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    Additional powers for Inhabit

    By Paul Strack ([email protected]) (28 June 1995)

    Introduction

    OK, one of the (few) problems I have with Wraith is that most of the lower level Inhabit powers only work with advanced

    Technology. Seeing as how the Artificers Guild is one of the oldest and most powerful guilds, I think Inhabit is an ancient Arcanos. To fill the void, I've made up a few additional lower level powers for it.

    Basic Abilities

    Evaluate Relic

     Artificers regularly work with relics, including those created during a wraith's death, and those claimed and brought across theshroud by other Artificers. By examining a relic, the wraith can tell if it is a more durable death-relic, or one that was created viaInhabit. The wraith can also tell if the relic is Empowered or Invested, if it has any unusual properties, who the original "creator" of the relic was, etc.

    System: The Artificer rolls Perception + Inhabit (difficulty 6). Each success reveals one fact about the relic, starting with the mostbasic information and moving on to the more complex.

    * Curse of the Maker 

    By use of this art, the wraith can briefly "contact" an object in the Skinlands, lightly possessing it, though not actually entering it.The wraith has no fine control, but can cause problems for anyone using the object, jerking it away from its intended path.

    System: The player must roll Wits + Inhabit (difficulty of the local Shroud level). The number of successes gained subtracts fromthe successes of the living person currently using the object. For example, this power can be used to deflect weapons. Thepower only blocks a single "use" of the object; further deflection requires additional rolls. The wraith can also "yank" the objectsshort distances, one inch per success, but in an uncontrolled fashion (chose the direction at random).

    ** Guiding Hand

    This art works like Curse of the Maker, but the wraith has a greater degree of control, to the point where she can aid a livingperson using the object. This power is limited by the wraith's knowledge of how the object is actually used.

    System: The wraith must spend 1 Pathos, and make a Wits + Inhabit roll (again, difficulty depending on the level of Shroud). The

    wraith's successes add  to the successes of the user. However, the wraith cannot add more successes than her rating in the Ability needed to use the object properly. Thus, if the wraith had a Firearm skill of 3, she could add no more than threesuccesses to someone using a gun. With this level of power, she can pull an object 1 inch per success, and control the direction.

    *** Energize Relic

    Talented Artificers are able to strengthen the plasmic form of relics, lengthening their lifespan in the Shadowlands. With greater effort, they can even repair broken relics with the material of their own Corpus.

    System: The wraith must spend a number of Pathos depending on the relic's size as described under the Level 4 power, Claim.

    The wraith makes a Stamina + Inhabit roll (difficulty 7). Each success adds a year to the life of death-relics, but only a month tothe life of relics created via Claiming. The roll is botched, the relic is completely destroyed, ceasing to exist.

    With three successes, the wraith can fix broken relics as well. If the art is used in this way, the Artificer must also spend Corpusequal to the Pathos needed for the size of the object, to provide the necessary plasm for the repair.

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    Befuddle

    By Jayke Rhyen and Kirstin Hargie

    Harlequins

    Harlequins were never truly granted guild status. They were like the Chanteurs guild, the Bards guild, and the Artisans guild in

    that they were entertainers, but there all similarity ended. The Harlequins were the actors and court jesters of the Hierarchy. Theyheld a fair amount of political influence, and still are rumored to hold a fair bit. Harlequins are renowned for their unusual abilities.

    Harlequins are well known for their flamboyance in manner and dress. Those still found in Stygia still wear their tradiationalHarlequin garb of black and white.

    Basic Abilities

    Audible Glamour : Harlequins learn that sound is easy to manipulate. They learn to imitate sounds, throw their voices, and alter the volume and quality of sound.

    System: To do any of the arts of Audible Glamour the player must roll Manipulation + Befuddle (Diff. Of targets Perception +

     Alertness). Two successes are needed.

    Visual Glamour  This art allows a wraith to alter the vision of another by creating hallucinations in the targets peripheral vision.

    System: The player must roll Manipulation + Befuddle (Diff. of targets Perception + Alertness). Each success determines theduration of the hallucination. Note: The hallucination is selected by the Storyteller.

    Duration Table

    # of Successes Duration

    1 One Hour

    2 One Day

    3 One Week

    4 One Month

    5+ Three Months

    Jesting: Jesting allows the wraith to communicate in a gestural language.

    System: The viewer of the Jesting must roll her Perception + Enigmas (Diff. 7) to understand the gestural language. Only onesuccess is necessary for each sentence conveyed. Only one sentence can be portreyed every other turn.

    Storytellers Note: You may want the players to act out the sentence to be understood instead of rolling to see if the target canguess the sentence.

    * Thrill

    Thrill is a Harlequin's ability to amplify the emotions of another when they are watching her.

    System: The player rolls Charisma + Befuddle (Diff. of subjects Willpower). The successes indicate the duration of amplification. This art requires one pathos.

    Duration Table

    # of Successes Duration

    1 One Hour

    2 Two Hours

    3 One Day

    4 Two Days

    5 One Week

    ** Imago

    Imago allows a wraith to create an illusion of something he has seen. The illusion is not real, and not tangible, but it is an exactre lica of the ob ect. Harle uins also call this ower hostin '.

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    System: The player rolls Manipulation + Befuddle (Diff. 7). The illusion will last until its creator loses concentration. Imagorequires one pathos.

    ** Stump

    Stump allows a wraith to tell a riddle or joke that consumes the listener with the need to solve the riddle.

    System: The player rolls Manipulation + Befuddle (Diff. Of the subjects Willpower, or the highest Willpower in a group). To

    answer the riddle one must gain a number of successes equal to the riddlers Wits + Enigmas x 2 on a Wits + Enigmas roll (Diff.7). Once the person/s tells the answer the enchantment is dissolved. This art requires one pathos per affected subject.

    *** Jinx

    With Jinx a wraith can turn her fools luck in reverse and inflict bad luck on someone.

    System: The player rolls Wits + Befuddle (Diff. 7). Each success adds one to the subjects difficulty (up to 9) on the next three

    rolls. Note: The number of times this power maybe used in a game should be decided by the Storyteller prior to the start of thestory. If this power is overused it may be altered so that something unlucky will happen to the target with each success on the rolldetermining the magnitude of the unlucky situation. Jinx requires two pathos.

    *** Impromptu

    Impromptu allows a wraith to create a temporary movable illusion of anything. This illusion will normally confuse all five senses.This illusion also has one health level, but can take no voluntary actions.

    System: The player rolls Manipulation + Befuddle (Diff. 7). The illusion lasts until the creator is out of sensory range (sight), heterminates it, or it is destroyed. Impromtu requires two pathos + one willpower.

    **** Glamour 

    Glamour allows a wraith to create a permanent illusion of anything the creator wishes. The illusion is just like an Impromptuillusion but it can remain without the presence of the creator and has two health levels.

    System: The player rolls Manipulation + Befuddle (Diff. 7). This illusion lasts until the creator terminates the illusion or it isdestroyed. Glamour requires two pathos + two willpower.

    ***** Psychodrama

    Psychodrama allows the wraith to create an illusionary realm around a target. The realm will seem real to those encased in theillusion.

    System: The player rolls Manipulation + Befuddle (Diff. of the targets Willpower, or highest Willpower in a group). The number of successes equals the duration the illusionary realm will last (See Duration Table for Vision Glamour). The player must describethe realm and assign two health levels to primary illusions. He may spend additional pathos to add extra health levels 1p/2health. The cost of creating a Psychodrama is three pathos + two willpower. Note: If the Psychodrama is created with the intentto do harm to the target the player will gain 2 angst per turn the target remains in the illusion.

    ***** Fatuus

    Fatuus allows the wraith to convince one person that an illusion is absolutely real to the point that if the illusion can cause harm itwill. If he creates a sword it will cut, if he creates fire it will burn.

    System: The player rolls Manipulation + Befuddle (Diff. of the targets Perception + Alertness). Each success gives the illusion

    one extra health level and/or two die to do damage when applicable. All illusionary damage will disappear if the target realizes itis not real or if the illusion is destroyed. Note: Imago, Impromptu, or Glamour must be used to create the illusion. Fatuus requiresone pathos + one willpower.

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    Beguile

    By Kirstin Hargie and Jayke Rhyen

    Introduction

    Let me tell you a story. It shouldn't take too long. It's about what you  feel, and the things you're going to do for me. Now, now,

    don't get up! I'm not giving you a choice in this matter! I was just being polite. I'm going to tell your story now, and it starts likethis...

    This Arcanos governs the realm of social manipulation -- of altering the social reactions and interactions of the wraith and others.Beguile is not an outright form of manipulation. It is hidden and veiled within layers of etiquette and performances.

    Storyteller's Note : To perform these arts on mortals the wraith must use Embody 2, or Puppetry 3. If a player botches on anyBeguile power the subject cannot be affected by the powers of Beguile for an amount of time determined by her willpower (seechart below).

