (1 that case, they may very well
Point): This experience is gained deserve an additional point of
when a player advances the plot experience.
in some meaningful way. Good A Hero (1 Point): Stupidity,
examples of this kind of bravado, or death wishes, are not
experience gaining could be what this means to reward. True
finding out the name of an enemy heroism is the willingness to
that has been harassing the sacrifice something to help
Circle, finding some clue as to others. These often will leave a
the mysterious disappearance of a mark on your group, something you
notable SPC, that "Ah ha!" will discuss again and again.
moments when all the pieces come
39
Chapter 2: General Rules
40
Clan Hecata’s Allies: Those Who Remain
41
Chapter 2: General Rules
42
Clan Hecata’s Allies: Those Who Remain
FORTITUDE
Fortitude is very inwardly
focused and has little effect on
Wraiths.
A Wraith cannot take a Draught
of Endurance unless they use an
Embody Art of level 4 or greater
that manifests them into the
Skinlands.
OBFUSCATE
Due to the mental demands of
the illusions of obfuscate mixed
with their Lifesight generally
makes it so that Obfuscate does
not work on Wraiths.
OBLIVION
Oblivion is the worst
Discipline from a Wraith's
perspective. It is completely
effective on Wraiths, and PRESENCE
Oblivion Ceremonies bypass a Due to Presence's mental
Wraith's Plasm Rating's Arcanoi effects, it does not affect a
Power Bonus. Wraith unless the Wraith is using
Even Embody cannot help a a level 4 Embody Art that
Wraith escape the Powers of manifests them into the
Oblivion. Skinlands.
POTENCE PROTEAN
Potence acts normally, though Protean is more about
a Wraith's ability to go transforming a Vampire than
intangible makes it useless after affecting others. When Protean is
the initial damage. If a Wraith used to affect others, it cannot
is using an Embody Art of level 4 affect Wraiths, as Corpus is
or better, they count as a mortal fundamentally different from the
for the purposes of this flesh.
Discipline.
A Wraith cannot take a Draught BLOOD SORCERY
of Might unless using an Embody Blood Sorcery may attempt to
Art of level 4 or greater. affect Wraiths as Oblivion does,
43
Chapter 2: General Rules
44
Clan Hecata’s Allies: Those Who Remain
Soulforging
to understand the temperament of
the Corpus they are attempting to
break down. If the Smith fails
Soulforging is, to some, a
the roll, all subsequent rolls
terrible thing. But without it,
are made at -1 dice to the
the Underworld's Wraiths would
required pools.
have no but reeds with which to
build.
Soulforging is an application WORKING
of the Craft Skill and, as such, Now the soul must be broken
may be taken as a Specialty but down. The Corpus is broken into
requires a teacher to learn. A component Plasm, and the
Wraith that does not have the consciousness ceases to exist.
Soulforging specialty and still The Smith starts an extended
attempts to Soulforge another test, with each roll done at an
Wraith will replace all instances hour's end. They roll Strength +
of "Craft" in this section with Craft against a difficulty equal
the lowest of either Awareness, to the Wraith's Stamina + 1. The
Craft, or Occult. successes affect the size and
Soulforging is broken up into complexity.
three stages. Appraising, The Smith determines what they
Working, and Finishing are making at the beginning and
needs a number of successes equal
A Smith needs a Forge. to the number of successes
A standard Forge requires a 2 dot Haunt and required by the Size + Complexity
of the object the Smith wants to
3 dots of Relic tools.
make.
Mobile forges also exist but require 6 dots in
Relic. SIZE
1 SUCCESS Medium object; armor or clothes
A forge must be powered with Soulfire
2 SUCCESSES Medium-Small object or weapon; like a
crystals, and working a forge will exhaust a
breastplate
Soulfire crystal at a rate of 1 Pathos per extended 3 SUCCESSES A Small object or weapons; easily concealed
test. Any total failures on the test will require an tools; like shields
additional Pathos from the Soulfire crystals to 4 SUCCESSES Wraith sized; perhaps a full set of armor
5 SUCCESSES A tiny object; requiring delicate
continue, as the Smith loses control of the heat
craftsmanship
and the crystal burns a Pathos via overheating or
COMPLEXITY
gets too cool and needs additional Pathos; either 1 SUCCESS Basic shape; blunt instrument
way, the end result is the same. 2 SUCCESSES Crude mechanism; like a hinge
3 SUCCESSES Balance symmetrical shape; edged weapon
4 SUCCESSES Wearable attire; a projectile
APPRAISING 5 SUCCESSES Precise mechanical part; flexible or jointed
The smith Rolls Manipulation + item
Craft against a difficulty equal
to the target's current Willpower
45
Chapter 2: General Rules
FINISHING
This stage turns the
previously shaped object into the
actual object the Smith was
trying to make.
The Smith begins another
extended test making a Dexterity
+ Crafts roll against difficulty
2 at the end of each hour until
the desired number of successes
is gained.
The number of successes must
be determined before finishing is
started. However, they must buy
the first option. You may also
SUCCESSES EFFECT ADDED
NEEDED
1 SUCCESS The item is Finished properly and has
no penalties
2 SUCCESSES Item
3 SUCCESSES Add a secret compartment
3 SUCCESSES Increase a weapon’s damage modifier
by 1 against a specific type of target,
such as Spectres
3 SUCCESSES Increases a piece of armor’s armor
rating by 1
4 SUCCESSES The item gains 25% additional Corpus
4 SUCCESSES A weapon adds +1 to the dice pool to
hit
5 SUCCESSES The tool gains a Specialty of its own
1-5 SUCCESSES Add decorations, the rate depends on
the desired complexity
46
Clan Hecata’s Allies: Those Who Remain
make deals with your ST for more may roll Manipulation instead of
options. the specified Attribute. The
A Smith can only apply or add first botch does not make a Crack
an effect once per item. If they during the Working and Finishing,
roll a Shaded Failure during this but the Smith gains 2 Temporary
check, the item gains another Angst. When targeted by any
crack. power, such as Arcanoi or
Shadecraft, of Oblivion, such as
Styles a Spectre, Shadow-ridden Wraiths,
or whatever else, the item
Not all Soulforging is the
cancels out 2 successes, and
same. The above method is the
those forces suffer -1 die for
most common and basic form from
all rolls involving the item.
which all Soulforging is derived.
A Smith that uses a style
declares so at the beginning of Alloys
the process and cannot change Plasm is the raw material that
styles mid-job. Soulforging is used for. However,
Nhudric: During each stage of many Smiths have figured out how
a Soulforging job, the Smith may to blend Plasm with various other
roll Strength instead of the things of the Underworld to make
specified Attribute. During the unique materials with which to
Working stage, if three Shaded forge.
Failures are accumulated, the There may be other alloys than
Corpus is lost, and the Smith the ones listed below, but these
gains 3 Temporary Angst. Adding are the most common types.
%25 more Corpus to the item in Stygian Steel: Stygian Steel
the Finishing stage only requires is harder to break and twice as
2 successes. Breaking an object durable as the normal object.
of this style is +1 difficulty. Additionally, Stygian Steel
Zurcher: During each stage of objects do unhalved Superficial
a Soulforging job, the Smith may damage. Forging Stygian Steel
roll Composure instead of the requires Crafts 4, and the time
specified Attribute, but the roll required between rolls is
takes 4 hours now. During multiplied by 3.
Finishing, the number of Necropolis Steel: Having
successes required to add considerably less prestige than
Decorations is reduced by 1. Stygian Steel makes Necropolis
While using an item made in this Steel less common. Necropolis
style, you add +1 dice to all Steel offers the same Corpus
Social dice pools to convince increase as Stygian steel but
others, as you stand out offers no additional benefits.
visually. Necropolis Steel requires Crafts
Rose Island: During each stage 3 to be worked on.
of a Soulforging job, the Smith
47
Chapter 2: General Rules
48
Clan Hecata’s Allies: Those Who Remain
49
Death is not an end.
Chapter 3: Undead Creation
51
Clan Hecata’s Allies: Those Who Remain
much that you couldn't help but living." However, this is not
remain with them. the case; if it were, every
Missed Chances: death would be the same. Below
Procrastination is the bane of are the eight ways the Legions
all humans, and you of Stigia define death. Though
procrastinate to the point of this is not a comprehensive
missing all the important list, it is a list that
chances. You won't make the same determines your death type; as a
mistake this time. player, you are urged to try to
Mission Possible: You were on fit into one of these
a mission, and your resolve was categories.
so great that you couldn't let Victim of Old Age: Rather
your death be the end of the straightforward, you were a
mission. Quick who stopped living after a
Need to Understand: You are long life. Though, you clearly
too confounded by your death and still have a reason to stay
need answers. Be that why you alive in this dark world.
died, how you died, or even who Victim of Disease: Ever a sad
killed you. death, it came to you slowly,
Resentment: Some people remain torturously, your life withered
out of pure spite, be that for away before your loved ones, but
the theoretical family that will now, you aren't in pain anymore,
move into your family home or to and this is as much a second
spite a few select people. chance as you're going to get.
Revenge: Someone helped you Victim of Violence: Perhaps a
pass to the Underworld, and you product of war, perhaps a
should return the favor. product of good old street-level
Unfulfilled Destiny: Fate may crime, your death was unexpected
have intervened in your life to at best and painful at worst.
kill you. Like Chiron, you will All that is for certain is that
become grand after your death. you were killed, and the bastard
Unrevealed Truth: You have a that did it may still be out
secret that you never got to there.
tell. Be it the location of a Victim of Madness: An odd one;
family fortune, the secret this one encompasses both the
formula to Coca-Cola, or some killer and the victim. Maybe you
dark secret you need your family were a serial killer, haunted by
to know. a conscience now, or perhaps you
were merely one of the killer's
How did you Die? victims.
Victim of Happenstance: It was
Some people like to say that
a car accident, a stray brick
death is static, that death is a
from a construction site, or
singular thing, and that there
maybe you leaned over the
is one way to die, "simply stop
guardrail, and it just happened
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Chapter 3: Undead Creation
53
Clan Hecata’s Allies: Those Who Remain
their Passions, then the Shadow lover (Love)," then your Fetter
can only have that many dots in may be "5 dots the person I
Dark Passions. love."
OPTIONAL RULE:
When the Vampire Discipline Step 6: Arcanoi
Oblivion 3 Passion Feast is used You gain 2 dots in 1 Arcanos
on a Wraith, it lowers 1 of your choice and 1 dot in 1
Passion's dots by 1. other Arcanos of your choice.
You may get an Arcanoi Arts
with the Common tag.
Step 5: Fetters
Fetters are people, places, or
objects that hold importance to
Step 7: Advantages
You have 7 dots to spend on
you as a restless dead. Fetters
advantages. You may spend these
are a Wraith's lifeline,
dots to remove your Shadow's
allowing you to enter Slumber,
freebie points.
the healing sleep of the
Make sure to add your Death
restless dead. You gain 10 dots
type to your Advantage and
to spend on Fetters; each Fetter
Shadow.
must have a minimum rating of 1
dot and a maximum rating of 5
dots.
Fetters are typically linked Step 8: Shadow
to your Passions, so if your Continue to The Shadow that
Passion was "4 dots Protect my Looms (pg. 98).
54
Chapter 3: Undead Creation
THE RISEN
Role-Playing into
The next question is, "How do
I become a Risen?" There are
several ways to find this out.
55
Clan Hecata’s Allies: Those Who Remain
56
Chapter 3: Undead Creation
the Labyrinth, and as such, the chance for the Wraith to fail
Wraith must descend into the and want to encourage such
depths of that particular hell. failures. However, they will
Be it with other Wraiths who can always ask for something in
guide you, such as the various return. This could take the form
Helldivers, Wraiths with Argos of performing Oblivion's will or
who travel there often, or even just a personal side project of
other Risen, who have done such the Shadow.
a thing before. However, having Some examples of what the
a guide does not guarantee Shadow may include in the Pact
safety, not in the slightest. are as follows:
Descending into the Labyrinth A time limit to perform the
willingly is something very few action.
Wraiths ever do; as such, it An objective within the
would be hard for any Wraith to Shadowlands.
descend into the depths of the An objective in the
Labyrinth on request. Unless Skinlands.
those Wraiths are particularly The casting of a Relic or
suicidal, those would not be Artifact into the Oblivion
Wraiths you would want to have Betraying the Circle.
in your Labyrinth. Remember, a Wraith is only
compelled to fulfill the Pact
Making The Pact once both parties agree upon it.
Once the Psyche and the Shadow
Once within the Labyrinth and
have reached a consensus, the
once you are in a thematically
Pact is formed. For the Psyche's
appropriate spot, the Shadow
part, the Pact costs 1
will manifest due to the unique
Aggravated Willpower damage that
location of the Labyrinth's
cannot be healed while the
closeness to the Oblivion.
Wraith is considered a Risen and
Now the Psyche negotiates with
the terms of the Pact. For the
the Shadow, though the Shadow
Shadow's part, they cannot
holds most of the cards. Being
interfere with the rising in any
in the place where Spectres go
way.
to recuperate, the Shadow can
If the Psyche fails to fulfill
call out, and they will set upon
their end of the Pact, the
the Wraith or their Circle, as
Shadow gains 1 Permanent Angst.
the Shadow is not even remotely
This sometimes leads to Shadows
compelled to cooperate.
trying to undermine the Psyche's
But, some Shadows see the
efforts to fulfill the Pact to
benefits in being Risen. The
get that Permanent Angst.
Voice of Hope, particularly, is
most inclined to work with the
would-be Risen. Some Shadows Step 4: Rising
even see this endeavour as a
57
Clan Hecata’s Allies: Those Who Remain
58
Chapter 3: Undead Creation
OPTIONAL RULE:
A Necromancer can use these
abandoned conduits to add +1 die
to their rolls involving their
magic. For Vampires this offers
+1 dice to Oblivion Discipline
Ceremonies.
59
Clan Hecata’s Allies: Those Who Remain
60
Chapter 3: Undead Creation
dark secret you need your family long life. Though, you clearly
to know. still have a reason to stay
alive in this dark world.
How did you Die? Victim of Disease: Ever a sad
death, it came to you slowly,
Some people like to say that
torturously, your life withered
death is static, that death is a
away before your loved ones, but
singular thing, and that there
now, you aren't in pain anymore,
is one way to die, "simply stop
and this is as much a second
living." However, this is not
chance as you're going to get.
the case; if it were, every
Victim of Violence: Perhaps a
death would be the same. Below
product of war, perhaps a
are the eight ways the Legions
product of good old street-level
of Stigia define death. Though
crime, your death was unexpected
this is not a comprehensive
at best and painful at worst.
list, it is a list that
All that is for certain is that
determines your death type; as a
you were killed, and the bastard
player, you are urged to try to
that did it may still be out
fit into one of these
there.
categories.
Victim of Madness: An odd one;
Victim of Old Age: Rather
this one encompasses both the
straightforward, you were a
killer and the victim. Maybe you
Quick who stopped living after a
were a serial killer, haunted by
a conscience now, or perhaps you
were merely one of the killer's
victims.
Victim of Happenstance: It was
a car accident, a stray brick
from a construction site, or
maybe you leaned over the
guardrail, and it just happened
to give under your weight.
Either way, you are a victim of
a crimeless death; it just
happened.
Victim of the Unknown: Maybe
you were murdered, fell down
some stairs, or were sick. No
matter what, you don't know or
remember your last days, and
that's okay.
Victim of Fate: Technically,
you fit into one of the other
categories, but there is a
difference; Fate itself has some
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Clan Hecata’s Allies: Those Who Remain
62
Chapter 3: Undead Creation
The Risen
dot and a maximum rating of 5
dots.
Fetters are typically linked
to your passions, so if your
Passion was "4 dots Protect my Experience
lover (Love)," then your Fetter
may be "5 dots the person I
love." Basic Wraith Powers
Your highest-rated Fetter is A Risen maintains the
your Conduit (pg. 58). Lifesight, Deathsight, and
Heightened Senses. They also
have a vague idea of where their
Step 6: Arcanoi Conduit is at all times, though
Take 2 dots in Puppetry 1 dot this is more of a "Feels like
in Embody, Inhabit, or Lifeweb— the ache is coming from that
and 1 dot in an Arcanos of your direction" sort of thing. If
choice. someone is holding their
If you have the Status Conduit, a Risen may use Arcanoi
background with a guild, you can that require touch or eye
take any initiate powers contact on them as if those
associated with your guild. requirements have been
You may get an Arcanoi Arts fulfilled.
with the Common and Risen tag. Risen, being undead, do not
feel pain as mortals, taking all
damage except fire damage as
Step 7: Advantages Superficial damage. They do not
need to sleep or eat; eating is
You have 5 dots to spend on
incredibly uncomfortable for
advantages. You may spend these
them, and they must regurgitate
dots to remove your Shadow's
it within the hour.
freebie points to spend as
Risen are warmish to the touch
normal. Notably, Artifact,
and seem perfectly alive at a
Mentor, and Status do not
glance. But death and rot leave
translate well into being Risen;
their mark. Some Risen are
any points put into these are
rotten Skeletons puppeted
all but wasted while the Risen
around, while others who were
is in the Skinlands.
embalmed seem like they did in
Risen cannot take any looks
life.
Merits.
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Clan Hecata’s Allies: Those Who Remain
Angst 4
3
1 Scene
10 Minutes
One reason a Shadow may be
2 1 Hour
inclined to allow the Pact to go
1 6 Hours
through is due to the potential
Angst that it may get. Anytime 0 12 Hours
DARK FAILURE A day or more
64
Chapter 3: Undead Creation
The Shadow may call for a The Risen do not rest easy.
Catharsis roll when the Risen While attempting to Slumber,
goes unconscious. Or perhaps a they are required to make a
somewhat unconventional Stamina + Survival against
approach, the Psyche may force difficulty 2, with a failure
the Shadow to take over. Few making it impossible for the
Shadows are inclined to take Risen to enter Slumber for at
over, get out of the situation, least another hour.
and then let the Psyche take
back over without some mischief.
