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A SOURCEBOOK FOR VAMPIRE: THE MASQUERADE

Clan Hecata’s Allies:


Those Who Remain
Clan Hecata’s
Allies: Those
Who Remain
Definitely not
Wraith: The Oblivion
This book contains:
^ Wraiths: How to go about creating and playing
Wraith: The Oblivion in the V5 system
^ Other Undead: From Risen, to Spectres, and even
Project Orpheus’s Projectors
^ Arcanoi: All 16 Wraith Arcanoi converted to the V5
system
^ Necromancy: From Oblivion Powers to mortal
Necromancy

2
Chapter of
h k

Clan Hecata’s Allies:


Those Who Remain
LEGAL AND CREDITS
Wil Brown
WRITTEN BY
EDITING AND READING: David Gagnon
ART DIRECTOR: Wil Brown
GRAPHIC DESIGN AND LAYOUT: Wil Brown

World of Darkness, Vampire: The Masquerade, Vampire: The Dark Ages, Victorian Age: Vampire, Werewolf: The Apocalypse, Werewolf: The
Wild West, Mage: The Ascension, Mage: The Sorcerers Crusade, Wraith: The Oblivion, Wraith: The Great War, Changeling: The Dreaming,
Hunter: The Reckoning, Demon: The Fallen, Mummy: The Resurrection, Orpheus, Exalted, Chronicles of Darkness, Vampire: The Requiem,
Werewolf: The Forsaken, Mage: The Awakening, Changeling: The Lost, Hunter: The Vigil, Geist: The Sin Eaters, Demon: The Descent, Mummy:
The Curse, Beast: The Primordial, Promethean: The Created, Storyteller System™, Storytelling System™, and Storytellers Vault™ and their
respective logos, icons and symbols are trade- marks or registered trademarks of Paradox Interactive AB. All rights reserved.

This work contains material that is copyright of Paradox Interactive AB. Such material is used with permission under the Community Content
Agreement for the Storytellers Vault.

PROPERTY® Copyright© 2023 Paradox Interactive AB (publ). All rights reserved.

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

Maelstrom end, they ended up being right;


it just wasn't their world. As
Wraith: The Oblivion ended in the year approached, the 6th
1999 when the 6th great Great Maelstrom hit the
Maelstrom destroyed the Underworld with a fury.
Underworld and opened the Abyss.
But in this timeline edit, A Survivor’s Account
Chiron's return saved the We had weathered so many before; we were
Underworld from the Maelstrom. assured all would be just as fine this time. The
The lore listed in this chapter Deathlords were wrong. I watched as the world
merely speculates how the around me shattered, and the Tempest overtook us.
Afterlife survived the 6th Great As the Spectres invaded and I watched my wife fall
into a Harrowing, I wailed.
Maelstrom. As such, these
Then the light shone through the darkness; I
writeups are the accounts of how heard the declaration.
the Various Dark Kingdoms “Rise. We do not need a bureaucrat; we need a
survived the 6th Great Maelstrom. general,” The voice spoke, and I was flooded with
If you wish to know more about memories of lives I did not lead. Battles I could not
the lore of the Underworld, have fought in.
“You are now one who will lead in their stead.
please read Wraith: The Oblivion
Gather your legionnaires, and fight against the
20th Anniversary Edition. darkness.” The voice ordered, and I did as it bid me
too. I rallied those around me and stood against the
The Devastation darkness.

3
Clan Hecata’s Allies: Those Who Remain

The Parts of the Soul According to the Amenti

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

Vampires of the, at the time, However, when the Shadow of


Clan Giovanni. Stygia loomed over them over 500
But while this did make life tribes of people managed to
harder for the Flayed lands, it quickly banded together and
still remained. Most Wraiths in formed a nation of their own.
the Flayed lands are members of But Stygia was already on their
one of their Four Great Houses. doorstep. And Stygia destroyed
However, there has been a them, officially.
growing problem ever since the The Island of Flint is just
introduction of Catholicism into that, a small island off the
their ranks. There's a coast that the Stygian officials
disconnect brewing between the simply refused to acknowledge.
Catholics and the old gods. Due to this, Flint has been used
When the 6th Great Maelstrom as a haven for Renegades and
threatened the Flayed Lands, Heretics. Should they pay a
they did not cower in fear of tribute to the tribal leaders.
Oblivion's might. Their Jaguar When the 6th Great Maelstrom
and Egal warriors took to the hit the Islands of Flint they
fight. They sacrificed thousands began to sink into the Tempest.
of Sectres to empower the gods The tribal council called upon
of the Flayed Lands. But, just their descendants for help, but
as with the Amenti, it wasn't few answered and preformed the
enough; they were being overrun. proper rituals. They called upon
And that's when the Third
Miracle happened. The God took
advantage of the confusion and
put a stop to the
invasion.

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

great spirits, but the Maelstrom


swept them away. In desperation,
they called upon Stygia, but no
answer came. It is not known if
the Island of Flint remains. One
cruelty upon another compounded,
and a terrible tragedy occurred.
What is known is that some
Wraiths of Flint survived, but
they are scattered.

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

Samedi himself answered the


call. He and several of his
trusted elders took to the
fight, using their powers of
Oblivion to tear through and
bind the Spectres. The tides
turned, and the Vampires of the
Samedi bloodline vanished from
the Mirrorlands.

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

the Harbinger's Guild, as the perhaps the most prepared for


Harbingers helped the people to the 6th Great Maelstrom.
flee. Ultimately, the Dark However, just as the Maelstrom
Kingdom of Wire ended up saving was getting started, something
the Necropoli, as the dangerous horrible awoke. Some monsters
Relic Wire helped keep the conjured a great and terrible
Spectres at bay. storm in the Skinlands in an
As Stygia was about to attempt to fight each other. As
wholesale fall into the Tempest the fighting went on, thousands
in the darkest hour, Charon, the flocked to India to support one
Emperor of Stygia, returned and side or the other, only for
performed his three miracles. their War of Night to culminate
Unfortunately, he Transcended in one of the greatest
once more for when Stygia would destructive feats ever seen.
need him again. The blast was so strong that
There are three miracles it whipped out the War of Night.
Charon performed. Some affected But the blast did not stop in
all Dark Kingdoms, but some the Skinlands; it tore through
focused on their own. the Shadowlands, sending Wraith
and Spectre alike into Harrowing
Swar and blowing a hole in the 6th
Great Maelstrom itself.
Swar had always had more
On the whole, in the storm was
trouble with the Oblivion's
not but a quietness most
invasion than any others, as
unsettling, a place devoid of
India is vast and has had great
all.
turmoil throughout its history.
Swar's Shadowlands have been
Also known as the Dark Kingdom
rebuilding, but those who were
of India, Svarga, the City of
not Harrowed by that blast
Delights, dominates Swar, as it
remember the stillness, and it
is the seat of power in India.
haunts them.
Ironically, during the time of
British occupation, the Oblivion
began to back off, likely due to
some aspect of Fate's The Miracles of Charon
interference. Some Wraiths of The first Miracle was the
Swar even believe that Oblivion Shattering of Stygia itself. For
would always back off then, and Stygia would have been wholly
Stygia just timed it right. destroyed otherwise. Now Stygia
Due to India being constantly is shattered across the
assaulted by natural disasters, Underworld as smaller city
Maelstroms are not uncommon in sections that themselves grow as
this land, and Swar and its towns. Like the Emperor who
society reflects this. They were created it, Stygia has been
destroyed and recreated.

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.

9
Clan Hecata’s Allies: Those Who Remain

Chanteurs learned the strange powers of


something called the Wyld. They
These bards sing of the great have been on a war against the
heroes and the devious villains. Shroud itself.
They are a guild of culture and During the 6th Great
song. The guild sometimes Maelstrom, Haunters aided by
disagrees with itself but stays fighting against the forces of
unified well enough. Oblivion, using their strange
During the 6th Great Arcanoi to cause all sorts of
Maelstrom, the Chanteurs used odd effects.
their songs to rally people and
fought the losing battle of
keeping morale up. Because of
this, many tales of valiant
Masquers
The Masquers are an odd group
heroes standing against the
of people. Shapeshifters and
darkness that fell over the
warriors, they mold their Corpus
Underworld in 1999.
and serve as warriors and spies.
During the 6th Great

Harbingers Maelstrom, the Masquers used


their healing arts to help
One of the older guilds, the others and their shapeshifting
Harbingers, started as a guild to create weapons and fight
of sailors. They quickly grew to against the Spectres of
a guild of couriers and postmen. Oblivion.
Some even sought the ability to
fly and traveled and explored
the Underworld and the
Shadowlands.
Monitors
The Monitors are quite the odd
During the 6th Great
guild. They were a group that
Maelstrom, the Harbingers worked
started trying to help and fell
themselves to the bone. Taking
into the habit of offering
on significant risk, they took
protection rackets—a criminal
great ships and helped as many
group led by their seven
people as possible escape the
families.
falling Necropoli, ferrying them
During the 6th Great
to new, unfallen Necropoli. Many
Maelstrom, the Monitors used
a Harbinger died in the winds of
their powers over Fetters to
the Maelstrom trying to help as
help evacuate Stygia to the
many as possible.
Shadowlands by making Fetters
for them. They also used their

Haunters knowledge of Fetters, and with


the help of the Proctors and
The Haunters are an odd group. Puppeteers, they destroyed the
You see, they are Wraiths who

10
Chapter 1: Lore Bits

Fetters of Spectres in hopes of


making it harder for them to
invade.

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

outwardly to make illusions. And During the 6th Great


ultimately, they found their Maelstrom, the Spooks took a
niche as performers and simple approach: hit it until it
playwrights. died. They were the basic foot
During the 6th Great soldier that protected the
Maelstrom, the Sandmen used others.
their illusions to trick the
Spectre hoards. More
importantly, they used their
ability to meet in the lands of
Pardoners
The Pardoners are one of the
Dreams to communicate over long
greatest enemies of the
distances with other Necropoli.
Oblivion, as they fight the
Shadow in the head of Wraiths
and can erect shields against
Solicitors the forces of Oblivion.
The Solicitors are the third During the 6th Great
of the three forbidden guilds, Maelstrom, the Pardoners may
and they earned it with their have worked harder than any
plotting and scheming. Their art other guild. Many of them failed
can affect the very wants and to save everyone, a fact that
desires of others. Their leader plagues those who failed. They
is unknown, even to Stygia. had to protect against the
During the 6th Great Maelstrom's effects, erect
Maelstrom, the Solicitors may shields against the Spectres
not have had any real presence. that besieged them, and remove
It's unknown whether they the Angst that the other
helped, but some speculate that defenders accumulated so as not
the unity forged by the hardship to lose anyone.
was partially their doing, as
they calmed down the more
outrageous members of guilds and
legions alike to keep everyone
Proctors
The Proctors are a group
focused on the Maelstrom. Others
dedicated to traveling to the
think that is nonsense.
other side of the Shroud and
manifesting there physically.
Their guild's focus on just
Spooks talking to the Quick has made
The Spooks are a group of them non-controversial, making
thugs and street-level even those who would hunt them
gangsters. Their power can be not go all out.
used across the Shroud, but During the 6th Great
their power might have been Maelstrom, the Proctors used
turned on other Wraiths as much their abilities to pull people
as on the Quick. to the other side of the Shroud

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

Malfean from stopping the nature has them often


Wraiths from rebuilding. overlooked.
No one knows what happened to
the Beggar Lord. He simply
The Iron Legion walked around a corner and was
gone. Some have claimed to have
Death
seen him over the years, saving
Type:
random Wraiths. Others believe
Victim of
this to be some form of mass
Old Age
hysteria.
Leader:
Ashen Lady
(Missing)
Throne: Seat of Shadows The Penitent Legion
When the Maelstrom hit, the Death Type: Victim
Ashen Lady was able to organize of Madness
her people to great effect. Leader: Laughing
However, her top advisor went Lady (Missing)
into catharsis and betrayed her Throne: Seat of
by pushing her into a portable Succor
Nihil. This advisor was last An understanding legion, the
seen diving into the Labyrinth Penitent Legion holds both the
in an attempt to save his Lady. mad and their victims in one
Without their leader, the Iron group. They help those afflicted
Legion seemed to enact some acclimate to not having a broken
contingency plan. It seemed the mind and existing in polite
Ashen Lady was prepared for such society while they also help the
an occurrence, and her victims of madness cope with the
Legionnaires retreated to trauma.
various specific Necropoli and The Laughing Lady's vanishment
fortified. is unique in that it happened
after the Maelstrom ended. As
rebuilding began, the Laughing
The Legion of Paupers Lady was assaulted by the
Fishers of all people
Death Type: Victim
of Mystery
Leader: Beggar
Lord (Missing) The Silent Legion
Throne: Seat of Death Type: Victim
Golden Tears of Despair
The smallest Legion of the Leader: Quiet Lord
eight legions, the Legion of (Missing)
Paupers, have been able to fly Throne: Seat of
under the radars of most Silence
legions, as their eccentric

15
Clan Hecata’s Allies: Those Who Remain

Despite the connection to


despair and the act of suicide, The Orpheus Group
the Silent Legion isn't all doom Transcript taken from [date
and gloom. Many of them have redacted].
come to accept the Afterlife and Miss Kennedy: Alright, let's
its hardships. begin the debriefing. Want to
The Quiet Lord acted as a tell me about the incident?
beacon during the Maelstrom, and Agent 023: We were
while they attacked many Wraiths infiltrating the building and
to them, they attracted more trying to figure out what Cult
Spectres. It is estimated that Corp was doing in there. Our
fully 1% of all Spectres that goal was to look into their
attacked Stygia attacked the late-night board meetings.
Quiet Lord specifically. Miss Kennedy: I see; please
describe the incident.
The Skeletal Legion Agent 023: We infiltrated
easily enough at first, then we
Death Type:
ran into the Spectres. They were
Victim of
dispatched within a minute, but
Pestilence
one of them somehow raised an
Leader:
alarm. Their Projectors began to
Skeletal Lord
converge on us.
(Missing)
Miss Kennedy: And this was
Throne: Seat
when the Independents came in?
of Dust
Agent 023: Yes, they came in
The Skeletal Lord thought
in some Relic vehicle, came
himself the rightful and proper
right through the wall, and ran
Heir for Charon, something
right into one of Cult Corp's
Charon should have confirmed
Projectors.
when the Emperor returned. But
Then we had a bit of a
no such decree was given.
standoff as all of us realized
Nonetheless, the Skeletal Lord
what was going on.
did his duty to Stygia, and when
As expected, Cult Corp
Stygia shattered, the Skeletal
deployed more Spectres, and they
Lord was present. Some say the
broke the standoff.
Skeletal Lord fell into the
After a hard fight, only two
Tempest as the ground beneath
of us were left, but we won. All
him was broken. Others say that
the ghosts were Harrowed, and
they are still in some piece of
the Projectors returned. All
Stygia itself.
that was left was to achieve our
goal and listen in on their

Projector Groups

16
Chapter 1: Lore Bits

their contacts in the NSA


suppressing the DEA's hunting of
Pigment (a drug that makes
Projectors), there are simply
too many Projectors for Orpheus
to find them all.

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

Cult Corp Cult Corp isn't our name,


that's just the name some
Mr. Milliner leaned forward at Orpheus agent called the Family
his desk, "These Projectors in some briefing, and now the
thought they were capable of name is whispered in Projector
invading our domain? And you did Circles like it's our real name.
not deal with them?" They had to come up with one
Chrissy looked down and was because, from their perspective,
playing with the hem of his we are a group of seemingly
shirt. "Sir, we bought them unconnected businesses that all
time, and they didn't see any of work together despite not having
your coterie members." anything to do with each other.
Mr. Milliner leaned back and They still haven't figured out
nodded. "Yes, but they did that we are branches of an old
interrupt the Nonno's visit. And family. A family you were born
he was not happy…." He began into or married into.
before a buzzing filled his Nonno Giovanni runs us as a
breast pocket. "Leave me" project for his designs.

18
First

Even in death there are rules.


Chapter 2: General Rules

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.

■ Dark Kingdom: A city or area ■ Spectre: A Ghost where the


of the Underworld under a Shadow is dominant. Often
specific government's presents with a darker
control. Corpus.

■ Dark Kingdom of Iron: Also ■ Tempest: A storm network that


known as Stygia. The Dark forms the layer beneath and
Kingdom of Western beside the Underworld. The
Civilization third Layer of the Lands of
the Dead.
■ Dark Kingdom of Jade: The
Dark Kingdom of Eastern Asia. ■ Labyrinth: The home of
Spectres. A strange
■ The Oblivion: Entropy metaphysical location. The
incarnate. That which we all fourth layer of the Lands of
will eventually fall into. the Dead.
The malevolent force in
control of the Spectres. The ■ Wraith: A Ghost where the
last layer of the lands of Psyche is dominant. Often
the dead. presents with pale Corpus.

■ Pathos: A Wraith's magical ■ Underworld: The metaphysical


energy, they can use it to layer in which the Dark
fuel Arcanoi. The Magical Kingdoms exist. The second
energy a Spectre's Psyche layer of the Lands of the
needs to accumulate in order 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

granting one point of Pathos.


The Basics ■ 1 Degradation Check can be
used to change direction in
Pathos the Tempest.

Pathos and Angst function ■ Making 1 Degradation Check, a


interchangeably between Spectres Wraith regains two
and Wraiths. Superficial Corpus levels
lost through normal damage
Pathos represents the
(one point per turn may be
emotional state of a Wraith. A
spent in this way).
Wraith's base Pathos is put at 5.
To use Pathos, the Wraith must ■ By Slumbering or Meditating
risk degrading their emotions, for eight hours and making 3
known as a Degradation Check, for Degradation Checks, a Wraith
system purposes. To do so, they regains one Corpus level lost
roll a die, and on a 6 or higher, through Aggravated damage.
their Pathos does not degrade. On
a 5 or lower, the Wraith's Pathos Shadow Dice
does degrade. Shadow Dice are ten-sided,
Most Arcanoi require a just like regular dice, but
Degradation Check for activation should be a different color than
(see the individual Arcanoi for regular dice, so players can
cost requirements). easily spot them in a pool. (We
Pathos can also be used to suggest black.) When players
fuel some Artifacts, making them build a dice pool for a Wraith
duplicate function as well as character, they exchange regular
form. dice from that pool for Shadow
■ Once per Session, a Wraith Dice on a one-for-one basis. For
can roll their Memoriam each level of Pathos degradation
rating, with each success affecting a Wraith character,
granting one point of Pathos. they gain one Shadow Die.
If the dice pool for the roll
■ A Wraith can roll one of is lower than the character's
their Passion ratings at a
Degradation, roll a number of
time that Passion has been
Shadow Dice equal to the dice
explored, with each success

23
Chapter 2: General Rules

pool—the exception: Characters allow the Quick to see them,


never include Shadow Dice in if only briefly.
Checks or Willpower rolls. ■ The character loses one dot
Shadow Dice function as from an Advantage. Although
regular dice in tests and the character still needs to
contests, scoring successes on a spend time (in a later Scene
6 or higher. In addition, rolling or in the background) to take
a 0 (10) or 1 on a Hunger die action to repair the dot, the
carries additional consequences: Storyteller can allow the
Dark Criticals and Shaded loss to recover more quickly
Failures. than other vanished dots. For
However, Shadow Dice cannot be example, you might have
rerolled by using Willpower, as damaged a Relic, crippled a
mortal ally, or simply lost
the Shadow makes a mockery of the
Status in a Guild or Legion
Psyche's attempt to tame it.
following your outburst.
When the Psyche desires,
they may offer the Spectre a ■ If none of the above
number of dice up to 5 on any conditions fit the narrative,
roll. However, a Spectre may such as on Stealth or
only roll up to 5 Psyche Dice at Awareness tests, the Dark
any time. Critical turns into a simple
mess, and the test fails as
Dark Critical the Shadow clouds the senses
or otherwise makes a quiet
A critical win in which one or solution unattainable.
more 10s appears on a Shadow Die
is a Dark Critical. The character You do not roll Shadow Dice on
succeeds as in a regular critical a Willpower roll, so you cannot
– but like a never-lived thing of get a Dark Critical on these
Oblivion would, without caring rolls.
about foresight or self-control. When the Shadow takes control,
The Shadow scored the critical, it still suffers Dark Criticals
perhaps, not you. as normal as the Psyche tries to
The Storyteller and the player fight back. However, it has some
work together to decide on the additional options when it
level of success and the level of suffers a Dark Critical.
darkness: by and large, they
scale upward together. The ■ The Shadow reveals that it is
following are results from a a Shadow in control of the
Shadows darkening success: Wraith.

■ The Shadow gains 1 Temporary ■ The Shadow loses 1 point of


Angst. Temporary Angst.

■ The character breaches the ■ The Psyche gets to see what


Dictum Mortuum as they the Shadow is doing during
penetrate the Shroud and Catharsis; the Shadow cannot

24
Clan Hecata’s Allies: Those Who Remain

stop this in any way. ■ The Shadow loses 1 point of


Temporary Angst.
Shaded Failure ■ The Shadow is unable to use a
A failed roll (not enough Thorn (preferably the one it
successes to reach the difficulty was using) for the rest of
or to beat an opposing the Scene or Session.
contestant's number of successes) ■ The Psyche gets another
in which one or more Shadow Dice chance to roll to take
come up a 1 is a Shaded Failure. control of the Corpus.
Either the character failed
because their Shadow manifested If the Psyche's Pathos is not
inopportunely or excessively, or empty and not substituting 5 of
the character's failure angered its dice pool for Shadow Dice,
their Shadow into manifesting the Shadow can offer the Psyche
inopportunely or excessively. The up to 5 Shadow Dice to roll in
following are good results from a addition to its normal dice pool
Shaded Failure: for a given roll.
■ The character loses a dot in A Wraith may only roll up to 5
an Advantage as on a Dark Shadow Dice on any given roll.
Critical.
■ The character suffers one or
more points of Aggravated Wraith Movement
Corpus damage. This result Wraiths move as a mortal, run
works well for Shaded as fast as a mortal, walk on
Failures on resistance rolls, floors like a mortal, and without
as the character breaks out Argos, they cannot fly. It is not
in bloody sweat from the uncommon for a Wraith to walk
stress. through walls or allow gravity to
■ If no one in the troupe can control them and disappear into
come up with a good idea, the floor.
then the Degradation
increases by one.
Corpus
Remember: If your roll succeeds
anyway, you can't get a Shaded States of Being
Failure, no matter how many Wraith Corpus is very
Shadow Dice come up 1s. malleable; as such, they take
When the Shadow takes control, damage differently depending on
it suffers Shaded Failures as their Corpus state.
normal. This is representative of Corporeal: The default state
the Psyche fighting back. of a Wraith in the Shadowlands, a
However, there are some unique Corporeal Wraith interacts
options for the Shadow. normally with other Wraiths but
can also suffer damage through

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

Wavering: A Wraith whose wavering state can no longer


Corpus level is filled with resist the pull of the Oblivion
Superficial damage becomes and immediately falls into the
Wavering. This makes their form deeper Underworld.
flicker, not unlike a candle. A Upon arriving, a Harrowing
Wraith in this state is treated initiates (pg. 96).
as a Corporeal Wraith, except to If a Wraith survives, their
become Incorporeal, they suffer 2 Corpus reforms with a number of
levels of unhalfed Superficial Corpus levels equal to their
damage. Stamina healed to full, with all
A Wraith that is Wavering is others being filled with
considered to have 0 Corpus to Aggravated damage. There are no
expend for Arcanoi. particular protections for a
A Wavering Wraith can, at any Wraith when they reform in this
time, initiate the Harrowing. way.
Doing so gives the Shadow 1
Temporary Angst but removes the Wraithly Healing
Wraith from their current
When a Wraith is harmed, it
environment and negates whatever
can force itself to heal. The
attack was being made.
Wraith can make a Degradation
Material: A Wraith in this
check and heals a number of
state of being must be using the
Superficial damage indicated by
Embody Arcanos. However, there
their Plasm Rating (pg. 37).
are whispers that some other
Additionally, Superficial damage
supernaturals can allow a Wraith
to their Corpus heals at a rate
to enter this state; the name
of 1 Superficial damage per hour
Giovanni gets thrown around a
as their emotional state pulls
lot.
them back together.
As far as Embody is concerned,
However, some wounds are
the Wraith is entirely physical
deeper than others. When a Wraith
in the Skinlands and can interact
suffers Aggravated damage to
with the living. As a being of
their Corpus, it can only be
pure emotional energy, the Wraith
healed through Slumber. To enter
does not suffer damage penalties
Slumber, a Wraith must touch one
but can be injured by attacks,
of their Fetters and fade into
the same as a mortal.
it. Slumber lasts for 8 hours,
While material, the Wraith
and if it is interrupted or the
does not turn Incorporeal in
Wraith tries to wake up early,
response to Skinland threats.
they lose all side effects of
While in this state, Wraiths
Slumber. While in Slumber, a
are still subject to attacks from
Wraith may make three Degradation
the Shadowlands.
Checks and heal 1 Aggravated
Harrowed: A Wraith whose
Corpus damage. While in Slumber,
Corpus track is filled with
Aggravated damage while in a

27
Chapter 2: General Rules

all Superficial Corpus damage is Flame. It primarily shows up in


automatically healed. places of great destruction and
A Wraith is characterized by devastation. Barrow-Flame deals
their will to persist. If a Aggravated damage to a Wraith,
Wraith fills up its Corpus' just as normal fire does to a
health track with all Aggravated Quick. Though, notably, while
damage, it can completely heal 1 this fire still burns and melts a
point of Aggravated Corpus damage Wraith and relics, it feels cold,
by taking 1 Aggravated Willpower not hot.
damage. Wraiths have been known In addition, to Barrow-Flame
to be not but ribbons of the there is Soulfire, which is
ground only to pull themselves generated via Soulfire Crystals,
together. This often horribly detailed on pg. 306.
disfigures the Wraith.
A Wraith heals Superficial MAELSTROM
Willpower damage as normal (VTM Those most terrible storms of
pg. 158). the afterlife can and do cause
A Wraith heals Aggravated damage to the Wraiths caught out
Willpower damage as normal (VTM in the twisting winds. However,
pg. 159). these storms do not harm Spectres
in any way.
The Dead Suffer The chart below shows how many
dice the Storyteller rolls for
COMBAT
each minute a Wraith is out in a
See VTM pg. 300.
Maelstrom with one of the bell
ratings.
STYGIAN STEEL
Damage dealt by a Maelstrom
Stygian steel is a special
cannot be dodged due to the
product that is extra dangerous
battering winds directly causing
to a Wraith. It deals Aggravated
the damage, and all damage done
damage to all Ghosts, be they
is Superficial.
Wraiths, Spectres, or Plasmics.
Wraiths may resist a Maelstrom
with certain Castigate Arts, a
FIRE Haunt, or some other means,
Skinlands fire acts like any determined by the Storyteller.
other source of Skinlands damage
to a Wraith.
However, in the afterlife, the
echo of fire is called Barrow-
DIFFICULTY HEAT OF THE FLAME BELL RATING DICE POOL
1 A candle 1 2 dice
2 A torch 2 4 dice
3 A Stovetop 3 6 dice
4 A bonfire 4 8 dice
5 Molten metal 5 12 dice

28
Clan Hecata’s Allies: Those Who Remain

To use lifesight, a Wraith may


Lifesight roll Intelligence + Insight
against the target's Composure +
Lifesight is, at its most
Subterfuge. A greater number of
basic concept, the ability to
successes allows the Wraith to
understand the living. This is a
understand one of the following:
key component of resolving a
Wraith's unfinished business. ■ The target's current health
Lifesight is often understood track.
to be the reading of auras to
■ The target's mood.
detect the mood and state of mind
and, in the best of ■ The target's state of mind.
circumstances, the very life
■ Whether the subject is a
force of a being.
Vampire, Werewolf, Ghoul, or

29
Chapter 2: General Rules

any other supernatural being. At the Storyteller's


discretion, a Wraith may roll a
Wits + Resolve against difficulty
Deathsight 3 and add the margin of successes
The Oblivion is everywhere; it to any Awareness rolls made.
contaminates even some of the However, this can be a
purest of things. If you do not drawback if a change should
believe me, go to any children's occur, such as if a bright light
hospital, it corrupts them, turns on or an overpowering smell
pulling them apart and killing should come over you. The Wraith
them. must roll another Wits + Resolve
As a Wraith, you can see this roll against difficulty 3 or
taint. Where it rests, you will greater (Storyteller's
find the weak points of an object discretion) or take a -3 penalty
or person. To do so, roll Resolve to all Awareness and
+ Awareness, and you may discern Investigation rolls for the rest
anything from the target's health of the Scene.
to their physical weaknesses.
With 1 success revealing that the
mortal is ill and the equivalent Distance Traveled
of 3 successes revealing the weak
point in a wall that would allow
you to break it.
The Barriers
Once a weak point is noted, be The Shroud
it in a building or person, add 1 At its most basic, the Shroud
to your dice pool. is just what is between the
Shadowlands and the Skinlands.
Its density varies from place to
Heightened Senses place and is used to determine
It's a bit of an odd paradox; the difficulties of some rolls.
the restless dead, when alive, All supernatural entities that
ignored so much of the world, and aren't Wraiths or Wraith-adjacent
now, they can experience it all, (such as Risen and Projectors)
and that desire manifests as a weaken the Shroud in their
Wraith's heightened senses. presence by -2. So, things like
This, in effect, makes Wraiths Werewolves and Vampires make a
really good at eavesdropping, Shroud rating of 10 become 8.
reading things from far away, and
to those lucky enough to have
Embody, tasting food. You
seriously don't realize how much
you miss that until you try it
again.

30
Clan Hecata’s Allies: Those Who Remain

RATING SHROUD DENSITY POSSIBLE CAUSE


5 Impenetrable No deaths took place here, this
land is a place full of life or a
place many mortals care for
Wraiths in the Skinlands
Before the Last Great
4 Nigh Impenetrable No deaths took place here.
Consecrated land
Maelstrom, Wraiths couldn't
generally cross into the
3 Thick Long ago, a death took place
here, a place of joy Skinlands. However, things are
2 Thin A death recently took place changing, and true holes in the
here, melancholic mortals often Shroud have begun to appear. Even
pass through this place worse, necromancers seem to have
1 Frayed A series of deaths took place gotten their act together and are
here, necromancers capitalizing on these changes.
often enact ceremonies here Now, a Wraith can exist in the
0 Absent A necromancer used Split the Skinlands without the use of
Shroud (CotBG p.213) here. Arcanoi. However, when a Wraith
Spectres regularly pass through or Spectre is in the Skinlands
this part of the Shroud without the aid of Arcanoi, they
2 In the Underworld You are in the Underworld have certain disadvantages.
2 In the Tempest You are in the Tempest Sensory Overload: The
1 In the Labyrinth You are in the Labyrinth Skinlands, even at night, are a
bright and overstimulating place.
even then, when most get a
Awareness rolls are made with a 2
glimpse of them, they see the
dice penalty.
terrible visage of some soul
Thick Fog: The difficulty of
echoed in death.
the Resolve + Composure rolls to
When a mortal sees a Wraith,
resist the Fog when a mortal sees
they roll their Resolve +
you is now 5.
Composure against difficulty 3.
They are not afraid if they
succeed with 2 successes on the
margin. If they fail, the mortal
is compelled by fear to flee the
area. If the mortal rolls at
least 1 success on the margin,
they may stand their ground, as
they resist their base fear, but
it is still there, and if someone
starts running, they will likely
follow.
If the Storyteller would have
to make a roll for a group of
mortals, they may choose to let
the mortal with the highest
Willpower make the roll for the
entire group.

31
Chapter 2: General Rules

32
Clan Hecata’s Allies: Those Who Remain

Traveling the being resolved, this is


unobtainable. Wraiths in this
Underworld. category do not suffer any travel
penalties and ignore their
Wraiths have a series of Stability Difficulty Modifier.
issues traveling from one part of
the Underworld to another.
Fully Fettered: Fully Fettered
Wraiths suffer no issues in the
The Dead Speak
Shadowlands. However, when they In a myriad of societies, it
go down into the Underworld, they has been said that the language
subtract their Stability of the dead is not meant for
Difficulty (pg. 38) from all dice mortal ears. This is not untrue,
pools for Rolls. When in the but, as with most things, it is
Tempest, Labyrinth, or Far not the whole truth. The language
Shores, they subtract their of the dead is a fact of undeath.
Stability Difficulty + 1 from all All Wraiths and Spectres can
dice pools for rolls. perfectly communicate with each
All Fetters Destroyed: Without other, regardless of the
the distraction of their Fetters, language. Homer may tell the tale
these Wraiths suffer no penalties of the Doomslayers in his native
in the Underworld. But Wraiths Greek, while Bach may compose in
who fall into this category his native German, and a Wraith
cannot enter the Shadowlands for who died only knowing Spanish may
more rounds equal to 2 times perfectly understand both of
their Stamina minus their them. This works in both spoken
Stability Difficulty Modifier. and written language.
They suffer no penalties in However, the living shall not
the Underworld, Tempest, Far know the language of the dead,
Shores, or Labyrinth. lest we forget. This translation
Some Fetters Resolved: Wraiths ability does not benefit Quick at
who managed to resolve some of all. One too many ancient Wraiths
their Fetters before they were speaking their original tongues,
destroyed are a little bit freer and suddenly you have an urban
in their ability to move. They legend about the language of the
can only enter the Shadowlands dead being a thing.
for a number of Scenes equal to 2
times their Stamina minus their
Stability Difficulty Modifier.
They suffer no penalties in the
Maelstroms
Out in the Tempest, there
Underworld, Tempest, Far Shores, boils the Maelstroms, horrid
or Labyrinth. storms that pass from the Tempest
All Fetters Resolved: Few into the Underworld proper. Worst
Wraiths can ever achieve this; if of which is the Great Maelstroms,
a single Fetter is lost without which while rare, cause not but

33
Chapter 2: General Rules

devastation in their wake. These


Great Maelstroms are used to mark
eras in the Underworld.
BELL RATING DICE POOL
1 2 dice
2 4 dice
3 6 dice
4 8 dice
5 12 dice
Unfortunately for the denizens
of the Underworld, when it rains,
it pours.
For when a Maelstrom strikes,
the forces of Oblivion take the thing, and other Wraiths will
opportunity to invade, leading to eventually catch on, no matter
walls of wind carrying Spectres what. As is the way of things, no
onto the Restless Dead, who did place can be kept secret forever,
not make it to shelter in time. and when your competitors are as
And to make it worse, these immortal as you are, it is hard
Spectres are unharmed by the to do.
winds that carry them. Maelstroms have a dice pool
Some great thinkers speculate equal to their bell rating, as
that Maelstroms are some sentient seen in the chart below.
beings or tendrils of The
Oblivion lashing out to do as STORM WARNINGS
much damage as possible, as the Maelstroms are products of
hazards of the Maelstroms rarely catastrophe in the Skinlands, but
fall where there is no Wraith to as in all things, there is no
harm. simple metric to predict the
While everyone talks about the Maelstrom's approach. Just
Great Maelstroms in such a way because a lot of Quick died does
that the lesser Maelstroms may not mean there will be a
seem less dangerous, this is Maelstrom the next day. Quite the
simply a general opposite, on more than one
misunderstanding; as any Wraith occasion, a Maelstrom had struck
who has experienced a Maelstrom before disaster for the Quick
can attest, all Maelstroms are did. But these preemptive
dangerous. Some Maelstroms are so Maelstroms can be a blessing
strong as to be able to cause sometimes, as a particularly keen
damage to even the strongest Wraith may act to protect the
Haunts and the sturdiest Quick they may care about, be
citadels. Due to this, very few they Fetter, Consort, or just
Wraiths can stay alone for long, someone they like, though that
as a strong Haunt is a rare means they have to leave their

34
Clan Hecata’s Allies: Those Who Remain

shelter. This is not an easy minded and those prone to save


thing to do in a smaller one, and others. Sometimes those screams
sure, suicide in a stronger one. for help are nothing more than
Each Maelstrom is rated in the storm itself calling as if
"Bells," rated from 1 to 5. 1 using a duck call for Wraiths.
Bell means the Maelstrom is System: In order to tell the
minor, and 5 bells mean difference between the storm's
catastrophe is coming. If ever howls for help and the genuine
the bells never stop ringing or 6 thing, a Wraith must roll Wits +
bells, then a Great Maelstrom is Insight against difficulty 2 +
inbound, and all Wraiths should the Bell rating. Success means
begin panicking, punching through the Wraith is aware it is simply
the Shroud, or running into the the "wind," and they suffer no
Citadel. Even Citadels may not further penalties. Failure means
resist Great Maelstroms, unlike the Wraith takes 1 Superficial
all lower Bell ratings. Willpower damage as their resolve
is tested to stay safe. This can
Hazards of the Storm be avoided if they go out to help
the voice, but that comes with
It is the folly of the young
its own problems.
to compare a Maelstrom to a
simple storm, such as a hurricane
FREEZING RAINS
or typhoon. Maelstroms are not
Maelstroms are typically
some meteorological disturbances
merely the raw brute force of
like those storms. They are
emotions and sorrow manifesting
sorrow manifest, the malice of
in the afterlife. However, the
the Tempest lashing out, the
Labyrinth sometimes mixes in some
nihilism of the Oblivion in the
of its raw negative energy.
only form that is fitting of it,
System: During a Scene where
a natural disaster.
this hazard is active, the
While Maelstroms do damage
Storyteller may roll half the
passively, as depicted on pg. 34,
normal dice pool for the
they may also do damage in other
Maelstrom, indicated by its Bells
ways. At the Storyteller's
rating. For every two successes,
discretion, some unique hazards
degrade a Wraith's Pathos rather
can be applied to areas within
than deal damage to the Wraith's
the Maelstrom.
Corpus.
HOWLING WINDS
ISOLATING FOG
While the wind of the
Some Maelstroms come with
Maelstrom itself is dangerous, it
banks of thick fog. This fog is
can be avoided by simply staying
unaffected by the high winds that
in the shelter. However, the
persist through the Maelstrom.
malice of the storm has made it
Sounds are muffled, visibility
so that it can prey on the weak-
doesn't extend past a foot in

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

fragile mortal shell, and their this applies to Shadecraft as


body dies as they project for one well.
last time and become a Wraith. Whenever a Wraith has to
resist Arcanos or Shadecraft,
EMOTIONAL SURGE they may also add their Arcanos
The Emotional Surge represents Power Bonus dice to resist.
a Wraith's Passions manifesting
to enable them to achieve their ARCANOS DEGRADATION CHECK REROLL
goals. To power Arcanoi, one has to
Some scholars speculate that degrade their Pathos. But as they
the Emotional Surge is just the age, they gain a better
Psyche or Shadow Dice manifesting understanding of how to use their
when the given side is in charge. powers. When you make a
At any time a Dice Pool is Degradation Check to use an
formed, you may make a Arcanos Art, if it is equal to or
Degradation Check and add the below a Level indicated by your
number of dice indicated by your Plasm Rating, you may reroll the
Plasm Rating to your Attribute in Degradation Check and choose
the pool. which result you wish to be the
result of the check.
DAMAGE MENDED
Once per round, a Wraith may THRON POWER BONUS
make a Degradation Check and heal One of the great concerns of
a number of Superficial Corpus increasing their Plasm Rating is
damage indicated by their Plasm that the Shadow also gains power
Rating. See Healing on pg. 26 for as well. Whenever the Shadow uses
more details. a Thorn that requires the Shadow
to make a roll or forces the
ARCANOS POWER BONUS Wraith to make a roll against a
As Wraiths get older, they difficulty, the Shadow gains
gain more power. Whenever a additional dice or increases the
Wraith uses an Arcanos, they add difficulty by a number indicated
a number of dice indicated by by their Plasm Rating.
their Plasm Rating. For Shades
STABILITY DIFFICULTY MODIFIER
OPTIONAL RULE: Much as water seeks its level,
Additionally, to resisting the Stability Difficulty Modifier
Arcanoi and Shadecraft, a Wraith represents the forces of the
may also use their Arcanos Power Underworld trying to keep the
Bonus to resist other magic, Wraith where they are supposed to
such as Vampire Disciplines. be. See Traveling the Underworld
However, necromancy will bypass on pg. 33 for more details.
this, as it is specifically
designed to do so.

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

End of Story The Shadow's


Experience Experience
At the end of any given story, As the Psyche improves itself,
the players may earn extra so does the Shadow. As a rule,
experience. for every three experience the
They Survived (1 Point): A player spends, the Shadow gains 1
climax of a story may be experience.
something incredibly dangerous,
such as fighting off the forces
of the Oblivion, renegades,
heretics, the Hierarchy, or
Spending Experience
In between Sessions, a player
Skinlands aggressors. Either way,
may purchase traits at the
they survived. Feel free to
following costs.
reward them for their survival.
TRAIT COST IN XP
They Won (1 Point): Beyond
INCREASE ATTRIBUTE Next level × 5
merely surviving, they thrived.
They succeeded in some major task INCREASE SKILL Next level × 3
in the story, such as succeeding NEW SPECIALTY 3
in revealing a renegade ADVANTAGE 3 per dot
infiltrator in an intrigue story, ARCANOI Next level × 3
fighting off Spectre hoards in a PASSION Next level × 3*
more combat-focused story, or FETTER Next level × 3*
overcoming the terrors of the DISCIPLINE Next level × 7**
Underworld in a horror-focused PLASM RATING Next level × 10
story.
Cleverness (1 Point): A player * Storyteller permission is
that consistently overcame required to purchase these. These
adversity thrown at them with often require the player to
their wits throughout the story roleplay to get to the point when
may be rewarded an extra you may increase this.
experience at the end of the ** Must have access to the
story. Risen tag, can only choose
Good Shadow Play (1 Point): A Celerity, Fortitude, and Potence.
player who fulfilled the role of
the Shadow in the story can be However, as the Psyche may
rewarded with extra experience. improve, so may the Shadow.
If the Storyteller is playing the TRAIT COST IN XP
Shadowguides for all the players, THORNS 3 per point
it is fine to award this 1 TEMPORARY ANGST Current Permanent Angst Rating
experience to players who also DARK PASSION Next level × 3*
overcame their Shadow in some
way.
Training Arcanoi

40
Clan Hecata’s Allies: Those Who Remain

Players and SPCs can train do so again once they purchase


others in Arcanoi they know. To the trained skill.
do so will require a number of Notably, if a mentor does not
days equal to the next Dot rating hold a higher level in a Trait
the learner would have. For than the Wraith, they cannot
example, three days for the third train the Wraith. As a general
dot in any Arcanoi. On each day, rule for Storytellers, select 1
the trainee needs to spend a or 2 Arcanos that the Mentor has
point of Willpower. 5 dots in and at least three
At the end of the time period, skills higher than the Wraith who
the trainer makes a Charisma + purchased the dots.
Leadership roll against
Difficulty 2 if the person would The Necromancer’s Plaything
like to learn an Initiate art
(the trainer must know the Any necromancer who had maintained a
desired Initiate Art) or Wraith minion via their foul powers may use this
Difficulty 0 for any other art. connection to make their minions more powerful.
With a success, the experience To do so the necromancer must spend at least 1
cost to learn a new Arcanoi art experience.
is reduced by the Margin of
For every 1 experience spent in this way the
Success, minimum of one. A Wraith
may only train an Arcanoi once Wraith gains three experience to spend. Some
per Dot gained. Or, if they have Storytellers may extend this to other minions the
maxed out their Dots in an necromancer has, such as a Vampire’s Ghouls.
Arcanoi, they need to purchase a
new power in that Arcanoi before
they can begin training again.
Passions
Mentors and Training Gaining new or improving
existing Passions is difficult
Someone with the Mentor and requires a lot of roleplay to
background can use this pull off. If the Storyteller
background to aid them in their feels that a player has put
personal development. enough in-game effort and
When a Wraith seeks to learn roleplay, they may allow that
from a mentor, they may roll that player to buy a new Passion or a
mentor's Background Level against new dot in that Passion.
difficulty 0. The number of
successes is the amount of
experience reduced from buying Fetters
the next Attribute. Gaining Fetters is easier than
However, this must be Passions solely because they are
accomplished in-game and takes at more tangible. A Wraith that was
least 1 Scene to do. Once a closely tied to an artisan, their
Wraith does this, they may only next masterpiece may be an

41
Chapter 2: General Rules

eligible Fetter for that Wraith While Auspex can help a


to take. Or their bloodline, a Vampire see a Wraith in the
newborn great-granddaughter, may Skinlands, it does not let a
be eligible to be a Wraith's new Vampire pierce through the
Fetter. Shroud. But it does allow them to
When something like the see the effects a Wraith may be
examples above happens, a producing, such as a Spook's
Storyteller may allow a player to attacks or seeing through a
purchase a new Fetter at the rate Sandman's Phantasm Arts.
on the table.
One way to help with this is CELERITY
using Lifeweb and certain powers Celerity is a solely physical
that can help with this. Discipline and has little effect
on Wraiths. However, if a Vampire

Magic and Wraiths


is subjected to Tenpus Fugit,
they do not half their dice pools
while within the effect.
Magic affects Wraiths
A Wraith cannot take a Draught
differently than it affects
of Elegance unless they use an
humans. As a rule, magic that
Embody Art of level 4 or greater
targets human bodies cannot
that manifests them into the
target Wraiths that are not
Skinlands.
currently using Embody.
Additionally, magic that affects
DOMINATE
a human mind has no effects on a
Dominate only works on a
Wraith unless they use Embody at
Wraith if they use an Embody Art
level 4 or higher.
of Level 4 or greater that
manifests them into the world.
Under this condition, commands
Vampire Disciplines issued to a Wraith persist after
A Vampire may use their a Wraith is returned to the
Discipline Power Bonus to resist Corpus. Dominate can also affect
Arcanoi as if they were a Puppeteer's consort but not the
Disciplines. Wraith controlling their
ANIMALISM consorts, but while the Wraith is
Wraiths are not animals. in control, the command cannot be
However, if a Wraith is using fulfilled, as the consort cannot
Puppetry to puppet an animal, act to fulfill the command.
their puppet may be a target. But For example: If a Vampire were
the Wraith is fully in control of to use Dominate a consort to "run
the animal, and control cannot be away" while the Wraith was in
wrestled away while the Puppeteer control, they would not, but if
is in control. the Vampire was to Dominate a
consort to "forget," then the
AUSPEX

42
Clan Hecata’s Allies: Those Who Remain

consort would forget, and the


Wraith wouldn't.

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

but it often fails in most ways. Due to their closeness to


However, its wards are effective Wraiths Kuei-Jin do not become
against Wraiths. Otherwise, it Wraiths. When they die, they are
has little effect on Wraiths. often thrown into the Oblivion or
go back to their afterlife.
THINS-BLOOD ALCHEMY
Thin-Blood Alchemy acts the
same way as the Discipline it is
Mages
Mages reincarnate unless they
copying. However, it is unable to
seek to use their magic to become
affect a Wraith otherwise.
a Wraith. However, the Mage loses
their Avatar and may confuse

You Can't Take it their Shadow with their Avatar.


Unless they use magic, they
can take nothing over with them.
with You Mummies
Sometimes people die; this is
a fact of life. Sometimes Mummies do not become Wraiths.
Supernatural Creatures die; to The True Immortals can spend time
some of them, this is not really as a Wraith like being within the
a fact of life. Dark Kingdom of Sand. But if a
After death, some people mummy wishes for death, they must
become Wraiths. However, those accept it and cannot become a
who become Wraiths lose all Wraith.
Merits but keep all Backgrounds
and Background Flaws. If they Vampires
knew any rituals or similar they Vampires are no less likely to
keep the knowledge of those become a Wraith than a mortal.
rituals, but are unable to However, they take none of their
perform them unless they use Vampiric powers with them. They
Marionette (pg 296) on a Consort do, however, seem to have Fangs
that is capable of casting a when mortals see them through the
remembered rituals. They may Fog.
teach these rituals as well.
Werewolves
Changelings Werewolves reincarnate and
Changelings only become thus don't become Wraiths often.
Wraiths if they were killed by The only time they would become a
cold iron. Otherwise, they wraith is if they forgo their
reincarnate. reincarnation cycle. Some
They take nothing over with Werewolves will spend a moment
them. with their Shadow where they are
offered a chance to become a
Kuei-Jin Wraith and forgo their powers.

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

Each Shaded Failure done


during a check introduces a Crack
(pg. 48).
At the end of this stage, a
Wraith may use the object as
desired. However, it suffers a -1
on all numbers associated with
it. If it is a Sword with +3, it
would have a +2; if armor would
offer +2, it now offers +1; if an
item has a dice pool of 5, it now
has a dice pool of 4.

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

Ash-iron: Ash-iron is created Relic Steel has the same


by burning one of the few trees statistics as normal Plasm. Relic
that grow along the river. It Steel requires Status (Alchemist)
glows a faint white glow. Due to 3 to be worked on. Relic Steel
its rarity and flexibility, it is can't be alloyed together with
considered to be very valuable. anything else.
When used to make items that need
to be flexible, such as a whip or Cracks
performing actions that require
"Cracks" is a generic term for
your Dexterity attribute, add +1
imperfection in Soulforged items.
dice. Forging ash-iron requires
Below are some possible cracks,
Crafts 3.
but not all possible cracks.
Labyrinthine Adamas: This dark
Compelling: The object is
material seems to take the form
fascinating to some other type of
of shaped smoke. Due to this
beings, often adding +1 to some
resource having to be taken from
dice pool of the being. Examples
the Labyrinth, it is incredibly
include Vampires, Werewolves,
rare, and even among Spectres, it
Ferrymen, and Spectres.
is rather rare.
Fleeting: When dropped, the
A Wraith holder of a
object bounces and falls just out
Labyrinthine Adamas item may make
of reach, usually about 5 feet
2 Degradation checks, and a
away. This does not necessarily
Spectre holder may make one
compel the object to hurl itself
Degradation check and turn the
off a ledge. It often takes a
item invisible for a Scene.
turn to get the item back.
Labyrinthine Adamas has 50%
Lonely: If left alone, the
more Corpus. A Labyrinthine
object slowly moves towards other
Adamas weapon deals Aggravated
Soulforged items.
damage unless it is hitting a
Magnetic: The bearer's Shadow
Spectre, then it deals
obsesses over the item, nagging
Superficial damage. Labyrinthine
the Wraith to ensure it is safe.
Adamas requires Crafts 5 to be
Nihilistic: Whenever dropped,
worked on by a Wraith and Crafts
the item deliberately tries to
3 to be worked on by a Spectre.
bounce away from the owner to the
Relic Steel: The Alchemist
nearest Nihil large enough to
doesn't necessarily care to
swallow it within 5 feet.
sacrifice a soul to create a
Somnambulistic: When the owner
person. To create relic steel, a
Slumbers, perform a check with
Wraith needs 20 dots worth of
one die, on a 1, the item
relics to create an object. Any
teleports to the nearest other
difficulty associated with a
Slumbering Wraith.
Wraith's Attribute considers the
Transient: Supernatural
Attribute to be 1, and 2 for the
creatures on the other side of
purposes of Willpower.

48
Clan Hecata’s Allies: Those Who Remain

the Shroud can feel the item's To begin creating an Artifact,


presence. the Smith must select a finished
Vocal: The items emit faint Soulforged item they wish to
whispers of anguish at socially create as an Artifact.
awkward times. The player and Storyteller
Vulnerable: The item seeks then begin collaborating on the
destruction. Whenever the item is desired effect and assign a
damaged, it takes 1 extra damage. rating for the Artifact based on
This does not hurt it with little that effect. They then describe
bits of damage, such as clashing the needed Arcanoi to get the
swords. desired effect. The Storyteller
Weeping: The object has the final say on what Arcanoi
occasionally emits some Corpus is required to produce the
leaving salt stains on Corpus or effect.
Relic garments. The Smith can proceed if they
have the desired Arcanoi at the
required rating. If they do not
have the required Arcanoi, they
must gather Corpus and/or Pathos
from Wraiths who have the
required Arcanoi (Often gathered
through Usury). The Smith
requires 3 Corpus and/or Pathos
for each dot in an Arcanoi. So,
if they need Pandemonium 4, they
need 12 Corpus and/or Pathos.
Once the Smith has everything
they need, they take the item to
their forge and begin working
there in an extended test using
their Intelligence + Crafts with
a Difficulty equal to 5 x the
Artifact's rating. Each roll
happens after a day of working on
the Relic. A Shaded Failure or
stopping the process causes the
Wraith to lose the gathered
materials and requires a Wits +
Crafts roll against difficulty 4
to save the Soulforged item.
Artifacts
Each Soulforged item is
unique; however, Artifacts can be
laws unto themselves.