    Botch Table

    Willpower Duration

    1 or 2 1 hour  

    3 or 4 12 hours5 or 6 1 Day

    7 or 8 3 Days

    9 or 10 One Week

    Bards -- Beguile

    The bards once were, and still are the storytellers of the Underworld. They were, like all entertainer guilds, never truly sanctionedby the hierarchy. Though they did not hold any power within the hierarchy they were still respected and feared. Bards are knownfor their ageless eyes that seem to burn with cold fire, and their always witty expressions.

    Basic Abilities

    Numb the Heart: This art allows the wraith to conceal the use of Beguile from others.

    System: The player must roll Manipulation + Beguile (Diff. 6). This art can be countered by Eyes of Grandeur.

    Eyes of Grandeur : This art allows the wraith to sense the use of Beguile by others.

    System: The player rolls Perception + Beguile (Diff. 6).

    Heart of my Heart: This art allows a wraith to gain insight into the passions that drive another wraith.

    System: The player rolls Perception + Beguile (Diff. of subjects Wits + Subterfuge). The number of successes indicates howmuch about a subjects passions can be learned.

    * Enthrall

    This art allows a wraith to charm a subject. The wraith must carefully phrase the command which the subject must obey unless itis against her nature.

    System: The player rolls Appearance + Beguile (Diff. of subject's Willpower). Note: This power cannot be used on a subject for 24 hours hours or two slumbers after the command has been completed. The cost to employ Enthrall is one pathos.

    Duration Table

    Successes Duration1 One Hour

    2 One Day

    3 One Week

    4 One Month

    5+ One Year

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    ** Inspire

    This art allows a wraith to speak an idea or plan to someone and convince him it was his own idea. The subject will beconsumed with the need to fulfill this idea or plan.

    System: The player rolls Charisma + Beguile (Diff. of the subjects Willpower). The number of successes indicates the difficulty

    required to resist the need to fulfill the idea. This "desire" lasts for two turns. The cost is one pathos + 1P/turn to increase

    duration.

    Success Table

    # of Successes Difficulty

    1 5

    2 6

    3 7

    4 8

    5 9

    ** Harmonize

    This art allows a wraith to twist her words into whatever the target wants to hear.

    System: The player rolls Wits + Beguile (Diff. of target's Wits + Alertness). This power only requires one success. This art costs

    one pathos.

    *** Unholy Grace

    Unholy Grace allows a wraith to talk her way out of any minor situation by sheer grace.

    System: The player rolls Manipulation + Beguile (Diff. 7). Each success indicates one "1" that can be ignored on a Wits,Manipulation, or Charisma roll. Unholy Grace requires two pathos.

    *** Heart Strings

    Heart Strings allows a wraith to create or alter the emotional state of a subject.

    System: The player rolls Charisma + Beguile (Diff. of subjects willpower). If successful the character can 1) amplify a passiontemporarily, positively or negatively or 2) Drain a passion temporarily. The number of successes indicates how long the passionwill take to return, or how long it will remain. The source of a passion must be created with Inspire. Note: This art requires the useof Inspire. Cost is one pathos or one pathos + one angst if a passion is amplified in a negative direction.

    Success Table

    # of Successes Duration1 One Hour

    2 Two Hours

    3 One Day

    4 Two Days

    5 One Week

    **** Articulate

     Articulate allows a wraith to manipulate her words so that anything she speaks will be considered the 'ultimate' truth. She canuse this art to prove or disprove almost anything.

    System: The player rolls Charisma + Beguile (Diff. of the targets Wits + Enigmas). The player must have three successes for this power to take effect. If the player is speaking to a group he must make this roll against all members of the group. Cost is onepathos per subject affected.

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    ***** Geas

    Geas allows a wraith to cause others to do his bidding. The Geas cannot work against the targets nature. Complex acts can becommanded using this art, and the target/s must fulfill them.

    System: The player rolls Manipulation + Beguile (Diff. of the subjects Willpower). If the player is attempting to Geas a group thenthe Willpower equals the highest willpower in the group. Each success indicates one sentance that can be given to describe thegeas. Cost is one pathos + one for each target.

    ***** Narrate

    Narrate allows a wraith to create interactive stories which others must act in, or in which they believed they have acted.

    System: The player rolls Manipulation + Beguile (Diff. of the targets Willpower). The player must have three successes in order 

    for Narrate to take affect. Difficulty to affect a group is the highest willpower in the group. Note: If this power is used on a willingtarget the Diff. is automatically 6 and only two successes are needed. Cost is one pathos for each target or two for a willinggroup.

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    Catalysis

    (cah-TAL-uh-sis)

    By John Eno ([email protected])

    Description

    "Of course Oblivion is a horrible thing. Most of our existences are spent doing our damnedest to avoid it. . . else we'd beSpectres. But you're not so innocent that you didn't ever wonder if you could use it for your own ends somehow, now are you?Come here and give me a hug and I'll show you Oblivion. . . ." 

    Catalysis is the ability to draw forth and manipulate the dark power of Oblivion. It can be used to introduce disorder into systemsand objects, sometimes to the point of destroying them.

    This Arcanos is extremely dangerous to use, both because of the obvious closeness to Oblivion that use of this art entails, andalso because practitioners of this art are looked upon as little better than Spectres or Oblivion-cult Heretics by many (andindeed, there are rumors of both types of wraiths making extensive use of Catalysis. . .).

    However, despite public opinion, not all uses of this Arcanos are necessarily negative. It provides one of the easiest ways todestroy Spectres, for instance; they only need to be "injected" with a very small amount of Oblivion to be shoved spiraling into

    the Void for good. Catalysis can also provide a good way to subdue wraiths undergoing Catharsis without hurting the wraith.

    This Arcanos was developed by Stephen of Glastonbury, an 11th-century mage who was heavily involved with necromantic andentropic magicks. After entering the Shadowlands, he became a master of Outrage, Argos, and Eolin Noctus and spent much of his time at the very shore of Oblivion, studying its black mass. Eventually he learned to extract small pieces of it, often at a highcost, and manipulate them to affect objects and other beings.

    Nihilists -- Catalysis

    Nihilists are deeply distrusted throughout the Shadowlands, both for fear of their powers and due to the superstition that theycarry a taint of Oblivion. The Nihilists were never an official Guild, though many Deathlords made use of their abilities in secret.

    The Nihilists were similar to a secret society, much in the same way the Guilds are today. They were often sought out byRenegades, as Catalysis seems to be a natural power of choice to use when trying to destroy an organized governmentalstructure.

    Nihilists are still employed by upper-level Hierarchy types, though this must be done extremely secretively, as anyone foundconsorting with a Nihilist tends to be sent to the Soulforges or discorporated as an object lesson to those who would truck withOblivion.

    Nihilists are almost uniformly quiet and reclusive. Too much social contact could lead to their being discovered as semi-agentsof Oblivion, after all. They tend to dress all in black and often stare lengthily at objects: fascinated by the beauty of its decay asthey gaze at it with Deathsight.

    Nihilists can be identified by both their eyes, which turn completely black like a veteran Harbinger's, and their emaciatedappearance. They are always very thin, almost like concentration camp victims (Oblivion eats slowly away at their Corpus, just

    not enough to actually cause damage). This is true no matter how physically developed the Nihilist is (and many are quitestrong). Experienced Nihilists also develop black spots on their hands and lower arms that will eventually grow to cover their entire hands and forearms, much in the same way that Pardoners do.

    Basic Abilities

    Locate Nihil: This art allows a wraith to sense the presence of the nearest Nihil, whether she is in the Tempest, theShadowlands, or the Skinlands.

    System: The player must roll Perception + Catalysis (difficulty 6). The number of success indicates how much information theplayer receives about the Nihil; how far away it is, how big it is, even (with four or more successes) if there are any beingsnearby on the other side of the Nihil.

    Sense Entropy: The Nihilist can make even more use of his Deathsight than normal wraiths can, pinpointing the exact amountof decay in an object or being.

    System: This is similar to the sub-use of Deathsight, Discern Weakness, on page 135 of the Player's Guide. This basicCatalysis art is more powerful than a wraith's normal Deathsight, however. The number of successes rolled on a Perception +

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    Catalysis (difficulty assigned by the Storyteller to reflect the quality and relative strength of the item or subject) adds that manydice to the wraith's potential damage pool when attacking that item or being, rather than just one.

     A botch on this roll will leave the wraith unable to use Lifesight for an amount of time determined by the severity of the botch inaddition to providing the wraith with false information about his intended target.

    Note: All Catalysis arts (excluding the Basic Abilities) require the character to make contact with his intended target. If the targetattempts to dodge or the art is used during combat, roll Dexterity + Brawl, with the target able to roll Dexterity + Dodge as usual.

     Arts can also be used if another wraith makes contact with the Nihilist.

    * Divestiture

    The Nihilist can use small doses of Oblivion to remove the outer layer of corpus or plasm from objects and other wraiths. This artcan be used for various purposes: making masks slide off other wraiths, removing the Enshroud from a Harbinger (if the Nihilistcan somehow hit her), causing a wraith's relic clothing to fall off, giving "leprosy" to extra limbs granted by Moliate (but notchanging a Moliation, which can only be done with another Moliation).