If the Risen loses all health Risen to Wraith,
and Pathos, then the Risen
becomes no more, as the Wraith
Skinlands to
is ejected to the other side and
appears somewhere in the
Shadowlands
A Risen may abandon their body
Shadowlands within a number of
and return to the Shadowlands as
yards/meters equal to 10 - the
they see fit. But this has
Wraith's Willpower.
certain… hazards.
If an enemy manages to
First is the body; leaving it
simultaneously destroy the
in the middle of the street
Risen's heart and brain, the
would be dangerous. And as it is
Risen is no more, and the Wraith
likely to rot, it would be in
is thrown into a Destruction
the Risen's best interest to
Harrowing. If the Wraith
stash it somewhere cold.
survives the Destruction
Next, the Risen must make one
Harrowing, they cannot become a
Degradation Check and spend a
Risen again, as their body is
point of Willpower, then roll
missing the crucial parts with
Willpower against the local
which the Risen can control it.
Shroud Rating. Upon reuniting
with the Shadow, the Shadow
Slumber gains 1 Temporary Angst. If
A Risen, once in their body, failed, the Risen stays in the
cannot simply retreat into their Skinlands. If a Shaded Failure
Fetter to Slumber. But their happens, the Risen remains in
Fetters are still important for the Skinlands, gains 1 Temporary
these restless dead to Slumber. Angst, and cannot attempt to re-
To enter Slumber, a Risen must enter the Shadowlands for 24
maintain contact with one of hours without spending an
their Fetters for 8 hours; the additional 1 Willpower when they
Conduit will suffice for these make an attempt.
purposes. If the Risen loses To re-enter the body, they
contact with the Fetter, they do must make the same checks they
not gain the benefits of made when they first Rose.
Slumber. However, the Shadow may spend 1
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Clan Hecata’s Allies: Those Who Remain
Temporary Angst and force the share the name would not lie to
Wraith to renegotiate the Pact. us. So please don't listen to
If the Shadow does this, it does the stories of mad scientist
not count as the Psyche failing making clone bodies or masters
to fulfill their part of the of Inhabit using it to possess
Pact. machines. Don't believe the
fools who conspire that Da Vinci
66
Chapter 3: Undead Creation
PROJECTORS
Projector System Becoming a Projector
When a mortal suffers a near death or other “out
Default Abilities
of body” experience they may attempt to become a
Projector. This is something humans can instinctively
Projectors get all the basic do, and they do not require any previous knowledge
of the process to accomplish it.
Wraith abilities when they To make the attempt they must spend a Point of
Project. This includes but is Willpower and roll their remaining, unspent,
not limited to, Lifesight, Willpower against difficulty 4. On a success the gain
Deathsight, Sharpened Senses, Vitality and become a Projector.
and Insubstantiality. Not all Projectors who undergo this process
instinctively know they are Projectors. This lack of
There are almost no
knowledge is commonplace with Projectors who
differences between a Projector managed to achieve this through the use of
and a Wraith when Projecting. Pigment.
All Projectors may travel to the
Underworld, though this comes While a Projector is
with its complications. A considered a mortal by all means
Projector has both Pathos and while they are in the meat,
Angst. however, the lands of the dead
A group of rogue guild members leave a mark on them. When a
has made a "living" teaching Projector is in the meat, they
Projectors various Arcanoi, may spend a point of Willpower
often trading favors in the and activate either Deathsight
living world or something more or Lifesight.
dangerous. Projectors can use A Projector is immune to the
any known Arcanoi powers while effects of the Fog entirely.
they are Projecting. However,
those hedge mages have seen some Vitality
success with being able to buck Vitality is Pathos and Corpus
this rule. mixed into one. One's initial
If a Projector is in the meat, Vitality rating is based on
they are treated as if they are their Resolve + Stamina.
mortals. Other powers from other Vitality is presented in the
Supernaturals that would affect same way as a Health Track. And
Wraiths, such as the many forms can suffer Superficial and
of necromancy, tend to affect Aggravated health damage. This
Projectors. However, any power damage usually occurs during
that works on a Wraith's Fetter Projection, when the Projector
has a +2 difficulty when used on suffers Corpus damage.
a Projector's body. Whenever a Projector makes a
Degradation Check, they
Dead Eyes automatically fail, and the
Projector suffers one
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Clan Hecata’s Allies: Those Who Remain
Projector Balanced
Three Skills at 3 dots
at 3 dots
You may take 4 attributes
Step 5: Fetters
at 2 dots Fetters are people, places, or
You may take 1 attribute objects that hold importance to
at 1 dot you as a restless dead. Fetters
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Chapter 3: Undead Creation
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Clan Hecata’s Allies: Those Who Remain
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Chapter 3: Undead Creation
71
Clan Hecata’s Allies: Those Who Remain
its benefits and gain a Death reason to keep at it, they may
Type. very well lose interest or
charge into the Labyrinth as
Shades they take up hell diving for a
week.
Shades are a kind of Death
Type for the living. The Orpheus Arcanoi: gain 1 dot in Embody
or Moliate.
Group first discovered them, but
some Projectors don't like the Prohibited: Phantasm.
classifications and can
completely bypass them. POLTERGEIST
Each Shade gains 1 dot in one Poltergeists are passionate
of two Arcanoi but cannot gain people. They love deeply and
any dots in a single Arcanoi. hate just as much. They are
masters of manifesting their
Passion into violence and art.
BANSHEE
Banshees are introspective These passions can be difficult
people. Martyrs and optimists to control, but it's worth it,
find themselves as banshees. as it gives them power.
They aren't particularly shy Arcanoi: gain 1 dot in Outrage
about their convictions. But are or Keening.
also the type to try to see all Prohibited: Intimation.
sides before acting.
Arcanoi: gain 1 dot in Keening PHANTASM
or Fatalism. These guys are creatives; they
Prohibited: Outrage. enjoy expressing themselves.
They like creating and making
works of art. But some prefer
HAUNTER
Haunters are very adaptive and the stage and are eager for an
able to be at home anywhere. audience.
They tend to be very adaptable Arcanoi: gain 1 dot in
and good at working with Pandemonium or Phantasm.
physical objects, but not Prohibited: Inhabit.
necessarily people.
Arcanoi: gain 1 dot in Inhabit SKINRIDER
or Flux. These people have an
Prohibited: Keening. incredibly strong sense of self,
so strong that they are inclined
to overpower others' sense of
MARROW
Marrows live to reinvent self. These people tend to
themselves. They are social control freaks who know how to
chameleons who enjoy fix issues if only people would
participating in many novelties. listen to them. They are
They probably stumbled into organizers and manipulators.
Projection, and if there isn't a Arcanoi: gain 1 dot in
Intimation or Puppetry.
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We all have a darker half.
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Chapter 4: The Shadow that Looms
Multiple Shadowguides
Some players may wish to do In the Beginning
things in a more familiar way. A Wraith's initial Angst
In this case, each player takes rating is determined during the
on the role of a Shadowguide for generation of its Shadow. This
each other player's Shadow. score represents the number of
In these cases, it is vital to permanent points of Angst a new
maintain a degree of separation Wraith possesses and indicates
between the Wraiths, the the relative strength of the
Shadows, and the Players. If the character's Shadow.
Wraith plays your Shadow, you During play, a character's
are friends with the Shadow's Angst rating may increase or
actions should not cause decrease in response to the
repercussions for the nor the events of a story and the
player. actions of the character (or
their Shadow).
ST Shadowguide There are two kinds of Angst:
Temporary and Permanent. Unlike
Sometimes the ST wants to have
most Traits, a Shadow's
more control over the narrative.
Temporary Angst score may exceed
In these cases, the ST takes
its Permanent rating up to a
over the job of the Shadowguide
maximum of 10 points. When a
as is.
Shadow has accumulated 10 points
of Temporary Angst, it may trade
Angst
these points for one point of
Permanent Angst, thus increasing
its strength.
Do you hate yourself? Do you
The character's main player
feel that desire to end? Do you
should never know for certain
ever think, "I'm not good
how many points of Angst their
enough"? Did you ever spend long
Shadow possesses.
nights remembering that one time
This reflects the uncertainty
in grade school when you told a
of a Wraith's tenuous existence
joke, and no one laughed?
on the borders of Oblivion and
All of these are where Angst
their ignorance of just how
comes from, that negativity,
powerful their dark side really
that desire to want to run away;
is.
perhaps you followed that desire
that is Angst. It is a negative
energy that pools in the back of The Pitfalls of the
your head and feeds the Shadow.
And Angst is the power the Harried Soul
Shadow may draw on and use to Angst symbolizes the power of
power its designs. Oblivion working within a
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However, once the action starts, can declare the Harrowing cycle
it's the Director's show. to be done and eject the Wraith
Shadowguides should be from the Labyrinth.
encouraged to set up a few Harrowings are punctuation
Harrowing ideas in advance to points to moments of character
streamline the process and keep loss, a way for the Oblivion to
the game moving. really rub it in. Their primary
Once the parameters are set, purpose is to use them as
the Harrowing can begin, and the intense notes that can keep the
star of this perverse play stakes high. If they happen too
should be summoned back into the often, they may slow the
room. Chronicle down entirely and have
The Storyteller sets the the players focusing more on how
Scene, and the action begins. to Harrow each other's Wraiths
The Wrath's Shadowguide should rather than the story you wish
take the lead role, if possible. to tell.
A Harrowing should take roughly
5-10 minutes, as it represents a
break in the plot, and the other
players may want to get back to
Players in a Harrowing
The Harrowed Wraith is
running their characters rather
encouraged to roleplay their way
quickly. But during the
through the scenario. A Wraith
Harrowing, the players won't be
may know they are in a
sitting on their hands; instead,
Harrowing, but refusing to play
they will be taking over the
along is not usually an option.
positions of the various
In a meta sense, simple refusal
Spectres that act out the play.
runs counter to the setting and
If the Wraith figures out how
universe, ones the player
to beat the Harrowing, it ends
accepted when they agreed to
immediately. However, after 10
play this game.
minutes or so, if the
In an in-universe sense, since
Storyteller feels like the
the Harrowing reflects the
Wraith has made no progress or
Wraith and often incorporates
won't be able to figure it out
aspects of the Wraith
within a few minutes, or the
themselves, so to deny the
Wraith has failed their
Harrowing is to deny their self,
Harrowing, the Wraith gets one
and to refuse to confront it, is
last roll to see if they escape.
to refuse their self and not
Otherwise, they deal with the
grow, which in the case of a
consequences of the Harrowing
Harrowing, results in failure.
they were plunged into.
Every Wraith should instead
If a second Harrowing should
seek to solve the Harrowing as
happen due to the first one,
best they can, even if it
then the process starts over
functions on dream logic.
again. However, the Storyteller
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Optional System
103
Many are consumed by the darkness
within and thus become slaves to
that darkness.
Chapter 5: Spooky Spectres
Characteristics
spent in this way).
■ By Slumbering or meditating
for eight hours and making 3
Angst and Pathos Degradation Checks, a Wraith
regains one Corpus level lost
A Spectre is not but a Dark
through Aggravated damage.
reflection of a Wraith. As such,
at any point when the Spectre
must use Pathos to do something, Psyche Dice
the Spectre must use Angst For each level of Angst
instead. degradation affecting a Wraith
Powers that would give the character, they gain one Psyche
Wraith's Shadow Angst do not do Die. Psyche Dice are ten-sided,
so; instead, they give the just like regular dice, but
Psyche Pathos. Anytime a Spectre should be a different color than
character uses a power or regular dice, so players can
ability that calls for a easily spot them in a pool (we
Degradation Check, that check, suggest dark blue or green).
instead of degrading the When players build a dice pool
Wraith's Pathos, degrades the for a Spectre character, they
Spectre's Angst. exchange regular dice from that
■ Most Arcanoi require a pool for Shadow Dice on a one-
degradation roll for for-one basis.
activation (see the If the dice pool for the roll
individual Arcanoi for cost is lower than the character's
requirements). Degradation, roll a number of
■ Angst can also be used to Psyche Dice equal to the dice
fuel some Artifacts, making pool—the exception: characters
them duplicate function and never include Psyche Dice in
form. Checks, Willpower, or Humanity
dice pools.
■ A Spectre can roll one of Psyche Dice function as
their Dark Passion ratings at regular dice in tests and
a time that Dark Passion has
contests, scoring successes on a
been explored, with each
success granting one point of 6 or higher. However, Psyche
Angst. Dice cannot be re-rolled by
using Willpower, as the Psyche
■ 1 Degradation Check can be makes a mockery of the Shadow's
used to change direction in attempt to tame it. In addition,
the Tempest. rolling a 0 (10) or 1 on a
■ Making 1 Degradation Check, a Hunger Die carries additional
Spectre regains two
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Chapter 5: Spooky Spectres
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Chapter 5: Spooky Spectres
Shadecraft
Corpus damage to its host.
ECTOPLASMIC TENTACLES
Shadecraft are the specific
The Shade sprouts tentacles
tool of Shades to perform The
that can be used just as
Oblivion's work. They function
effectively as hands.
similarly to a Projector's
Cost: N/A
Stains, suggesting a link
Dice Pool: Strength + Brawl
between them.
System: This tentacle is
always present on the Shade. The
CHAMELEON PARASITE Shade may use this tentacle to
This is a Shadecraft that is perform an additional attack
often used to define the this turn using their Strength +
Oblivion's deceitful nature. It Brawl. Any damage the tentacle
often is used by Malfeans to spy does is unhalved Superficial
upon the Hierarchy or sneak damage.
their minions into Wraith
strongholds.
HOUND THE HARROWED
Cost: Two Degradation Checks, A Shade may attach itself to a
plus one Degradation Check for Wraith currently undergoing a
each day the Shade spends Harrowing and attempt to consume
outside the Tempest some of its Willpower and
Dice Pool: Dexterity + Stealth Pathos.
vs. Wits + Awareness Cost: None
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System: Each Shade using this existence until they are not but
Shadecraft must perform the same the Oblivion they seek to
attack when using this spread. They relish in this
Shadecraft. For each Shade using self-destruction and have barely
this Shadecraft add +1 to the any sense of self-preservation.
damage. So, if 3 Shades are all But those who persist despite
using this art, they all gain +3 that, those who stave off the
damage. Oblivion and seek to do its work
longer, run a great risk, for
TALONS just as their Shadow Harrows a
The Shade's hands grow tearing Wraith, a Spectre is Harrowed by
claws. their Psyche.
Cost: None This fatalistic mindset all
Dice Pool: Dexterity + Brawl Spectres adopt can be a bit
System: The Shade's hands have harrowing for some players, as
claws that allow them to the they are expected to be an
Shade to do unhalved Superficial amalgamation of all that is evil
damage with their Dexterity + and cruel in this world. And for
Brawl rolls. others, it may come all too
naturally when they take out
TEMPEST WRACK their darker desires on the
The Shade uses its inner fictional scape of the tabletop.
turmoil to strengthen the local The Storyteller should ensure
Tempest. a balance between players who
Cost: One Degradation Check wish to be monsters and those
Dice Pool: Resolve + Composure who would rather be a monster
System: This Shadecraft can but not quite that bad.
only be used in the Tempest or The most important thing to
during a Maelstrom. The Shade remember is that Wraith: The
Rolls Resolve + Composure Oblivion is a game, not some
against difficulty 4. personal attack or even remotely
All Wraiths in the general real. The Storyteller and the
area around the Shade, usually players should check on each
10 meters, sometimes larger, other when appropriate to ensure
gain -1 dice on all pools within no lines are crossed.
the storm. We are playing this for fun,
not to break our morals on the
Spectre
rocks of philosophy.
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Clan Hecata’s Allies: Those Who Remain
merely props to make the rest of the troupe can sense Spectres.
the troupe think nothing of it. If a Pardoner happens to be in
Immediately after they are the group, the Storyteller may
thrown into the Tempest, shift give the Spectre an Artifact
focus back to the rest of the that can mask their nature for a
troupe and continue as normal. time, but never forever; if that
Maybe the Storyteller should were the case, then the Oblivion
give them a plot clue to keep would have taken over long ago.
their minds off their friend,
who will probably show up in a When the Shadow Wins
few Scenes. At the very worst,
Sometimes the Shadow just
"Suddenly Spectres" is a
acquires enough Permanent Angst
dramatically ironic way to keep
to convert the Wraith into a
their minds off their friends.
Spectre.
You can justify that by having
This in no way means the
the Shadow alert the Spectres
character should be written off.
ahead of time so that it can do
This can allow a large amount of
its transformation unaccused,
roleplaying opportunities.
then sneak back into the circle
Once the Shadow's Permanent
to help fend off the "foul
Angst reaches 10 the Wraith
beings."
plunges into the Tempest. The
It takes time to transform
Storyteller should discuss the
properly into a Spectre. And a
ramifications of this change
Spectre would have an alibi set
with their players. As long as
up beforehand. A few good ones
the Storyteller feels the
are "Emergency guild meeting,"
transformation won't disrupt the
"I reappeared at my Fetter,
Chronicle, there's no reason to
Kate, and she was on a trip to
create a new character. However,
see her grandmother a few hours
you could have the player be the
away when I materialized," "I
Psycheguide for a new Spectre
got lost in the Tempest," "The
antagonist who happens to know
group of Wraiths that we don't
much about the troupe.
like attacked me."
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Clan Hecata’s Allies: Those Who Remain
Spectre Creation
you are in the Labyrinth and the
Tempest.
Plasm Rating: Mortwights start
There is little difference
with a Plasm Rating of 1.
between the character creation
of a Wraith and a Spectre. Your
STRIPLINGS
Spectre could have been new to
This is not a formal Caste.
death or a Wraith for hundreds
This is a group of children who,
of years before they fell.
unfortunately, passed before
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130
Even the dead have things they
care about.
Chapter 6: Advantages
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Exploration)
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Chapter 6: Advantages
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Chapter 6: Advantages
If you are playing as the Once per Session, you may roll
freshly dead and take a your Memoriam rating in dice,
Loresheet at character creation with each success giving you 1
that is not necessarily Pathos. However, if you get a
appropriate to your life, such Shaded Failure, you lose one
as something wholly supernatural point in Memoriam, for mortals
that you would have no way of move on, forgetting the
knowing, work with your restless.