49
Death is not an end.
Chapter 3: Undead Creation

WRAITHS Failure: You are a failure;


Step 1: Concept there is no doubt about that, as
it is why you're here. Now that
What is the core of your
you have a second chance, you
character? Were you a suicide
may very well succeed.
who saw this as their only way
Guilt: You were a bad person,
out, only to have your regrets
you did terrible things in life,
make you restless? Or were you a
and now you feel the guilt; this
famous person who died because
is your chance to get through
an overzealous fan decided they
it.
didn't like that you drank a
Legacy: You built something,
Pepsi in a show you guest-
and you believe that thing
starred on?
should stand. You dedicate a
section of your unlife to making
What do you Regret? that flourish.
All Wraiths regret something; Love: The last thing you said
this is the reason they are to someone important to you was,
still here. You must have a "I hate you." That regret was
reason; if you didn't, why are significant enough that you
you here? couldn't help but remain for
Confusion: More people died their sake. Or perhaps you left
with you, so why are you the a child behind, someone who
only one who crossed to the needs to be taken care of. Or
Shadowlands? maybe you loved your lover so

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

52
Chapter 3: Undead Creation

to give under your weight. Balanced


Either way, you are a victim of  Three Skills at 3 dots
a crimeless death; it just  Five Skills at 2 dots
happened.  Seven Skills at 1 dot
Victim of the Unknown: Maybe
you were murdered, fell down Specialist
some stairs, or were sick. No  One Skill at 4 dots
matter what, you don't know or  Three Skills at 3 dots
remember your last days, and  Three Skills at 2 dots
that's okay.  Three Skills at 1 dot
Victim of Fate: Technically,
you fit into one of the other Step 4: Passions
categories, but there is a Upon your death, you gain
difference; Fate itself has some Passions (similar to your
plan for you; perhaps it is a convictions before death). You
simple plan, such as one day, gain 10 dots to spend among
you'll be the right person in these Passions (a maximum of 5
the right place to solve a for each Passion.) These
problem or something grander Passions reflect what keeps you
such as the former Emperor clinging to this new state of
Chiron's fate was. undeath.
Passions are divided into
Step 2: Attributes three parts: A statement of some
 Take 1 attribute at 4 dots kind that expresses the Passion
 Take 3 attributes at 3 (i.e., "See my killer brought to
dots justice" or "Protect my loved
 Take 4 attributes at 2 ones"), a core emotion for the
dots Passion (such as Pride or
 Take 1 attribute at 1 dot Responsibility), and a dot
rating from one to five.
Health = Stamina + 5
Willpower = Composure + Resolve Sample Passions
Your Plasm Rating starts at 1. The following are some examples of Passions:
 Save people (Courage)
 Murder my murderer (Vengeance)
Step 3: Skills  Bring my killer to justice (Justice)
Choose one of the starting dot  Ensure the company I built continues (Pride)
allocations.  Guide others to follow my religion (Faith)

The Shadow cannot have more


Jack of All Trades
dots in their Dark Passion than
 One Skill at 3 dots
a Wraith can have in Passions.
 Eight Skills at 2 dots This means that if the Wraith
 Ten Skills at 1 dot loses enough dots in Passions to
have 4 dots cumulatively among

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.

the Risen Whether it be somehow joining


The Order of Acheronita Styx
from the Hierarchy, a sort of
Step 1: Intent high class that is allowed to be
Risen, despite the absolute
All Risen have a reason to
illegal nature of the Risen in
rise from the grave. All Wraiths
Stygia, perhaps you will find a
have a reason to stay behind,
Rabbi, a Risen who is likely a
but many Wraiths don't need to
Renegade who can help you to
or even consider becoming a
learn the way.
Risen.
Becoming a Risen requires a
Either way, once you find the
strong Passion that links you to
source, you have to make the
the Skinlands.
source work for you. This could
It would be best to talk to
be anything from some knowledge
your Storyteller about your
to performing tasks for the
intent before your Wraith
given teacher in exchange.
becomes a Risen. Depending on
the Chronicle, the intent should
either be something small for a Training
short Chronicle or a part of a Knowing how to do something
longer Chronicle, or something and being able to do it is a
bigger for a long Chronicle. different thing. Often a Wraith
needs to practice for a bit
before they can Rise.
Step 2: The Investigation

55
Clan Hecata’s Allies: Those Who Remain

■ Simple normal improvement. elements, such as enemies


Simply normally progressing catching up to them or
with the necessary Arcanoi to friends going missing.
do the job, taking as long as
it takes to do so. ■ Another option is working
together; so long as the
■ Second would be a simple Circle possesses Puppetry and
understanding of time at least one Arcanoi of
management. While working on Lifeweb, Embody, or Inhabit,
the necessary powers, they they could theoretically make
"think" they will need to themselves Risen. However,
have to become a Risen. This that option is more for
is a bit of a metagame option Storytellers who want to get
as the Storyteller should to the Skinlands portion.
divulge what powers they
would need to get and allow
the players to acquire them
ahead of time. Step 3: The Pact
■ The third way of going about This is the hardest part.
it is a training montage. A Getting the Shadow to allow you
time skip until the to Rise. Now how does one do
individual(s) in question are that, or rather, where?
ready to rise. However, this Well, the only place a Shadow
may affect certain other is unfettered from the Wraith is

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

One cannot rise in the middle


of the Labyrinth. As such, the OPTIONAL RULE:
Wraith must travel to their Sometimes the Storyteller may
body. not want to detail the Labyrinth
The state of the body is and the journey to it, be that
important for rising. One cannot simply because they want to get
rise in a cremated body, but one into the meat and potatoes of
the characters becoming a Risen
sitting in a casket underground?
or simply not wanting to have
That will do nicely.
their players delve into that
However, coming back can be hellish place, in these cases,
very traumatic. Left-over it is possible for the Shadow to
emotional residue and memories perform the Pact without
can cause a Risen to become manifesting. Though, as a rule
panicked. But with panic comes of thumb, it should either take
strength, and with strength a few weeks to convince them of
comes a way out of the little this, or the Shadow should have
box the Risen found itself in. some other form of aid. Such as
Now all this unbreathing, a few Spectres in their corner.
uneating body needs to do is
Romero itself out of its wooden roll, the Shadow takes the body,
prison. and the Psyche is shunted into
the Conduit for one day, at
System which point they may try the
To reinhabit one's body and Willpower roll again.
Rise, a Wraith must Skinride
their corpse as if it was a The Conduit
mortal. This requires a One might expect the Shadow to
Degradation check and a Strength rise along with the Risen, as
+ Puppetry roll against they are the Psyche's constant
difficulty 4. But the Wraith companion, but this is not the
will need to claw themselves case for the Risen. No, when the
through the Shroud, requiring Wraith becomes a Risen, the
the Wraith to make a Willpower Shadow gets put into one of the
roll against the Local Shroud Wraith's Fetters (Usually the
rating. Fortunately for most strongest one). This Fetter
would-be Risen, the Shroud in a becomes a Conduit, and without
cemetery tends to be rather their Conduit on their person,
thin. the Eisen subtracts their
Failing the Puppetry roll stability difficulty to all
results in the Wraith merely rolls, as the Risen feels a
staying in the Shadowlands, constant, dull pain that
where they must wait one day distracts them.
before trying again. However, if In the cases of an animal
the Wraith fails the Willpower conduit, the animal must be

58
Chapter 3: Undead Creation

within a number of yards equal Psyche is obliterated, and the


to 7 – the Risen's Stability Shadow takes control of the
Difficulty to negate this beast's body. However, while the
penalty. Shadow now has a body of its
The Conduit is magically own, the pain of separation is
reinforced and has the same often too much for the Shadow to
health levels as the Risen's withstand, so it is compelled to
Wraith form has Corpus. If the stay near its Risen. During
Conduit is destroyed, the Risen Catharsis, the Psyche would be
is undone and is launched into a forced into the beast, allowing
Destruction Harrowing. But on it to do as much as the Shadow,
the flip side, if the Risen is even run away to force the
destroyed, their body falls to Shadow to pursue, as the Shadow
the floor, and the Wraith is can't stand the pain, but the
shunted back into the Psyche, well, the Psyche often
Shadowlands. This leaves the can.
Conduit as something that was During select instances, a
bathed with Oblivion and makes Catharsis roll, for example, the
the Fetter something valuable to Psyche and Shadow may switch. In
many a Necromancer. these cases, the Shadow still
Most conduits are small and needs to keep the Conduit safe,
easy to keep with the Risen. It lest the Pact be broken, at
is not uncommon for the Conduit which point it will roll its
to be something that is near the Permanent Angst, with each
Risen when they Rise. Due to failure being a lost Permanent
this, most Risen keep their Angst, to a minimum of 1. During
Conduit on them, while a select this time, the Shadow may seek
few keep their Conduits in a to fulfil their dark Passions
safe location and just deal with and subvert the Psyche.
the distracting pain.
Sometimes the Conduit is
something large, like a
building. Should that be so, any
animal in the building is
subject to becoming a Conduit.
In these cases, the beast's

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

Love: The last thing you said


Risen Character to someone important to you was,
"I hate you." That regret was

Creation significant enough that you


couldn't help but remain for
their sake. Or perhaps you left
Step 1: Concept a child behind, someone who
needs to be taken care of. Or
What is the core of your
maybe you loved your lover so
character? Were you a suicide
much that you couldn't help but
who saw this as their only way
remain with them.
out, only to have your regrets
Missed Chances:
make you restless? Or were you a
Procrastination is the bane of
famous person who died because
all humans, and you
an overzealous fan decided they
procrastinate to the point of
didn't like that you drank a
missing all the important
Pepsi in a show you guest-
chances. You won't make the same
starred on?
mistake this time.
Mission Possible: You were on
What do you Regret? a mission, and your resolve was
All Wraiths regret something; so great that you couldn't let
this is the reason they are your death be the end of the
still here. You must have a mission.
reason; if you didn't, why are Need to Understand: You are
you here? too confounded by your death and
Confusion: More people died need answers. Be that why you
with you, so why are you the died, how you died, or even who
only one who crossed to the killed you.
Shadowlands? Resentment: Some people remain
Failure: You are a failure; out of pure spite, be that for
there is no doubt about that, as the theoretical family that will
it is why you're here. Now that move into your family home or to
you have a second chance, you spite a few select people.
may very well succeed. Revenge: Someone helped you
Guilt: You were a bad person, pass to the Underworld, and you
you did terrible things in life, should return the favor.
and now you feel the guilt; this Unfulfilled Destiny: Fate may
is your chance to get through have intervened in your life to
it. kill you. Like Chiron, you will
Legacy: You built something, become grand after your death.
and you believe that thing Unrevealed Truth: You have a
should stand. You dedicate a secret that you never got to
section of your unlife to making tell. Be it the location of a
that flourish. family fortune, the secret
formula to Coca-Cola, or some

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

61
Clan Hecata’s Allies: Those Who Remain

plan for you; perhaps it is a  Three Skills at 3 dots


simple plan, such as one day,  Three Skills at 2 dots
you'll be the right person in  Three Skills at 1 dot
the right place to solve a
problem or something grander
such as the former Emperor Step 4: Passions
Chiron's fate was. Upon your death, you gain
Passions (similar to your
OPTIONAL RULE: convictions before death). You
When the Vampire Discipline gain 10 dots to spend among
Oblivion 3 Passion Feast is used these Passions (a maximum of 5
on a Wraith, it lowers 1 for each Passion.) These
Passion's dots by 1. Passions reflect what keeps you
clinging to this new state of
undeath.
Step 2: Attributes Passions are divided into
three parts: A statement of some
 Take 1 attribute at 4 dots kind that expresses the Passion
 Take 3 attributes at 3
dots
Sample Passions
 Take 4 attributes at 2
dots The following are some examples of Passions:
 Take 1 attribute at 1 dot  Save people. (Courage)
 Murder my murderer. (Vengeance)
Health = Stamina + 5  Bring my killer to justice. (Justice)
Willpower = Composure + Resolve  Ensure the company I built continues. (Pride)
Your Plasm Rating starts out at  Guide others to follow my religion. (Faith)
1.
(i.e., "See my killer brought to
justice" or "Protect my loved
Step 3: Skills ones"), a core emotion for the
Choose one of the starting dot Passion (such as Pride or
allocations. Responsibility), and a dot
rating from one to five.
Jack of All Trades
 One Skill at 3 dots
 Eight Skills at 2 dots
 Ten Skills at 1 dot
Step 5: Fetters
Fetters are people, places, or
objects that hold importance to
Balanced
you as a restless dead. Fetters
 Three Skills at 3 dots
are a Wraith's lifeline,
 Five Skills at 2 dots
allowing you to enter Slumber,
 Seven Skills at 1 dot
the healing sleep of the
Specialist restless dead. You gain 10 dots
 One Skill at 4 dots to spend on Fetters; each Fetter

62
Chapter 3: Undead Creation

must have a minimum rating of 1

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.

Step 8: Shadow Risen and Disciplines


Continue to The Shadow that There are philosopher
Looms (pg. 78) necromancers, especially among a

63
Clan Hecata’s Allies: Those Who Remain

particular group of Vampires, the Risen uses an Arcanoi in


that espouse that certain such a way that it would give
aspects of undeath are the Shadow at least 1 Temporary
immutable, such as the extra Angst, the Shadow gains 1
durability of their bodies, the additional Temporary Angst. This
inherent weakness to fire, and does not apply to Arcanoi with
in some cases, the appearance of the "Risen" prerequisite.
the physical Vampire
Disciplines. The Risen are able
to gain dots in the Disciplines Risen and Damage
of Celerity, Fortitude, and Healing for a Risen is a bit
Potence. They activate them as different; however, it takes
they would Arcanoi. i.e., if the more energy to heal their
power calls for a Rouse Check, physical being than their
the Risen makes a Degradation metaphysical one. As such, once
Check. Notably, the Drought per turn, a Risen may heal 1
powers can still be used but level of health damage to their
require Risen to Touch the being by making a Degradation
recipient and transfer the Check. If the Shadow is in
emotional energy to the control of the body, the Shadow
recipient. may do so too; however, their
degradation check costs their
Angst.
For Wraiths Becoming If a Risen loses all their

Risen health levels but still has


Pathos or Angst (depending on
Sometimes a Wraith comes back who is in control), they appear
to the land of the living. In to go unconscious. The Risen
this case, the Wraith may find must roll Stamina + Fortitude
some oddities in their new against a difficulty equal to 8
existence. If their body had any - the Risen's current Pathos
Looks Merits, they lose them and Rating with the number of
may even gain a Looks Flaw. successes determining how long
it takes for the Risen to Rise
Risen and Arcanoi again; please see the below
table.
A Risen can get any power with
the "Risen" Tag. SUCCESSES TIME DOWN
5 OR MORE 1 Turn

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

65
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

Wrong Destinations made his mechanical knight for


that very purpose. Or the
Tales abound of Risen who did Vampire's lies about allowing
not rise in their own bodies. you to do so; that one is just a
Though there is no proof of such trap.
nonsense, our ever-trustful These rumors are rather hard
heads in the Hierarchy and to stamp out, however.
Puppeteers of the Guild that

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

67
Clan Hecata’s Allies: Those Who Remain

Superficial Vitality damage.


This is called spending Health = Stamina + 3
Vitality. Willpower = Composure + Resolve
When a Projector's Vitality Vitality = Stamina + Resolve
track is filled with Aggravated Your Plasm Rating starts at 1.
damage, the Projector is
returned to its meat.
Projectors do not heal Step 3: Skills
Superficial damage naturally as Choose one of the starting dot
if it was Corpus. If they want allocations.
to heal Superficial damage to
their Vitality, they may spend a Jack of All Trades
point of Willpower and heal 1  One Skill at 3 dots
Superficial damage.  Eight Skills at 2 dots
 Ten Skills at 1 dot

Projector Balanced
 Three Skills at 3 dots

Creation  Five Skills at 2 dots


 Seven Skills at 1 dot

Step 1: Concept Specialist


 One Skill at 4 dots
Who are you? Do you work for
 Three Skills at 3 dots
the Orpheus Group? Did you
 Three Skills at 2 dots
survive a car accident that
 Three Skills at 1 dot
killed your sibling? Did they
come to you in the evening and
ask you to join them?
Or were you a Pigment junkie, Step 4: Passions
Projecting for fun? Just a Projectors are, in most cases,
normal person having a good just ordinary mortals. And thus,
time? they do not have Passions as a
Or something far worse? Wraith does. They have
Convictions, as seen in VTM Core
Rulebook pg. 146. Please feel
free to connect your Convictions
Step 2: Attributes to your Fetters, as if they were
 You may take 1 attribute Touchstones.
at 4 dots
 You may take 3 attributes


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

68
Chapter 3: Undead Creation

are a Wraith's lifeline, Forth, these Fetters are weak


allowing you to enter Slumber, to the powers of Lifeweb.
the healing sleep of the However, once the Projector
restless dead. You gain 10 dots returns to its body, these
to spend on Fetters; each Fetter connections are re-established,
must have a minimum rating of 1 as the Projector is now
dot and a maximum rating of 5 considered a mortal.
dots.
Fetters are typically linked
to your Passions. In the case of Step 6: Arcanoi
Projectors, the non-body Fetters You gain 2 dots in 1 Arcanos
tend to be linked to the of your choice and 1 dot in 1
Projector's Convictions. For other Arcanos of your choice.
instance, if you have a Faith You may get an Arcanoi Arts
Conviction, one of your Fetters with the Common tag.
may symbolize your faith.
5 dots of your Fetters must be
your Tether.
Step 7: Laments
That Which Tethers There are two types of
Projectors, Skimmers, and
Projectors, being in a near- Sleepers. Pick one.
death state, have their own
Fetters. However, as Projectors Skimmers
are on the cusp of life and Skimmers make up the majority
death, they have some unique of the non-Orpheus Projectors.
problems and benefits. Skimmers can leave their bodies
First, the strongest of these with either psychoactive drugs
Fetters, that being a 5-dot like Pigment or their own forms
Fetter, is their own mortal of meditation.
body. This is called their ADVANTAGES:
Tether.  Skimmers regenerate
Second, a Projector's Fetters Vitality at the rate of 1
do not cause a Projector to go Superficial Vitality
into a Harrowing. However, if damage each hour they are
resting in the meat. This
their body should perish, the
starts by converting all
Projector shall become a Wraith. Aggravated damage into
Third, a Projector's Fetters Superficial Vitality
cannot be resolved nor damage and then erasing
neglected. As the Projector is all Superficial Vitality
still alive, these Fetters are damage.
considered active connections,  Skimmers can virtually
just like the connections a Project at will. However,
mortal has in their lives. some may be faster to
Project than others.
 A Skimmer can revive by

69
Clan Hecata’s Allies: Those Who Remain

simply returning to the


meat and instinctually Pigment, a Decriminalized Drug
entering its body.
Pigment, also known as Black Heroin and Ghost
 Ripcord: A Skimmer may, in Dust, is a drug that’ll knock you out of your body. It
times of need, pull on the can be found all over, and while local law
silver cord of their enforcement will arrest you for possession, there are
Tether and return to their not large-scale sting operations to stop the supply of
body from anywhere in the Pigment into the market. And it’s become a “safe”
Shadowlands. This causes 1 drug for dealers to deal in, as they almost always get
Superficial health damage. minimum sentences and that even if they are
DISADVANTAGES: sentenced at all.
Pigment offers several different effects
 All damage to the
depending on which way it is introduced into the
Skimmer's Vitality is body. Each effect lasts a number of hours equal to 8
reflected as Superficial – Stamina of the user.
damage on their Health Smokers: When inhaled pigment is at its most
Track. This often takes forgiving. The Character must make a Composure +
the form of bruising along Wits roll against difficulty 3, with a success offering a
the areas of damage, but good trip and a failure putting them in the horrors of
sometimes is very literal a bad trip (which is certainly not them Projecting and
in its reflection. This going through a Harrowing). If the smoker has
effect does not happen achieved a good trip, they gain Lifesight and
when they are spending Deathsight until the effects wear off.
Vitality as Pathos. Pill Popper: Pills are a bit of a more potent way to
 Superficial damage to the take Pigment. While taken the user sees
Health Track, done in this hallucinations and enters a state of mind akin to
sexual arousal. They suffer a two dice penalty on all
way, is treated as if the
rolls involving mental attributes. They gain the ability
damage was a new instance
to see through the Shroud and can see Wraiths and
of damage. For instance, other Projected Entities. If they are a Projector they
James took 4 Superficial can Project after this point and suffer no penalties
damage to his Vitality, while Projecting.
which halves to 2 Injectors: Injecting Pigment into the blood
Superficial damage to directly with a needle can be one of the most
their Vitality, which in euphoric experiences any mortal can have. However,
turn halves to 1 this causes them to suffer a 3 dice penalty to all rolls.
Superficial damage to But, they can see, hear, and speak to Wraiths. This
their Health track. also counts as enough of an out of body experience
 Aggravated damage to to attempt to become a Projector permanently.
Vitality translated to when their Vitality would
unhalved Superficial take damage in this way.
damage to the Health  A Skimmer may not Ripcord
Track. unless they are in the
 A Skimmer takes 1 Shadowlands.
Superficial Vitality
damage every hour; this
damage does not translate Sleepers
to their Health Track. Prerequisite: Orpheus
Alternatively, they can Projector type
let their body take 1
Superficial health damage

70
Chapter 3: Undead Creation

Sleepers prefer a more brute- and the health damage is


force approach to their considered normal damage
Projections. These are people from here on out.
who put themselves into  Sleepers regenerate
cryosleep or some other form of Vitality at a rate of 1
Superficial Vitality
near-death state required to
damage each night they
Project. rest in the meat. This
ADVANTAGES: starts by converting all
 Sleepers do not need to Aggravated Vitality damage
spend Vitality to remain into Superficial Vitality
Projected, nor do they damage and then erasing
take any damage from being all Superficial Vitality
Projected. damage.
 A Sleeper, at any time, DISADVANTAGES:
may shunt any Temporary  Almost exclusively
Angst they have to their requires you to be a
body via their Tether. member of the Orpheus
Each Temporary Angst sent Group. Very few people can
to their body in this way afford this method outside
does a level of unhalved the Orpheus Group.
Superficial damage on a  Sleepers cannot Project at
one-for-one basis. Angst will. They require a
sent off this way cannot process to flatline that
be removed via involves a cryogenic
Castigation. cradle. This process takes
 Besides the damage from about 4 hours.
shunting Angst into their  The Sleeper cannot enter
bodies, Sleepers do not their body again until
take any health damage their body is awoken. This
when they take damage to process takes about 4
their Vitality. hours.
 While the Projector is not  While in suspension, the
Projecting, their Sleeper cannot regain
Temporary Angst persists Vitality.
as unhalved Superficial
health damage done to
their bodies. This damage,
and its associated Angst, Step 8: Advantages
heals and disappears at a You have 7 dots to spend on
rate of 1 health and advantages. You may spend these
Temporary Angst per day.
dots to remove your Shadow's
If they Project while
still having Angst in this freebie points on a one-for-one
way, the Angst retransfers basis.
into their Projection, You do not get a death type.
adding to their Temporary Instead, choose a Shade. If they
Angst pool, this does not die, they lose their Shade, and
heal the health damage,

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.

72
Chapter 3: Undead Creation

Prohibited: Moliate. Stains are a clear sign of the


Oblivion on a Projection. This
WISP comes with a stigma, as some
Wisps are like air, flowing Wraiths may assume the Projector
around problems and rarely using is a Spectre of some kind. Each
the blunt approach. They range manifested Stain subtracts 1 die
from manipulating people and from your social rolls. This
situations or simply cheering up effect is cumulative.
sad people so they can get the
motivation they need. ADDER'S SCALES
Arcanoi: gain 1 dot in Argos This Stain coats the
or Intimation. Projector's Corpus with the
Prohibited: Puppetry. scales of a serpent. While
purely superficial, the real
advantage of this Stain is the
Step 9: Shadow increased flexibility.
Advantage: You gain +3 dice to
Projectors do not have a
escape or avoid being grappled
Shadow.
or pinned down.
Roll your Maximum Willpower
Disadvantage: Serpents are
rating with each success adding
cold-blooded and can be sluggish
1 Permanent Angst, for this roll
in the dark, such as the
10s do not contribute to crits.
darkness of the Shadowlands. You
lose 1 dice in Wits and/or

Step 10: Stains Dexterity rolls that don't


involve escaping grappling.
Since Projectors do not have
Shadows, their Angst manifests ARMOR OF CORPULENCE
as Stains on their Corpus. Corpus twists and layers over
A Projector gains 1 Stain for and over, restricting movement,
every 2 dots of Permanent Angst. but armor has always been
A Projector may manifest a restrictive.
Stain at the cost of gaining 1 Advantage: The player is
Permanent Angst. When a immune to all Superficial damage
Projector's Permanent Angst is and treats all Aggravated damage
raised above their maximum as Unhalved Superficial damage.
Willpower, they manifest all This Stain does not negate
their Stains permanently and sources like Soulfire and
have to spend 1 point of electricity.
Willpower to suppress them for a Disadvantage: The considerable
Scene. bulk of their being makes it
hard to move. They suffer a 2
Implementing Stains dice penalty to Dexterity rolls
while this is manifested.

73
Clan Hecata’s Allies: Those Who Remain

BARBED CORPUS Disadvantage: This Stain, once


Some people are inclined to manifested and not being
push people away. This tends to actively used, continues to
manifest as this Stain, the shift and change. While this
quills of the porcupine. power is manifested, the
Advantage: This Stain offers 1 difficulties of social rolls are
point of armor. If the Projector increased by 1.
grapples or is grappled, they do
1 unhalved Superficial Corpus COMPOUND EYE
damage per round they are The Projector's eyes grow into
grappled or grappling. Unarmed those of a mantis or dragonfly.
opponents that strike the Advantage: The Projector's
Projector also take 1 unhalved range of vision increases to 360
Superficial damage. degrees.
Disadvantage: Whenever you Disadvantage: A wider field of
make a Dexterity roll, you must vision makes it harder for the
also roll your Resolve + Projector to see things further
Composure against difficulty 2 away. They lose 2 dice for
or bump into one of your allies ranged attacks.
or a structure and damage them
as above. The taint of Angst CORPUS CILIA
makes the allies the initial Small hair-like structures
target and only harms structures appear on the Projector's
if no allies are at a reasonable forearms, allowing them to feel
distance. the displacement and flow of
air.
BRUTISH Advantage: A Projector gains
The Projector grew three feet +1 dice to Awareness checks and
taller as their Corpus increased cannot be blinded from things
as they formed 150 lbs. of like fog or being blinded within
muscle. 30 feet.
Advantage: The Projector gains Disadvantage: All Wits rolls,
3 dice in their Strength Pool. not including Awareness, suffer
Disadvantage: The player loses a 1 die penalty. Additionally,
1 dice in dice pools that the Projector suffers a dice
include Charisma and/or penalty in a Maelstrom equal to
Intelligence. the Maelstrom's Rating.

CHAMELEON SKIN DARK SPEECH


Some people blend into the Forked-tonged devils may find
background. This Stain makes this Stain manifesting. This
their Corpus shift color to Stain transforms the tongue into
blend into the background. a dagger-like implement dripping
Advantage: The player gains + with venom and able to extend up
4 dice on all Stealth Rolls. to seven feet away.

74
Chapter 3: Undead Creation

Advantage: The character can them. And any attempt to bind


use their tongue to make a Brawl someone costs Vitality.
attack and add their Permeant
Angst rating to the damage of an HAMMER FISTS
attack on any Dexterity + Brawl This is a Stain on brawlers.
Rolls made with the tongue. The hands of those with this
Disadvantage: The Projector Stain grow large and cumbersome.
has no internal filter, saying Advantage: Add +3 damage to
things as they arise. While this all Brawl attacks made while
Stain is manifested, the this Stain is manifested.
Projector can roll a Resolve + Disadvantage: All Dexterity
Composure Roll against rolls that require the
Difficulty 4 to refrain from Projector's hands are reduced by
saying something. 2 dice.

GOSSAMER WEBS SPIDER'S BRISTLES


Some people can't let go of Some people are horrid on the
things, and they tend to inside, making some Projectors
manifest this Stain. The horrid on the outside. Thin
Projector's Corpus grows web- hairy bristles form on the limbs
like structures that are just as of the Projector.
sticky. Advantage: The Projector can
Advantage: On a successful climb most surfaces, not unlike
Brawl attack, the Projector can a spider. This does not work on
leave behind some of these Soulsteel or some of the slicker
sticky webs to bind and trap parts of the Labyrinth. This
someone. To do so, they must does not work on the raw Corpus
spend a Vitality. of a restless dead.
One Vitality spent requires a Disadvantage: It's easy to
Strength + Resolve roll at pick things up accidentally.
difficulty 2. Each subsequent Sure, someone can be careful,
Vitality spent increases the but once they pick something up,
difficulty by 1. The Projector they need to make a Strength +
can make a called strike to Stamina roll against difficulty
target a specific spot on the 2 to remove whatever is sticking
body. If they aim for the eyes, to them.
that'll blind the target. If
they strike the legs, they'll SPITE FUELED ARCANOI
remove their movement. If they Some humans are hate-filled
strike the arms, the target creatures. Projectors who
removes 1 dice to attack. manifest this Stain have this
Disadvantage: It costs 1 extra hate and can focus it inward to
Vitality to pass through walls strengthen themselves.
as the Projector passes through Unfortunately, this Stain is

75
Clan Hecata’s Allies: Those Who Remain

rather common, and some Cult Corp


Projectors try to teach it to Cult Corp is just a subsection
others. of some of the bloodlines of the
Advantage: Projectors add +2 Vampire Clan Hecata.
dice to all rolls that include All Cult Corp Projectors are
an Arcanoi. Ghouls of Clan Hecata and have
Disadvantage: This Stain all the benefits and downsides
causes issues with Arcanoi. All of being so. All Projectors of
Arcanoi that adds Angst of any Cult Corp are Bloodbound to a
kind adds +1 temporary Angst. patron Vampire but are often
given more overall freedom than
a normal Ghoul.
Step 11: Projector Type If a Projector of Cult Corp
There are multiple Projector drinks a Draught, they can
Types available. permanently buy the increased
dots in the associated physical
Orpheus Discipline.
Draught of Elegance = Celerity
Orpheus offers several
Draught of Endurance =
advantages to Projectors.
Fortitude
Orpheus Projectors gain access
Draught of Might = Potence
to the Sleeper Lament.
The first dot in any
Gain 1 dot in the Status (NSA)
Discipline costs the normal 10
background, and once per story,
experience, but every dot above
you can request the NSA kill an
that costs 8 x the next level in
investigation.
experience. Each time the
Projector increases a Discipline
Independent above 1 they take 1 Aggravated
The first group of Projectors health damage.
outside of Orpheus were a When they use a Discipline
product of the NSA's repression requiring a Rouse Check instead
of Pigment prosecution. They of Aggravated health damage, the
offer several other advantages. Projector may auto fail a
Independent Projectors gain Degradation check with their
access to Arcanoi Arts with the Vitality.
Projector tag. When a Cult Corp Projector
When not Projecting, they can gains 2 dots in all three
still access their Vitality for physical Disciplines, they gain
the purposes of fuelling access to Arcanoi Arts with the
Sorcery. Risen tag.

76
We all have a darker half.
Clan Hecata’s Allies: Those Who Remain

The Abuser: This Shadow stems


Shadow Creation from past experience, you were
hurt once or even over a period
of time, and while you may have
moved on, the Abuser hasn't. It
lashes out at everyone and
Creating a Shadow everything that isn't itself,
yelling in the back of the
1. Chose an Archetype
Wraith's mind and jabbing it
2. Define your Angst with its most cutting insults.
When the Abuser is in control,
3. Define your Dark Passions
they seek to hurt people in
4. Shadow Merits whatever way they can, be it
good old-fashioned violence or
the bad new-fashioned way of
cutting words and lots of
Chose an Archetype swearing. This Shadow has been
The Delver: "What did they hurt and will make sure the rest
mean by that?" is the motto of of the world suffers as they
the Delver. This Shadow's goal have.
is to make you question everyone The Director: The Director is
you know and whittle down your as patient as it is cunning. It
trust. is an organized mastermind, and
This typically has one of two its favorite subject is its
effects, either making the Wraith. The Director's cold,
Wraith paranoid and mistrusting calculating attack will strip
of everyone around them or your defenses one at a time. It
making them way too trusting, as will take note of every fear,
their desire to defy their every hesitation, and every
Shadow makes them trust even weakness and use them against
those they should not. you until you are theirs.
The Delver has exactly one When in control, the Director
thing on their mind, the truth, is not some madman who may
and nothing but the truth. She strike out with emotion. No, the
relentlessly tries to find the Director is a methodical planner
truth and second and third who plans for their next turn in
guesses to find the truth behind the driver's seat. It may not do
every gesture, every joke, and anything dangerous now, but it
every word. may hide a Relic for later use,
When the Delver is in control, break something important to
they will try to seek the you, or hurt a dear friend of
answers to all their myriad yours so they won't help you
questions. Be it through later.
coercion or more brutal means. The False Friend: Cheerful and
very personable, the False

78
Chapter 4: The Shadow that Looms

Friend is almost kind at times. The Martyr: Ever believing in


However, this Shadow is the you, the Martyr wants you to
expert at the backhanded give it your all and then give a
compliment. Its primary method little more. The Martyr seeks to
of attack is to isolate you and motivate you into giving more
get you to trust it. This can and more of yourself until
happen by it second-guessing nothing is left and it may take
your allies or even sympathizing your spot. The Martyr builds you
with your enemies. It also is up as the only person who can
often a fan of giving you aid take what is going on and wants
often but taking away that aid you to sacrifice everything.
when it is least convenient for When in control, the Martyr
you. Once it has made you make a will always try and place you in
fool of all your allies, it has a no-win situation, where
won because it will never let sacrifice is the only option, be
you live that down. it your Relic, your friends, or
When the False Friend takes even your sanity.
control of you, it will do The Monster: The Monster cares
everything in its power to about two things, inflicting
sabotage your relationships and pain and taking what it wants.
hopefully isolate you from all If it sees something it wants,
your support. it will try to get you to take
The Parent: Mother knows best it and encourage you to do
and will ensure you know that. whatever you can to hurt people
The Parent will look at every while you're taking it. It is a
minor imperfection and attempt hoarder, wanting useless things
to force you to improve, with just because others have them.
rage and a parent's most When in control, the Monster
terrible tool, disappointment. is a pale reflection of
The Parent will always strive Spectrehood; it is as cruel and
for you to be better until you violent as those monsters.
do exactly what it tells you to Preferring the direct approach,
do. A Parent will never once the Monster will try to cause as
accept your friends and will try much damage as possible as it
and get you to abandon them. tries to steal from anyone and
When the Parent takes over, everyone.
its primary priority is to The Somnambulist: Listen
isolate you from the corrupting closely. Do you hear that voice
influences, i.e., your allies in the back of your head that
and friends. They may protect says, "I'll do it tomorrow"?
you by running away from your That is the Somnambulist. It is
life and attempting to "get you the spirit of procrastination
to a safe place," aka the and sloth. It doesn't want you
Labyrinth. to worry about anything. Slow
down; after all, "everything

79
Clan Hecata’s Allies: Those Who Remain

will be fine." But do not be


fooled. The Somnambulist is as
cunning as any Shadow, and just
when you think you may have won,
don't be surprised when it plays
its little trick.
When in control, the
Somnambulist is not but a lazy
pile of Corpus. Failing all
commitments and, if they can, in
ways that are helpful to your
enemies.
The Perfectionist: If you
thought the Parent was bad,
wanting you to do better and all
that, the Perfectionist knows
you can't. It will never be
pleased with you, criticizing
you for everything you do, from
how you talk, to how you use
your Arcanoi. Any little mistake
can launch the Perfectionist
into a tirade of insults and
battery; it cares not for you,
only that you made a mistake.
When the Perfectionist takes
control, it reveals it has the
same standards that it holds you
to for everyone else. This is
most often in the form of bile
as words spew from its mouth as
it insults everyone it sees.
The Scarecrow: This Shadow
sees pit traps in fields, thinks
ghost bees are real, and that
that guy who has been behind you
for the past two blocks is
following you. The Scarecrow
sees danger at every turn and
isn't afraid to mention it. The
Scarecrow is a paranoid mess,
and it is your problem.
When in control, the Scarecrow
can actually be quite agreeable.
However, it will try and

80
Chapter 4: The Shadow that Looms

dissuade everyone from doing of your new body sometimes. But


anything remotely beneficial, you can trust it, as you always
usually by pointing out the have. And it even has the
dangers and then overemphasizing ability to aid you in different
those dangers. ways, even if it seems incapable
The Voice of Hope: A cheery of assisting you with your
Shadow, when compared to many magic.
others, this Shadow doesn't This Shadow pretends to be a
believe you died, and simply former Mage's avatar, building
that you need to WAKE UP. This on that trust and helping them
Shadow believes that the entire out as much as possible. This is
Underworld is a dream and you a simple trick. They encourage
are in a coma you merely need to their Psyche to use the Shadow
WAKE UP from. If you ever manage Dice and disregard any Angst
to convince the Voice of Hope they gather.
that you aren't in a coma from When it takes control, it does
which you can WAKE UP, its its best to help the Psyche out,
denial will shift from death to but it always seems to mess up.
trying to find a cure for your Probably because it's not used
condition. It will chase down to interacting with others in
all leads on a chance to return this way, surely it's trying its
to life, from Mages to Vampires, best for you.
from psychics to old gods. But A Soul Consumed: You were a
fear not, for when you fail to Vampire, and you committed the
find it, it will build you up greatest sin; you Diablerized
and keep your hope going so you someone, and wouldn't you know
can suffer longer. it, they're back, and they are
When it takes control, the Harrowing you. They may want
Voice of Hope rejects all vengeance and take it out
conventions of Wraith society whenever they can. They may be
and tries to WAKE you UP. This some cunning mastermind biding
can take the form of traveling their time, if you're lucky, you
to the Skinlands to simply Diablerized someone who doesn't
trying to prove the dream is much care, but even then, that
just that. After all, you can't can become a problem, as this
die in a dream. Shadow may play down how much
The False Avatar: Something Angst you have.
terrible happened, you were a When this Shadow takes over,
Mage, and you died, and now as a it acts much like the victim of
Wraith, something has Diablerie would and often tries
fundamentally changed with your to use your face to ruin your
avatar. You feel as if it has relations and drive you to the
been cut off from you, and yet Oblivion.
you can still hear it; it's even
possible for it to take control

81
Clan Hecata’s Allies: Those Who Remain

Define the Shadow's Dark Passions are the Shadow's


goals. They may take the form of
Permanent Angst reflections of the Wraith's own
Passions, such as if one of the
Angst is the fuel of the Passions were to protect a loved
Shadow. Think of it as the one, the Dark Passion may be to
source of their powers. To get hurt them. Alternatively, a Dark
your Shadow's Angst score, roll Passion doesn't have anything to
a number of dice equal to your do with what the Wraith wants
Willpower. The number of but is still self-destructive. A
successes is your Permanent Shadow cannot have more dots in
Angst score, to a minimum of 1. Dark Passions than the Wraith
Beyond the Permanent Angst they are attached to has in
score, you can also acquire Passions.
Temporary Angst, which can
exceed the usual 10 Angst.
Angst is a measure of the
Shadow's power. A Shadow can
The Shadow's
spend Angst to fuel its special
abilities, called Thorns.
Advantages
When the basics of Shadow
Similarly, a Shadow can spend
creation are finished, there are
Angst much like how they would
still 7 dots to spend with which
spend Willpower.
you can round out your Shadow's
personality and abilities. These
Sample Passions dots can purchase additional
The following are some examples of Passions: Angst (Permanent or Temporary),
 I must make it to the Labyrinth. (Self- new or stronger Dark Passions,
Destruction) or the special abilities Shadows
 Hurt everyone. (Wrath) have called Thorns. A Wraith's
 Let the works I built in life crumble. (Humility) Permanent Angst score can never
 Make sure everyone knows I am the best. exceed its Permanent Willpower
(Pride) score at the start of play, but
Temporary Angst can be bought up
to 9 points. Furthermore, while

Dark Passions additional dots in Dark Passions


can be purchased with freebies,
The Shadow is separate from the number of dots in Dark
the Wraith, and as such, it has Passions can never exceed the
its own wants and desires. A number of dots a Wraith has in
Shadow has 7 dots which it can its regular Passions.
use to buy its Dark Passions.
They function identically to THORN 3 PER POINT
normal Passions; however, 1 TEMPORARY ANGST Current Permanent
instead of reasons for the Angst Rating
Wraith to stay restless, the DARK PASSIONS Next level × 3

82
Chapter 4: The Shadow that Looms

Tainted Relic: 1 point/level


Thorns (Maximum of 5)
Activation Cost: N/A
Thorns are unique power the
System: This is a Relic that
Shadow has over a Wraith. Only
only manifests during Catharsis,
the Shadowguide can activate
and the number of points
Thorns, but not only when they
indicates its potency. Each dot
are merely riding, as they may
in this Thorn produces a Relic
spend Angst during Catharsis to
equal to the Relic Background. A
activate them in addition to
Tainted Relic will always
their Arcanoi. These can be
manifest when the Shadow does,
simple tricks or things that
even if it has been "lost" or
actively endanger the Wraith to
"destroyed." A Wraith's Tainted
the forces of Oblivion.
Relic will always have some
significance to them, even if
Spectre Prestige: 1
they don't admit it. A toy from
point/level (Maximum of 5)
an abusive relative they never
Activation Cost: N/A
mention, or a shiv from time
System: Many Spectres have the
spent in prison that they've
ability to communicate with
somehow avoided ever talking
Wraiths' Shadows. This functions
about; these are the kinds of
as the Influence background. It
Tainted Relics they may
can only gain influence with
strenuously deny knowing
Spectres or specific groups of
anything about.
Spectres. Shadows with this
Thorn have garnered the respect
Infamy: 1 point/level (Maximum
of the Shadow-Eaten and will be
of 5)
treated accordingly.
Activation Cost: N/A
System: Memoriam for the
Dark Allies: 1 point/level
Shadow, Infamy measures how much
(Maximum of 5)
fear and loathing the Wraith
Activation Cost: N/A
still inspires in the living.
System: A Shadow with Dark
Just as the Wrath's Psyche
Allies regularly communicates
accumulates Pathos, Shadows can
and plots with Spectres and can
build up Angst. Every time a
call on them for aid. For each
Wraith with Infamy falls into
dot in this Thorn, your Shadow
Slumber, the Shadowguide rolls
can gain 1 additional Spectre it
one Shadow Die for each point of
can call upon for its
the Thorn possessed against
machinations or more powerful
difficulty 0, and each success
individual Spectres. This cannot
gives the Shadow a point of
be used to replicate Pact of
Temporary Angst. Shaded Failures
Doom.
and Dark Criticals remove 1
Temporary Angst and might cause
the living to think more kindly

83
Clan Hecata’s Allies: Those Who Remain

of the Wraith. No more than five cannot raise an attribute above


points of Infamy can be taken, 5 in this way.
and an Infamous Wraith had best
be prepared to deal with the Nightmares: 2 points
consequences of the hatred of Activation Cost: 1 Angst
the living. System: When the Psyche
Slumbers, a Shadow with this
Death's Sigil: 1 to 3 points Thorn may cause them to have
Activation Cost: N/A intense nightmares. The visions
System: Death's Sigil is a this Thorn generates are so
prominent sign of Oblivion's horrifying that the Wraith must
touch on the character that roll Willpower of difficulty 3
manifests no matter where she or immediately awaken from
goes. Each Sigil is unique; one Slumber, losing all benefits
Wraith might have wings of from Slumbering.
choking smoke, another might A Wraith can spend a point of
leave footprints of seawater in Willpower before Slumbering to
the Skinlands, and a third could ensure that they are immune to
exude the odor of burned flesh. this Thorn; only the Storyteller
This Thorn naturally makes a should be informed that such an
Wraith very distinctive, with investment has been made.
all of the advantages and
disadvantages this offers. Only Aura of Corruption: 2 points
by spending 1 point of Willpower Activation Cost: N/A
can a Wraith turn off the System: Through this Thorn's
effects of this Thorn for a effects, the Shadow somehow
Scene. The more points put into defiles the Wraith's
the Thorn, the more pronounced presentation of themselves,
its effect is. A one-point Sigil making their presence unpleasant
might not be that noticeable, to other Wraiths. The effect of
while the three-point version Aura of Corruption is generally
could go so far as to alter the not grotesque; instead, it is
effects of the Wraith's Arcanoi. subtly disturbing. Indeed, it
may have no overt impact, merely
Shadow Traits: 2 points serving to make others
Activation Cost: N/A uncomfortable. If the light is
System: The Shadow can somehow harder to come by near
purchase one dot of any the Wraith, or its teeth are
Attribute or Ability, but these subtly sharper, unease can
extra points are only available quickly settle into the minds of
during Catharsis. This Thorn can its companions. If a Wraith has
be purchased as many times as Aura of Corruption, take a 1 die
freebie points permit during penalty to all social rolls.
Shadow creation. The Shadow This Thorn can be purchased up
to 3 times.

84
Chapter 4: The Shadow that Looms

audible on the edge of a


Mirror, Mirror: 2 points Wraith's consciousness as a
Activation Cost: 1 Angst thin, piercing shriek, and in
System: Related to the more time most Wraiths will come to
powerful Trick of the Light, recognize its significance. The
this Thorn briefly alters a Shadowguide rolls against their
Wraith's appearance. Whenever a Permanent Angst score to make a
Wraith whose Shadow possesses Shadow Call. The number of
this Thorn looks in a reflective successes indicates the number
surface, the Shadow can activate of Spectres summoned; however,
Mirror, Mirror. When the Thorn the type of Spectre that answers
is used, the Wraith's appearance the Shadow Call is entirely up
in a mirror or any other to the Storyteller.
reflective surface (a pool of
water is a great favorite) is Pact of Doom: 3 points
horribly distorted in some way. Activation Cost: N/A
The distortion usually plays System: This Thorn is the
up one of the Shadow's Dark apocryphal deal with the devil.
Passions, but the Shadow has a If a Wraith has this Thorn, they
full palette from which to work and their Shadow can negotiate a
when making its face monstrous. pact by means of which the
The distorted visage in the Shadow will teach them a
reflection is visible to all, predetermined number of levels
not just the Wraith itself, and in an Arcanos. In exchange, the
it usually means that it's got Shadow acquires Permanent Angst
some explaining to do. Repeated equivalent to the number of
uses dim its effectiveness; wise levels taught. Both Psyche and
Shadows save it for appropriate Shadow must agree upon the terms
moments. of the Pact, as the arrangement
One of the more popular uses is entirely consensual.
of this Thorn involves altering The knowledge that the Shadow
a reflection when only the imparts under this Thorn comes
mirror, and not the Wraith from the vast Spectral Hivemind
itself, can be seen by an and does not reflect the
observer. knowledge of the Shadow itself.
Only Shadows with Pact of Doom
Shadow Call: 2 points can access this knowledge only
Activation Cost: 1 Angst when empowered by a Pact. At no
System: Shadow Call allows a other time can a Shadow call to
Wraith's Shadow to summon nearby the Hivemind for this sort of
Spectres. This Thorn can only be knowledge or power. This cannot
used when a Wraith is in the be replicated using Dark Allies.
Tempest or standing at the mouth Dark Allies centers on the
of a Nihil; otherwise, it has no Shadow's relationship with
effect. The Shadow Call is

85
Clan Hecata’s Allies: Those Who Remain

Spectres and their willingness an additional freebie point, the


to aid it. Shadow can assume the Shadowed
face or retain the Wraith's
Trick of the Light: 3 points original appearance during
Activation Cost: 1 Angst per Catharsis.
Scene
System: By using this Thorn, Headless, but Without a Horse:
the Shadow subtly alters the 4 points
Psyche's perception of the Activation Cost: None
Scene. When the Thorn is System: A cunning Shadow can
invoked, the Shadowguide should find the advantages of
inform the Storyteller what separating the head and body.
exactly the Wraith perceives. When this Thorn is taken, the
The Storyteller then relays this head of the Corpus falls off,
to the player. This Thorn only and the Wraith is forced to
affects the Shadow's Psyche and carry their head around. The
not any other Wraith. Trick of head is the primary sensory
the Light is not limited to organ it usually is, and other
sight, and any of the other sensory organs in the body pick
senses can be affected by its up things as more fuzzy than
use. However, only one sense can normal, suffering a 3 dice
be affected per Scene. penalty in all Checks. This may
also lead to weird situations
Bad Luck: 3 points where the head and body may be
Activation Cost: 1 Angst per separated for a period of time,
Die making for some weird Sessions.
System: For each Angst point a As a Shadow, you live in the
Shadow with Bad Luck spends, the head. During Catharsis, you take
Wraith's player is forced to control over both aspects of the
reroll one die (Shadowguide's body.
choice). The use of Bad Luck During Catharsis, the Shadow
does not have to be announced may spend 1 Angst to take
until after the original roll is control of either the head or
made. body; this usually allows the
Shadow to perform deeds while
Shadowed Face: 3-4 points the Psyche is forced to watch as
Activation Cost: N/A a disembodied head.
System: With this Thorn, the
Shadow completely changes its Honeyed Tongue: 4 points
Psyche's appearance when it Activation Cost: 1 Angst
takes over. Shadowed face allows System: The Shadow is almost
the Shadow to have one other preternaturally persuasive, and
visage (not a variety), which it can really turn on the charm
can be either known or unknown when it chooses to do so. By
to the Wraith's associates. For rolling Temporary Angst

86
Chapter 4: The Shadow that Looms

(difficulty is the target's System: Shadowplay allows a


Manipulation + Subterfuge), the Wraith who has used up all of
Shadow can make any one sentence their actions during a turn to
strangely compelling — and get another one, but at a cost.
believable. This covers If the Shadow offers, the Wraith
everything from "I'm sure Lucien can take an additional action,
won't mind if you steal his but they make a Degradation roll
Relic beer" to "The Shade won't and gain 1 point of Temporary
bite if you lean over and pet it Angst. The Wraith cannot ask for
nicely." the additional action; the
A Wraith can spend a Willpower decision as to whether or not
point to counteract the effects it's available is entirely up to
of this Thorn. Honeyed Tongue the Shadowguide.
can be used only once per Scene. While the cost of activating
this Thorn is deceptively low, a
Tainted Touch: 4 points Wraith who comes to rely upon it
Activation Cost: N/A can feed their Shadow's strength
System: This Thorn makes a very quickly and find themselves
Wraith something of a Typhoid in dire straits when the extra
Mary among the Restless. When action they were counting on
afflicted with Tainted touch, a suddenly isn't forthcoming in a
Wraith spreads Oblivion with the crisis.
brush of a finger. Whenever a
Wraith with Tainted touch comes Shadow Familiar: 5 points
in contact with another Wraith's Activation Cost: N/A
Corpus, he must roll three dice System: While the Shadow stays
against difficulty 0. The number within a Wraith's consciousness,
of successes equals the number a Shadow Familiar can serve as
of Temporary Angst points the its eyes, ears, and feet. Most
victim suddenly acquires. Shadow Familiars take the form
However, if aware of the of ravens, rats, or other
touch, the victim can make a creatures of the carrion heap.
Resolve + Composure roll to The Shadows of other Wraiths
resist, and every success on distract them from seeing the
this roll cancels one of the creature whenever possible. The
offender's successes. Shadow Familiar is a minor
A Wraith with Tainted Touch servant of Oblivion and remains
can spend a Willpower point to in constant contact with the
turn the effect off for a Scene. Shadow, feeding it information
This Thorn can only affect a and suggestions. Shadow
Wraith once per day. Familiars can come in any form,
but all are both small and
Shadowplay: 5 points harmless.
Activation Cost: N/A If threatened, a Shadow
Familiar will run away; if

87
Clan Hecata’s Allies: Those Who Remain

attacked, it will dive into the This can be a hard Thorn to


Tempest. If a Wraith's Shadow use, both to make up an
Familiar is destroyed, another appropriate action or statement
one will arrive within a week to and to roleplay it. Shadow
take its place. However, this players should scheme with the
one will be considerably more other player when apt to craft a
particularly effective use of
Freudian Slip. This Thorn is
Shadow Familiar powerful, and players it's used
Standard Dice Pools: Physical 1, Social 0, on should be able to handle the
Mental 3 occasion maturely.
Secondary Attributes: Health 3, Willpower 1
Exceptional Dice Pools: Athletics 4, Stealth 6; Shadow Life: 5 points
Intimidation 4 Activation Cost: 1 Angst
Special: Shadow Familiar takes damage in the
System: Whenever a Wraith with
same way as Wraith does. They heal when the
Wraith does, healing Superficial damage when this Thorn Slumbers, their
its Wraith does, and healing Aggravated Shadow takes control of their
damage when its Wraith does. They cannot be shared Corpus and sets out to do
mentally dominated or influenced as they are its worst. This will not end
bound to their Shadow. They can trouble for the Psyche, as they
telepathically broadcast a single image per
constantly encounter situations
Scene to their master. Depending on whether
or not this familiar has taken a flying form, it its Shadow has created and
can fly; otherwise, it is just a small skittering people whom their Shadow has
creature. wronged. Of course, all the
General Difficulties: 3/1 blame for the Shadow's actions
will land squarely on the
circumspect in its dealings with Psyche.
the Shadow, as even creatures of Wraiths with this Thorn know
Oblivion have a faint sense of that their Shadows do get up and
self-preservation. walk around but have no way of
knowing precisely what their
Freudian Slip: 5 points dark halves do. If characters
Activation Cost: 1 Angst wish, they can invest 1
System: The Shadow can force a additional freebie point in this
Wraith to make a sudden, Thorn and have their characters
involuntary action or a quick, be unaware of their Shadow Life.
unedited statement. Freudian The player, not the Shadowguide,
Slip can also be used to put an controls the character while
unbidden thought into a Wraith's Shadow Life is active.
mind. To resist this Thorn, the
Wraith must make a Willpower Whispers: 6 points
roll against the Shadow's Activation Cost: N/A
Permanent Angst, with a success System: A Shadow with this
countering the effects of Thorn can speak to the Shadows
Freudian Slip. of other Wraiths without knowing

88
Chapter 4: The Shadow that Looms

their Psyches. This allows the


Shadows to work together, Devil's Dare: 7 points
sharing information and Activation Cost: Variable
stratagems. A Wraith can make a System: Devil's Dare is the
Wits + Awareness roll against emotional equivalent of a game
the Shadow's Permanent Angst of chicken. To use this Thorn,
score to determine if their the Shadowguide invests a number
Shadow seems somehow distracted, of Temporary Angst points
but otherwise, there is no way (marked off immediately) and
for them to pick up on the fact writes down something that it
that their other half is talking dares the Psyche to do before
to someone else. the end of the Session. The
difficulty of the dare
Manifestation: 6 points determines the cost, and if a
Activation Cost: 4 Angst player feels that the number is
System: The Shadow can excessive, they can petition
materialize as an entity their Storyteller to have it
separate from the Wraith. While lowered.
in this state, the Shadow can The dare itself consists of an
converse, affect objects, and action the Shadow is daring the
use Thorns. The manifested Psyche to take. It must be
Shadow is in all ways physically within the Wraith's capabilities
identical to the Wraith from to perform; (i.e., "Tell the
which it came, and bystanders Centurion off to his face" would
may have a great deal of be acceptable while "Map the
difficulty telling the two Labyrinth" would not), and an
apart. Even the auras of the two impossible dare causes the
Corpora are the same. invested Angst to be lost.
On the other hand, a If by the end of the Session,
Legionnaire coming across two the dared Psyche has yet to work
identical Wraiths may shout the dare into their actions,
"Doppelganger!" and charge in, they take Superficial Willpower
sword in hand. A Manifestation damage equal to the number of
lasts for a single Scene. After Angst points invested in the
manifesting, the Shadow must dare. If the Psyche succeeds,
rest silently for the next the Shadow gains temporary Angst
Scene. equal to half the Angst used on
If the Shadow has the Shadowed the dare.
Face thorn, they may choose to
activate it when they leave the Vampiric Nature: 7 points
Psyche. If they have the Shadow Activation Cost: N/A
Traits thorn, the bought System: Related to the Dark
attributes and abilities become Arcanoi, this Thorn enables a
active when the Shadow uses this Shadow to siphon Angst from
ability. others for its own purposes.

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Clan Hecata’s Allies: Those Who Remain

Upon physical contact, a Shadow


with Vampiric nature can roll
the Psyche's contested Resolve +
Composure against any Wraith or
Spectre's Resolve + Composure.
The number of successes the
Shadow achieves on the roll
indicates the number of Angst
points it can absorb. The Shadow
does not need to be dominant for
this Thorn to operate, and it
can gain Angst quite merrily
with the Psyche never suspecting
a thing. Should the Shadow's
target be willing to donate some
Angst, the Shadow can accept up
to five points of Temporary
Angst at a time. This can be
used once per target per
Session.

Who Plays the


Shadow
The Shadowguide
Dedicate a single player to be
a Shadowguide for the others.
This player's job is to guide
the Shadows of others and
generally represent the
Oblivion's influence over the
Wraiths. The Shadows the
Shadowguide is in charge of
cannot inherently communicate
with each other but can and will
work in favor of each other. For
example, a Shadow's Shadow
Familiar may be in danger of
being discovered, but another
Shadow may be able to help their
Familiar out by activating a
Thorn.

90
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

91
Clan Hecata’s Allies: Those Who Remain

Wraith. The more Angst a Permanent Angst (see Chapter


character possesses, the Five). For example, a Wraith
stronger their Shadow grows and who uses Castigate • (Playing
the easier it becomes for the With Fire) to acquire
Shadow to assume control of additional dice from their
Shadow gains a point of
their actions. The Shadow's
Temporary Angst each time
ultimate goal is nothing less they use this Arcanos.
than the destruction of the Likewise, a Wraith who uses
pesky Psyche, which prevents it Puppetry 5 (Obliterate the
from fulfilling its darkest Soul) to permanently possess
desires. a living human runs the risk
It will attempt to place the of drastically increasing
Psyche in situations with high their Angst rating due to the
Angst potential. Because a exploitative and inhumane
Shadow uses Angst to power its nature of the action.
activities, the more times it Note: If the Shadow dominates a
can force the Psyche to character when these Arcanoi are
compromise itself, the more used, the normally gained Angst
Angst the Shadow garners and the is deducted from the Shadow's
easier it is for the Shadow to current Angst rating.
work its will. ■ Shadow Dice: In critical
situations, a Wraith's Shadow
can offer their Psyche extra
Acquiring Angst dice to increase the chances
The continual torment of life of accomplishing some action.
Each one rolled on those
in the Shadowlands makes
Shadow Dice results in the
acquiring Angst inevitable, and
acquisition of one point of
opportunities for doing so are Temporary Angst.
numerous. The natural condition
of a Wraith character's The Shadow can offer up to
existence embodies internal five extra dice to any single
conflict, and this inner war roll. This is the most likely
results in the consistent to be accepted when it's life
or death for the Psyche and
accumulation of Angst.
Shadow — matters of survival,
A Wraith may gain Angst in one
saving a Fetter, or other
of several ways. Unless times when the need for an
otherwise specified, all Angst edge will make the Psyche
gained is Temporary Angst, which more willing to deal.
remains until spent or converted
into Permanent Angst points. Canny Shadowguides will use
Shadow Dice wisely, picking
■ Arcanoi: A Psyche-controlled emotional moments and
character's use of certain exploiting the Psyche's
Arcanoi automatically desire for the best possible
accumulates Temporary or results of their actions.

92
Chapter 4: The Shadow that Looms

Even if they don't lead to this sort of Dark Passion


more Temporary Angst, Shadow roll could be made instead.
Dice moments can be used to
build the illusion of a ■ Storyteller Discretion: The
positive emotional connection Angst rating of a character
between the Shadow and should also reflect the
Psyche. Particularly clever ongoing struggle to deal with
Shadows will create a the external and internal
dependence on those extra torment of Wraithly existence
dice in their Psyches, then in ways that are not as
withhold them at key moments clearly defined by a system
unless certain concessions of rules. Roleplaying Scenes
are made. in which a character
confronts doubts, fears, or
■ Dark Passions: A character's external dangers may warrant
Angst score may increase when "awarding" a point of
the Shadow indulges its own Temporary Angst to the
Passions. When the Wraith character by the Storyteller.
indulges in an emotion that
matches the core of a Dark The player must agree that
Passion, the Shadowguide can such an increase in Angst is
roll against that Dark appropriate to the situation
Passion (difficulty 7)—every since such a decision is not
success results in the determined by the result of a
addition of one point of roll but is achieved through
Temporary Angst. mutual consent.

The Shadow may also attempt


to evoke in someone else an
emotion that powers one of
Losing Angst
its Dark Passions (difficulty Gaining Angst is easy; losing
9), gaining one point of it is hard but possible. There
Temporary Angst per success. are several ways in which a
For example, if Morgan's Shadow can lose Angst (usually
Shadow has the Dark Passion at the instigation of the
"Acquire as many Relics as Psyche):
possible (Greed)" and Morgan
looks a little too enviously ■ Shaded Failure when the
at his friend Sascha's Relic Shadow is dominant: Shadows
knife, Morgan's Shadowguide hate failure. A botch on any
would be free to make a Dark roll made by a Shadow-
Passion roll. Note that in dominated character results
this case, however, Morgan is in the loss of one point of
acting greedily of his own Temporary Angst per one
volition and not because the rolled above the number of
Shadow forced him to. If successes.
Morgan's Shadow pestered him
■ Castigation: Largely the
into ogling Sascha's knife
exclusive province of the
against his better judgment,

93
Clan Hecata’s Allies: Those Who Remain

Pardoners' Guild, this


Arcanos is specifically
geared toward reducing Angst.
Even in the Shadowlands,
Harrowings and Angst
confession really is good for A Wraith who survives a
the soul. Destruction Harrowing may
receive a reduction in Temporary
■ Shadow-dominated use of Angst as a reward for good
certain Arcanoi: Some Arcanoi
roleplaying or clever handling
automatically increases a
of their situation. This
character's Angst. However,
using the Arcanoi when the reflects the increased
Shadow is dominant causes the confidence and sense of relief
amount of Angst that would experienced by emerging
usually be gained to be lost victorious from a situation
instead. Similarly, Angst is threatening the character's
lost rather than gained when existence. Because a Wraith
a Shadow-dominated character rarely goes looking for an
fails or botches a roll opportunity to experience a
involving any Arcanoi. Harrowing, it should not be
Note: Losing Angst in this considered a natural way to lose
fashion should never be Angst.
intentional. It is up to the The following actions may lead
Storyteller to carefully to the accumulation of Angst by
monitor those situations in a Wraith character. In some
which a Shadow-controlled cases, performing certain
character seeks to use an activities automatically results
Arcanos to make certain that in increasing a Wraith's
the action is not primarily Temporary or Permanent Angst. In
directed toward the possible others, a roll determines
reduction of Angst.
whether or not Angst is gained.
■ Storyteller Discretion: When ■ Being forced into an action
a character makes a serious that contradicts a personal
effort to rid themselves of code of morality or honor.
unwanted Angst, the
Storyteller may reduce the ■ Experiencing a situation that
character's Temporary or arouses a state of inner
Permanent Angst rating as a turmoil or external
reward for good roleplaying. helplessness.
This kind of bonus should be
used sparingly to not devalue ■ Failure to succeed in
the difficulty of losing accomplishing a vital task.
Angst. As usual in situations ■ Inaction due to indecision at
that do not involve dice a critical moment.
rolls, this should be a
mutual agreement between the ■ Involuntary destruction of a
player and Storyteller. Fetter.