    System: The player rolls Dexterity + Catalysis (difficulty of 6). The Storyteller must determine the number of successes required,based on the effect desired. Use of this art costs 1 Pathos.

    ** Disintegration

    The bane of the Artificers, this art allows the wraith to use the negative energy of Oblivion to destroy relics and possibly Artifacts.

    System: Roll Strength + Catalysis, versus a difficulty determined by the size and relative strength of the relic to be destroyed.

    Object Size Difficulty

    Coin 4

    Mask 5

    Shotgun 6

    Bed 7

    Car 8

    Large Truck 9

    House 10

    The number of successes determine how much the relic is damaged by the Disintegration. One success indicates that theobject is beginning to crumble and will probably fall apart after a hard blow, while five means not even plasmic dust is left behind.Three successes are needed to destroy something, though there will be plasmic remains.

    To destroy an Artifact, use the table above but add the level of the Artifact to the difficulty. If the difficulty is raised above ten,Disintegrate cannot affect the Artifact; only Sunder can destroy something so powerful.

    This art costs 2 Pathos.

    *** Fragmentation

    The wraith can now begin to use Oblivion to affect other wraiths, weakening their corpuses by infecting them with small doses of Oblivion. This reduces their Physical Attributes by one each. This art can also be used to put down a wraith undergoing a violentCatharsis without doing undue damage to the wraith.

    System: Successful use of this art requires a roll of Wits + Catalysis with a difficulty of the victim's Stamina + 3. Use the tablebelow to determine the duration of the Fragmentation; after this time period the Attributes automatically return.

    Successes Duration

    1 One turn

    2 One hour  

    3 One day

    4 One month

    5 permanently (Attributes can be brought back up with experience)

    Wraiths reduced to zero Strength or Dexterity cannot move until these Attributes are recovered. Wraiths reduced to zeroStamina immediately go into Slumber and do not awaken until the Stamina point returns. If the wraith has no Fetters heimmediately undergoes a destruction Harrowing.

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    Note that if the wraith's Shadow has the Shadow Life Thorn, the Shadow will take over during this Slumber just as it would anyother. Its Attributes are unaffected by the Fragmentation used against its host, though the Nihilist can use Fragmentation againstthe Shadow-driven wraith; if the Shadow's Stamina is reduced to zero, it will rejoin its Psyche in Slumber.

    Fragmentation can be used against any wraith undergoing Catharsis. If the wraith enters Slumber as a result of theFragmentation, the Psyche will be in control again once that wraith awakens, even if it before the end of the scene.

    This art costs 3 Pathos to use.

    *** Devolution

    This art, developed by wraiths who were forced to spend a lot of time in the Tempest, allows the Nihilist to manipulate the highlevels of Oblivion in Spectres, causing it to explode out of them. This art is commonly taught to Doomslayers learning Catalysisas a means of combating Spectres.

    System: The player must roll Manipulation + Catalysis. The number of successes indicates the amount of Angst points theSpectre loses; for each point of Angst lost, the Spectre suffers one level of aggravated damage as the Oblivion literally tearsthrough its corpus, exploding out of its system into the outside world. A Spectre reduced to zero or less Angst as a result of thisart is immediately destroyed even if it has Corpus levels left after the damage has been dealt. Use of this art costs 2 Pathos.

    **** Perturbation

    This art can introduce insanity in others, as the effects of Oblivion race through their mind unchecked. The wraith using this Arcanos cannot determine the specific type of madness his victim will become infected with.

    System: Roll Manipulation + Catalysis, difficulty of the victim's Willpower. The number of successes details how long the victimwill be affected by the Derangement. The actual nature of the Derangement is selected randomly or chosen by the Storyteller.The Derangement need not be overpowering, and the victim can temporarily suppress the Derangement with a Willpower point,but she cannot get rid of it entirely until the end of the duration, at which time the victim regains full sanity.

    Successes Duration

    1 One hour  

    2 One day

    3 One week

    4 One month

    5 One year  

     A botch on this roll will result in the wraith using it to get the Derangement. Use of this art costs 2 Pathos and gives 1 temporary Angst.

    ***** Sunder 

    The use of this art can destroy anything of the Shadowlands, be they wraiths, plasmic buildings, or the fabric of the Shadowlandsitself. If used on the actual plasm of the Shadowlands itself, it opens a Nihil. This is the power that makes Nihilists as feared asthey are (and some believe is the origin of their name). Objects and wraiths Sundered totally are consigned immediately to

    Oblivion as the black stuff of the Void consumes them.

    System: The player must roll Strength + Catalysis against a difficulty that varies according to the nature of the thing affected.

    Target Difficulty

    Wraith Wraith's Stamina + 3

    Relic 6 (+ level of Artifact)

    Shadowlands 9

    The number of successes on the first two types of rolls are unsoakable aggravated damage levels. The number on the third isthe size of the Nihil: one success makes a hole only big enough to stick a hand through, while five creates one the size of a traintunnel. Three are required to make a Nihil big enough to get a wraith through. Of course, this is also the minimum size for spectres to get through . . . .

    Using this art costs 3 Pathos and gives 1 temporary Angst. A botch on this roll inflicts the number of botch dice on the wraithusing it in aggravated wounds, as Oblivion rips uncontrolled through her plasm.

    Note: Any of the uses of Catalysis can be used on objects and people in the Skinlands; however, the wraith must first havecontact with the object, either through Embody, Inhabit, Outrage, or some other Arcanos that directly touches the Skinlands. TheRisen can make use of Catalysis while in the Skinlands; however, Storytellers should grant their Shadows an extra point of 

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    temporary Angst each time it is used, like any use of Pandemonium by the Risen, as this directly taints the Skinlands withOblivion energy in a similar manner to that Arcanos.

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    Conflagration

    By Leroy Van Camp III ([email protected])

    Conflagrants

    "I remember that day l ike no other. Walking towards the Citadel, our thralls slogging on before us, when Eddy burst intoflames. The blue-black flames of soulfire. I fell back, unable to do anything other than look on in horror. I will never forget theway his corpus melted and ran, like wax. That's what one gets, I suppose, for bragging about stiffing a Conflagrant." 

    In the Shadowlands, fire and flame are a valuable commodity, and those capable of creating it are rare. With few things,including relics, being inflammable, keeping a flame alive requires other means. The Arcanos of Conflagration is the art of transmuting the emotional energy of Pathos into soulfire and soul crystals.

    If it were not for soulfire, and those who create it, the Underworld would be a far different place. It is soulfire that the Artificers usefor their forges, and it is soulfire that is used in the many torches that light Stygia and her colonies. Because of this, theConflagrants hold a lot of clout, even though their Guild is long dead.

    The Guild

    The Conflagrants were a Guild closely allied with the Artificers, mainly due to the latter's reliance on the former. If it were not for the soul crystals and the soulfire they give off, the forges of the Artificers would go unused.

    The Conflagrants were a selfish lot, though, and as time went on they began to raise the prices for their services. Knowing thatsociety itself depended on their skills, they felt they could charge whatever they wanted. And as more and more of the Artificersprofits were consumed by these payments, the richer the Conflagrants became.

    In the end, this arrogance is what brought them down. Over time, many Artificers began to pick up on and learn the skills of Conflagration, and started to phase out the need for Conflagrant Guild members. Within several decades, the Artificers severedall ties with the Conflagrants. The Guildsmen were shocked by these actions, and tried to make reparations, including a drasticreduction in their fees. But the Artificers no longer needed them.

    The Guild leadership, worried about their future, tried to assure everyone that things would be fine, that there were many other markets for their talents. At the same time, they started to clear the coffers and steal away in the night. In the end, the Guild diedcompletely, and the Conflagrants started to work independently. All of this happened long before the attempted coup by theGuilds.

    These days, Conflagrants see a lot of work, but none of it is organized in the old Guild faction. Many Conflagrants do little morethan spending their time churning out soul crystals and selling them where ever they can. Others work for the Hierarchy, keepingthe flames of the Moliated torches alight.

    Practitioners of Conflagration are commonly adorned with a whispery nimbus of flame about their heads, which grows slightlybrighter with the more Pathos the wraith has.

    Some Rule NotesI have slightly altered a few niggly details in the original rules. The primary being my separation of the flames of soulfire from thatwhich gives it off. Soul crystals are the actual crystalized Pathos, while soulfire is the Pathos flame it slowly gives off. I added thatthe flames can be doused, shut off, allowing soul crystals to be hoarded for later use.

     Also, Usury 5 allows the creation of soul crystals, basically in a similar fasion as Rock Candy, below. A Storyteller who choses touse Conflagration is his own chronicles will have to decide whether to allow Usury to retain that ability, or to remove it. Thisauthor recommends its removal, especially since it does not reduce Usury's power appreciably. It is mostly a change in settingdynamics.