Storyteller to see about making • Only one person remembers
sure you hit the bit of lore you or a handful of people are
that can justify your Loresheet. aware of you, such as you have
It is possible to have more than some small memorial that they
one Loresheet, but you must pass by.
first buy all 5 advantages on •• A small group of people
your original Loresheet. But to remembers you, sometimes.
get another Loresheet, you must ••• Your name is on some
be able to justify it through building or park.
roleplay. •••• A large organization
remembers you, and perhaps they
Memoriam are a charity named after you,
What is Pathos? It is an or perhaps they are a cult that
emotion turned to substance, a spites your name with their
source of power. Your Passions every prayer.
Empower your emotions, and with ••••• You are legendary, as in
that power, Pathos is created. Alexander the Great, Gaius
However, that power is not only Julius Caesar, or Charon, the
generated within the Wraith, for ferryman. Alternatively, as
there are those who may remember infamous as Joseph Stalin,
the Wraith. Marcus Junius Brutus (yes, that
This memory of you is a power Brutus), or Elizabeth Bathory.
you can tap into, be it warmly
and fondly or from spite and Mentor
hatred; Memoriam cares not, and A Mentor is exactly what it
you can draw power from this sounds like on the tin. Though
memory. There has been debate Mentors take many forms, some
ever since people realized this are kind and caring, while
effect on whether it is better others are vile and crass. A
to be remembered fondly by a few Mentor is not at the beck and
people or with great hatred by call of the Wraith; rather, they
an entire country. Still, it is are there to help when they can.
a moot point, for Memoriam cares
not about the emotion but only
the passion they hold for you.
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Mentors are often teachers, a you ask for. For instance, you
patron who oversees your work, may want Embody, but your Mentor
or, in some cases, a protector doesn't think you are ready to
who wants to help you for some pierce the Shroud, and as such,
reason. Expect them to be a they may teach you Argos instead
source of tasks and side so you may better travel around
missions for you. This usually the Underworld. They also may
involves responsibilities on help with Stygian politics, new
both sides but often favors the abilities, or may even get you
mentor. out of trouble.
As with real life, a mentor • A Mentor a little older
and mentee relationship is than yourself but with a few
incredibly personal, and this connections.
should make its way into •• A Mentor of some
roleplaying. importance but little power.
Mentors often teach Arcanoi to ••• An old and wise Mentor
you (pg. 41), but it is rare for with a modicum of clout.
them to give you exactly what
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Things of the
been chosen for a position of
some responsibility.
••• You are in the murky
middle ranks. Not low enough to
be pushed around or high enough Afterlife
to do the pushing, this is a
dangerous place to be, but it
has many rewards.
Artifacts
•••• This level of Status Stygian Mask
represents the level of Rating: 1 dot
management and privilege. You Masks are symbolic of offices
can access the group's resources and stations within Stygian
and are trusted by its leaders. culture. While a given Wraith
••••• Player characters are may not respect the man, they
unlikely ever to rise higher will respect the mask.
than this. Having gained Most masks are highly stylized
significant power and respect, and often represent their
you are a leader. assigned role, such as a
skeletal grin for a member of
Steed the Skeletal legionnaire. More
modern masks have been taken to
For some reason, one of the
represent the guilds since they
mysterious horses of the
are allowed to move more freely.
Underworld has chosen you as its
master. This could be some
mystery of fate, or you found Bell of Summoning
it, broke it, and made it your Rating: 1 Dot
steed. See pg 309 for the stats This Artifact resembles a
of the steed. small bell. A Wraith may make a
••• Normal Steed Degradation Check and attune
••••• Named Steed themselves to the bell. There is
no limit to how many times a
True Faith Wraith may attune themselves to
this bell in this way.
Life is hard; death is harder.
When someone rings the bell,
And in the hardships of being
all Wraiths who have attuned to
undead, Faith can persevere.
the bell hear it ring, no matter
Buying this merit allows the
how far away they are from it.
Wraith to gain access to True
The bell rings for one minute
Faith, as seen in the VTM Core
for each Wraith that invested
Rulebook pg. 222. Though the
Pathos into the bell before it
Faith always starts at 1, it can
rang. The bell loses one
grow over time with repeated
purchases.
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Weapons
Rating: variable
The Rating is equal to the
damage value on the chart
located on pg. 304.
Soulfire weapons are weapons
that are powered by Soulfire
crystals. Any weapon found in
the VTM Core Rulebook pg. 304.
The user may affix a Soulfire
crystal to it as made with
Invest (pg. 305).
If the weapon is Melee, the
user may spend 1 Pathos from the
crystal to make the weapon do
Aggravated damage.
If the weapon is Ranged, it
requires Soulfire Crystals to
fire. Or a Degradation Check
from the user.
Relics
Slumberbook Old Glory
Rating: 2 dots Sporting the colors of many
The remnants of a child's different countries or groups,
favorite bedtime story, this this old flag is not a flag of a
book primarily ensures that a single country; rather, it is a
Wraith has a good slumber. flag that is the memory of
Once per day, the reader may almost every flag carried into
read the Slumberbook aloud to up battle. When Old Glory is flying
to 10 Wraiths, which includes and being used as a battle flag,
the reader. The listeners' everyone on the side that is
Shadows become soothed by the flying it gains +2 dice on their
tale and lose a dot of Temporary Resolve rolls.
Angst. Flying Old Glory after a fight
Once a Wraith hears a has finished can stir other
Slumberbook, they cannot benefit Wraiths to fight as if possessed
from another Slumberbook. And by the spirit of war.
any readings from another
Slumberbook instead give the
listeners' Shadows 1 Temporary
Angst.
141
The powers of the restless dead
are many.
Chapter 7: Arcanoi
General Rules
to, rather than interrupt,
actions taken against the
user. A Wraith can activate
Wraith: The Oblivion rates
one Arcanos power per turn.
Arcanoi on a scale from one to
Any number of powers can be
five dots, just like most
active simultaneously.
other Traits. A character
A Wraith adds half their
gains dots in an Arcanos
Plasm Rating (rounded down) to
either at character creation
dice pools to use or resist
or by purchasing them with
Arcanoi or other magical
experience points later. To
effects.
spend experience points on
Arcanoi, a character usually
needs someone to teach them Tempered Powers
the Arcanos. Certain rare powers require
proficiency in more than one
Selecting Powers Arcanos. Characters must also
possess the listed number of
Whenever a character gains a
dots in the other Arcanos to
dot in an Arcanos, they choose
take these powers.
one power from among the ones
For the purpose of type and
listed, either from their new
other classification, these
Arcanoi level or below. They
powers count as belonging to
must meet the requirements for
both Arcanoi.
the dots, such as being a
These powers didn't always
Risen for powers that require
exist, but when the Revolt
the Wraith to be a Risen or
failed, the Guilds found many
being a Spectre for the
of their monopolies failing,
Spectre exclusive powers.
and many Wraiths could play
The most significant
around with the Arcanoi in an
prerequisite is that of Guild
attempt to gain more power.
Initiates. To get an initiate
As the method goes, the
Art, you must have an
player who wishes to temper an
equivalent number of dots in
Arcanos must provide the
Status with the Guild of your
Storyteller with the general
choosing.
description of the desired
Arcanos Power. Then the player
Using Powers and the Storyteller must agree
Unless otherwise stated, a on the Arcanos power's
Wraith can activate an Arcanos description, making
anytime; this takes little adjustments as needed. During
time or overt action. Powers this process, a dominant
do not usually activate Arcanos is selected between
retroactively; they respond the two Arcanoi to be
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Chapter 7: Arcanoi
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146
Chapter 7: Arcanoi
Argos
connection to the Wraith falls
into the Tempest.
When the Harbinger uses any
Guild: Harbingers
Argos Art to travel to one of
How does one navigate the
their Fetters, the difficulty
realms of the dead? How does
of any associated rolls is
one travel through the Tempest
reduced by the Fetter’s rating
without the aid of the
(minimum 2).
ferrymen? Argos is the answer
to these simple questions. Type: Physical
Argos governs movement in
Dictum Mortuum Threat: Low
the Underworld and allows
you to move others with
you. Level 1
WAYFARER’S FREEDOM (COMMON)
Guildmark Argos was invented by
A Harbinger is a sailors who were in love
Wraith that is with the sea. And the
familiar with the sea offered them
Tempest. And to be freedom.
familiar with the Cost: None
Tempest is to be Dice Pool: N/A
influenced by it. System: Add your
A Harbinger’s eyes dots in Argos to any
are as black as the roll used to escape
sunless sea of the bindings.
Tempest, and their Angst: None
clothes flow with wind Duration: Passive
unfelt by others.
WEATHER EYE (COMMON)
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Clan Hecata’s Allies: Those Who Remain
ENSHROUD (INITIATE)
The Harbinger can manipulate
the membrane between the
Shadowlands and the Tempest,
drawing the sunless sea over
themself for concealment or
plunging into it without entering
a Nihil.
Cost: One Degradation Check
Dice Pool: N/A
System: When the Harbinger
attempts to enter the Tempest.
The Harbinger opens a momentary
portal, which irises shut as soon
as the Wraith slips through it.
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The Harbinger can now add their mishap, arriving safely on the
Argos Level to all Stealth Rolls. other side. Additional successes
Angst: None on the margin indicate that the
Duration: One Scene Spectre may also choose to hold
the Nihil open for others to use.
STORM SEEKER (SPECTRE) Otherwise, the Nihil closes
The Spectre sets themself immediately once you pass
adrift in the Tempest to be drawn through.
toward a storm front by tapping Pathos: None
into their affinity with the soul Duration: The Nihil lasts for
storms of the Underworld. one turn per success on the
Cost: Free margin
Dice Pool: Intelligence +
Argos Level 2
System: On a successful
PHANTOM WINGS (COMMON)
Intelligence + Argos roll against
This Art enables the Harbinger
difficulty 4, you navigate the
to fly in both the Tempest and
Tempest’s ebb and flow to find a
the Shadowlands. Unless aided by
brewing storm front. This can
the Tempest’s winds (which carry
take hours or even days,
their own hazards), this flight
depending on local conditions in
isn’t particularly swift, but the
the Tempest; the Storyteller may
added mobility can be convenient.
choose to reduce the time
The power’s eponymous wings
depending on the number of
always assume the same appearance
successes rolled. You have no
for a given Wraith and are
control over the size of the
translucent and insubstantial.
storm discovered or its heading.
Cost: One Degradation Check
Pathos: None
Dice Pool: Wits + Argos
Duration: N/A
System: The player rolls Wits
+ Argos against the local Shroud
WORMHOLE (SPECTRE) Rating. On a success, the
The Spectre can use a Nihil as Harbinger gains one Scene of
a shortcut between the flight at any speed between a
Shadowlands and the Tempest. You stationary hover and the
simply stretch the Nihil open and Character’s normal jogging speed.
camber in, emerging moments later Tricky maneuvers or tight
from the other end (wherever that quarters may require a Dexterity
may be). + Athletics roll at the
Cost: Free Storyteller’s discretion.
Dice Pool: Stamina + Argos The Wraith’s maximum speed
System: The Spectre makes a doubles in the Tempest, though
Stamina + Argos roll against they are still subject to
difficulty 3. On a success, they inclement weather. In a
pass through the Nihil without Maelstrom, this factor increases
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the first thing that floats by. System: Whenever you use
Flotsam found this way is not Kraken Whip, you can choose the
always useful but is at least target of the Kraken Whip.
generally entertaining. Recovered Angst: None
items are either memories or Duration: None
minor Relics (lingering memories
from Wraiths long since gone; the STORMREADER (COMMON)
mask of a Skeletal Anacreon, lost Superficially similar to
in the 16th century; a mismatched lesser navigational Arts but far
pair of Relic socks). stronger, Stormreader gives the
Cost: One Degradation Check Wraith an intuitive sense of the
Dice Pool: Dexterity + Argos Tempest, enabling them to
System: The player rolls navigate safely over vast
Dexterity + Argos against the expanses of the sunless sea. This
local Shroud Rating. If Art is the cornerstone of the
successful, you pull an item from Harbingers’ ancient mastery of
the Tempest. Memories retrieved Underworld travel, allowing
in this manner may hold 1 or 2 journeys in relative safety
points of a Dark Passion, which between destinations in the
you may devour to boost your Tempest.
Angst pool on a 1-for-1 basis. Cost: One Degradation Check
Minor Relics may be used to Dice Pool: Resolve + Argos
decorate the set of a Harrowing System: When the Wraith begins
or even as weapons if a journey to or from a
appropriate. Anything retrieved destination in the Tempest, the
in this fashion crumbles to player rolls Resolve + Argos
uselessness at the end of the against difficulty 5. Successes
Scene unless sustained by another reduce travel times, as per
method. Weather Eye. Additionally,
Pathos: Gain 1 point of successes also reduce the
Temporary Pathos effective level of any Maelstrom
Duration: One Scene through which the character
passes during the journey.
Level 4 The Wraith may take additional
voluntary companions as they
KRAKEN GRASP (COMMON)
travel. To do so, all members of
Prerequisite Power: Kraken
the group must hold hands. Each
Whip
Passenger with no dots in Agros
Those who familiarize
increases the difficulty of this
themselves with the powers of the
power's Wits + Argos roll by 1 to
Kraken can learn to direct the
a maximum of 10. Any Passenger
mighty beast.
that lets go during the travel is
Cost: None
lost to the Tempest.
Dice Pool: None
When a Wraith uses an Argos
power to travel to one of their
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Pathos: Each time you use this they use any powers that
Art to retrieve an object, your facilitate travel between or
Psyche gains 1 Temporary Pathos within the Tempest, Shadowlands,
Duration: One Scene or Skinlands.
The imprisoning Harbinger must
Level 5 maintain at least minimal
concentration (–1 die penalty to
OUBLIETTE (COMMON)
all social and mental dice pools)
Feared by all who’ve seen it
to keep their victim in place and
in action, Oubliette is an Art of
may release their hold at any
unwilling travel. With a glance,
time.
its practitioner can open
Other Wraiths may target the
temporary Nihils directly beneath
pinned character with Arts that
other Wraiths, plunging them into
affect or force travel — for
the Tempest. Alternatively, they
instance, hurling the victim into
can pin targets in place,
the Tempest with another use of
preventing them from escaping
Oubliette. Success on any such
into other parts of the
invocation breaks the pin but
Underworld.
deals Aggravated damage equal to
Cost: Two Degradation Checks
its margin of success as the
Dice Pool: Wits + Argos vs.
unfortunate soul is torn between
Strength + Athletics
two irresistible forces.
System: For either application
This Art cannot be shared.
of this Art, the player makes a
Angst: Gain 1 point of
contested Wits + Argos roll vs.
Temporary Angst
the target’s Strength +
Duration: One Scene
Athletics.
If the Wraith successfully
MAÎTRE APRÈS DIEU (INITIATE)
uses this Art to cast their
This Art has always been rare,
target into the Tempest, a small
due not to any Harbinger
Nihil opens under their target's
recalcitrance but because of its
feet, sucks them in, and
limited applicability. With
immediately closes. The victim
Maître après Dieu, a Wraith can
suffers Aggravated damage equal
apply much of their command of
to the Wraith’s margin of
Argos to a Relic or Artifact
success. Once pulled into the
vehicle; this requires the Wraith
Tempest, the victim may use all
to control and command such a
Arcanoi normally — though if they
vessel. If they do, even the
lack Argos, getting out of the
unlikeliest conveyances can sail,
Tempest may be more of a problem
soar, or speed across the
than the damage.
Tempest.
If the Wraith successfully
Cost: Two Degradation Checks,
pins its target in place, the
2 Superficial Corpus damage
victim may not move for one turn
Dice Pool: N/A
per margin of success. Nor may
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System: To use this Art, a like any other soul storm; refer
Wraith must be at the helm, to the section on Maelstroms for
wheel, or other steering control details (pg. 286).
of a vehicle. No roll is Pathos: None
required. As long as the Duration: The Maelstrom last
character remains aboard, in as long as it would normally last
command, and in control of the
vehicle, they may apply any other CHAOS CARVING (SPECTRE)
travel-related Argos Art to the The Spectre forces their will
vehicle and all its occupants. upon the seething Tempest,
All occupants are considered reshaping it into whatever form
“passengers” of the Argos Arts in they desire; this is the Art used
use, but the Harbinger does not to carve settings for Harrowings
suffer increased difficulties for from the raw stuff of Oblivion —
their presence. anything from a long-forgotten
Sharing this Art is impossible family home to a company
and unnecessary. boardroom.
Angst: None Cost: Two Degradation Checks
Duration: 1 Session Dice Pool: Intelligence +
Argos
MAELSTROM CAULDRON (SPECTRE) System: The player rolls
The Spectre summons a minor Intelligence + Argos against
Maelstrom from the very depths of difficulty 4. The number of
the Labyrinth, bringing all successes indicates the degree of
manner of accompanying spectral accuracy and detail achieved —
debris with it. This Art can take one success means a match of the
a lot out of the Spectre — room dimensions and basic
sometimes literally, as they must furniture. In contrast, five
channel their very being into the successes produce a fully
summoning. Some Spectres have equipped and functional space
been torn to shreds while calling with all the comforts of home.
forth a Maelstrom. This Art can only create items
Cost: Two Degradation Checks, and objects. If used for a
1 Superficial Corpus per success Harrowing, other Spectres must
on the Manipulation + Argos take on the roles of anyone in
Dice Pool: Manipulation + the space.
Argos Pathos: None
System: The player rolls Duration: One Day
Manipulation + Argos against a
difficulty equal to the desired
Maelstrom level + 5; the
successes indicate the number of
hours the Maelstrom rages. Once
summoned, the Maelstrom is not
subject to your control and rages
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Castigate
control the Wraith in the future,
or otherwise enhance the Shadow’s
power in the short term.
Guild: Pardoners
When a power says “vs. the
With every Wraith, there is a
Shadow’s Permanent Angst,” this
Shadow, a menace within our
is a contested roll, were the
Corpus. The Psyche is in constant
Shadowguied rolls the Permanent
battle with the Shadow. You may
Angst rating against Pardoner’s
even hear it now, telling you
roll.
this Arcanoi is useless; it is
wrong and scary. Type: Spiritual
Castigate deals with the
Dictum Mortuum Threat: Low
Shadow and the depowering or
empowering of said Shadow and
the Shadow-ridden. Level 1
Castigate cannot be used FINDING THE HIDDEN GHOST (COMMON)
on a Spectre to reduce a This ability allows the
Spectre’s Psyche’s Pardoner to sense the
Pathos. location of Spectre and
those Wraiths whose
Guildmark Shadow is currently
controlling them.