94
Chapter 4: The Shadow that Looms

■ Loss of a Passion through When the Shadow is dominant,


neglect. it may decide to hide its
■ Making a decision that later actions from the Psyche. Should
proves to be disastrous. it choose to do so, it need not
make any roll to hide, and only
■ Using Arcanoi that causes an Psyche's with Eidolon can resist
increase in Angst. this, as they can roll their
Eidolon Dice alone against
The Catharsis Roll difficulty 1, assuming they have
The Shadow may attempt to take any.
control of the Wraith by It is common for Shadows to
challenging the Psyche. To do see this as less of a joyride
this, the Shadow must spend a and, instead, more as a chance
Temporary Angst and roll its new to enact some havoc, such as
Angst rating against the ruining status with some group,
Psyche's Resolve + Composure + insulting legionnaires, possibly
Eidolon. With the contest winner messing with the Wraith's
gaining or retaining control of Fetters, or even allies Fetters.
the Wraith's ghostly form. If It is possible that the Psyche
the Shadow succeeds, the can return to control with no
Wraith's "body" is taken over knowledge of what the Shadow has
for the remainder of the Scene. done, and they won't learn such
After this, possession control knowledge until it is too late
reverts to the Psyche. to act on it.
While the Shadow is in
control, the Psyche is helpless
to stop it. The Shadow may seek
to mirror the Psyche's pursuits
The Harrowing
Make no mistake; the Harrowing
of Passions by seeking its own is a way for the Shadow and
Dark Passions. Should it use any other forces of the Oblivion to
of the Psyche's Arcanoi, it can kick a Wraith while they are
drain the Psyche's Pathos, but down. Some say that Harrowings
it cannot degrade the Psyche's were once a helpful tool that
Pathos above 4. Beyond that, any helped a Wraith Prepare for
action the Shadow would perform Transcendence, but if that was
in which the Wraith's Shadow true, those times have passed.
would gain Angst, the Shadow Harrowings are perverse plays,
instead loses the equivalent with all the actors being
Angst, including the use of Spectres. These twisted Oblivion
Shadow Dice. Furthermore, the servants aim to drive the Wraith
Shadow is not entirely in to make the wrong decisions and
control of the mind and cannot fail the Harrowing.
use Willpower. The general goal of any
Harrowing is to challenge a

95
Clan Hecata’s Allies: Those Who Remain

Wraith's Passions, Fetters, or that part of the Labyrinth.


in some cases, their existence. There are various reasons to
But the Spectres cannot simply undergo a Harrowing, which are
rend those away. No, they must described below. Once one of
trick and deceive the Psyche these conditions is met, a Nihil
into giving those up, usually opens up directly under the
presenting them with "no win" Wraith, and the Wraith is thrown
scenarios. into the section of the
A Harrowing comprises Spectres Labyrinth dedicated to these
from all casts, with one of perverse plays. There is no way
these Spectres being labeled as to avoid the Nihil; even Argos
the Director of this play. The cannot help the Wraith. There is
Director will work with the no other option than to fall.
Wraith's Shadow to write the Even other Wraiths can't help;
Harrowing. However, like most all they can do is hope that the
scripts, once it is written, Wraith succeeds in their
once the play starts, the Harrowing.
Director takes control of the As a Wraith falls into the
Harrowing. Labyrinth, the Shadow begins to
A Harrowing is a gauntlet, and plot the Harrowing with the
as such, it can be a bit Director. The Shadow reveals the
uncomfortable. It is designed to Passions, Fetters, and history
push the Psyche out of their to make the Harrowing the most
comfort zone. However, while the effective. The bread and butter
Psyche is meant to be pushed out of the Director's actions are
of their comfort zone, the phobias, regrets, bad choices,
player shouldn't be unless that and missed chances. With this
player is okay with it. information, the Spectres use
their props and powers of
Moliate to form themselves into
The Play key members in the lives of the
Harrowing victim. While a Wraith
The Harrowing is a trap deep
is within the Harrowing, they do
within the Labyrinth; the only
not replace their normal dice
way out is to plunge deeper into
with Shadow Dice, nor can the
the pit. Refusal to participate
Shadow offer extra Shadow Dice.
will result in bad outcomes.
The Shadow also cannot use their
During a Harrowing, a Wraith
Thorns on the Psyche.
may use Arcanoi, their Willpower
The Harrowing is a dream and
(except for the last point), and
follows the logic of dreams.
any other pertinent Abilities.
Options can be pulled from
However, a Wraith must use them
nowhere, the actors can teleport
within the context of the play;
from place to place, and new
if they would try, their powers
actors can materialize. As
won't work for that purpose in
usual, trying to understand a

96
Chapter 4: The Shadow that Looms

dream is pointless, as reality Shadow is too open about their


seems to follow the Shadow and desire to assist the Psyche and
Director's whims. not lose itself.
However, as the Harrowing goes If the Wraith succeeds, they
on, the Shadow will begin to will drop out near where they
feel something as if something were initially taken from, near
is missing from them. At this a Fetter, or in the safety of a
moment, they will realize, Haunt. Surviving is about three-
however briefly, that the quarters of the battle. Those
Fetter, Passion, Corpus, or even who fail find themselves set
self it is torturing is its own. adrift within the Tempest.
It is not unheard of for the Those who fail a Destruction
Shadow to try and assist the Harrowing fall into the maw of
Psyche in the Harrowing. Though the Oblivion; there is no
it cannot do much beyond simple parting shot and no time to
clues, the Director of the appreciate a good outcome or
Harrowing will turn on it if the feel sad for failing.

97
Clan Hecata’s Allies: Those Who Remain

against difficulty 5 to see if


they somehow managed to escape
Escaping the Pits unscathed. At the Storyteller's
discretion, and if the Wraith
The most common way to escape
has managed to get good
any Harrowing is to solve the
roleplay, the Storyteller may
puzzle and roleplay the
reduce the difficulty as they
solution.
see fit.
The Storyteller and
Shadowguide should agree on a
solution before the Harrowing
starts; however, if the player Harrowed but not
comes up with a sufficiently
clever solution, there is no Helpless
reason to penalize them for Eidolon is a Wraith's friend.
their wits. Though, be careful At any point (but only once per
not to overdo this. Session), a Wraith may roll
At the end of the Harrowing, their Eidolon against difficulty
if the victim failed to roleplay 1, allowing each success to
their way out successfully, the change some aspect of the
Storyteller may allow them a puzzle. Be it a clue or one of
roll to escape the Harrowing the actors being sent away,
with success or failure. This making the script a bit harder
roll can only be after the for the Spectres. The Eidolon
Harrowing has been completed and can only do something story-
isn't supposed to be a appropriate for the script; it
substitute for the actual may be very inappropriate to
Harrowing. have your Harrowing interrupted
All Harrowings have some by a large monster when it's
puzzle or test at their core. If about a failed experience. But
the Wraith manages to roleplay having a Spectre suddenly offers
their way out of this, there is forgiveness when portraying a
no reason to offer a dice roll betrayed friend, well, that is
second chance to them. within the realm of possibility.
Not all Wraiths can solve
their Harrowings. If a brick
wall is reached, and the Types of Harrowings
character is suffering little to
no progression, it is okay for
Targeted
the Storyteller to move things This type of Harrowing is the
along. most common type of Harrowing a
Worst case scenario, the sets Wraith can face, not necessarily
break down, the Harrowing ends because the conditions are
violently, and the Wraith makes common, but more because the
a Resolve + Composure roll other types of Harrowing aren't

98
Chapter 4: The Shadow that Looms

usually ones a Wraith However, they will convert a


experiences more than once. number of Aggravated Willpower
A subject, such as a Fetter or damage to Superficial equal to
Passion, is designated as a their Composure or Resolve,
Quarry. The Shadow determines whichever is lower.
the Quarry, though the Shadow Regardless of the outcome or
often includes something events of the Harrowing, the
regarding the action that Wraith leaves with the same
initiated the Harrowing. Such Corpus level they had when they
as, say the Quarry is about a started the Harrowing.
three dot Passion, "Find my Loss of Passion: When a Wraith
killer (Justice)" could focus on resolves or loses the last point
being Harrowed by a group of in a Passion, that Wraith
Spectres who all look like undergoes a Harrowing. A Wraith
friends and claim to be the can also lose Passions due to a
killer. Harrowing, but a Storyteller
The following events can be should refrain from throwing a
the trigger for a Targeted player into a second Harrowing.
Harrowing to initiate. The Harrowing should have a
Losing Will: The Wraith maxes theme that focuses on the
out their Willpower track with Passion that invoked it, and
Aggravated damage, voluntarily that Passion should be the
or involuntarily. This causes Quarry of the Harrowing. So, if
them to go through a Harrowing the Quarry of the Passion is
targeting a Fetter or Passion. "Help people (Compassion)," it
For this kind of trigger, it would place them in a situation
should be Fetters or Passions where they have to choose to
that are neglected or weak. either help someone or gain
If a Wraith succeeds in this something.
type of Harrowing, they are most If a Wraith succeeds in this
likely to be deposited to the type of Harrowing, they are most
Fetter that was the Quarry or likely to be deposited to the
the Fetter that was closest to Fetter closest to the subject of
the subject of the targeted the targeted Passion or near
Passion, or near where it was where it was taken from if that
taken from, if that place is place is safe. The Passion is
safe. The Wraith also regains maintained at its current level.
the last point of Aggravated Failure ejects the Wraith into
Willpower damage and converts a the Tempest. They lose the final
number of Aggravated Willpower dot in the Quarry Passion. Then
damage to Superficial equal to the Storyteller picks a Passion
their Composure or Resolve, and has the Wraith roll their
whichever is higher. Willpower against a difficulty
Failure merely ejects the equal to the chosen Passion's
Wraith into the Tempest.

99
Clan Hecata’s Allies: Those Who Remain

level, with a failure removing a number of points of Aggravated


dot in that Passion's level. damage equal to their Stamina
Unfettered: When a Wraith into Superficial damage.
loses the last point in one of Failure results in the Wraith
their Fetters. This can trigger being ejected into the Tempest
when a living Fetter dies of and permanently losing 1 level
non-natural causes (such as a of Corpus. If a Wraith loses
car accident), or a Fetter is their last level of Corpus, they
destroyed (such as a painting fall into a Destruction
Fetter being set aflame). This Harrowing.
Harrowing focuses on the
destroyed Fetter as the Quarry. Destruction
If a Wraith succeeds in this
Passionless: When a Wraith is
type of Harrowing, they are most
on the verge of losing their
likely to be deposited to the
last dot in their last Passion,
nearest Fetter closest to them,
they are thrown into a
or near where it was taken from,
Destruction Harrowing. If the
if that place is safe. Though,
player does not succeed in this
if their last Fetter were
Harrowing, they roll their
destroyed, the Wraith would be
Resolve + Composure against the
deposited in some part of the
Shadow's Permanent Angst.
Underworld where they would be
If they win, they are
safe, such as an Underworld
transported to a Fetter or
residence. Without any more
Haunt, and the Passion is
Fetters, they cannot visit the
preserved or near where it was
Shadowlands as they have nothing
taken from if that place is
to anchor them.
safe.
A Success in this Harrowing
If the Wraith loses, their
allows the Wraith to consider
last Passion is lost. This
this Fetter Resolved instead of
causes the Wraith to fall into
destroyed.
the Oblivion.
Failure ejects the Wraith into
the Tempest, and the Fetter is
Death for the Deathless: When
not Resolved.
a Wraith's Corpus Level is
Dead but Not Destroyed: The
reduced to 0, they enter a
Wraith has filled their Corpus
Destruction Harrowing. If the
track with Aggravated damage.
player does not succeed in this
They are pulled into a
Harrowing, they roll their
Harrowing. In this case, they
Resolve + Composure against the
are the Quarry.
Shadow's Permanent Angst.
A success allows the Wraith to
If they win, they are
return to a Fetter, Haunt, or
transported to a Fetter or
near where it was taken from; if
Haunt, and the Wraith's Corpus
that place is safe, they may
is healed equal to their Stamina
heal themselves. They convert a

100
Chapter 4: The Shadow that Looms

or near where it was taken from players participate as their


if that place is safe. Wraith in the Harrowing, they
If the Wraith fails, they fall cannot play the Spectres in the
into the Oblivion. The player Harrowing.
should roll a new character or Either all Wraiths roleplay
leave the game if they so their way into success or must
decide. roll to succeed as per the type
The Storyteller may decide to of Harrowing.
have the Wraith turn into a
Spectre. And should that Spectre
show up, they can play the
Spectre's Psyche.
Running a Harrowing
A Harrowing is a group
activity. Sure, one character is
being Harrowed, but a
Rewards Storyteller is highly encouraged
Should a Wraith succeed in a to have the other players act as
Harrowing, they may receive some Spectres within the Harrowing.
reward. Once a Harrowing is initiated,
In a Targeted Harrowing, if the first step is determining
the Wraith successfully defended the type of Harrowing: Targeted
their Quarried Passion or or Destruction.
Fetter, it may increase by one The Storyteller should ask the
dot. (If the Fetter was Harrowed player to leave the
destroyed, it cannot increase in room, as it would ruin the
rating, but the Passion close to experience if the player were
the Fetter may increase). An there to hear the plan for the
alternative is to decrease the Harrowing. Once they have left,
Shadow's Temporary Angst by 1 to the Storyteller and the players
3. This is a common reward for a should start discussing the
Destruction Harrowing. details. At this step, the group
will determine the following:
What is the Quarry?
Group Harrowings ■

■ What is the escape condition?


It is rare for a Group
Harrowing to happen. The most ■ What is the Setting of the
common way is for a shared Harrowing?
Fetter to be destroyed or
■ What are the players' roles
something happens that causes
in the Harrowing?
them all to fill their Corpus
Track with Aggravated damage at
The Shadowguide should be the
the same time. The general
leader of the discussion, as
mechanics should be the same as
their job is to be able to
the normal Targeted or
deconstruct their Wraith.
Destruction Harrowing. If the

101
Clan Hecata’s Allies: Those Who Remain

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

102
Chapter 4: The Shadow that Looms

The other players' primary Storyteller Driven: If players


goal is to support the don't want to take on crafting a
Harrowing. They shouldn't try to Harrowing, the Storyteller can
"win" and definitely should not take on this role. While other
try to make sure the Wraith characters can still participate
can't succeed; their part is to in the Harrowing, they aren't
be supporting characters in the necessarily part of the planning
play. Unless it is part of the process.
Harrowing itself, a player Roleplayless Harrowing: A
should not try to antagonize the simple Harrowing that
player to ensure they fail their substitutes planning and
Harrowing. roleplaying with a simple pass
or fail roll. On the one hand,
Harrowings don't interrupt the
The One That Got Away game for nearly as long. On the
other hand, the Harrowed
Sometimes the Psyche is
Wraith's fate is left to a dice
clever, and sometimes this
roll.
breaks the Harrowing. Sometimes
Solo Harrowing: A Harrowing
there is a disagreement between
that only includes the
Shadowguides and Storytellers on
Storyteller and maybe the
a reasonable solution to the
Shadowguide. Many times, the
Harrowing. In these cases, it is
other players may be asked to
important to remember that this
leave the room. This Harrowing
is a game and let your
is basically the same as any
Storyteller's decision stand.
normal Harrowing from there.
However, Storyteller, this
Unharrowed: This approach is
does not mean you should not
not recommended. But it can be
take advantage of the sheer
implemented as a character goes
story potential that can be
unconscious and vanishes for a
unlocked. Perhaps the Shadow and
Scene. If the Harrowing would
that particular Director may
come from the loss of a Fetter
start to butt heads whenever the
or Passion, it is gone. If it
Wraith undergoes a Harrowing.
came from Maxing out Corpus or
Perhaps a Spectre in the play
Willpower, the character
takes personal offense to how
reappears after the Scene with
the Wraith got out and may
the appropriate healing from
abandon their post in exchange
that type of Harrowing. If it
for hunting that clever Wraith
was caused by Corpus loss, they
down to give him a piece of
always lose 1 Permanent Corpus
their mind, or probably worse.
level; when they run out, they
never come back.

Optional System

103
Many are consumed by the darkness
within and thus become slaves to
that darkness.
Chapter 5: Spooky Spectres

Superficial Corpus levels


Spectre lost through normal damage
(one point per turn may be

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

105
Clan Hecata’s Allies: Those Who Remain

consequences: Dark Criticals and than other vanished dots. For


Shaded Failures. example, you might have
When the Psyche desires, they damaged a Relic, crippled a
may offer the Spectre a number mortal ally, or just lost
of dice, up to 5, on any roll. Status among the Spectre cast
following your actions.
However, a Spectre may only roll
up to 5 Psyche Dice at any one ■ If none of the above
time. conditions fit the narrative,
such as on stealth or
Light Critical awareness tests, the light
critical turns into a simple
A critical win in which one or mess. The test fails as the
more 10s appears on a Shadow Die Shadow clouds the senses or
is a Dark Critical. The otherwise makes a quiet
character succeeds as in a solution unattainable.
regular critical – but like a
■ You do not roll Psyche Dice
never lived thing of Oblivion
on a Willpower roll, so you
would, with no care of foresight
cannot get a light critical
or self-control. The Shadow on these rolls.
scored the critical, perhaps,
not you. When the Psyche takes control,
The Storyteller and the player it still suffers light criticals
work together to decide on the as normal as the Shadow tries to
level of success and the level fight back. However, it has some
of darkness: by and large, they additional options when it
scale upward together. The suffers a light critical.
following are results from a
Psyche affecting the success: ■ The Psyche reveals that it is
a Psyche in control of the
■ The Psyche gains 1 Temporary Wraith.
Angst.
■ The Psyche loses 1 point of
■ The character defies The Temporary Pathos.
Oblivion, as for but a moment
you defy its will, be it an ■ The Shadow gets to see what
attack on another Spectre, the Psyche is doing during
work against their plans, or Catharsis.
alerting other Wraiths to the
Spectres in the area.
Illuminated Failure
■ The character loses one dot
A failed roll (not enough
from an Advantage. Although
the character still needs to successes to reach the
spend time (in a later Scene difficulty or to beat an
or in the background) to take opposing contestant's number of
action to repair the dot, the successes) in which one or more
Storyteller can allow the Psyche Dice come up a 1 is an
loss to recover more quickly Illuminated Failure. Either the

106
Chapter 5: Spooky Spectres

character failed because their was using) for the rest of


Shadow manifested inopportunely the Scene or Session.
or excessively, or the ■ The Shadow gets another
character's failure gave their chance to roll to take
Psyche a chance to manifest control of the Corpus.
inopportunely or excessively.
The following are good results
from a Shaded Failure:
Short Life
■ The character loses a dot in Oblivion has one goal, to
an Advantage as on a light consume all, and that includes
critical. consuming its minions.
■ The character suffers one or Whenever you roll a Total
more points of Aggravated Failure, you lose 1 Corpus level
Corpus damage. This result permanently.
works well for Illuminated
Failures on resistance rolls,
OPTIONAL RULE: THE PSYCHE’S AID
as the character breaks out
in bloody sweat from the The Psyche can, if the
stress. Shadows’ Pathos is not empty,
and it is not substituting 5 of
■ If no one in the troupe can its dice pool for Psyche Dice,
come up with a good idea, the offer the Shadow up to 5 Psyche
Hunger increases by one. If Dice to roll in addition to its
this result would take their normal dice pool for a given
Hunger above 5, the character roll.
immediately rolls to resist A Wraith may never roll more
hunger frenzy (p. 220) at than 5 Shadow dice on any given
Difficulty 4. roll.
Remember: if your roll
succeeds anyway, you can't get
an Illuminated Failure, no Deathsight
matter how many Psyche Dice come Deathsight (pg. 30) is
up 1s. fundamentally linked to the
When the Psyche takes control, Oblivion, and as a being in
it suffers Illuminated Failures service to Oblivion, Spectres
as normal. This is gain a stronger version of this
representative of the Shadow ability.
fighting back. However, there
are some unique options for the The Spectre gains + 1 dice to
Psyche. Deathsight rolls

■ The Psyche loses 1 point of If a Spectre wishes to increase


Temporary Pathos. their dice pool by +2 it
gives the Psyche 1 Temporary
■ The Psyche is unable to use a Pathos.
Fond (preferably the one it

107
Clan Hecata’s Allies: Those Who Remain

Dimmed Senses number of turns equal to the


margin of success.
Oblivion is like a haze over a If they get an Illuminated
Spectre. Their senses are Failure, they lose connection to
dimmed, touch is numbed, and the Hivemind for 10 rounds and
sounds are muffled. Mortals are cannot do this again nor be
invisible to Spectres; even contacted via the Hivemind.
events in the Skinlands can be
hard to perceive.
All Awareness rolls are made Tempest Affinity
with a +1 difficulty, except Spectres are just another tool
for Deathsight and Lifesight. of the Oblivion, and while their
Interactions with the Skinlands dark master loves to destroy
using a Mental Attribute all, it does not like to destroy
suffer a -2 to dice pools. its tools while they are being
used.
Attempts to penetrate the
Shroud are considered to have While in the Tempest or a
+1 Shroud rating. Maelstrom, you ignore all
negative penalties.
Spectres do not have access to
Sharpened senses. You suffer no harm from
Maelstroms directly. However,
tossed objects that the
Lifesight maelstrom sent flying at
speed may still impact you
Spectres are beings that lurk and do harm.
in the darkness; as such rolls
to use Lifesight on mortals have
-2 to the dice pool. Psyche
A Spectre is merely Corpus

Hivemind where the Shadow is in control;


as such, the Psyche acts much as
Spectres are servants of the the Shadow once did, as a
Oblivion and must serve it passenger.
faithfully. However, this does
not mean they are in any way
trusted, as the Hivemind exists
to ensure they are controlled.
Rapacity
A Spectre is compelled to free
All Spectres may make a
all Oblivion within a subject.
Degradation Check and roll
This mostly comes from the
Intelligence + Plasm Rating
erosion of the mental stability
against difficulty 2. With a
of a Spectre placed on it by The
success, they can establish
Oblivion.
brief two-way communication with
another known Spectre for a

108
Chapter 5: Spooky Spectres

Whenever a Spectre encounters System: A Shade rolls


a creature with a Passion or Dexterity + Stealth vs. the
Dark Passion similar to the target Wraith's Wits +
Spectre's highest-rated Dark Awareness. If the Shade
Passion and is made aware of succeeds, it attaches itself to
this similarity, they must roll the Corpus of the Wraith and
their unspent Willpower against becomes nearly invisible. The
the creature's Passion Rating. only way to detect the Shade is
A success means the Oblivion to have another Wraith put a
does not compel them to assault strong light source to the Shade
the creature. A failure, and Roll a Second Wits +
however, makes the Spectre Awareness roll vs. the Shades
rapacious, as they are compelled Dexterity + Stealth.
to destroy that creature. The Shade can maintain this
Often this is a physical state indefinitely if it has
confrontation that results in enough Angst. Each day it spends
Corpus shed as the Spectre takes outside of the Tempest in this
the most straightforward state, it must make a
approach to destroy their Degradation Check, detaching if
target. it has no Angst left. When it
detaches, it deals 1 Aggravated

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

109
Clan Hecata’s Allies: Those Who Remain

Dice Pool: Strength + Brawl Athletics. On a success, the


System: This Shadecraft can Shade envelops their opponent
only be used on a Wraith and compresses them into a ball
currently undergoing a of Corpus roughly the size of a
Harrowing. The Shade rolls football. The victim cannot take
Strength + Brawl vs. the any actions while imprisoned.
Wraith's Dexterity + Athletics. The victim is only released
On a failure, the Wraith may when the Shade desires or if the
not be subject to this Shade is reduced to one Corpus
Shadecraft for the rest of the level or less. The victim
Harrowing. On a success, the returns to their normal shape
Shade latches onto the Wraith, when they are freed.
and whenever the Wraith would
make a Degradation Check or MIASMAL BREATH
spend Willpower, the Shade may The Shade released a toxic
make a Dexterity + Awareness vapor akin to the Black Winds of
roll vs. the Wraith's Resolve + the Labyrinth.
Subterfuge. On a success, the Cost: One Degradation Check
Shade intercepts the Willpower Dice Pool: Dexterity +
or Degradation Check, preventing Athletics
it from being used as intended, System: The Shade rolls
but it is still used up. If the Dexterity + Athletics once to
Shade intercepts Willpower, the set the difficulty for every
Shade heals 1 Superficial other Wraith within 2 meters of
Willpower damage, and if the it; they then roll Dexterity +
Shade intercepts a Degradation Athletics to get away. For each
Check, they gain +1 Angst. Wraith that fails, they take 2
unhalved Superficial damage.
IMPRISON
The Shade twists themselves to NUMB THE HEART
be wrapped around a Wraith, Shades with this Shadecraft
complexly enveloping them so focus more on the Wraith's
they can carry them off into the Passions than their Corpus.
Tempest, where they have a Cost: One Degradation Check
greater advantage. Some Shades Dice Pool: Resolve + Composure
have also been known to carry vs. Resolve + Composure
other Shades in their Corpus in System: The Target must be
this way for the purposes of Grappled by the Shade for the
surprise attacks. Shade to be able to use this
Cost: One Degradation Check Shadecraft. The Shade rolls
Dice Pool: Strength + Brawl Resolve + Composure vs. the
vs. Dexterity + Athletics target's Resolve + Composure.
System: While the Shade has an For every 2 successes on the
opponent Grappled, they roll margin, the Shade permanently
Strength + Brawl vs. Dexterity + reduces one of the target's

110
Chapter 5: Spooky Spectres

Passions by one, starting with perform a Bite Attack (VTM Core


the weakest Passion. pg. 213) though they may not
drain the blood from their
PATHOS DRAIN victim. This bite attack does
The Shade latches onto a unhalved Superficial damage.
Wraith and drains the Pathos
from their victim. SIPHON EMOTION
Cost: None This Shadecraft was designed
Dice Pool: Resolve + Composure to augment the Numb the Heart
vs. Resolve + Composure Shadecraft and is useless
System: The Shade must be without it.
Grappling their target to use Cost: None
this Shadecraft. The Shade rolls Dice Pool: N/A
Resolve + Composure vs. the System: For each Dot of a
Target's Resolve + Composure. Passion reduced by Numb the
With a success the Shade Heart, the Shade may increase
Degrades the Pathos of the one of their Dark Passions by
Victim and adds 1 Angst to their one Dot.
Angst Pool.
SPECTRAL SCREAM
REND THE LIFEWEB The Shade releases a blood-
This foul Shadecraft allows a curdling scream that unnerves
Shade to harm a Wraith's Fetters foes and calls other Shades to
despite not knowing the Fetter. their side.
Cost: Two Degradation Checks Cost: Two Degradation Checks
Dice Pool: N/A Dice Pool: Manipulation +
System: This Shadecraft Leadership
requires the Shade to be System: The Shade rolls
Grappling their victim. The Manipulation + Leadership
Shade rolls Resolve + Composure against difficulty 4. Each
vs. the target's Resolve + success on the margin represents
Composure. For every 2 successes the number of Shades summoned
on the margin, the Shade with this art. The Shades appear
permanently reduces one of the from their own means, such as a
target's Fetters by one. This Nihil or merely running over.
starts with the Weakest Fetter.
STAMPEDE
SHARK'S TEETH Shades are rarely ever alone.
Oblivion is a maw of With this Shadecraft, they can
destruction; why should not a combine their powers.
Shade have such a maw? Cost: Each Shade that uses
Cost: None this Shadecraft must make a
Dice Pool: N/A Degradation Check
System: The Shade gains sharp, Dice Pool: N/A
sharklike teeth. They may

111
Clan Hecata’s Allies: Those Who Remain

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.

Characters Playing a Spectre


There are two ways in which a
Those doomed beings who have player playing a Spectre can get
succumbed to their Shadow and started. First, they are an
now slowly bleed away their

112
Chapter 5: Spooky Spectres

existing Wraith falling to


Oblivion. Two, they were always
a Spectre.
Whichever is chosen, the
players should keep in mind that
Spectres are not seeking any
redemption, they are Shadows who
got what they wanted, and all
Shadows are a fragment of
Oblivion.
In a Spectre Chronicle, it is
important to remember that while
all Spectres are part of a
Hivemind, they are not mindless
drones. They can think, plot,
and scheme, and even have
Passions.
The usual motivators of a
Spectre are the ending of the
unending pain The Oblivion
forces on them and their Dark
Passions. Try to devise creative
ways to use this destruction,
and as you do with Wraiths, have
your Spectre embody their Dark
Passions.
Remember that your Passions
should not be homogenous with
those of your group, lest you
become the Spectral Hivemind.
Given that the end goal of all
Spectres is to cease existing,
this fatalism makes it so that
any given Spectre is not long
for this world. Players should
not get too attached to their
Spectres.

Oblivion: The Master


Oblivion does not demand much
from Spectres; no, it demands it
all from the Spectre. Every
Spectre is, without question, a torturer. And as much as a
devoted servant to their great Spectre may hate its master, its
fate is assured, and it knows in

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its core that it will fall into Beyond the simple


The Oblivion, despite what some understanding between a player
Psyche says. It hates this, and and Storyteller, a corruption
moreover, it hates those who arc makes that player the
cling to hope, those mortals who story's focus. A protagonist, if
have a chance to transcend, you will; this can make the
those Wraiths who are guided by other characters feel like they
their Psyche, they're all fools, are being ignored. Conversely,
and it's your job to show them if you focus on a different
that. player in each Story of the
The only reprieve any Spectre Chronicle, it may be a matter of
feels from The Oblivion's waiting until it is that
metaphorical lashes is to player's story.
torment other souls. For when Finally, you will need a third
they work to spread their person to get involved: the
tormentor, their tormentor gives Shadowguide. As the Shadow's
them a small reprieve as a whole goal is this moment, it
reward. would be wrong not to allow the
Shadowguide to enjoy their
conquest.
The Shadow that
Possesses Embracing the
To the dismay of Wraithly
society, it is not uncommon for
Darkness
If a character should undergo
a Wraith to become consumed by
the transformation to become a
their Shadow and become that
Spectre, they need to look over
which hates itself. Having a
their character, both Psyche and
player character be consumed by
Shadow components. It would be
their Shadow offers many
best if you found a reason why
opportunities for roleplay, but
the Wraith should fall, be it
be careful. The Spectre's nature
the twisting of a Passion or
is to corrupt and destroy, which
Dark Passion.
can ruin the experience for all
Think about how the Shadow can
if done poorly.
twist the Wraith's Passions
Some players may want to fall;
against them. Use the Psyche's
in this case, they should work
own powerful emotions against
with their Storytellers. If the
them. Or find some inspiration
Storyteller wishes to include a
from the "Shadow Hooks" below."
Spectre player, they should
Work with the Storyteller to
select carefully from their
determine the motivations behind
troupe and ensure they pick a
the transformation so it can fit
player responsible enough to
into the story.
handle it.

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Chapter 5: Spooky Spectres

The Long View Simultaneously, this fall should


A Spectre doesn't last long. not be overt, lest the other
That tends to be the case when players get any ideas or
both Wraithly society and your jealousy.
master want you to be destroyed. The Shadowguide should
Despite this, a Spectre can last maintain the same attitude as
longer than one would think, the Shadow had before this
especially if they have a decision.
purpose. The player should also not run
With that in mind, you must to the pit; a descent does not
consider what your Spectre hopes happen overnight, and the player
to accomplish. Roleplaying should make sure to make the
someone nasty has its benefits, fall slow.
but that sort of goal leads to a It is highly recommended that
swift fall into the Oblivion. the rest of the troupe be kept
The best starting point is the in the dark about this fall.
Shadow's Dark Passions. The core Keeping them unaware allows the
emotion is just the starting reaction to be genuine.
point, but the statement is also
important.
With the Dark Passion being
The Change
The change into the Spectre is
the cornerstone of your
probably the most challenging
existence, a broader
part. This is compounded if the
understanding of your Spectral
other players are not informed
existence is needed. Be sure to
of this change preemptively.
build off of the Wraith's
Once the appropriate amount of
Fetters and Backgrounds; this
Angst is reached, the
may neatly aid the Storyteller
Shadowguide should alert the
in developing their current
Storyteller. And the change
Chronicle.
begins.
Now it's time to plunge the
The Descent Wraith into a "Harrowing."
Once the player, the This "Harrowing" should
Shadowguide, and Storyteller function identically to a normal
have come up with the basic Harrowing. Despite the outcome,
idea, it's time for the fall. the Wraith should fail the
The Shadow should begin setting Harrowing and be plunged into
it up, hoarding Angst to begin the Tempest.
the fall. Simultaneously, the The fake Harrowing is just for
Psyche should start making the troupe's benefit. The
darker decisions. specific Quarry and
Meanwhile, the Storyteller circumstances are irrelevant to
should place both of them in the actual fall; these are
situations where they can fall.

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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."

Hiding the Fall


It can be hard to hide that
you are a Spectre. Some Arcanoi
can reveal your changed state;
Castigate will likely be the
bane of your existence. And some
Artifacts are designed to sniff
you out, be careful out there.
No special changes will need
to be made as long as no one in

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Chapter 5: Spooky Spectres

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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

Step 1: Concept living their lives. Not all


children Spectres are
Think about your concept. A Striplings, but all Striplings
good place to start is the are children. When you choose
Shadow Archetypes. But all this Caste, you pick another
Spectres are members of a Caste. Caste to be your formal Caste,
but you use this group's details
Caste listed below.
There are 6 Castes of Arcanoi: A Stripling character
Spectres. Choose one of the has access to Arcanoi as normal.
Castes below. All Spectres get They gain 1 dot in Outrage and 2
the "Spectre" Tag. Arcanoi at 1 dot.
Child Form: As you are a
child, you cannot raise any
MORTWIGHTS
physical attribute above 2.
Barely a Spectre-by-Spectre
Plasm Rating: Striplings start
standards. These Spectres'
with a Plasm Rating of 0.
Psyche put up no fight when they
died and succumbed to Oblivion
almost immediately. This isn't DOPPELGANGERS
even an actual Caste like the We all know a Doppelganger.
others, more a pathetic excuse We've all met someone who has
for a Spectre. fallen to Oblivion after years
Arcanoi: Spectres of this of staving it off. These
Caste can only take Arcanoi Spectres are unique in their
powers with the Spectre Tag. You ability to look and act like
gain 1 dot in the Argos normal Wraiths.
automatically. And 1 Arcanoi at Arcanoi: A Doppelganger
2 dots. character has access to all
Weeping Wound: A Mortwights' Arcanoi as normal. And start
death wound seeps Corpus with 2 Arcanoi at 2 dots.
constantly. You automatically Dark Reflection: A
suffer 2 Aggravated Corpus Doppelganger can pass for a
damage daily while outside the Wraith. They retain Fetters and
Labyrinth or the Tempest. This are able to travel to the
is replenished instantly while Shadowlands. They also spend the
same amount of dots at character

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Chapter 5: Spooky Spectres

creation, except they replace Unobscured: A Nephwrack cannot


step 6 with the Arcanoi they get disguise the taint of Oblivion
normally. on them, even with Moliate. They
Plasm Rating: Doppelgangers have no Fetters.
start with a Plasm Rating of 1. Plasm Rating: Naphwraks start
with a Plasm Rating of 1.
NAPHWRACKS
Doppelgangers who cannot hide SHADES
their true nature find Shades cling to Dark Passions
themselves in this Caste. These with a vice grip. These Wraiths
twisted Spectres see it as an fell to Oblivion while in the
indication of Oblivion's Dark Tempest; they were caught in a
blessing. Maelstrom or a Harrowing.
Arcanoi: Nephwracks have These are akin to shock troops
access to Arcanoi as normal. and second only to the Malfeans
They start with 3 Arcanoi at 2 themselves.
dots and have 2 Arcanoi at 1 Arcanoi: Shades can only use
dot. Arcanoi with the Spectre Tag and

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Clan Hecata’s Allies: Those Who Remain

start with 2 Arcanoi at 2 dots


and 1 Arcanoi at 1 dot.
Shadecraft: Shades start with Step 2: Attributes
12 dots in Dark Passions and  You may take 1 attribute
gain access to Shadecraft (pg. at 4 dots
110). They gain 1 free  You may take 3 attributes
Shadecraft at the start and can at 3 dots
purchase additional Shadecraft  You may take 4 attributes
for 7 experience each. at 2 dots
Plasm Rating: Shades start  You may take 1 attribute
with a Plasm Rating of 1. at 1 dot

MALFEANS Corpus = Stamina + 5


These are Oblivion's greatest Willpower = Composure + Resolve
minions. Perhaps even Appoleon Plasm Rating = See Caste (pg
The Traveler can find himself 119)
among this Caste. It is highly
encouraged that the Storyteller Step 3: Skills
does not let a player be of this
Caste. But then again, why would
Sample Passions
there be rules for it if it
The following are some examples of Passions:
wasn't allowed?
 I must make it to the Labyrinth (Self-
More often than not, the
Destruction)
Storyteller may need these rules
 Hurt everyone (Wrath)
to craft a villain for a
 Let the works I built in life crumble (Humility)
Chronicle.
 Prove we are alive (Faith)
Arcanoi: Malfeans have access
to Arcanoi as normal. Malfeans Choose one of the starting dot
start with 3 Arcanoi at 4 dots. allocations.
Malfean Nature: No matter
their Resolve + Composure, a Jack of All Trades
Malfean has 10 Willpower. They  One Skill at 3 dots
have access to all Thorns and  Eight Skills at 2 dots
Shadecraft. They can siphon  Ten Skills at 1 dot
Angst from their servants to
power their various powers. At Balanced
any time, they can roll 5 dice  Three Skills at 3 dots
and gain Angst equal to the  Five Skills at 2 dots
success. This Angst is stolen  Seven Skills at 1 dot
from their subordinates. You can
spend between 1000 and 1500 Specialist
experience points to increase  One Skill at 4 dots
Traits and amass powers.  Three Skills at 3 dots
Plasm Rating: Malfeans start  Three Skills at 2 dots
with a Plasm Rating of 1.  Three Skills at 1 dot

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Chapter 5: Spooky Spectres

Step 4: Dark Passions must have a minimum rating of 1


dot and a maximum rating of 5
You gain Passions (similar to dots.
your convictions before death) Fetters are typically linked
upon your fall. These Dark to your Passions, so if your
Passions reflect what keeps you Passion was "4 dots Protect my
clinging to this new state of lover (Love)," then your
undeath. Fetter may be "5 dots the
You gain 10 dots to spend person I love."
among these Passions (maximum of
5 for each Passion.)
If you are a Wraith who fell
during a Chronicle, you may take
Step 6: Arcanoi
Arcanoi choice is based on
on the Dark Passions of your
your Caste. See above.
Shadow.
What is the core of your
character? Were you a suicide
who saw this as their only way Step 7: Advantages
out, only to have your regrets You have 7 dots to spend in
make you restless? Or were you advantages. You may spend these
a famous person who died dots to remove your Shadow's
because an overzealous fan freebie points.
decided they didn't like that You cannot choose the Eidolon
you drank a Pepsi in a show Merit.
you guest-starred on? Make sure to add your Death
Dark Passions are divided into type to your Advantage and
three parts: A statement of some Shadow.
kind that expresses the Passion
(i.e., "murder people" or
OPTIONAL RULE:
"torture my friends"), a core
When the Vampire Discipline
emotion for the Passion (such as
Oblivion 3 Passion Feast is used
Envy or Wrath), and a dot rating
on a Wraith, it lowers 1
from one to five. Passion's dots by 1; however, it
cannot be used to consume the
last dot in a Passion.
Step 5: Fetters
Fetters are people, places, or
objects that hold importance to Step 8: Angst
you as a restless dead. Fetters Angst works exactly like
are a Wraith's lifeline, Pathos and anything you can
allowing you to enter Slumber, spend Pathos on, except for
the healing sleep of the Psyche-specific uses. This
restless dead. You gain 10 dots includes fueling Arcanoi, which
to spend on Fetters; each Fetter would require Pathos. However,
you do not gain any Angst from

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Clan Hecata’s Allies: Those Who Remain

Arcanoi that would give you


Angst. Any power that would give Step 9: Psyche
your Shadow Angst instead gives Continue to Psyche Creation.
the Psyche Pathos on a one-for-
one basis.

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Agent: The Agent is a


Psyche Creation constructive critic, a friend
who can get you what you need.
While the Shadow is the darker
They'll ensure you have
part of the soul, the Psyche may
everything you need to get on
be considered the light side of
with your business and get you
the soul. The Psyche is not
to redemption. The Agent is a
unlike the Shadow in that it is
genuine friend who focuses more
ever present and has the same
on helping the Spectre's well-
abilities.
being over anything else.
Comrade: The Comrade is a
shoulder to cry on, a friend
Psycheguide indeed. The Comrade will defend
The Psycheguide fills the same its Spectre's actions whenever
role the Shadowguide does. it can. Though the Comrade is
However, the Psyche does not rather puzzled when you act out
resort to tricks of cruelty but of complete malice and often
rather brings up happy memories attempts to stop you from going
and praises the Spectre for good too over the top with the dark
deeds. desires of Oblivion and wishes
On the occasions the Psyche is you to remember that you were
Dominant, the Spectre player once a nobler soul.
takes over, not the Psycheguide. Confessor: The Confessor is
not the kind to air your dirty
laundry to others, but it will
Psyche Character remind you of your sins. The
Confessors are not afraid to
Creation show their judgment of you, as
The Psyche is the last part of they believe their judgment is
character creation. an important part of redemption.
Counselor: You can trust the
Step One: Archetype Counselor with anything and be
sure they will not betray that
The Psyche is a part of the trust. They often offer
character's soul and thus is solutions to problems and help
complementary to the Spectre's you get to the root of your
being. As normal, the following problems. They ask open-ended
archetypes are just suggestions. questions and offer advice
If a Wraith became a Spectre, freely, sometimes when it is
they might not have an unwanted. It often presents
archetype, as the Psyche is just itself as being emotionally
the previous part of the distant.
character that was dominant Nurturer: Maternal,
before the fall. supportive, and caring are the
words that best describe the

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Clan Hecata’s Allies: Those Who Remain

Nurturer. It is concerned with Step 3: Passions


the Spectres you hang around Passions are made the same way
with and wants you not to as in Passions (pg. 53) except
associate with these bad that the Psyche only has 7 dots
influences. The Nurturer will to spend on Passions.
scold the Spectre and only wants
what's best for them.
Saint: Proud and commanding, Step 4: The Psyche's
the Saint knows evil exists and Advantages
hates its current state. It will When the basics of Psyche
chastise you and even work creation are finished, there are
against you to rid your control still 7 dots to spend with which
of it. It will make liberal use you can round out your Psyche's
of its Fonds to be able to personality and abilities. These
overtake you. dots can purchase additional
Savior: This type of Psyche is Pathos (Permanent or Temporary),
light incarnate. It wants you to new or stronger Passions, or the
listen to it and it alone. It special abilities Psyche have
will forgive transgressions called Fonds.
against it. Expect it to preach A Spectre's Permanent Pathos
to you always and have an score can never exceed their
opinion about everything you do. Permanent Willpower score at the
start of play, but Temporary
Step 2: Pathos Pathos can be bought up to nine
Psyche is the fuel of the points.
Pathos; think of it as the Furthermore, while additional
source of their powers. To get dots in Passions can be
your Pathos Angst score, roll a purchased with freebies, the
number of dice equal to your number of dots in Passions can
Willpower. The amount of never exceed the number of dots
successes is your Permanent a Wraith has in their regular
Pathos score, to a minimum of 1. Passions.
Beyond the Permanent Pathos FOND 3 PER POINT
score, you can also acquire 1 TEMPORARY PATHOS Current Permanant
Temporary Pathos, which can Pathos Rating
exceed the usual 10 Pathos. PASSIONS Next level × 3
Pathos is a measure of the
Psyche's power. A Psyche can FONDS
spend Pathos to power its Fonds are the manifestation of
special abilities, called Fonds; the Psyche's power in a similar
similarly, a Psyche can spend way to Thorns (pg. 84). Most
Pathos how they would spend Spectre players are unaware of
Willpower. their Psyche's Fonds before
manifesting in play.

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Chapter 5: Spooky Spectres

Allies: 1 point/level (Maximum Psyche may offer these memories


of 5) up to the Spectre. If the
Activation Cost: N/A Spectre accepts, they roll
System: The Psyche has friends Resolve + Composure against
in the local area, somehow difficulty 2 + Memories of
communicating with them. This Life's level. On a success, they
functions as the Allies remember this part of their past
background (pg. 135). or critical piece of
information. On a failure, their
Inspiration: 1 point/level Angst is Degraded by the
(Maximum of 5) Psyche's Strongest Passion. On
Activation Cost: N/A an Illuminated Failure, the
System: Memoriam for the Psyche is gifted 1 Temporary
Psyche, Inspiration measures how Pathos.
well-remembered the Wraith is
and the fondness they still Mirror: 1 Point
inspire in the living. Activation Cost: 2 Temporary
Just as the Spectre's Shadow Pathos
accumulates Angst, Psyches can System: The Psyche forces the
build up Pathos. Every time a visage of the Spectre's past
Wraith with Inspiration falls life onto every flat surface the
into Slumber, the Psycheguide Spectre sees for a Scene.
rolls one Psyche Die for each When the Spectre looks at the
point of the Fond possessed surface, it must make a Resolve
against difficulty 0, and each + Composure roll against a
success gives the Psyche a point difficulty equal to the Psyche's
of Remporary Pathos. Permanent Pathos Rating. On a
Illuminated Failures and Light failure, the Spectre suffers -1
Criticals remove 1 Temporary dice to all social dice pools.
Pathos and might cause the
living to think less kindly of Psyche Sigil: 1-3 points
the Shadow. Activation Cost: N/A
No more than five points of System: This Fond affects the
Inspiration can be taken. physical appearance of the
Spectre. At one dot, the Spectre
Memories of Life: 1 may have an angelic halo, while
Point/level (Maximum of 5) 3 dots may give them angelic
Activation Cost: N/A wings, which offer no benefits
System: While a Spectre does to the Spectre. They may also
not recall their prior life, the leave any sensory effect that is
Psyche remembers it all, even more positive, such as uplifting
things the Spectre themselves theme music or the smell of
did and forgot naturally. fresh fruit.
Whenever the Spectre may wish to 1 dot in this Fond may offer
access this past life, the +1 difficulty to Stealth or

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Clan Hecata’s Allies: Those Who Remain

Intimidation rolls, while 3 dots System: The Spectre is


can offer the same effect to one subjected to tremendous guilt
of the Spectre's Arcanos. for an action it just did. The
Spectre rolls Resolve +
Pure Relic: 1 Point/level Composure vs. the Psyche rolling
(Maximum of 5) its Permanent Pathos Rating. On
Activation Cost: N/A a success, the Spectre removes 1
System: This Relic only die during its next turn as it
manifests during Catharsis, and pulls itself together. If the
the number of points indicates Psyche wins, the Spectre takes
its potency. Each dot in this Willpower damage equal to the
Fond produces a Relic equal to margin of success. If the
the Relic Background. Spectre loses with an
A Spectre's Pure Relic will Illuminated Failure, the Psyche
always have some significance to gains 1 Temporary Pathos on top
them, even if they don't admit of any other benefits gained.
it. A toy from a loved relative
the Spectre never mentions, or a Indulgence: 3 Points
knife gifted to them from their Activation Cost: N/A
father. A Pure Relic will always System: Sometimes, the Spectre
manifest when the Psyche does, doesn't want to deal with their
even if it has been "lost" or Psyche trying to always redeem
"destroyed." them. As such, the Spectre may
Even talking about the kind of offer the Psyche up to 5
Pure Relics they may have might Temporary Pathos, and the Psyche
lead to strenuously denying may counter if the offer is too
knowing anything about them. low. Once both sides agree, the
Psyche cannot interfere in the
Psyche Trait: 2 Points agreed-upon action. Once the
Activation Cost: None stated action is complete, the
System: Whenever the Spectre Psyche gains the agreed-upon
asks or when the Psyche offers, Temporary Pathos.
the Psyche may add 1 dot to an
attribute, even if this raises Freudian Slip: 4 points
the attribute above 5. Each time Activation Cost: 1 Pathos
this Fond is used, the Psyche System: The Psyche can force a
gains 1 Temporary Pathos. Spectre to make a sudden,
This Fond may be bought involuntary action or a quick,
multiple times, but each unedited statement. Freudian
purchase must be used to gain a Slip can also be used to put an
new trait. unbidden thought into a Wraith's
mind. To resist this Fond, the
Guilt: 3 Points Spectre must make a Resolve +
Activation Cost: 1 Temporary Composure roll vs. the Psyche's
Pathos Permanent Pathos. With a success

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Chapter 5: Spooky Spectres

countering the effects of Penance will be until after the


Freudian Slip. This can be a Spectre accepts. The Penance
hard Fond to use, both to make usually takes a Scene to
up an appropriate action or accomplish.
statement and to roleplay it.
Psyche players should scheme Secret Life: 5 points
with the other player when apt Activation Cost: N/A
to craft a particularly System: Whenever a Spectre
effective use of Freudian Slip. with this Fond Slumbers, their
This Fond is powerful, and Psyche takes control of their
players it's used on should be shared Corpus and sets out to do
able to handle the occasion its work. This will lead to no
maturely. end of trouble for the Spectre,
as they will constantly find
Heavenly Light: 5 Points themself encountering situations
Activation Cost: 1 Pathos their Psyche has created and
System: Once this is people whom their Psyche has
activated, the Spectre is wronged. Of course, all of the
illuminated by a beam of light blame for the Psyche's actions
that comes from the heavens. will land squarely on the
This makes stealth impossible, Spectre.
and if used in the presence of a Spectres with this Fond know
Malfean, the Spectre may lose that their Psyche do get up and
Status with them. The Psyche walk around but have no way of
must be careful not to use this knowing precisely what their
in times when they might get the lighter halves do. If characters
Spectre Killed. wish, they can invest 1
additional freebie point in this
Penance: 6 Points Thorn and have their characters
Activation Cost: None be unaware of their Secret life.
System: The Psyche may The player, not the Psycheguide,
intercede against The Oblivion's controls the character while
goal to degrade the Spectre. Secret life is active.
When the Spectre would
permanently lose Corpus to The
Oblivion, the Psyche may offer
to step in the way of the loss.
Psycheguiding
The Psyche in a Spectre game
If the Spectre accepts, the
is as important as a Shadow is
permanent loss of Corpus is
in a Wraith game.
negated, and the Spectre must
The Psycheguide must keep
perform a deed for the Psyche as
track of both forms of the
Penance. The Penance can be
Psyche's Pathos and their
anything the Psyche wants it to
Spectre's host's Willpower.
be, and the Psyche is not
required to reveal what the

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Clan Hecata’s Allies: Those Who Remain

A Psycheguide must understand Spectre. It tries to remind the


the Spectre and the Mortal Spectre of what they were rather
backstory to do their job than the monster they could be.
better. It is not some righteous The Psyche also knows that if
stampede of goodness and light, the Spectre should fall into the
and it seldom works, as very few void of Oblivion, it too will be
people have such a disposition. destroyed, and it seeks to
The Psyche is a part of the prevent that.
Spectre's soul, just as the
Shadow is a part of the Gaining Pathos
Wraith's; thus, they complement
The continual torment of life
each other, not contradict.
in the Shadowlands makes
The Psyche is a fragment of
acquiring Angst inevitable, and
goodness. Even if they were
opportunities for doing so are
malicious beings in life, they
numerous. The natural condition
had goodness, and most of that
of a Wraith character's
malice is now an aspect of the
existence embodies internal
Shadow.
conflict, and this inner war
results in the consistent
Psychic Healing accumulation of Angst.
The Psyche battles the Shadow A Wraith may gain Angst in one
for the Corpus of the Spectre. of several ways. Unless
The Psyche does not use abuse otherwise specified, all Angst
and cruelty to overcome the gained is Temporary Angst, which
remains until spent or until
converted into Permanent Angst
points.
Arcanoi: The use of certain
Arcanoi by a Shadow-
controlled character
automatically accumulates
either Temporary or Permanent
Pathos (see Chapter Five).
Note: If the Psyche dominates
a character when these
Arcanoi are used, however,
the Pathos that would
normally be gained is,
instead, deducted from the
Psyche's current Pathos
rating.
Psyche Dice: In critical
situations, a Spectre's
Psyche can offer their Shadow

128
Chapter 5: Spooky Spectres

extra dice to increase the should also reflect the


chances of successfully ongoing struggle to deal with
accomplishing some action. the external and internal
Each 1 rolled on those Psyche torment of Wraithly existence
Dice results in acquiring one in ways that are not as
point of Temporary Pathos. clearly defined by a system
The Psyche can offer up to of rules. Roleplaying scenes
five extra dice to any single in which a character
roll. confronts doubts, fears, or
external dangers may warrant
This is the most likely to be "awarding" a point of
accepted when it's life or Temporary Pathos to the
death for the Psyche and character by the Storyteller.
Shadow — matters of survival, The player must agree that
saving a Fetter, or other such an increase in Angst is
times when the need for an appropriate to the situation
edge will make the Shadow since such a decision is not
more willing to deal. determined by the result of a
Canny Psycheguides will use roll but is achieved through
Psyche Dice wisely, picking mutual consent.
emotional moments and
exploiting the Shadow's Losing Pathos
desire for the best possible
Gaining Angst is easy; losing
results of their actions.
it is hard but not impossible.
Even if they don't lead to
more Temporary Pathos, Psyche There are several ways in which
Dice moments can be used to a Shadow can lose Angst (usually
build the illusion of a at the instigation of the
positive emotional connection Psyche):
between the Shadow and
Illuminated Failure when the
Psyche. Particularly clever
Psyche is dominant: Psyche
Psyche will build a
hate failure. An Illuminated
dependence on those extra
Failure on any roll made by a
dice.
Psyche-dominated Spectres
Passions: A character's Pathos results in the loss of one
score may increase when the point of Temporary Pathos per
Psyche indulges its Passions. one rolled above the number
When the Spectre indulges in of successes.
an emotion that matches a
Psyche-dominated use of certain
Passion's core, the
Arcanoi: Some Arcanoi
Psycheguide can roll against
automatically increase a
that Passion—every success
character's Pathos. However,
results in the addition of
using the Arcanoi when the
one point of Temporary
Psyche is dominant causes the
Pathos.
amount of Pathos that would
Storyteller Discretion: The normally be gained to be lost
Pathos rating of a character instead.

129
Clan Hecata’s Allies: Those Who Remain

Note: Losing Angst in this Catharsis is identical to


fashion should never be Catharsis done by Shadows to
intentional. It is up to the Wraiths.
Storyteller to carefully
monitor those situations in
which a Shadow-controlled Catharsis Roll
character seeks to use an To gain control of a Spectre,
Arcanos to make certain that the Psyche must first accumulate
the action is not primarily enough Pathos to equal the
directed toward the possible Spectre's Willpower. Then they
reduction of Angst. spend 1 point of Pathos; this
Storyteller Discretion: When a spending can reduce the Psyche's
character makes a serious Pathos below the Spectre's
effort to rid themselves of Willpower without stopping the
unwanted Pathos, the Catharsis attempt.
Storyteller may reduce the The Psyche then rolls its
character's Temporary or current Temporary Pathos vs. the
Permanent Angst rating as a Spectre's Willpower. If the
reward for good roleplaying.
Psyche gains more successes, it
This kind of bonus should be
used sparingly not to devalue gains control of the Corpus for
the difficulty of losing a Scene.
Angst. As usual in situations
that do not involve dice Roleplaying Catharsis
rolls, this should be a The Spectre player still
mutual agreement between the
controls the Corpus; the
player and Storyteller.
Psycheguide does not take
control of the character. It is

Catharsis up to the Spectre's player to


properly Roleplay Catharsis.
Just as the Shadow can take While the Psyche is Dominant,
over a Wraith, a Psyche can take it can access all the Spectre's
over a Spectre. Arcanoi and Shadecraft and its
Fonds. Otherwise, this functions
as normal Catharsis.

130
Even the dead have things they
care about.
Chapter 6: Advantages

Gain 1 dot in Status


Death Types

Victim of Old Age Victim of Madness


You didn't want to do it, you
Were you loved, or were you
feel kinda bad now, but you
hated? It matters not in the
can't help but wonder…
end. Your life was long, but
Oh shit, she's right over
even the longest of lives means
there. Is she waving to you? She
little in the grand scheme.
is! Shit!
■ Add a Specialty: Politics "Hey, you're the LA Butcher!"
(City Government) or Her face hung with a smile that
Leadership (Inspiration) felt wrong.
Deny everything. She was not
■ Gain 1 dot in Memoriam
(Family members who remember your 4th victim. "No, I'm not!"
you) "Yes, you are. I remember how
you cut my stomach open."

Victim of Disease Shit, shit, shit, she's gonna…


"Guess we're rooming together
Plagues kill people. Until the since you had to be the one who
most recent century, it was just killed me." Her smile never
a fact of life. Your final days wavered.
were likely spent on your back Victims of madness are both
as you felt death's clutches the mad and those killed by the
around you. But in the end, your mad. As you can see, it's quite
will to live has been lost to awkward.
the frailty of your flesh.
■ Add a Specialty: Subterfuge
■ Add a Specialty: Awareness (Bluff) or Stealth (Hiding)
(Hearing) or Medicine
(Pathology) ■ Gain 1 dot in Memoriam

Gain 1 dot in Haunt


Victim of

Victim of Violence Happenstance


Your last moments were not It wasn't your fault; it may
happy; no, you either barely not even be anyone's fault.
remember them or remember them Perhaps A pipe fell off a
all too well. Your flight, construction site and impaled
fight, or freeze response was in you, maybe a car pulled out in
overdrive, and survival was the front of you, or you landed
only thing on your mind. But in wrong when you tripped.
the end, it wasn't enough. Your life ended with an
accident. Take no shame in that.
■ Add a Specialty: Athletics
(Dodging) or Melee ■ Add a Specialty: Awareness
(Improvised weapons) (Ambushes) or Survival (Urban

132
Clan Hecata’s Allies: Those Who Remain

Exploration)

133
Chapter 6: Advantages

■ Gain 1 dot in Relic just run away, could you?


(something that broke when Whether it is more comfortable
you died) to think of it as some cosmic
joke or rationalize it as you
Victim of the Unknown don't really want to end it, it
You don't remember. You were doesn't matter; you're still
scared and confused, and the here.
last thing you remember is that Will you make it better, or
you had plans for your next will you flee into the
meal, but now, you're dead. Shadowlands?
Maybe you were murdered, perhaps ■ Add a Specialty: Stealth
it was happenstance, or maybe (Blending in) or Subterfuge
you shouldn't have investigated (Hiding your emotions)
that noise.
■ Gain 1 dot in Haunt (the
■ Add a Specialty: Insight place where you took your
(Phobias) or Streetwise life)
(personal rep.)
■ Gain 1 dot in Eidolon
Advantages
Victim of Fate Allies
Your death was always going to Same as Vampire: The
happen, probably the way it Masquerade, pg. 184.
happened. Fate has chosen you
for a task. Perhaps dying was
the task, but in all likelihood,
Artifact
you being a Wraith means you Artifacts are the items of
died to do more. Rejoice, for Wraiths. They can take the form
you stand beside the greats of of desks and a chair. They are
Stygia as an agent of fate. But small things like knives or
be warned; Oblivion watches you other tools, or big things, like
as well. cars and the like. They are
Soulforged items (pg. 45).
■ Add a Specialty: Occult If a player has an Artifact,
(Reading Fate) or Persuasion then there should be some story
(Bargaining) explanation as to why they have
■ Gain 1 dot in Mentor (an such a valuable item and why
Oracle or a Member of the they can use it out in the open
Legion of Fate) (if they can).
This Background can be taken
Victim of Despair multiple times. Each separate
instance counts as a different
It's okay. It's not your
Artifact.
fault. You needed an escape, and
you took it. But you couldn't

134
Clan Hecata’s Allies: Those Who Remain

• An inconsequential cannot use it again in that


Artifact. A chair, desk, Session.
ashtray, or something of the • You gain 1 extra die to
sort. roll to resist your Shadow
•• Something with a small •• You gain 2 extra dice to
effect, such as a pen that roll against the Shadow
writes all by itself. ••• You gain 3 extra dice to
••• An Artifact with some roll to resist your Shadow
utility. A Stygian Steel weapon. •••• You gain 4 extra dice to
•••• A unique or major roll against the Shadow
Artifact. Something the local ••••• You gain 5 extra dice to
government would like to roll to resist your Shadow
possess.
••••• A very powerful and useful Haunt
Artifact. Something other A Haunt is not unlike a Fetter
Wraiths would leer at with in that it is a place that ties
jealousy. you to the Skinlands and
Shadowlands; however, a Haunt
Contacts offers some unique advantages.
Same as Vampire: the For starters, a Haunt thins
Masquerade, pg. 185. the Shroud in the area by its
Haunt rating, but never less
Eidolon than 2.
• A small space, no larger
A shadow looms over the
than a closet.
Psyche, but the Psyche rises
•• A studio apartment, the
above such darkness, be it a
living room of a house.
simple desire to be better, a
••• A house that can
supernatural stubbornness, or
accommodate a few guests.
even another supernatural
•••• A big house or a
consciousness residing within
specialized haunt, like a well-
the Psyche. It serves to battle
defended one or a mobile one.
the Shadow; if the Psyche is the
••••• A Mansion or very well-
warrior, then the Eidolon is its
defended Haunt.
shield and spear.
Whenever your Shadow harasses
the Psyche in such a way that Loresheet
allows the Shadow to resist with Loresheets are a mechanism
some roll, the Psyche may use with which you can ingrain
its Eidolon to resist. Each dot yourself within the lore of this
of Eidolon represents an extra world. They should be a pivotal
die you may spend on rolls to part of your backstory, some
resist your Shadow's power. Once linchpin that may or may not
you use an Eidolon Die, you have changed you.