    Botches

    Botches with Conflagration tend to painful, causing extensive corpus damage, sometimes to others as well. A fairly commonbotch is for the Conflagrants Pathos to uncontrollably transmute to soulfire, setting the wraith alight.

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    Basic Abilities

    Flip the Switch

    This is a simple ability, requiring no roll. It allows the wraith to either ignite or douse the flames of a soul crystal. The crystal mustbe within line of sight.

    * Feed the Flames

    By pouring Pathos into a pre-existing soulflame, the wraith can cause it to flare up, burning hotter, as well as longer. This art canalso be used on flames in the Skinlands

    System: The player rolls Manipulation+Conflagration, difficulty of 5, or the current Shroud if used on Skinland fires. Eachsuccess lets the character do one of two things. First, it can be used to increase the flame's heat, with each success indicating aone step increase on the Heat of Fire chart on page 234. The second causes the flame to burn longer. Each success increasesits current potential duration one hundred percent.

    Note that these can be mixed. For example, a player who rolls four successes can use two to make the flames burn for 3 timesthe normal length, and two to raise it up two steps on the heat chart.

    This art costs 1 Pathos per success, though the wraith can choose not to use all the rolled successes.

    ** Flame Ward

    With this art the wraith has learned to resist the heat of soulfire, toughening his corpus to the flames. This art will also allow awraith to wade through Skinland fire without becoming incorporeal.

    System: By spending 1 Pathos each turn she is taking damage from soulflame, the wraith can add her level of Conflagration toher soak rolls.

    When confronted with Skinland flame, the wraith can make a Stamina+Conflagration roll, difficulty being the flame's heat level,

    as per the chart on page 234. Each success allows the wraith to withstand the heat for two turns without going incorporeal. Eachsuch roll (not each success) costs 1 Pathos.

    *** Rock Candy

    This is the ability of creating soul crystals from one's own Pathos. This was the treasured art of the Conflagrant Guild, the onethat kept their coffers full in the days of old. The sale price of a soul crystal is typically 1 obolus per point of Pathos it holds,though this will vary based on location.

    System: The wraith rolls Manipulation+Conflagration, difficulty 7, for each crystal she wishes to create. The number of successes is the maximum amount of Pathos a wraith can put into that crystal, which manifests in the wraith's hand.

     A soul crystal will put off soulfire for a week per point of Pathos. This flame burns with the heat of a torch, which is what they areoften used for. This flame is not hot enough for forging; Feed the Flames is used to stoke the soulfires of the Artificer's forges.

    **** Hellfire

     A powerful, though drastic art, this is the ability to shoot gouts of soulfire from the body, converting one's own Pathos into flame.Where this flame leaves the corpora does not matter, though through the hands, eyes or mouth are the most common.

    This is a particularly unsubtle power; there is little chance of concealing the jets of flame, or the screams of those who are struckwith them.

    System: For every success rolled on Manipulation+Conflagration, difficulty of 6, the wraith can channel one Pathos into soulfire,which must be directed from the corpus immediately, lest it char the Conflagrant. Striking another with the flame jet requires aDexterity+Firearms roll. Damage is equal to the initial roll, and is aggravated. The target, if struck, can soak this damage.

    Using this power grants the wraith a point of Angst.

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    ***** Burning Inside

    The dreaded power of the Conflagrants, the art that inspired fear in many, Burning Inside is the ability to transmute the Pathos of others into soulfire, while it is still within them. This causes the target to burst into flame, often resulting in an agonizing death.Range is about 100 yards, and the Conflagrant must be able to see his target.

    System: The player rolls Manipulation+Conflagration, difficulty of the target's Stamina+3. Each success transmutes one of thetarget's Pathos into soulfire, which burns within. Initial damage is equal to the number of Pathos converted, and is aggravated.The victim continues to take damage, with the initial damage dropping by one each turn. So, for example, if damage was 4 on

    the first turn, it would be 3 on the second, 2 on the third, and so on. The victim gets a soak roll each turn, but any sort of armor does not help.

    If the target has Hellfire, he can try to channel this flame out from himself, reducing or eliminating the damage. This allows theConflagrant to use his Manipulation+Conflagration as a soak roll. It does not give the normal point of Angst.

    Targets with Flame Ward can use that ability against Burning Inside normally.

    This art requires 2 Pathos and 1 Willpower each time it is used. It also gives the wraith 2 Angst.

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    Eclipsium

    By Robert Perks and Ron King

    Description

    This art enables the wraith to use the darkness of the Shadowlands for his own purposes. Eclipsium was used by the more

    powerful Deathlords. Therefore, it was forbidden to be used by all except Deathlords.

    It was rediscovered by Lord Goddard in an ancient text found in England. He then learned the Arcanos and became a master.

    The ancient book was stolen from the Hierarchy and eventually brought to Atlanta, Georgia. There it was intercepted by LordGoddard, already an outlaw for his illegal possession of the dreaded Darksteel. Goddard deciphered it upon the Hierarchytower to make fools of all the Hierarchy officers. Eclipsium is still a forbidden art but used by Goddard and his apprentice,Panthros.

    Halflings

    Halflings spend most of their time walking in the dark. They also have a bizarre acquaintance with their shadows. They wear 

    black cloaks and medallions of the moon.

    The Deathlords were extremely strict during the time that halflings existed. Most of the Halflings were mercilessly hunted downand obliterated.

    Halflings can be identified by their crescent-shaped eyes and the right side of their face is a darker shade than the left half, evenwhen looking directly into any light.

    Basic Abilities

    Sense Doppelganger : This allows the wraith to perceive other wraiths to be dopplegangers.

    System: To detect Dopplegangers, the player rolls Perception + Eclipsium (difficulty 6).

    * Darken

    This allows a wraith to darken the area around a target mortal/wraith up to 5 feet. The effect lasts for one turn per success. Thisblinds the target as if he was in pitch blackness. The user is unaffected.

    System: The player rolls Dexterity + Eclipsium (difficulty subject's Willpower). May be resisted by using Wits + Meditation(difficulty 7). This art costs one Pathos to use.

    ** Blend

    This art is similar to the Argos ability, Enshroud. There are a few exceptions; the user must be in a dark, shadowy area, andmust remain motionless. The wraith simply vanishes into the shadows.

    System: The player must roll Charisma + Eclipsium (difficulty Shroud). The player must also roll Stamina + Awareness (difficulty6) to remain perfectly still. If the player fails that roll then the character automatically reappears. This art costs two Pathos.

    *** Blackout

    This art is an expansion of Darken. It completely blacks out a target area for one turn per success. The area covered depends

    upon the number of successes thatt must be made. The user is unaffected.

    System: The player rolls Wits + Eclipsium (difficulty Shroud). This art costs three pathos to use.

    # of successes Area Amount

    1 Kitchen

    2 Small Bedroom

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    3 Garage

    4 1 Acre

    5 School Gymnasium

    6+ Olympic Stadium

    **** Darkfire

    This art lets the user cast a black fireball that does 4 dice of aggravated damage to whatever it hits.

    System: The player rolls Dexterity + Eclipsium (difficulty 8). This art gives the user three Angst points and costs four Pathospoints.

    ***** Outcast

    This powerful ability temporarily disembodies a target wraith's Shadow. This enables the Shadow to be attacked and harmedbut not destroyed. The effects last for one turn per success. if the shadow can be defeated in that amount of time, then it loses allof its Angst.

    System: The player must roll Stamina + Eclipsium (difficulty willpower). This art uses two Willpower points and costs nine

    Pathos points. If the roll is failed, the Willpower points must still be paid. However the Pathos points may be kept until the roll issuccessfully made. * NOTE: The disembodied Shadow is in the shape of a Doppleganger; therefore it has the same traits asthe wraith that it belongs to (Thorns not included).

    Lord Goddard

    Death: Last Stand Year of Death: 1313Demeanor : BravoNature: Caregiver 

    Attributes: Strength 4 (powerful), Dexterity 4 (cat-like reflexes), Stamina 3, Charisma 2, Manipulation 4 (silver-tongued),

     Appearance 1, Perception 4 (patient), Intelligence 3, Wits 2

    Abilties: Alertness 3, Awareness 3, Dodge 4 (dive), Empathy 4 (backgrounds), Etiquette 3, Firearms 4 (pistols), Melee 4(swords), Stealth 4 (shadows), Investigation 2, Linguistics 3, Occult 3, Science 2

    Arcanos: Pandemonium 3, Argos 5, Embody 2, Mnemosynis 5, Usury 1, Eclipsium 5

    Backgrounds: Artifact 5, Eidolon 2, Old Soul 4, Wealth 3

    Pathos: 10

    Willpower : 9

    Image: Goddard wears a long black over coat and has long black hair with a white stripe. He has black eyes and crescent

    shaped irises. He is very tall (around eight feet).

    Roleplaying Hints: Goddard Feels like everyone owes him something. He will help Enfants in every way he can. However, he

    will not do everything for them.

    History: Goddard is so old that he doesn't even know what his real name is. All he knows is the year he died.