A Pardoner’s
Cost: One
fingers blacken
Degradation Check
with the Stains of
Dice Pool: Wits +
the Shadow they must
Castigate
wrestle with; as
System: The Wraith
their power in
makes a Wits +
Castigate increases,
Castigate roll against
this crawls up to the
difficulty 4 to sense the
hands and forearms.
location of every being
within range that is
Characteristics dominated by their Shadow;
Unless noted otherwise, this includes Spectres and
the difficulty for using any Wraiths in Catharsis. Each
Castigate Art on a Shadow is success on the roll expands the
the Shadow’s Permanent Angst radius of the sphere of
score. detection by 15 feet. Failure on
Failed attempts at Castigation the roll returns no information,
are particularly dangerous for while a Shaded Failure either
the Wraith whose Shadow a provides false positives or
Pardoner has confronted. They may causes the Wraith to miss targets
grant the Shadow one or more they’d normally spot.
points of Temporary Angst, make Angst: None
it easier for the Shadow to Duration: One Scene
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Chapter 7: Arcanoi
means), they may apportion the even one normally reserved for
total turns of effect among them the Psyche.
as desired. They may also use one Cost: Two Degradation Checks
success on the margin to affect Dice Pool: Manipulation +
another Thorn for the remainder Castigate
of the Scene. System: The player rolls
Angst: None Manipulation + Castigate roll
Duration: One Scene against a difficulty of the
Shadow’s Permanent Angst + 2. On
TRANSFER ANGST (SPECTRE) a success, the Shadow’s archetype
The Spectre channels their own changes for the duration.
Angst to empower a Wraith’s Angst: A failure gives 1
Shadow. The targeted Wraith must Temporary Angst
be in direct line of sight but is Duration: One week per success
unaware that anything is on the margin
happening unless the Spectre
draws attention in some fashion. GET THEE HENCE (COMMON)
Cost: One Degradation Check Just as a Wraith can use their
Dice Pool: Stamina + Castigate purity to attack a Shadow, they
System: The player rolls can raise it as a shield against
Stamina + Castigate against the Spectres, barring them from
Target’s Shadow’s Temporary entering an area (or forcing them
Angst. If successful, you may to leave an area they already
transfer an amount of Angst occupy). They don’t have to know
points up to the number of extra the Spectres are present to
successes rolled. The points affect them, but this Art doesn’t
transferred are added to the work against Doppelgangers for
Shadow’s Angst pool. some reason.
Pathos: The Psyche also Cost: One Degradation Check,
receives 1 Temporary Pathos point possibly more
for each Angst point transferred Dice Pool: Charisma +
Duration: Permanent Castigate
System: The Wraith defines the
Level 4 area they wish to ward and then
rolls a Degradation Check. The
ALTER DEMEANOR (COMMON)
larger the area, the more Pathos
With this power, the Wraith
is required. One Degradation Roll
can talk to their Shadow in such
wards an area of up to 800 square
a way that it cares about
feet; each additional Degradation
different things, such as love
Roll doubles the size of the
and accomplishment, instead of
area.
simple envy and hatred. By doing
The player rolls Charisma +
so, the Wraith can make the
Castigate against difficulty 4;
Shadow take on a new Archetype
the ward lasts for a number of
for an extended period of time,
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Embody
attunement to ease their passage
across the Shroud.
This reduces the difficulty of
Guild: Proctors
all Embody-related rolls by 3,
You were once human, and you
the Corpus cost of any power by
can be so once more; with Embody,
1, and allows you to roll an
you can pierce the Shroud and
additional die on the Degradation
manifest in the Fleshlands, even
Check (if a power both requires a
extending this manifestation
Degradation Check) costs Corpus,
beyond yourself.
then only the Corpus cost is
reduced). However, any use of
Guildmark Embody that leverages a
When a Proctor Embodies, Consort is perceptible only
they need to focus on to that mortal.
something to allow Once Embodied, a Wraith
them to pass through the experiences the full
Shroud; this may be a spectra of mortal
visual stimulus, in sensation, but they’re
which case their eyes also subject to the
may always reflect many dangers to which
the other side of flesh is heir. When
the Shroud. If it a Skinlands source
is the warmth of inflicts injury on
the living, then a physically
the Proctor may manifested Wraith,
develop blisters from they suffer damage as
fire. If a Wraith if they were mortal,
falls into a Harrowing losing Corpus in place
from loss of Corpus of health levels on a
while Embodied, the wound one-for-one basis rather
that sent them to the than reducing any damage
Labyrinth will never seem to Superficial damage.
to heal, being present for
Type: Physical
the rest of time or until
another Guildmark may cover Dictum Mortuum Threat:
it. High
Characteristics Level 1
Unless otherwise stated, the WHISPERS (COMMON)
difficulty of any Embody roll The Wraith may briefly whisper
equals the local Shroud rating. across the Shroud, making
When using Embody in the themself audible to listeners
presence of a Consort, the among the denizens of the
Proctor may draw on that Skinlands.
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Duration: One Turn per success Oblivion, and the Shadow gains 1
Temporary Angst.
CACHE (INITIATE) Duration: One minute, hour, or
For some Proctors, Relics make day with each success on the
easier first lessons than their margin
own plasm. This Art allows an
object to pass momentarily across INVESTITURE (SPECTRE)
the Shroud. With effort, the The Spectre invests a mortal
Wraith can extend the item’s stay with Angst, with the goal of
in the Skinlands. In addition to later granting them Spectral
the obvious communication with powers (as covered with
the Quick, this also enables the Empowerment below). Mortals have
character to dump contraband for limited tolerance for such potent
later retrieval, loan a Relic to emotions and can become unstable
a mortal ally, or leave a secure if they receive too much.
message drop for another Proctor. Cost: One Degradation Check
Cost: One Degradation Check, per point of Angst the Spectre
up to 3 Corpus wishes to impart on the target
Dice Pool: Charisma + Embody Dice Pool: Strength + Embody
System: The player rolls System: The player rolls
Charisma + Embody vs. the local Strength + Embody against the
Shroud Rating. The Eelic passes local Shroud Rating. If
into the Skinlands, where it successful, you invest the
remains for one minute per margin desired amount of Angst points up
of success. If the player spends to the number of successes
1 Corpus when activating Cache, rolled.
this duration becomes one hour When you use Arcanoi powers
per success; for 3 Corpus, 1 day with the "Spectre" tag
per success. The player may spend subsequently on a target who is
1 Willpower to end Cache invested with Angst, reduce the
prematurely, immediately difficulty of any rolls by 2.
returning the Relic to the If the number of Angst points
Shadowlands. invested exceeds the mortal’s
While a Relic is in the Willpower rating, they are driven
Skinlands, it’s considered the temporarily insane — anything
same as any other material object from a psychotic break to
for purposes of Wraithly catatonia, as dictated by the
interaction. Cache can’t be used Storyteller. On an Illuminated
on Artifacts or Moliated Wraiths. Failure, you snap the mortal’s
Soulforged materials, however, mind permanently, leaving behind
can be affected. a gibbering wreck.
Angst: If the Eelic is Pathos: None
destroyed while in the Skinlands, Duration: Permanent until the
it immediately falls into Angst is used
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DISCIPLINE (SPECTRE)
The Spectre makes their
displeasure known upon the mind
and body of a mortal in whom they
have invested Angst. This Art is
used to remind errant minions who
is truly in charge, though
sometimes it’s employed simply
for kicks or to fulfill Dark
Passions.
Cost: One Degradation Check
Dice Pool: Dexterity + Embody
System: Spend a number of
Angst points equal to the degree
of effect you wish to impose,
then roll Dexterity + Embody in a
resisted action against the
target’s Stamina. For each point
of Angst you spend, all of the
mortal’s actions are reduced by
one die as they suffer constant
and severe pain — migraines,
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EMPOWER (SPECTRE)
The Spectre grants them
supernatural abilities by grating
away at a mortal’s very soul with
the power of the Void. These
powers directly manifest the
Stain of Oblivion, resulting in
the subject’s noticeable physical
and mental decay.
Cost: One Degradation check
and two additional Degradation
checks for each dot of an Arcanos
they wish to bestow upon a
Consort. They can only bestow
Arcanos with the “Spectre” Tag
Dice Pool: Manipulation +
Embody
System: Roll Manipulation +
Embody against a difficulty equal
to the local Shroud Rating,
reduced by 2 if the target is
invested with Angst already. You
must roll a number of successes
at least equal to the rating of
the power to bestow it
successfully.
You may only Empower the
target with a Dark Arcanos power
that you possess. The Art is
permanent once bestowed and
functions the same as for a
Spectre, including any required
Angst and Willpower costs and any
rolls required. Note that mortals
cannot generate their own Angst
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Fatalism
Shroud has a difficulty of 4;
this counts both in the
Shadowlands and Skinlands.
Guild: Oracles
If a subject is aware of the
Fate had played a major part
Oracle’s Fatalism use, they may
in Wraith society ever since the
spend Willpower to allow the
Lady of Fate herself came to
Oracle to reroll dice as normal.
Charon and bid him to be the
This stacks with the Oracle’s own
ferryman, as we all know him.
Willpower expenditure, if any.
Fatalism is the insight into the
Type: Mental
lady and her master. Using it
Dictum Mortuum Threat: Low
allows one to understand the
strands of fate and even
track the webs that connect Level 1
us. KISMET (COMMON)
In the hands of a Risen, Fatalism’s earliest
they may even manipulate lesson is to perceive
fate to their benefit. other beings’ place in
Fate’s design — and
Guildmark their connection to
All Oracles are death. Kismet is the
tattooed with a Art of reading
marking of their Deathmarks, the
preferred method of signs that portend
foretelling the a mortal’s imminent
future. demise or reflect the
Many Oracles have a manner of a Wraith’s
preferred method, be death. It also can
that tarot cards, a reveal the subject’s
Relic of an Ouija board, importance in Fate’s
the reading of bones, or grand tapestry.
even a simple breathing in Cost: Free
of mists. Dice Pool: Resolve +
Fatalism vs. the Mist of
Fate.
Characteristics
Any use of Fatalism requires
the Oracle to see or touch their
subject.
Mists of Fate: Unless
otherwise stated, perceiving a
subject across the Shroud has a
difficulty of the local Shroud
Rating, while perceiving a
subject on the same side of the
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per the Thorn), harassment from for other beings or objects. The
rival factions, and similar resulting visions are snapshots
unpleasantness. of what will occur without
While Malocchio remains in outside intervention, so Reading
effect, any character who the Bones often prompts proactive
perceives the victim with any Oracle to move to reinforce or
Fatalism Art automatically deter Fate’s decrees.
becomes aware of the curse and Cost: One Degradation Roll
its author’s identity. Dice Pool: Resolve + Fatalism
The player may spend 1 vs. The Mists of Fate
Willpower to increase Malocchio’s System: The Wraith
duration to one week per success. concentrates on the subject for
If they decide they can take 1 one minute and rolls Resolve +
Aggravated Willpower damage, this Fatalism vs. The Mists of Fate.
becomes one year per success. The Wraith may then ask the
This Aggravated Willpower damage Storyteller one simple question
cannot be healed until these per success about the subject’s
years are up. future as it currently stands
Malocchio’s victim can remove (i.e., without intervention from
the curse only through anyone who knows Fate’s plan).
roleplaying. First, though, they The Storyteller is within their
must be aware that there is rights to give cryptic or
indeed an author to their bad incomplete answers.
luck. Reading the Bones has one
Angst: Gain 3 Temporary Angst blind spot: the Oracle
— though if it agrees that the themselves. Such efforts only
target had it coming, the yield cryptic and incomplete
Shadowguide may immediately spend answers.
this Angst to add 3 successes to Angst: Any attempt to self-
the roll. The Shadow gains 3 more predict with this Art gives 1
Temporary Angst if the Oracle Temporary Angst per success as
spent 1 Willpower to increase the paradoxical visions of action and
duration to 1 week per success or inaction overwhelm the Wraith.
1 Permanent Angst if the Oracle Duration: N/A
decides to take 1 Aggravated
Willpower damage to make THE FACE IN THE CROWD (RISEN)
Malocchio last one year per This ability enables the Risen
success. to tell if someone they have met
Duration: One day per success, is linked to one of their Fetters
one week per success, or one year or Passions. It may even define
per success which one, but not how the
person’s connected or the reason
READING THE BONES (COMMON) for that connection.
With this Art, the Oracle Cost: One Degradation Check
delves deeper into Fate’s designs
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from the Diamond Regent on your Oracles can redefine fate, and
desk. Surely it’s within your this feared power has redefined
purview to grant us access to the many a fate of mortals and
Imperial Peace Museum?”) Awakened alike. With this power,
Three successes: Useful in the Oracle binds the soul of
combat or specific to a given someone to the world of the
threat or complication (“I paid a living, ensuring they become a
fortune for this coat. Hoped I’d Wraith.
never need it, but I see the Cost: Two Degradation Checks
Alchemists’ acid-resistant Dice Pool: Resolve + Fatalism
plasmic leather works as System: The Wraith must be
advertised.”) touching an object that would be
Four successes: Fits the the Fetter of their target, and
Scene’s details, providing a their target must be a Consort
major advantage (“Contessa, if and roll Resolve + Fatalism
you sign that decree, the Legion against difficulty 6. The margin
will learn what happened to the of success determines how strong
last Anacreon. Don’t think all the Fetter will be.
your puppets went to the 1-2 Successes: 1 dot
forges.”) 3-4 Successes: 2 dots
Five successes: Exactingly 5 or more Successes: 3 dots
specific and relevant to a major If the targets should die,
plot twist (“I suspected you this object will become a Fetter,
might betray us, so I took the and they will Awaken as a Wraith.
liberty of securing the loyalty Angst: If the target is one of
of all of your soldiers through the Awakened, such as a Vampire
generous contributions of oboli or Mage, the Oracle’s Shadow
at the barracks before the Gains Temporary Angst equal to
evening’s festivities began.”) the target’s Willpower
At the end of the Session, any Duration: A number of months
unused successes carry over to equal to the Oracle’s Resolve
the next Session. However, the
Oracle loses them if they don’t ENSNARE (INITIATE)
use Breathing the Mists at the The Oracle’s greatest weapon
beginning of the next Session, grossly and irrevocably alters a
regardless of success or failure. victim’s destiny. By entangling a
Angst: None subject in Fate’s web, the Oracle
Duration: Once all successes redefines its existence and role
are used or until the beginning in things to come.
of the next Session, whichever Cost: Two Degradation Checks
comes first Dice Pool: Wits + Fatalism
System: The player makes an
FATEFUL REUNION (INITIATE) opposed Wits + Fatalism roll vs.
Tempered: Lifeweb 5 Resolve + Strength. If the roll
succeeds, the player redefines
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Flux
purchased it with the Relics
Background.
The weight of matter (or Relic
Guild: Alchemist
equivalent) an Alchemist can
Flux is a kind Art. You see,
affect with any Flux Art depends
Flux was derived from the Arcanos
on their mastery of Flux and
of Inhabit. Long ago, when
strength of will. Treat this as a
Inhabit was enabling Soulforging,
feat of strength (VTM Corebook
and thus the destruction of
pg. 411), substituting Flux for
souls, the practitioners of what
Strength and consulting the
would become Flux, Alchemist,
“Lift” column for the maximum
started to experiment with
mass the Alchemist can alter.
Relics. Eventually, Flux
Type: Spiritual
broke away from Inhabit
Dictum Mortuum Threat:
into its own Art.
Medium-High
It's now used to
facilitate the creation
of Relics and the Level 1
altering of those ROT (COMMON)
Relics. One of Flux's most
basic applications
Guildmark increases the decay
As an Alchemist rate in a material
continues to work object within the
with inanimate Alchemist's line of
objects, their body sight. Its effect on
starts to reflect this. metal, ceramics, and
Hinged joints, clockwork other durable materials
designs, circuitry, weld is usually too small to
marks, and whatever else matter. Still, it can
they may work with. This inflict months of
mark is not usually static, dissolution on organic
adjusting with the Relics the matter within a few minutes.
Alchemist has worked with. Which can hasten an object’s
destruction and possible
transition to a Relic state,
Characteristics destroy organic evidence of
Unless otherwise stated, each wrongdoing, or revolt and terrify
Flux Art’s difficulty is the mortals who witness bubbling
local Shroud rating. corruption claiming their dinner.
Any Flux Art referring to a Cost: Free or one Degradation
Relic’s “value” is shorthand for Check
the number of dots the Relic Dice Pool: Dexterity + Flux
would be worth if the Alchemist System: The player rolls
Dexterity + Flux against the
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Inhabit
If a Wraith is attuned to an
object (pg. 149), their Inhabit
rolls against that item are at –2
Guild: Artificers
difficulty.
There is no shortage of ghost
Unless otherwise specified,
stories where a vengeful Wraith
only one Wraith can Inhabit an
possesses a machine to cause
object at a time. If an Artificer
havoc. Those stories were about
attempts to Inhabit something
Wraiths with this Arcanoi.
that already contains another
Masters of this Arcanoi can take
Wraith, the current occupant’s
control of things in the
successes cancel the
Fleshlands.
interlopers on a one-for-one
basis. If the Artificer wins
Guildmark anyway, the initial
An Artificer adopts the occupant is ejected from
wear and tear of the the object and suffers
objects they inhabit. If bashing damage equal to
they prefer machinery, the Artificer’s net
they gain scuff marks, successes.
corrosion, or seep Each use of Inhabit
out lubricant. on another Wraith’s
Cracks may form Fetter grants the
around their Artificer’s Shadow
joints. Circuit 1 Temporary Angst.
patterns may flicker Type: Physical
across their body. Dictum Mortuum
Soulforging will Threat: Medium-High
char the Wraith as they
get scorched by the fires Level 1
of their forge. And the
longer-serving smiths may ASSUME THE SHELL (COMMON)
even begin to take this fire Inhabit most basic Art
on, producing a heat and glow allows a Wraith to insert
akin to it. themselves into an inanimate
All guild smiths have an object. They have no control
additional token, a coin forged over it and can’t perceive
from their own Corpus. anything outside its immediate
area, but they may study its
inner workings and are
Characteristics undetectable to normal senses.