135
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.

136
Clan Hecata’s Allies: Those Who Remain

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

137
Chapter 6: Advantages

•••• A politically powerful car, a building, or a naval


Mentor who can pull strings on vessel.
your behalf and teach you many
secrets. Status
••••• An almost omniscient Status is a more concrete
Mentor, perhaps a Ferryman or a recognition of power than
high-ranking Hierarch. Notoriety. It does not, however,
measure actual worth or
Relics achievement. Status can also be
When an object is destroyed, used to gain favors from
it may persist for a time in the authorities of whatever kind.
land of the dead. These items Many in the bureaucracies of
can range from simple little the Underworld, just as in the
wooden toys to entire buildings. Skinlands, have done little, if
However, the reason these anything, to deserve the
Relics exist varies, from your authority they have; they have
favored doll to the Library of accrued it over the years and
Alexander (now the Library of now wield it.
Stygia (it's been there Status does not necessarily
longer)). relate to the Hierarchy,
Relics can be acquired by although most Hierarchy members
Wraiths and used by them. Pathos possess at least some Status. It
fuels most higher-end Relics as can also represent a ranking in
you force them to operate as a Renegade band, a Heretic cult,
this Shadow of itself. or one of the many Guilds. It is
• A ticket, one that may possible, though uncommon, for a
hold sentimental value but has Wraith to possess Status in
little function use. Ex. A doll, several groups. In this case,
the keys to your car, or a piece the Background must be purchased
of jewelry. multiple times. With Status
•• A minor Relic, something a comes duty and responsibility,
little larger. Ex. your lucky and Wraiths with high Status
shirt, a trophy, or even a work find themselves responsible for
of art. decisions that affect the
••• A Relic with some actual existence of many lesser
use, but still kinda small. Ex. Restless.
a multitool, some binoculars, or
a watch. None: No organization
•••• A greater Relic, often recognizes you.
with moving parts, usually • An initiate of some kind.
requiring Willpower to fuel. Ex. You are most likely responsible
a gun, a scooter, or a tablet. for unpleasant duties but are at
••••• A huge or valuable Relic, least recognized as part of the
something sophisticated. Ex. a group.

138
Clan Hecata’s Allies: Those Who Remain

•• After demonstrating your ••••• Ture Faith. +1 dot.


devotion to the group, you have

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.

139
Chapter 6: Advantages

invested Pathos per Wraith that emotional energy into the


could hear it ring. written word.
If a Wraith has no Pathos By spending a week, and
invested in the bell, they willingly failing a Degradation
cannot hear it ring, no matter Check, the Wraith may transfer 1
how close it is. Pathos onto the parchment.
Written on the parchment is
Instant Nihil something related to one of the
Wraith's Passions. If the Wraith
Rating: 2 dots
wishes to transfer 1 Temporary
This very useful bit of
Angst, they may spend two hours
Artifice resembles a glass
writing. These words regard one
bottle filled with black ink.
of the Wraith's Dark Passions.
They must be handled carefully,
A Wraith must be careful with
as the glass may be broken
these parchments. If another
rather easily. When broken, they
person reads them, they would
open a 6-foot diameter hole. If
gain insight into the person,
this hole is opened under
gaining +1 dice to Manipulation
someone, they must succeed on a
rolls against the Wraith.
Dexterity + Athletics roll
For better or for worse, if
against difficulty 5 to avoid
the parchments are destroyed,
falling within it. Things that
the stored emotional energy
do fall into it end up in the
returns to the Wraith. This
Tempest.
works with both Angst and
The Nihils linger for a week
Pathos.
when opened.
No one is certain where
instant Nihils come from. There Stygian Steel Armor
is speculation that the Ferrymen Rating: 3
make them or that Spectres This ornate and well-decorated
create them as a way for Wraiths armor is a prize very few can
to throw other Wraiths into claim to own. Each suit is
their domain. Officially they different, from Knight's armor
aren't illegal at the Stygian to the armor of a Samurai.
level but can be at certain The wearer has 5 dots of
Necropoli. armor. And some are known to
amplify the user's Arcanoi.
Scribbler's Pen To do so, increase the Rating
by 1 to add +1 dice to a
Rating: 2
specific Arcanos' dice pool. For
Nhudi originally designed
an additional +1 rating, you can
these useful pens for the
add +1 dice to offer the same
keepers of the Library of
benefit to another Arcanos.
Stygia. These pens function as a
way to transfer Pathos and
Angst, transforming the very Soulfire and Souled

140
Clan Hecata’s Allies: Those Who Remain

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

143
Clan Hecata’s Allies: Those Who Remain

tempered. This will be the


Arcanos used for the new RATING SHROUD DENSITY POSSIBLE CAUSE
power’s rolls and what it 5 Impenetrable No deaths took place here, this
land is a place full of life or a
officially falls under.
place many mortals care for
Then they need to define the
4 Nigh No deaths took place here.
Dot values of the Arcanoi and
Impenetrable Consecrated land
its tempered requirement, the
3 Thick Long ago, a death took place
Wraith must possess the here, a place of joy
required dots in the tempered
2 Thin A death recently took place
requirement, or they cannot here, melancholic mortals often
begin Tempering. pass through this place
The Wraith then begins an 1 Frayed A series of deaths took place
extended test with the Target here, necromancers
number being 4 times the total often enact ceremonies here
required dots in Arcanoi to 0 Absent A necromancer used Split the
get the power with the dice Shroud (CotBG p.213) here.
pool is the Arcanoi with fewer Spectres regularly pass through
dots + Intelligence. They make this part of the Shroud
the Arcanos + Intelligence 2 In the Underworld You are in the Underworld
roll once a week by making two 2 In the Tempest You are in the Tempest
Degradation Checks. For 1 In the Labyrinth You are in the Labyrinth
example, an Argos 5 tempered At its most basic, the
with Usury 3 would have an Shroud is what is between the
equation of (5 + 3) x 4 = 32, Shadowlands and the Skinlands.
and the Wraith will be rolling Its density varies from place
their Dots in Usury + their to place and is used to
Intelligence at the end of determine the difficulties of
each week. some rolls, as seen on the
Shroud Density Table.
Additional Arcanoi
The following rules are Arcanoi and the
applied to purchase Arcanos Guilds
powers beyond that of the All 16 Arcanoi have at least
traditional 5 dot = 5 power 1 Guild associated with them.
limit. The player must buy the As stated before, it is
new Arcanos Art as if you were required that you must have
buying the dots of that level.
So buying Level 2 Arcanoi Art
would cost 6 experince. This
is often how guildmembers gain
the Initiate Arts for their
respective guilds.
The Shroud

144
Chapter 7: Arcanoi

the equivalent dots in the PRIMARY GUILD ALLIED GUILDS


Influence background with the ALCHEMISTS (FLUX) Artificers (Inhabit), Proctors (Embody)
appropriate guild to learn the ARTIFICERS (INHABIT) Harbingers (Argos), Alchemists (Flux)
initiate Arts of that Guild. CHANTEURS (KEENING) Sandmen (Phantasm), Proctors (Embody)
These Arts are denoted by the HARBINGERS (ARGOS) Artificers (Inhabit), Oracles (Fatalism)
Initiate tag followed by the HAUNTERS Spooks (Outrage), Mnemoi (Mnemosynis)
Guild’s name. Some Guilds span (PANDEMONIUM)
more than one Arcanoi; those MASQUERS (MOLIATE) Usurers (Usury), Sandmen (Phantasm)
are rare to behold and not MNEMOI (MNEMOSYNIS) Pardoners (Castigate), Haunters
impossible to make yourself. (Pandemonium)
However, as always, the Guilds MONITORS (LIFEWEB) Puppeteers (Puppetry), Solicitors
are outlawed in Stygia, so be (Intimation)
careful when flaunting these ORACLES (FATALISM) Harbingers (Argos), Usurers (Usury)
Arts. PARDONERS (CASTIGATE) Solicitors (Intimation), Mnemoi
There is another perk to (Mnemosynis)
having influence with a PROCTORS (EMBODY) Alchemists (Flux), Chanteurs (Keening)
particular Guild, as Guilds PUPPETEERS (PUPPETRY) Monitors (Lifeweb), Spooks (Outrage)
have allies. SANDMEN (PHANTASM) Chanteurs (Keening), Masquers (Moliate)
These allies can help with SOLICITORS (INTIMATION) Pardoners (Castigate), Monitors (Lifeweb)
purchasing and learning SPOOKS (OUTRAGE) Haunters (Pandemonium), Puppeteers
initiate Arts alone; when you (Puppetry)
seek to learn the initiate USURERS (USURY) Masquers (Moliate), Oracles (Fatalism)
Arts of an allied Guild, you Arcanos, the more pronounced a
can learn the art of that Guildmark will be.
Guild as if you had influence If two Guildmarks affect the
equal to the influence you same area on a Wraith’s
have in your Guild minus 2. Corpus, then the Arcanos with
Unless otherwise stated, any the most dots will take
initiate Arts refer to the priority when showing their
Guild attached to the Arcanos. Guildmark. If their dot rating
is the same, then the one they
Guildmark use most takes precedence, or
While the name is a holdover it's the player’s choice. In
from a time that Stygia would both cases, this can be
like you to forget, a changed by using the other
Guildmark is not technically Arcanos more.
associated with any particular
Guild. A Guildmark is how a Tags
given Arcanos affects a There are five types of
Wraith’s Corpus. Generally tags.
speaking, the more dots in an The tags are as follows:
Arcanos a Wraith has, and/or COMMON: Common tags can be
the more the Wraith uses an learned by anyone who can
learn Arcanoi.

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Clan Hecata’s Allies: Those Who Remain

INITIATE: Initiate tags require


you to have the Status Attunement and
Background equal to the dots
in the guild associated with Consorts
the Arcanos power you wish to Attunement is a long-term
learn. Or the appropriate process of repeatedly using
Properly Initiated background Arcanoi on certain subjects,
from a Guild’s Loresheet. Even effectively making the
if you have the requirements, Wraith’s and the object’s odd
you must still be taught an energies coalesce and
initiate Art by someone who harmonize. All items and
has it. locations are considered
RISEN: This tag is primarily Attuned, while people, be they
used by the Risen. Often once supernatural or otherwise, are
a given individual has access called Consorts.
to the Risen tag, they do not Each time a Wraith
lose this access. successfully manifests to,
PROJECTOR: While Projectors Skinrides, or inhabits a being
are newer, some have developed or object, they may spend 1
Arcanoi of their own. Any Willpower (only 1 Willpower
Projector Art can be used may be spent per Scene). All
after the Projector dies, but items and people require 5
only if they use Puppetry to Willpower to be spent this way
control some meat. for a Wraith to be attuned to
A restless dead may gain them.
access to powers with a tag Attunement is very useful to
they usually don’t have access many Arts. Some Arcanoi offer
to via training with a mentor special benefits, while others
or other STC who has the require that you use them on
desired power or by another Consorts.
player. A Wraith may not be attuned
SPECTRE: Spectres inherently to more Objects or Beings than
have access to this tag and their Composure + Resolve.
must choose a power with this Fetters are objects or people
tag when available. They may that the Wraith is considered
only start taking Arts without Attuned to; this does not
the Spectre tag when they are count toward the maximum
adding new powers per the number of things to which you
Additional Arcanoi section. can Attune.
If a Wraith uses Arts in If you wish to unattune from
this tag, any Pathos gained is something, you may spend 1
converted into Angst. All Arts Willpower at any time, and the
with this tag are written from Attunement will break.
the Spectre's perspective.

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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)

Characteristics The Harbinger is


constantly Attuned to the
Unless otherwise Tempest’s local fluctuations.
specified, a Harbinger In addition to providing
using an Argos Art may apply awareness of nearby events in
it to additional voluntary the Tempest, this allows swift
traveling companions, providing travel between two Shadowlands
the same benefits they receive. locations via momentary shortcuts
All members of the group must through the storm.
hold hands. Each “passenger” Cost: Free
who lacks Argos increases the Dice Pool: Wits + Argos
difficulty of all associated System: The character is
rolls by 1 to a maximum of 10. always aware of current “weather”
Any passenger who loses their conditions in the Tempest.

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Looking into the local Tempest


requires a Wits + Argos roll
against difficulty 3. The number
of successes determines the
clarity with which the Wraith
perceives the Tempest.
When the Harbinger uses
Tempest shortcuts to speed
Shadowlands travel, the player
rolls Wits + Argos against
difficulty 3. The margin of
success reduces the travel time,
as shown below.
1 success: Normal for the mode
of travel (walking, driving,
etc.) but without incident.
2 successes: Three-quarters
normal travel time.
3 successes: One-half normal
travel time.
4 successes: One-quarter
normal travel time.
5 successes: As 4 successes,
but the Wraith arrives at a
dramatically appropriate moment,
even if their arrival violates
causality.
Angst: None
Duration: Passive

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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Chapter 7: Arcanoi

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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Clan Hecata’s Allies: Those Who Remain

by the storm’s force (e.g., a winds as long as you move in the


three-bell Maelstrom multiplies same general direction as the
the Wraith’s maximum flight speed storm. Further, you may add any
by five), though again, Phantom extra successes beyond the first
Wings does not protect from the to your dice pool for any
Maelstrom’s damaging effects. maneuver roll they attempt, up to
Angst: None a limit of the Maelstrom’s rating
Duration: One Scene x 2.
You must always remain moving,
WAYFARER’S RESOLVE (INITIATE) but they have precise control
Many Wraiths find travel into over their speed and trajectory —
the deeper Underworld constrained slowing to a virtual hover or
by the spiritual weight of their making hairpin turns.
Fetters. This Art frees its user If you use Storm Surfing while
to move between the Shadowlands piloting a Relic Vehicle, you are
and Tempest-bounded destinations limited to the vehicle’s maneuver
without suffering this rating for any special maneuver
constraint. attempts (Relic Vehicle table, p.
Cost: N/A 319). Storm Surfing remains
Dice Pool: N/A active for the Scene; however,
System: The Wraith adds half you must activate it again if you
their Argos Rating (rounded up) leave the Maelstrom at any point.
to all rolls made when they would Pathos: None
suffer a penalty from the Fully Duration: One Scene
Fettered (pg. XX) section of
Traveling the Underworld (pg. XX) TEMPEST RIDING (SPECTRE)
Angst: None The Spectre can travel across
Duration: Passive the Underworld by gliding upon
the soul storms that rumble up
STORM SURFING (SPECTRE) from the Tempest and through the
The Spectre cuts a path Shadowlands. While they have no
through a Maelstrom by surfing control over their ultimate
upon its turbulent winds. This is destination, they can nonetheless
notably different from Tempest cover phenomenal distances in a
Riding (pg. XX) in that the short time. Spectres use Tempest
Spectre can steer itself actively Riding to propel mass assaults on
amid the storm to chart their own Shadowlands citadels, and even
course. the smallest Maelstrom is liable
Cost: One Degradation Check to be rife with jeering,
Dice Pool: Dexterity + Argos bloodthirsty Shadow-Eaten.
System: The Spectre rolls Cost: One Degradation Check
Dexterity + Argos. On a Dice Pool: Dexterity + Argos
successful roll, you can fly up System: The player rolls
to the speed of the Maelstrom Dexterity + Argos against
difficulty 3. On a successful

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Chapter 7: Arcanoi

roll, the Spectre launches itself Fatalism against difficulty 4.


correctly to catch a passing soul Reduce the travel time by a
wind. Additional successes mean number of turns equal to the
they’ve caught an especially fast margin of success. If the
storm current. The Spectre must destination is within the
make one additional Degradation Wraith’s line of sight and one
Check for each subsequent hour turn’s running movement, they
spent traveling. teleport there instantaneously.
The Storyteller determines While traveling via Flicker,
where they travel and the the Wraith is submerged in the
distance covered, though they may Tempest. Characters in the
leave the storm current at any Shadowlands can’t perceive or
time. target them without using Weather
While using this power, the Eye or another appropriate power.
Spectre may carry objects or even The Wraith may take additional
other passengers up to their voluntary companions as they
carrying capacity (pg. XX), travel. To do so, all members of
though they must hold on to them the group must hold hands. Each
for the duration of travel. Passenger with no dots in Agros
Anything they lose hold of is increases the difficulty of this
whipped away randomly through the power's Wits + Argos roll by 1 to
storm. a maximum of 10. Any Passenger
Pathos: None that lets go during the travel is
Duration: One Hour lost to the Tempest.
When a Wraith uses an Argos
Level 3 power to travel to one of their
Fetters, the difficulty of the
FLICKER (COMMON)
associated roll is reduced by the
This Art harnesses the
Fetter’s rating to a minimum of
Tempest’s natural currents,
2.
enabling rapid leaps to nearby
Angst: None
destinations. A Wraith using
Duration: One Turn
Flicker may appear to teleport or
may seem to be sucked into a
KRAKEN’S WHIP (COMMON)
spontaneously forming Nihil only
There are legends of the
to be ejected violently from
mighty Kraken hiding within the
another. While this effect
Tempest, never wholly seen but
resembles that of Enshroud, the
sometimes glimpsed. A beak the
use of the lesser Art is not
size of a vessel, a tentacle
necessary for Flicker.
barring a path.
Cost: One Degradation Check
Some Harbingers have figured
Dice Pool: Wits + Argos
out how to summon something that
System: The player selects a
is believed to be the tip of one
destination within (Awareness x
of the mighty beast’s tentacles.
100) yards and rolls Wits +
Cost: One Degradation Check

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Clan Hecata’s Allies: Those Who Remain

Dice Pool: Wits + Argos environmental sources and


System: The player rolls Wits Pandemonium Arts.
+ Argos against the local Shroud Angst: None
Rating. With a success, something Duration: A number of Scenes
that is believed to be a Nihil equal to the margin of success
opens up somewhere the Harbinger
can see, allowing a tentacle to STORM SQUALL (SPECTRE)
sprout out of the Nihil and The Spectre can call up a
attack anyone within as many minor storm from the Tempest to
yards as the Harbinger’s maximum use as transportation. The squall
Willpower. might even rip open a Nihil along
The tentacle has 3 health and the way, depending on where the
makes one attack a turn at a Spectre is located at the time.
random person within its range; Cost: One Degradation Check
it uses a pool equal to 3 + the Dice Pool: Manipulation +
Harbinger’s Argos Level to Argos
attack. This is independent of System: The player rolls
the actions of the Harbinger and Manipulation + Argos against
is not controlled by the difficulty 4. They may carry a
Harbinger. number of other characters or
Angst: Gain 1 Temporary Angst objects along with them equal to
Duration: A number of rounds the number of successes rolled.
equal to the number of successes They do not have to maintain
on the Wits + Argos roll physical contact; they’re swept
along by the same winds that the
TURN THE ANEMOI’S WRATH (INITIATE) Spectre rides. Any other
Stories abound of Harbingers characters who try to hitch a
plummeting through the fury of a ride suffer a +2 difficulty to
Maelstrom, untouched by its any maneuvers since the squall is
acidic rain and barrow-flame so small and focused.
lightning, to succor travelers in The Spectre travels at the
need. Turn the Anemoi’s Wrath is speed of the storm winds (up to
the source of many of these 75 mph/120 km/h) and may use
stories, an Art that makes the Stamina + Drive or Argos for
Wraith nigh-invulnerable to the basic maneuverability, but Storm
Underworld’s most savage weather. Surfing is required for fine
Cost: One Degradation Check control. The squall is considered
Dice Pool: Wits + Argos a level 1 Maelstrom.
System: The player rolls Wits Pathos: None
+ Argos against difficulty 4. For Duration: One Scene
a number of Scenes equal to the
margin of success, the Wraith’s TEMPEST GRASP (SPECTRE)
subtracts their Argos for all The Spectre plunges a hand
Superficial damage taken from into the Tempest and pulls out

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Chapter 7: Arcanoi

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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Clan Hecata’s Allies: Those Who Remain

Fetters, the difficulty of the in Argos. While mantling, the


associated roll is reduced by the character can use their hands
Fetter’s rating to a minimum of normally — for example, to attack
2. with a weapon.
Angst: None This Art cannot be shared.
Duration: N/A Angst: None
Duration: One Scene
TEMPEST-RIDER’S CANCELEER (INITIATE)
Infrequently taught in recent TEMPEST FURY (SPECTRE)
centuries and always rare outside The Spectre calls down the
the Harbingers’ Guild, this Tempest in a devastating attack,
martial transformation melds blasting through a Nihil if
aerobatic flight and vicious necessary. This Art is often used
scything attacks. When a Wraith for breaching gates and smashing
invokes Tempest-Rider’s Relic Vehicles, though it’s also
Canceleer, gleaming black handy for simply battering an
metallic wings erupt from their individual Wraith with the
back. Impossible to mistake for storm's power.
Phantom Wings; these are solid, Cost: One Degradation Check
knife-edged, and limned in cold Dice Pool: Strength + Argos
fire. System: The player makes a
Cost: One Degradation Check standard Strength + Argos roll
and 1 Corpus against difficulty 3. This is
Dice Pool: Wits + Argos considered an attack roll on a
System: The player rolls Wits one-yard/meter-diameter area
+ Argos against difficulty 4. The within your line of sight. The
Wraith can fly as per Phantom successes rolled are then applied
Wings, except their maximum as a damage dice pool as the
flight speed is their running focused Maelstrom blast hammers
speed. In addition, their the target. Each success on the
brawling attacks inflict Strength damage roll inflicts 1 unhalved
+ 2 unhalved Superficial damage Superficial Corpus damage on
to Wraiths and other beings that anything within the targeted
treat the slashing damage as area.
Superficial damage; this deals Pathos: None
Aggravated damage to mortals. Duration: One Turn
Alternately, if the Wraith
neither flies nor attacks with FAVORED FLOTSAM (SPECTRE)
the wings during their turn, they The Spectre pulls something
can mantle over adjacent directly relevant to the problem
characters to block incoming at hand from the Tempest. The
attacks. When so interposed, the flotsam found depends on the
wings provide the Wraith and any specific nature of what afflicts
beneficiaries with armor whose them — whether a physical object
rating equals the Wraith’s dots

154
Chapter 7: Arcanoi

(a Relic boat if lost in a soul the player must make a successful


storm, an Artifact weapon to fend Wits + Argos roll against
off a Legionnaire patrol) or a difficulty 4. To store an object
memory (an opponent’s hidden using this Art requires only a
desire that can be of aid in a successful Wits + Argos roll. The
negotiation; a painful Storyteller determines the
recollection that can be used as specific capabilities or impact
a distraction before attack or the object has and may require
escape). Some Spectres also use additional expenditures or apply
this Art to hide valued Relics limitations upon the object
and rare Artifacts to retrieve depending on what’s desired —
them later at their leisure. after all, this should not be a
Cost: One Degradation Check cheap way to equip yourself
Dice Pool: Wits + Argos permanently with an arsenal of
System: To retrieve the Artifact weapons.
desired object from the Tempest,

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Clan Hecata’s Allies: Those Who Remain

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

156
Chapter 7: Arcanoi

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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Clan Hecata’s Allies: Those Who Remain

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

(but they cannot lower the


LES YEUX DU CHASSEUR (COMMON) difficulty below 2 in this way).
Tempered: Argos 1 Angst: None
Pardoners may “borrow the Duration: One Scene
eyes” of their Shadow to detect
the presence and concentration of SOULSIGHT (COMMON)
Oblivion around them. Although The most fundamental power of
this Art is commonly used to Castigate is to see the Shadow of
locate Spectre, Nihils, and other another soul and perhaps even
Pardoners, it was originally used gain an understanding of it. A
to aid navigation through the Pardoner cannot use this Art on
Tempest. If a user of Castigate themself.
can navigate the Tempest on their Cost: Free
own, this Art increases the Dice Pool: Composure +
chance of reaching their Castigate
destination safely. System: The Wraith rolls
Cost: One Degradation check Composure + Castigate vs. the
Dice Pool: Wits + Castigate Shadow’s Permanent Angst score.
System: The player rolls Wits With a success, a Wraith can
+ Castigate against the Shadow’s sense the target’s Shadow. The
Permanent Angst. A successful larger the margin of success, the
roll locates the presence of more details learned. One on the
Spectres, Shades, Nihils, other margin indicates the Shadow’s
Pardoners, and Restless, whose Angst rating relative to the
Shadows are dominant. The number Wraith's (weaker, about equal,
of successes scored determines stronger), while five successes
the size of the area the Wraith reveal the Shadow’s Archetype,
can “scout” in this manner. primary Thorn, and Dark Passions.
1 Success: 10 square yards Angst: None
2 Successes: 50 square yards Duration: One Turn
3 Successes: 100 square yards
4 Successes: 500 square yards PLAYING WITH FIRE (INITIATE)
5+ Successes: 1 square mile A Pardoner tends to study
Note: A successful use of this their own Shadow a great deal and
Art does not automatically allow thus learns ways to coax out its
a Paroner to navigate the power with less risk to themself.
Tempest. Argos must also be used. Of course, less risk does not
A Castigate roll must be made mean no risk.
first if Les Yeux du Chasseur is Cost: Free
used to steer in the Tempest. The Dice Pool: Charisma +
player may then subtract the Castigate
number of successes they score on System: Whenever the
the first roll from the Shadowguide offers the player
difficulty of their subsequent additional Shadow Dice to assist
Weather Eye or Storm Reader rolls with a task, the Wraith may use

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Clan Hecata’s Allies: Those Who Remain

Playing With Fire to add (or, if SENSE NATURE (SPECTRE)


they prefer, subtract) dice. The The Spectre can discover a
player rolls Charisma + Wraith’s Nature by peering into
Castigate; every two successes the dark reflection cast in their
allow the player to add (or Shadow.
subtract) one die. Cost: One Degradation Check
Angst: If the player fails the Dice Pool: Intelligence +
roll, they gain 1 point of Castigate
Temporary Angst System: Roll Intelligence +
Duration: N/A Castigate against the target
Wraith’s Willpower. If
RELER SPECTRE (INITIATE) successful, you learn the
Tempered: Intimation 3 Wraith’s Nature. The target’s
A Pardoner may use this Art to Shadow does not assist with this
summon a Spectre. The Spectre process.
uses the quickest means available Pathos: None
to travel to the summoner. Duration: N/A
However, just because a Spectre
has been called does not mean it Level 2
will be friendly. A summoned
BULWARK (COMMON)
Spectre is just as likely to
A Pardoner’s knowledge of the
attack the Pardoner as to talk to
Shadow allows them to shield
them. Despite the obvious dangers
themself and their companions
of using this Art, Pardoners have
from the effects of a Maelstrom.
put it to various uses.
Cost: One Degradation Check
Among the common uses are
Dice Pool: Charisma +
summoning Spectres who possess a
Castigate
Quick (the Art causes them to
System: The player rolls
leave the possessed body
Charisma + Castigate (difficulty
immediately), luring Spectre into
of the Maelstrom’s level + 2). If
traps so they can be captured
they succeed, Bulwark shields
with Marrer Spectre, and decoying
them and anyone they touch from
Spectres when traveling to or
the force of the Maelstrom and
from the Island Below the Sea.
hides them from nearby Spectres.
Cost: One Degradation Check
In most cases, this concealment
Dice Pool: Manipulation +
works automatically. If the
Castigate
Storyteller thinks a Spectre has
System: The player rolls
a chance to see the Wraith, the
Manipulation + Castigate against
Wraith receives a –1 reduced
difficulty 4. For each success
difficulty on any Stealth or
rolled, one Spectre heeds the
other roll they make to hide from
summons. This Art cannot be used
the Spectre per the margin of
to summon a particular Spectre.
success that they achieved on
Angst: None
their Bulwark roll.
Duration: One Day

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Chapter 7: Arcanoi

Angst: None its translation. The results of


Duration: One Scene this sort of deception are rarely
uncovered before it’s too late.
LA LANGUE (COMMON) Angst: None
Tempered: Mnemosynis 2 Duration: Variable
A Pardoner may use their
Shadow as a translator to INTERCEDE ON YOUR BEHALF (COMMON)
communicate in the secret This Art allows the Pardoner
language of the Spectre, Loa, and to hear the voice of another
Les Mysteres. When utilizing La Wraith's Shadow. It is often used
Langue, a Wraith speaks in the to provide a counter argument to
foul language of the Spectral the Shadow’s own arguments. And
Hivemind. Although their cries allows the Pardoner to attempt to
are vocalized, they are gibberish reveal the Shadow’s trickery.
to anyone not in Oblivion's Cost: One Degradation Check
service. Other Pardoners can Dice Pool: Wits + Castigate
eavesdrop, but the only people System: The player rolls Wits
likely to understand a Wraith + Castigate vs. the Shadow’s
using La Langue are Spectres and Permanent Angst. On a success,
Wraiths controlled by their the Pardoner can hear the Shadow
Shadows. talking as if they were their own
Cost: One degradation Check Shadow for the rest of the Scene.
Dice Pool: Wits + Castigate This does not allow the
System: The player rolls Wits Pardoner to speak to the Shadow
+ Castigate against a difficulty directly. Though the Pardoner
equal to their Shadow’s Permanent may, of course, speak normally to
Angst. On a success, the Pardoner the Wraith, and thus the Shadow.
may communicate with any spirit Angst: None
of Oblivion, which includes Duration: One Scene
Spectres, Shadow-ridden Wraiths,
and even Wraiths’ quiescent CATECHIZE (INITIATE)
Shadows. The number of successes Also known as “Dark Secrets,”
rolled determines the length of “Put to The Question,” and
time the Shadow will deign to act “Inquisition,” this Art allows a
as interpreter. One success Pardoner to learn a Wraith’s
provides translation services for deepest secrets by studying and
a single Turn, two for a Scene, questioning their Shadow. The
three for a Session, four and Pardoner’s power forces the
above allows the Pardoners to Shadow to divulge reliable
communicate for the Story's information — but only a fool
duration. trusts a Shadow completely.
In the case of a Shaded Cost: One Degradation Check
Failure or the expiration of the Dice Pool: Charisma +
allotted period for this Art, the Castigate
Shadow may deliberately garble

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Clan Hecata’s Allies: Those Who Remain

System: The Wraith closely not last forever, but it usually


examines the target Wraith’s holds long enough for the user to
Shadow. (This requires a minimum escape or ready the appropriate
of 1 turn, possibly longer.) The defenses. Renvoyer Spectre also
player rolls Charisma + Castigate temporarily inhibits
(difficulty of the target communication between Spectres
Wraith’s Willpower). The Pardoner and the Pardoner’s Shadow, thus
may ask the Shadow a number of preventing the Shadow from
questions equal to the margin of calling the Wraith’s bluff.
success. The character’s Cost: One Degradation Check
Shadowguide must provide a Dice Pool: Manipulation +
truthful response but can shade Castigate
the truth, omit non-crucial System: The player rolls
facts, and state half-truths. The Manipulation + Castigate against
more vague or open to difficulty 4 to repel a Spectre
interpretation the question is, from the immediate area. The
the greater the Shadow’s leeway number of successes determines
to muddle the issue. the number of Spectres affected
The target Wraith may, if and forces them to immediately
desired, allow their Shadow to flee the Pardoner’s presence.
make an Angst roll to resist the This effect wears off after a
Pardoner’s Catechize roll — after single Scene, at which point the
all, not everyone wants to have vengeful objects of this Art are
their dirty laundry hung out for likely to return with
everyone to see; this causes the reinforcements.
Wraith to acquire 1 Temporary Angst: Gain 2 points of
Angst, though. If the Shadow Temporary Angst
controls the Wraith, they always Duration: One Scene
choose to resist and lose 1
Angst. SHADOWSPEECH (SPECTRE)
Angst: None The Spectre converses directly
Duration: A few minutes for with a Wraith’s Shadow. Although
information gathering the Spectre may speak aloud for
dramatic effect, this is a
RENVOYER SPECTRE (INITIATE) telepathic connection. The Shadow
Tempered: Intimation 3 may choose to respond verbally
This Art is used to frighten also by using the Wraith’s own
Spectre away by making the user voice — assuming the Wraith
appear more powerful than they doesn’t try to resist the effort.
really are. Like when an animal Cost: One Degradation Check
raises its hackles to intimidate Dice Pool: Manipulation +
an attacker, a Pardoner that uses Castigate vs. Manipulation +
this Art expends energy to appear Castigate
larger, more potent, and more
dangerous. Renvoyer Spectre does

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Chapter 7: Arcanoi

System: The player rolls conversing verbally, the targeted


Manipulation + Castigate against Wraith may make a Resolve +
the target’s Manipulation + Composure against difficulty 4 to
Castigate. For each success on keep their Shadow from speaking
the margin, you may make a single through their own mouth.
statement to or ask one question Pathos: None
of the Shadow and receive a Duration: One question per
corresponding reply. If success

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Clan Hecata’s Allies: Those Who Remain

Level 3 Dice Pool: Charisma +


Castigate
GIVE HIGHER PASSIONS (COMMON)
System: The player rolls the
The Wraith can use this power
Wraith's Charisma + Castigate
to attempt to induce some of
against a difficulty of the
their own Passions into the
target Wraith’s Permanent Angst
Shadow, temporarily replacing one
rating; the target Wraith may
of its Dark Passions.
spend Willpower to improve this
Cost: One Degradation Check
roll by allowing the Pardoner to
Dice Pool: Manipulation +
reroll up to 3 normal dice. Each
Castigate
success reduces the Shadow’s
System: To successfully
Temporary Angst by 1, and each
implant a Passion, a Pardoner
Angst removed does 1 Corpus level
must make a Manipulation +
of Superficial damage to the
Castigate roll versus a
target Wraith.
difficulty of the Shadow’s
If Purify reduces a Shadow’s
Temporary Angst + 2 (maximum 9).
Temporary Angst to zero, the
Each success rolled equals one
targeted Wraith gains one point
day that the Wraith’s Passion
of Willpower, and the Shadow goes
replaces their choice of the
quiet and listless until it is
Shadow’s Dark Passion.
able to recover some Angst to
Angst: A failure gives 1
refuel itself.
Temporary Angst
Angst: If you roll a 1 or 10
Duration: A number of days
on the Degradation check, you
equal to the margin of success
gain 1 point of Temporary Angst
Duration: Permanent
PURIFY (COMMON)
The Wraith focuses their power
TRIMMING THE BLACK ROSE (INITIATE)
on another Wraith’s Shadow to
This rare but potent Art
weaken it through purification —
temporarily deprives a Shadow of
but the process injures the
one or more of its most dangerous
Wraith. Different Pardoners use
weapons: Thorns.
different methods to accomplish
Cost: One Degradation Check
this. The most common include
Dice Pool: Charisma +
physical torment, rebukes,
Castigate
insults, sermons, or other
System: The player rolls
speech; singing, dancing, and
Charisma + Castigate vs. the
other performances; occult
target’s Willpower. Each success
rituals; and religious
means the Shadow loses the
chants/prayers. Any and all of
ability to use one of its Thorns
these have been proven effective;
for the remainder of the Scene.
it’s simply a matter of the
If the Pardoner knows two or
Wraith's personal approach.
more of the Shadow’s Thorns
Cost: One Degradation Check
(either because they saw it use
them or via Soulsight or similar

164
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,

165
Clan Hecata’s Allies: Those Who Remain

turns equal to the margin of affected. The current events of


success. the Chronicle may factor into
Any Spectres already present this.
may resist by rolling their For example, if the Shadow’s
current Angst, but unless they currently focusing on one of its
win the resisted roll, they are Dark Passions, that one will
forcibly expelled from the almost certainly be affected.
affected area. Spectres not If one of the Shadow’s Dark
already in the area have no Passions is reduced to zero this
chance to resist. No Spectres can way, the Shadow loses 1 Temporary
enter the area until the ward Angst. If Cooling the Blood
falls, even if one or more other reduces all of them to zero, the
Spectres resisted the original Shadow loses 1 Permanent Angst,
effect and are already inside. to a minimum of 1.
Angst: None Angst: None
Duration: A number of turns Duration: A number of Scenes
equal to the margin of success equal to the margin of success

COOLING THE BLOOD (INITIATE) AWAKEN THORNS (SPECTRE)


With this Art, a Pardoner can You encourage new Thorns to
temporarily weaken (or remove) a grow in the ashen soil of the
Shadow’s Dark Passions, Shadow with which to bedevil the
diminishing the fires of cruelty targeted Wraith.
that burn within its heart. Cost: One Degradation Check
Cost: One Degradation Check Dice Pool: Charisma +
Dice Pool: Charisma + Castigate vs. Wits + Composure
Castigate vs. unspent Willpower System: The player rolls
System: The player rolls Charisma + Castigate against the
Charisma + Castigate against target’s Wits + Castigate. For
difficulty 4. The target Wraith each success on the Margin, the
may resist by rolling Resolve + target Shadow permanently
Composure against the Charisma + manifests a new, previously
Castigate roll. The margin of latent, Thorn. A Shadow has a
success indicates two things: the number of latent Thorns equal to
duration of the effect in Scenes its Permanent Angst rating minus
and the number of points by which its current number of active
the Pardoner reduces one or more Thorns. On an Illuminated
of the Shadow’s Dark Passions. Failure, the Shadow loses one
If the Pardoner knows what one already-manifested Thorn.
or more of the Shadow’s Dark Pathos: None
Passions are (typically by seeing Duration: One Scene
them with Soulsight), they may
choose to target those Dark Level 5
Passions or let the Storyteller
DEFIANCE (COMMON)
determine which ones are

166
Chapter 7: Arcanoi

The height of the Wraith's Permanent Angst. The Player gets


Art, Defiance, allows them to Pathos from both The Shadows Dark
resist the Shadow’s attempt to Passions and their Psyche’s
take them over — or to help other Passions and may use their own
Wraiths do the same. Arcanos and the Shadow’s Thorns,
Cost: Two Degradation Checks drawing upon their Temporary
Dice Pool: Charisma + Angst and their Pathos. The
Castigate Wraith may not be entirely in
System: When the Wraith's control of themself during this
Shadow attempts to gain control phase, but the Shadow is not in
of them, they can fight it off by control either.
rolling Charisma + Castigate Angst: A failed roll on Inner
against a difficulty of the Peace rouses the Shadow to new
Pardoner’s current Angst: The heights of fury and gives 2
Shadow has no way to resist. Each Temporary Angst
success reduces their Temporary Duration: The joining of the
Angst by 1. two aspects ends when the Wraith
This Art functions the same exhausts all of the Shadow’s
when a Wraith uses it to help a Temporary Angst, or 24 hours have
Wraith other than themself, but passed
this costs 1 Willpower, and the
difficulty is the target Wraith’s MARRER SPECTRE (INITIATE)
Permanent Angst +1. Tempered: Intimation 3
Angst: If the roll fails, gain A Pardoner uses this Art to
1 Temporary Angst restrain an angry Spectre through
Duration: N/A a contest of wills. Once
defeated, the Spectre mindlessly
INNER PEACE (INITIATE) follows the Pardoner wherever
Tempered: Intimation 5 they lead if the Pardoner remains
Rather than opposing an nearby. Spectres abandoned by the
assertive Shadow, Inner Peace Pardoner who tamed them gradually
allows the Psyche to join with emerge from their Arcanos-induced
it, allowing the two halves of fog, return to their old selves,
the Wraith’s soul to act as a and are usually hell-bent on
unified whole. This moment of vengeance.
unity often reminds the Shadow of Cost: One Degradation Check
days gone by, making it reluctant Dice Pool: Manipulation +
to act aggressively against its Castigate
other half. System: The player rolls
Cost: Two Degradation Checks Manipulation + Castigate with a
Dice Pool: Composure + difficulty equal to the target’s
Castigate Psyche’s Temporary Pathos rating.
System: The player rolls If the Pardoner wins the roll,
Composure + Castigate against a the target becomes incapable of
difficulty equal to the Shadow’s taking any action or defending

167
Clan Hecata’s Allies: Those Who Remain

itself for a number of rounds Wraith wins the contest, they


equal to the Parrdoner’s current retake control of themself. If
Willpower and follows the Wraith the Shadow wins, it remains in
as detailed above. control, but the Purge
Restrained Spectres are strengthens the Wraith’s Psyche —
paralyzed but aware of their treat them as if they have one
surroundings. They lose all their dot of Eidolon (or one additional
actions but may try to escape dot) for the rest of the Session.
once per turn. Any attempt to Unless the Storyteller rules
escape is made by making a otherwise, a Pardoner may not use
Degradation Check and rerolling this Art on the same Wraith more
as above. At the Storyteller’s than once per Scene.
discretion, Marrer Spectre can be Angst: None
used to subdue Shadow-ridden Duration: N/A
Restless.
Angst: Gain 2 Temporary Angst CALL THE SHADOW (SPECTRE)
Duration: A number of turns The Spectre drags forth the
equal to the Pardoner’s Willpower targeted Wraith’s Shadow to take
control, even if the Shadow’s
PURGE (INITIATE) current Angst-point total does
Also known as Cathartic not exceed the Wraith’s Willpower
Reversal, this Art gives a Wraith rating.
dominated by their Shadow a Cost: Two Degradation Checks
chance to regain control of Dice Pool: Strength +
themself. Castigate
Cost: Two Degradation Rolls System: The player rolls
Dice Pool: Charisma + Strength + Castigate against
Castigate difficulty 5, or the Wraith’s
System: The Pardoner targets a Willpower, whichever is higher.
Wraith currently undergoing If successful, you call forth the
Catharsis (pg. XX). The player targeted Shadow, which may make a
rolls Charisma + Castigate with Catharsis attempt on the next
the difficulty equaling the turn (pg. XX).
target’s unspent Willpower. With On an Illuminated Failure, you
one or more successes, the Shadow and the targeted Shadow lose 1
and its Wraith must engage in Angst point, and the Shadow is
another Catharsis roll (which stunned into silence for the
includes the Shadow having to remainder of the Scene.
spend another 1 Temporary Angst; Pathos: None
if it cannot do this, it Duration: Instant
automatically loses the roll).
The Wraith receives 1 additional
success on their roll for every
two successes the Pardoner scored
on their Purge roll. If the

168
Chapter 7: Arcanoi

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.

169
Clan Hecata’s Allies: Those Who Remain

Cost: Free delivering faux-infernal


Dice Pool: Charisma + Embody proclamations to cult leaders.
System: The player rolls Cost: One Degradation Check
Charisma + Embody vs. the local Dice Pool: Charisma + Embody
Shroud Rating. The Proctor may System: The player rolls
speak one short sentence per Charisma + Maleficence against a
success. difficulty equal to the local
Angst: None Shroud Rating or target’s total
Duration: One Round per Willpower, whichever is higher.
success The Margin of success represents
the number of turns you may
MAINTAIN THE MATERIAL FORM (INITIATE) communicate telepathically with
The Proctor can draw on their the mortal. On an Illuminated
inner reserves to extend the Failure, the target learns to
duration of other Embody Arts; ignore your mental whispers,
this is physically and mentally applying a +1 difficulty to all
taxing, but most Wraiths future Black Whisper attempts on
willingly pay the price to them.
prolong their time among the Pathos: None
Quick. Duration: A number of turns
Cost: One Degradation Check equal to the margin of success
Dice Pool: Manipulation +
Embody Level 2
System: The player rolls
PHANTOM (COMMON)
Manipulation + Embody vs. the
The Wraith manifests as a
local Shroud Rating. The
hazy, translucent, and intangible
difficulty increases by 1 each
apparition, only vaguely
time the Wraith uses this Art in
reminiscent of their mortal body.
the current Scene.
Mortals witnessing this
Successes on this roll add to
manifestation react with fear.
the previous successes to
Cost: One Degradation Check
activate one Embody Art that the
Dice Pool: Charisma + Embody
Wraith maintains. Maintaining the
and Charisma + Intimidation
Material Form does not cost an
System: The player rolls
action and can be done anytime.
Charisma + Embody vs. the local
Angst: None
Shroud Rating. The Wraith
Duration: N/A
manifests for one turn per
success. While manifested, the
BLACK WHISPERS (SPECTRE) character may take an action to
The Spectre can communicate induce fear in one observer,
directly with the mind of a rolling Charisma + Intimidation
mortal. This Art has a variety of vs. the mortal’s Resolve +
uses, from driving deranged Insight.
mortals over the brink to Angst: None

170
Chapter 7: Arcanoi

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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A GHOULISH BODY (COMMON) as a cold, hard, idealized


Tempered: Lifeweb 1 version of their Corpus, a gory
Many a Proctor has sought to recreation of their mortal shell
improve the weaker human form at the time of their death, a
that Embody allows a Wraith to luminous apparition with blazing,
Embody into something a bit more accusatory eyes, or any other
powerful, at the risk of manifestation that reflects a
accepting a horrid creature as a single strong emotion. While
Fetter. using Statue, the Wraith can take
Cost: N/A no physical action — they do not
Dice Pool: N/A move, speak, or breathe.
System: Whenever the Proctor Cost: One Degradation Check
would Embody using an Art of 3rd Dice Pool: Charisma + Embody
level or greater, instead of System: The player rolls
Embodying as a mortal, they Charisma + Embody vs. the local
Embody as a Ghoul of a Vampire Shroud Rating. Each success on
that is their Fetter. the margin allows the character
When the Proctor takes this to remain solid for one Scene or
power, they select a level 1 to be touched once (whichever
Discipline power from the list of comes first).
the Vampire’s Disciplines at Statue is a physical
level 1. They can only use this manifestation, allowing injury as
Discipline power when they are if the Wraith were mortal.
Embodied as a Ghoul. Just as a However, they have armor equal to
Ghoul, the Proctor may purchase their dots in Embody. When the
another level 1 Discipline power effect ends, no trace remains in
of the Disciplines of the Vampire the Skinlands that the Wraith was
at the cost of 10 XP per power. ever there.
These new powers will always Angst: None
manifest as the Proctor embodies. Duration: A number of Scenes
If the Vampire that is your equal to the margin of success.
Fetter dies, you cannot use this
power until you gain a new SKINGRASP (INITIATE)
Vampire as your Fetter, and you The ability to physically
lose all known Discipline powers manipulate objects in the
you gained. Skinlands is one of the Arts that
Angst: None enables the Proctors’ cross-
Duration: Passive Shroud tradecraft. When a Wraith
invokes this power, their hands
Level 3 simultaneously exist on both
sides of the Shroud, appearing
STATUE (COMMON)
solid but pale and translucent.
With this Art, the Wraith can
Cost: One Degradation Roll,
assume a solid, albeit immobile,
one Corpus for each hand (or
form. The Wraith can materialize
other appendages in the case of

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Chapter 7: Arcanoi

Moliated Wraiths) that the


character wants to manifest
Dice Pool: Charisma + Embody
System: The player rolls
Charisma + Embody vs. the local
Shroud Rating. Success allows the
character’s hands to manifest for
the Scene. While this power is
active, the character’s physical
Attributes cannot exceed the
successes rolled. The Proctor’s
hands match each observer’s
expectations of how a corpse’s
hands would feel.
Skingrasp is a physical
manifestation, allowing injury as
if the Proctor were mortal.
Attacks targeting manifested
hands suffer a -2 dice penalty to
attacks made.
Angst: None
Duration: One Scene

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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Clan Hecata’s Allies: Those Who Remain

muscle spasms, or even bleeding Scene. While the character is


from the eyes — for a number of Embodied, the difficulty of all
Scenes equal to the extra Mental and Social rolls increases
successes you roll. by 1. The character must be in a
On an Illuminated Failure, you humanlike form to use Life-in-
go too far and trigger an Death; Wraiths Moliated into
aneurism or similarly deadly objects can’t use this Art.
result. Life-in-Death is a physical
Pathos: None manifestation, allowing injury as
Duration: One Scene if the Wraith were mortal.
Angst: None
Level 4 Duration: One Scene per margin
of success
LIFE-IN-DEATH (COMMON)
This Art enables the Wraith to
SHROUDGUIDE (INITIATE)
manifest in a solid approximation
With Shroudguide and
of their mortal body. This form
sufficiency of resolve, the
has darker hair, and paler skin
Wraith can share the effects of
than the living original, tends
their other Embody Arts. The
to be more attractive, and has
Proctors’ Guild once jealously
cold skin with no pulse or
guarded this Art’s existence, as
breath. This manifestation’s
it threatened their monopoly on
appearance is subject to the
Skinlands action. The secret
vagaries of memory and self-
broke when Charon’s wrath
idealization, so minor
descended on the Guild as fleeing
imperfections wash away.
Proctors bargained whatever they
Otherwise, the Wraith is clearly
could to escape the forges. It’s
recognizable, though close
still not commonly practiced due
friends will notice the
to the toll it exacts on all
differences.
participants.
The focus required to maintain
Cost: Free
this form leaves the Wraith
Dice Pool: N/A
unable to devote their full
System: The Proctor may
attention to their surroundings,
activate Shroudguide in
so they seem a bit oblivious and
conjunction with any other Embody
distracted but can move, speak,
Art that allows manifestation in
and interact with their physical
the lands of the living,
environment.
extending it to a maximum number
Cost: One Degradation Roll
of other Wraiths equal to their
Dice Pool: Manipulation +
Stamina. They must be in physical
Embody
contact with all other subjects
System: The player rolls
(though they don’t have to
Manipulation + Embody vs. the
maintain contact after the Art is
local Shroud Rating; each success
activated).
allows manifestation for one

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Chapter 7: Arcanoi

The player pays an additional


1 Willpower per additional
traveler. Each other Wraith loses
2 Corpus and 1 Willpower, and
their Shadow gains 1 Temporary
Angst.
Angst: None
Duration: Same as the power
Augmenting

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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Clan Hecata’s Allies: Those Who Remain

and must rely on Investiture from Materialize is a physical


Spectres. manifestation, allowing injury —
On an Illuminated Failure, you and pain — as if the Wraith were
accidentally wipe clean the mortal.
subject’s current Angst pool and Angst: Each level of
may never try another Empower Aggravated damage the Wraith
attempt on them. takes while using this Art gives
Pathos: None 1 Temporary Angst.
Duration: Permanent Duration: One Scene per
success or one Day
Level 5
HARROW THE MORTAL FLESH (INITIATE)
MATERIALIZE (COMMON)
Most Embody Arts focus on
The Wraith can reconstruct
bringing the Wraith to the lands
their mortal body in almost
of the living. Harrow the Mortal
perfect detail, briefly assuming
Flesh inverts this process. With
a semblance of their former life.
this Art, the Proctor can drag a
While Materialized, any medical
living subject into the
test reveals them to be a living
Shadowlands, enlisting their aid
human — though their true nature
or giving them a glimpse of what
remains obvious to occult senses.
awaits them upon death.
They can breathe, eat, sweat,
Unprepared and unwilling victims
cry, bleed, and die as any other
of this Art rarely react well to
human. This Art exacts a heavy
their experiences.
toll on the Wraith, but few are
Cost: Two or Three Degradation
unwilling to pay the price once
Checks, 2 Corpus
they realize the benefits: A
Dice Pool: Manipulation +
Materialized Wraith has the full
Embody
freedom of action that their
System: The Wraith rolls
former mortal form once
Manipulation + Embody vs. the
possessed.
local Shroud Rating. If the
Cost: Two Degradation Checks,
target is unwilling, they may
2 Corpus
resist with a Resolve + Composure
Dice Pool: Manipulation +
roll. If the target is another
Embody
supernatural being (i.e.,
System: The player rolls
anything but a mortal), this
Manipulation + Embody vs. the
Art’s Pathos cost increases to
local Shroud Rating. The Wraith
Three Degradation Checks.
manifests for one Scene per
With success, the target
success. If the Proctor is
enters the Shadowlands for one
attuned to all living witnesses,
Scene per success (one Hour per
this increases to one day.
success if the Wraith is attuned
The character must be in a
to them). If the target fails,
humanlike form to use
they take 1 Superficial Willpower
Materialize.
damage. If the target was

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Chapter 7: Arcanoi

willing, they take 1 Superficial Conversion is an extended


Willpower damage. If the target action that works only on a
was unwilling, they make a captive audience of Wraiths or
Resolve + Composure roll with Spectres. It requires a number of
difficulty equal to the local successes equal to 3 times the
Shroud Rating. combined total of the Trait being
If a mortal target dies, they targeted. So, converting a group
automatically become a Spectre. of eight Wraiths with a combined
If an Awakened target dies, they Willpower score of 48 requires
may not become a Spectre, 144 total successes, while a
especially if they are a group of four Spectres with a
Changeling, Mage, or Werewolf. combined Angst pool of 26
Angst: Gain 1 Temporary Angst requires 78 total successes. Once
if the target is willing or 1 the required successes are
Temporary Angst per failed die on collected, each audience member
the target’s Resolve + Composure has their Willpower rating
roll. If the target dies or is reduced by 1, or their maximum
Soulforged while in the Angst pool capacity increased by
Shadowlands, the Proctor’s Shadow 1 (as appropriate to your stated
gains 10 Temporary Angst. goal with the power) permanently.
Duration: One Scene per Attempting conversion is quite
success draining and time-consuming, but
Spectres often employ teamwork
CONVERSION (SPECTRE) (pg XX). Assume that it takes
This Art reveals to a captive roughly one hour for every 5
Wraith or Spectre audience the total successes needed.
true power and depth of Oblivion, On an Illuminated Failure,
from which there is no escape your Angst pool capacity is
save the Void. Conversion may be reduced by 1 permanently, and all
used to strip audience members of successes gained to that point
their Willpower or bolster their are lost.
Angst. Pathos: Each Permanent Angst
Cost: Two Degradation Checks lost increased the Psyche’s
Dice Pool: Charisma + Embody permanent Pathos by 1
System: When using the power, Duration: Permanent
first determine whether you wish
to decrease the target’s
Willpower rating or increase
their maximum Angst pool. Next,
roll Charisma + Embody in a
resisted action against the
target’s Stamina + Occult or
Resolve + Composure (whichever
the target chooses).