    Passions: Destiny (Determination) 5

    Quote: "What do you want now youngin?"

    Angst: 3/5

    Shadow: Pusher 

    Thorns: Dark Allies, Spectre Prestige

    Artifacts: Goddard's Ring, Soulfire Shard, Souled Shotgun, Cloak of Night, Flask of Liquid Hate, Eternal Timepiece, Darksteel

    Broadsword

    Merits: Cold, True Love, Danger Sense

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    Flaws: Hatred(False Honor), Distinctive Appearance (White Streak, Crescent Eyes, Dark Face), Short Fuse

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    Eolin Noctus

    By Kirstin Hargie

    This Arcanos is extremely rare and powerful. It should only be used at the Storyteller's discretion.

    Basic Abilities

    Spirit Nature: Spirit Nature allows the wraith to determine if a spirit/shade/spectre has good or evil intents. System: Roll Empathy +

    Eolin Noctus at a difficulty of 7.

    Tempest Path: Tempest Path allows the wraith to orient within the Labyrinth in the Sea of Shadows. System: Roll Perception + EolinNoctus at a difficulty of 8. This art may only be used when the wraith is using Level 5 Eolin Noctus.

    Oblivion Ward: Oblivion Ward offers protection against harrowings when the Wraith is traveling through the Labyrinth. System: RollWits + Eolin Noctus at a difficulty of 8. This roll must be made once an hour. This art may only be used when the wraith is using Level 5Eolin Noctus.

    * Shadesight: Shadesight detects the presence of Oblivion creatures within 10 ft. System: Roll Perception + Eolin Noctus at adifficulty of 6. Each success beyond the first extends the distance a further 10 feet. This art requires the expenditure of 1 Pathos.

    ** Shadeshape: Shadeshape alters the corpus so that the wraith appears to be a spectre. System: Level 2 Moliate (Sculpt) isRequired. Roll Manipulation + Eolin Noctus at a difficulty of 7. When Oblivion creatures are present the wraith must roll Manipulation +

    Eolin Noctus, difficulty variable depending on the creature, to avoid detection. Difficulty 6 for Shades, 7 for Dopplegangers, 8 for Nephwracks, and 9 for Malfeans. The wraith gains one temporary angst when this art is employed. This art requires the expenditure of 2 Pathos.

    ***Abyss Radiation: Abyss Radiation forms a mask around the wraith that radiates the black rays of Oblivion. This will mask thePathos aura that surrounds most wraiths, and will allow the wraith to further their Shadeshape. System: This art requires Shadeshape.Roll Wits + Eolin Noctus at a difficulty of 7. The wraith gains one angst when this art is employed. This art requires the expenditure of 2Pathos + 3P/day in this form.

    **** Deceive: Deceive allows the wraith to enter the Labyrinth unnoticed and undisturbed by Spectres. System: This art requires Abyss Radiation. Roll Wits + Eolin Noctus at a difficulty of 8. A willpower roll (diff. 7) must be done every hour to remain in Labyrinth. If the roll fails the wraith must return to the Tempest or suffer 1 permanent derangement. If the roll is botched the wraith gains onepermanent derangement. This art requires the expenditure of 2 Pathos.

    *****Ambulation: Ambulation allows the wraith to move within the Labyrinth for as long as necessary. Tempest Path is used to orientwithin the Labyrinth. System: This art requires Deceive. Roll Wits + Eolin Noctus at a difficulty of 7. No willpower roll is required, butcharacter will gain 2 Angst/day. This art requires the expenditure of 2 Pathos.

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    Ergosis

    By Zach Archer ([email protected])

    Description

     After the third great Maelstrom, a Heretic group known as the "Philosopher's Stone" devised some interesting experiments

    involving the relation of thoughts to the Shadowlands. It has been speculated that the underworld exists only in a Wraith's mind,and that the Tempest is but the raging chaos of the subconscious, the Shroud is composed of all the gaps and flaws in one'smemory, and Oblivion is denial incarnate. Ergosis was developed, out of an attempt to connect the inner mind of the Wraith wththe other world (Shadowlands) which the mind has built. It is different from the idealism found in Mage in that it is notsubconscious belief that forms the world; Ergosis feeds on the active, conscious mind, and the patterns that waking thoughtsdance upon.

    Ergosis is considered a dying art (no pun intended); many wraiths would give an arm and a leg of their corpus to master it, butfor some reason none of the Neurots ever agree to teach any new pupils. Neurots can be identified by their occasionalhallucinations or strange behavior. They often gaze upward at the sky, seeing "things" in the clouds, or jump over imaginaryobstacles, just for fun.

    Basic abilities

    Sense Flaw: As persuading as the images of Ergosis are, their forms are almost always distinguishable from "legitimate"objects in reality. To sense if anything in the area is amiss, roll Perception + Ergosis, difficulty 6. A single success identifies the"flaw," while a triple success may convince the Wraith that the flaw isn't there at all, and she can then consciously decide to notlet it affect her.

    Thousand Points: A Neurot can adjust her vision to see a starmap of all the surrounding points of consciousness. The brighter the point, the closer the mind, usually. To use this technique, roll Perception + Ergosis, difficulty 8.

    * Warm Glow

    The Neurot can see and feel the glow of thought energy surrounding any mind. The Quick emit a firey white shine from the tops of their heads, while the Dead are a bit harder to see, as they are surrounded by a thick black aura. Note that this art can actuallydistinguish the activity level of the mind; Someone actively shooting bullets and fearing for his life will have a much stronger mental signal than someone lounging at home, watching TV.

    System: The Neurot rolls Perception + Ergosis, difficulty 6. The difficulty can be adjusted depending on the light level in theroom and how far away the other minds are. This art costs 1 Pathos.

    ** Astral Projection

    The Neurot can detatch her mind from her corpus and float around freely as a point of consciousness in space. While projecting,

    the Neurot can wander into the bodies/corpuses of other beings and observe their thoughts, and if very skilled, can see thoughtsand images boil out of people's heads.

    System: To begin the projection, the Neurot rolls Wits + Ergosis, difficulty 8. The more successes, the more "mental" the trip will

    be, and the more likely the Neurot will be to see thoughts. Freedom of movement during projection depends largely on theNeurot's state of mind; walking-speed is no problem, although it is possible for the astral mind to jump anywhere in the world itwishes. However, if the jump is too great, the mind could get lost and enter a fantastical dream world which resembles reality,but does not really exist. To make huge leaps or move extremely quickly, roll Dexterity + Ergosis, difficulty 6. This art costs 3Pathos.

    *** Pay Attention

    The Neurot can control the conscious thoughts of another entity, subliminally encouraging her to focus and concentrate on onething.

    System: If the Neurot wants to be the focus of attention, she rolls Appearance + Ergosis. Otherwise, roll Manipulation + Ergosis.

    The difficulty is as follows:

    Talkin to the entit holdin hands 5

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    In the entity's field of view 7

    Hiding close by, watching the scene 9

    The number of successes is how many turns the attention will last. This effect can only work on one entity per turn. Costs 2Pathos and a Willpower point.

    **** Pay Damn Good Attention

    Just like level 3 Pay Attention, except it works on multiple entities at once. The number of turns the effect lasts is now twice thenumber of successes. In rare cases, it is as if everything in the room is paying attention to the object in question; silverwarepoints at it, water on the floor beads toward it, insects take an unusual liking to its odor. Costs 3 Pathos and a Willpower point.

    **** Flaw Reality

    The Neurot can alter fundamental aspects of Shadowland reality, including basic laws of physics, what the senses perceive, andminor time/space distortions. The effect will last as long as it is actively maintained and experienced; Otherwise it will fade away,like a relic.

    System: The Neurot rolls Stamina + Ergosis. The difficulty is between 7 and 10, some examples:

    In a sewer, bad things smell good & vice versa 7

    Illuminate an area in stark black and white 8

    Change gravity on the side of a hill 9

    Change gravity on the side of a mountain 10

    Create a permanent wind that carries Wraiths up the side of a cliff 10

    The number of successes determines how long the effect lasts. To create anything lasting, you can count on needing atleast 5

    successesand  having the effect being visited frequently by other Wraiths. If these conditions are not met, the effect will fadeaway anywhere between a few minutes and a few days. This art costs 3 Pathos. If the effect is intended to be annoying or detremental, it grants the Neurot 1 point of Angst.

    ***** Spawn Astral Matter 

    The hallmark of the Ergosis tradition, the envy of creative Wraiths everywhere. This powerful Arcanoi allows the Neurot to literallyspawn objects out of thin air.

    The name Astral Matter was supposedly invented by a Dreamspeaker Mage, and somehow corresponds to a place they call the"High Umbra." Astral Matter is a highly volatile element which takes the shape of whatever thoughts are enacted upon it. It has noset state; it can change from solid to liquid to gas depending on what the Neurot thinks it ought to be. A wraith who desires ametal key could spill some of it on her hand and think, "form a metal key." Alternately, to melt a hole though a door, a wraith couldtake some solid Astral Matter and scrape it against the wood, concentrating on a mental picture of a wounded door, or justthinking of open air. However, once Astral Matter has been 'thought' into some other form, it cannot be forged into anything else.When Astral Matter is turned into something else, it is a permanent change; it is speculated that the entire world was once a bigglob of Astral Matter, and the first mind to tamper with it was the mind of God. Also, complicated technological devices such as

    watches and electronics will not function unless invested with Pathos, much like Relics.