If an object is destroyed Cost: Free
while a Wraith is Inhabiting it, Dice Pool: Dexterity + Inhabit
they are ejected from the item’s System: The player rolls
remains and suffers one level of Dexterity + Inhabit against
Lethal damage. difficulty 3. Only one success is
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Intimation
Willpower. This has two broad
exceptions:
Guild: Solicitors Arts that affect a Wraith’s
To have powers over others is Shadow use the higher of the
one of the greatest powers a Wraith’s Willpower or the
Wraith can have. This Arcanoi Shadow’s Permanent Angst.
affects the memories and Passions Intimation can work across
of a Wraith, even, in some the Shroud to affect the
instances controlling their other denizens of the Quick
mind. and the World of Darkness. In
In the hands of the Risen, such cases, the difficulty
this Arcanoi allows them to is the higher of the
implant their own obsession target’s Willpower or the
within their victims local Shroud rating.
All uses of Intimation
Guildmark on another character
require the Solicitor
The left eye of a to have a clear line
Solicitor will glow of sight to their
with a sinister green target’s eyes
fire as they (though mutual eye
increase their contact is
mastery of unnecessary).
Intimation. This
Type: Mental
light burns with
Dictum Mortuum
the same brightness
Threat: Low
as a candle; however,
when the Arcanos is
used, the light Level 1
increases in brightness. DISCERN THE LIE (COMMON)
A hood or one of the Discern the Lie allows
common Stygian masks can the Scholars of the Dark
help to hide this. It may be Kingdom of Jade to do
considered foolish, but many exactly that: discover if
a Solicitor will incorporate someone speaking to them is,
the Stylized Catherine Wheel in fact, lying.
into their clothing, as it has Cost: Wits + Intimation
represented the guild for some Dice Pool: Wits + Intimation
centuries now. vs. Manipulation + Subterfuge
System: The player rolls Wits
Characteristics + Intimation vs. the target’s
Manipulation + Subterfuge. A
Unless otherwise noted, the
single success is enough to
difficulty of any Intimation-
uncover falsehood, while a
related roll is the target’s
failure is inconclusive. A Shaded
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IMPULSE (COMMON)
Immediate desires are the
easiest for a Wraith to gauge.
With a casual glance at a
subject, the Wraith can discern
the desire that’s uppermost in
their mind at the moment. This
isn’t always immediately useful
information — “I wish I had a
pony” isn’t terribly actionable —
but it can give an advantage in
tight negotiations or con jobs.
Cost: Free
Dice Pool: Manipulation +
Intimation vs. Intelligence +
Composure
System: The player rolls
Manipulation + Intimation vs.
Intelligence + Composure. With
success, the Wraith becomes aware
of the target’s strongest current
desire. Additional successes
provide more detail on the
desire’s focus and causes.
If the desire in question is a
Passion or Dark Passion, the
Wraith identifies it as such, and
additional successes provide
deeper insight into the Passion’s
focus.
Angst: None
Duration: N/A
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IGNITE (COMMON)
This Art implants a complex
desire for anything, ranging from
really good food to total
conquest of all Bohemian
Necropoli. This artificial drive
becomes the obsessive centerpiece
of the victim’s existence. Like
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Characteristics
Keening Keening is a broadly focused
Guild: Chanteurs Arcanos, able to affect or create
Being able to manipulate a nearly any emotion in the right
Wraith directly is good and all, circumstances. While Chanteurs
but those powers come with a have an easier time dealing with
stigma. A stigma Keening does not negative emotions, their songs
suffer. With Keening, you can can bring joy, inspire courage,
bring others to Outrage or or plant the seeds of love in a
sympathy; you could make Wraith’s heart.
someone melancholic or Most Keening involves
phlegmatic—a subtle changing singing and playing
of the minds rather than the instruments, but Chanteurs
brute force of Intimation. don’t have to make music to
use Keening’s Arts. Some
Guildmark Chanteurs work through
dance, acting, humor,
The Guildmark of the
mime, or other forms
Chanteurs is one of
of performance in
the only ones that
which music isn’t a
does not change the
part; this is not
Wraith visually.
commonly known, and
Rather the
Chanteurs who can
Guildmark takes the
use other forms of
form of an audible
expression to channel
tune of the
their powers often
Chanteur’s favorite
find themselves with a
song in life. It is a
significant tactical
faint sound drowned out
advantage.
by any significant sounds.
Gaining Pathos from
If one would like to hear
emotions elicited by
the sound still, they must
Keening is difficult since
make a Wits + Awareness roll
they’re artificial. The
against a difficulty equal to
difficulty is 9, or 8 for
9 minus the Chanter’s level in
Wraiths who have three or more
Keening.
dots in Keening. It is said that
Many Chanters are more easily
Pathos garnered from this source
identified by their musical
feels somehow blander and more
instruments. If someone’s walking
artificial than that gathered
around with a harp, they’re
naturally, though younger
probably a Chanter.
Chanteurs dismiss this as the
grumbling of old fuddy-duddies
who are too hidebound to seek
emotion of their own.
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rolls and may make some actions System: The player rolls
(such as communicating by speech) Charisma + Keening. The
impossible. Second, if another Storyteller sets the difficulty
Chanteur is using some other based on the subject’s
Keening Art within hearing popularity: Satirizing an
distance, if the successes with unpopular nobleman or Hierarchy
Cacophony equal or exceed their bureaucrat is difficulty 5,
successes with the Art the other whereas trying to get the Wraiths
Wraith is using, that Art of a Necropolis to turn on a
immediately ceases to have any beloved centurion is difficulty 9
effect. If the other Chanteur or 10. For every two successes
wants to reestablish it, they achieved, the subject suffers one
must pay any cost again, use of the following effects:
another action, and restart their
They gain one dot of
attempt.
Notoriety based on whatever
A Chanteur cannot use the Wraith's song describes
Cacophony with Sotto Voce. or accuses him of having
Angst: If the Chanteur uses done.
Cacophony to disrupt another
Wraith’s Keening, they gain 1 They lose one dot in Status
Temporary Angst. (if they had any).
Duration: A number of turns The difficulty of any rolls
equal to the margin of success. they make involving
Leadership, Politics, and any
Level 3 other ability the Storyteller
deems relevant increases by
SATIRE (COMMON) 1.
In the often politically
charged Underworld, a Wraith’s Other problems may arise at
influence and good reputation are the Storyteller’s discretion.
among their most important assets For example, Allies and
Contacts may shy away from
— and this Art can strip them
the subject, Wraiths may not
from them in the time it takes to
attend their speeches or
sing a song. The user composes a performances, or their Circle
song or story that casts a may expel them.
particular Wraith in a negative The user may suffer difficulties
light (either for some specific of their own as a result since
sin or in general), plays it to few powerful people take being
an audience, and then sits back Satirized lying down.
to watch the subject’s social Angst: If the Chanteur later
standing evaporate as fast as discovers the subject genuinely
gossip can spread. didn’t deserve to be Satirized,
Cost: One Degradation Roll they gain 1 Temporary Angst.
Dice Pool: Charisma + Keening Duration: The difficulties
caused by Satire typically last
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one Week per success (or until Some Chanteurs know a way to
something happens that would sing that attracts another
negate the Satire’s effects, such Wraith’s attention to them in an
as if a Legionnaire accused of almost obsessive way.
cowardice demonstrates great Cost: One Degradation Check
bravery in public). Dice Pool: Manipulation +
Keening vs. the target’s Resolve
SIREN SONG (INITIATE) + Composure
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System: They must also have hearing distance (other than the
the opportunity to sing to the Wraith themself).
target, talk to them at length, If the Wraith is Embodied,
or interact with them in some singing a Crescendo causes
similar way. Siren Song only listeners to experience such
affects a single target, even if intense fear that they take 1
the Chanteur performs to a large health level of Aggravated damage
audience. per two successes. A Wraith
The player rolls Manipulation cannot use Crescendo with Sotto
+ Keening vs. the target’s Voce.
Resolve + Composure. The Chanteur Angst: Gain 1 Temporary Angst.
receives extra dice equal to the Duration: N/A
number of successes for any
Social Attribute-based rolls SALVATION SONG (COMMON)
against the victim. Anyone else Tempered: Pandemonium 3
trying to make a Social A simple sound augmentation
Attribute-based roll against the can allow the Chanteur to save a
victim loses a number of dice single Wraith from entering that
equal to the successes. Dead but not Destroyed Harrowing.
Angst: None Cost: One Degradation Check
Duration: One Scene, per the Dice Pool: Manipulation +
Wraith's dots in Charisma Keening
System: When a Wraith or
Level 4 Spectre is attacked by someone
who would fill their Health Track
CRESCENDO (COMMON)
with Aggravated damage and be
Music is usually a gentle,
subject to a Targeted Harrowing,
subtle weapon, but not so this
the Chanteur can roll
Art, which uses the power of
Manipulation + Keening against
sound to damage plasm. The target
the assailant’s Willpower. With a
has to be fairly close to the
success, the attack does not hit,
Wraith to suffer the full effect,
as if they rolled one less
but the Wraith screams a blast of
success than they needed to
music so loud that Wraiths a mile
inflict the damage.
away can hear it.
Angst: When you use this
Cost: One Degradation Check
power, you gain 4 Temporary Angst
Dice Pool: Charisma + Keening
or 5 Temporary Pathos if you are
System: The player rolls
a Spectre.
Charisma + Keening vs. each
Duration: N/A
Wraith within normal hearing
distance's Stamina + Composure.
Each success inflicts one Corpus DEADEN SPIRIT (COMMON)
level of Aggravated damage to With this power, the Farmer
every Wraith within normal soothes the savage Shadow through
calm and soothing words; this
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Chapter 7: Arcanoi
deadens the raging jealousy and The most common conditions are
hatred that powers them, bringing after the passage of a certain
them some form of temporary amount of time after the victim
peace. takes a certain number of steps,
Cost: One Degradation Check or if the victim ever enters (or
Dice Pool: Charisma + Keening leaves) a defined location.
System: The Farmer makes a The Storyteller should veto
Charisma + Keening roll against any condition the Chanteur tries
the Shadow’s Permanent Angst. On to impose that’s unbalancing or
a success, the Farmer mollifies inappropriate for the Chronicle.
the beast, deadening its emotions For example, “if you ever do
and causing it to calm down. The anything I don’t like” often
target will take no violent isn’t a legitimate condition, but
action for one Turn per success “if you ever attack [my loved
on the margin, instead muttering one]” might be.
to itself or just curling up and A Chanteur who imposes a
grumbling. A failure has no Banshee on someone can remove it
effect on the target. at any time; this requires one
Angst: None turn in the victim’s presence.
Duration: One turn per success Many Wraiths have tried other
ways to get rid of a Banshee, but
BANSHEE (INITIATE) none have succeeded.
Ancient legends from the Angst: Gain 1 Temporary Angst.
British Isles say that if you Duration: Until activated or
hear a banshee wail, you will removed
soon die. Such stories may have
arisen from Chanteurs’ use of Level 5
this Art, which inflicts painful
REQUIEM (COMMON)
injuries that don’t take effect
The Chanteur plays a song so
until a specified condition
profound that intense emotions
occurs.
afflict the victim, preventing
Cost: One Degradation
them from doing anything but
Dice Pool: Charisma + Keening
suffer the psychological storm.
vs. Stamina + Composure
Cost: One Degradation Check,
System: The player rolls
plus one more if they get 5 or
Charisma + Keening vs. the
more successes to use the
target’s Stamina + Composure.
secondary effect
Each success inflicts one Corpus
Dice Pool: Charisma + Keening
level of unhalved Superficial
System: The Wraith chooses the
damage to a victim who hears the
emotion(s) to inflict on the
Chanteur’s song, but the victim
target.
doesn’t actually take the damage
The player rolls Charisma +
until a condition specified by
Keening against difficulty 3 when
the Chanteur in that song occurs.
used on metals. A target who is
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Lifeweb
something, while 3 successes will
reveal the specific Monitor
messing with them if the victim
Guild: Monitors
can remove a number equal to half
Lifeweb is the Arcanos of
their own Lifeweb rating (rounded
people and things and their
up) from the difficulty.
connections. While it heavily
Type: Mental
focuses on Fetters, one should
Dictum Mortuum Threat: Low-
not forget that it focuses
High
primarily on the connections
themselves.
Level 1
Guildmark SENSE STRANDS (COMMON)
Monitors never close their The Monitor develops a
eyes. Their unblinking eyes constant intuitive
never waver. awareness of her Fetters’
Some Monitors will take locations. By
it a step further and concentrating on one,
incorporate web-like they can extend their
patterns into their perceptions to its
clothing and the ever- immediate vicinity.
present spiders of Cost: Free or
these webs. Older One Degradation
Monitors find the Check
practice a bit Dice Pool:
unbecoming as the Composure + Lifeweb
Guild is supposed to be System: Once the
in hiding. Monitor learns this
Art, they always know
Characteristics
where their Fetters are.
No roll is necessary.
Fetters almost exclusively When the Monitor
reside in the Skinlands, so extends their senses to one
most Lifeweb Arts use the of their Fetters, the player
Local Shroud Rating at the rolls Composure + Lifeweb
Fetter’s location. against the Local Shroud
Even the most subtle Lifeweb Rating at the Fetter’s
Art leaves something that can be Location. Each success on this
detected. If someone tries to roll allows them to use one die
detect the Monitor’s interference of their normal Wits + Awareness
with the Fetter, they can roll pool to survey the Fetter’s
Wits + Awareness vs. a difficulty location.
equal to 2 + the Monitor’s If the player does one
Lifeweb rating. One success will Degradation Check when activating
reveal that a Monitor is doing this Art, they may bypass the
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have more than one friend, and sense to uncover more subtle
most businesses have more than relationships between the Wraith
one partner. and the world of the Quick.
Mental Movement in the Web reveals the
• Business contacts emotional resonance between a
• Rival businesses given Wraith and the collective
• A supplier minds of humanity.
• Customer base Cost: One Degradation Check
Social Dice Pool: Composure + Lifeweb
• A lover System: The player makes a
• An enemy resisted Composure + Lifeweb vs.
• A friend Manipulation + Subterfuge. Each
• Someone they’d like to like success on the margin reveals one
Physical key fact about one of the
• Nearby nodes that things target’s Backgrounds that
that flow on this web tend to go involves a connection to the
to living. Typically, these will be
• Nearby nodes that things mortal Allies, Contacts, Mentors,
that flow on this web tend to Haunt, Legacy, or Memoriam. If
come from the scrutinized Wraith has none
• The times when this node is of these Backgrounds, that’s
most active useable information, too,
• What flows through this node Angst: None
most Duration: N/A
This information is typically
vague. Instead of a lover’s name, Level 3
you may get a general description
SPLICE STRAND (COMMON)
of the lover, “A man with longish
From sensing and using
brown hair and beautiful blue
existing Fetters, the Monitor
eyes,” or the symbol of a rival
moves to build new connections to
business but not its name.
the world of the Quick. Through
On a crit, any one item of the
intense concentration and
Monitor’s choosing may have
physical contact with a person,
greater details revealed about
place, or thing, they can
them.
establish a temporary Fetter bond
This power can only be used
with it — or between it and
once in a Scene.
another Wraith.
Angst: None
Cost: One Degradation Check
Duration: N/A
Dice Pool: Intelligence +
Lifeweb vs. Local Shroud rating,
MOVEMENT IN THE WEB (INITIATE)
and/or Intelligence + Lifeweb vs.
Once the Monitor learns to
Strength + Composure
perceive the energy traces that
System: The Monitor first
bind the Restless to their
touches the living being, place,
Fetters; they can refine this
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makes one extra Degradation check for the rest of that Scene,
per passenger, and each passenger regardless of location or
must spend 1 Willpower or be left distance. Each party must speak
behind when the Monitor departs. aloud to be heard, and any
Angst: None supernatural power relying
Duration: Determined by exclusively on speech may pass
successes over this link (in either
direction).
Level 5 The Monitor can use this Art
on a living (or undead)
SOULS INTERWOVEN (COMMON)
supernatural being but doing so
A Monitor who masters the
requires an additional number of
interplay of energy between
Degradation Checks equal to half
Wraiths and their Fetters may
the subject’s Willpower, rounded
establish their own new,
up. The subject must also make 3
permanent bonds. The Wraith using
checks of whatever supernatural
this Art takes on a willing
energy it uses instead of Pathos
mortal as a Fetter. In return,
(e.g., Rouse Checks, Rage,
the mortal can communicate with
Quintessence, and if all else
the Monitor at will. The mortal
fails, Willpower).
must enter into the bargain
The use of Souls Interwoven is
voluntarily, though the Monitor
a blatant violation of the Dictum
is free to make promises they do
Mortuum, which is why sensible
not intend to keep. That matter
Monitors claim it’s impossible.
is between them and their Shadow.
Angst: Using Souls Interwoven
Cost: Two Degradation Checks
on a Vampire or other undead
Dice Pool: Intelligence +
creature also gives the Monitor’s
Lifeweb vs. Willpower
Shadow an amount of Temporary
System: The Monitor must touch
Angst equal to half the deathless
the being they wish to bond as a
thing’s Willpower.
Fetter. The player rolls
Duration: Permanent
Intelligence + Lifeweb against a
difficulty equal to the target’s
RECLAIMING THE SOUL FROM THE WATERS OF THE
Willpower. The number of
successes determines the new ABYSS (COMMON)
Fetter’s strength: The living and dead share a
1-2 successes: Fetter • close relationship in the
3-4 successes: Fetter •• Shadowlands. Monitors use
5-6 successes: Fetter ••• Reclaiming the soul from the
7-8 successes: Fetter •••• waters of the Abyss to maintain
9-10 successes: Fetter ••••• contact with their living
As long as the Monitor has the relatives and descendants and
mortal as a Fetter, the mortal create new Fetters for older
can spend 1 Willpower at any time Wraiths whose Fetters have eroded
to communicate with the Monitor over time.