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Clan Hecata’s Allies: Those Who Remain

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

178
Chapter 7: Arcanoi

System: The player rolls


Resolve + Fatalism vs. the Mists
of Fate. One success reveals the
general manner of the subject’s
death (i.e., which Legion would
rightfully claim her). With three
successes, their death’s
proximate cause is obvious.
Additional successes reveal more
details of their death’s
circumstances or indirect causes.
Furthermore, even one success
gives the Wraith a sense of the
subject’s general importance in
the “overall scheme of things;”
this is handy for determining who
in a Scene requires closer
attention and who’s just a spear
carrier.
Angst: None
Duration: N/A

FRIENDLY CARD (INITIATE)


An Oracle knows nothing is
truly left to chance. Fate’s
grand design affects even the
smallest turnings. Through
learning to read these details,
the Oracle can nudge the outcome
of seemingly random minor events
or consistently select the
preferred option from apparently
equal choices.
Cost: One or two Degradation
Checks
Dice Pool: N/A
System: When the Oracle is
confronted with a seemingly
random choice (left Byway or
right Byway, cake or death), the
player may automatically select
the best possible option. As
“best” can be subjective, the
player must specify whether they
want their character's most

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Clan Hecata’s Allies: Those Who Remain

beneficial (or least damaging) should be going a particular way.


option or the option that best The more successes, the clearer
furthers the story. the path.
In addition, whenever the Angst: None
Oracle is involved in a game of Duration: One Scene
chance or equivalent situation
with a randomly determined Level 2
outcome, the player may spend an
FORESHADOW (COMMON)
additional Degradation Check to
The Wraith's attunement to
add the character’s Fatalism to
Fate allows them to sense when it
one related roll’s dice pool or
turns its attention to them. As a
to subtract half the character’s
constant low-level awareness, it
Fatalism from the result of one
can give a few moments of warning
single-die roll.
of imminent danger. Concentration
Angst: If the roll fails or
can reveal subtler signs of major
the Oracle loses a game of chance
events on the horizon.
despite Friendly Card’s
Cost: Free or One Degradation
intervention, the Oracle’s Shadow
Check
gains 1 Temporary Angst.
Dice Pool: Resolve + Fatalism
Duration: One Scene
vs. the Mists of Fate
System: The player adds the
FORTUITOUS WANDERING (RISEN)
Wraith’s dots in Fatalism to any
Mockingly referred to as “zen
Perception-based roll to detect
meandering” by some returned,
an ambush, trap, or similar
this ability gives the Risen a
source of immediate bodily harm;
general idea of a direction to
this is automatic and has no
follow when pursuing one of their
cost.
Passions. Unfortunately, the
Additionally, once per day,
player won’t know which one their
the Wraith may concentrate for 10
character might be pursuing, and
minutes to sense impending major
there’s always a chance that this
events that will affect them
will take them away from another
directly.
Passion of equal importance.
The player rolls Resolve +
Regardless, it provides direction
Fatalism vs. the Mists of Fate.
in a world that can be
Each success grants one day’s
overwhelming to one of the newly
warning of a significant event
returned.
and whether its net effect on the
Cost: One Degradation Check
Wraith is more likely to be
Dice Pool: Wits + Fatalism vs.
positive or negative.
the Mists of Fate
Angst: Each warning of a net
System: The player rolls Wits
negative event gives the Oracle’s
+ Fatalism vs. the Mists of Fate,
Shadow 1 Temporary Angst.
with the number of successes
Duration: Passive
achieved determining how strongly
the character feels that they

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Chapter 7: Arcanoi

RETRACE (INITIATE) Dice Pool: Composure +


To the practiced eye, every Fatalism
tug on Fate’s threads leaves System: When the character
evidence. This Art enables the touches one of their Fetters, the
Oracle to follow up on these player can spend 2 points of
clues, discerning how a subject’s Pathos and roll Composure +
destiny has previously been Fatalism against a difficulty
altered. equal to 7 minus the Fetter’s
Cost: One Degradation Roll rating. The number of successes
Dice Pool: Resolve + Fatalism will determine the vividness and
vs. The Mists of Fate duration of the Scene being
System: The player rolls recalled, meaning the character
Resolve + Fatalism vs. The Mists may see more or learn more.
of Fate. Each success reveals one Repeated uses of Flashback on a
prior alteration of the subject’s particular Fetter will reveal
fate, starting with the most Scenes of increasingly
recent and working backward. For diminishing emotional heft.
each alteration, the Oracle Angst: A Shaded Failure will
learns when it occurred, who was blind the Risen for a number of
responsible (at least in general minutes equal to the difficulty
terms, if they don’t know the value of the roll and give 1
actor), and what the subject’s point of Angst
unmodified fate would have been. Duration: One Scene
The more profound the
alteration, the more detail Level 3
arises.
MALOCCHIO (INITIATE)
Angst: None
The “evil eye” is an ancient
Duration: N/A
and vicious Art. With a whispered
malediction, the Oracle taints
FLASHBACK (RISEN) the victim’s threads in Fate’s
This Art allows the Risen to tapestry, cursing them with ill
see images of events that luck and marking them with signs
unfolded near or around one of visible only to other Oracles.
their Fetters. For this to work, Cost: One Degradation Check
the Risen must be in contact with Dice Pool: Wits + Fatalism
the Fetter in question; the Scene
System: The player rolls Wits
they see will be the most + Fatalism vs. the target’s
emotionally potent one since the Resolve + Composure. For one day
Risen’s original death. The per success, the target suffers
images are clear enough to bad luck. There is no standard
extract clues from the Scene, mechanical effect, but the
like the face of a murderer or Storyteller should feel free to
the words spoken during a heated shower the victim with lost or
argument. broken possessions, Bad Luck (as
Cost: One Degradation Check

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Clan Hecata’s Allies: Those Who Remain

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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Chapter 7: Arcanoi

Dice Pool: Intelligence + view, such as a specific time or


Fatalism event.
System: The player rolls The Oracle can see this vision
Intelligence + Fatalism while as a mist in the shape of the
speaking to the target, but the people or items that were in the
conversation's nature and length room. The Oracle can walk around
determine the target value's and inspect the vision by rolling
difficulty. The greater the Wits + Investigation with a
familiarity of those conversing minimum difficulty of 3. People
and the longer the conversation, in this vision cannot be
the lower the difficulty drops, immediately identified due to the
to a minimum of 3. obscuring mist; they can be
If the conversation is short identified with a Wits +
and forgettable, like “Can you Investigation Check against
tell me the time?” then the difficulty 3.
Difficulty is 7. Even if the Oracle chooses to
The number of successes ignore the vision, it continues
determines several things, for the rest of the Scene. If the
starting with whether the target Oracle remains where the visions
is tied to one of the character’s are taking place, they are
Fetters or Passions. After that, distracted and suffer a -2 dice
more successes reveal which penalty on all Awareness checks
Passion or Fetter is involved and that do not pertain to the
how important that connection visions.
might be. A botch, however, is Angst: None
full of wonderful tidbits of Duration: One Scene
misinformation.
Angst: None Level 4
Duration: N/A
SIDESTEP (COMMON)
Heightening their attunement
FATE REMEMBERED (COMMON)
to immediate dangers, the Oracle
The Oracle looks through fate,
gains preternatural awareness of
and instead of seeing the future,
attacks before the attackers
they look back on the echos of
swing or fire; this can allow the
fate in an area and see what has
Oracle to be where the attacks
come rather than what will come.
aren’t.
Cost: One Degradation Check
Cost: One Degradation Check
Dice Pool: Resolve + Fatalism
Dice Pool: N/A
System: The Oracle rolls
System: The player adds their
Resolve + Fatalism against
Fatalism rating to all dodging
difficulty 4. The Oracle can see
attempts in combat.
back a number of days equal to
Angst: None
the margin of success and select
Duration: One Scene
exactly when they would like to

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Clan Hecata’s Allies: Those Who Remain

ENTANGLE (INITIATE) emotional state, including


Described by older Oracles as whether their currently Shadow-
a binding rite, and modern ones ridden. In addition, Entangled
as an invocation of quantum characters find themselves drawn
mechanics, Entangle conjoins two toward one another or acting on
or more Wraiths’ very existences; each other’s behalf during
this can be a blessing or a doom, significant events. This latter
as the Wntangled characters share aspect has no mechanical effect,
experiences, energies, and but the Storyteller should ensure
destiny itself. that all Entangled characters are
Cost: Once Degradation Roll somehow positioned to affect the
Dice Pool: Wits + Fatalism outcome of critical Scenes. This
System: The Oracle must touch serves as an excuse for all
both subjects (or, if more than manner of implausible
two subjects are to be Entangled, coincidences as Fate conspires to
the whole group must hold hands put the characters where they
or otherwise be in physical need to be to play their parts in
contact with one another and the one another’s dramas or
Oracle). The player rolls Wits + tragedies.
Fatalism vs. a difficulty equal Entangle works only on
to the highest Willpower among Wraiths, and no more than one
the subjects; this roll cannot be application of Entangle may
resisted. affect a Wraith at any one time.
With a number of successes The Oracle may include themself
equal to or greater than the in any Entanglement without
number of subjects, all subjects making a Degradation Check or
are Entangled until the Oracle spending Willpower, and they
chooses to end the Entanglement. don’t count toward the required
During this time, whenever any number of successes. They may
Entangled character gains more spend 1 Willpower to end an
than 1 Pathos in a single go, Entanglement of their creation at
each other character gains 1 any time.
Pathos. However, whenever any If an Entangled Wraith suffers
Entangled character’s Shadow a Harrowing, their Entanglement
gains more than 1 Temporary snaps and the rest of the group
Angst, each other Shadow gains 1 is instantly aware that something
Temporary Angst. Whenever any bad happened. The rest of the
Entangled character suffers more group’s Entanglement remains
than 1 health level of Aggravated intact.
damage, each other character Angst: None
suffers 1 health level of Duration: Until Removed
Superficial damage.
Each Entangled character has a FORTUITOUS MEETING (RISEN)
general sense of each other This Art is the ability to tweak
character’s location and the coincidences seen by a Risen

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Clan Hecata’s Allies: Those Who Remain

with Fatalism to arrange to “run The Oracle immerses themselves


in” to someone in a manner that in events to come, gaining a
appears to be entirely measure of foreknowledge.
accidental. The target never Understanding at the time of
knows that the universe these visions is rare. Most
conspired to bring them into the
often, Fate provides only vague
Risen’s path, and so will
inexplicably turn left instead generalities. These aren’t enough
of right while driving or might to issue intelligible warnings,
have a hankering for takeout but they are sufficient to inform
Thai from a place across town. preparations. The Oracle themself
Whatever it takes to bring them rarely knows the precise set of
to the Risen while making it events for which they are
seem like a coincidence. readying until they’re upon them,
Cost: One Degradation Check but to outsiders, it looks like
Dice Pool: Manipulation + they knew exactly what was
Fatalism vs. Wits + Insight coming.
System: The player must have Cost: Two Degradation Checks
met the target at least once. The Dice Pool: Resolve + Fatalism
player rolls Manipulation + System: At the beginning of
Fatalism vs. the target's Wits + the Session, the player rolls two
Insight, with the number of Degradation Checks and rolls
successes dictating how quickly Resolve + Fatalism against
the target stumbles across the difficulty 6, noting the margin
Risen. A Shaded Failure, however, of success. Subsequently, at any
the target being spooked into time during that Session, they
going the other way instead. may expend one or more of these
For the power to work, the successes to describe an action
target must be within 100 miles the Oracle previously took to
of the Risen and able to travel; prepare for the current Scene’s
targets being held hostage, events. The action must be
imprisoned, or bedridden, for something the Oracle plausibly
example, cannot heed the call. If could have accomplished “off-
the target is unable to come or screen,” and its complexity and
is out of range, the Pathos and specificity determine the number
Willpower are spent to no effect. of successes the player must
Angst: A Shaded Failure expend to establish it:
results in the Risen receiving 2 One success: Advantageous in a
Temporary Angst minor way (“Well, I have a Relic
Duration: Until you and the handcuff key, but we’ll still
target meet need to get out of the citadel
before the Maelstrom breaks.”)
Level 5 Two successes: Helps resolve a
generalized, nonviolent plot
BREATHING THE MISTS (COMMON)
obstacle (“Ah, Colonel Sexton, I
see my letter of introduction

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Chapter 7: Arcanoi

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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Clan Hecata’s Allies: Those Who Remain

the victim’s destiny in broad The Risen need only focus on a


terms, preferably ones suitably desired outcome, like “I need a
vague, to make a good classical way to sneak into that building”
prophecy. or “I need someone at the airport
Unless the victim is actively to overlook their luggage for a
working to fulfill their new moment.” They then see the first
destiny, all their rolls to loose thread connected to that
regain Pathos have their desire, pull on it, and let the
difficulties increased by 1, all universe do the rest.
their Fetters are considered to The rest then falls into place
be one dot weaker, and they can’t as a series of events. For
spend Willpower unless for example, they want to enter a
Arcanoi. The only ways out of building, then spot a discarded
Fate’s snare are to play out hot dog on the street and the
their new destiny to the logical empty dumpsters in the alley
conclusion or to roleplay their behind it. With their Art telling
way back to Fate’s original plan them all three are
for them. The table at large — interconnected, they drop the hot
the Storyteller and all players — dog in a dumpster and wait. A
are the ultimate arbiters of when hungry kitten appears and tries
the victim has met either of to get to the food in the
these story objectives. dumpster, but it can’t jump up
Angst: Gain 2 Temporary Angst that high. A maintenance worker
per success that the subject exits through the building’s
rolls to resist alley door on a smoke break, sees
Duration: Until the new the kitten, and, the soft touch
destiny is fulfilled that it is, goes to help it out.
The conveniently open door is
THE DRUM BEATS ON (RISEN) overlooked for a few seconds, and
Fatalism and synchronicity the Risen slips inside.
converge in this Art, allowing Cost: Two Degradation Checks
the Risen to pull on one string Dice Pool: Manipulation +
of causality and create a chain Fatalism
reaction of events that bring System: The player rolls
about a desired outcome. It’s Manipulation + Fatalism, with the
like a series of dominoes difficulty based on the
falling, where the Risen can push desperation of the need. The more
the right domino at the right immediate the desired result, the
time to cause the others to fall easier it is to predict the
into place. This Art allows the outcome of events, so anything
Returned to intuitively know how that needs to happen within up to
that sequence will happen even if three Turns requires a roll at
they don't understand exactly difficulty 4, while a Scene is
which event might lead to difficulty 5, a day is difficulty
another. 6, and anything up to a week is

188
Chapter 7: Arcanoi

difficulty 7. Beyond that, there


are too many stimuli and outside
forces to navigate cause and
effect accurately; only the
greatest masters of the Arcanos
can reach out that far.
The greater the number of
successes, the more Fatalism is
on the character’s side. Each
additional success above the
first can lower the difficulty of
any roll associated with The Drum
Beats On. So if the Risen is
trying to enter a building
(difficulty 4) and rolls 4, 10,
6, 8, 7, 6, 7, 9, that’s a total
of two successes or one
additional success. That means
when they sneak past the
distracted maintenance worker and
roll Dexterity + Stealth, the
difficulty for that action is
lowered by 1.
A failure produces no effect.
A Shaded Failure, however,
focuses the universe’s unwanted
attention on the Risen, with the
Risen simply having no luck and
somehow attracting all the
unwanted attention possible for a
number of turns equal to the
Shadow’s current Temporary Angst
rating.
Angst: On a Shaded Failure,
gain 1 point of Temporary Angst.
Duration: One Scene, one Day,
or one Week

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Clan Hecata’s Allies: Those Who Remain

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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Chapter 7: Arcanoi

local Shroud Rating. If the applications leave, effectively


Alchemist isn’t touching the seeing an Arcanos “fingerprint”
object, the player also makes a that they can match against other
Degradation Check. The number of instances to identify another
successes determines how much the Flux user.
target object ages over the rest Angst: None
of the Scene: Duration: N/A
1 success: One week
2 successes: One month Level 2
3 successes: One year
REINFORCE (COMMON)
4 successes: One decade
Reversing the entropic lessons
5 successes: One century
of Rot, Reinforce makes a
The Storyteller determines the
material object more resistant to
effects aging has on a given
decay and damage. This Art is
object, including damage if
taxing, as the Alchemist infuses
appropriate. Rot can’t directly
the matter with part of their own
affect living creatures or
Corpus, lending it some of their
Wraiths, though it fosters the
deathless nature.
growth of microorganisms that
Cost: One Degradation Check
might inflict nasty infections if
and 1 Corpus
ingested.
Dice Pool: Dexterity + Flux
Angst: None
System: The player rolls
Duration: One Scene
Dexterity + Flux vs. the local
Shroud Rating. Each success
SENSE FLUXION (INITIATE)
increases the target’s durability
Flux can be a subtle Arcanos,
by 1 for the purposes of any feat
and casual observers rarely can
of strength (pg. XX) required to
tell the difference between its
break or destroy it. This
entropic processes and those of
increase can’t exceed the
nature or the Shadowlands. An
Alchemist’s dots in Flux.
Alchemist always knows her
Angst: None
guildmates’ work, though.
Duration: This power’s full
Cost: Free
strength lasts one day per
Dice Pool: Intelligence + Flux
success. After that, its effects
System: The Alchemist examines
dissipate at a rate of one point
a subject for Flux effects. The
of durability per day.
player rolls Intelligence + Flux
vs. the local Shroud Rating. One
NON-EUCLIDEAN MECHANICS (INITIATE)
success reveals whether or not
As the Underworld echoes of
Flux has affected the target.
destroyed things, Relics are
With three successes, the
unitary objects to most Wraiths.
Alchemist knows which Flux Art
Disassembling a Relic Mustang
was used. With five, they can
with Relic tools results in its
recognize the unique signatures
destruction, not an oil and
each Alchemist’s personal Flux

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Clan Hecata’s Allies: Those Who Remain

Pathos change. The Alchemist Angst: None


skilled in Non-Euclidean Duration: This effect’s full
Mechanics knows how to tease strength lasts for one day per
apart a technological Relic, success, after which it
modify it, and reassemble it in a dissipates at a rate of one point
repaired or upgraded condition. of improvement per day. To make
This Art relies as much on intent the upgrade permanent, the player
and metaphor as it does on may spend an additional
mechanical prowess. To outside Degradation Check and 1 Willpower
observers, the Alchemist’s work when invoking Non-Euclidean
violates anything they knew of Mechanics.
Skinlands physics and geometry.
Cost: Corpus equal to the Level 3
Relic's Dot Rating or One
DECAY (COMMON)
Degradation Check and 2 Corpus
This Art causes deterioration
Dice Pool: Dexterity + Flux
in even the strongest Relics or
System: To repair a damaged
material objects. Metal oxidizes
Relic, the Alchemist works on it
and develops stress fractures,
for one hour. The player spends
ceramics turn brittle and crack,
Corpus equal to the Relic’s value
wood dry rots or molders, etc.
and rolls Dexterity + Flux vs.
Decay can target an entire object
the local Shroud Rating. With
or only a portion of it — a gun’s
success, the Relic is repaired.
hammer spring, one leg of a
Each additional success reduces
table, or the bolts connecting a
the working time by 10 minutes
helicopter’s rotors and hub. As
(minimum 10 minutes).
with Rot, Decay can’t affect
To improve a Relic, the
living beings or creatures of the
Alchemist works on it for one
Underworld. However, its effects
hour. The player rolls one
manifest much faster than Rot and
Degradation Check and 2 Corpus
encompass a wider array of
and rolls Dexterity + Flux vs.
materials.
the local Shroud Rating + 2. The
Cost: One or two Degradation
Alchemist may improve one
Checks
numerical value of the Relic by
Dice Pool: Dexterity + Flux
one point per every success on
System: The player Dexterity +
the margin (e.g., increase a
Flux against the Local Shroud
weapon’s damage by 1, increase
Rating. The target object suffers
armor’s value by 1, streamline a
one level of Aggravated damage
Relic computer to grant a one-die
per success. If the Alchemist
bonus to appropriate tasks in
isn’t touching the object, the
which it’s used).
player must make an additional
No Relic may have a total
Degradation Check.
value of improvements greater
Angst: Gain 1 Temporary Angst
than the Alchemist’s rating in
Duration: N/A
Flux.

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Chapter 7: Arcanoi

RELIC DOWSING (INITIATE) Intelligence + Flux. The roll’s


The Alchemist’s affinity for difficulty depends on the mortal
the memories of matter gives them population density and the amount
an intuitive sense of recently of recent destruction or decay. A
destroyed items that may have literal urban war zone is 2,
crossed the Shroud. Relic Dowsing while a pristine, unpopulated
allows the Wraith to search for wilderness is 8. Most cities
newly formed Relics with a fair split the difference at 5.
expectation of finding something Successes on this roll
(though not always exactly what determine what the Alchemist
they expect). finds:
Cost: One Degradation Check 1 success: A trivial Relic
Dice Pool: Intelligence + Flux with sentimental value to
System: This Art is usable someone.
only in the Shadowlands and 2 successes: A minor Relic
requires about an hour of focused with some practical use.
searching. The player rolls

193
Clan Hecata’s Allies: Those Who Remain

3 successes: A useful or Cost: One Degradation Check


collectible/profitable Relic. Dice Pool: Intelligence + Flux
4 successes: A major, valuable System: The Alchemist spends
Relic, or one that’s relevant to five minutes in concentration
the Alchemist’s interests or while touching the Relic. The
hobbies. player rolls Intelligence + Flux
5 successes: A powerful Relic, against a difficulty equal to 7
immediately useful to the minus the Relic’s rating. With
Alchemist’s current needs. success, the Relic is destroyed,
The Alchemist also can use and the Wraith receives 1 Pathos
this Art to determine the per margin of success, up to a
location of a specific Relic with maximum of the Relic’s value. The
which they are familiar (e.g., player may spend 1 Willpower to
their favorite wrench). In this channel all of this Pathos into
case, their difficulty is 7 minus an appropriate container (bottle,
the Relic’s value. More successes flask, spittoon) rather than the
give them a clearer sense of the Wraith themself.
Relic’s position — though getting Render Relic works only on
to it may be another issue naturally occurring relics, not
entirely. those created deliberately via
Angst: None the effects of any Arcanos or
Duration: N/A other supernatural power. Nor can
it dissolve Artifacts. Finally,
Level 4 it can’t affect anything the
Wraith can’t pick up and carry.
RENDER RELIC (COMMON)
Angst: Gain 1 Temporary Angst
This Art allows the Alchemist
Duration: N/A
to sense the emotions that went
into a Relic’s creation — and
SCULPT MATTER’S MEMORY (INITIATE)
then to distill the Relic down to
As an Alchemist’s
the bare essence of those
understanding of Relics grows,
component sensations. This
they see the memories and
process destroys the Relic but
emotional investments that bind
yields Pathos flavored with the
and solidify their forms. With
moment the Relic crossed into the
this Art, they can exploit the
Shroud. The Wraith can either
flaws and blank spots in these
absorb this energy themself or
echoes to temporarily alter a
bottle it for later use. Render
Relic’s appearance. While so
Relic isn’t a universal solvent,
altered, the item retains its
though. Some Relics are too large
original function, even if this
to succumb to this process, while
is incompatible with its new
others bear a strange immunity to
form. Tales of Alchemists slaying
it — along with the Moliate
enemies with silk bouquets or
signatures of Alchemist Guild
working the forges with quill
elders.
pens are evidence of this Art.

194
Chapter 7: Arcanoi

So, too, are stories of learn new manners of feeding them


impossible smuggling operations to ensure their continued
and disappearing criminal function — and can release the
evidence. stored Pathos of activated Relics
Cost: One Degradation Roll and with but a glance.
1 Corpus per the Relic’s rating Cost: One Degradation Check
Dice Pool: Intelligence + Flux Dice Pool: Intelligence + Flux
System: The Alchemist spends System: The Alchemist can fuel
five minutes in concentration any Relic by infusing it with one
while touching the Relic. The Degradation Check or 1 Corpus.
player rolls Intelligence + Flux This replaces the Relic’s normal
with difficulty 3 if the Relic’s Pathos cost for activation.
new form is compatible with its In addition, they can
function, 5 if incompatible, and deactivate an empowered Relic as
7 if it’s nonsensical. The an action. The player rolls one
Relic’s new form lasts for one Degradation Check and rolls
Scene per success. The player may Intelligence + Flux; if the Relic
spend 2 Willpower to extend this is under another character’s
to one day per success. direct control, that character
The Alchemist can reconfigure may resist by rolling Willpower.
only Relics they can pick up and If the Alchemist succeeds, the
carry in both its original form target Relic becomes inert, as if
and sculpted appearance. They can no Pathos was spent to power it
freely change a Relic’s overall for the Scene. Said Relic cannot
dimensions so long as it stays be repowered for the remainder of
portable. If a Relic assumes a the Scene.
form incompatible with its Angst: Each time the Alchemist
function (e.g., a sword button, a fuels a Relic with their Corpus,
bicycle crowbar, a book they gain 1 Temporary Angst.
toothpick), any skill check Duration: N/A or One Scene
involving its use suffers a +1
difficulty. REINTEGRATE RELIC (INITIATE)
Angst: None Although none among the
Duration: One Scene per the Restless have found a reliable
margin of success way to return themselves to life
(leaving aside several Arcanoi
Level 5 that create mockeries of it),
elder Alchemists can return
A MEMORY OF FIRE (COMMON)
Relics to the world of the
As the Alchemist’s familiarity
living. This Art restores a Relic
with Relics and their workings
to its original material state
grows, they come to understand
and transports it across the
the mythologies and analogies by
Shroud. The Alchemist can apply
which they function in the
Reintegrate Relic to aid mortal
Underworld. In doing so, they
allies, place dangerous Relics

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Clan Hecata’s Allies: Those Who Remain

beyond their enemies’ reach, or items are exchanged for the


even convert their treasured betterment of Wraiths and the
Relics into Fetters. Shadowlands as a whole. Some
Cost: A number of Degradation truly rare (or desperate) Wraiths
Checks equal to 1 half of the forge potent pacts with Les
Relic’s level, rounded up, and 1 Mysteres that allow them to
Corpus for each level of the summon the bounty of the Island
Relic Below the Sea from afar.
Dice Pool: Dexterity + Flux Cost: A number of Degradation
System: The Alchemist touches Checks equal to 1 half of the
the Relic while concentrating on Relic or Artifact’s level,
it for a number of turns equal to rounder up
its value. The player rolls Dice Pool: Wits + Flux
Dexterity + Flux vs. the local System: The player rolls Wits
Shroud Rating. With success, the + Connaissance against the local
Relic reverts to its material Shroud Rating. An oval mirror
state and crosses the Shroud into with a surface like mercury
the Skinlands. forms, allowing the Wraith to
If the Relic is represented on plunge through the portal and
the Alchemist’s character sheet emerge with the object of their
with the Relics Background, the desire. This object can be almost
player may spend any amount of anything (with Storyteller
Temporary Willpower up to its approval), but using this Art
recorded value. The Relic becomes binds the Wraith to perform a
a new Fetter for the Alchemist service for Les Mysteres
with a value equal to the amount commensurate with the “gift”
of Willpower spent. summoned by the Serviteur. This
Reintegrate Relic is usable service must be performed within
only in the Shadowlands. a year and a day of using Bonte
Angst: Gain 1 Temporary Angst Abyssale lest the Serviteur faces
per point of the Relic’s value the unalloyed wrath of Les
Duration: N/A Mysteres.
Angst: Gain 1 Temporary Angst
BONTÉ ABYSSALE (INITIATE) Duration: Permanent, or a year
The Island Below the Sea is and a day, if the service is not
home to a vast trove of Relics, performed.
Artifacts, and other wonders that
Les Mysteres collected throughout
the centuries. When the Storm
season abates and the Abyss
becomes placid, numerous Wraiths
travel to and from the Island to
trade with Les Mysteres and the
Loa who serve them. Deals are
struck, contracts are sealed, and

196
Chapter 7: Arcanoi

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

197
Clan Hecata’s Allies: Those Who Remain

necessary for the Wraith to enter Duration: Permanent


the object; additional successes
provide details of the device’s REVEAL RIDER (INITIATE)
principles of operation or A Wraith learns to read the
information stored within it. If subtle signs Inhabit leaves on
a character scrutinizes the objects. With a touch, the Wraith
object with any supernatural can determine whether an object
perception that could reveal the is currently inhabited or has
Wraith’s presence, the observer been in the past.
must beat the Wraith’s successes Cost: Free
to detect them. Dice Pool: Dexterity + Inhabit
If the object the Wraith has System: The player rolls
entered is destroyed, the Wraith Dexterity + Inhabit against
is ejected and suffers 1 difficulty 2. Each success
Aggravated Corpus damage. reveals one prior use of Inhabit,
Angst: None starting with the most recent and
Duration: Until the Wraith working backward. The Wraith
leaves gains an innate sense of each
Wraith’s identity and will
SHAPE TRUE JADE (COMMON) recognize them on sight; they
With enough time and raw also learn which Inhabit Art the
material, the Dark Kingdom of other Wraith used if they know it
Jade Artisans can use this power themself.
to create a simple object from In addition, each success on
True Jade. A handful of True Jade Reveal Rider counts as two
is not enough to make a sword, successes for opposing Assume the
but master Artisans can Shell.
efficiently use what they are Angst: None
given. Duration: N/A
Cost: One Degradation Check
Dice Pool: Wits + Inhabit Level 2
System: When attempting to
MISFIRE (COMMON)
work with True Jade, the Artisan
By passing their hand through
makes a Wits + Inhabit roll
a mechanical or electronic
against difficulty 6. The number
device, the Wraith may cause a
of successes needed depends on
temporary malfunction. Gears jam,
the desired end product's
combustion falters, electricity
complexity. A failure means the
shorts out or surges, and complex
working was unsuccessful, but the
electronics throw error messages
material has not been ruined and
or reboot/themselves. Simple
can be shaped into something
machines are unaffected; a target
else. A Shaded Failure wrecks the
must have moving parts or run-on
True Jade, rendering it useless
electrical power to be
for anything else.
susceptible to Misfire.
Angst: None

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Cost: One Degradation Check


Dice Pool: Strength + Inhabit
System: The player rolls
Strength + Inhabit against
difficulty 4. The target device
is disabled for one turn per
success.
The operator may attempt to
fix the problem with a roll of
Wits + an appropriate Ability at
the Storyteller’s discretion; the
difficulty is equal to the number
of successes on the margin; each
success removes one of the
Wraith’s successes.
Angst: None
Duration: One Round per
success

WORK WHITE JADE (COMMON)


Prerequisite power: Shape True
Jade
This power allows the Artisan Soulforging is a common enough
to work with White Jade just as practice that makes this a lesson
the previous power covers True most Wraiths often seek to learn.
Jade. However, due to the While any Wraith can learn the
inferior nature of the material, Smith’s Art, extending one’s
it takes three times as much senses into the soul being worked
White Jade as True Jade to create on the forge remains a closely
a given object. held Guild technique.
Wraiths who have mastered Work Cost: N/A
White Jade can also work with the Dice Pool: N/A
prepared Corpus of a kuei. System: The Wraith’s dots in
Cost: Free Inhabit are added to any
Dice Pool: Wits + Inhabit Woulforging roll.
System: The roll and results Angst: None
are the same as for Shape True Duration: Passive
Jade.
Angst: None
Duration: Permanent
Level 3
CLAIM THE SHELL (COMMON)
The Wraith may enter a Relic
FORGE AFFINITY (INITIATE)
or a Skinlands object and use it
Mixing Inahbit’s knowledge
as a surrogate body. They have
with the machines with the Art of
full control over all its

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functions and can move its parts into a Relic by spending 1


independently, though they can’t Willpower and 1 Corpus per
make it do anything else outside success required to claim it.
its capabilities. For example, a Angst: If the object is
Wraith possessing a revolver can destroyed while the Wraith is
cock the hammer, pull the trigger within it, the Shadow gains 1
and swing out the cylinder and Temporary Angst per success
eject spent shell casings, but required to claim it.
they can’t levitate or aim the Duration: One Scene
gun nor grasp and load fresh
ammunition. Their senses function SMITH’S TENACITY (INITIATE)
normally, though they’re spread Most common among Artificers
over the object’s entire surface. who work the forges, this Art
If a Skinlands object is allows a Wraith to take on some
destroyed while the Wraith of the attributes of their work’s
inhabits it in this way, they may output. When using Smith’s
bring it across the Shroud as a Tenacity, the character’s skin
Relic (though creating a Relic takes on a metallic sheen and is
from a container doesn’t also uncomfortably warm to the touch.
create Relics from its contents). Cost: One Degradation check
Cost: One Degradation Check Dice Pool: N/A
Dice Pool: Strength + Inhabit System: The Wraith’s dots in
System: The player rolls Inhabit are subtracted from all
Strength + Inhabit against the Superficial damage dealt to them;
local Shroud Rating. The number this occurs before halving the
of successes required for success damage.
depends on the item’s size: Angst: None
1 success: Handheld: tablet or Duration: One Scene
notebook computer, handgun, power
tool, book
2 successes: Two-handed: small
Level 4
appliance, greatsword, web server WIRE RIDER (COMMON)
3 successes: Human-sized: With this Art, the Wraith can
motorcycle, crew-served heavy slide into the global network of
weapon, office furniture electricity and digital
4 successes: Vehicular: communication, passing through
speedboat, garage workbench, power grids and data
assembly line laser welding robot transmissions at the speed of
5 successes: Industrial: light. Wraithly senses are too
locomotive, marine diesel engine, slow and entropy-bound to
newspaper printing press perceive this environment as it
6+ successes: Structural: truly is, so riding the wires is
house, airliner, ship a vortex of information and
If the object is destroyed, electrical flows transposed into
the Wraith may convert the item a synesthetic fast-forward blur.

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Imprecise use of Wire Rider, would like to invest into an


or simply incautious navigation, item.
can land the Wraith far from Dice Pool: Wits + Inhabit
Stygian-claimed territory. System: The Artisan makes a
Cost: One Degradation Check Wits + Inhabit roll. The
Dice Pool: Dexterity + Inhabit difficulty is 3 for True Jade and
System: The Wraith must have a 5 for White Jade. If the Artisan
material starting point and is attempting to imbue an Arcanos
destination — while they can power, it costs a Willpower point
travel through wireless plus another degradation check.
transmissions, they need Failure leaves the jade
connected endpoints, even ones as unempowered.
simple as obsolete flip phones. Angst: A Shaded Failure gives
The player rolls Dexterity + the Shadow 1 point of Temporary
Inhabit against difficulty 4. Angst
Successes determine the maximum Duration: True Jade items have
distance of travel: a permanent duration, while White
1 success: Line of sight or Jade items lose their powers
local cellular tower’s range after a number of months equal to
2 successes: Same city or twice the number of successes
local power grid rolled.
3 successes: Same national
power grid or telecommunication THE TOOL KNOWS ITS MASTER (INITIATE)
network Elder Artificers fear few
4 successes: Same continent or weapons wrought by the hands of
satellites in low orbit the Quick or the dead. This Art
5 successes: Global or infuses an object with a portion
satellites in geosynchronous of the Wraith’s own essence,
orbit compelling it to act as if it
Angst: None were one with their Corpus — and
Duration: N/A what rebel portion of their own
body would willingly harm the
EMPOWER JADE (COMMON) greater part?
With this power, the Artisan Cost: One Degradation Check
can imbue jade items with Pathos Dice Pool: Dexterity + Inhabit
or other Arcanoi that they might System: The Wraith must touch
possess. Any jade item — White or the object (material or Relic)
True — can be used to store the they want to affect. The player
powers of a single Arcanos and rolls Dexterity + Inhabit against
the necessary Pathos fuel. difficulty 4. For a number of
However, the Artisan can only Scenes equal to successes rolled,
infuse the item with their own anything or anyone touching the
Pathos and Arcanoi. object are considered to be in
Cost: One Degradation Check contact with the Wraith for the
and however much Pathos they purposes of their own Arcanoi —

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Chapter 7: Arcanoi

effectively, they can channel one or more times (including


their touch through the object gaining any Temporary Angst). If
when using their Arts. the Art normally has no
In addition, if the object activation cost, it costs one
would damage their Corpus, its Degradation Check for this
base damage rating is considered purpose. If the Art normally is
0 (though extra successes on an always active, it costs one
attack roll add damage normally). Degradation Check per day of use.
The Wraith may use this Art This expenditure “fuels” the
reflexively on a weapon as it Relic for the appropriate number
strikes them. The difficulty of uses of that Art. Finally, the
increases to 6 for a melee weapon player spends 1 Corpus to “seal”
or 7 for a ranged attack, but the newly created Artifact and
success takes effect before that chooses a word, phrase, gesture,
attack deals damage. or another command that activates
Angst: None the Empowered Art.
Duration: One Scene or 1 Round Anyone who knows the Wraith’s
if done reflexively activation command may spend 1
Willpower and use the command to
Level 5 invoke the Art it contains. If
the Art normally is always
EMPOWER (COMMON)
active, each invocation instead
A Wraith skilled in this Art
activates it for one day. The
can imbue a Relic with one of
user pays no additional Pathos,
their Arcanoi, creating a
Corpus, or Willpower — those
temporary Artifact. While this
costs were paid when the Wraith
power lasts, other Wraiths who
created the Artifact. However, if
know the command to activate the
the Art bestows Temporary Angst,
Relic’s power can invoke the Art
the user’s Shadow receives those
it contains.
points. The user’s dice pool for
Cost: At least One Degradation
the Empowered Art is normal,
Check and 1 Corpus
though they may substitute their
Dice Pool: Strength + Inhabit
Occult Ability for the
System: The player rolls
appropriate Arcanos. Once all
Strength + Inhabit against
Empowered applications of the Art
difficulty 5, +1 if the Relic is
are used, the Artifact becomes a
thematically inappropriate for
normal Relic again.
the Arcanos to be placed in it.
There is no way to “recharge”
The number of successes indicates
an Empowered item save for a
the highest-rated Art the
second invocation of this Art.
Artificer may invest in the
Angst: None
Relic.
Duration: Until it is used
The player then selects a
single Art the Wraith knows and
COMPEL THE SOULSTEEL (INITIATE)
pays that Art’s activation cost

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Clan Hecata’s Allies: Those Who Remain

One of the Artificers’ Guild’s CREATE WHITE JADE (COMMON)


less pleasant aspects is the work A useful but terrifying power,
it’s done over centuries of Create White Jade allows an
turning once-living souls into Artisan to craft a soul into
material goods. Common wisdom White Jade. Before a soul can be
holds that Soulforged Wraiths are transmogrified, its spirit must
no longer conscious (if the smith be broken (Willpower maxed out
was competent, anyway), but this with Aggravated damage and Pathos
Art questions that comforting ratings of 0). Once that has been
thought. achieved, the Artisan spends
Compel the Soulsteel allows a three days working the unlucky
Wraith to draw knowledge from the soul into White Jade.
soul that comprises a Soulforged Cost: One Degradation Check
item. Whether this is mere Dice Pool: Manipulation +
psychometry or actual Inhabit
communication with a fragment of System: Making White Jade
someone’s trapped consciousness requires an extended roll of
is an ongoing, bitter debate in Manipulation + Inhabit, with each
Artificer Circles. roll done at the end of each day
Cost: One Degradation Check of work. When 10 total successes
Dice Pool: Strength + Inhabit are gained across three days (the
System: The player rolls entire time must be invested),
Strength + Inhabit against the effort is successful, and the
difficulty 6. Each success allows soul has transformed into White
the Wraith to ask one question of Jade. Roughly three pounds of
the target item. If the soul that White Jade emerge from each
was forged into the item knows forged Corpus level, and a Shaded
the answer, the character Failure during the process
receives a brief vision or a transforms the captive soul into
moaned response. The soul can’t a Kuei.
lie or dissemble, though it only Before starting the process,
answers each question to the the Artisan must identify what
limits of its own residual sort of White Jade they are
memories. Compel the Soulsteel creating, i.e., whether it is to
can only be used once on any be hard and rigid (useful for
Soulforged item, ever. The weapons and armor) or soft and
Artificer is not compelled to ask flexible (best for furniture,
all the questions they have garments, etc.). Once the
gained. decision has been made, it cannot
Angst: Each question asked be changed.
grants the Shadow 1 point of Angst: The Shadow gains 1
Temporary Angst point of Temporary Angst.
Duration: N/A Duration: Permanent

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Chapter 7: Arcanoi

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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Clan Hecata’s Allies: Those Who Remain

Failure will produce an incorrect


result, which can have all sorts
of consequences down the line.
Angst: None
Duration: One Turn

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

KNOW THYSELF (INITIATE)


The Solicitors’ Guild forbids
its members to use Intimation on
one another, with the full weight
of Oblivion levied against

206
Chapter 7: Arcanoi

offenders. The most common of the focus on their original concern


Guild’s secret Arts ensures that and suffers a +2 increase to all
any Solicitor worthy of the name difficulties. The margin of
knows when they’ve been subject success determines the length of
to Intimation and strengthens the effect.
their defenses against it. This 1 Success: Target is
Art also provides some benefit momentarily distracted.
against certain other Arcanoi. 2 Successes: Target is
Cost: Free occupied for a Turn.
Dice Pool: Wits + Intimation 3 Successes: Target is
System: The Solicitor always distracted for three Turns.
knows when another Wraith has 4 Successes: The target’s
used an Intimation Art on them — attention is diverted for a
no roll is necessary. Whenever Scene.
this occurs, the player may roll 5 Successes: The target feels
Wits + Intimation vs. difficulty compelled to leave the location
2. Each success negates one of to attend to business elsewhere.
the aggressor’s successes. The Risen can only Distract
Know Thyself also can be used the target once per Scene, and a
to defend against uses of Shaded Failure renders the target
Castigate, albeit at lesser immune to further distractions
potency (and it provides no for the next day.
automatic awareness of these Angst: None
Arcanoi unless the Solicitor also Duration: Variable
knows Adrestia’s Communion).
Every two successes on the Wits + Level 2
Intimation roll negates one of
EXCISE (COMMON)
the aggressor’s successes.
Excise removes a want from its
Angst: None
target. The affected desire can
Duration: Passive
be as simple as a thirst for
another beer or as complex as a
DISTRACTION (RISEN)
five-dot Passion to restore the
The target is forced to
Roman Empire to its rightful
remember something else that
place of global power. This Art
needs attending to, breaking the
neither softens nor rationalizes
target’s concentration, if only
its effects. The subject’s
briefly.
behavioral changes are obvious,
Cost: Free
while the subject remembers their
Dice Pool: Manipulation +
former desire but can no longer
Intimation vs. Resolve +
find any motivation to pursue it.
Composure
Cost: One Degradation Check or
System: The player rolls
two Degradation Checks
Manipulation + Intimation vs. the
target’s Resolve + Composure. If
successful, the target cannot

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Clan Hecata’s Allies: Those Who Remain

Dice Pool: Manipulation + Inquiry allows a Scholar to


Intimation vs. Intelligence + force a subject to answer one
Resolve question with absolute honesty.
System: To permanently remove However, this still leaves broad
an ordinary desire, the player room for interpretation, meaning
rolls Manipulation + Intimation the Scholar had best choose the
vs. Intelligence + Resolve. The words of that single question
margin of success determines the carefully. The target can express
complexity and strength of desire the truth however they see fit,
Excise can remove. One success is but they cannot lie.
sufficient to make the victim Cost: One Degradation Check
disinterested in that beer, but Dice Pool: Manipulation +
curing alcoholism would require Intimation vs. Manipulation +
five or more. Resolve
To temporarily suppress a System: The rolls Manipulation
Passion, the player rolls Two + Intimidation roll vs. the
Degradation Checks and then rolls targets Manipulation + Resolve. A
Manipulation + Intimation vs. single success allows for a
Intelligence + Resolve. Every simple question to be asked. More
three successes reduce the successes allow for more
Passion by one dot. Lost dots complexity.
return in full after a number of Angst: A Shaded Failure gives
days equal to the Wraith’s dots the Shadow 1 point of Temporary
in Intimation. If a target’s Angst as well as other effects.
Passion is reduced to zero in Duration: Until the question
this manner, it cannot be used to is answered.
acquire Pathos. Also, it is
impossible for this Art to be LAUNCH A THOUSAND SHIPS (INITIATE)
used to remove a Passion Turning their Art inward, the
permanently. Solicitor makes themself an
Angst: If the victim is object of desire. Observers’
unwilling to have their desires reactions range from sexual
reduced, the Solicitor gains 1 fixation to artistic
Temporary Angst. If the victim is appreciation, depending on their
unwilling to have their Passions individual ideals. First
reduced, the Solicitor’s Shadow impressions are more favorable,
gains 1 Temporary Angst per dot performance art becomes more
of Passion suppressed. memorable, and charm and
Duration: Indefinitely if used seduction have devastating
to remove a desire, or a number effects.
of days equal to the Wraith’s Cost: One Degradation Check
dots in Intimation if used to Dice Pool: N/A
reduce a Passion. System: For the rest of the
Scene, the Solicitor adds half
INQUIRY (COMMON) their dots in Intimation (Rounded

208
Chapter 7: Arcanoi

Up) to their Charisma or that information forever if the


Manipulation Rolls. duration expires before the
Angst: None conditions are met.
Duration: One Scene 1 Success: Target retains the
information for a day.
REMEMBRANCE (RISEN) 2 Successes: Target retains
Remembrance is the power to the information for three days.
implant a set of simple 3 Successes: Target retains
instructions into the target, the information for a week.
conditional on a trigger. Until 4 Successes: Target retains
that trigger is activated, the the information for three weeks.
target doesn’t remember the 5 Successes: Target retains
instructions or even that they the information for a month.
received any, meaning they can’t A failure means no information
be forced to give up any was implanted, but the Risen can
information about what they’ve try again in the next Scene,
been told to do. Once the trigger while a Shaded Failure means the
condition is met, the target target gets the instructions
suddenly remembers the disastrously wrong.
instructions like they’ve known Angst: None
them all along. Duration: Variable
The trigger is set when the
Art is used and must be simple, EMOTIONAL INFECTION (SPECTRE)
like a phrase, a particular The Spectre implants a Dark
scent, or a specific length of Passion in a target (whether
time. The instructions must be mortal or supernatural) or
clear, simple, and increases the strength of an
straightforward: “Remember this existing Dark Passion; This is a
password” or “after three days, common means of preying upon
call this lawyer.” Detailed mortals by Staining them with
instructions involving multiple, Oblivion over time.
complicated steps are beyond the Cost: One Degradation Check
capabilities of this Art. Dice Pool: Manipulation +
Cost: One Degradation Check Intimation vs. Resolve +
Dice Pool: Manipulation + Composure
Intimation vs. Resolve + System: The player rolls
Composure Manipulation + Intimation vs. the
System: The player rolls targets Resolve + Composure, this
Manipulation + Intimation vs. the is an extended action. Implanting
targets Resolve + Composure. The a new Dark Passion requires a
number of successes gained total of 3 extra successes while
determines the length of time the increasing the strength of an
target can remember the existing Dark Passion by 1 dot
instructions and still be requires a total number of extra
triggered. The mortal forgets

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Clan Hecata’s Allies: Those Who Remain

successes equal to the current reveals one of their Passions,


rating. starting with the highest rated.
The infection — whether new If all Passions are revealed in
Dark Passion or increased rating this fashion, then additional
— dissipates at the end of the successes display one of their
Scene unless the target exercises desires that isn’t mechanically
their Dark Passion and gains represented as a Passion.
Angst from it. The infection If their Shadow currently
becomes permanent if the target controls the target, this Art
does so for three Scenes in a instead reveals the Shadow’s
row. Archetype and Dark Passions. In
The target must be in direct addition, the Solicitor’s Shadow
line of sight, and a wave of gains 2 Temporary Angst.
pulsing black light radiates from Angst: If their Shadow
you to the target for the currently controls the target,
duration of the extended action. the Solicitor’s Shadow gains 2
You cannot use this power to Temporary Angst.
increase your own Dark Passions. Duration: One Turn
On an Illuminated Failure, you
cannot make an Emotional WORD OF YU HUANG (COMMON)
Infection attempt on any targets With this power, the Scholar
for the remainder of the Scene. of the Springs can issue a single
Pathos: None command to the subject that must
Duration: One Scene be followed. The subject cannot
be commanded to perform a self-
Level 3 destructive act, and they are
free to take advantage of any
UNFOLD THE ANIMAL HEART (COMMON)
ambiguity in the Scholar’s
The Wraith can peer deep into
phrasing.
a target’s Psyche, mapping their
Cost: One Degradation Check
wants and needs in detail. Though
Dice Pool: Manipulation +
other Intimation Arts may be more
Intimation vs. Resolve +
potent, this one made the
Composure
Solicitors’ reputation and drove
System: The Scholar makes a
their centuries of involvement
Manipulation + Intimation roll
with Stygian potentates’
against the target’s Resolve +
machinations.
Composure. The more successes,
Cost: One Degradation Check
the more complicated the command
Dice Pool: Wits + Intimation
that can be given. One success
vs. Composure + Subterfuge
allows for a one-word command,
System: The player rolls Wits
while five successes permit
+ Intimation vs. the target's
orders up to a paragraph in
Composure + Subterfuge. One
length. However, the order must
success reveals the target’s
be given (and will be followed)
Nature. Each additional success
immediately. If the order is not

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Chapter 7: Arcanoi

given at once, the power fades, number of successes the Solicitor


leaving a resentful and angry rolled. Characters who aren’t
subject. susceptible to Passions (i.e.,
The Scholar must spend 1 point non-Wraiths) must succeed in the
of Pathos for every success same roll or gain an obsession
gained on the roll, while each 1 conviction focused on the object.
results in the acquisition of a Any Passion or conviction gained
point of Temporary Angst. Those through this Art fades at the end
targeted by this power generally of the Scene.
have no idea they have been Angst: None
manipulated unless the Scholar Duration: One Scene
screws up the command, as above.
Angst: Gain 1 Temporary Angst. CHARGE OF DUTY (RISEN)
Duration: One Scene With this ability, the Risen
gives the target a simple
APPLE OF DISCORD (INITIATE) instruction that cuts through
One of Intimation’s less- everything else in their lives to
subtle Arts, Apple of Discord, become an imperative so long as
applies an aura of desirability it fits their Nature or is
to a material object or Relic. relevant to their circumstances.
The item’s physical appearance It won’t force someone to rob a
doesn’t change but evokes an bank if that was never in their
acquisitive or possessive cards, but it might prey on the
response in observers; this can target’s existing sense of guilt
trigger a schism within an or obligation and force them to
affected group, as in the do the right thing.
eponymous legend, or can be an “I It’s a push in the direction
win” button for a Wraithly snake the target was already going, not
oil vendor. a shove in a new direction.
Cost: One Degradation Check Cost: One Degradation Check
Dice Pool: Wits + Intimation Dice Pool: Charisma +
System: The player rolls Wits Intimation vs. Resolve +
+ Intimation against difficulty 4 Composure
for a target on the same side of System: Roll Charisma +
the Shroud; otherwise, the Intimation vs. the target’s
difficulty is equal to the local Resolve + Composure. The margins
Shroud Rating. For the rest of of success indicate the target’s
the Scene, any other Wraith near strength of conviction in the
the ensorcelled object must matter. One overall success in
succeed in a Wits + Resolve roll causing a husband to cheat on his
against difficulty 4 or gain a wife might be met with tremendous
Temporary but functional Passion guilt, while three or more
focused on acquiring and successes might see the husband
protecting the object. This blame his wife for driving him to
Passion’s value is equal to the infidelity. A Shaded Failure,

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Clan Hecata’s Allies: Those Who Remain

however, allows the target to Scholar of the Springs to


realize they were being manipulate the target's Psyche,
manipulated and renders them making them willingly wish to
immune to further such attempts. cooperate with the Scholar. The
Angst: A Shaded Failure gives subject can’t be forced to do
the Shadow 1 Temporary Angst as things that directly contradict
well as other effects. long-held convictions or
Duration: One Day positions, but they will assist
the Scholar in all other things
Level 4 as if the Scholar were a
respected member of their family.
FILIAL DUTY (COMMON)
Cost: One Degradation Check
An insidious use of the
Dice Pool: Charisma +
Arcanos, Filial Duty allows the
Intimation vs. Resolve +
Composure
System: The Scholar makes a
Charisma + Intimation roll vs.
the target’s Resolve + Composure.
The number of successes obtained
determines how long the subject
will remain sympathetic to the
Scholar.
One Success: One Hour
Two Successes: Six Hours
Three Successes: One Day
Four Successes: One Week
Five Successes: One Month.
A Shaded Failure may create a
lifelong enemy.
Once Filial Duty wears off,
the target recognizes what has
been done to them and reacts
accordingly.
Angst: A Shaded Failure gives
the Shadow 1 Temporary Angst.
Duration: Variable

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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Excise, Ignite is unsubtle and Angst: Gain 1 Temporary Angst


psychically violent. Its per success.
behavioral effects are obvious to Duration: Until the desire is
the victim and all around them. satisfied or a number of Weeks
Cost: One Degradation Check equal to the Intimation user’s
Dice Pool: Manipulation + Willpower. Whichever comes first.
Intimation vs. Intelligence +
Resolve TWO FIRES (INITIATE)
System: The player precisely Sufficient understanding of a
describes the craving they want subject’s Passions allows the
to create, then rolls Solicitor to bind them to their
Manipulation + Intimation vs. own Psyche. In doing so, They and
Intelligence + Resolve. their subject benefit from each
With one success, the other’s emotional experiences.
Solicitor can implant a desire Most elder Solicitors maintain
that naturally follows the entire Circles of Passion-bound
subject’s existing inclinations. Wraiths, ensuring a constant
With three successes, they can supply of Pathos.
create a desire unrelated to Cost: Two Degradation Checks
natural interests. With five Dice Pool: Wits + Intimation
successes, the Solicitor can System: The player selects one
build an uncharacteristic desire of their target’s Passions and
for the victim’s normal behavior, rolls Wits + Intimation with
so long as it doesn’t oppose difficulty equal to the Passion’s
their Ambition or lead obviously Rating. With success, the
to Oblivion. Solicitor gains one dot per
Ignite is responsible for many success in the target Passion,
of the ghost stories of strange, with a maximum rating one less
sudden manias afflicting than that which the target
residents of haunted houses, and possesses (e.g., if the target
Wraiths who attempt to intervene has the Passion at •••, the
against a desire implanted in Solicitor can’t gain it higher
this way may find themselves than ••). The target’s own
dealing with an unexpectedly Passion is reduced by one dot.
violent reaction. While Two Fires is in effect,
Ignite can’t create a Passion, whenever one of the characters
nor can its victim gain Pathos gains any amount of Pathos from
from following the implanted the affected Passion, the other
desire. also gains one point of Pathos.
If the target’s Shadow is in If the target’s Shadow is in
control when the Wraith uses this control when the Solicitor uses
Art, the Shadow, not the Psyche, this Art, they must select one of
gains the desire. The Solicitor’s that Shadow’s Dark Passions,
Shadow only gains 1 Temporary which the solicitor gains as a
Angst. normal Passion.

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Clan Hecata’s Allies: Those Who Remain

Angst: Whenever the Solicitor can’t receive more than one


gains Pathos from a target Overriding Behavior.
Wraith’s Shadow gaining Angst Note that the victim won’t do
from their Dark Passion, the something diametrically opposed
Solicitor gains 1 Temporary Angst to who they are, but that still
as well. leaves plenty of latitudes.
Duration: One Day per the Angst: Gain 1 Temporary Angst.
Wraith's Permanent Willpower. On a Shaded Failure, the Shadow
gains 2 additional Temporary
OVERRIDING BEHAVIOR (RISEN) Angst.
The Risen plants an obsessive- Duration: Permanent, a number
compulsive tic into the mortal’s of days specified when the power
brain, forcing them into a rote is used.
of repetitive or ritualized
behavior in order to function. So Level 5
long as the compulsion is
A SINGLE THREAD (COMMON)
repetitive and does not put the
The culmination of the
target or their loved ones in
Wraith's Art, A Single Thread, is
obvious danger, there is any
an insidious power that can
number of potential
elevate the ordinary and cripple
possibilities.
the mighty. The Wraith can
Inflicting obsessive-
rewrite a target’s desires so
compulsive behavior may seem like
subtly that even close friends
an odd thing to do, more
and the victim themself perceive
mischievous or cruel than useful,
the changes in the victim’s
but Risen can use this ability to
Psyche as a natural progression.
destroy the target’s professional
At the same time, the range of
or private life by forcing them
possible changes expands to
to commit questionable acts or
violent shifts in personality and
creating a pattern of behavior to
obvious roads to Oblivion.
cast suspicion on the target.
Cost: Two Degradation Checks
More often, however, a Risen uses
Dice Pool: Variable
it as leverage to force a target
System: The Art duplicates the
into following orders at the risk
basic effects of Excise and
of having a loved one targeted.
Ignite, using their normal dice
Cost: One Degradation Check
pools. However, in place of those
Dice Pool: Resolve + Composure
Arts’ usual costs, each use of A
System: The player must roll
Single Thread costs two
Manipulation + Intimation vs. the
Degradation Checks, and all gains
target’s Resolve + Composure. The
in Temporary Angst increase by 1.
more successes gained, the
In addition, with more than five
stronger the implanted
successes, the Solicitor can
obsession’s hold on the target,
enact changes that directly
and the less they think it’s an
oppose the subject’s Nature or
outside compulsion. A target

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Chapter 7: Arcanoi

that are overtly self- Convictions or Ambitions, but


destructive. anything else is fair game.
Successful use of A Single Angst: Gain 1 point of
Thread is undetectable unless Temporary Angst. A Shaded Failure
someone specifically assesses the gives the Solicitor 1 additional
victim for signs of outside Temporary Angst.
influence, a process requiring Duration: Permanent
extensive psychotherapy or self-
examination. Even then, ADRESTIA’S COMMUNION (INITIATE)
introspection requires the victim While no Wraith reaches true
to beat the Wraith’s successes accommodation with their Shadow,
with an Intelligence + Eidolon a Solicitor who knows this Art
roll to detect signs of understands what their darker
tampering. half wants. Moreover, they can
An outside examination must apply the same knowledge to
beat the Wraith’s successes with others’ Shadows, extending the
an Intelligence + Insight roll. reach of their Intimation to
Angst: As per the powers them. The price of such dark
augmented + 1. knowledge is a few more steps
Duration: Variable toward Oblivion’s precipice.
Cost: Free
THE EMPEROR’S SERVANT (COMMON) Dice Pool: Same as the
Useful in creating Eunuchs for affected power
the Imperial Government, the System: The Solicitor can use
Emperor’s Servant is an any Intimation Art on a target
expression of mastery of Wraith’s Shadow, even if that
manipulating the hun. With this Shadow isn’t currently in
power in their arsenal, the control. Though, if the Art would
Wraith can fully control the usually grant the Solicitor's
minds of others, planting Shadow Temporary Angst if used on
permanent orders within their a dominant Shadow, the Art no
minds. longer gains the Solicitor's
Cost: Two Degradation Checks Shadow that Temporary Angst.
Dice Pool: Manipulation + Additionally, the Solicitor
Intimation can apply Intimation to their own
System: The action requires an Shadow, though this is fraught
entire day with the subject. To with peril. Their Shadow always
activate the power, the Scholar resists with its Permanent Angst
rolls Manipulation + Intimation pool, and if it rolls more
against the target’s Resolve + successes, it immediately takes
Composure + 2. The more successes control for the rest of the
gained, the more complex the Scene.
order that can be seamlessly Angst: Each use of Intimation
implanted. This order cannot run on a non-dominant Shadow grants
contrary to the Wraith’s the Solicitor’s own Shadow 1

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Clan Hecata’s Allies: Those Who Remain

Temporary Angst in addition to Risen, causing the target to


the power’s normal costs. obsess over the character and
When the Solicitor learns this adding one more unwelcome
Art, their own Shadow gains 1 complication to their existence
Permanent Angst. in the Skinlands.
Duration: Passive Storytellers should feel free
to place parameters on the
TARGET LOCK (RISEN) boundaries of the obsession in
If the Risen are driven by question to ensure the play
their obsessions, this is the experience does not become
ultimate expression of that uncomfortable for anyone at the
overriding need. The Risen can table. Players should discuss
force the target to fixate on a their proposed uses of this power
specific someone or something with the Storyteller beforehand
that consumes them, like a mania. to ensure everyone is
Even the calmest and most comfortable.
rational human being becomes an Angst: The Shadow gains 2
automaton under the influence of Temporary Angst.
this power, mirroring the Duration: Permanent
strength of the Risen’s own
obsession.
The obsession can be focused
on an item, a person, or an
action, but once it’s triggered,
it’s relentless.
Cost: Two Degradation Checks
Dice Pool: Manipulation +
Intimation vs. Resolve +
Composure
System: The target must be
within sight, after which the
Risen rolls Manipulation +
Intimation vs. the target’s
Resolve + Composure and vocalizes
the obsession. Each success
strengthens the obsession and
enables the obsession to have
more complex parameters. For
example, one success suggestion
like “he should be with you” can
become a multiple-successes
suggestion like “he’ll only
belong to you once you get his
wife out of the way.” A Shaded
Failure turns that mirror on the

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Chapter 7: Arcanoi

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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Clan Hecata’s Allies: Those Who Remain

Failed Keening rolls can System: The player rolls


create emotional “feedback,” Manipulation + Keening against
meaning the Chanteur’s Shadow may difficulty 3. If they succeed,
gain 1 Temporary Angst from the their use of Keening seems like
discord. ordinary music or speech.
Keening powers can be applied Any Wraith with even one dot
across the Shroud at an in any Keening power can perceive
additional difficulty of the the truth if they achieve more
current Shroud rating –4. successes on a Wits + Keening
Type: Mental roll than the Chanteur achieved
Dictum Mortuum Threat: Low- on their Sotto Voce roll.
High Angst: None
Duration: Same as the Art it
Level 1 is Augmenting
HEARING VOICES (COMMON)
The Wraith can make it seem as Level 2
if their voice comes from a MOOD MUSIC (COMMON)
nearby person or object rather The Wraith can evoke emotions
than themself. through music. “Dark” emotions
Cost: Free are easier to appeal to than
Dice Pool: Manipulation + lighter ones, but a skilled
Keening rectilinear of this Art can
System: The Wraith may make create joy almost as easily as
their voice seem to come from an sorrow.
object up to 10 feet away. The Cost: One Degradation Check
Wraith can roll Manipulation + Dice Pool: Charisma + Keening
Keening against difficulty 2 to or Manipulation + Keening, both
add two feet per success on the vs Composure + Intelligence
margin. System: To create a “negative”
Determining the true source of emotion — for example, despair,
the voice requires a Wits + fear, self-loathing, hatred,
Awareness roll that achieves more envy, bitterness, jealousy, or
successes than the Hearing Voices anger — the player rolls Charisma
roll. + Keening vs. Composure + Wits,
Angst: None with the number of successes
Duration: One Scene indicating the depth and duration
of the feeling evoked.
SOTTO VOCE (INITIATE) To create a “positive” emotion
The cleverest Chanteurs can — such as hope, love, courage,
hide their powers in ordinary happiness, or tranquility — the
songs or conversations. player rolls Manipulation +
Cost: One Degradation Check Keening vs. Composure + Wits,
Dice Pool: Manipulation + using the same depth and duration
Keening rules as negative emotions. These

218
Chapter 7: Arcanoi

emotions can be used to trigger reach far and wide.