    Itching to try it out? System: Roll Stamina + Ergosis, difficulty 9. The number of successes determines how much Astral Matter isspawned:

    The size of a tooth 1

    The size of a small house key 2

    The size of a fork 3

    The size of a piece of bread 5

     A luxurious fortress hidden underground 47,000

    Extrended rolls are fine, but if anything disturbs the Neurot's thought process during the extended session, the difficulty is raisedto 10. The Astral Matter flows out of the Neurot's Corpus and changes into a new object as soon as any creature with a mind

    touches the Astral Matter and consciously thinks it into being something else. Botching a roll can be disasterous... Remember the last battle in Ghostbusters? Ooohh.... Each use of Spawn Astral Matter costs 5 Pathos and a Willpower point.

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    Essenscion

    By Derek Marcoux ([email protected]) for the Ferrymen.

    Description

    This rare Arcanoi is reserved for the Ferrymen (there have been instances where ordinary wraiths were taught it though). It

    allows the wraith to utilize the essence of corpora. There is a rumor floating (hehe) around the Shadowlands, that some wraithsare trying to create a guild of their own, called the Scions. If this is true, the hierarchy hasn't done anything... yet.

    Basic Abilities

    Feel Corpora: Roll Rerception + Essenscion diff: 6 (Psychometry) 1 success. = vague impressions, 3 successes = normalimpressions, 5 successes = perfect clarity,

    * Sense Corpora

    Roll Perception + Corpora, diff: 6. The wraith can sense anything made of corpus and can tell how healthy it is.

    ** Anchor 

    Roll Stamina + Corpora, diff: 8 Cost: 2 Pathos, 1 Angst. After spending pathos, the number of successes is added on to thedifficulty to physically or psychically move him.

    *** Heal Corpus

    Roll Stamina + Essenscion, diff: 7. Cost: 1 Pathos Successes equal Corpus levels healed.

    **** Energize Corpus

    Spend two Pathos and add +3 to all physical attributes.

    ***** Wither 

    Roll Strength + Essenscion, diff: target's willpower. Cost: 2 Pathos, 2 Angst. Successes = damage to corpus.

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    Figmentation

    By Kiri Hargie and Jayke Rhyen

    Introduction

    Seeing is believing is what I've always said. Or was it believing is seeing? No matter. It really doesn't matter to one as artistic as

    myself. What? You don't like art? Well I can change that, because you haven't see mine yet...

    Figmentation is a power of the twisted mind. It enables a wraith to turn anothers greatest dream or darkest fantasy to life.

    Storyteller's Note: This Arcanos is very powerful. If Figmentation is used in a negative fashion it will feed the shadow, causing

    the wraith to gain angst as noted. Storytellers should feel free to give angst at their discretion.

    Basic Abilities

    Envision: By studying another wraith she can sense what emotions (good or bad) affect the wraith most strongly.

    System: The player rolls Perception + Figmentation (Diff. of subjects wits + subterfuge). The number of successes indicates how

    much information about the subjects passions are learned.

    Evaluate: This power allows a wraith to sense whether or not an object or person is under the influence of figmentation.

    System: The player rolls Perception + Figmentation (Diff. 6). The number of successes indicates how much can be learnedabout the strength of the art in use.

    Medium: This art allows a wraith to sense the difference in pathos that has been distilled.

    System: The player rolls Intelligence + Figmentation (Diff. 6). The number of successes necessary is based on the amount of distilled pathos that is being sensed.

    Medium Table

    # of Successes # of Distilled Pathos

    1 or 2 8

    3 or 4 7

    5 + 6

    * Filling the Palette

    This art allows a wraith to steal Pathos from objects and other wraiths. The wraith must be in contact with the object for this art totake place.

    System: The player rolls Manipulation + Figmentation (Diff. 6 for objects, otherwise subject's Willpower). The number of successes equals the amount of Pathos that can be transferred. Note: If the wraith has attained Level 4 Figmentation and the

    transferred Pathos is Dark Pathos then the player will gain 1 point of angst per point transferred.

    ** Water Colors

    This art allows a wraith to convert pathos into a tangible liquid form. When this liquid is used in Figmentation the liquid pathosbecomes the embodiment of an exact emotion.

    System: The player must first decide how much pathos she intends to convert (at least 2 points), and the emotion that the liquidpathos will convey. She then rolls Manipulation + Pathos (Diff. 7). Each success results in the conversion of one point of pathosto the liquid form. A botch results in a loss of all intended pathos. The cost to employ this art is the number of intended pathos +1 point of corpus/2 points pathos.

    *** Expressing the Muse

    This art allows a wraith to infuse "water colors" into a work of art. The work will then convey the emotion carried by the liquidpathos.

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    Filch

    By Paul Niziol

    Level 4 Arcanos

    In many ways similar to the Jump power, Filching allows the Wraith to bend the Tempest in order to move objects. By manipulating theTempest around an object that can be held in the hand, the object can be brought from where it lies to the hand of the Harbinger usingthis ability.

    System: The player must roll Perception + Argos (difficulty 8). The target object must be within view, and must be able to be moved ina normal fashion... i.e. It cannot be part of a larger object. The size of the object determines the number of successes needed to Filchit.

    1 success palm sized (metal miniature, cassette tape, a bullet)2 successes small box, handgun, clock radio3 successes brief case, large book4 successes two handed catch (small TV, large box)5 successes steamer trunk

    Note that this power only works on objects that the Wraith can affect. If the object is in the living world, she must Embody or Inhabit.Even then, there is a high likelihood that the object will be dropped after it has been filched. Also note that the object moved must bewithin the strength limits of the character. A 98 pound weakling could not move the above mentioned trunk.

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    Ixaos

    By Zach Archer ([email protected])

    Warmasters

    Stygia's finest generals, the Warmasters use Ixaos to give the Hierarchy an advantage in any battle situation. Ixaos was

    supposedly a common Arcanoi at one point, thus the Renegades were able to use it to their own ends and effectively combat allHierarchy plots. Several Harrowings later, Ixaos was a rare find outside of Stygia, and the Hierarchy resolved to keep this artprotected.

    Warmasters explore the boundaries of instinct and animal impulses. They frequently develop animal-like traits such as pointyears, fur, claws, tails, scales, fins, and other non-human anatomy, due to the primal effects this art produces.

    Basic Abilities

    Who Is Fried? The Warmaster can see who is being affected or controlled by an Ixaos effect. (Chances are, so can everyoneelse in the vicinity!) Roll Perception + Ixaos, difficulty 4.

    * Terror Reflex

    The Warmaster can instill any creature with feelings of excitement and danger. Even Wraiths will feel as if their blood is pumpingadrenaline through their veins, and they will imagine they are panting heavily. This is a perfect Arcanoi to cast before doingbattle, as the difficulty of some physical feats may be lessened. However, mental tasks and concentration will be more difficult.

    System: The Warmaster rolls Manipulation + Ixaos. The number of successes determines how many turns the "Terror" lasts.Even after the duration of the effect, it will take several more turns for the rush to completely subside. Most Warmasters have onefavorite way of instilling this effect, such as waving a knife in front of the target, or screaming loudly to raise the nearby tensionlevel. If the Terror Reflex effect causes primal fear and despair in the target, the Warmaster takes a point of angst. This art costs1 point of Pathos.

    ** Dream Shocker 

     A nasty little Arcanoi that can render every creature in the vicinity crippled and dumb for a few turns. The Warmaster's Corpusshakes violently, emitting a piercing noise which incites a barrage of thoughts and dreams in everyone around her, swampingtheir minds. It is painful and some creatures affected by this Arcanoi will actually damage themselves in hysteria.

    System: Roll Strength + Ixaos, difficulty 7. The surrounding creatures are temporarily crippled, docked as many health levels assuccesses rolled. Using Dream Shocker requires 2 Pathos, and 1 or 2 Willpower points, depending on how many entities areabout to get shocked. This art grants a point of angst; if someone dear to the Warmaster is affected by this Arcanoi, theWarmaster takes two points.

    *** Legacy

    The Warmaster can re-create the death experience for any Wraith. This process consists of the Wraith feeling "alive"momentarily, and then slowly dying and coming back to the Shadowlands, while seeing her life flash before her eyes.

    System: Roll Charisma + Ixaos, difficulty 8. Most Warmasters talk their targets into a sleep-like trance, then grip them to beginthe effect. The experience is very pleasant and helps affirm a Wraith's existence, thereby granting the Wraith either 2 points of Willpower, or a momentary rush of confidence which reduces the difficulty of a few rolls, depending on the storyteller. Friendlyhint: Don't botch! Costs 3 Pathos points.