Cost: Two Degradation Checks
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Level 1
Mnemosynis KEYS TO THE MEMORY PALACE (COMMON)
Guild: Mnemoi One of Mnemosynis’
In addition to changing foundational lessons gives the
memories, this Art can be used to Wraith conscious control of
erase memories completely, their own memories. By
removing parts of time. A visualizing a metaphoric
practice used to great structure, whether a
effect. library or a relational
database, the Mnemos
Guildmark organizes their mind;
this enables them to
Mnemosynis presents as
recall even the most
a mirror-like surface
trivial details that
upon the Corpus of a
evaded their
Mnemoi. Many Wraiths
conscious notice
have reflective
when they formed
eyes, teeth, nails,
the memory.
or even stained
Costs: Free
glass across a
Dice Pool:
portion of their
Intelligence +
Corpus.
Mnemosynis
System: When the
Characteristics Mnemos tries to recall
Unless otherwise the details of anything
specified, the difficulty they previously
of any Mnemosynis Art that experienced or witnessed,
targets the Mnemos themself the player rolls
is 3. Unless otherwise Intelligence + Mnemosynis.
stated, any Art that targets Successes on this roll serve
another character requires as equivalent successes on a
touch and is their Willpower. Wits + Awareness (or other
Any Mnemosynis Art that can appropriate dice pool) roll,
target another character can effectively giving the character
reach across the Shroud. In this a second chance to gather
case, the difficulty of the Art information as they relive the
is the target’s Willpower or the event. This Art only provides
local Shroud rating, whichever is information within the Wraith's
higher. The target still uses perceptions at that moment,
their Willpower as their dice though this may include any other
pool in a resisted roll, even if perception-altering Arts they
the Shroud is higher. were using or subject to.
Type: Mental As a side benefit, this Art
Dictum Mortuum Threat: Low also enhances the integrity of
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Moliate
their host body. Fixing these
mistakes is troublesome and
taxing at best, impossible at
Guild: Masquers
worst, and fuel for everyone
Nicknames: Many look at this
concerned’s Shadows in the
Arcanoi and think of the basic
meantime.
shape-shifting it can offer
Type: Spiritual
without realizing it provides so
Dictum Mortuum Threat: Low
much more. What could you build
in a world where the only
resources are Relics and the Level 1
reeds that grow along the IMITATE (COMMON)
rivers? With Moliate, the The first Art some Wraiths
answer is that your friends learn is how to change
were the resource all their face to impersonate
along. another Wraith. They may
only alter the shape of
Guildmark their face, not any
other part of their
When the purpose of
body, and has an
an Arcanos is to
easier time doing
change the shape of
this if they can
your Corpus, what
see the visage they
possibly could
want to mimic.
distinguish a
Cost: One
Masquer? Simple, some
Degradation Check
parts of their body
Dice Pool: Dexterity
cannot be changed. The
+ Moliate
most common feature is
System: The Wraith
the color of their eyes,
rolls Dexterity + Moliate
but a notable scar or
against difficulty 2 if the
tattoo, an oddly shaped
Wraith has a Skinmask of the
finger, or some other
subject (see Rend, below), 5
notable mark.
if they have to work from
memory and something in between
Characteristics if they can see the subject or
Failed Moliate rolls often has a visual source on which to
result in something more or less rely.
the opposite of what was desired: The margin of success on the
A Wraith who wants to become more roll indicates how good a job the
handsome loses points of Masquer did; another Wraith has
Appearance; a Rend attack instead to make a Wits + Investigation
heals some Corpus points; new roll with the difficulty being
limbs have their own eerie the margin of success on the
intelligence and a hatred of Dexterity + Moliate roll to
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(swords and daggers are the most Degradation Check, a Masquer can
popular) and automatically knows mold their body in just one turn.
how to use it without penalty. On The changes wrought by Armory
the other hand, shaping part of are obvious to anyone who sees
one’s body into a weapon prevents the Masquer. A Masquer can
that body part from serving its disguise Armory armor, making it
normal function. For example, a look like his ordinary skin or
hand turned into a dagger can no clothing, but this costs an
longer grasp things. After all, additional Degradation Check and
it’s now a blade, not a hand. increases the roll's difficulty
To sculpt the Masquer’s body by 1. Weapons can’t be disguised
into armor, the player rolls this way.
Stamina + Moliate (difficulty All changes a Masquer makes to
equal to the Wraith’s Strength). their body with Armory are
Each success adds +1 armor. permanent until they choose to
Using Armory requires one change them back (at no extra
minute or more, depending on the Degradation Checks required) or
extent and ornateness of the someone else uses Moliate to
changes. For an additional force them into another shape.
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Outrage
all that’s needed to get a
mortal’s attention or affect the
course of events among the Quick.
Guild: Spooks
This Art is too slow for a direct
This is the Art of violence
attack, but it certainly can be
and destruction. Thugs use this
used indirectly. Flowerpots
Art to enforce their will and
mysteriously fall from high
warriors who fight against the
windows, runaway hot dog carts
forces of Oblivion.
pushing pedestrians into
traffic: freak accidents or
Guildmark Wraithgrasp?
As one gets stronger in Cost: Free
Outrage, their Corpus twists Dice Pool: Strength +
into more muscular forms; Outrage
these are often lopsided at System: The player
first and eventually even makes a Strength +
out to a hulking mass of Outrage roll against
Corpus that is the the local Shroud
Spook’s new form. rating. With a single
success, the Spook
can exert a few
pounds of force,
just enough to
press a button or
start a pencil
rolling. Each
Characteristics additional success
Any use of Outrage grants one dot of
uses the local Shroud effective Strength for
rating as its difficulty. lifting (see “Feats of
However, in the Labyrinth, Strength,” VTM Corebook
each invocation of Outrage pg. 411). The shoved
feeds the Wraith’s Shadow 1 object can move no faster
Temporary Angst. than half the Wraith’s normal
Type: Physical walking speed.
Dictum Mortuum Threat: High Angst: None
Duration: One Turn
Level 1
TAPTAP (INITIATE)
WRAITHGRASP (COMMON)
Unexpectedly subtle for a
The Spook can push or lift
basic Outrage Art, Taptap was
inanimate objects in the
once a Spooks’ Guild trade
Skinlands. Only simple, straight-
secret. Centuries of leaks have
line motion is possible with
spread it beyond the
Wraithgrasp, but sometimes that’s
organization’s control, but it’s
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Chapter 7: Arcanoi
Pandemonium
Skinlands. They also can use
these Arts in the Tempest while
they are there. Skinlands
Guild: Haunters
manifestations are subject to the
Pandemonium is an Art of
Fog, and each roll’s difficulty
madness and creation. Long ago,
equals the local Shroud. In
there was a group of Wraiths who
Stygia and the Tempest, each
descended into the Labyrinth and
Shadow Die that comes up a one
found the mysterious progenitor
(even in a success) gives the
of Pandemonium.
Wraith’s Shadow 1 Temporary
Angst in addition to any
Guildmark gained as part of the power’s
Among Wraith society, the usual cost.
Haunters are considered a bit Pandemonium and Oblivion
odd at the best of times; interact strangely. In the
this has to do with the Labyrinth, each roll’s
rather unique nature of difficulty is reduced by
their Guildmark. Instead 1, each die that comes
of a change to the up as a 10 counts as
Corpus, like so many two successes, and
others, or an auditory each 1 on the Shadow
hallucination, like Dice can evoke the
the Chanteurs, their conditions of a
Guildmark is, Shaded Failure,
unfortunately, a bit even if you
of a chance upon the succeeded. Total
Psyche itself. This can failures on
be as simple as an Pandemonium rolls in
oddity of how they open the Labyrinth are, in a
doors, seeing a shadow out word, epic. However, the
of the corners of their Haunter’s Shadow never
eyes, but it will always get gains Angst from
stronger, perhaps they will Pandemonium applications in
start to use words that are the Labyrinth.
meant to unnerve someone “you Type: Physical
know, we could just throw you Dictum Mortuum Threat: High
into the Tempest,” or even have
their mannerisms change, such as Level 1
suddenly becoming left-handed.
WEIRDNESS (COMMON)
Characteristics
The Haunter inflicts a small,
strange effect on a single mortal
While a Haunter in the target. This Art’s subject may
Shadowlands, they can invoke shiver from sudden chills, see a
Pandemonium effects in the flicker of motion where none
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TRANSPARENT MEMORIES(SPECTRE)
The Spectre can weave the
Shroud itself to pierce a living
subject’s mind to tap into their
thoughts.
Cost: One Degradation Check
Dice Pool: Manipulation +
Pandemonium
System: The Spectre rolls
Manipulation + Pandemonium
against the local Shroud Rating
or the target’s Willpower,
whichever is higher. You can read
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Phantasm
of control, becoming nightmarish,
often taking as their subject the
Wraith’s Passions (or their
Guild: Sandmen
Shadow’s Dark Passions).
Phantasm is the power of
Sometimes, the Wraith’s Shadow
dreams and illusions. Some people
may take over their manipulation
see it as a way to deceive others
of a dream or subject, leading to
or spy on them, but most Sandmen
a truly nightmarish experience.
are more performers than
Type: Mental
tricksters, or is that what they
Dictum Mortuum Threat: Low-
want you to think?
Mid
Guildmark Level 1
A Sandman is always in tune
with the dreams of mortals. SLEEPSENSE (COMMON)
As they start their journey One of the foundations
down this Arcanos, their of Phantasm is the
eyes flash with these ability to watch the
images, though this does dreams a mortal or
nothing to affect their Slumbering Wraith
ability to see. And as experiences. In the
they get stronger, case of the Quick
this effect to determine what
increases, and the stage of sleep
effect begins to they’re in (non-
cover their entire REM (“N”) stages,
face and then their where sleep
whole body. gradually deepens but
no dreams occur,
followed by REM sleep,
Characteristics in which dreaming takes
Unless an Art specifies place). Sleepsense also
differently, the local Shroud allows a Wraith to
rating is the difficulty if a perceive whether a Wraith
Wraith uses Phantasm across the is Slumbering inside an
Shroud. Using Phantasm on a object (and thus whether that
target in the Underworld has a object is one of that Wraith’s
difficulty of the target’s Fetters).
Willpower unless noted otherwise. Costs: Free
Failures on Phantasm rolls Dice Pool: Wits + Phantasm vs.
often have particularly Intelligence + Composure
disturbing or horrific effects System: For a Wraith to spy on
(unless that was the Wraith’s someone’s dreams, the player
intent in the first place). rolls Wits + Phantasm vs.
Dreams and illusions spiral out Intelligence + Composure. For a
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that what they saw “was just a A Wraith with this Art can
dream.” Powerful Wraiths can even make other Wraiths fall asleep,
extend this effect to other just as if they were mortal once
supernatural beings. When one of more.
the Quick pierces the Fog (pg. Costs: One Degradation Check
284) and perceives a Wraith, it Dice Pool: Wits + Phantasm
can pose difficulty and danger. System: If the target Wraith
Costs: One Degradation Check wants to experience Morphean
Dice Pool: Manipulation + Embrace, the player doesn’t need
Phantasm to roll to succeed with this Art.
System: After a mortal But if the Sandman uses it
succeeds at seeing through the against an involuntary subject
Fog, the player rolls (such as an enemy in combat), the
Manipulation + Phantasm player rolls Wits + Phantasm vs.
(difficulty equal to the mortal’s the target's Composure + Resolve.
Willpower). Each success achieved If the Sandman succeeds, the
reduces the mortal’s successes on target falls into an ordinary
their Wits + Awareness roll to sleep; this isn’t Slumber, and
perceive nearby Wraiths. If this they don't enter one of their
reduces the mortal’s success to Fetters or regain Corpus Levels.
zero or below, they become Instead, they drop to the ground
convinced that they didn’t and start snoozing. Anything that
actually see anything — they just would awaken a mortal sleeper
had a particularly vivid dream (such as a loud noise or jostling
(or hallucination). them) will also awaken a sleeping
Against a supernatural being, Wraith. Unless something like
Dream Sequence doesn’t require that happens, the target wakes up
the Fog; the Sandman just about eight hours later.
convinces another Wraith, A Wraith can use Oneirataxia
Spectre, or the like that they (see below) on a sleeping Wraith
didn’t see something they did. to keep them from waking up.
The Sandman must have three dots Angst: None
in Phantasm to do this to Duration: 8 Hours
Wraiths, Spectres, and most other
Underworld denizens, and four DEEP SLUMBER (INITIATE)
dots to use Dream Sequence A Wraith under the effects of
against Skinlands supernatural Deep Slumber recovers Corpus more
entities. quickly when Slumbering.
Angst: None Costs: One Degradation Check
Duration: One Scene Dice Pool: Intelligence +
Phantasm
Level 3 System: A Sandman can use this
Art on themself before they
MORPHEAN EMBRACE (COMMON)
Slumber or on another Wraith
while that Wraith Slumbers. The
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Costs: One Degradation Check, their body and (b) the number of
plus one Degradation check a turn health levels the victim loses
to increase the duration when they awaken. However, the
Dice Pool: Wits + Phantasm victim may resist this injury by
System: The player rolls Wits rolling Wits + Subterfuge against
+ Phantasm vs. all targets difficulty 5, with the margin of
Composure + Resolve. success reducing the damage.
Anyone who fails to achieve Angst: Gain 2 Temporary Angst.
this number of successes Duration: One Turn per success
experiences extreme fear. If they
fail by just 1–2, the victim ONEIRATAXIA (INITIATE)
flees as fast as possible. If Also known as Sleep
they fail by 3–4, their Shadow Manipulation (or, to less
also gains 1 Temporary Angst, and respectful, Wraiths, Insomnia
they may attack in a frenzy Bomb), Oneirataxia allows a
instead of fleeing. If they fail Wraith to prevent the Quick and
by 5 or more, they become Wraiths from sleeping, waking up,
paralyzed or catatonic from fear or dreaming.
and can’t do anything. Costs: Two Degradation Checks
Unlike a full illusion created Dice Pool: Manipulation +
by Phantasmagoria, a Tableau of Phantasm
Terror cannot be made solid by System: Oneirataxia has three
investing it with Corpus. It’s functions. If a Wraith uses two
just a highly convincing image or more functions simultaneously
crafted for a specific effect. on the same subject, each
Angst: None additional one costs another
Duration: One Turn per success Degradation Check.
First - a Wraith can use this
Level 5 Art to prevent a mortal from
sleeping or a Wraith from
AGON (COMMON)
Slumbering. The player rolls
One of the deadliest of the
Manipulation + Phantasm against
Sandman’s Arts, Agon allows a
the target’s Resolve + Stamina.
Wraith to rip the soul from a
Success indicates the target
sleeping mortal’s body, causing
can’t sleep for 24 hours.
excruciating, often debilitating,
For the Quick, lack of sleep
pain.
reduces the victim’s actions by 1
Costs: Two Degradation Checks
die on each day that follows
Dice Pool: Wits + Phantasm
until they get sound,
System: The player rolls Wits
uninterrupted sleep. The
+ Phantasm against the local
Sandman’s player may also apply
Shroud Rating. The number of
an additional 1 die reduction if
successes indicates (a) the
they crit on the roll. (A Sandman
number of turns the Wraith may
can only use this type of
hold the victim’s soul out of
Oneirataxia on a particular
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subject once each time they differently, the game effects are
sleep, but the effect is the same as lack of sleep (see
cumulative if applied on above).
successive nights.) Furthermore, A Sandman may simultaneously
if the penalty equals the use two or more functions of
subject’s highest Attribute + Oneirataxia on a target; this
Ability combination, the subject increases the difficulty for all
experiences a nervous breakdown rolls to the highest of any of
and requires medical assistance them, +1 for each additional
or possibly even temporary function used.
institutionalization. Extended Angst: If the Third option is
exposure past this point sends used, the Sandman gains 1 point
the subject into permanent of Permanent Angst when the
catatonia. A Wraith may try to mortal goes mad.
combat this Art by using Duration: 12 to 24 hours, or
Dreamweaver during the subject’s Permanent
nightmare.
For a Wraith, the inability to AWAKEN THE LAMENTER (PROJECTOR)
Slumber means they cannot regain Prerequisite power: Elysia
Corpus that way. A use of While Elysia does not generate
Morphean Embrace on a Wraith Projectors, that didn’t stop some
affected by this type of enterprising Projectors from
Oneirataxia must achieve more figuring out how to use that to
successes with its roll than the create new Projectors without
Oneirataxia attack, or it fails resorting to Pigment.
to affect the Wraith. Cost: Two Degradation Checks
Second - a Wraith can prevent Dice Pool: Manipulation +
a sleeper from waking up. This Phantasm
keeps the Quick in a coma-like System: The Projector must
state and puts a Slumbering first use Elysia on their target,
Wraith into forced “hibernation.” then makes a Manipulation +
The player rolls Manipulation + Phantasm roll against difficulty
Phantasm against the target’s 7. On a success, the loose soul
Resolve + Stamina. Each success becomes a Projector.
indicates that the sleep/slumber If the target would like to
continues for one 12-hour period. help the Projector, they may
A Shaded Failure on this roll spend Willpower to allow the
typically makes the Sandman Projector to reroll up to three
themself go to sleep for 12 normal dice.
hours. Angst: None
Third - a Wraith can prevent a Duration: N/A
mortal from dreaming while they
sleep. (This function doesn’t
work on the Restless.) While this
may affect the victim’s behavior
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Puppetry
always require the Puppeteer to
Wraithride their target.
While a Wraith is Skinriding,
Guild: Puppeteers
they are considered to be fully
Some people are more willing
in the Skinlands. They are immune
to compromise morals to get what
to any event in the Shadowlands
they want. The Puppeteers are
(except Arcanoi which can reach
more okay with taking someone
across the Shroud). However, they
else’s body for their ends. But
suffer the same Skinlands
this Art is also the foundation
effects as their host; this
of the Risen and pulls on the
extends to injury: Whenever
connection between the body
the host receives damage, the
and the soul.
Puppeteer suffers an equal
amount of the same type.