Passions — or Dark Passions — as Alternatively, let words never
the situation warrants. leave the mouth of an enemy.
Angst: None Cost: One Degradation Check
Duration: 1 day per success Dice Pool: Manipulation +
for one of the Quick, one hour Keening
per success for a Wraith. System: The Chanteur selects a
target and rolls a Manipulation +
COWING THE BESTIAL SPIRIT (COMMON) Keening against difficulty 4. The
The Farmer can intimidate any target suffers one of the
Kuei or other wild soul using following effects.
forceful, direct language into  Increased Volume: The target
not attacking. In some cases, the is louder, and their volume
Farmer can even command the can disorient all but them.
obedience of the target. All attempts to use Mental or
Cost: One Degradation Check Social rolls near the target
Dice Pool: Charisma + Keening suffer a -1 die penalty.
System: The Farmer makes a
 Mute: The target is perfectly
Charisma + Keening roll against
silent; they are unable to
difficulty 5 and speaks speak or make any noise.
threateningly to the target. The
number of successes determines  Sound Carried: The range of
the effect. the sound increases out 100
One Success: The subject flees meters × the margin of
in terror. success; this does not make
Two Successes: The subject the sound appear any louder.
cannot advance toward the Farmer Angst: None
and may only retreat slowly. Duration: One Scene
Three Successes: The subject
is frozen in place. CACOPHONY (INITIATE)
Four Successes: The Farmer may The Chanteur’s discordant
render the subject “unconscious.” playing and singing deafens and
Five Successes: The Farmer can disorients everyone near her and
control the subject’s movements. disrupts other Keening Arts.
On a failure, the Farmer is Cost: One Degradation Check
ignored. Dice Pool: Manipulation +
Angst: None Keening
Duration: One Scene System: The player rolls
Manipulation + Keening against
TURN THE DIAL (COMMON) difficulty 4. The number of
Formally known as The successes indicates two things.
Voiceless Horn, this power lets The first is the number of turns
Chanteurs mess with the volume of anyone within hearing range is
a performance allowing it to deafened and disoriented; this
inflicts a -1 die penalty on most

219
Clan Hecata’s Allies: Those Who Remain

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

220
Chapter 7: Arcanoi

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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Clan Hecata’s Allies: Those Who Remain

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

222
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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Clan Hecata’s Allies: Those Who Remain

supernatural in nature can resist the target gets no defense. Each


by rolling Wits + Composure. Each success achieved weakens an
success paralyzes the target for attunement as follows:
one turn; they're so overcome
 With Embody, each success
with emotion that they cannot
reduces the –3 difficulty
speak, move, use powers, or the reduction by 1 (Chanteur
like. player’s choice).
Especially strong Requiems
inflict long-term harm on the  With Inhabit, each success
target. If the Wraith scores five reduces the –2 difficulty
or more successes using a “dark” reduction by 1.
emotion, the target loses one dot  With Pupptry, the Puppeteer
in a Mental Attribute chosen must roll Resolve + Puppetry
randomly by the Storyteller; this against difficulty 5 or be
reduction last until the dot is temporarily evicted from
repurchased with experience. If their current flesh suit.
the emotions are “bright” or
 With other Arcanoi, the
positive, the target becomes Storyteller decides the
addicted to the rush and does effects based on how
whatever it takes to experience attunement works in their
it again. Chronicle.
Angst: If the emotions are The effects of Out Of Tune
especially “dark,” the Chanteur typically last for one Day per
also gains 1 Temporary Angst. success. The victim may cut this
Duration: One turn per success period short by spending the
appropriate amount of Willpower
OUT OF TUNE (INITIATE) to reattune the person or object.
Like a Quick opera singer Angst: None
breaking a glass with a high Duration: One day per success,
note, this Art allows a Chanteur or shorter if the victim spends
to disrupt a Wraith’s attunements Willpower equal to the success.
temporarily.
Cost: Two Degradation Check
Dice Pool: Manipulation +
Keening
System: You can only use this
power while in the presence of
either the target Wraith or the
person/object the target’s
attuned to.
The player rolls Manipulation
+ Keening against difficulty 6. A
target attacked directly and
prepared can resist by rolling
Resolve + Composure; otherwise,

224
Chapter 7: Arcanoi

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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Clan Hecata’s Allies: Those Who Remain

Composure + Lifeweb roll and Level 2


assess the Fetter’s location with
STRAND CHANNEL (COMMON)
their full Wits + Awareness pool.
The Monitor can extend their
Angst: None
presence to a Fetter, channeling
Duration: One Scene
their voice and Arcanoi as if
they were standing beside it.
VIBRATIONS IN THE WEB (INITIATE) Cost: One Degradation Check
While Sense Strands focuses on Dice Pool: Intelligence +
the Monitor’s own Fetters, this Lifeweb
complementary Art extends their System: The player rolls
perceptions outward, enabling Intelligence + Lifeweb against
them to perceive the connections the local Shroud Rating at the
between other Wraiths and their Fetter. For one Turn per success,
Fetters. the Wraith may use any Arcanos
Cost: One Degradation Check Art they know as if they are at
Dice Pool: Composure + Lifeweb the Fetter’s location (though
vs. Manipulation + Wits they may still use them normally
System: When the Monitor at their own location if they so
examines another Wraith, the choose). They also may speak
player rolls Composure + Lifeweb through the Fetter, with their
vs. Manipulation + Wits. Each voice seeming to originate from
success on the margin gives the it.
Monitor one piece of information If the Monitor isn’t already
about one of the target’s using Sense Strands to perceive
Fetters: location, physical their Fetter’s location, every
description, or emotional two successes on the roll to
significance to the target. activate Strand Channel count as
The Monitor also may examine one success for Sense Strands.
an object or person to determine This applies even if the Monitor
if it is a Fetter. Again, the doesn’t know Sense Strands.
player rolls Composure + Lifeweb Angst: None
against the local Shroud Rating. Duration: One turn per success
Each success gives the Monitor
one piece of information about
GREATER TETHER (COMMON)
one Wraith with the target as a
Monitors are sometimes known
Fetter: location, physical
to apply the lessons of what they
description, or emotional
know of Fetters to the practice
relationship with the Fetter. If
of Attunement.
the Monitor tries to determine
Cost: N/A
whether the subject is a Fetter
Dice Pool: N/A
for a particular Wraith, this is
System: The Monitor adds their
the first piece of information
Lifeweb Rating to the maximum
they glean.
amount of Attunements they can
Angst: None
establish.
Duration: N/A

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Angst: N/A to most mortals, something they


Duration: Passive may not understand even as they
participate.
SCAN FOR NODES (COMMON) Social: These webs can be very
Monitors have always personal, as these webs are made
emphasized the connections with up of nodes that want to be
their Fetters, as that is the connected; friends and enemies,
primary reason anyone starts lovers and haters, and work
their path on Lifeweb. But friends and fun friends. These
Lifeweb can be used for so much web links are human
more. With this power, the relationships, information,
Monitor can detect nodes in the conversations, sex, favors,
networks of people; this does not feelings, and personal rivalries.
include networks such as the These networks run deeper than
internet, as the internet is but the Mental networks and are the
a way for networks to form. crux of human life.
Webs are usually small. It is Physical: As the name implies,
rare for a web to expand too far these webs can be physically
beyond a specific group, even if walked on. They are roads,
there are strands that would go railroads, sewage systems, and
beyond them. For instance, two rivers. They can predict when a
cities may have webs, but the car will turn, generate traffic,
road that connects them does not and even create sewage blockages
make them the same network. Just if needed. Unlike the other two
as how you may have two friend webs, these webs rarely change. A
groups, but their only connection Monitor attuned to these webs can
to one another may be just you. mess with the purpose and
When you take this power, you function of buildings and roads.
must attune to one of the Cost: One Degradation Check
following types of Webs. Dice Pool: Wits + Lifeweb
Mental: These are typically System: While interacting with
formal social webs. These webs a potential network node, you
generally are financial, such as wish to interact with roll Wits +
who buys from who, who borrows Lifeweb against the local Shroud
money from who, and who delivers Rating. Interacting may be as
to who. It is not uncommon for simple as touching an
links of competition to show up intersection or a node’s
in these networks as well. It is Shadowland form.
rare for any single buyer to be On a success, you glean
distinguishable in this web. This information about the network
web often looks more at groups of from the node’s point of view.
people as target demographics. Each success should reveal one of
Money is usually the primary the below options according to
substance that will flow through the network the Monitor is
this web; this is a vague thing attuned to. Remember, most people

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Clan Hecata’s Allies: Those Who Remain

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

228
Chapter 7: Arcanoi

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Clan Hecata’s Allies: Those Who Remain

or material object they want Once a Monitor can identify a


to make into a Temporary Fetter. web, they may want to start
The player rolls Intelligence + altering the webs they have
Lifeweb against the local Shroud become aware of. With a few
Rating. With a success, the clever adjustments, a Monitor can
target becomes a new one-dot cause a chain reaction across the
Fetter for the Monitor. entirety of a given web. Or even
During the same Scene, the use this to insert themselves
Monitor may transfer the into a web.
Temporary Fetter from themselves Cost: One Degradation Check
to another Wraith, whom they must Dice Pool: Manipulation +
touch. The player spends 1 Lifeweb
Willpower and rolls Intelligence System:
+ Lifeweb vs. Strength + Mental web: The player rolls
Composure. If the Monitor Manipulation + Lifeweb vs. a
succeeds, the Temporary Fetter target node’s Composure +
transfers from them to the target Intelligence. With a success, the
Wraith. Monitor may alter the node’s
The effects of Splice Strand relationship with another
last for one day per initial adjacent node. This can make
success. After that, the Wraith businesses that are signing a
with the Temporary Fetter may contract fall through or be used
roll one Degradation Check daily. to make customers buy more at a
No Wraith may have more than one store node. In game terms, a
temporary Fetter at a time player can alter relationships
through this Art. between businesses and money
The Monitor may use Splice flow.
Strand to repair the effect of Social web: The player rolls
Sever Strand. All difficulties Manipulation + Lifeweb vs. a
increase by 2, but success target node’s Resolve +
restores the Fetter at its full Manipulation. With a success, the
strength and permanence (and Monitor may alter the node’s
ongoing Pathos maintenance is relationship with another
unnecessary). adjacent node. Using this on a
Angst: If the Monitor social web allows you only to
transfers the Temporary Fetter to affect the connection between two
an unwilling Wraith, the Monitor creatures, such as making lovers
gains 1 Temporary Angst. dislike each other or making
Duration: One Day per initial enemies collaborate. In game
success. terms, this allows a player to
alter a relationship on the
EDIT WEB (COMMON) relationship map or change a
Prerequisite Power: Scan for relationship from one of
Nodes companionship to competition.

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Chapter 7: Arcanoi

Physical: The player rolls Shadow sometimes gains unpleasant


Manipulation + Lifeweb vs. the insight into the victim — insight
local Shroud Rating at the Node. that the victim’s Shadow
With a success, the Monitor can reciprocally shares when Web
mystically compel the drivers on Parasite’s effects lapse.
an interstate to slow themselves Cost: One Degradation Check
for no reason near a target node. Dice Pool: Composure + Lifeweb
Or set a pathway on a sidewalk to vs. Resolve + Intelligence
open up for the Monitor’s mortal System: The Monitor must
companions. The exact effects may understand (through Movement in
be more obscure and are up to the the Web or basic investigation)
Storyteller’s discretion. As a another Wraith’s connection to a
general rule of thumb, the Legacy or Memoriam Background and
Monitor should be able to turn must be in a place with an actual
good flow bad and bad flow good. or symbolic connection to the
Though this power only lasts a Background in question.
number of Scenes per success on The player rolls Composure +
the margin, there are long-term Lifeweb vs. Resolve +
effects to the disruption in the Intelligence. Each success
node. Lovers may break up, car transfers 1 dot of the Background
accidents may clog up the lines from its rightful owner to the
between nodes, or a failed Monitor. The Monitor also gains
contract may ruin the business the target Wraith’s strongest
arrangements between two Passion at 1 dot.
companies. Web Parasite’s effects last
The Monitor must be able to one Week (save for the Angst,
see the node to use this power. which functions normally). The
Angst: None player can extend it indefinitely
Duration: One Scene per at the cost of 1 Willpower per
success on the margin. Week. This Art is immediately
obvious, though the victim
WEB PARASITE (INITIATE) doesn’t automatically know who’s
A Monitor who fully leeching their connections to the
understands another Wraith’s Quick.
reflections in mortal memories Angst: Gain 1 Temporary Angst
can attune themselves to those per success. It also gains the
connections, using their power as strongest Dark Passion of the
if they were their own. In doing target Wraith’s Shadow at 1 dot.
so, they also assume a portion of Anytime the player spends 1
their victim’s Psyche. It’s an Willpower to extend the effect,
unsettling metamorphosis the Monitor’s Shadow also gains 1
necessary to deceive the additional Temporary Angst.
Underworld’s metaphysics. Duration: One Week
However, Oblivion is not so
easily fooled, and the Monitor’s

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Clan Hecata’s Allies: Those Who Remain

Level 4 WALK THE WEB (INITIATE)


Drawing on the spiritual tug
SEVER STRAND (COMMON)
of a Fetter, the Monitor can
This unwholesome Art empowers
travel to it with breathtaking
the Monitor to rend Wraiths from
speed; this allows convenient
their Fetters. Unfortunate
travel for ordinary business and
victims of Sever Strand suffer
a swift rescue of a threatened
the usual effects of losing
Fetter. However, a wise Monitor
Fetters, plunging straight into
looks before leaping —
Harrowings.
threatening a Fetter to lure a
Sever Strand resembles the
Wraith into an ambush is a time-
dark Arts by which some Spectres
honored tactic.
can rend Fetters, a fact that
Cost: One Degradation Check
some critics have used to
and 2 Corpus
question the Monitors’ Guild’s
Dice Pool: Composure + Lifeweb
relationship with the Labyrinth.
vs. Local Shroud Rating
Cost: One Degradation Check
System: The player rolls
Dice Pool: Intelligence +
Composure + Lifeweb vs. the Local
Lifeweb vs. Resolve + Composure
Shroud Rating at the Fetter.
System: The Monitor must touch
Successes determine travel time,
the target Fetter. The player
regardless of distance:
makes an Intelligence + Lifeweb
1 success: One hour.
roll vs. the Fetter owner’s
2 successes: 15 minutes.
Resolve + Composure. Each margin
3 successes: One minute.
of success reduces the Fetter by
4 successes: 15 seconds (5
1 dot.
turns).
If a Fetter is reduced in
5 successes: One turn.
power but not completely severed,
While traveling via this Art,
it recovers one lost dot per
the Wraith is a hazy, intangible
Hour. A Wraith whose Fetter is
presence in the Underworld. To
severed through this Art (and who
their perceptions, their
survives the subsequent
surroundings are likewise a gray
Harrowing) may reattach the
blur, save for a shining silver
Fetter by touching it and
network of links between Wraiths
suffering 3 Aggravated Willpower
and Fetters. They may take no
damage. Alternatively, they may
other actions while traveling,
use Splice Strand (or seek out a
including using other Lifeweb
friendlier Monitor) to repair the
Arts.
damage.
The Monitor may bring along
Angst: Gain 1 Temporary Angst
companions. All members of the
per success.
group must hold hands. Each
Duration: 1 Hour per success
“passenger” who lacks Argos
or Permanent
increases the difficulty of all
associated rolls by 1 (maximum
10). In addition, the Monitor

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Chapter 7: Arcanoi

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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Clan Hecata’s Allies: Those Who Remain

Dice Pool: Intelligence + exclusively on speech may pass


Lifeweb over this link (in either
System: The Monitor must direction).
participate in an elaborate Angst: None
ritual with a mortal who performs Duration: Permanent
a night-long ceremony to bind the
Wraith to an earthenware pot or MASTER IN THE WEB (INITIATE)
“govi.” The ritual often involves For all its powers of
the Wraith’s living relatives, manipulation, Lifeweb is an
who offer great quantities of Arcanos of seeing and knowing.
food, drink, and even Relics in Elder Monitors who study
return for assistance in the Lifeweb’s signs and symbols in
future. detail can transcend their
The Wraith must remain in perceptions to a state of near-
contact with the govi throughout omniscience. However, the
the ritual. The player rolls constant, inescapable flood of
Intelligence + Lifeweb vs. the information grinds away the
Local Shroud Rating. The number Monitor’s Psyche — and
of successes determines the new invigorates their Shadow with
Fetter’s strength. visions of the damage it can do.
1-2 successes: Fetter • Cost: N/A
3-4 successes: Fetter •• Dice Pool: N/A
5-6 successes: Fetter ••• System: Once the Monitor
7-8 successes: Fetter •••• learns Master in the Web, they
9-10 successes: Fetter ••••• may use Sense Strands, Vibrations
Restless with pre-existing in the Web, and Movement in the
Fetters are limited to a single Web at will (even if they don’t
3-point govi. However, many already possess the Arts in
Wraiths rely on a govi as their question) and without making any
sole Fetter, in which case the Degradation Checks. For any
govi’s rating may be as high as involved roll that isn’t a Shaded
5. failure, the minimum outcome is 1
Govi are permanent Fetters, success for an Art they don’t
and no Wraith may have more than possess and 3 successes for an
one govi. Art they do possess.
As long as the Wraith has a Angst: When the Wraith learns
govi as a Fetter, the living this Art, their Shadow gains 1
relatives to which the govi is Permanent Angst dot.
entrusted can spend 1 Willpower Duration: N/A
at any time to communicate with
the Monitor for the rest of that
Scene regardless of the location
or distance. Each party must
speak aloud to be heard, and any
supernatural power relying

234
Chapter 7: Arcanoi

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

235
Clan Hecata’s Allies: Those Who Remain

Memory Palaces person who has attempted to enter the Mnemos’s


Memory Palaces are not tangible places that can be Memory Palace and access that memory.
physically entered. Rather they exist as mental constructs Entering the Palace
a Mnemos can use to organize their memories. Once the Mnemos has reached Mnemosynis 4, they
The reason most Mnemoi develop a Palace has to do can start to invite other people into their Memory Palace.
with their need to organize the many memories they are This does not require a roll to activate, only contact with
likely to collect. the Mnemos who is inviting you in. Someone cannot
Most Mnemoi cannot produce more than one Palace physically enter the Memory Palace in this way; instead,
(Intelligence 5 and Resolve 4 are required to make a they project their consciousness within the Palace.
second one). So, most Mnemoi make do with one. While within the Memory Palace, visitors can stroll
Appearance through the memories the Mnemos has left unlocked. If
The Memory Palace is a deeply personal place; as they want to attempt to force their way into a Locked
such, it reflects its creator, often colored in their favorite memory, they must roll Intelligence + Resolve against a
colors and taking the form of a building they find difficulty equal to the Mnemos’s Mnemosynis.
appealing. However, most Mnemoi have a Memory A Wraith can become trapped in the Memory Palace,
Palace that looks like some form of medieval castle, likely usually by spending too long in the Memory Palace or by
due to their first interaction with one taking that form. falling into a trapped memory. A trapped Wraith may
Constructing a Palace attempt to leave the Memory Palace by rolling Resolve +
When a Mnemos builds their first Palace, they must Composure vs. the Mnemos’s Intelligence + Resolve. A
start an Extended test where they roll Intelligence + trapped Wraith can only make this roll once per day. A
Mnemosynis against difficulty 25. The Storyteller may trapped Wraith cannot use Willpower to reroll dice while
adjust this difficulty as needed, but a standard Mnemos trapped in this way.
with a few memories that aren’t theirs tend to have the A Mnemos can only have as many Wraiths in their
standard difficulty. The check is made at the end of each Palace equal to their Willpower.
day they spend building the Memory Palace. For each day Palace Defenders
they do not attempt to create their Memory Palace, they The Mnemos can make a number of defenders equal
lose one success. to the Difficulty they initially rolled to make the Memory
After the target number is reached and the Mnemos Palace. Some Mnemoi intentionally take a higher difficulty
has built their Palace. Each time they gain a new memory to create more defenders. Some tear down their Memory
that isn’t their own, they may roll Intelligence + Palace to remake it with better defenses.
Mnemosynis against difficulty 2 to incorporate it into their Each defender has 3 dots in all Attributes and 4 dots in
Memory Palace immediately. Melee, Brawl, and Firearm. 4 Health, and no Willpower.
A Mnemos can designate any given memories to An Invading Wraith may use their powers as normal
become locked. Doing so cost a point of Willpower. while within the Palace. A Wraith who dies in the Palace
Additionally, a Mnemos may set a trap in a given may roll Resolve + Composure against difficulty 2, with
memory. To do so, they must spend a point of Willpower their consciousness returning to their body on a success.
and roll Intelligence + Mnemosynis against difficulty 1, On a failure, their consciousness is destroyed, and they
with the Margin of success becoming the Difficulty for any become a Drone.

236
Chapter 7: Arcanoi

the Wraith’s memories. The Wraith suppressed and inaccessible until


may add its Mnemosynis Rating to the Mnemos encounters the
any roll it makes to resist an trigger, at which point the
attempt to use memory-altering memory returns.
supernatural powers on them 5 Successes: the Wraith may
without their consent. cauterize the memory removal. The
Angst: None memory can never be restored,
Duration: Passive, or one even with the most powerful of
Scene Mnemosynis Arts.
Memory Vault can’t remove
MEMORY VAULT (INITIATE) memories of Passions or Fetters,
This complement to Keys to the nor can it remove any dots of
Memory Palace impairs recall Attributes, Abilities,
rather than augmenting it. Its Backgrounds, or Arcanoi. However,
basic technique suppresses either it can suppress the Wraith’s
of the Mnemos’ memories awareness that they have those
temporarily or permanently; this capabilities.
is painless and establishes its Angst: None
internal consistency, altering Duration: N/A
other memories that would
otherwise point to the erased Level 2
one’s absence. With this Art, the
FURTHER REFLECTION (COMMON)
Mnemos can numb the pain of an
This Art was developed as a
unpleasant experience, augment a
teaching tool and became
deception with artificial
essential to the Mnemoi’s
ignorance, or render
historical work and later ensured
interrogation fruitless for their
the Guild’s continuity even as
captors.
Stygia purged its leaders.
Costs: One Degradation Check
With Further Reflection, the
Dice Pool: Intelligence +
Mnemos can Project their memories
Mnemosynis
(or another being’s memories that
System: When the Mnemos
they have made their own) to
attempts to erase their own
someone else’s mind. Depending on
memory, the player rolls
the Projected memories and the
Intelligence + Mnemosynis against
force with which the Wraith
a difficulty equal to their
applies them, this can affect
Intelligence.
knowledge transfer, soothe or
1 success: the offending
exacerbate existing emotional
memory is gone permanently.
turmoil.
3 successes: on the margin,
Costs: One Degradation Check
the Wraith may set a trigger for
Dice Pool: Charisma +
restoring the memory: a code
Mnemosynis
phrase, a location, a time,
System: The player rolls
another character, or a specific
Charisma + Mnemosynis against the
event. The memory remains

237
Clan Hecata’s Allies: Those Who Remain

target's Intelligence + Resolve If the Wraith uses this Art to


unless it is consensual, in which heal painful memories, the
case it is difficulty 2. With subject’s Shadow loses 1
success, the target experiences a Temporary Angst per success.
sensory and emotional montage of Conversely, if the Wraith uses
the Projected memories as they Further Reflection to inflict
internalize them. It’s readily emotional trauma, the target’s
apparent to them that they aren’t Shadow gain 1 Temporary Angst per
their own memories (unless the 2 successes, rounded up.
Mnemos is actually playing back Angst: Conversely, if the
the subject’s own memories that Wraith uses Further Reflection to
they previously captured with inflict emotional trauma, they
another Art), but their mind gain 1 Temporary Angst per 2
integrates them to the same successes, rounded up.
extent that it stores their own Duration: N/A
normal experiences.
WASHED IN THE LETHE (INITIATE)

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When a Mnemos’ very existence the last Scene, someone burned


is illegal, it’s only wise to down Legate Spinelli’s office
avoid notice. This Art cloaks the (and Legate Spinelli) with
Wraith in anonymity, making it barrow-flame and escaped in a
difficult for witnesses to recall Relic Duesenberg. They can’t
or record specifics of the remember that that particular
Mnemos’ identity or actions. They Mnemos they knew was the arsonist
can clearly remember events and in question, even though they
the Mnemos’ actions, but the clearly saw the Mnemos do it.
Mnemos themself remain a The Mnemos can exempt a number
nameless, faceless figure, of witnesses up to their dots in
impossible to describe or Intelligence from the effects of
remember. this Art. In addition, any
Costs: One Degradation Check character who knows Keys to the
Dice Pool: Charisma + Memory Palace is immune to Washed
Mnemosynis in the Lethe’s effects unless
System: The player rolls they consciously submit to it
Charisma + Mnemosynis against when the Mnemos invokes it.
difficulty 3; this isn’t an Angst: None
opposed roll, doesn’t require Duration: One Scene
touch, and doesn’t take effect
until the end of the Scene. After SWARM NETWORK(SPECTRE)
the Scene’s end, any observer who The Spectre shares up to the
tries to connect the Mnemos’ full range of their senses with
appearance, name, or other other members of their pack.
distinguishing features to their Cost: One Degradation Check
actions during that Scene must Dice Pool: Composure +
roll Resolve + Intelligence Mnemosynis
against the Mnemos’ successes. If System: The player rolls
they beat the Mnemos’ successes, Composure + Mnemosynis. You
they have normal recall; determine which senses to share
otherwise, they cannot identify and need not allocate the full
the Mnemos as having been present range. Likewise, this is not
in the events of the Scene in intrusive; recipients can accept
question. or decline the sensory input as
Washed in the Lethe doesn’t they wish. You may network a
remove any other memories of the number of other characters equal
Mnemos. If a witness already knew to your Willpower rating, and the
the character from a previous effect lasts for the remainder of
acquaintance, they don't forget the Scene.
the Mnemos or any previous Pathos: None
encounters. Nor do they forget Duration: One Scene
that the Mnemos owns a Relic
Duesenberg. For that matter, they
retain full knowledge that, in
Level 3

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Clan Hecata’s Allies: Those Who Remain

OPEN BOOK (COMMON) out, the Wraith is unaware of


Open Book triggers a subject’s anything occurring around them
recall of a specific event, except significant injuries (at
allowing the Mnemos to experience least one Corpus level of
and remember it for themself. To Superficial damage). They may end
use this Art, the Mnemos must the replay at any time.
know precisely what memory they Once the Mnemos has
want to extract: “Where you went experienced the memory in full,
last Thursday night” or “the last they may subsequently recall it
time you spoke to your friend (through normal recollection or
Aristophanes.” Searching for the the use of other Mnemosynis Arts)
subject’s memory of “the time you as if they were the original
dumped Chretien into the Nihil” experiencer.
only works if the Mnemos knows Angst: None
for a fact that the subject did Duration: One Scene
pitch someone named Chretien down
a hole in the fabric of reality. ENGAGEMENT (COMMON)
Open Book provides only a Tempered: Castigate 2
headache if the subject doesn't Mnemos with this Art
possess the memory in question. manipulate Spectre by forming a
Costs: spends an amount of connection between their mind and
Pathos determined by the memory’s the Hivemind of Oblivion.
age. Essentially a form of telepathy,
1 day: Free Engagement enables the Mnemos to
1 month: One Degradation Check transmit thoughts and commands to
1 decade: Two Degradation the mind of a Spectre (or group
Checks of Spectre) within sight.
1 century: Three Degradation The genius of this Art is that
Checks the Mnemoi orders are implanted
Dice Pool: Intelligence + in the target’s mind so subtly
Mnemosynis vs. Resolve + that the target believes that the
Intelligence thoughts are their own. Many
System: The player rolls Mnamoi receive harsh criticism
Intelligence + Mnemosynis against for the use of this Art. The
the target's Resolve + Rada, in particular, claims that
Intelligence. If the Wraith has the mental connection operates in
insufficient Pathos, the power both directions and believes
fails. Engagement users risk becoming
With success, the character Oblivion’s puppets. Mnamoi simply
experiences the memory in reply that no one complains about
question as it plays out in real- their effectiveness.
time; their senses in this Cost: One Degradation Check
experience are limited to the Dice Pool: Manipulation +
subject’s senses when the memory Mnemosynis
was made. While the memory plays

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Chapter 7: Arcanoi

System: A Mnemoi may attempt spend 1 Willpower to make the


to control a group of Spectres by memory removal permanent.
rolling Manipulation + Mnemosynis The Mnemos may spend 1
against difficulty 5 + the number Willpower to remove a memory from
of targets (the maximum number of a target’s Psyche while leaving
targets is five). The number of it accessible to their Shadow, or
successes determines the amount vice versa.
of control the user has over the As with Memory Vault, Tabula
targets. One success means the Rasa can’t remove memories of
manipulated Spectre responds to Passions or Fetters, nor can it
suggestions along the lines of remove any dots of other Traits.
what they would have done anyway If the Mnemos removes knowledge
(Attack the target on the left that could provoke an existential
first, not me). Five successes threat (for example, making a
are enough to convince a Spectre Vampire forget their
to rend its own Corpus and laugh. vulnerability to sunlight), the
Angst: Gain 1 Temporary Angst memory returns in full as soon as
for each target they control. the victim sustains any injury or
Duration: One Scene other trauma related to that
injury.
TABULA RASA (INITIATE) Angst: If this Art is
Tabula Rasa is the cornerstone resisted, the Mnemos gains 1
of any Mnemos’ covert activities, Temporary Angst. If the memory is
which extends Memory Vault’s permanently removed, they gain 2
lessons to other Wraiths; this more Temporary Angst.
can be any specific recollection: If a memory is removed from
memory of an act or a the Psyche or Shadow alone, the
conversation, knowledge of a Mnemos gains 2 Temporary Angst in
combat tactic, or the appearance addition to any other gains, even
or even existence of a suspected if this application of the Art is
Mnemos. consensual.
Costs: One Degradation Check Duration: One Hour per Success
Dice Pool: Charisma +
Mnemosynis RACIAL MEMORY(SPECTRE)
System: The player rolls The Spectre plums the depths
Charisma + Mnemosynis against the of the Hivemind to glean thoughts
target's Resolve + Intelligence; and memories, even from those
each success suppresses the that the Void claimed long ago.
target’s memory for one hour. If With this Art, the Spectre can
this is non-consensual, the access details on matters with
Mnemos’ Shadow gains 1 Temporary which they are vaguely familiar
Angst. or even find the answers to
If the successes rolled equal riddles, the locations of long-
or exceed the target’s lost hoards, and other details
Intelligence, the Mnemos may they could never know otherwise.

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Clan Hecata’s Allies: Those Who Remain

Cost: One Degradation Check one success on their Willpower


Dice Pool: Intelligence + roll to resist also loses their
Mnemosynis next action as a sensory
Systems: The player rolls explosion of someone else’s
Intelligence + Mnemosynis against disfigurement and agony detonates
difficulty 4. Each success in their head.
indicates a piece of information The Wraith may call upon their
that you “remember” on the Shadow for assistance when using
desired subject. You may access this Art. If the Shadow agrees to
this knowledge in detail for the help, the attack does unhalved
remainder of the Scene; only a Superficial damage.
general recollection remains Angst: Gain 1 Temporary Angst.
after the effect ends. This Art If the Shadow assists and makes
applies solely to discrete the damage unhalved Superficial
information; you cannot use it to damage, then it gains 1
access Arcanoi or other powers. additional Temporary Angst.
Pathos: On an Illuminated Duration: N/A
Failure, you lose your connection
to the Hivemind for a Scene and SOULKEEPER (INITIATE)
gain 1 Temporary Pathos. While lesser Arts focus on
Duration: One Scene specific memories, Soulkeeper
enables the Mnemos to absorb
Level 4 whole periods of another being’s
existence. These stored memories
PHANTOM PAIN (COMMON)
reside within the Mnemos’ own
The Mnemos can exploit the
subconscious, where they can
links between another Wraith’s
access them as if they were their
memories of their physical form
own.
and the reflections of those
Costs: One Degradation Check
memories in their Corpus. This
Dice Pool: Intelligence +
offensive (in more than one
Mnemosynis
sense) Art projects memories of
System: The Wraith declares
injury into a target’s mind,
which memories they want to store
opening psychosomatic wounds as
— up to a year’s worth per
the victim’s Corpus reacts to the
application of this Art. The
assault.
player rolls Intelligence +
Costs: One Degradation Check
Mnemosynis against Resolve +
Dice Pool: Charisma +
Intelligence. With one success,
Mnemosynis
the memories are hazy and
System: The player rolls
dreamlike, bereft of specific
Charisma + Mnemosynis vs. the
details. Two successes provide
target’s Resolve + Intelligence.
the specifics of emotionally
The target suffers one level of
significant events, while three
Superficial damage per success. A
successes grant clarity equal to
target who fails to roll at least
that of the Mnemos’ own

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Chapter 7: Arcanoi

experiences. With five or more Level 5


successes, the memories are
MUSE OF LIES (COMMON)
transferred in exacting detail
One of the most feared
with perfect recall.
Mnemosynis Art allows the Mnemos
A character can absorb a total
to craft and implant memories.
length of outside memories up to
The complexity and extent of
one year per Permanent Willpower.
these falsehoods are limited only
Angst: Using Soulkeeper on an
by the Mnemos’ imagination and
involuntary subject grants the
attention to detail. Simple
Mnemos 1 Temporary Angst per
manipulations have covered up
success.
innumerable heinous acts, while
Duration: Permanent
complex constructs have sent
kingdoms to war over decades of
SPECTRAL COMMAND (SPECTRE) imagined offenses.
This power forces a Spectre to Muse of Lies is the
follow a single command. This Art centerpiece of the Hierarchy’s
is useful for getting one’s point anti-Mnemoi paranoia: a power
across in the moment without that can make anyone remember
argument but can cause escalating anything.
friction if used Costs: Two Degradation Checks
indiscriminately. Dice Pool: Intelligence +
Cost: One Degradation Check Mnemosynis vs. the Local Shroud
Dice Pool: Manipulation + Rating and Charisma + Mnemosynis
Mnemosynis vs. Resolve + System: This Art incorporates
Composure two distinct techniques. The
Systems: The player rolls first is the creation of a false
Manipulation + Mnemosynis vs. the memory or set of memories; this
target’s Resolve + Composure. The requires the Wraith to enter
target must follow the spirit as Slumber for one day per year (or
well as the letter of the command a fraction thereof) the false
for a number of Scenes equal to memories span. During this time,
the extra successes you roll. A the Wraith gains none of the
target under the influence of normal benefits of Slumber;
Spectral Command may spend 1 rather, they inhabit a dream
Willpower to avoid performing a state in which they laboriously
directly self-destructive action. build the desired memories from a
An Illuminated, your first-person perspective. At the
connection to the target through end of this process, the player
the Hivemind suffers a short, rolls Intelligence + Mnemosynis
making you unable ever to attempt vs. the Local Shroud Rating. The
Spectral Command on that number of successes determines
individual ever again. the accuracy and clarity of the
Pathos: None constructed memories. One success
Duration: One Scene renders a dreamlike, abstract

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Clan Hecata’s Allies: Those Who Remain

vision, three successes yield the though they aren’t automatically


desired broad strokes, and five aware of the source.
successes perfectly actualize the Angst: When implanting a
Mnemos’ intent. memory, the Shadow gains 3
Once the Wraith has crafted Temporary Angst.
the false memory, they assimilate Duration: Permanent
it into his consciousness, where
it functions as any other natural GRAY MAN (INITIATE)
memory (including the ability to This Art underpins the legends
apply other Mnemosynis Arts). of Mnemoi assaults on victims’
However, it is compartmentalized, very identities. It’s the
and the Wraith remains aware of ultimate disappearing act,
its falsehood. erasing a target from the
To implant the crafted memory collective memory of everyone who
in themself or another subject, knew them. Written history,
the player rolls Charisma + photographs, and similar records
Mnemosynis vs. the target’s remain, but the Quick and the
Resolve + Intelligence or half dead alike lose all personal
their Willpower(rounded down) if recollections of them. Only this
they are using it on themselves. Art’s scarcity keeps it from
Success begins the process of surmounting Muse of Lies in
implanting the memory; this takes reputation.
one turn per year that the memory As is only to be expected of a
spans (minimum 5 turns), during Mnemoi secret, Gray Man has more
which both the Mnemos and their than one face. The Art is equally
target are locked in a fugue efficacious when a Mnemos applies
state. Any damage either party it to themself. It’s the ultimate
suffers during this time breaks in fugitive protection, providing
the trance and causes this near-perfect anonymity.
application of the Art to fail. Costs: Two Degradation Checks
If this time passes without Dice Pool: Charisma +
interruption, the memory is Mnemosynis
implanted. System: The Mnemos spends one
The subject’s mind erases or month Slumbering within the
rationalizes any conflicting target’s Fetter (which means they
memories, accepting the implanted first must attune it as their own
memory as something they actually Fetter, too). As the Mnemos
experienced. If there is a emerges from Slumber, the player
glaring error or an intimately makes two Degradation Checks,
trusted individual calls the suffers three Aggravated
memory into question, the subject Willpower damage, then rolls
may roll Willpower against Charisma + Mnemosynis against the
difficulty 8(Dots in Mnemosynis + target's Resolve + Intelligence.
3). With success, they realize The Mnemos can’t use this Art
their memories have been altered, on a Wraith without Fetters.

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Chapter 7: Arcanoi

Against a non-Wraith target, they slumbering within one of their


must first acquire that character own Fetters. The roll isn’t
as a Fetter, then Slumber within resisted, and their Shadow gains
them for the requisite time. no Temporary Angst. All other
If the Mnemos succeeds, all effects are as described above.
living memory of the target Angst: Gain 3 Temporary Angst,
vanishes, save for the Mnemos and plus one additional point per dot
the victim themself. Anyone of Background removed from the
examining a record of their target.
existence believes them to be Duration: Permanent
legendary, apocryphal, wholly
fictitious, dead, destroyed, MANIFEST ARCANOI (SPECTRE)
transcended, or otherwise no The Spectre establishes such a
longer among the Quick or the deep connection with the Spectral
Restless. Any memories other mass consciousness that they may
beings form of the victim from tap into the ability to wield any
this point forward are connected Arcanoi and Dark Arcanoi.
to whatever new identity they Cost: Two Degradation Checks
manage to scrape together. Dice Pool: Composure +
Observers who have seen their Mnemosynis
image may comment on the uncanny System: The player rolls
resemblance to their former Composure + Mnemosynis against
identity but won’t connect the difficulty 7. You may “learn”
two unless they make it painfully only one Arcanos with each
obvious. Even then, realization attempt, declared when you roll.
is slow and nigh-impossible to On a successful roll, you access
share (“Pshaw. Everyone knows that Arcanos’ 1 dot powers for
they disappeared in the Tempest a the remainder of the Scene and
long time ago.”). may “learn” 1 additional dot for
Mechanically, the victim loses every two extra successes beyond
all Background dots. In their this.
place, they gain a pool of Pathos: Gain 1 Temporary
experience points equal to half Pathos
the total experience-point value Duration: One Scene
of the lost Backgrounds (rounded
up).
They may spend this experience
to purchase replacements for
these Backgrounds as events
during play allow the character
to solidify their new identity or
scrape together fragments of
their old one.
If the Mnemos uses this Art on
themself, they spend one month

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Clan Hecata’s Allies: Those Who Remain

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

246
Chapter 7: Arcanoi

realize it’s a disguise. The subject. The more successes


change lasts until the Wraith achieved, the more the Masquer
chooses to change back or is learns. The information gathered
somehow forced to. could include what Art was used
Angst: None to Moliate the subject, who did
Duration: Permanent the work (or what faction they
belong to), and perhaps even what
BRILLIANCE (COMMON) the subject originally looked
While the eerily painted forms like.
of the Immortal Guard are already Angst: None
brighter than is normal for the Duration: N/A
Underworld, with Brilliance comes
an enhanced glow that shines out STEAL CORPUS (SPECTRE)
brightly enough to blind enemies. With a simple touch, the
Cost: One Degradation Check Spectre may steal Corpus from
Dice Pool: None another Spectre or a Wraith and
System: This process takes transfer it to themself or
three turns to reach full another. The theft is impossible
brightness. At their full to miss, manifesting as a sludgy
brilliance, the colors blind all fluid pulsing with the black
those near the Guard who do not light of Oblivion.
succeed on a Stamina + Composure Cost: One Degradation Check
roll with the difficulty equal to Dice Pool: Manipulation +
the Guard’s dots in Moliate. Moliate
Attacks against the Guard when System: The player rolls
Brilliance has been activated Manipulation + Moliate in a
have their difficulty increased resisted action against the
by 1 for the first two turns the target’s Stamina + Moliate or
Art is in play and by 2 for each Resolve + Composure (whichever is
consecutive turn after that. greater). For every 2 extra
Angst: None successes rolled, you drain 1
Duration: 5 Turns Aggravated Corpus level from the
target. You may ingest this fluid
SHAPESENSE (INITIATE) Corpus yourself or pass it to
Masquers know the work of someone else; a Spectre or Wraith
their colleagues. As a result, who consumes it gains that amount
they can usually tell when of Corpus, up to the character’s
another Wraith’s been Moliated maximum. If not ingested by the
and how. end of the Scene, the Corpus
Cost: Free fluid dissipates.
Dice Pool: Wits + Moliate This Art does not restore
System: The player rolls Wits Permanent Corpus lost due to
+ Moliate against a difficulty Oblivion.
equal to the number of successes You must be in direct contact
achieved on the roll to alter the to use this power. At the

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Clan Hecata’s Allies: Those Who Remain

Storyteller’s discretion, a changing skin color) require 2


clinch maneuver may be required successes, minor changes require
first if the target is wary of 2-3 successes, major changes
you or actively resisting (like adding or removing limbs
contact. and organs) require 4-5
On an Illuminated Failure, you successes, and altering the
fail to transfer any Corpus; entire body requires 7 or more
instead, you suffer 2 unhalved successes. All changes made are
Superficial Corpus levels of permanent (though another use of
damage. Sculpt can change them, of
Pathos: None course).
Duration: One Scene Generally speaking, Sculpt
can’t alter a Wraith’s physical
Level 2 capabilities (or their
Deathmark). It cannot, for
SCULPT (COMMON)
example, add dots of Strength,
Sculpt lets a Masquer alter
increase its running speed, or
their own Corpus — or another
let them make extra attacks in a
Wraith’s; this ranges from simple
turn. Exceptions to that general
adornments (adding colors, glows,
rule include the following
or tattoos), enhancing or
scenarios:
changing a Wraith’s appearance,
A Wraith Moliated to have
and major changes like creating
fangs can perform the Bite
fangs or more limbs. They cannot,
maneuver (VTM pg. XX), while one
however, create additional or
Moliated to have claws or talons
alternate sensory organs. To do
can perform the Claw maneuver
that requires Panoply of Eyes
(VTM pg. XX). Other than this, a
(see below).
Masquer needs Armory (see below)
Cost: One Degradation Check
to shape their body into weapons.
Dice Pool: Dexterity + Moliate
A Masquer can add or subtract
or Manipulation + Moliate
dots of their subject’s Looks
System: The subject being
Merits equal to the highest
altered (whether it’s themself or
number of dots the Masquer has in
another Wraith) takes 1 unhalved
any Moliate Art. Giving them
Superficial damage in the
everything from the repulsive
process, but Sculpt otherwise
flaw to the stunning Merit (VTM
cannot cause injury to the
pg. XX).
subject.
A Wraith cannot use additional
The player rolls Dexterity +
limbs to attack more frequently,
Moliate. The number of successes
defend themself, move more
required is up to the Storyteller
swiftly, or the like. But the
but typically depends on the
limbs are otherwise as functional
extent of the changes to the
as their form permits and may
subject’s form: Mere cosmetic
allow the Wraith to do things
changes (like adding a tattoo or
someone with their original

248
Chapter 7: Arcanoi

number of limbs cannot (for difficulty 3. One success allows


example, use two hands to play the Masquer to alter the nature
the drums while holding up a of a Deathmark (for example, from
Relic trash can lid to protect a scar to a tattoo) but not the
themself from thrown Relic mark’s form or content. Two or
bottles in their third hand). more successes also let them
What can and can’t be done, and change their form/content or
whether any rolls are required to remove it entirely.
succeed, is up to the Angst: None
Storyteller. Duration: One day per margin
Angst: None of success on the roll
Duration: Permanent
Level 3
SHACKLES (COMMON)
ARMORY (COMMON)
Using some of their own
Many Masquers make terrifying
Corpus, the Guardsman can create
warriors, hunters, and assassins
a pair of shackles with which
because of this Art, with which
they may bind either the hands or
they mold their bodies into armor
feet of an opponent who has
and melee weapons. These “items”
already been immobilized.
ordinarily have a gray,
No one can remove these but a
mirrorlike sheen, but many
Guardsman unless Rent (pg. XX)
Masquers shape and color their
through the use of Moliate. The
Armory creations in ornate ways
shackles share the same eerie
to personalize them.
color scheme as the Guardsman.
Cost: One Degradation Check
Cost: One Degradation Check
Dice Pool: Intelligence +
and 2 Corpus
Moliate or Stamina + Moliate
Dice Pool: Dexterity + Moliate
System: A Wraith can only use
System: The Guardsman rolls
it on themself. They cannot
Dexterity + Moliate against
create both armor and weapons at
difficulty 3 to manifest the
the same time with Armory. As a
shackles and place them on an
result, creating both requires
immobilized foe. Shackles take
two distinct uses of the Art.
one turn to place on the subject.
To form a melee weapon out of
Angst: None
part of a Masquer’s body
Duration: Permanent
(typically a hand/arm), the
player rolls Intelligence +
UNMARKED (INITIATE)
Moliate (difficulty of Wraith’s
While Sculpt cannot change or
Stamina). The Wraith can roll one
remove a Wraith’s Deathmark, this
additional die in Brawl rolls
old, largely forgotten Art can.
during combat for each margin of
Cost: One Degradation Check
success.
Dice Pool: Dexterity + Moliate
A Masquer can create whatever
System: The Wraith rolls
type of melee weapon they prefer
Dexterity + Moliate against

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Clan Hecata’s Allies: Those Who Remain

(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.

250
Chapter 7: Arcanoi

Angst: None successes needed on any Stealth-


Duration: Permanent based or similar roll by the
number of successes achieved with
SNARE (COMMON) Panoply of Eyes). It also
The Guardsman can cancel out enhances their perceptiveness
another Wraith’s ability to use (each success with Panoply of
Argos with Snare. Tactically, Eyes grants 1 extra die on any
it’s used to keep enemies from roll involving Investigation or
fleeing the field of battle or Awareness).
prisoners from trying to escape But extra sensory organs (of
hell. any type) create the risk of
Cost: One Degradation Check sensory overload. Every turn the
Dice Pool: Strength + Moliate Masquer uses them in situations
System: Any Wraith the of high sensory input (most
Guardsman is in physical contact combats, artistic performances,
with (this includes Shackles (pg. and the like), they have to roll
XX)) must win an opposed Strength Stamina + Awareness against
+ Moiliate roll with the Guard, difficulty 3. Failure means he
or they will be unable to use wastes the turn trying to
Argos. comprehend the sensory input.
Angst: None A Masquer can also give
Duration: As long as you themself new physical senses,
remain in contact with them. such as seeing in the infrared or
ultraviolet spectra, hearing
PANOPLY OF EYES (INITIATE) ultrasonic or infrasonic sound,
Masquers of advanced skill can or having echolocation like a bat
create additional sensory organs or sonar like a dolphin. The
— or even give themselves senses Storyteller determines the exact
they don’t ordinarily possess. effects, but this typically
Cost: One Degradation Check provides the same bonus to
Dice Pool: Stamina + Moliate Wits/Awareness as extra sense
System: The player rolls organs do in appropriate
Stamina + Moliate. If the Masquer situations. Unfortunately, the
wants to create extra organs for same risk of sensory overload
the senses they normally possess, exists.
the difficulty is 3; if they want Angst: None
to create organs for new senses, Duration: One Scene
it’s 5.
The most common use of this SAVOR AGONY (SPECTRE)
Art is to create more eyes (often The Spectre gains Angst from
literal “eyes in the back of your the agony of an injury inflicted
head”) or additional sensory upon a mortal or supernatural
organs. This makes it difficult target. The energy is drawn out
to surprise or sneak up on the in a thick, smoky vapor that the
Masquer (increase the number of Spectre inhales.

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Clan Hecata’s Allies: Those Who Remain

Cost: Free the tumor cannot store more than


Dice Pool: Strength + Moliate 1 Angst at a time.
vs. Resolve + Composure The Shadow can use this Angst
System: Immediately after a as if it were a part of its Angst
nearby target takes Aggravated Pool. And this tumor presents as
damage, roll Strength + Moliate the 1 Point Death Sigil Thorn.
vs. the target’s Resolve + The tumor can be removed with
Composure. On a success, the a successful Dexterity + Moliate
Spectre gains 1 point of against a difficulty equal to the
Temporary Angst. Spectre's dots in Moliate + 2.
Although anyone can inflict Pathos: The Psyche gains 1
the Aggravated damage, you must Temporary Pathos.
be in close combat with the Duration: Permanent
target (VTM pg. XX).
Pathos: On an Illuminated Level 4
Failure, the Spectre suffers a
REND (COMMON)
kind of psychic whiplash, and the
A Masquer who knows this
Psyche gains one point of
fearsome Art can inflict grievous
Temporary Pathos.
wounds on other Wraiths just by
Duration: One turn
touching them, often leaving them
mutilated and disfigured. With
GRAFT THE HARROWED SPIRIT (SPECTRE)
Rend, a Masquer can literally rip
This dark power is designed to
another Wraith’s face off. These
aid the Shadows of Wraiths by
horrific trophies, known as
placing what amounts to a
Skinmasks, help the Wraith
tumorous growth of Spectral
Imitate the victim (see above).
Corpus on them, which can be used
Cost: One Degradation Check
to aid the Shadow.
Dice Pool: Dexterity + Moliate
Cost: One Degradation Check
vs. Dexterity + Stamina
and 4 Corpus
System: The Masquer must touch
Dice Pool: Dexterity + Moliate
their target (this may require a
vs. Dexterity + Stamina
Dexterity + Brawl attack roll).
System: Make a Dexterity +
The player rolls Dexterity +
Moliate vs. the target’s
Moliate against the target’s
Dexterity + Stamina. On a
Dexterity + Stamina. Each success
success, the target is infected
inflicts one die of Aggravated
with a tumorous mass of Corpus
damage, plus an additional point
that penetrates their being. A
for each additional Degradation
Wraith's Corpus can only support
Check the Wraith chooses to
a number of these tumors equal to
spend. If the Wraith achieves
their Stamina.
five or more successes, they may
While this Corpus infects the
tear off part of their opponent’s
Wraith, it generates 1 Temporary
Corpus (an appendage or limb,
Angst daily. However, this Angst
is stored within the tumor, and

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their face, or just a chunk of WITHSTAND OBLIVION (SPECTRE)


plasm). The Spectre can draw upon the
Angst: Gain 1 Temporary Angst. pain of others to recover part of
Duration: N/A their essence lost through direct
damage by Oblivion (which cannot
LARIAT (COMMON) be restored any other way). While
Prerequisite Power: Shackles this Art can keep Oblivion at
Similar to Shackle but useful bay, it can also threaten the
up to a distance of 50 feet, Spectre in another way by
Lariat can be used on a moving strengthening their Psyche.
target. To use Lariat, the Guard Cost: One Degradation Check
takes part of their Corpus and Dice Pool: Stamina + Moliate
flings it at the target. System: Immediately after a
Cost: One Degradation Check nearby target takes Aggravated
and 2 Corpus damage, roll Stamina + Moliate
Dice Pool: Dexterity + Moliate against difficulty 5. Each
System: The Wraith manifests success rolled allows you to
the Shackles as normal with a restore 1 point of any Trait lost
Dexterity + Moliate roll against to Oblivion. This is most often
difficulty 3 and then makes a used to restore Corpus levels
Dexterity + Athletics roll vs. lost because of Brief Life (pg.
the target's Dexterity + Stamina. XX) but may also apply to an
A success restrains the target as Attribute or other Trait reduced
if they had Shackles on them. due to Oblivion-related
Angst: None circumstances. You cannot restore
Duration: Permanent a Trait beyond its original
level.
GIRDING (INITIATE) You must be within arm’s reach
Prerequisite Power: Armory of the target, although anyone
Masquers who have mastered the can inflict the Aggravated
Art of Armory can use it on other damage.
Wraiths, thus “outfitting” them On an Illuminated Failure, The
for combat, Helldives, or other Oblivion lashes out to inflict 1
perilous duties. With enough time Aggravated Corpus level of damage
and resources, Masquers can kit upon the Spectre. And the Psyche
out entire armies with this gains an additional 1 Temporary
knowledge. Pathos.
Cost: N/A Pathos: Gain 1 Pathos point
Dice Pool: N/A for each point that you restore.
System: It works just like Duration: Permanent
Armory, but the Masquer can use
it on other Wraiths. Level 5
Angst: None
BODYSHAPE (COMMON)
Duration: Passive

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The height of the Masquer’s which the subject returns to his


Art, Bodyshape, allows them to normal form. If the Masquer wants
transform themselves (or another to make the change permanent, it
Wraith’s) Corpus into practically requires them to take 1
anything imaginable: an animal, a Aggravated Willpower damage.
piece of furniture, a different Angst: If the Wraith's victim
person, or a piece of art. is unwilling, they gain 2
Cost: Two Degradation checks Temporary Angst.
Dice Pool: Dexterity + Moliate Duration: One Scene per
System: The player rolls success or Permanent
Dexterity + Moliate against a
difficulty that depends on the TRANSMOGRIFY (COMMON)
complexity of the form being Tempered: Usury 3
changed into. Something simple Prerequisite Power: Wraithride
(like a large puddle of water, a Masters of Wraithride can
wall, or a drab-looking chair) is change a host’s Corpus into
difficulty 4. At the other nearly anything (mostly inanimate
extreme, the form of an Anacreon stuff), including a form that can
wearing full regalia is be consumed for Pathos
difficulty 8. “nourishment.”
It takes one turn per point of Cost: One Degradation Check
difficulty to use Bodyshaping. Dice Pool: Wits + Moliate vs.
Each additional success on the Resolve + Composure
Dexterity + Moliate roll reduces System: Once a character has
this by one turn (to a minimum of successfully Wraithridden a host,
one turn). the player makes a contested Wits
A Bodyshaped Wraith retains + Moliate roll vs. the target’s
their standard Attributes, Resolve + Composure. Three or
Abilities, senses, Arcanoi, and more net successes for the
so forth while transformed Tvashtriya allow them to render
(unless this defies common or the host into an “edible” form
dramatic sense). They gain any that grants Pathos to the
additional physical capabilities consumer.
the shape has (such as being able Many users render a target
to fly if they have wings), but into a form resembling a cluster
not the supernatural ones. of grapes. Each “fruit” a Wraith
A Wraith subjected to ingests confers 1 Pathos; a
Bodyshape cannot lose or gain cluster contains one grape per
more than 10% of its body mass or point of Pathos the target
size. Not even the most powerful possessed at the time of
Masquer can transform a human- transmogrification.
sized Wraith into a tiny mouse or Angst: Gain 3 Temporary Angst.
Gorool. Duration: Permanent
Bodyshaping lasts for one
Scene per success achieved, after REAP THE HUNGRY GHOST (COMMON)

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Chapter 7: Arcanoi

With Reap the Hungry Ghost, more successes than the


the Farmer may render down the Guardsman’s Dexterity + Moliate
Corpus of Kuei into rough blobs roll. The net completely ensnares
that can be easily transported or any victim it touches, wrapping
stored. This power only works on around them with sticky fibers to
subdued Kuei, preferably those completely immobilize them.
that have been deadened, and does Breaking a strand of the net
not work on Wraiths controlled by requires a successful Strength +
their P’o (Shadow) or on Brawl roll. It takes between 3
Spectres. and 6 successes to escape the net
Cost: One Degradation Check completely. True Jade can be used
Dice Pool: Manipulation + to cut the net, though White Jade
Moliate will shatter on the attempt.
System: To render down a Kuei, Relics also shatter, while
the Farmer spends two points of Soulforged items do not.
Pathos and rolls Manipulation + Angst: Illuminated Failures
Moliate against difficulty 5. give 1 point of Temporary Angst.
This power also requires half an Duration: Permanent, or until
hour per Corpus level harvested. the net is cut off.
With success, the Kuei is worked
down into an easily transportable SAVAGE (INITIATE)
lump. A Shaded Failure ruins the While Rend frightens most
Corpus being worked. Wraiths, this Art, a secret
Angst: A Shaded Failure gives jealously guarded by the Guild
1 point of Temporary Angst. for centuries, utterly terrifies
Duration: Permanent them because it lets a Masquer
rip away enough of a Wraith’s
NET (COMMON) Corpus to damage them
This Art has a shorter range permanently.
but a wider effect than Lariat. Cost: Two Degradation Checks
It can be flung 20 feet but Dice Pool: Dexterity + Moliate
consists of a net rather than a System: The Wraith must touch
single pair of shackles and thus their target (this may require a
can be used to target a group of Dexterity + Brawl attack roll).
Wraiths. The player rolls Dexterity +
Cost: Two Degradation Checks Moliate vs. Stamina + Resolve.
Dice Pool: Dexterity + Moliate For every two successes achieved,
vs. Dexterity + Stamina the Masquer permanently reduces
System: The Guardsman produces one of their target’s Physical
a colorful web 12 feet in Attributes by 1.
diameter. The Guardsman then The only known way to restore
casts this net at their targets, Attribute points lost to Savage
using a Dexterity + Moliate roll is painstaking “surgery” with
vs. each target’s Dexterity + Sculpt, which requires a number
Stamina. Each target must achieve of successes equal to the margin

255
Clan Hecata’s Allies: Those Who Remain

of successes you made + 3 and Track) as it burrows into the


takes days of effort. This can target.
only be tried once per lost On an Illuminated Failure,
Attribute point. If that attempt Oblivion rips through you for
fails, the damage can never be double the amount of Permanent
corrected. Corpus loss that would have
Angst: The Shadow gains 1 occurred originally. You cannot
Temporary Angst per success try another Defy Oblivion attempt
achieved. to counteract this.
Duration: Permanent Pathos: Regardless of this
Art’s final result, you gain 2
DEFY OBLIVION (SPECTRE) Pathos points for each Aggravated
The Spectre preserves themself Corpus level of damage the
by shifting the burden of parasites inflict.
Oblivion to other beings. While Duration: One Turn
this is an effective way to avoid
destruction, it is a damning
betrayal of a Spectre’s nature as
a servant of Oblivion. Even so,
some claim that it is through
this Art that the Malfeans have
sustained themselves for
millennia.
Cost: Two Degradation Checks
Dice Pool: Charisma + Moliate
System: Immediately following
any activity requiring a
permanent loss of Corpus, roll
Charisma + Moliate against
difficulty 5. If successful, you
lose no Corpus; instead, you
eject the gnawing force of
Oblivion in the form of a mass of
caustic parasites equal to the
margin of success.
Each of these parasites
attacks a target in the area, as
determined by the Storyteller.
Make a Resolve + Composure roll
against each target’s Resolve +
Composure. If you get more
successes, the parasite inflicts
1 Aggravated Corpus level of
damage (or 1 Aggravated Health
Level if the target uses a Health

256
Chapter 7: Arcanoi

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

257
Clan Hecata’s Allies: Those Who Remain

still uncommon, as the Arcanos’ Level 2


students tend to seek out
STONEHAND PUNCH (COMMON)
flashier manifestations. Wiggling
A simple, brutal telekinetic
a finger, the Spook audibly taps
strike, Stonehand Punch allows
on an object or silently presses
the Spook to pummel a single
someone else’s skin within line
victim across the Shroud or in
of sight. This can be a
the Underworld. They must touch a
distraction, but it’s more useful
Skinlands target, effectively
as a signal — particularly if the
using Stonehand Punch to convey
Wraith and their audience know a
their normal Strength across the
tap code (of which the Guild has
Shroud, but they can strike
several). More recently, younger
Underworld targets outside their
Spooks have discovered that this
reach.
Art is an excellent way to affect
Cost: One Degradation Check
touchscreen computer interfaces.
Dice Pool: N/A
Cost: Free or 1 Corpus
System: The player activates
Dice Pool: Stamina + Outrage
this ability and makes a normal
System: The player rolls
Brawl attack. If it hits, they
Stamina + Outrage against the
may add the Wraith’s dots in
local Shroud Rating. The Spook
Outrage to the damage. Against an
can tap or knock lightly on a
Underworld target, this attack
surface or silently tap or poke a
has a maximum range equal to the
single other being. In either
Spook’s Willpower in yards.
case, this Art works within line
Stonehand Punch may target both
of sight. It isn’t strong enough
characters and inanimate objects.
to move anything with more
Angst: None
substance than a dust mote.
Duration: One Attack
Communicating via Taptap is
slow, as the Spook must spell out
individual symbols: one word per STONEHAND PARRY (INITIATE)
Turn in most cases. The Spooks get in a lot of fights.
Storyteller is the final After a few Harrowings, smart
authority on the complexity of Spooks look for ways to avoid
messages that Taptap can convey. being hit. This age-old Outrage
If the player also spends 1 Art is the brawler’s best friend,
Corpus when activating Taptap, allowing a bare-handed Spook to
the Spook can manipulate block clubs, swords, or Moliated
touchscreens and other tentacles.
technologies that respond to Cost: One Degradation Check
physical input through similar Dice Pool: Strength + Outrage
principles. System: As the Spook is about
Angst: None to be hit by a close-combat
Duration: 3 Turns per success attack, the player rolls Strength
+ Outrage vs. the local Shroud
rating. Successes on this roll

258
Chapter 7: Arcanoi

cancel successes on the attack on Angst: None


a one-for-one basis. Extra Duration: N/A
successes become levels of
Superficial damage on the Level 3
attacker or weapon that struck
WINGS OF RAGE (COMMON)
the Spook. Using Stonehand Parry
Sometimes a Spook needs to get
is reflexive.
there right now. Wings of Rage
The Wraith may block thrown or
starts as speed and strength born
archaic ranged weapon attacks at
of desperation, allowing the
+1 difficulty. Firearm attacks
Wraith to undertake implausible
and similar faster-than-sight
feats of athleticism.
projectiles are impossible to
Cost: One Degradation Check
stop with Stonehand Parry.