    **** Hemlock Grip

     A modern philosopher once speculated that the cycle of existance does not consist of only Alive, Dead, and Transcended. Thisphilosopher claimed that there are dozens of "layers" of existence, and as we die in one realm and shed that skin, we are takento one of the next realms, and a deeper experience begins. The Hemlock Grip simulates the re-death of a Wraith, "killing" her Corpus and giving her a taste of the next realm. It is an intense sleep which lasts about an hour, and most Wraiths feel very

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    refreshed upon returning.

    System: Roll Charisma + Ixaos, difficulty 9. With three or more successes, the Wraith phases out of Shadowland reality, and is"re-born" an hour later with a full Corpus.

    ***** Primal State

    The Warmaster can reduce anyone's psyche to utter "fight-or-flight." Complex thought becomes impossible, yet the difficulty of physical rolls is substantially lowered.

    System: Roll Manipulation + Ixaos, difficulty 7. The effect lasts for as many turns as twice the successes rolled. Use this Arcanoi

    with caution; No one knows what will happen when someone is reduced to a total animal! Costs 2 Pathos, 2 Willpower andgives the Warmaster a point of Angst.

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    Mercuriality

    By Jayke Rhyen and Kirstin A. Hargie

    "You want it there? and quickly! Right, well, i'm not the mail man you're used to; I can get it there quicker than you ever thoughtpossible, and I don't even ask for your soul as payment!"

    This Arcanos is used to move quickly and safely through any kind of terrain. Mercuriality enables a Wraith to move without thehindrances of normal travel.

    Storytellers note: Mercuriality governs movement and speed, but does not allow entrance to the Tempest. Difficulties are the localshroud if used outside the Shadowlands or the Tempest

    Couriers -- Mercuriality

    The Couriers Guild was once one of the most highly regarded guilds in Stygia. They were the Hierarchy's messagers, a bizarreoffshoot of the Harbingers Guild. Most Couriers still practicing are in the service of the Hierarchy; but there are many Ferrymen whouse Mercuriality, and teach it to independents.

    One can identify a Courier by her hyperactive nature, rapid speech, and the subtle rippling of her corpus from resistance alterations.

    Basic Abilities

    Liquidity: This art is a side effect of a learning that a Wraith's plasm offers less resistance to its surroundings. This allows her to slideand move at greater speeds. Higher friction while utilizing this art will endanger the corpus.

    SYSTEM: The player rolls Dexterity + Mercuriality, difficulty of 6. The number of successes are added to successes on a movementroll with a plus one difficulty for every two successes.

    Tread: This art allows a Wraith to have greater manipulation over the resistance of her plasm while using Liquidity. She learns toredirect her plasm to give her greater balance and control over her movement.

    SYSTEM: The player rolls Dexterity + Mercuriality, difficulty of 6, to gain balance. Every two successes lowers the difficulty of movement by one. The player rolls Dexterity + Mercuriality (Diff. 6) to push herself away from an object of greater weight than herself.Each success pushes her 12 inches away or will hold her 12 inches off the ground one turn per success. This art requires 1 Pathos.

    Landscaping: This art allows a Wraith to have greater understanding of the terrian on which she travels. She can sense objects in her 

    immediate vicinity without her common sense, and envision mental maps.

    SYSTEM: The player rolls Perception + Mercuriality (Diff. 6). Each success allows her to sense a larger area. Each success extendsthe art one turn. Note: This art does not allow the Wraith to see through objects such as walls, trees, fences, etc...

    * Swiftness: This art allows the Wraith to take extra actions. It is the super quickness that a Courier possesses.

    System: The player rolls Dexterity + Mercuriality (Diff. 6). Each success after the first adds one extra action for that turn. This art is thefirst action for the turn, a botch will prevent the Wraith from taking her next action.

    ** Instability: This art is the foundation of altering plasm resistance. This art allows the Wraith to shift objects in the Shadowlands and

    the Tempest into incorporeal states without doing damage to the objects. This art can be used on the Wraith to reduce corpusdamage by one.

    System: The player rolls Strength + Mercuriality (Diff. 6) to effect an object. The player rolls Stamina + Mercuriality (Diff. 8) to effectherself. Each success allows her to reduce corpus damage by one. This art requires the expenditure of 1 Pathos.

    *** Feather Flight: Because ease of movement is of utmost concern, flight is a logical alternative to walking. Flight is a necessary toolto avoid contact with uneven terrain.

    System:The player rolls Dexterity + Mercuriality (Diff. 6). Each success allows a Wraith to fly for one turn. This art requires Instabilityand 1 Pathos.

    **** Deflection: Moving at high speeds increases the dangers of hitting objects that are blurred with motion. This art allows the Wraithto deflect objects from her path. Objects such as boxes, bushes, bullets, and other free standing or flying objects may be deflected.

    System:The player rolls Strength + Mercuriality (Diff. 6). Each success equals a 5' radius of deflection, and one turn duration. This artis most successfully used with Landscaping, and requires 2 Pathos + 1P/turn.

    **** Ripple: This art allows the Wraith to use Instability on another Wraith.

    System: The player rolls Strength + Mercuriality (Diff. 7). The Wraiths must be touching to employ this art. Each success reducescorpus damage by one. Note: To travel at the speeds of Mercuriality, Ripple must be activated. This art requires the expenditure of 1Pathos by each Wraith involved.

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    **** Phaze: This art allows the Wraith to occupy the same space as another object of equal or greater size, without inflicting corpus

    damage.

    System: The player rolls Stamina + Mercuriality (Diff. 7). Each success allows her to co-locate with the object for one turn. She mayonly enter and leave one object at a time. She will sense when the rolled successes are running out, and she may revive the power bymaking another roll. This art requires 2 Pathos.

    ***** Quicksilver : This art causes the corpus to become freeflowing upon impact. This allows the Wraith to move around objectswithout taking corpus damage.

    System:The player rolls Stamina + Mercuriality (Diff. 7). Success allows corpus damage to be ignored. A botch causes corpus

    damage to be doubled. This art requires 2 Pathos + 1P/turn past the second turn that is spent in this form.

    ***** Phaze Shifting: This art allows the Wraith to move through a series of objects, or one large object (a building), and not takecorpus damage.

    System: The player rolls Dexterity + Mercuriality (Diff. 8). Each success allows her to move one turn at normal speed, unless Swiftnessis invoked. This art requires 3 Pathos + 1P/turn past the first turn that is spent in this form.

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    Mnemosynis 6

    (Activate Meme)

    By Ryan Tuccinardi ([email protected])

    Description

    This power allows the user to activate a genetic mutant of a memory (i.e. making everybody be scared of eating red meat). Thishas been used only a few times in history, notably when several wraiths joined their powers to bless humans with the Delerium.

    Memes will originally act as a genetic mutant in one in utero individual, usually somebody close to the user. This individual willspread the gene so that gradually, the entire human race will have it. It is not known whether this makes the first victim more likelyto have kids or if he dies never passing the gene on, it might be reborn immediately or maybe it would have to be cast again.

    This requires the use of thirty temporary Pathos, and one point of permanent Corpus, obviously not coming from the sameindividual. One point of permanent Angst is immediately gained and a futuristic Harrowing is immediately endured.

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    Necronomics

    By Cassandra Keaton ([email protected])

    "Are you will ing to let darkness embrace you? Well then if you are, come with me and I will teach you." 

    Description

    Necronomics allows the wraith to tap into the dark forces of Oblivion without the immediate attainment of Spectrehood. Theprimary dealings of this arcanos is with the Shadow element of a wraith. This art was first used and created by Philip WallaceSterling, an occultist during his lifetime. The arcanos was created in cooperation with his Shadow, who had brought theknowledge from within the Spectral hive-mind. Together they created the five levels and basic abilities of Necronomics. First,they intertwined some of the widely used arcanoi with the levels of their own. This took Sterling and his Shadow almost threemore lifetimes, and by the time they had finished Sterling had become a master of quite a few arcanoi. Any who wish to learn thepowerful art of Necronomics, must first find Sterling and then prove worthy to both Sterling and his Shadow.

    One of the side effects of using Necronomics, is that the user's voice will be at a constant whisper. Once attainment of the thirdlevel is reached the wraith's demeanor will change to that of his Shadow's. And finally, once the user masters Necronomics(attains the final level), the wraith's hands and arms, from wrists to elbows, will become charcoal black.

    Botches

     A Necronomic botch usually does one of these three effects; the wraith's Shadow could be strengthened by doubling the number of Angst points gained, loss of points of permanent Corpus, or the user could be thrown completely into the Oblivion.

    Basic Abilities

    Shadowtalk

    This ability allows a wraith to communicate directly to another's Shadow by talking directly to it. The number of successesdetermines how well the wraith communicates with the Shadow.

    System: The player rolls Manipulation + Necronomics (difficulty 7).

    Sense Oblivion

    This ability allows a wraith to detect the "taint" of Oblivion anywhere in his vicinity. The number of successes determines thestrength of the "taint", how far away it is, and in what direction it is.