Guildmark When a Spectre uses
Puppeteers spend so their unique powers on
long not looking like this Art, they must
themselves that this first Possess their
takes a toll on their target, requiring them
Corpus. As time to Skinride a Consort
passes, they slowly specifically. A
become a Spectre uses a more
Temperedation of subtle version of
their various Puppetry, allowing
hosts. them to change their
victim's mind, not
just the body. Due to
this mental
Characteristics manipulation, Spectre
No one in the world of Arts require the victim
Darkness is inherently to be touched by Oblivion
immune to the effects of somehow, whether through an
puppetry. If a Supernatural illness or other dark Arts.
being, other than a wraith, Type: Physical
is subject to Puppetry and is Dictum Mortuum Threat: High
aware of it, they may spend 1
point of Willpower and reroll
their initial Resolve + Composure
Level 1
rolls to resist a Puppetry Art. SKINRIDE (COMMON)
Unless otherwise indicated, The foundation upon which a
every Puppetry Art other than selection of greater Puppetry
Skinride or Wraithride requires Arts is built, Skinride enables
the Wraith to be Skinriding or the Puppeteer to slip into a
Wraithriding their target. Powers mortal’s body, briefly puppeting
with Wraithride as a prerequisite their flesh as a passenger. The
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Wraith has no control over their host Wraith except for the host’s
vessel’s actions or thoughts. entry into Slumber (which causes
However, most other Puppetry Arts a Puppeteer's “environment” to
require the Wraith to be brighten) and attempts to detect
Skinriding their target. Only one the rider’s presence (which the
Wraith at a time may Skinride any Puppeteer might notice as a
given target. buzzing noise).
Cost: Free Wraithride provides no control
Dice Pool: Resolve + Puppetry or influence over the host
System: The player rolls Wraith. It also exposes the rider
Resolve + Puppetry against the to all damage the host Wraith
target’s Resolve + Intelligence. suffers, including Harrowings and
With success, the Puppeteer theft of Corpus or Pathos.
puppets the host’s body. If Also, should a Wraithriding
another Wraith is already Puppeteer fall into a Harrowing,
Skinriding the host, the Wraith they drag their host along with
must beat the original them.
Puppeteer’s successes to eject A Usurer who receives “extra
them and usurp their place. Pathos” from a Wraith can
The Wraith is immune to any sometimes infer the additional
event in the Shadowlands (except presence of a Wraithrider.
Arcanoi, which can reach across Cost: One Degradation Check
the Shroud). While a Wraith is Dice Pool: Composure +
Skinriding, they are considered Puppetry vs. Strength + Resolve
to be fully in the Skinlands. System: The player rolls
However, they suffer the same Composure + Puppetry vs. Strength
Skinlands effects as their host; + Resolve to invade a target’s
this extends to injury: Whenever Corpus. The number of successes
the host receives damage, the achieved must be exceeded in a
Wraith suffers an equal amount of resisted roll for another
damage as Superficial damage. Wraithrider to force the first
Angst: None from the host. A successful
Duration: One day Wraithrider can be intentionally
detected only through the use of
WRAITHRIDE (COMMON) Sense Rider. However, a Wraith
Tempered: Moliate 2 who uses Transfer (or other
A Puppeteer who can make applicable Usury ability) on a
contact with the Corpus of ridden Wraith can determine the
another Wraith can invade the presence of a rider in their
target’s Corpus and remain there target’s Corpus with a successful
for an indefinite time. Intelligence + Usury roll against
A successful Wraithrider finds the Wraith’s Dexterity + Stealth.
themselves in a dark, quiet Angst: None
place. Normally, they have no Duration: Permanent
perception of events outside the
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Level 3
CORPUS CONDUIT (COMMON)
A progressive extension of
Pathos Conduit, this Art enables
the direct transfer of Corpus
between the Wraith and another
being. As with the lesser Art,
this may be voluntary or
involuntary, and the transfer is
obvious to any observer.
Corpus Conduit’s double-edged
nature is well known and a cause
for concern among all who seek
healing from unfamiliar Usurers.
Cost: None, or the number of
Corpus being transferred
Dice Pool: Charisma + Usury or
Manipulation + Usury
System: To donate Corpus to a
subject, the player rolls
Charisma + Usury against a
difficulty equal to the target’s
current Corpus or health levels.
To receive Corpus, the player
rolls Manipulation + Usury
against the target’s Resolve +
Composure. The Wraith may
transfer up to 1 Corpus per
success (though they don’t have
the opposite, sublimating their
to transfer the full amount),
own Corpus into Pathos.
though they can’t receive Corpus
Cost: One Degradation Check
or health levels that would put
and 1 Corpus per success
them over their own maximum
Dice Pool: Charisma + Usury
Corpus.
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Many things lurk in the darkness.
Chapter 8: Plasmics and More
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Chapter 8: Plasmics and More
Ba: The purest part of the fight and often wander the
Psyche itself, but without most Shadowlands searching for a
of its other parts, is left completed soul to bond with. A
adrift, attempting to fulfill possessed mortal is healed to
Passions it has no way of the point of being stable and
knowing. may add 1 dot to any attribute.
Ka: Akin to a drone. These If a Wraith should find one of
wounded spirits seek their these spirits, and if they can
original bodies yet cannot get them to Wraithride (Puppetry
recognize them. 1) them. They receive one of the
Khaibit: A Shadow ripped from following effects based on the
the body, and without the type of spirit.
support of Oblivion. It may be Ba: The Wraith gains 1 dot in
drawn to follow darker people in one of their Passion for as long
hopes of siphoning Angst from as the Spirits is Wraithriding
them without knowing what to use them.
it for. Ka: The Wraith gains +1 Corpus
Khu: The Aura of all beings for as long as the Spirit is
and a spiritual connection in Wraithriding them.
and of itself. It is known to Khaibit: The Wraith gains -1
seek its Fetters and may slumber Permanent Angst for as long as
on the first Fetter it finds. the Spirit is Wraithriding them.
Sahu: The Eidolon, seeking to Khu: The Wraith gains 1 dot in
transcend yet unable to resolve one of their Fetters for as long
anything without the other parts as the Spirit is Wraithriding
of its soul. them.
Attributes: Strength 1, Sahu: The Wraith gains 1 dot
Dexterity 1, Stamina 1, Charisma in Eidolon for as long as the
1, Manipulation 1, Composure 1, Spirit is Wraithriding them.
Intelligence 1, Wits 1, Resolve The Spirits will leave a
1 Wraith to save a dying person.
Secondary Attributes: Corpus 3, It may also leave of its own
Willpower 2 accord for no apparent reason.
Skills: Stealth 5, Awareness 3
Arcanoi: Fatalism 2, Moilate 2,
Puppetry 2 (it is uncommon for
them not to take Wraithride),
Templates
Some Storytellers may like to
Passion: 5 Dots, become whole.
pick the Arcanoi for the Wraiths
Fetter: none
their Necromancer has gotten a
Angst: 8
hold of. Otherwise, they may
Special: None of these wounded
wish to allow their players to
souls can raise an attribute
do so. Here are some Wraith
above 2.
templates to allow for the use
These wounded spirits are, by
their nature, often unwilling to
310
Clan Hecata’s Allies: Those Who Remain
311
Chapter 8: Plasmics and More
312
Clan Hecata’s Allies: Those Who Remain
313
Chapter 8: Plasmics and More
314
Clan Hecata’s Allies: Those Who Remain
315
Chapter 8: Plasmics and More
316
Clan Hecata’s Allies: Those Who Remain
Usurer
317
Death has a long and storied
history, and it seeps into
everything.
LO R E S H E E T
LORE
We're all in this Together: You the bound Wraith. Wraiths bound by We Must Persevere:
made some friends while you these chains cannot use Arcanoi.
You have spent years in their chains.
were in Venice. You gain 2 dots to Know thy Enemy: You gain They barely let you get pardoned and
spend between Allies and Contacts. +2 dice when interacting with the seemed to take pleasure when you
Vampire Clan Hecata. This does not underwent Catharsis or when your
Venetian Chains: These chains
work when the Hecata uses their friends became Spectres. So, you
used to be used to bind the Wraiths
Oblivion Discipline Powers or developed a defense mechanism.
of the Venice Necropolis; now, these
Ceremonies. Once per Story, if your Shadow
necromancy-infused Relics are yours.
Old Cellmate: In that would gain Permanent Angst by
You may use these chains as a
reaching 10 Temporary Angst, you
weapon that deals unhalved place where hope went to die, you
can reduce the Temporary Angst to 5
Aggravated damage to Wraiths. had a "cellmate" who was older and
and prevent the increase of
Additionally, you may use them to more learned than you. You gain a 5
Permanent Angst.
bind other Wraiths instead of dot Mentor who has suffered at the
damaging them. You cannot use these hands of the Giovanni.
chains as a weapon until you unbind
319
LO R E S H E E T
DISEMBODIED
LORE
States of Being: You can become allow you to float; you may move defined shape to a simple pair of
Incorporeal at will without taking any horizontally and vertically as if you gloves you can hold.
damage. You can also return to your were walking upward. Truly Disembodied:
corporeal form at will. The Shroud of Normality: You have transcended the
Devil on the Shoulder: When This Artifact was handcrafted to help metaphysical and are now nothing but
you are within 1 yard of someone, those who are disembodied. Wearing a floating voice. You are inherently
you can make a Degradation Check this Shroud allows the Disembodied invisible and cannot be seen through
and make it so only they can hear to interact with the world as if they normal and supernatural visions. You
your words. You gain +1 dice on all didn't have the complications of being cannot interact with things directly,
Manipulation rolls you make while this disembodied. This Artifact takes such as picking items up or touching
is active. several forms, from a full body suit for people. Unless you actively talk, you
you to inhabit a cloak to give you a automatically pass all Stealth Rolls,
Light as a Feather: Your
even if they are contested.
Corpus becomes light enough to
320
LO R E S H E E T
ALCHEMIST GUILD
[GUILD LORESHEET]
A
lchemist are Artificers who didn't like the
concept of turning people into furniture.
And so, they turned their attention to the
remnants of the Skinlands.
This caused many Artificers and Nhudri cultists
to slander them and claim they threatened the
economy. They were branded "Alchemists" to
compare them to the charlatans who claimed to be
able to turn lead into gold.
When the split finally came to pass, the
Alchemists took the name as a point of pride.
However, the Guild's constant disregard for the
Dictum Mortuum was an ever-present thorn in their
side.
The Alchemists were not invited to the Compact
of the Guilds when the Revolt happened. This led
the Alchemists to side with Stygia during the revolution. This allows
them a certain amount of protection, as the Necropolis tends to
overlook them.
LORE
A Relic of Particular Value: Relics The Winning Side: Despite material as one Wraith's worth of
are the foundation of the Alchemists. Corpus.
being one of the more despised
Fortunately, you've got your hands on Guilds, the Alchemists sided with Relic Finder: An
some Relics. You gain 2 dots to spend Stygia during the Revolt. Once per Alchemist in nothing without their
in the Relic Background. Session, if you were caught violating Relics. Once per Session, you may
Properly Initiated: The the Dictum Mortuum, then you can look at an object in the Skinlands and
leadership of your Guild has changed be forgiven by the officials as you're roll Composure + Flux against
your Guildmark so that your right arm just doing your work. difficulty 6. The item is guaranteed to
becomes a very specific clockwork Resourceful Relicforging: become a Relic upon its destruction.
construct for a moment, at will. Any You can only use this on an object
Your Relic forging is so efficient, and
member of the Guild will recognize once.
thus, you lose less. You only need 15
this as a mark that permits you to dots worth of Relics to have as much
learn all Guild Initiate Arts.
321
LO R E S H E E T
ARTIFICERS GUILD
[GUILD LORESHEET]
LORE
Good Quality Artifact: You are Inhabit the Soulforged: A Perfected Forge: This
an Artificer, and what is an Artificer Normally, Inhabit Arts do not work 3-dot Haunt holds 4 dots worth of
without an Artifact? You gain 2 dots on Soulforged items or Relics. You Relic tools and one 10 Pathos Soulfire
in the Artifact. may now use Inhabit powers like Crystal. It has been given to you by
Properly Initiated: The Assume the Shell on Shadowland the Guild so that you may perform
leadership of the Guild has changed Artifacts and Relics. your craft in a private and secure
your Guildmark so that the wear and Forge Master: Artificers location, such as a Guild compound.
tear on your left arm will become a Once per Story, you may gain an
are masters of the art of Soulforging
series of specific cracks, for a moment, additional 10 Pathos Soulfire Crystal. If
and sometimes cultists of Nhudri. As
at will. Any member of the Guild will the forge is lost for some reason, you
such, you have become quite adept in
recognize this as a mark that permits gain a new one at the beginning of the
the forges. When you are Soulforging,
you to learn all Guild Initiate Arts. next Story.
you gain +2 dice to all rolls on the
checks.
322
LO R E S H E E T
CHANTEURS GUILD
[GUILD LORESHEET]
LORE
Apprenticeship: You have gained favorite instilment in life (possibly even fame you had in life; the Fame is fame
the attention of an old bard who has yours), be it a string instrument, wind, you have in death.
survived the 6th Great Maelstrom. You or whatever you prefer. When you Old Stories: You have
gain a 2 dot Mentor. are using this instrument, you can say
become intimately familiar with
a magic word, and the instrument
Properly Initiated: The Stygia's ancient history. Once per
begins to float in the air a couple of
leadership of the Guild has changed Story, you may spin a tale of the
feet behind you and act as an
your Guildmark so that you can heroes of Stygia of old and inspire
accompanying performer giving you
change your song for a moment to your allies to do deeds as great as the
+3 dice on Performance rolls.
play a simple, specific tune. Any ones of the heroes. When in battle,
member of the Guild will recognize Bardic Fame: You have you may inspire those who fight with
this as a mark that permits you to made quite the name for yourself in you, granting them +1 to all dice rolls
learn all Guild Initiate Arts. both life and death. You gain 5 dots for the remainder of the Scene.
to spend between Memoriam and
A Perfect Instrument: This
Fame. The Memoriam represents
4-dot Relic was some person's
323
LO R E S H E E T
HARBINGERS GUILD
[GUILD LORESHEET]
LORE
Compass Node: You have an mark that permits you to learn all you can invoke their name in any
Artifact that takes the form of a Guild Initiate Arts. social roll and gain +2 dice on any
small stone. You always know the Friends all Around: You social roll.
direction the stone is from you, no gain 4 dots Contacts; these Great Ship: You gain
matter the distance. If you lose the contacts must be spread around a 5 dot Relic Ship. This ship will
stone or it is destroyed, you get a different Guilds, Legions, Necropoli, serve your will. While on your ship,
new one at the start of the next and/or other groups. No single you have complete control over its
Story. group can get more than 2 dots in facilities; you can open and lock
Properly Initiated: The contacts from this merit. doors, turn the engines or sails,
leadership of the Guild has changed The Emissary: You have load and fire weapons, and so on.
your Guildmark so that the winds No one else can take control of
been declared the emissary of a
that whirl about you will form a this vessel from you, though you
powerful Wraith. You gain a 4 dot
whirlwind around you for a can allow someone else to drive it.
mentor whom themselves have 5
moment at will. Any member of dots in Status with a Guild, Legion,
the Guild will recognize this as a or Necropolis. Once per Session,
324
LO R E S H E E T
HAUNTERS GUILD
[GUILD LORESHEET]
LORE
Prowling Grounds: What is a A Case Study on the Fog: War on the Shroud:
Haunter without a place to haunt? The Haunters are all about scaring the You know the main goals of the
You gain 2 dots in Haunt. Quick. You may add or subtract 3 Haunter's Guild. You know their
Properly Initiated: The dice from a Quick's Resolve + greatest secret is that they wish to
leadership of your Guild has changed Composure roll to resist the Fog. tear down the Shroud. To this end,
your Guildmark so that your right arm Wyld Friend: You gain a 4 you've figured out how to, or the
becomes a very specific clockwork Guild has done something to you that
dot ally, either a Werewolf or a
construct for a moment, at will. Any weakens the around you. The Shroud
Changeling. Obviously, this ally is on
member of the Guild will recognize is 1 level weaker around you.
the other side of the Shroud, but they
this as a mark that permits you to will act friendly to you should you
learn all Guild Initiate Arts. ever meet.
325
LO R E S H E E T
MASQUERS GUILD
[GUILD LORESHEET]
LORE
Face another can love: You or some odd trick of your understanding the Famulus is connected to you, you
someone else has changed you to be of yourself, your Corpus is so can see through its eyes and use it as
more attractive. You gain 2 dots in remarkably malleable that you can a Conduit to perform other Arts. The
the Looks merit. virtually pour yourself into a pitcher creature uses all your stats to do
without Moliation. All Moliate anything. However, it cannot have a
Properly Initiated: The
attempts made on your form Strength, Intelligence, or Wits score
leadership of the Guild has changed
(including Rend) are at -3 difficulty, above 2; its maximum Corpus is 4.
your Guildmark so that the one part
and you can squeeze your Corpus The Famulus has its own intelligence,
of your body that cannot change can
through a hole the size of a quarter and if its cord is severed, it will try to
be pressed against someone else's
without having to spend a Corpus return to you. If the cord is severed, it
Guildmark, and they will vibrate. Any
Level or make a Moliate roll. can be repaired with Sculpt. If it is
member of the Guild will recognize
Plasm Famulus: This destroyed, it can be recreated by
this as a mark that permits you to
spending 7 days working on a new
learn all Guild Initiate Arts. fine art requires a delicate hand, and
one, at the end of which you must
somehow you have managed it. This
Assumed Unlife: Whenever take 1 point of Aggravated Willpower
small creature is made from your own
you are trying to impersonate damage, 4 points of Aggravated
Plasm and is permanently attached to
someone, you gain +2 dice to any Corpus damage, and make 5
you by a slender intangible cord of
checks to maintain your cover Degradation Checks, as well as giving
Plasm (Storyteller's discretion on how
Fluid Corpus: Either the Shadow 1 Temporary Angst.
long you can stretch this cord, the
through vigorous experimentation or current record is three miles). While
326
LO R E S H E E T
MNEMOI GUILD
[GUILD LORESHEET]
LORE
Old Lore: The Mnemoi have found Deathlord. You can't access the these memories to gain insight into
how to keep ancient lore in their memory, but other Mnemoi know some aspect of Stygian society. From
members' heads. Add 2 specialties in you have this memory. Once per a law to a truth about ancient lore. If
your mental skills. You still have to Story, you can call upon the local other Mnemoi know you can do this,
have dots in these skills. Mnemoi to help you out of an unlife- they may report you to Minos and
threatening situation. Additionally, even turn against you.