259
Clan Hecata’s Allies: Those Who Remain

Dice Pool: N/A to the dice pool. At the


System: For the rest of the Storyteller’s discretion, other
Scene, the Spook may add their rolls may suffer similar
dots in Outrage to their impairment from the distraction
Athletics dice pools. and interference.
Additionally, when calculating In addition, each character in
the Spook’s running speed, their the Tantrum at the beginning of
dots in Outrage add to their each turn suffers 2 Superficial
Dexterity. damage from constant battering.
Angst: None The Spook is immune to
Duration: One Scene Tantrum’s negative effects, as
they have enough control over the
TANTRUM (INITIATE) storm to keep it from blocking
A Spook using Tantrum stands their shots. The radius of the
at the eye of a telekinetic effect remains centered on them
storm, hurling loose objects as they move.
about with abandon. This Art is The player may spend 2
exhausting to use, but it’s an additional Corpus when invoking
excellent means of impairing Tantrum to double the radius of
multiple aggressors or persuading effect or contract it to one
groups of meddlesome kids to yard. The player may
vacate. Tantrum simultaneously alternatively or additionally
affects both the Skinlands and spend 2 additional Corpus to
the Shadowlands, which makes it attach Tantrum to another target,
something of a double-edged mace. centering its effects on an
Cost: One Degradation Check object or character rather than
and 1 Corpus themself.
Dice Pool: Stamina + Outrage Angst: Gain 1 Temporary Angst.
System: The player rolls Duration: One Scene
Stamina + Outrage against the
local Shroud Rating. In a radius Level 4
equal to the Spook’s Willpower in
DEATH’S TOUCH (COMMON)
yards, random energies pick up
Death’s Touch grants the Spook
every small loose object (less
his full capacity for fine
than one pound) and fling it
manipulation of objects in the
about in a swirling vortex that
physical world. Death’s Touch is
lasts for one Turn per success
a similarly refined Stonehand
rolled.
Punch in the Underworld, allowing
The randomly moving cloud of
finesse at range. At this level
debris makes combat difficult.
of mastery, Outrage begins to
Any hand-to-hand or firearm
require a steady hand more than a
attack targeting a character in
volatile heart.
the Tantrum suffers -1 to dice
Cost: One Degradation Check
pools, and any thrown or archaic
Dice Pool: Stamina + Outrage
missile weapon attack suffers -2

260
Chapter 7: Arcanoi

System: The player rolls 1 success: Candle: when you


Stamina + Outrage against the strike someone with this, it does
local Shroud Rating to use this 1 level of Aggravated damage.
Art across the Shroud. The Wraith 3 successes: Campfire: when
may handle physical objects with you strike someone with this, it
their full Strength and does 2 levels of Aggravated
Dexterity; this includes wielding damage.
weapons or brawling. 5 successes: Inferno: when you
In the Underworld, the player strike someone with this, it does
rolls Stamina + Outrage against 3 levels of Aggravated damage.
difficulty 3. The Spook may As always, the barrow-flame
telekinetically project their does Aggravated damage, and you
hands at a maximum range equal to may use the flame to make a
their Willpower in meters/yards, Dexterity + Outrage roll vs. the
manipulating objects or brawling target's combat dice pool.
at will. If Wyldfire creates barrow-
The effect ends immediately if flame in the Skinlands, the
the Wraith becomes intangible resulting conflagration triggers
while Death’s Touch is active. the Fog.
Angst: Gain 1 Temporary Angst. Angst: Gain 1 Temporary Angst
Duration: One Scene per success of the initial
Stamina + Outrage roll.
WYLDFIRE (INITIATE) Duration: One Scene
Some Spooks’ rage burns hot,
while others stoke a cold fury. Level 5
Wyldfire literalizes the
OBLIVIATE (COMMON)
metaphor, enabling the Wraith to
Obliviate is the Wraith’s
conjure barrow-flame. This Art’s
nuclear option, unleashed when
raw destructive potential
there’s no choice but to feed
delights the Shadow, all the more
Oblivion and their own Shadow
so because the Wraith has no
alike. Distilling their anger
control over the fire once they
into raw destructive energy, the
release it.
Spook unleashes it in a crushing,
Cost: One Degradation Roll and
burning spasm of entropy. Like
1 Corpus
most Outrage Arts, Obliviate can
Dice Pool: Stamina + Outrage
affect Skinlands or Underworld
System: The Spook concentrates
targets.
for a full turn, focusing on a
Cost: Two Degradation Checks
target within their Willpower x
Dice Pool: Strength + Outrage
10 yards. The player rolls
System: The Wraith must touch
Stamina + Outrage against the
their intended target. The player
local Shroud Rating. The size and
rolls Strength + Outrage against
intensity of the barrow-flame
the local Shroud Rating.
produced depend on the number of
successes:

261
Clan Hecata’s Allies: Those Who Remain

The Spook’s Strength or Dice Pool: Strength + Outrage


Dexterity + Brawl attacks do System: Anger Enough for Two
Aggravated damage on Wraiths and Worlds is usable only in the
unhalved Superficial damage on Shadowlands. The player spends
everyone else. rolls Strength + Outrage vs. the
A living being killed by local Shroud Rating. The Spook
Obliviate becomes a Wraith but loses 1 Corpus per success, and
immediately falls into a every other character in the
Destruction Harrowing. A Wraith Scene suffers 1 level of unhalved
reduced to zero Corpus through Superficial damage per success.
this damage likewise suffers an The local Shroud ratings drop
immediate Destruction Harrowing. by the number of successes
In either case, failure at the rolled.
Harrowing doesn’t consign the If this Art reduces the Shroud
character to Oblivion. Instead, below 2, the Shadowlands and
they become a Spectre. Skinlands become one until the
A destroyed Spectre or Plasmic Shroud recovers.
returns to Oblivion. The The Shroud strengthens at a
Labyrinth knows its own. rate of 1 per day after the use
A destroyed inanimate object of this power.
falls directly into Oblivion During this time, the Shroud
(unless it’s Inhabited, in which is considered to be 0 for
case it becomes a Relic — and the purposes of all rolls relying on
luckless Artificer suffers the it. All Wraiths in the area can
same damage that the item took). interact with Skinlands objects
Angst: Gain 3 Temporary Angst. as if they had mortal bodies,
Duration: One Scene while all Relics become fully
visible and tangible to Skinlands
ANGER ENOUGH FOR TWO WORLDS (INITIATE) denizens. Any supernatural power
Most Outrage Arts reach across that normally works on only one
the Shroud. This one reaches for side of the Shroud can affect
the Shroud, takes it by the anything in the area. This gets
throat, and beats it into Oblivion’s full attention and is
submission. Never willingly immediately obvious to every
taught outside the Spooks’ Guild, nearby supernatural being. The
Anger Enough for Two Worlds rends Storyteller determines what these
the barrier between the Skinlands latter effects do, but they
and the Shadowlands to shreds. It should have far-reaching
exacts a terrible toll on the repercussions.
Wraith who uses it, but in Angst: Gain 1 Temporary Angst
extremis, dedicated Spooks are per success on the Strength +
willing to pay its price. Outrage Roll.
Cost: Two Degradation Checks Duration: One Day, until the
and a number of Corpus equal to Shroud is restored to normal
your successes

262
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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should be, or feel the tickling VIRTUALITY (SPECTRE)


feet of spiders nesting in their The Spectre employs this Art
esophagus. to perceive events in the
Cost: Free Skinlands for a brief period.
Dice Pool: Wits + Pandemonium Cost: One Degradation Check
vs. Wits + Composure Dice Pool: Wits + Pandemonium
System: The player rolls Wits System: The player rolls Wits
+ Pandemonium vs. Wits + + Pandemonium against the local
Composure. The target suffers a Shroud rating. The number of
penalty to all dice pools, where successes rolled indicates the
they use a physical attribute strength of your connection
equal to the Haunter’s dots in across the Shroud: 1 success
Pandemonium. This doesn’t stack results in weak audio or visuals
with wound penalties and can’t with bursts of supernatural
affect the same target more than interference, while 5 successes
once per Scene. mean a clear connection — as
Angst: None clear as the barrier between
Duration: One Scene worlds allows — that captures
every nuance of unfolding events.
TASTE CHAOS (INITIATE) Since this power impacts your
The Haunter’s affinity for senses only, the effect moves
chaos enables them to detect its with you while the power is
touch on others. This Art’s active. This lasts for the
capacity to reveal the influence Scene's duration, although you
of Pandemonium and Oblivion has may cancel it anytime.
implications that few Haunters On a Total Failure, backlash
want to be examined too closely. from the Shroud overwhelms your
Cost: One Degradation Check senses, increasing the difficulty
Dice Pool: Wits + Pandemonium by 1 of all Perception-related
vs. Stamina + Composure rolls for the remainder of the
System: The Wraith gazes Scene.
quizzically at a target within Pathos: None
line of sight; the player rolls Duration: One Scene
Wits + Pandemonium vs. Stamina +
Composure. One success reveals if Level 2
the target has been affected by
BEFUDDLEMENT (COMMON)
Pandemonium, Spectre powers, or
The Haunter momentarily
another manifestation of Oblivion
confuses a target, disorienting
within the past day. Each
them and making them forget where
additional success reveals traces
they are and what they are doing.
going back an additional week.
This Art is equally effective on
Angst: None
living and Wraithly targets.
Duration: N/A
Cost: One Degradation Check

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Dice Pool: Wits + Pandemonium Objects and structures


against the Local Shroud Rating affected by this power remain
System: The player rolls Wits structurally sound; however, any
+ Pandemonium against the Local person or animal trying to
Shroud Rating. For one Turn per interact with the object passes
success, the target must succeed through it like a liquid. The
on a Composure + Intelligence objects cannot be reshaped
roll against a difficulty equal through conventional means, as no
to the Haunter’s dots in tools can interact with the
Pandemonium to act or to maintain affected objects or structures.
any supernatural power requiring Angst: None
concentration. Multiple Duration: One Scene
applications of Befuddlement add
to the effect’s duration. POSTMORTEMSCRIPT (INITIATE)
Angst: None A Haunter versed in this Art
Duration: A number of turns can communicate across the Shroud
per success via written words and symbols.
Concentrating on their message
LIQUID SOLID (COMMON) and infusing their Corpus with
While any Wraith can pass chaos, they force part of their
through a wall by simply substance through cracks in the
sacrificing a point of Pathos and walls between worlds, marking any
walking straight through it, solid surface. Pandemonium
sometimes a Haunter would like to unpredictability makes each
make it so that non-Wraiths can manifestation different: One
follow. However, not all Haunters message may appear in moss,
are so generous, using this power another oozes from the writing
on floors, causing them to fall surface in clotted blood, while
through. Alternatively, some glowing gnats hover to spell out
Haunters have found this a useful a third. This also renders exact
power to hide in rooms within the dictation impossible. With
Underworld. practice, the Wraith can convey
Cost: One Degradation Check their intent with acceptable
Dice Pool: Wits + Pandemonium accuracy. However, a slip in
System: The player rolls Wits concentration can reveal their
+ Pandemonium against the local subconscious worries and desires
Shroud Rating. The Haunter may or even allow their Shadow to
affect one object that fits dictate the message.
within 1 cubic meter per success Cost: One Degradation Check
on the margin. If the Haunter and 1 Corpus
would rather affect a part of a Dice Pool: Intelligence +
structure, they may affect 1 Pandemonium against the local
cubic meter of the structure per Shroud Rating
success. System: When the Wraith begins
writing, the player rolls

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Intelligence + Pandemonium The Haunter can meddle with a


against the local Shroud Rating. small area’s environmental
They can write for one Turn per conditions, altering temperature,
success, with each Turn allowing humidity, wind, precipitation,
them to write one phrase or short and lighting conditions. While
sentence. All writing disappears only the strongest Haunters can
at the end of the Scene. cause direct harm with Strange
Angst: None Ether, it’s easy to arrange
Duration: One Scene “accidents” through localized
meteorological anomalies. Strange
LURKING PRESENCE (SPECTRE) Ether can alter the environment
The Spectre tears the fabric on either side of the Shroud, but
of the Shroud, leaving meddling with the Tempest is an
transparent tatters through which act of desperation or insanity,
the living can perceive them. even for Haunters.
Cost: One Degradation Roll Cost: One Degradation Check
Dice Pool: Manipulation + and 1 Corpus
Pandemonium Dice Pool: Intelligence +
System: The Spectre rolls Pandemonium against the local
Manipulation + Pandemonium vs. Shroud Rating
the local Shroud rating; each System: The player rolls
success rolled equals the number Intelligence + Pandemonium
of turns you manifest to the against the local Shroud Rating.
perceptions of those in the As shown below, their successes
Skinlands. While this Art is in determine the most intense
effect, subjects who view you are weather they can invoke. All
unaffected by the Fog. Strange Ether effects last for
This Art merely reveals your one minute per dot of Pandemonium
presence; the Shroud is not in a radius up to the Wraith’s
actually rent asunder, nor can Willpower x 10 yards.
you cross into the Skinlands. The 1 success: Fog or slight
gouge you carve in the Shroud is temperature change (up to
not unlike a window — you face a 10ºF/5ºC).
single direction, and mortals 2 successes: Mild breeze and
must be directly opposite to see light precipitation.
you. Repeated use of Lurking 3 successes: Ambient light
Presence can permanently lower change, in a range from “overcast
the local Shroud rating at the winter morning” to “midnight
Storyteller’s discretion. under a stormy sky with a new
Pathos: None moon.”
Duration: One Scene 4 successes: Strong wind and
heavy precipitation.
Level 3 5+ successes: As 4 successes,
but each additional success
STRANGE ETHER (COMMON) grants one “ranged” attack with

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an airborne object; the player of the space, allowing you to


rolls Wits + Pandemonium with a build halls and stretch a
base 1 Superficial damage. specific wall back.
The Wraith can’t engage in For every 3 successes, the
Strange Ether duels to cancel out Haunter can instead add a
each other’s applications of this yard/meter to all three cubic
Art; multiple uses only worsen dimensions, height, width, and
conditions until they’re out of depth.
anyone’s control. In the Tempest, At the Haunter’s discretion,
any failed application of Strange they can omit up to two cubic
Ether also generates an immediate dimensions in exchange for adding
localized Maelstrom (one bell, another yard/meter to another
unless the situation demands dimension. For instance, they may
something stronger). only want to push one wall out 3
Angst: None yards/meters.
Duration: One Scene If the Haunter wishes, they
may spend 1 Willpower to make the
SMALLER ON THE OUTSIDE (COMMON) Duration "One Day." They may
Some Relics of fallen spend 4 Willpower to make the
buildings can stand right next to effect permanent if they wish.
the memorials to the fallen in The outer dimensions of the
that building, yet the nature of affected space remain unchanged.
the Necropolis seems unchanged. Angst: If this Art is used in
Some interpreting Haunters took the Skinlands, they gain 1
it upon themselves to figure out Temporary Angst. If this Art is
why this happens and how to made permanent, they gain 1
replicate it. And they succeeded Temporary Angst.
to a degree with this Art. Duration: One Scene
Cost: One Degradation Check
Dice Pool: Intelligence + ESCHER’S STAIR (INITIATE)
Pandemonium This Art momentarily violates
System: Roll Intelligence + Euclidean geometry, connecting
Pandemonium against the local two doorways or other portals to
Shroud Rating. The Haunter can one another via the Labyrinth.
increase the internal dimensions This Art can link a door to a
of a space by the margin of window, a sewer pipe to a piece
success, measured in cubic of playground equipment, or the
yards/meters. head of the eponymous staircase
So that if the Wraith had a to its foot. Such a link goes
space that was 27 cubic meters both ways. Anyone passing through
and rolled 4 successes on the it suffers a moment of unsettling
margin, they could add 4 cubic disorientation as they transit
yards/meters to the space. the Labyrinth en route to their
These extra cubic yards/meters destination. Multiple
can be added onto the outer edges applications of Escher’s Stair

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can create infinite loops — or explosions. The list goes on.


intricate mazes of twisty little Alternately, they can summon raw
passages, all alike. meat, fresh or clotted blood,
Cost: One Degradation Check slime molds, buckets of phlegm,
and 1 Corpus acidic or caustic mucus, or other
Dice Pool: Wits + Pandemonium noxious substances.
System: The player rolls Wits Cost: One Degradation Check
+ Pandemonium against the local and 1 Corpus
Shroud Rating. For one Turn per Dice Pool: Intelligence +
success, they can link two Pandemonium
similar planes within their line System: The player describes
of sight, so any object crossing their desired effect and then
one plane emerges from the other. rolls Intelligence + Pandemonium
Each plane must have a clearly vs. the local Shroud Rating. The
defined border: a window frame, a manifestation has a maximum
doorway, the head or foot of a radius of the Wraith’s
staircase or ladder, a tunnel Pandemonium rating x 5 yards and
mouth, a jet engine’s intake, and lasts three Turns per success. If
so on. The two planes don’t have the effect is damaging, the
to have identical dimensions or vermin or goo inflicts one level
similar shapes but must be of Aggravated damage per two
roughly equal in area. successes.
The player may spend 1 More subtle and less
Willpower to expend this Art’s disruptive manifestations are
duration to one Minute per possible, though they go against
success. They may spend 2 the forces upon which this Art
Willpower to stretch it to one calls. Summoning a non-disgusting
Scene per success. substance additionally costs 1
Angst: If a character suffers Willpower for the necessary fine
a severe injury (more than 2 control.
Health levels of Aggravated Angst: Gain 1 Temporary Angst.
damage) from passing through If the effect is damaging, the
Escher’s Stair, they gain 4 Haunter gains 1 additional
Temporary Angst. Temporary Angst.
Duration: One Turn per Success Duration: 3 Turns per Success

Level 4 GROTESQUE APPARITION (INITIATE)


Instead of sliming or
FOUL HUMOR (COMMON)
infesting an area with their
Forcing their Corpus through
cast-off Corpus, an adept Haunter
the Shroud, the Haunter creates a
can mold their cross-Shroud
Fortean eruption of anything from
manifestation into an
vermin to gore. They can generate
approximation of their mortal
frog rains, locust plagues, wasp
shape. This Art spawns a short-
swarms, rat eruptions, and spider
lived, life-sized humanoid form

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that vaguely resembles the recently dead body, commanding


Haunter. It’s incapable of self- the corpse to lurch into a
expression more refined than zombie-like state for a short
inchoate gibbering, but it’s time.
distressingly robust and Cost: One Degradation Check
disgusting. Dice Pool: Manipulation +
Cost: One Degradation Check Outrage
and 3 Corpus, any number of System: The player rolls
additional Corpus Manipulation + Pandemonium
Dice Pool: Intelligence + against the local Shroud rating.
Pandemonium The corpse is animated for a
System: The player rolls number of Turns equal to the
Intelligence + Pandemonium vs. successes rolled unless it takes
the local Shroud Rating. The sufficient damage to be
manifestation lasts for one Turn destroyed; for these purposes, it
per success. When the Wraith has 5 health levels. Even if the
creates the apparition, they set corpse is hacked apart, the limbs
its general behavior (including continue to move until destroyed;
whether it attacks and, if so, each limb has 1 health level.
whom), but they can’t The Shroud Revenant is
subsequently control it — once literally a shambling corpse with
unleashed, it’s self-directing. 3 for physical traits, no powers,
The apparition has attributes and only the barest of perception
equal to the Wraith’s own. It (for simplicity, use the Traits
inherits their ability dots (if for a standard mortal). There is
any) in Athletics, Brawl, just enough soul residue to issue
Intimidation, Melee, Larceny a single command, and the corpse
(usable only for sabotage), and can perform only the simplest
Stealth. It has Health levels tasks — attack someone, hold a
equal to the Haunter’s Stamina + door closed, walk in a circle,
Pandemonium. and so forth. Once you have given
The player can spend extra the command, no further
Corpus to enhance its physical instructions may be given, and
form when creating the the Revenant may not leave the
apparition. 1 point of Corpus area.
buys one dot of Strength, one dot The corpse must be fresh for
of Stamina, or 2 Health levels. this power to work; at most a
Angst: Gain 1 Temporary Angst. number of days dead equal to your
Duration: Until it’s been Stamina + Outrage.
destroyed Pathos: Gain 1 Temporary
Pathos
SHROUD REVENANT (SPECTRE) Duration: Until the task is
The Spectre uses the Shroud as completed or one Day, whichever
a Conduit to tap into the soul comes first
residue that lingers in a

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Level 5 extra dice pools per turn. All


other effects are commensurate.
TEMPUS FUGIT (COMMON)
A Wraith can use Tempus Fugit
The Wraith can distort time’s
once per Scene.
passage, slowing or hastening the
Angst: Gain 1 Temporary Angst.
actions of everyone in their
Duration: One Turn per success
immediate area. They can’t,
however, reverse or repeat time.
Cost: Two Degradation Checks TESSERACT BOMB (INITIATE)
and 1 Corpus, 3 additional Corpus Folding an entire structure in
Dice Pool: Wits + Pandemonium on itself, the Wraith blocks all
System: The player declares egress and ingress. Within this
whether they’re speeding or nightmare, geometry, dead ends,
slowing time and rolls Wits + infinite loops, and gravitational
Pandemonium against the local reversals upend the laws of
Shroud Rating. The player may physics. If a Haunter wills it
exempt one character per dot of with this Art, their wrath is
the Wraith’s Wits, including the inescapable. There are no records
Haunter themself, declared when of Tesseract Bomb’s effects in
they activate this power. This the Tempest or the Labyrinth,
Art affects a maximum 10-yard most likely because no one has
radius and lasts one Turn per survived to report the results —
success. but, notably, a Haunter’s Shadow
If the Wraith successfully will do anything to prevent such
slows time, all affected experiments.
characters and objects slow to Cost: Two Degradation Checks
half their normal speed. Objects and 3 Corpus
in motion move at half velocity, Dice Pool: Wits + Pandemonium
and slowed attackers can only use System: The Wraith must be
half their dice pool. within the building, cavern, or
If the Wraith speeds up time, other enclosed space they want to
all affected characters and Tesseract Bomb. The player rolls
objects double their speed. Wits + Pandemonium against the
Accelerated characters may make 1 Local Shroud Rating. The number
extra dice pool per turn, objects of successes rolled determine the
in motion move at double maximum size of structure they
velocity, and accelerated attacks can affect. If the target space
add half their dice pool to is larger than the roll allows,
attack. they affect only a portion of it:
The player may spend 3 1 success: Single room
additional Corpus to slow time to 2 successes: One-bedroom
one-third of its normal pace or apartment; small shop
triple it. Slowed characters act 3 successes: One-story house
once every three turns, while 4 successes: Two- or three-
hastened characters may make 2 story house; strip mall

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Clan Hecata’s Allies: Those Who Remain

5 successes: Mansion; parking the target’s thoughts for a


garage; shopping mall number of turns equal to the
For the rest of the Scene, no successes rolled.
one outside can enter the As a person’s thoughts are
affected structure. Entrances are seldom clear and regimented, the
stuck, locked, or impossible to Storyteller should describe what
find. Attempts at forced entry you perceive in a series of
fail unless the attacker succeeds unstructured impressions,
at a Wits + Investigation Roll snatches of phrases, or memory
against Difficulty 5 and defeats fragments. You may try
the Haunter’s successes in a Investigate or similar efforts to
resisted Willpower roll. parse what’s useful from the
Inside the structure, exits mental ebb and flow. If the
simply aren’t there. Blank walls subject’s feeling strong
and dead-end hallways replace emotions, the Storyteller may
windows and outside doors, and require you to make a Rapacity
exterior walls have armor equal check (pg. 349) — though at +2
to the Haunter’s Wits in addition difficulty, since you’re tapped
to their usual properties. In directly into the target’s
addition, if the Haunter knows consciousness.
Dark Ether or Escher’s Stair, Pathos: None
they can use each power without Duration: One Scene
paying Pathos or Corpus while the
Tesseract Bomb is in effect.
Angst: If the Haunter uses
Dark Ether or Escher’s Stair
without making the required
Degradation Checks or paying
Corpus, the Shadow gains 1
Temporary Angst for the use.
Duration: One Day

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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Clan Hecata’s Allies: Those Who Remain

Wraith to determine if another cases, the Corpus is incapable of


Wraith’s Slumbering inside an action while the Wraith is “out.”
object, the player rolls Wits + Any Corpus damage inflicted
Phantasm against a difficulty upon a Wraith in Conclave will
equal to the Slumbering Wraith’s instantly pull the Sandman’s
Willpower. Even one net success spirit back into its Corpus.
lets them perceive whether If a Wraith would like to stay
there’s a Slumbering Wraith there in the conclave at the end of the
or not. Scene, they must roll an
Angst: None additional Intelligence +
Duration: One Scene Phantasm against difficulty 2
with a success extending the
CONCLAVE (COMMON) duration by one Scene.
For most of this century, the Angst: None
Guild has escaped the Hierarchy’s Duration: One Scene
attention by conducting meetings
in Dreamscapes. This Art lets the ELISIA (COMMON)
Wraith meet with fellow Sandmen A Sandman may gently pull a
at a prearranged dream location. sleeping soul out of its body and
Reaching this communal dream is into the Shadowlands.
not a matter of travel but rather Cost: One Degradation Check
of selecting elements of the Dice Pool: Manipulation +
ever-changing Dreamscape: a Phantasm
setting, a tone, or a cast of System: The Sandman rolls
performers. Like a set designer Manipulation + Phantasm against a
arranging a stage, the Sandman sleeping Quick against a
arrives at the proper vision — difficulty based on their sleep
and finds that other members of stage.
the Guild have shown up, too. The REM Sleep: Difficulty 2
meeting commences with little Transitional Sleep: Difficulty
ceremony but, more often than 3
not, much showmanship. Deep Sleep: Difficulty 4
Cost: Free Trance-like state: Difficulty
Dice Pool: Intelligence + 6
Phantasm A trance-like state is
System: To attend, the Sandman something like watching T.V. or
must know the location of the meditation. This does not
Conclave. The player rolls generate a Projector.
Intelligence + Phantasm against Angst: None
difficulty 4. On a success, the Duration: A number of Scenes
Sandman enters the conclave for a per success
Scene. The Wraith may attend the
Conclave either while awake or DREAMREADING (INITIATE)
while Slumbering, but in both

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Dreams often contain prophetic victim when they awaken and


or useful information, and many prevent sleep from doing them any
Wraiths have some ability to good.
discern a dream’s meaning. A Costs: One Degradation Check
Sandman skilled at Dreamreading Dice Pool: Manipulation +
has far greater oneiromantic Phantasm
insight than their fellows. System: For a Wraith to alter
Costs: Free a dream, the player rolls
Dice Pool: N/A Manipulation + Phantasm. The
System: When the Wraith wants difficulty depends on the extent
to discern what a dream means of the changes they want to make:
(either one of their own or A few trivial changes are
someone else’s that they watch difficulty 1, changing half the
via Sleepsense), the player adds significant details is difficulty
their dots in Phantasm to any 3, and changing all the
roll made to understand dreams. significant details is difficulty
Angst: None 6.
Duration: Passive Changing a dream has no
specific game effect. How the
Level 2 sleeper reacts, if at all, is up
to the Storyteller. However, a
DREAMWEAVER (COMMON)
Wraith can alter a dream to
From watching dreams, most
become a terrifying nightmare;
Sandmen go on to learn how to
this increases the roll to
alter them. Typically a Wraith
difficulty 5 or the target’s
does this to communicate
Willpower (whichever is higher).
information or try to subtly
Each success achieved reduces the
influence the sleeper’s behavior
Corpus a Wraith regains from
once they wake up.
Slumber by 1. If used on one of
Given enough successes, a
the Quick, the effects are the
Wraith can change virtually
same as the “sleeplessness”
anything, or everything, about a
function of Oneirataxia (see
dream. For example, suppose a
below).
Wraith’s victim dreams of being a
The more successes a Wraith
rock star playing a nighttime
achieves on a Dreamweaver roll,
concert to a packed stadium. In
the more vivid the changes to the
that case, they could change it
dream seem, and the longer they
to a classical music performance,
last.
the stadium to an amphitheater,
Angst: None
nighttime to day, the fans to
Duration: Until the sleeper
tomato-throwing haters, and the
wakes up
good weather to a rainstorm. At
the extreme, they could transform
DREAM SEQUENCE (INITIATE)
an ordinary dream into a
Some Sandmen can cloud a
nightmare that will haunt the
mortal’s mind, convincing them

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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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player rolls Intelligence + If the penalty equals the


Phantasm against difficulty 4. subject’s highest Attribute +
Each success achieved adds to the Ability combination, they
number of levels of non- experience a nervous breakdown
Aggravated damage the Slumbering and require medical assistance or
subject heals. These extra levels temporary institutionalization. A
apply even if the subject fails Wraith may try to combat this Art
their Stamina roll after by using Dreamweaver (pg. XX)
Slumbering. during the subject’s nightmare.
Angst: None Pathos: Gain 1 Temporary
Duration: One Slumber Pathos
Duration: For as long as the
NIGHTMARE (SPECTRE) subject sleeps
With a tearing of the Shroud,
the Spectre allows the Stain of Level 4
Oblivion to seep into a sleeping
PHANTASMAGORIA (COMMON)
mortal. While vaguely similar to
Often considered the true
Phantasm, the Spectre has no
height of the Sandman’s Art,
control over or knowledge of the
Phantasmagoria allows a Wraith to
nightmares they unleash. Rather,
weave Pathos into convincing
they simply connect the sleeping
illusions.
victim’s Psyche directly to the
Costs: One Degradation Check
terrible chaos of the Tempest
and one additional Degradation
itself.
Check per Scene you wish to
Cost: One Degradation Check
extend the duration.
Dice Pool: Dexterity + Shroud
Dice Pool: Wits + Phantasm
Rending
System: To create an illusion,
System: Roll Dexterity +
the player rolls Wits + Phantasm
Shroud Rending against the local
against difficulty 3. The number
Shroud Rating; a successful roll
of successes indicates the
plunges the mortal into terrible
difficulty anyone who sees it
nightmares. On a successful roll,
needs to achieve on a Wits +
the subject’s actions are reduced
Investigation roll to resist its
by one die on the following day
effects. If a victim achieves
until they get sound,
that many successes or more, they
uninterrupted sleep. You may also
realize the illusion is just
apply an additional one-die
that, an illusion, and can safely
reduction for every 2 extra
ignore it. Otherwise, they think
successes on the roll. This Art
it’s real and reacts accordingly.
can only be used on a particular
If given reason to suspect the
subject once each time they
image isn’t real (for example, if
sleep, but the effect is
an illusionary loved one doesn’t
cumulative if applied on
act affectionately toward them),
successive nights.
they get to make another Wits +

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Investigation roll to see through


it.
Phantasmagoria affects sight,
hearing, taste, and smell. The
Wraith can even make it quasi-
solid to other Wraiths and thus
able to affect touch by investing
it with Corpus. For each 1 Corpus
the Sandman “donates” to their
illusion, it acquires one health
level. A Sandman cannot “heal”
their illusion after something
damages it. They must create a
new one if they want a more solid
illusion.
A Corpus-invested illusion can
cause damage (e.g., an
illusionary weapon) if
appropriate. To do this, the
player rolls Dexterity + Phantasm
to hit the target. The target can
dodge as normal. On a hit, the
illusion does damage as normal
for the weapon made.
A Sandman can only create
illusions in the Underworld
unless they have Embody 3, in
which case they can also create
them in the Skinlands.
Angst: None
Duration: One Scene per
Degradation Check

TABLEAU OF TERROR (INITIATE)


Some Sandmen have made a
special study of the Art of
Phantasmagoria (see above) in an
effort to make their illusions
more effective for specific
purposes. The best-known result
of this work is Tableau of
Terror, which creates an illusion
so terrifying, horrifying, or
simply disturbing that anyone viewing it runs screaming in
fear.

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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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Chapter 7: Arcanoi

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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Clan Hecata’s Allies: Those Who Remain

MENAGERIE MASK (INITIATE) 1 Success: all mammals


Menagerie Mask expands the 2 Successes: birds
range of subjects that the 3 Successes: fish, reptiles,
Puppeteer can Skinride, allowing and amphibians
them to puppet animals. A character must learn
Cost: N/A Skinride before acquiring
Dice Pool: Dexterity + Menagerie Mask.
Puppetry Angst: None
System: Upon learning Duration: Passive
Menagerie Mask, the Puppeteer can
use Skinride on all primates. A LURID VISIONS (SPECTRE)
Wraith may try to Skinride more This simplest perversion of
exotic creatures by rolling Puppetry's Arts does not involve
Dexterity + Puppetry against direct control over a target.
difficulty 4, with the number of Instead, it implants a brief
successes determining if your vision — a flash of inspiration
attempt to Skinride the creature or simple imagery. Complex ideas
succeeded. and messages are beyond the scope

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Chapter 7: Arcanoi

of this Art; at best, a Spectre brief paralysis to forestall an


may urge the target to make a attack or other action.
left turn or “remember” to pick Cost: One Degradation Check
up a bottle of liquor. Dice Pool: Stamina + Puppetry
Cost: One Degradation check vs Resolve + Composure
Dice Pool: Charisma + Puppetry System: The player rolls
System: While Skinwriding the Stamina + Puppetry against the
target, roll Charisma + Puppetry host's Resolve + Wits. Success
against the local Shroud rating. allows brief control (one turn),
The successes rolled indicate the as described above. With three or
degree of detail possible with more successes, the movement
the vision — 1 success might feels natural, and the host
flash a generic image, while 5 writes it off as a muscle spasm,
successes can display a specific, momentary indecision, or another
detailed subject. internal factor.
Pathos: None Angst: If the host resists,
Duration: One Round the Puppeteer gains 1 Temporary
Angst.
Level 2 Duration: One Scene
MASTER’S VOICE (COMMON)
DEFLECT (COMMON)
The Puppeteer can briefly
Prerequisite Power: Wraithride
seize control of their host’s
Deflect allows a Puppeteer to
capacity for speech. The result
combat others’ attempts to sense
is an eerie blend of the Wraith’s
their presence when riding an
and host’s voices.
object or another Wraith. This
Cost: One Degradation Check
Art also lets a Wraith channel
Dice Pool: Stamina + Puppetry
damage from their own Corpus to
System: The player rolls
that of a Wraith they're in
Stamina + Puppetry against the
contact with as the damage
host's Composure + Wits. And can
occurs.
speak one sentence per success.
Cost: One Degradation Check
Angst: If the host resists,
Dice Pool: Manipulation +
the Puppeteer gains 1 Temporary
Puppetry vs. Wits + Puppetry
Angst.
System: Obviously, a Puppeteer
Duration: N/A
must first successfully ride an
object or Corpus before they can
TWITCH (COMMON)
attempt to deflect efforts at
The Puppeteer may take
detection. Also, they must
fleeting control of one of their
realize that someone is
host’s limbs. While complex
attempting to detect them, which
manipulation is beyond them, they
requires one success on a Wits +
can grasp or release an object,
Awareness roll against the
cause or prevent a fall, or cause
Wraithrider's dots in Puppetry.
To avoid detection, the player

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Clan Hecata’s Allies: Those Who Remain

makes a contested roll of his ADMIX HUMORS (INITIATE)


character’s Manipulation + This Art lets the Puppeteer
Puppetry against the seeker’s influence their host’s
Wits + Puppetry. Detection by a involuntary muscles and other
Usurer cannot be deflected. It’s bodily functions. They can adjust
up to the Usurer to make sense of respiration, heart rate, blood
the excess profit. pressure, digestion, blood
To deflect damage, the Wraith chemistry, peristalsis,
must make physical contact with a adrenaline production, and
target who can receive it (the various secretions and smooth or
Wraithrider cannot deflect exacerbate microexpressions.
damage). The player rolls Subtle applications of Admix
Manipulation + Puppetry. The Humors can affect polygraph
number of successes equals the results, sustained exertion, or
number of Corpus levels of damage social interactions. More
the Puppeteer can channel. vigorous adjustments can simulate
Angst: None illness or trigger explosive
Duration: N/A voiding.
Cost: One Degradation Check
FOG’S PROTECTION(COMMON) Dice Pool: Stamina + Puppetry
Tempered: Embody 1 System: The player chooses the
Most Puppeteers do not worry change they want to invoke and
about the Fog, as it only applies rolls Stamina + Puppetry against
when a mortal sees a Wraith. But the host’s Stamina + Composure.
some enterprising Puppeteers With success, they apply one of
prefer to use it to their aid, the following effects to their
able to pull their Wraithly host:
presence out enough to ensure
 Add or subtract one die per 2
that the Fog takes effect even successes to all Strength and
when they are not visible to the Stamina pools for the rest of
Quick. the Scene.
Cost: N/A
Dice Pool: N/A  Add or subtract one die per 2
System: A Puppeteer and/or a successes to all social pools
for the rest of the Scene.
host can add the Wraith’s dots in
Puppetry to Intimidation Rolls.  Simulate the symptoms of one
The host can only add the particular illness unless an
Wraith's dots in Puppetry if the observer succeeds in an
Puppeteer allows. opposed Wits + Medicine roll.
The host cannot deny the use
 Trigger sneezing, coughing,
of this effect. vomiting, diarrhea, or
Angst: None similar involuntary effects.
Duration: Passive
 Inflict 1 health level of
unhalved Superficial damage;

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Chapter 7: Arcanoi

this does not affect the


Puppeteer.
Angst: If the host resists,
the Puppeteer gains 1 Temporary
Angst.
Duration: One Scene

IDLE HANDS (SPECTRE)


The Spectre directs the
subject’s body to undertake a
particular task while their mind
is distracted.
This Art cannot be used to
force a possessed target to
perform a lethal or self-
destructive action.
Cost: One Degradation Check
Dice Pool: Resolve + Puppetry
System: While possessing the
target, roll Resolve + Puppetry
vs. the target’s Resolve + Wits.
The Storyteller may allow you
additional dice depending on how
relevant the proposed action is
to the subject’s current state of
mind. For instance, you may get
three additional dice if you want
the subject to write “The bastard
must die” 100 times while they’re
stewing over their hated ex-
lover, but no benefit if you want
the subject to build a pipe bomb
while thinking about how much fun
they’ll have playing with their
new puppy.
While a subject may not resist
this effect by spending
Willpower, repeated use of Idle
Hands on an unwilling victim
makes it increasingly unlikely
that their attention will
continue to drift.
On an Illuminated Failure, the
target is disturbed at the
thought of the action they almost

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Clan Hecata’s Allies: Those Who Remain

performed. They gain one Angst: Gain 1 Temporary Angst


additional die to their Resolve + if the host is willing and 3
Wits roll for any future Temporary Angst if they resist.
Corruption attempts. Whenever the Host spends
Pathos: None Willpower to assert control over
Duration: One Scene their body, the Shadow gains 1
Temporary Angst.
Level 3 Duration: One Scene per
Success
REIN IN THE MIND (COMMON)
With this Art, the Puppeteer
TRANSFUSE (COMMON)
takes complete control of their
Prerequisite Power: Wraithride
host’s body. The host remains in
A Puppeteer riding another
a semiconscious dream state,
Wraith’s Corpus can lend Pathos
aware of what’s happening but
to their host or take Pathos from
unable to act. When the Puppeteer
their host. If the host is not in
releases control, the host is
Slumber at the moment of
subject to the Fog and reacts
transferal, they can notice the
appropriately.
event, as can onlookers. Bestowal
Cost: One Degradation check
of Pathos produces a momentary
Dice Pool: Resolve + Puppetry
scintillation around the host’s
System: The player rolls
Corpus, whereas theft of Pathos
Resolve + Puppetry vs. the host's
causes fleeting waves of darkness
Resolve + Intelligence. The
to sweep across the host’s
Wraith gains total control for
Corpus.
one Scene per success.
Cost: Free
Once per Scene, the host may
Dice Pool: Stamina + Puppetry
spend 1 Willpower to make an
or Resolve + Puppetry vs. Stamina
opposed unspent Willpower roll
+ Resolve
against the Puppeteer’s Resolve +
System: Once the Puppeteer is
Puppetry. Each net success the
successfully Wraithriding a
host receives reduces the Art’s
target, the player rolls Stamina
duration by one Scene. In
+ Puppetry to bestow Pathos or
addition, regardless of who rolls
Resolve + Puppetry vs. the host
more successes, spending the
Stamina + Resolve to steal
Willpower gives the host one turn
Pathos. The difficulty of
of control of their own body.
bestowing Pathos equals the
If the host is a Consort, the
host’s current Pathos.
Wraith makes all rolls with the
Angst: Pathos theft with this
host’s Physical Attributes. If
Art grants 1 Temporary Angst.
the host is not a Consort, all
Duration: N/A
Physical rolls use either the
Wraith’s attribute or the host’s,
whichever is lower. MASS HALLUCINATION (SPECTRE)

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Chapter 7: Arcanoi

The Spectre uses the possessed System: While Skinriding a


subject as a kind of spiritual Consort, the Puppeteer can make a
antenna to broadcast a Resolve + Puppetry roll against
hallucination in the immediate the Consort’s Resolve +
area; this can be used as a Intelligence. On a success, the
distraction, a scattershot Puppeteer attaches a string that
attempt to soak up some Angst, or resembles those of the strands
simply for amusement. the Monitors evoke to the
Cost: One Degradation Check Consort. The Puppeteer can only
Dice Pool: Manipulation + have a number of strings equal to
Puppetry their Puppetry Rating.
System: While possessing the While the string is attached
subject, roll Manipulation + to the Consort, the Puppeteer can
Puppetry against the local Shroud do some unique effects.
rating. The hallucination lasts
 The Puppeteer can use any
but an instant, while the number
Puppeteer power of level 2 or
of successes determines its lower on the Consort without
intensity. needing to Skinride them or
With 1 success, the Spectre even see them. This does not
creates a momentary distraction, include Skinride.
a flicker out of the corner of
the eye, while with 5 successes,  The Wraith can choose to
perceive through all, some,
you manifest a brief yet intense,
or one of the target's
full-sensory event. At the
senses. At any point, the
Storyteller’s discretion, 3 or Puppeteer can make a single
more successes may trigger an Degradation Check and
emotional response strong enough perceive through the Consorts
to fulfill one of your Dark senses for one Scene. This is
Passions. overlayed with their own, and
On an Illuminated Failure, while it takes getting used
you’re overwhelmed by psychic to, the Wraith is able to
feedback; you lose 1 Angst and perceive both areas without
are unable to use this power for hindrance.
the remainder of the Scene. Angst: If the Consort severs
Pathos: None their string, the Shadow gains 1
Duration: One Turn Temporary Angst
Duration: Permanent
PUPPETEER'S STRINGS (COMMON)
Tempered: Lifeweb 2 REINFORCE THE QUICK (COMMON)
While many Puppeteers are Tempered: Usury 2
inclined to Skinride their given Some Puppeteers tend to work
Consorts, some prefer a more with the Quick and form Bonds.
standoffish approach. Some of these bonds are often
Cost: One Degradation Check formed in elaborate ceremonies
Dice Pool: Resolve + Puppetry filled with song, dance, and

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Clan Hecata’s Allies: Those Who Remain

offerings where the Puppeteer injuries. This Art enables the


infuses a living relative or Puppeteer to heal their host’s
faithful mortal ally with a body along with their own Corpus.
measure of its power in return Cost: One Degradation Check
for offerings of Pathos and Dice Pool: N/A
Relics. Reinforce The Quick is System: When healing damage
the source of many vodou legends the Puppeteer incurred as a
about supernatural gifts acquired result of their host receiving
after possession by a Loa. A damage; when the Puppeteer heals,
ceremony is not strictly they may make an additional
required, but Puppeteers seldom Degradation Check and heal their
turn down a good party. host for the same amount.
Cost: Two Degradation Checks Shared Blood, Shared Breath
Dice Pool: Manipulation + can’t heal Aggravated damage. In
Usury addition, this Art is effective
System: The Wraith makes only for a Consort.
contact with its mortal to Angst: None
initiate this power. The player Duration: N/A
then rolls Manipulation + Usury
against difficulty 5. Success Level 4
means the mortal gains the first
DEFENSIVE RIDING (COMMON)
level in any Arcanos the Wraith
When a Host takes damage, the
possesses that can affect the
Puppeteer takes an equal amount
living world or 1 point in
of damage of the same type; this
Potence, Celerity, or Fortitude.
is an often-annoying fact to some
The mortal so infused can have a
Puppeteers who are more careless
number of Arcanoi equal to their
with their hosts and find it
Permanent Willpower (any greater
rather annoying.
infusion would shatter their
Cost: One Degradation Check
sanity) and use Temporary
Dice Pool: N/A
Willpower to fuel their newfound
System: For the rest of the
abilities. Usurers who impart
Scene, whenever a host would take
Arcanoi to mortals in this
damage of any kind, the damage is
fashion also imbue them with a
reduced to Superficial damage and
touch of the personality of the
is subject to being halved, as
Wraith to which they are bound.
usual.
Reinforce The Quick does not work
Angst: None
on supernatural creatures.
Duration: One Scene
Angst: None
Duration: One Story
RECONFIGURE (COMMON)
Tempered: Moliate 3
SHARED BLOOD, SHARED BREATH (INITIATE)
Prerequisite Power: Wraithride
If a Puppeteer’s host suffers
With Reconfigure, a Puppeteer
damage while they’re Skinriding
can make various changes to their
them, the Puppeteer shares their

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host’s Corpus. Minor alterations Changes made with Reconfigure to


can be effected during the host’s the host’s Corpus can likewise be
Slumber without rousing the host. undone with Reconfigure or the
Such changes include making part Moliate ability Sculpt.
or all of the host’s Corpus Otherwise, Reconfigure’s effects
luminescent (as with the Moliate are permanent.
ability Glow) and transparent (to This Art costs the host loses
let the Puppeteer visually 1 Corpus level.
reconnoiter their surroundings. Angst: Use of Reconfigure on
A Wraithrider looking out an unwilling host grants the
while their host Slumbers inside Shadow 2 Temporary Angst; on a
a Fetter sees only impenetrable willing host, 1 Temporary Angst.
darkness), or resonant (so they Duration: Permanent
can hear the host’s surroundings;
dead silence means the host is REVIVIFY (INITIATE)
inside a Fetter). Any more This Art’s name is misleading.
extensive alteration attempted The Puppeteer can’t return the
with Reconfigure on a Wraith in dead to life. They can, however,
Slumber may rouse the host. Major Puppet and control a freshly dead
alterations with this Art include corpse for a brief time — long
new appendages or sensory organs enough to terrify witnesses or
and modified teeth or wreak horrifying damage.
extremities. A favorite Cost: One Degradation Check
Tvashtriya trick is to make the Dice Pool: Strength + Puppetry
host resemble the Puppeteer, then System: Although Skinride
abandon the lookalike host, who normally works only on living
serves as a decoy. hosts, learning Revivify allows
Cost: One Degradation Check the Puppeteer to use it on a
Dice Pool: Intelligence + relatively intact human body that
Puppetry vs. Stamina + Resolve has been dead no longer than a
System: Once a character has number of hours equal to their
successfully Wraithridden a host, Stamina. The player rolls
the player rolls Intelligence + Strength + Puppetry against the
Puppetry vs. Stamina + Resolve, Local Shroud Rating.
with the number of successes They use the host body’s
required to be determined by the Physical Attributes for all
Storyteller, based on the goal of appropriate rolls but suffer two
the Puppeteer. Suppose a debilitating wounds, reduced by
Puppeteer attempts to use one per 2 successes.
Reconfigure on a host in Slumber. While the host body is
In that case, the target’s player animate, it remains dead. Its
should roll Wits + Awareness heart does not beat, and it does
against a difficulty equal to the not respire unless the Wraith
Wraith’s Puppetry score and be consciously draws breath to
roused on a successful roll. speak, and the structural effects

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Clan Hecata’s Allies: Those Who Remain

of all previously received wounds number of hours equal to twice


remain in effect. It has a number the Puppeteer’s Stamina
of health levels equal to the Obliterate the Soul: The time
Wraith’s Willpower. It suffers span that the Consort takes
damage only from sources that damage now has an interval of
affect its structural integrity. twice the Puppeteer’s Willpower.
For example, poison is Angst: Gains +1 Angst for each
ineffective, but a shotgun blows use of an augmented Art
off meaty chunks as usual. The Duration: Passive
Wraith shares damage the body
suffers, as per normal uses of SKINRIDE SELF (PROJECTOR)
Skinride. Typically when a Projector
attempts to Skinride their own
Just do yourself a favor and ignore any rumors
you’ve heard about becoming a Risen with this
meat, they simply stop Projecting
power. We of the Puppeteers Guild can assure you and become a normal mortal. Some
that this power is utterly useless for… No, it may Projectors, among the
sound like it is an important part… I mean, yes, they independents, have figured out
possess their corpse, but this art isn’t how they do… how to Skinride their meat to use
no, this Art is not how it’s done, and we are leaving their Arcanoi in the Skinlands
it at that!
and their normal life.
Angst: The Shadow gains 2 Cost: One Degradation Check
Temporary Angst. Dice Pool: Resolve + Puppetry
Duration: One Scene System: A Projector can
attempt to Skinride their body by
PROLONG THE SHOW (INITIATE) rolling Resolve + Puppetry
Prerequisite Power: Rein in against difficulty 4. On a
the Mind success, they enter their meat
Some Puppeteers are just but do not stop Projecting; this
unable to give up on their allows them to use their Vitality
ability to control the Consorts. and Arcanoi while within their
They sought to prolong their meat.
control of their Consorts and Once a Projector does this,
thus prolonged their influence. they cannot leave their meat;
Cost: N/A they can only end Projecting
Dice Pool: None normally.
System: When you take this Angst: Gain 1 Temporary Angst
power, your duration for Rein in Duration: One Day
the Mind is increased to one day
per success. URGES (SPECTRE)
This effect affects other Employing this Art overcomes
powers as well. the target’s Willpower to
Revivify: This power now works undertake a single action of the
for one day, and the dead body Spectre’s choice. The action must
can now be used after death for a fulfill one of the Spectre’s Dark

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Chapter 7: Arcanoi

Passions and must be something Dice Pool: Resolve + Puppetry


the target is willing to do on at System: Obliterate the Soul is
least some level. usable only on a mortal Consort
Cost: One Degradation Check with no other supernatural
and 1 Willpower qualities. Once per month, the
Dice Pool: Manipulation + player rolls Resolve + Puppetry;
Puppetry this is an extended roll. If they
System: While possessing the miss a month, they lose all
target, roll Manipulation + accumulated successes. If they
Puppetry against the target’s suffer a Shaded Failure on a
Resolve + Wits. If successful, roll, the subject becomes immune
the target attempts the action to all further uses of Obliterate
you desire. If they succeed, you the Soul. When the Puppeteer
gain Angst as appropriate for accumulates successes equal to
triggering a Dark Passion. The the host’s Willpower, they
target may spend 1 Willpower to succeed. Their Shadow devours the
resist performing the action. On host’s soul.
an Illuminated Failure, the The Puppeteer may Skinride the
target feels revulsion at the uninhabited host body at will
thought of the action she almost without spending Pathos. The body
performed, granting one remains a Consort for all other
addtiional die to their Willpower purposes. When puppeting the
roll for future Corruption body, the Puppeteer makes all
attempts. rolls with the host’s Physical
Pathos: None Attributes. While the body is
Duration: One Scene uninhabited, it is catatonic.
Oblivion takes its toll. After
Level 5 a number of days equal to the
Puppeteer’s Willpower, the body
OBLITERATE THE SOUL (COMMON)
degrades and suffers one health
Obliterate the Soul takes the
level of Aggravated damage. This
process of creating a Consort to
damage can’t be healed with this
its logical and horrifying
Art, and additional damage
extreme.
continues to accrue at the same
The Puppeteer assumes
interval until the body dies.
ownership of the host’s body,
Angst: Gain two times the
feeding the Psyche to your
target's total Willpower in
Shadow. The result is an
Temporary Angst.
uninhabited mortal husk with no
Duration: As long as the
capacity to resist the Wraith’s
Consort has Health in their
Puppetry Arts. It’s a perfect
Health Track.
vessel for extended occupancy —
until the inevitable process of
ANIMATE THE DEAD (COMMON)
physical decay sets in.
Tempered: Usury 3
Cost: Two Degradation Checks

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Clan Hecata’s Allies: Those Who Remain

This Art allows a Puppeteer to


animate and control a corpse LEGION (INITIATE)
without having to enter it Repeated use of Puppetry
physically. leaves trace spiritual
Cost: One Degradation Check connections between the Puppeteer
and 2-5 Corpus and their hosts. With Legion,
Dice Pool: they can exploit that network,
System: Once animated, a asserting limited control over
corpse will act in accordance multiple Consorts at once. This
with its Puppeteer's will. Doing is a profoundly dangerous Art as
anything it could do in life each use feeds the Wraith’s
except fly. However, if it was Shadow, and losing control can
capable of speech in life, it give it free rein over several
must still have its vocal cords. mortal bodies.
If the body's muscles are too Cost: Two Degradation Checks
decomposed to be used, the Dice Pool: Resolve + Puppetry
Puppeteer may sacrifice 1 of the System: If any Consorts want
corpse’s Corpus Levels to enable to resist Legion, they do so by
it to move without muscles. rolling Resolve + Puppetry vs.
Angst: 1 Temporary Angst per the Consorts Resolve +
corpse reanimated. Intelligence. The Storyteller
Duration: One Scene, can be makes a single roll for all of
extended by another Scene with a them, using the highest Resolve +
Degradation Check at the end of Intelligence among the resisting
the Scene. characters.
If the Wraith succeeds, they
may direct the actions of all
Animated Dead
Consorts for one day. This
Standard Dice Pools: Physical 4, Social 0,
Mental 0
direction is considered their
Secondary Attributes: Health 2-5(Equal to the action for each turn. Each
amount of Corpus spent), Willpower 1 Consort follows their directives
Exceptional Dice Pools: Athletics 4, Brawl 5; to the best of their ability,
Intimidation 6 using their normal dice pools,
Special: The Animated Dead last for one Scene with a two-die penalty if they
per Degradation Check. Its Corpus is resist.
determined by the amount of Corpus spent by
its Puppeteer. If the Animated Dead doesn’t
While commanding their Legion,
have muscle tissue with which to move by, the Puppeteer may speak with
their Puppeteer may sacrifice one of the their voices. Their words emanate
Animated Dead’s Corpus levels to enable it to from all affected Consorts
move. The Animated Dead is immune to all simultaneously. In addition, they
mental attacks or Intimation Arts and is loyal
may spend 1 Willpower to switch
to its Puppeteer.
General Difficulties: 4/2
bodies as a free action, though
this requires a successful
Skinride application. If they

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Chapter 7: Arcanoi

fail, they remain in the body


they are currently Skinriding.
Killing the host body,
knocking it unconscious, or
driving the Puppeteer out ends
Legion’s effects immediately.
Angst: 1 Temporary Angst per
Consort
Duration: One day

BLISSFUL UNITY (SPECTRE)


The Spectre makes a special
place for itself in the target’s
soul. In fact, the subject’s soul
and body survive the invasion.
The target is aware of the
Spectre’s presence and remains
conscious and in control of his
body; they simply follow the
Spectre’s orders with no
hesitation. In effect, whenever
the Spectre is “in residence,”
they replace the subject’s free
will.
Cost: Two Degradation Checks
and 1 point of Aggravated
Willpower damage that cannot be
healed until the Consort this is
used on has died.
Dice Pool: Manipulation +
Puppetry
System: After attuning a
Consort through multiple uses of
Corruption (at least 10 times),
roll Manipulation + Puppetry Suppose you do not achieve
against the target’s Willpower. permanent unity with the initial
There are no modifications for roll. In that case, you may take
Consort status. an extended action each
The extra successes rolled subsequent turn by making an
indicate the strength of the additional Degradation Check and
corrupting influence — for 1 Willpower point, then rolling
permanent unity, you must Manipulation + Puppetry the
accumulate a number of successes target’s Willpower until you
equal to the target’s Willpower
score.