Properly Initiated: The
other Mnemoi will go out of their Immortality of a Sort:
leadership of the Guild has changed
ways to protect you, or rather the
your Guildmark so that the reflective The higher-ups in the Mnemoi have
memory you hold within you.
surface on your body will change deemed you worthy of their form of
from whatever color it is to rose gold Knows Too Much: Every immortality. When you fall into
for a moment. Any member of the Mnemos has a portion of Charon's Oblivion or become a Spectre, you
Guild will recognize this as a mark memories. The Mnemoi Guild is a can create a new character as an
that permits you to learn all Guild memory vault for Charon and his infant and continue as if you were the
Initiate Arts. eventual return. However, Minos puts same character but missing the last
many barriers on these memories so week. For all intents and purposes,
Heart Memory: You have
that your average Mnemoi can't you have overwritten some poor soul
been selected to hold within you a
simply read them. Yours, for with your memories. However, there
core memory of Charon. Be it a
whatever reason, are easier to access. is a chance some of that poor soul's
memory of an important prophecy of
Once per Story, you may pull on memories may creep back.
the Lady of Fate, or some deal with a
327
LO R E S H E E T
MONITORS GUILD
[GUILD LORESHEET]
LORE
Protected Fetter: One of your Skinlands Item. This item becomes a see the strings that lead to the
Fetters has a special protection Backup Fetter. If one of your Fetters is Wraith's Attuned Items and Consorts
destroyed, the Dots in the Fetter are for the rest of the Session. If someone
preventing it from being detected
transferred to this item, and the does this to you or uses Vibrations in
as what it truly is. Any attempt to
Fetter is not considered destroyed. the Web on you, the revealed item's
identify this one Fetter has +2 to Though you still undergo a strings glow a faint green.
its difficulty. Harrowing. Though a Wraith can only 7 Families: 7 families
have one Backup Fetter at a time, this
Properly Initiated: The lead the Monitors Guild. Each family
does allow a Wraith to protect
leadership of the Guild has changed tracks their lineage back to the times
themselves from ever truly having a
your Guildmark so that tattoo-like of Rome. The families are the
Fetter destroyed.
webs appear to mask your face, Anemas, Ioveanus, Lucceia, Neria,
coming from your eyes, for a The Web of Life: Pompilia, Sergia, and Umbria. You
moment. Any member of the Guild Everything is connected. In recent have been adopted into the family of
will recognize this as a mark that years the Monitors have come to your choice and are given a path to
permits you to learn all Guild Initiate realize this. You can see the strings leadership within the Guild, given how
Arts. that attach you to your Consorts, many of the Families' leadership was
Attuned Items, and Fetters. Once per in Stygian during the 6th Great
Backup Fetter: You're a
Scene, you may perform an Maelstrom.
clever one who has used your
Intelligence + Lifeweb roll vs. their
knowledge of Fetters to avoid losing.
Resolve + Subterfuge and be able to
Once per Story, you may specify one
328
LO R E S H E E T
ORACLES GUILD
[GUILD LORESHEET]
LORE
Clever Reading: If you use be invigorated by its comfort. You a bit of advice to the Oracle. All
Fatalism to cheat at a game, you heal all Superficial Willpower anyone is sure of is that he is an
gain +2 dice to cover it up or deny damage, and then all your agent of fate.
it. Aggravated Willpower damage is The Reed Bundle:
reduced to Superficial.
Properly Initiated: The These reeds are simple reeds taken
leadership of the Guild has changed Justin, the Nick of from the rivers of the Underworld
your Guildmark so that you can Time: Justin is someone that and tied together with Relic rope.
alter your Guildmark to resemble seemingly only Oracles can see, but They offer no specific benefits by
mists for a moment. Any member that doesn't mean he can't interact themselves, though the Lady of
of the Guild will recognize this as a with other people. At any time of Fate once owned them. Somehow,
mark that permits you to learn all the Storyteller's digression, Justin they have ended up in your
Guild Initiate Arts. can appear. He may appear to do possession, and even the ones for
unhalved Superficial damage with prophecy. The Oracles predicted
Through Heaven's Eyes:
his trusty Rapier and his 10 dice they would be in the hands of the
From the ground, you cannot see
pool, only to vanish before the one who would lead them through
the tapestry Fate has been weaving
round ends. He may appear to these dark times. Whether that is
for some time. Once per Story,
undo locks or somehow distract you or not is a matter of fate.
you can look at this tapestry and
guards. He may appear just to offer
329
LO R E S H E E T
PARDONERS GUILD
[GUILD LORESHEET]
Spoil the Rod: Inquisitors love Iron Lantern: The Pardoners have to, as they are privy to their
these items. They are the myriad deepest secrets. Fortunately, this
are represented by their Iron
torture items they use to beat the makes many people more inclined to
Lanterns. These lanterns are typically
Angst out of their clients. Whenever placate their Pardoners. You gain +2
carried or hung outside a place of
you use this Artifact, the difficulty of dice on social rolls on Wraiths you
work. When you open the lantern to
Castigate rolls is reduced by 1. have pardoned, even if you are
expose the light, you may make a
unaware that you pardoned them.
Properly Initiated: The Degradation Check to fuel the flame
leadership of the Guild has changed with your Pathos. As long as the light Pardoner's Favor:
your Guildmark so that you can, for a shines (30 minutes per Degradation Pardoning takes well to you. Every
brief moment, remove the dark marks Check), it has the same effect as Get Pardoner that would pardon you
from your fingertips. Any member of Thee Hence using its Pardoner's dice gains +3 dice when battling your
the Guild will recognize this as a mark pool. Shadow. You also halve the damage
that permits you to learn all Guild Trusted Pardoner: Many you take from any Castigate Art.
Initiate Arts. people trust their Pardoners. They
330
LO R E S H E E T
PROCTORS GUILD
[GUILD LORESHEET]
LORE
Fake Life: Oddly enough, false the Quick. When you use Embody, and how weak mortals are in this
identities are easy enough to come by. you can manipulate the Fog to make it world. When you are using Embody,
You gain 2 dots in the Mask so that when a Quick fails their you never count as a Mortal. This
Background (VTM Core rulebook pg. Willpower Roll, instead of being means you still take damage as a
190). frightened, they are unable to see you. Wraith; a Vampire cannot control you
Friends on the Other using Dominate. You still benefit from
Properly Initiated: The
your Arcanoi as normal. You may
leadership of the Guild has changed Side: The Proctors are legendary for
make a Degradation Check to be
your Guildmark so that you can make their alliances with the Quick. You
treated as a mortal for the remainder
your eyes reflect a specific location on gain 5 dots to spend on Allies or
of the power.
the other side, a lighthouse. Any Contacts in the Skinlands.
member of the Guild will recognize Alive but not Mortal:
this as a mark that permits you to
Embody is a powerful Arcanoi that
learn all Guild Initiate Arts.
makes a Proctor effectively human.
Distorted Fog: You've But there is a problem with that now
learned to distort the Fog's effect on that you're aware of magic existing
331
LO R E S H E E T
PUPPETEERS GUILD
[GUILD LORESHEET]
Exorcism Resistant: You gain +1 the Guild's beginnings. You gain a 4 resist any time you use Puppetry on
dice to resist any attempt to remove dot Mentor who is a Risen. them.
you from a Consort by outside Willing Consort: You're Who will Pull the
means, even if the effort wasn't pretty experienced in Puppetry, and if Strings?: The Puppeteers have been
deliberate. there's one thing a good Puppeteer without leadership for some time and
Properly Initiated: The knows how to do, it's to sniff out are incredibly decentralized. This is
leadership of the Guild has changed weak-willed Consorts. You gain a useful to an extent, but the Guild
your Guildmark so that you may focus Consort who's got a reason just to let needs proper leadership, and it's
and take on your true face for but a you take their body; perhaps they are starting to become apparent as their
moment. Any member of the Guild depressed or want you to take bargaining powers are diminishing
will recognize this as a mark that control of them because they enjoy it more and more. You may be that
permits you to learn all Guild Initiate for whatever reason. If they die, you leader. Once per Session, you may
Arts. can gain a new one next Story. This succeed on any social roll against
Consort is a 4 dot ally and does not another Puppeteer.
They are Arisen: The Guild
and the Risen have been friendly since
332
LO R E S H E E T
SANDMEN GUILD
[GUILD LORESHEET]
LORE
An Amazing Performer: While Flint. The purpose of these Sand- Sand. To do this, you first need to find
infused items is simple; they protect a Sandmaker. This is a Quick who is
the Chanteurs are known as
the user from Sandmen. You can creative enough to produce Sand.
performers in the streets, the
place this catcher on your head or the Whenever you interact with a Quick's
Sandmen are masters of the theatre.
head of another, and the user gains dream, you may have them roll Wits
When rolling a Performance Roll, you
+4 dice to resist Phantasm Arts. + Charisma against difficulty 5. If they
gain +2 dice to the roll.
The Director: When it succeed, they are a Sandmanker.
Properly Initiated: The Once you find a Sandmaker, you may
comes to the plays, the Sandmen are
leadership of the Guild has changed begin harvesting Sand from them. Roll
great playwriters and directors. Once
your Guildmark so that, at will, a Dexterity + Phantasm against difficulty
per Story, you can get a troupe of
dream of you breaking from chains 4 to harvest a single dot of Sand from
actors together and create a play. This
will play across your Corpus. Any them. A Quick can only produce 1
can be done as a distraction, a setup
member of the Guild will recognize dot of Sand per Story. Whenever you
for some attempt, or even to ensure
this as a mark that permits you to roll a Phantasm Roll, you may spend
people have a good time.
learn all Guild Initiate Arts. any amount of Sand to reduce the
The Sand Harvester's difficulty by the amount of Sand you
Dreamcatcher: The
Dreamcatcher has been an object of Handbook: This is the sandmen's spend.
the Sandmen of the Dark Kingdom of greatest secret, The Sand; with this
handbook, you learn how to harvest
333
LO R E S H E E T
SOLICITORS GUILD
[GUILD LORESHEET]
Stygian Mask: Fortunately for the designate one Trivial character, such shine with a green light, some
Solicitors, it is quite fashionable to as a soldier or a low-level bureaucrat, Solicitors have gotten to the root
wear masks in Stygia, assuming they and you recall that they are a sleeper
of this Guildmark. Whenever you
aren't the reason for that trend. This of some kind. You may use this to
look at another person, you may
2 dot Artifact covers your Guildmark make them perform simple tasks for
you, like opening a cell door and roll Wits + Intimation against
and prevents you from being easily
identified. Add 3 dice on rolls to deny looking the other way or moving the difficulty 3 and see all active uses
your identity while you wear this bureaucratic machine forward for of Intimation on that person, able
mask. you. to fully see how this given
Properly Initiated: The Guild Ambassador: The individual is compelled. This also
leadership of the Guild has changed Solicitors often have some contact gives an unexpected benefit; if
your Guildmark so that your green with other Guilds or legions. You gain
you make the roll at difficulty 4,
eye will shine in a five-spoked wheel. 5 dots in Status with other Guilds or
you can also see all mental
Any member of the Guild will legions of your choice. You cannot
gain more than 2 dots in any given powers that have been used on a
recognize this as a mark that permits
you to learn all Guild Initiate Arts. group in this way. given individual. In addition, you
Known Sleepers: You know The True Green Eye: gain +2 dice to resist Intimation
334
LO R E S H E E T
SPOOKS GUILD
[GUILD LORESHEET]
LORE
Tough Corpus: You've been in a member of the Guild will recognize dice pool for any Outrage Art. The
few scrapes. As such, you're a little this as a mark that permits you to Storyteller may add more as they see
prepared for some damage. Your learn all Guild Initiate Arts. fit.
Corpus has hardened to the point Hunters Hunted: You've Someone's got to do
where you add 1 point of armor to been in a few scrapes with ghost It: The Guild has, since its inception,
your armor rating, even if you don't hunters. When fighting a Hunter, you always been necessary. You gain 3
have armor. gain + 2 die to attack them. dots in Status with your local
Properly Initiated: The You Son of a Bitch, I'm Necropolis. In addition, if you are
leadership of the Guild has changed In: Once per Story, you can assemble caught breaking the law, you can get
your Guildmark so that when you out of the punishment by working for
a team of Spooks. You get 4 Spooks
make a fist and flex, your Corpus the Necropolis.
with Outrage 4, 6 Corpus, and an 8
convulses for half a second. Any
335
LO R E S H E E T
USURERS GUILD
[GUILD LORESHEET]
LORE
Pocket Change: At the start of a container as the recipient of the your action, it gives you + 2 dice to
Story, you gain 3 Pathos worth of Corpus or Pathos. The container convince someone of your right
coins. The Guild supplies these coins. must have an interior, such as a bottle, doings.
You may or may not be certain about and is always considered willing for The Vault: This 4 dot
what services they are paying you for. the purposes of this Background.
Haunt is designed to protect your
Generally speaking, they may only
Properly Initiated: The possessions. Any attempt to break
hold an amount of Corpus or Pathos
leadership of the Guild has changed into The Vault has + 5 to its difficulty.
equal to their dot rating as a Relic or
your Guildmark so that a pattern of You may allow anyone to enter your
Artifact.
scales will appear at will and only for a Vault and can designate what they are
moment. Any member of the Guild Old Laws: Once per allowed to take. If they take anything
will recognize this as a mark that Session, you may roll an Intelligence + they aren't supposed to, they must
permits you to learn all Guild Initiate Politics roll against difficulty 3. Upon roll a Dexterity + Larceny roll at
Arts. success, you recall some old and Difficulty 6 for each item they try to
oddly specific law that can be used to take or be ejected from the Vault
Corpus/Pathos in a Bottle:
defend some action you have done. If without the item.
When you use Corpus Conduit or
this law does not immediately justify
Pathos Conduit, you may designate a
336
Appendix 1: Necromancy
APPENDIX 1:
N ECROMANCY
As a Concept
devious, employing powers to
force Wraiths to do their
bidding. However, for each
manipulating Necromancer, there
Vampiric Oblivion is a necromancer who is willing
Oblivion is a dark power that to help Wraiths. It's just a
degrades a Vampire's soul. As matter of finding the right one.
developed by the Hecata,
Protections for
Oblivion preys on the Shadow's
weakness to the Discipline
namesake, the Oblivion.
This is why a Wraith does not
add their Plasm Rating to rolls Mortals
to resist this most horrid of
Disciplines. Sorcerous Necromancy
Warding Circle
True Immortal's This ritual has the intended
purpose of stopping Wraiths and
Necromancy Spectres from entering.
Particularly favored by mortals
The True Immortals are deeply
as many other Supernaturals have
linked to the Underworld, and
their own methods of halting the
their Necromancy is rather
Restless Dead. This ritual takes
potent. Their connection to the
nine weeks to learn and memorize
Underworld has made them less
and costs 9 experience.
inclined to turn their
Cost: Some magical source,
Necromancy on Wraiths,
such as Vitality or preserved
preferring to target Spectres.
Vampire blood. Or two Willpower
Dice Pool: Intelligence +
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Appendix 1: Necromancy
the Wraith out loud. But the Vampire becomes a walking corpse
Wraith's replies can only be with the following benefits…
heard by the Necromancer. The Vampire only takes 1
Duration: One Scene Superficial damage from
sunlight per turn, and
Level 3 only if it directly
touches the Vampire.
CORPUS LEECH
Amalgam: Fortitude 3 The Vampire takes no extra
Corpus is the stuff that makes damage from being staked
up a Wraith, and with enough and is not paralyzed, and
force, a Necromancer can consume takes damage normally.
and convert it into health. The Vampire cannot enter
Cost: One Rouse Check Frenzy.
Dice Pool: Resolve + Oblivion Should the Vampire leave this
vs. Resolve + Composure state while subjected to one of
System: The Necromancer rolls the effects mitigated above,
Resolve + Oblivion vs. the they become affected normally.
Wraith's Resolve + Composure. In addition, the Vampire takes
Each success allows the a more corpse-like completion
Necromancer to convert one level and suffers -1 dice to all rolls
of Corpus to 1 level of health. that use Social Skills.
Allowing the Necromancer to heal Duration: One Scene
Superficial damage. If the
Necromancer gains three
successes, they may instead Oblivion Ceremonies
transfer three Corpus and heal 1 Level 1
Aggravated Health box.
Duration: Instant PRESERVE CORPSE
Sometimes a necromancer wishes
Level 4 to preserve a corpse, such as
when they animate it, or some
GIFT OF THE CORPSE members of the Giovanni family
Amalgam: Fortitude 4 like to keep their favorite
Prerequisite Power: Defy Bane corpse around.
This power allows the Prerequisite Power: Ashes to
Necromancer to ignore the usual Ashes
banes they suffer as a Vampire, Ingredients: Grave Dirt,
turning them into more of a defiled holy water, and rare
walking corpse than a Vampire. herbs
Cost: Two Rouse Checks Process: The Vampire expends
Dice Pool: Stamina + Oblivion vitae and mixes it with the
System: The Vampire rolls grave dirt, defiled holy water,
Stamina + Oblivion roll at and rare herbs creating an
difficulty 5. On a success, the elixir capable of preserving a
corpse.
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Appendix 1: Necromancy
While exiled
in this way, the
victim is a
Projector (pg.
67). However,
once they return
to their body,
they lose their
Projector status
and lose all
Vitality.
Additionally,
they gain a
Stain on their
Corpus that
resembles the
symbol the
Necromancer put
on their face.
If the
Necromancer
casts this
ceremony at
level 5, this
out-of-body
experience can
be used to
create a normal
Projector (pg
67).
Level 5
GIFT OF LIFE
While Gift of
the Corpse is a
good power to
have, some
the victim's head and chant necromancers
while maintaining eye contact. have developed it further. By
System: Following a successful performing this ritual, the
Ceremony roll, the victim is necromancers can better benefit
excised from their body for one from the powers and even
day.
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