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Clan Hecata’s Allies: Those Who Remain

accumulate the required extra suddenly within their grasp. If


successes. they take over an Olympic
The victim is aware that this athlete, that body’s finely honed
process is happening (hence the athleticism is at their disposal.
resisted action). However, once What makes this Art truly
you achieve permanent unity, any devastating, however, is that it
resistance vanishes. The target can also be used on all denizens
continues to live their life as of the World of Darkness. A
normal, but they now accept your Puppeteer could possess a Vampire
dominance without reservation. and use Disciplines such as
When the Spectre possesses them, Dominate and Celerity or possess
they follow any commands promptly a Mage and turn loose vulgar
and to the best of their ability. magick to the point where Paradox
The target counts as a 1-point backlash is inevitable. A
Fetter, and to “get behind the supernatural target is aware of
wheel,” the Spectre may now make what’s happening, but the average
one Degradation Check. A mortal mortal “drowses” during their
subjected to this power almost possession and later rationalizes
always falls to Oblivion abnormal behaviors.
immediately after death, though Cost: Two Degradation Checks
some may become Mortwights. Dice Pool: Resolve + Puppetry
An Illuminated Failure at any vs. Resolve + Composure
part of this process indicates System: This power can only be
spiritual incompatibility, used on Consorts. The Wraith must
rendering you unable to ever use Skinride their target over a
Blissful Unity on the target. number of weeks equal to 8 –
Pathos: Each time you use this Intelligence and become familiar
Art, your Psyche gains 1 with the Consort's abilities and
Temporary Pathos point. their mind. The Wraith then rolls
Duration: Until the Consort Manipulation + Puppetry vs. the
dies Consort's Resolve + Composure.
The number of successes gained is
MARIONETTE (INITIATE) equal to the number of Scenes for
Prerequisite Power: Shared which the Wraith may fully
Blood, Shared Breath possess the target. An Awakened
This Art is reserved for the target may resist by spending
most trusted members of the Willpower points to negate one of
Guild. the Puppeteer's successes for
Marionette is exactly like each point spent.
Rein in the Mind, with one very Angst: Gain 2 Temporary Angst.
important distinction: In this If this is resisted, then gain 4
case, the invading Wraith can use Temporary Angst
the target’s unique abilities. If Duration: One Scene per
the Puppeteer takes over a rocket success in the Resolve + Puppetry
scientist, rocket science is vs. Resolve + Composure roll

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Chapter 7: Arcanoi

Dictum Mortuum Threat: Low-


Usury High
Guild: Usurers
Nicknames: Level 1
In a world where money can be APPRAISAL (COMMON)
made but is utterly useless, Knowing another being’s
Usury allows a Wraith to trade physical and spiritual state is
something that actually matters, key to manipulating its life and
Pathos — ranging from the death energies. While all
direct transfer to the Wraiths have some facility for
brokering of deals to the such evaluations, Appraisal
empowerment of mortal makes it an exact science.
offerings. Cost: Free
Dice Pool: N/A
Guildmark System: The player adds
As Usury depends on an the Wraith’s dots in
important interaction Usury to all dice pools
of math and deals, for Deathsight and
many Usurers find Lifesight.
their Corpus covered Angst: None
with intricate Duration:
patterns that dance Passive
across their Corpus
with beautiful GRAY LEDGER (INITIATE)
mathematical Each application of
precision. These Usury leaves minute
symbols may also take traces on its subject.
on the images of A Wraith skilled in this
currency the Wraith used Art can assess this
in life. history, learning the
details of prior
Characteristics “transactions.”
Cost: Free
Unless otherwise stated, Dice Pool: Charisma + Usury
each Usury Art requires the System: The player rolls
Wraith to touch their target. To Charisma + Usury against
affect a Skinlands subject, this difficulty 3. Each success is one
requires another Arcanos (e.g., prior Usury application, starting
Embody, Inhabit, Phantasm, with the most recent and working
Puppetry) that facilitates either backward, in which the subject
physical or spiritual contact. was either the user or the
All rolls are at difficulty 6 target. For each transaction, the
unless stated otherwise. Wraith learns which Art was used
Type: Spiritual and when. If the subject was the

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Clan Hecata’s Allies: Those Who Remain

target of a transaction, the energy. If the intent is to give


Usurer also receives a brief Pathos, a failure ensures the
vision of the Usury-user who was Wraith instead takes Pathos.
involved. In addition, the Wraith Angst: Each use of Pathos
learns all applications of Conduit to steal Pathos from an
Suspended Usury Arts (see below) involuntary subject gives 1
that are pending on the subject, Temporary Angst.
regardless of when they were Duration: One Round
applied.
Angst: None CASH MONEY (COMMON)
Duration: N/A The most popular ability in
the Dark Kingdom of Jade, Cash
Level 2 Money, is where most Merchants
(the Usurers of that Dark
PATHOS CONDUIT (COMMON)
Kingdom) stop their studies. It
A Usurer may transfer Pathos
allows the Wraith to fully
between themself and another
utilize any sacrifices made by
Wraith, either voluntarily or
living relatives, converting them
not. This transferal is always
directly into Pathos, which can
clearly visible to onlookers, as
be kept or shared with another
a bright aura flares around the
Wraith as needed.
Pathos recipient during the
Cost: One Degradation Check
process.
Dice Pool: Manipulation +
Cost: Auto Fail one
Usury
Degradation Check per Pathos you
System: Converting a sacrifice
wish to transfer. If you can
into Pathos requires a
reroll, you may make one
Manipulation + Usury roll vs. the
Degradation Check
number of Pathos points in the
Dice Pool: Charisma + Usury or
sacrifice. A success means that
Manipulation + Usury vs.
the sacrificed item has been
Composure + Resolve
transformed into its equivalent
System: To donate Pathos to a
in Pathos. Once this has been
subject, the player rolls
done, Pathos Conduit can be used
Charisma + Usury against a
to share the Pathos with other
difficulty equal to the target’s
Wraiths. If Pathos Conduit isn’t
current Pathos. To siphon Pathos
used, the Merchant simply keeps
from a subject, the player rolls
the Pathos.
Manipulation + Usury vs.
Angst: None
Composure + Resolve. The Usurer
Duration: N/A
may transfer up to 1 Pathos per
success (though they don’t have
to transfer the full amount). PLASM EXCHANGE (INITIATE)
Any failed attempt to use this Any Wraith may expend Pathos
Art can result in disaster, as it to heal lost Corpus levels. A
reverses the desired flow of Wraith who knows this Art may do

298
Chapter 7: Arcanoi

System: The player rolls


Charisma + Usury against
difficulty 4. The Wraith may
convert up to 1 Corpus per
success into Pathos (though they
don't have to convert the full
amount).
Angst: None
Duration: N/A

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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Clan Hecata’s Allies: Those Who Remain

When a living being is know the Usurer is that feeling’s


involved in a Corpus Conduit source. In addition, a Suspended
transaction, health levels Art is automatically evident to
convert directly to Corpus on a any Wraith with Kismet (Fatalism
one-for-one basis and vice versa. •) and may reveal itself to other
Angst: Each use of this Art to supernatural powers of perception
steal Corpus or health levels at the Storyteller’s discretion.
from an involuntary subject gives At any time before the
the Shadow 1 Temporary Angst. Suspended power expires, the
Duration: N/A Wraith may spend 1 Willpower to
“call in their marker.” The power
SUSPEND (INITIATE) takes effect at that moment,
Used as a promissory note, regardless of the distance
compulsion of obedience, or between the Wraith and their
judicial mechanism of parole, target. If the Suspended power is
this Art of Damocles allows the not called in before it expires,
Wraith to delay the effect of it dissipates with no effect. The
another Usury power. Usurer has a constant intuitive
Cost: One Degradation Check sense of their Suspended Arts and
Dice Pool: Charisma + Usury remaining durations.
System: When the Wraith uses At any time, a Wraith may hold
any other Usury Art that targets a number of Suspended Arcanos
another character, make a applications equal to their
Charisma + Usury roll against the Charisma. At Usury 5, the Wraith
target’s Willpower. With success, may Suspend the Arts of other
the Art used doesn’t take effect Arcanoi they know.
immediately. Instead, it remains Angst: None
Suspended for a maximum time Duration: Depends on the
determined by the margin of successes
success:
1 success: 1 Scene Level 4
2 successes: 1 Day
FACILITATE (COMMON)
3 successes: 1 Week
As a Wraith’s command of life
4 successes: 1 Month
and death energies grows, they
5+ successes: 1 Year per
learn to serve as an
success
intermediary, channeling Pathos
The target of a Suspended Art
and Corpus from one being to
doesn’t automatically sense the
another efficiently and without
Usury of Damocles hanging over
pause. To Facilitate such a
them. However, success with an
transaction, they must touch both
Intelligence + Awareness roll
the donor and the recipient.
against a difficulty equal to the
Cost: As the powers being
User’s Usury score gives them the
Augmented
feeling that something’s amiss.
With 3 or more successes, they

300
Chapter 7: Arcanoi

Dice Pool: As the powers being desired to be transferred. If you


Augmented can reroll, you may make one
System: When the Wraith uses Degradation Check
Pathos Conduit, Corpus Conduit, Dice Pool: Charisma + Usury
or Arcanos Conduit, they can System: Returning the Favor
transfer the specified energy requires only that the Wraith be
from one target to another rather within five feet of their target.
than between one target and They then roll Charisma + Usury
themself. The player chooses against a difficulty equal to the
which of the Art’s two dice pools number of Pathos transferred +2).
to use, accepting the associated A failure means no Pathos was
difficulty, and successes rolled transferred.
apply to both ends of the This power allows a mortal to
transfer. make Degradation Checks to use
A Wraith using Corpus Conduit this Pathos. No mortal can hold
also may spend 1 Corpus to use more than 3 Pathos in their body
Plasm Exchange mid-transfer, at a time.
converting the donor’s Corpus A mortal may make a
into Pathos for the recipient; Degradation Check to perform one
this requires a separate roll for of the following effects.
Plasm Exchange, using that Art’s
 Reduce the difficulty of a
usual system (including its
single action by 1.
Pathos cost).
Reroll up to three dice on a
Angst: If the Wraith
Facilitates the transfer of  roll as if it was Willpower.
stolen Pathos or Corpus, both the
 Restore a point of Willpower.
Shadow and the recipient gain 1
Temporary Angst.  Fuel any Arcanoi the mortal
Duration: N/A may possess, such as from
Reinforce the Quick.
RETURNING THE FAVOR (COMMON)  If the Quick is a Projector,
Returning the Favor does you can instead heal their
exactly what its name implies, Vitality. They may be
allowing a Usurer to send Pathos Projecting while this is
back across the Shroud to a done.
mortal. The results of this
transfusion vary based on how
OPTIONAL RULE:
much Pathos is given, but the At the Storyteller’s
boost of emotional energy given discretion, they may also allow
to the mortal is always this Pathos to be given to
beneficial. supernatural mortals, such as
A Usurer can return a maximum Ghouls or Sorcerers, and allow
of 3 points at any given time. them to use this Pathos as fuel
Cost: Auto Fail one for their magics.
Degradation Check per Pathos

301
Clan Hecata’s Allies: Those Who Remain

Angst: A total or Shaded bound parties + the Degradation


Failure always gives the Shadow 1 checks made by the Usurer.
point of Temporary Angst. The initial application of
Duration: Permanent this Art ensures that each bound
party understands the terms of
OBLIVION’S SEAL (INITIATE) the agreement exactly as the
In legal circles, a contract Wraith intends — in both letter
is termed a “meeting of the and spirit. If Suspend is used
minds,” a common agreement on a with Oblivion’s Seal, the period
set of circumstances and actions. of Suspension begins when a
This Art is the Usury-user’s character breaches the agreement.
means of closing and enforcing Angst: None
such agreements with the full Duration: One Year per success
weight of Oblivion behind them. A
breach of an agreement made under Level 5
Oblivion’s Seal brings immediate
INVEST (COMMON)
and crushing retribution upon the
The Wraith can funnel their
transgressor.
Pathos or Corpus into a Relic,
Cost: At least one Degradation
storing it for future use. They
Check
must focus on the Relic in
Dice Pool: Charisma + Usury
question, channeling their energy
System: To initiate this Art,
and carefully sealing it away
the Wraith must verbally state
with a gesture or command phrase.
the terms of the agreement they
Anyone who knows this key may
intend to enforce in the hearing
then access the stored energies.
of all other parties to be bound.
Cost: One Degradation Check
The player makes any amount of
and auto-fail one Degradation
Degradation Checks and rolls
Check per Pathos you wish to
Charisma + Usury against a
invest. If you can reroll, you
difficulty equal to 3 + the total
may make one Degradation Check
number of characters to be
Dice Pool: Manipulation +
bound). Each other bound party
Usury
agrees to the terms, and that
System: The player rolls
player makes one Degradation
Manipulation + Usury against
Check. With success, this power
difficulty 4, then spends the
affects all targeted characters —
amount of Pathos or Corpus they
including the Wraith themselves,
want to Invest into the Relic.
if they are to be a bound party.
Each success invests one point of
During this time, any character
Pathos or Corpus. Any excess
who breaches the agreement
points are lost. Any Relic may
immediately suffers a number of
contain either Pathos or Corpus,
dice of Aggravated Corpus damage
but not both, at once.
equal to the total amount of
Among this Art’s other
Degradation Checks made by all
applications, Invest is the means

302
Chapter 7: Arcanoi

by which Wraiths create Soulfire


Soulfire Crystals
Crystals. To do this, the Usurer
invest the Pathos into the air Soulfire crystals are not unlike barrow-fire (pg.
around 1 Corpus generating a XX), as they do Aggravated damage when a
Soulfire Crystal. And can be Wraith without special equipment (2-dot Artifact
merged using this Art. All damage or Relic) attempts to touch them. Soulfire crystals
a Usurer takes from a Soulfire
never burn the Usurer that made them.
Crystal containing their own
Soulfire Crystals are used in Soulforging and
energy is unhalved Superficial
damage. as stored Pathos by Wraiths. The smallest Soulfire
A Usurer can also invest 1 Crystals hold one Pathos and are about the size
Pathos to make a single coin of the last segment of a person’s thumb. While
which anyone can absorb for later the standard 10 Pathos Soulfire Crystal is about
use; this does not cost any
the size of a 12-ounce soda can, and some are
Corpus.
Angst: None even shaped like one too. A 50 Pathos Crystal is
Duration: Permanent, until about the size of a car’s engine block. Most
used Soulfire fuelled weapons have a slot meant to
accommodate a 10-Pathos Soulfire Crystal.
ARCANOS CONDUIT (INITIATE) Soulfire Crystal fuelled weapons can only do
This Art requires either great
Superficial damage to the Usurer who made the
trust or great desperation to
use. It allows the Wraith to Crystal.
briefly loan or borrow mastery of A Soulfire crystal does not have to be made all
an Arcanos. Usurers don’t like to at once. If a Usurer has a 3-Pathos Crystal, they
admit it — such knowledge wins may add more Pathos onto it, increasing the
them no friends — but Arcanos Crystal’s size in the process. However, a Usurer
Conduit doesn’t have to borrow
can only add Pathos to a Crystal they made. As
Arcanoi from a willing subject.
Cost: Two Degradation Checks the Soulfire Crystal burns them and makes it
Dice Pool: Charisma + Usury impossible to add more Pathos. Some say this is a
vs. Composure + Resolve way of effectively Trademarking one’s own
System: The player designates crystals, others speculate that it is possible, but no
a single Arcanos to be
one has been able to maintain contact with the
transferred and rolls Charisma +
Crystal long enough to complete the transfer.
Usury against difficulty 4. The
Arcanos transfer lasts for one
had before, and they can use all
Scene per success. The donor
of the donor’s Arcanos powers.
loses a number of dots in the
If the Usurer uses Arcanos
specified Arcanos equal to half
Conduit on an unwilling subject,
the margin of success, rounded
the roll to activate this Art
down. The recipient’s rating in
becomes a resisted Charisma +
that Arcanos becomes equal to the
Usury roll vs. the target’s
number of dots transferred,
Composure + Resolve.
regardless of how many dots they

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Clan Hecata’s Allies: Those Who Remain

If either Wraith enters a Miranda. While the loan lasts,


Harrowing, Arcanos Conduit ends Miranda has Argos ••• and can use
immediately, and all stolen or all of Pham’s one-, two-, and
borrowed Arcanoi return to their three-dot Argos Arts. Pham’s
rightful owners. Argos is reduced to •, and he can
Example: Pham has Argos ••••, use only his one-dot Argos Arts
including Weather Eye (Common •), until the loan expires.
Enshroud (Ancient •), Phantom Angst: 2 Temporary Angst per
Wings (Modern ••), Flicker Arcanos dot the Usurer steals
(Common •••), Turn the Anemoi’s from an unwilling target.
Wrath (Initiate •••), and Duration: One Scene Per
Tempest-Eiders Canceleer Success
(Initiate ••••). Miranda has
Argos • but only Weather Eye.
Pham loans three dots of Argos to

304
Many things lurk in the darkness.
Chapter 8: Plasmics and More

Those Who Lurk in


the Psyche and controlled by the
Shadow.
A Kuei can abandon their

the Underworld bodies; these Kuei-go or "bad


dogs" often form packs with each
Kuei other, causing trouble for any
Wraiths or Spectres that they
The Ka is the part of the soul
happen upon.
that viciously protects the body
Kuei can be trapped in their
upon death. The Ka or Kuei may
bodies by placing Jade on the
manifest when someone dies and
Eyes and Tongue. Though the Kuei
is not properly put to rest.
rarely volunteer for this. After
When a spirit manifests as a
3 years, the Kuei succumbs to
Ka, it is a drone; only when the
Oblivion.
Shadow, also known as the P'o,
Unlike the Wounded Ka Spirit
mingles with it does it become a
below, these versions of the Ka
Kuei.
are the naturally occurring form
The Kuei tend to be vicious
of the Ka.
and mindless creatures, lacking

306
Clan Hecata’s Allies: Those Who Remain

Attributes: Strength 4, Secondary Attributes: Corpus


Dexterity 3, Stamina 5, Charisma 100, Willpower 10
0, Manipulation 2, Composure 1, Skills: Athletics 5, Brawl 5,
Intelligence 1, Wits 2, Resolve Stealth 5, Intimidation 5
2 Arcanoi: Argos 2
Secondary Attributes: Corpus 10, Angst: 10
Willpower 3 Special: None
Skills: Brawl 4, Stealth 5,
Intimidation 3, Awareness 3 Steed
Arcanoi: Argos 1, Embody 1,
Steed Type: Normal
Pandemonium 1, Outrage 1,
No one is certain why horses are
Moliate 1 (They can
the only animal to pass over to
theoretically have any Arcanoi a
the other side, but it's
Normal Wraith can have)
theorized that these horses are
Passion: 5 Dots, Protect their
more like Relics rather than
body (Self Preservation)
Wraiths. Most of them are as
Fetter: 5 Dots, their body
below, but some who are older
Special: The Kuei are weak to
tend to get more dots in Argos.
the sun, taking 1 Aggravated
These horses count as
damage per turn it spends in
Vehicles.
sunlight. There is no sunlight
Attributes: Strength 4,
in the Shadowlands. And if
Dexterity 5, Stamina 5, Charisma
subjected to human body fluids
1, Manipulation 1, Composure 2,
for one continuous hour, they
Intelligence 2, Wits 3, Resolve
are destroyed. The Claws of a
2
Kuei do unhalved Superficial
Secondary Attributes: Corpus 8,
damage.
Willpower 4
Skills: Athletics 5, Brawl 2
Kraken Arcanoi: Argos 5
No one has ever seen the Kraken Angst: 3
in full, just a tentacle in the Special: A Steed can run up to
Tempest, an enormous eye, and speeds of 55 mph, and due to
the occasional beak the size of their restless nature, they can
a sailing vessel. travel consistently for a day at
Legends speak of Harbingers a time without rest. However, it
who have made deals with the needs 8 hours of rest after it
Kraken, giving them access to has traveled for a day. This
greater mastery of Argos. Such time can be ignored if you
as: perform 3 Degradation Checks.
Attributes: Strength 10,
Dexterity 3, Stamina 10, The White Horse
Charisma 5, Manipulation 0,
Steed Type: Named
Composure 5, Intelligence 0,
No one is certain why horses are
Wits 3, Resolve 5
the only animal to pass over to

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Chapter 8: Plasmics and More

the other side, but it's These horses count as


theorized that these horses are Vehicles.
more like Relics rather than Attributes: Strength 4,
Wraiths. Most of them are as Dexterity 5, Stamina 5, Charisma
below, but some who are older 1, Manipulation 1, Composure 2,
tend to get more dots in Argos. Intelligence 2, Wits 3, Resolve
These horses count as 2
Vehicles. Secondary Attributes: Corpus 8,
Willpower 4
Attributes: Strength 4, Skills: Athletics 5, Brawl 2
Dexterity 5, Stamina 5, Charisma Arcanoi: Argos 5, Outrage 3
3, Manipulation 1, Composure 4, Angst: 3
Intelligence 2, Wits 3, Resolve Special: A Steed can run up to
2 speeds of 55 mph, and due to
Secondary Attributes: Corpus 8, their restless nature, they can
Willpower 6 travel consistently for a day at
Skills: Athletics 5, Brawl 2 a time without rest. However, it
Arcanoi: Argos 5, Keening 2 needs 8 hours of rest after it
Angst: 3 has traveled for a day. This
Special: A Steed can run up to time can be ignored if you
speeds of 55 mph, and due to perform 3 Degradation Checks.
their restless nature, they can While this horse regards you
travel consistently for a day at as its master, you deal +2
a time without rest. However, it damage.
needs 8 hours of rest after it While riding this horse, you
has traveled for a day. This gain +3 armor.
time can be ignored if you
perform 3 Degradation Checks. The Black Horse
While this horse regards you
Steed Type: Named
as its master, you gain + 2 to
No one is certain why horses are
Charisma rolls.
the only animal to pass over to
While riding this horse, you
the other side, but it's
gain + 3 to Persuasion rolls.
theorized that these horses are
more like Relics rather than
The Red Horse Wraiths. Most of them are as
Steed Type: Named below, but some who are older
No one is certain why horses are tend to get more dots in Argos.
the only animal to pass over to These horses count as
the other side, but it's Vehicles.
theorized that these horses are Attributes: Strength 4,
more like Relics rather than Dexterity 5, Stamina 5, Charisma
Wraiths. Most of them are as 1, Manipulation 1, Composure 2,
below, but some who are older Intelligence 2, Wits 3, Resolve
tend to get more dots in Argos. 2

308
Clan Hecata’s Allies: Those Who Remain

Secondary Attributes: Corpus 8, Secondary Attributes: Corpus 8,


Willpower 4 Willpower 4
Skills: Athletics 5, Brawl 2 Skills: Athletics 5, Brawl 2
Arcanoi: Argos 5, Pandemonium 3 Arcanoi: Argos 5, Castigate 3
Angst: 3 Angst: 3
Special: A Steed can run up to Special: A Steed can run up to
speeds of 55 mph, and due to speeds of 55 mph, and due to
their restless nature, they can their restless nature, they can
travel consistently for a day at travel consistently for a day at
a time without rest. However, it a time without rest. However, it
needs 8 hours of rest after it needs 8 hours of rest after it
has traveled for a day. This has traveled for a day. This
time can be ignored if you time can be ignored if you
perform 3 Degradation Checks. perform 3 Degradation Checks.
While this horse regards you While this horse regards you
as its master, your passive as its master, you can make any
Corpus regain is now every 30 Quick that dies where you can
minutes rather than every hour. see them turn into a Wraith,
While riding this horse, you never a Spectre.
gain an aura of disease. While riding this horse, you
Everyone around you takes 1 can kill a Quick with a single
unhalved Superficial damage touch, and all damage you do
within 5 meters of you. This does 1 unhalved Superficial
damage can only be applied once damage.
per Scene. Mortals in this Aura
can develop a lethal disease. Wounded Ba/Ka
/Khaibit/Khu/Sahu
The Pale Horse
Steed Type: Named Spirit
No one is certain why horses are When the 6th Great Maelstrom
the only animal to pass over to tore through the Underworld many
the other side, but it's Wraiths were Harrowed to the
theorized that these horses are point that the Labyrinth seemed
more like Relics rather than to overflow with the Harrowings.
Wraiths. Most of them are as This left some Wraiths to be
below, but some who are older battered by the winds and
tend to get more dots in Argos. degraded; in some very
These horses count as unfortunate cases, their souls
Vehicles. were ripped apart.
Attributes: Strength 4, When a mortal is near death,
Dexterity 5, Stamina 5, Charisma the Wounded spirit may use
1, Manipulation 1, Composure 2, Puppetry to invade its body.
Intelligence 2, Wits 3, Resolve Each wounded spirit represents
2 a different part of the soul.

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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

of Necromancers and Storytellers Necromancer, it must act with


alike. the normal impediments a Wraith
However, the Storyteller suffers while in the Skinlands
always determines if a given (pg 31).
Wraith can access Initiate Arts.
These Wraiths use the Angst Artificer
score expressed as follows: These Wraiths are not all
members of the Artificer Guild
Angst: X (Y) but are masters of Inhabit.
X equals the Wraith's Often more useful than their
Permanent Angst, and Y equals Alchemist counterparts, they can
the Wraith's Temporary Angst. interact with and operate
Catharsis does not affect the machinery.
Necromancer's control over a Attributes: Strength 3,
given Wraith. Dexterity 4, Stamina 2, Charisma
2, Manipulation 1, Composure 2,
Alchemist Intelligence 3, Wits 3, Resolve
These Wraiths are not all 2
members of the Alchemist Guild Secondary Attributes: Corpus
itself but are masters of Flux 7, Willpower 4
regardless. Skills:
They are less useful than most Arcanoi: Inhabit 4, Argos 2,
Wraiths until a Necromancer goes Flux 2
to the other side, as they're Angst: 4 (8)
Relics. Plasm Rating: 1
Attributes: Strength 3, Special: This creature has all
Dexterity 4, Stamina 1, Charisma the benefits of a Wraith, as
3, Manipulation 2, Composure 2, made in this book. By default,
Intelligence 3, Wits 2, Resolve it is in the Shadowlands and
2 must use its Arcanoi to affect
Secondary Attributes: Corpus things across the Shroud. But if
6, Willpower 4 summoned to the other side by a
Skills: Craft 4 Necromancer, it must act with
Arcanoi: Flux 4, Inhabit 2, the normal impediments a Wraith
Embody 2 suffers while in the Skinlands
Angst: 5 (2) (pg 31).
Plasm Rating: 1
Special: This creature has all Chanteur
the benefits of a Wraith, as These Wraiths are not all
made in this book. By default, members of the Chanteurs Guild
it is in the Shadowlands and itself but rather are masters of
must use its Arcanoi to affect Keening.
things across the Shroud. But if The Chanteurs are a useful set
summoned to the other side by a of Wraiths for the musically

311
Chapter 8: Plasmics and More

inclined. They can also Skills: Survival 3


influence people through more Arcanoi: Argos 4, Inhabit 2,
subtle means. Fatalism 2
Attributes: Strength 2, Angst: 4 (4)
Dexterity 3, Stamina 2, Charisma Plasm Rating: 1
4, Manipulation 3, Composure 1, Special: This creature has all
Intelligence 2, Wits 3, Resolve the benefits of a Wraith, as
2 made in this book. By default,
Secondary Attributes: Corpus it is in the Shadowlands and
7, Willpower 3 must use its Arcanoi to affect
Skills: Performance 3 things across the Shroud. But if
Arcanoi: Keening 4, Phantasm summoned to the other side by a
2, Embody 2 Necromancer, it must act with
Angst: 3 (5) the normal impediments a Wraith
Plasm Rating: 1 suffers while in the Skinlands
Special: This creature has all (pg. 31).
the benefits of a Wraith, as
made in this book. By default, Haunter
it is in the Shadowlands and These Wraiths are not all
must use its Arcanoi to affect members of the Haunters Guild
things across the Shroud. But if itself but are masters of
summoned to the other side by a Pandemonium.
Necromancer, it must act with These odd Wraiths can use all
the normal impediments a Wraith sorts of weird and unique
suffers while in the Skinlands powers. The only issue is their
(pg. 31). oddities; some even more
powerful ones have been known to
Harbinger slow time to prevent you from
These Wraiths are not all using Necromancy on them.
members of the Harbinger Guild Attributes: Strength 2,
but are masters of Argos. Dexterity 1, Stamina 3, Charisma
These Wraiths make ideal 3, Manipulation 2, Composure 2,
guides for those Necromancers Intelligence 3, Wits 4, Resolve
who manage to enter the 2
Shadowlands. However, they are Secondary Attributes: Corpus
also rather effective at 8, Willpower 4
escaping their masters. Skills:
Attributes: Strength 3, Arcanoi: Pandemonium 4,
Dexterity 3, Stamina 2, Charisma Outrage 2, Mnemosynis 2
2, Manipulation 1, Composure 2, Angst: 2 (4)
Intelligence 2, Wits 4, Resolve Plasm Rating: 1
3 Special: This creature has all
Secondary Attributes: Corpus the benefits of a Wraith, as
7, Willpower 5 made in this book. By default,

312
Clan Hecata’s Allies: Those Who Remain

it is in the Shadowlands and These Wraiths are not all


must use its Arcanoi to affect members of the Mnemoi Guild
things across the Shroud. But if itself but are masters of
summoned to the other side by a Mnemosynis.
Necromancer, it must act with The major problem with these
the normal impediments a Wraith Wraiths is that a Necromancer
suffers while in the Skinlands may very well forget that they
(pg. 31). have bound them, so the
Necromancer must be careful.
Masquer Attributes: Strength 2,
These Wraiths are not all Dexterity 1, Stamina 2, Charisma
members of the Masquers Guild 3, Manipulation 3, Composure 3,
itself but are masters of Intelligence 4, Wits 2, Resolve
Moliate. 2
These shapeshifting Wraiths Secondary Attributes: Corpus
are quite dangerous, as they 7, Willpower 5
have weaponized their Skills:
shapeshifting. Arcanoi: Mnemosynis 4,
Attributes: Strength 2, Castigate 2, Pandemonium 2
Dexterity 4, Stamina 1, Charisma Angst: 3 (3)
3, Manipulation 3, Composure 2, Plasm Rating: 1
Intelligence 2, Wits 3, Resolve Special: This creature has all
2 the benefits of a Wraith, as
Secondary Attributes: Corpus made in this book. By default,
6, Willpower 4 it is in the Shadowlands and
Skills: must use its Arcanoi to affect
Arcanoi: Moliate 4, Usury 2, things across the Shroud. But if
Phantasm 2 summoned to the other side by a
Angst: 5 (7) Necromancer, it must act with
Plasm Rating: 1 the normal impediments a Wraith
Special: This creature has all suffers while in the Skinlands
the benefits of a Wraith, as (pg. 31).
made in this book. By default,
it is in the Shadowlands and Monitor
must use its Arcanoi to affect These Wraiths are not all
things across the Shroud. But if members of the Monitors Guild
summoned to the other side by a itself but are masters of
Necromancer, it must act with Lifeweb.
the normal impediments a Wraith The Monitors are one of those
suffers while in the Skinlands weird sets of Wraiths. Some seem
(pg. 31). to be able to disable their
Fetters and remove any power the
Mnemos Necromancer would have over
them. But if one can get a

313
Chapter 8: Plasmics and More

Monitor to serve them, they gain Intelligence 2, Wits 3, Resolve


a great tool for locating 4
Fetters. Secondary Attributes: Corpus
Attributes: Strength 1, 6, Willpower 6
Dexterity 3, Stamina 2, Charisma Skills:
3, Manipulation 2, Composure 4, Arcanoi: Fatalism 4, Argos 2,
Intelligence 3, Wits 2, Resolve Usury 2
2 Angst: 4 (6)
Secondary Attributes: Corpus Plasm Rating: 1
7, Willpower 6 Special: This creature has all
Skills: the benefits of a Wraith, as
Arcanoi: Lifeweb 4, Puppetry made in this book. By default,
2, Intimation 2 it is in the Shadowlands and
Angst: 2 (4) must use its Arcanoi to affect
Plasm Rating: 1 things across the Shroud. But if
Special: This creature has all summoned to the other side by a
the benefits of a Wraith, as Necromancer, it must act with
made in this book. By default, the normal impediments a Wraith
it is in the Shadowlands and suffers while in the Skinlands
must use its Arcanoi to affect (pg. 31).
things across the Shroud. But if
summoned to the other side by a Pardoner
Necromancer, it must act with These Wraiths are not all
the normal impediments a Wraith members of the Pardoners Guild
suffers while in the Skinlands itself but are masters of
(pg. 31). Castigate.
These Wraiths are useless to a
Oracle Necromancer who seeks to use
These Wraiths are not all Wraiths personally. However,
members of the Oracles Guild they can be useful if a
itself but are masters of Necromancer doesn't want to
Fatalism. control a legion of Spectres,
It's somewhat rare that one of which are often harder to
these Wraiths is even located. control.
Let alone their Fetters. But Attributes: Strength 2,
when they are found, they're Dexterity 2, Stamina 2, Charisma
often relatively docile. "It is 4, Manipulation 3, Composure 3,
fate" seems to be their Intelligence 3, Wits 1, Resolve
catchphrase when a Necromancer 2
manages to bind them. Secondary Attributes: Corpus
Attributes: Strength 2, 7, Willpower 5
Dexterity 3, Stamina 1, Charisma Skills:
3, Manipulation 2, Composure 2, Arcanoi: Castigate 4, Intimation
2, Mnemosynis 2

314
Clan Hecata’s Allies: Those Who Remain

Angst: 6 (4) Special: This creature has all


Plasm Rating: 1 the benefits of a Wraith, as
Special: This creature has all made in this book. By default,
the benefits of a Wraith, as it is in the Shadowlands and
made in this book. By default, must use its Arcanoi to affect
it is in the Shadowlands and things across the Shroud. But if
must use its Arcanoi to affect summoned to the other side by a
things across the Shroud. But if Necromancer, it must act with
summoned to the other side by a the normal impediments a Wraith
Necromancer, it must act with suffers while in the Skinlands
the normal impediments a Wraith (pg. 31).
suffers while in the Skinlands Puppeteer
(pg. 31). These Wraiths are not all
members of the Puppeteers Guild
Proctor itself but are masters of
These Wraiths are not all Puppetry.
members of the Proctors Guild It is almost universally
itself but are masters of undisputed that Puppeteers are
Embody. one of the most valuable Wraiths
These Wraiths are some of the for Necromancers. Making someone
most useful or useless Wraiths a else do whatever you want
Necromancer can encounter. On through Puppetry is terrific.
the one hand, they can Need an enemy to betray
materialize in the Skinlands another enemy? Send a Puppeteer.
perfectly. Thus, they can be Need someone to say the right
excellent saboteurs or fighters. thing at the wrong time? Send a
On the other hand, they are too Puppeteer.
good at materializing in the Want to convert a nuisance
Skinlands and become so real into an asset? Send a Puppeteer.
that they are susceptible to Just be careful, their Guild
powers that affect the mind, is globally active, and your
like Dominate. name will make its way through
Attributes: Strength 1, their grapevine.
Dexterity 3, Stamina 2, Charisma Attributes: Strength 3,
4, Manipulation 3, Composure 2, Dexterity 3, Stamina 2, Charisma
Intelligence 2, Wits 2, Resolve 1, Manipulation 2, Composure 3,
3 Intelligence 2, Wits 2, Resolve
Secondary Attributes: Corpus 4
6, Willpower 5 Secondary Attributes: Corpus
Skills: 7, Willpower 7
Arcanoi: Embody 4, Flux 2, Skills:
Keening 2 Arcanoi: Puppetry 4, Lifeweb
Angst: 4 (1) 2, Outrage 2
Plasm Rating: 1 Angst: 5 (4)

315
Chapter 8: Plasmics and More

Plasm Rating: 1 things across the Shroud. But if


Special: This creature has all summoned to the other side by a
the benefits of a Wraith, as Necromancer, it must act with
made in this book. By default, the normal impediments a Wraith
it is in the Shadowlands and suffers while in the Skinlands
must use its Arcanoi to affect (pg. 31).
things across the Shroud. But if
summoned to the other side by a Solicitor
Necromancer, it must act with These Wraiths are not all
the normal impediments a Wraith members of the Solicitors Guild
suffers while in the Skinlands itself but are masters of
(pg. 31). Intimation.
Using Dominate on a Wraith is
Sandman impossible, but unfortunately,
These Wraiths are not all the Wraith form of Dominate can
members of the Sandmen Guild work on everyone else. These
itself but are masters of Wraiths are a contest to
Phantasm. control, as who is in charge
These Wraiths are masters of when a Necromancer dominates a
stagecraft and performance. Solicitor? Is the Necromancer
While they are less likely to be ordering the Solicitor, or is
effective at combat, their the Solicitor ordering the
ability to interact and read Necromancer without their
dreams makes them good spies, knowledge?
while their ability to project Attributes: Strength 2,
illusions makes them expert Dexterity 1, Stamina 2, Charisma
tricksters. 3, Manipulation 4, Composure 3,
Attributes: Strength 2, Intelligence 2, Wits 3, Resolve
Dexterity 3, Stamina 2, Charisma 2
3, Manipulation 4, Composure 2, Secondary Attributes: Corpus
Intelligence 2, Wits 3, Resolve 7, Willpower 5
1 Skills: Athletics 5, Brawl 2
Secondary Attributes: Corpus Arcanoi: Intimation 4,
7, Willpower 3 Castigate 2, Lifeweb 2
Skills: Performance 4 Angst: 5 (1)
Arcanoi: Phantasm 4, Keening Plasm Rating: 1
2, Moliate 2 Special: This creature has all
Angst: 4 (2) the benefits of a Wraith, as
Plasm Rating: 1 made in this book. By default,
Special: This creature has all it is in the Shadowlands and
the benefits of a Wraith, as must use its Arcanoi to affect
made in this book. By default, things across the Shroud. But if
it is in the Shadowlands and summoned to the other side by a
must use its Arcanoi to affect Necromancer, it must act with

316
Clan Hecata’s Allies: Those Who Remain

the normal impediments a Wraith These Wraiths are not all


suffers while in the Skinlands members of the Usurers Guild
(pg. 31). itself but are masters of Usury.
Though not the most useful
Spook Wraiths at first glance, once
These Wraiths are not all you realize that Corpus and
members of the Spooks Guild Health are interchangeable
itself but are masters of regarding Usury, thus a
Outrage. Necromancer can use them for
Spooks are the brutes of the healing.
afterlife. The Spooks are thugs Attributes: Strength 1,
who will take little issue with Dexterity 3, Stamina 2, Charisma
even the most gruesome tasks. If 4, Manipulation 3, Composure 3,
a Necromancer needs someone who Intelligence 2, Wits 2, Resolve
can break someone else's legs, 2
they send a Spook. Secondary Attributes: Corpus
Attributes: Strength 4, 7, Willpower 5
Dexterity 2, Stamina 3, Charisma Skills:
1, Manipulation 2, Composure 2, Arcanoi: Usury 4, Moliate 2,
Intelligence 2, Wits 3, Resolve Fatalism 2
3 Angst: 3 (4)
Secondary Attributes: Corpus Plasm Rating: 1
8, Willpower 5 Special: This creature has all
Skills: Athletics 4, Brawl 4, the benefits of a Wraith, as
Melee 3 made in this book. By default,
Arcanoi: Outrage 4, it is in the Shadowlands and
Pandemonium 2, Puppetry 2 must use its Arcanoi to affect
Angst: 4 (6) things across the Shroud. But if
Plasm Rating: 1 summoned to the other side by a
Special: This creature has all Necromancer, it must act with
the benefits of a Wraith, as the normal impediments a Wraith
made in this book. By default, suffers while in the Skinlands
it is in the Shadowlands and (pg. 31).
must use its Arcanoi to affect
things across the Shroud. But if
summoned to the other side by a
Necromancer, it must act with
the normal impediments a Wraith
suffers while in the Skinlands
(pg. 31).

Usurer

317
Death has a long and storied
history, and it seeps into
everything.
LO R E S H E E T

THE CHAINS OF VENICE

V enice is a great city to visit. Come on


down and enjoy the city on the water. In
life, it is a wonderful city with
beautiful monuments; in death, it is a
place filled with thralls chained together
performing tasks with no benefit. Their
Willpower, desires, and Passions ground down.
However, that all changed in the early 2010s.
The master of the Necropolis of Venice,
Augustus Giovanni, was assaulted and likely
perished, freeing all the Wraiths under his
thrall.
In the moment of freedom, almost 100,000
Wraiths fled from their Vampire overseers who
tried to re-enthrall them. Now they hunt you,
or are they the hunted?

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

S ome Wraiths have separated themselves


from the body's weaknesses so much that
they have altered their beings to the
point of no longer having a standard
metaphysical form.
These disembodied Wraiths are a class of
their own, able to hide from even Lifesight.
Although they are rare to interact with, some
Wraiths speculate that they are all over the
place and prime candidates for the Mnemoi and
Solicitors Guilds. However, this is undoubtedly
just speculation.
System: Upon taking this Loresheet, you lose
all dots in Embody. You cannot gain dots in
Embody.

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]

T he oldest Guild derives its political power


from its initial monopoly on Soulforging and
its continued mastery of the art. The Guild
has the privilege of being derived from the
first three apprentices of Nhudri.
As one of the most conservative Guilds, they are
led by old Wraiths who were best able to avoid the
forges. Their leadership is called the Council of
Masters, of which every Masterforger has a say, even
if they do not practice this right regularly.
During the Revolt, the Artificers were one of the
leading proponents of the event and were duly
punished. The revolution saw their monopoly on
Soulforging shattered as common Wraiths got their
hands on the ancient techniques. Though the Guild
still posits that they are still the only true
masters of the craft.

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]

A Guild of free thinkers, they only ever


formed their Guild to defend against other
Guilds. Even then, they were a conglomeration
of solo performers and small circles,
competing with each other over the grand stage
that is Stygia.
The Guild proper was formed by Homer and Taliesin
the Bright, specifically to combat the
Nightingales, their primary competition for the
Arcanos of Keening.
Few Chanteurs fought on the front line of the
Revolt, but nonetheless, they found themselves on
the revolutionaries' side. And yet, the Guild
survives, as everyone needs entertainment.

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]

T he Harbingers are an old Guild of wayfarers


of the maritime persuasion. They trace
their history back to before they held the
monopoly on the use of Argos. Back in their
heyday, they were a loose confederation of
Wraiths held together by their Harbormasters.
During the Revolt, the Guild's official
position was not to revolt against Stygia. But
many of their members did join the revolution.
This allowed the Harbormasters to remain mostly
in place after the Revolt. The Necropoli that
deposed their Harbormasters only got isolated as
the Guild of messengers and travelers stopped
visiting these Necropoli.

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]

A In the earliest days of the Shroud's forming,


some Wraiths desperately wanted to eliminate
it. Even as Chiron declared that this was a
bad idea, they continued. They continue to do so to
this day. The Haunters' primary goal has always been
to destroy the Shroud, no matter what has been said
about them.
To this end, they have been waging a cold war with
Stygia for as long as the Dictum Mortuum has
existed. Though they are a slippery bunch, all
efforts to eliminate them have failed. And now, they
are continuity making many Quick question what
happens after death.
Even the Revolt only strengthened them. The
Haunters who were taken off to the forges were
merely the distracted ones who wanted things like
"political power" and "Rights."

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]

T he Guild that controls one of the oldest Arcanoi is


the Masquers. And just as many a Quick can think of
ways to employ the art of shapeshifting, the
Masquers are, quite literally, in some cases,
centuries ahead of any Quick's thoughts for the uses.
Originally, they used their powers to make people more
beautiful, hesitant to abuse their powers for more…
practical applications. But with all things, time would
present opportunities for them to find uses. With this,
infiltration and assassinations became what the Guild was
known for. When the Revolt happened, the Masquers
followed their close allies, the Usurers, into the fray.
Likewise, when the Usurers left the cause, the Masquers
followed. Many blame the Masquers abandoning the cause as
the reason for the failure.
In modern days, the Masquers are more than happy to supply their talents to
many who would look the other way concerning Guild matters.

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]

T he Mnemoi is a Guild that fell far before the


others. Their power started as the simple
retention of memories and formed well before
Stygia.
When they developed the power to alter and project
memories, they found themselves used by the systems of
Stygia. Only to fall to their hubris and alter one too
many memories. A crime that has branded their Arcanos
illegal and prompted the legions to hunt them with all
prejudice.
But even in this hunted state, with all their high-
ranking members having been taken to the forges, the
Mnemoi persist. While their leadership may be gone,
their memories endure. And now Minos and his second-
in-command, Phaedra, carefully rebuild their Guild.
The Ancients, old Mnemoi, who survived the Guilds fall
and now select the new members to aid them.

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]

T he Monitors, unlike most Guilds, do not focus on


Lifeweb as a sacred part of their Guild;
instead, it's more of a means to an end. The
first Monitors focused on using Lifeweb to help
others, but that quickly devolved into a series of
protection rackets.
However, the Guild would take these rackets too
far, and when the Revolt happened, many Stygian
officials, whose Fetters had been threatened by the
Guild, took the opportunity to take their vengeance.
Now the Guild is filled with a paranoid lot of people
who continue to do so, controlling other Wraiths for
their protection. And yet, some seek to mend this
past, even with all these criminals.

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]

T he Oracles are one of, if not the oldest


Guilds in the Underworld. Since the
Underworld's earliest nights, there have been
Wraiths dedicated to reading the strands of
fate. These early Wraiths collaborated and shared
their knowledge and methods until the modern-day
Arcanos of Fatalism were formed.
During the Revolt, many Oracles chose to remain
neutral, and many suspect they saw the outcome
before the revolution had started and decided to
protect themselves rather than risk anything.
However, this didn't stop some Oracles from
partaking, and thus the whole Guild was punished.
Yet, the Legions seem not to be too invested in
their persecution.

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]

L ong ago, there were no Pardoners, only


Solicitors. They delved into the minds of
Wraiths and tried their best to aid them. But
it was not enough, so the Solicitors had a
schism, as some plunged their work into the Shadow
and tried to help others. However, this worried many
Solicitors, as some fell into the Shadow due to
their hubris.
Eventually, the tensions reached far too high,
and the two groups parted ways, allowing the
Pardoners to be formed. They took up the mantle of
the lantern as a symbol to represent their "carrying
of Light against every Shadow."
While the Solicitors had their problems with
them, the people of Stygia quickly accepted the
Pardoners as a part of society as they helped the
people.
When the Guilds revolted, the Pardoners joined,
though their hearts were not in it. But they united
to fight the Shadow, and Charon's persecution of the heretics aided
the Shadow.
LORE

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]

T he Shroud was not always there, and when the


Shroud first manifested, the Proctors were a
small group of people trying to overcome the
problem of being unable to get to the Mortals.
When the Revolt happened, the Proctors were one
of the biggest proponents and were summarily
punished. Now the Proctors are one of the most
punished and hunted. Those Proctors not sent to the
forges were forced to teach legionnaires the
secrets of Embody, allowing them to chase proctors
across the Shroud. But many a legionnaire has grown
to respect the Proctors due to their experiences in
the Fleshlands.

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]

P uppeteers started as a large variety of


localized groups of Wraiths helping their
allies among the Quick. And Chiron hated
them from these humble beginnings. As such,
the Puppeteers banded together to protect
themselves.
Unfortunately, this would be their undoing,
as, during the Revolt, their leadership would be
taken out by sleeper agents who had made their
way to the top.
Nowadays, Puppeteers have found new life among
the modern dead as these new dead have served to
rebuild the Guild, with a few of the old masters
acting as advisors.
LORE

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]

P hantasm was, for all intents and purposes,


an Art. And almost every Sandman for
centuries agreed. Even as the Guild ended up being
highly factionalized, they would put on shows of
dreams and illusions in the Oneiric Theatre.
But many a power-hungry official would threaten
the Sandmen to use their illusions for nefarious
deeds. And many would comply and even get used to
this way of life.
When the Revolt came, the Sandmen were split in
twain. They were fighting themselves as much as
the legions and the Guilds. Now, due to their
majority being on Chiron's side, the legions
tolerate their presence, and the occasional
illusionary support helps.

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]

F or years, the Solicitors had been a Guild


mired in false intrigue and conspiracies.
While there were undoubtedly conspiracies,
they never were as far-reaching as the rumors
would have anyone believe.
But when the Black Death raged across Europe, a
thousand Solicitors took the opportunity to make
themselves stronger. And nearly a century before the
Revolt, the Solicitor's Guild was struck down by the
Hierarchy and slandered to near destruction.
After the Revolt, they have become what everyone
has always feared they were. They abandoned their
patrons, and their Guild became a genuine alliance.
They work at the edges of memory towards some
unknown objective. Though even as they may be a
secret society, there is one law all Solicitors follow, lest they be
destroyed; Thou Shall not use Intimation on accepted Guildmates.
LORE

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

a few sleepers placed in your While the Intimation Guildmark Arts.


Necropolis and can use them to your makes the left eye of the Solicitor
advantage. Once per Story, you may

334
LO R E S H E E T

SPOOKS GUILD
[GUILD LORESHEET]

T he Spooks have always been a Guild that did


dirty work. From the earliest days, the Guild
had been a part of the Haunters but chose to
refine their Pandemonium into a more reliable
Arcanos, their Outrage.
The Guild has been a source for foot soldiers and
warriors who could protect the Fetters, Haunts, and
loved ones of others but has also turned their
attention to the Oblivion itself.
When the Revolt failed, these times protecting
others' Fetters and the shared brotherhood with the
Legions, forged by the war against the Oblivion,
kept most of the Spooks from facing major
repercussions.

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]

A ble to facilitate the transfer of Pathos and


Corpus, the Guild found a comfortable place
within Stygian society. They enforced a strict
code of honesty lest the people lose faith in
their Guild.
But when the Revolt happened, the Guild was
unwilling to commit to either side, leading to them
putting up token aid. And they pulled this aid the
movement things started going bad. This was,
unfortunately, enough not to pardon them from
Chiron's vengeance. Even if it meant the Emperor
would gut his courts and economy.
Now they sit in the ashes of their great Archives,
which stretched back to the Bronze Age, trying to
rebuild what they had.

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 +

Sorcerous Necromancy Occult


System: After laying down a
Mortals are far less inclined circle of salt and chanting for
to Necromancy. However, hedge
mages and annoying necromancers
do exist. Some merely ward,
while others are far more

337
Clan Hecata’s Allies: Those Who Remain

15 minutes, the caster makes an


Intelligence + Occult roll at OPTIONAL RULE:
Difficulty 5. On a success, the Oblivion is a Discipline with
warding circle lasts for one an odd category, with it being
day. mental. Due to this it
If a Wraith seeks to enter the technically should have little
warded area, they must roll effect on a Wraith, who is
Resolve + Composure vs. the without a mind. You may change
successes rolled upon casting Oblivion to the Sorcery
the Warding Circle. This counts category rather than have it in
if they are trying to pass this weird place.
through in the Shadowlands or
for the illusions of Obfuscate
Skinlands. On a failure, the
cannot affect the powerful
restless dead takes 2 Aggravated
sights of Wraiths. However, the
Corpus damage and cannot pass
Samedi disagree.
through the barrier for the
Cost: Free
remainder of the Scene.
Dice Pool: None
System: Whenever you are using
an Obfuscate power, it can now
Skinland Artifacts affect Wraith's sight.
Ghost Cloak Duration: Passive
This cloak of unknown origins
is frayed at the edges. All that
is known about it is that it is Oblivion
a very effective tool against The only real Vampiric
the Restless Dead. Discipline that can accurately
Whenever someone wears the affect Wraiths is the power
Ghost Cloak and pulls the hood named after their great enemy.
over their head, they are
invisible to the Restless Dead. Level 2
However, if they should attack a
SPEAK WITH THE DEAD
Wraith, they are no longer
While anyone can command a
invisible to that single Wraith.
Wraith some prefer to simply
talk to their dead allies

Vampiric Powers Cost: One Rouse Check


Dice Pool: Resolve + Oblivion
System: The Necromancer rolls
Obfuscate Resolve + Oblivion against
difficulty 3. On a success they
Level 2 may converse with the Wraith for
GHOST SHROUD the rest of the Scene as if they
Amalgam: Oblivion 2 were present. The Necromancer
Obfuscate is unable to hide must say what they are saying to
from Wraiths. This is a fact,

338
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.

339
Clan Hecata’s Allies: Those Who Remain

System: Upon a successful body. They gain no special


Ceremony roll, the Necromancer protections from powers that
creates an elixir to preserve a affect the mind.
corpse. They then use this The target may be someone
elixir to coat the corpse, and other than the caster, but the
while it remains coated, it does caster must have a piece of them
not rot. One casting of this if they are not present.
produces enough elixir to If the target wants to resist,
preserve one adult human corpse. they may roll Resolve +
Composure vs. the casters
Level 4 Composure + Intelligence. On a
success, the target resists.
IMPREGNABLE SOUL This protection last until
There are two types of Wraiths sunrise.
a normal person is likely to
have interacted with in their
SOUL STEALING
lifetime, the Proctors and the
A Necromancer focuses not on a
Puppeteers. The Proctors aren't
dead subject but on a living
that big of a problem to
one. This necromancy power rips
necromancers; it's the
the soul from its body and
Puppeteers that can do some real
generates something akin to a
damage.
Wraith with a 5-dot Fetter that
Prerequisite Power: Necrotic
is their abandoned body.
Plague
Prerequisite Power: Skuld
Ingredients: A holy symbol
Fulfilled
that has been damaged and is now
Ingredients: One Human
misshapen (preferably by hand),
subject, powdered silver, a
incense
bowl, a cloth soaked in alcohol
Process: The Necromancer
Process: The Necromancer puts
lights the incense, gets on
the powdered silver in a bowl
their knees, holds the misshapen
and mixes it with their blood.
holy symbol in their hands, and
They then mark the face of the
offers a mock prayer of
victim with their blood in any
protection from "horrid
way they prefer. Some
apparitions" for themselves or
necromancers write their names;
someone else.
other necromancers write
System: After a successful
esoteric symbols, and others
Ceremony roll, the target of the
still slap the blood on their
ceremony gains +5 dice to resist
victim's face.
attempts of possession, be they
The Necromancer then cleans
Puppetry, the Auspex 5 power
their hand with a cloth soaked
Possession, or some other avenue
in alcohol to clean away all
of possession. This extends to
silver and blood. They then
attempts to pull the
place their hand on the back of
Necromancer's soul out of their

340
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.

341
Clan Hecata’s Allies: Those Who Remain

overcome death itself. However, of Auspex, Fortitude, and


it has its own issues. Oblivion (at the
Prerequisite Power: Gift of Storyteller's discretion,
the Corpse they may have access to
Ingredients: One Human other Disciplines. The
Subject, a Mask, a black-handled most appliable Disciplines
knife, a raised platform (such are the bloodline
as an altar or table, and Disciplines of Clan
incense Hecata, which are
Process: The Necromancer dons Dominate, Obfuscate, and
the mask and places the human on Potence)
the raised platform while When this power wears off, the
lighting the incense. The Beast takes its toll. The
Necromancer then sacrifices the Necromancer loses 3 dice to
human by plunging the knife into resist Frenzy for the next six
their heart. The Necromancer days.
must allow the victim to bleed The benefits of this ceremony
out as their blood leaves the last as long as the corpse is
body. Once the victim has died, preserved besides mummification.
the Necromancer removes their Once the corpse rots enough to
mask and transforms completely. begin decomposing properly, the
System: Once the victim is power wears off.
killed, the Necromancer makes
the Oblivion Ceremony roll. With
a success, the Necromancer
becomes a corpse and gains the
following benefits.
 The Necromancer adds 3
dice to resist Frenzy
rolls.
 The Necromancer takes only
Superficial damage from
The Body of a Saint
the sun and only if the
skin is directly exposed In the Catholic Church and Eastern Orthodox
to it. Church faith it is believed that the bodies of Saints and
 The Necromancer takes no Beati will not decompose. This is mostly true. This
extra damage from being
phenomenon, known as Incorruptibility, allows a body
staked and is not
not to decompose or decompose incredibly slowly.
paralyzed, and takes
damage normally. If a mortal dies with 4 points of True Faith, their
 The Necromancer can eat body decomposes at 1/10th the rate of an average
food and drink non-blood human body, while if a person dies with 5 points of
liquids. True Faith, their body does not decompose.
 The Necromancer only has
access to the Disciplines

342

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