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

    * Shadowhold

    The wraith may manipulate the amount any Shadow, but his own, has in the way of temporary Angst points. The wraith may addor take away as many points of the temporary Angst as he gets successes. A prerequisite for this level is at least one level inCastigate.

    System: The player rolls Wits + Necronomics + Castigate (difficulty 8). This art costs 1 Pathos.

    ** Corpse Rider 

    With this art, a wraith may enter a dead vessel instead of a living host. The number of successes determine how well the wraith

    has control over the body, i.e. walking, speaking, and just general movement. A prerequisite for this level is at least one level inPuppetry.

    System: The player rolls Dexterity + Necronomics + Puppetry (difficulty 8). This art costs 2 Pathos.

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    *** Dark Form

     At this level, a wraith is able to give his or her Shadow a form all of its own through the Corpus of the wraith. The number of successes determine how different the new form is from the original form. A prerequisite for this art is at least one level of Moliate.

    System: The player rolls Manipulation + Necronomics + Moliate (difficulty 8). This art costs 3 Pathos and adds one point of temporary Angst.

    **** Death Wail

    This level of Necronomics gives the wraith the ability to decimate enemies with a scream from Oblivion itself. All successesdetermine total points of damage, and all those within close proximity to the "wailer" take aggrevated damage. A prerequisite touse this art is at least one dot in Keening.

    System: The player rolls Stamina + Necronomics + Keening (difficulty 8). This art costs 3 Pathos and adds two points of temporary Angst.

    ***** Nothing Touch

    This final and most destructive level of Necronomics allows the wraith to destroy whatever he or she touches. This effect ispermanent to whatever is touched. Successes determine the amount of aggravated damage. A prerequisite for this level is atleast one point of Outrage.

    System: The player rolls Strength + Necronomics + Outrage (difficulty 8). This art costs no Pathos to use, but adds three

    temporary Angst points whenever used.

    Note: The effects have to always be rolled whenever the wraith touches something with his or her bare hands.

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    Poltergeist

    By David Posner ([email protected]) (20 March 1995)

     A new Level 5 power for Outrage, that would seem to have been more of an oversight then anything else, I've called Poltergeist.

    Level 5 Arcanos

    Causes all objects in an area to violently move and swirl about. All objects not bolted down and of small enough weight will fly and

    swirl. Essentially the Wraith becomes enraged and directs all of his will and pathos into conjuring up a whirlwind which she directsthrough the violent writhings of her own body.

    System: Strength + Outrage (difficulty = local Shroud unless affecting only objects in the Shadowlands where difficulty is only 4). Eachsuccess determines the size and intensity of the Poltergeist. 1 = little more then a dust devil. 5 = a room of 50 feet square beingviolently swept up in a whirling of debris and objects as large as heavy furniture. 10 = a major tornado force (300+mph). Area of effect= 10 feet square diameter per success. Duration is up to 1 turn per Stamina + Outrage (or less if desired).. Damage effects of debrisdetermined by storyteller. Wraith who causes a Poltergeist is not harmed as she is at the eye of the storm, so to speak. The effectmoves with the Wraith as she moves about an area.

    Cost: 4 Pathos and 2 Willpower, 1 Pathos per additional turn continued beyond normal maximum duration.

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    Repartition

    REPARTITION

    By Jayke Rhyen and Kirstin A. Hargie

    If you need it, I can find it. If you broke it, I can fix it. If you want it bad enough, hell, I'll invent it!

    This Arcanos allows a Wraith to alter an object or relic. It also governs the forging of new relics, allowing the wraith to locate, fix,

    destroy, and invent them. She can copy objects from the Skinlands and give them form in the Shadowlands. She can also graft relicson her corpus with this Arcanos.

    Squires - Repartition

    The squires were a guild closely related to the Artificers. They often were in the employ of well respected Legioneers. They createdand maintained weapons, and powerful relics alongside the Artificers. Around the time of the 3rd Maelstrom the Guild disbanded andmany Squires were assimiliated into the Legions and the Artificers guild. While the Squires numbers dwindle their art has never trulybeen lost.

    The Squires Guild was one of inventors and craftsman. They actively recruited artisans and sculptures. They held great reknown for their indestructible relics, and their bizarre art of grafting relics and weapons in and on their corpus.

    One can identify a Squire by her insatiable lust for relics, and if they are powerful Squires their grafted relics. Squires also have what

    look like pools of reflective mercury rather than eyes.

    Corpus Chart for Level Five Repartition

    Object, Tiny (ring, key, penny....) 2 Corpus 2 Successes

    Object, Small (book, candle, doll...) 4 Corpus 3 Successes

    Object, large (book bag, t-shirt,...) 6 Corpus 4 Successes

    Object, extra large (computer, tv, chest...) 8 Corpus 5 Successes

    Object, 2 XL (statue, chair, lawn mower...) 10 Corpus 6 Successes

    Object, 3 XL (refrigerator, couch...) 16 Corpus 7 Successes

    Object, 4 XL (car, boat....) 20 Corpus 8 Successes

    Object, 5 XL (brickwall, semi...) 24 Corpus 9 Successes

    Object, Gigantic (Building, Eifel Tower...) 28 Corpus 10 Successes

    Duration Table

    1 day 1 success 2 times

    1 week 2 successes 4 times

    1 month 3 successes 6 times

    1 year 4 successes 8 times

    Permanent 5 successes 10 times

    Basic Abilities

    Evaluate: Squires work with things not people. Working with these objects gives them insights into the objects purpose, durability,

    designer/destroyer, and if the object has been given special powers. They think of this as their secret language of passions.

    SYSTEM: The player rolls Perception + Repartition (Diff. 6). Each success allows him to ask one question about the object. Thedifficulty may be adjusted depending on the difficulty of the question.

    Localize: This art allows a wraith to find an object she has been in contact with, wherever it may reside.

    SYSTEM: The player rolls Perception + Repartition (Diff. 8, or the local Shroud). The number of successes determines thepreciseness of the localization.

    * Tap the Flow: This art allows the wraith to drain an object's plasm by touching the object.

    System: The player rolls Manipulation + Repartition (Diff. 6). Each success equals one point of corpus that is drained. Note: the player cannot drain all of the corpus from an object. One point must remain in the object. The wraith cannot hold more than 10 corpus, and

    this power does not work on other wraiths.

    ** Contact: Squires lust after objects and so they must learn to aid or hinder the user of special objects. To do this the wraith must

    have knowledge of how the object is used.

    System: The player rolls Wits + Repartition (Diff. 6, or the local shroud). Each success is added to or subtracted from the userssuccesses. Note: The wraith cannot add or subtract more successes than his rating in the appropriate ability. He may also apply the

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    Phantasm Revised

    By Brandon Quina ([email protected])

    Description

    This arcanos allows the wraith to manipulate the dreams of a mortal. Its users are known as Sandmen, and are fairly common.

    Arts

    Those are all suitable and I saw no need to change them.

    * Lucidy

    This art allows you to change portions of a mortals dream. Like a Ocean to a desert, a Calm day to a torrential downpour. Youroll Manipulation + Phantasm (difficulty 6)

    Cost: 2 Pathos

    ** Meld with Dreamer 

    This art allows you to enter into the dream of a mortal, and talk with him, or manipulate the dream. He will not remember most of the dream involving you unless you roll 4 successes, but it will be in his subconscious. Roll Charisma + Phantasm (difficulty equalto local shroud).

    Cost: 1 Pathos

    *** The Dreamsculpter 

    This art allows the wraith to totally script every piece of the mortals dream.

    You could completely control every aspect of it, throughout the entire dream. You must roll Manipulation + Phantasm (difficulty 8)

    Cost: 3 Pathos

    **** Agon

    This allows the wraith to rip a dreaming soul from its body; it is very painful, and harmful. Roll Strength + Phantasm (difficulty 8)

    Each Success causes one health level upon awakening.

    Cost: 3 Pathos and gain one Angst.

    ***** Phantasmagoria

    With this art the wraith may weave his pathos (And Corpus) into the stuff of dreamsculpting and illusions. This illusion cannotcause any real harm or impede a wraith unless corpus was spent. You can use this in the living world, provided you embody first.Roll Charisma + Phantasm (difficulty 8) Each success is how many successes are needed on a Perception + Alertness to seethrough your illusion. If you spend a Corpus level your illusion becomes quasi-real (and thus dangerous). For ever corpus levelyou spend the illusion can take one level of damage.

    Cost: 3 Pathos + 1 per turn.

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    Tectonics

    By Kabael ([email protected])

    Description

     All difficulties are equal to the local shroud, unless otherwise stated. Each level can be used both in the Skinlands andShadowlands, and in the Shadowlands the difficulty is 5+level of effect. Of course, some powers would be limited in theShadowlands; there is not much water or other fluids there.

    * Body of Wind

    Using this basic power, the wraith becomes used to creating a body out of materials and interacting with the physical world. Ona roll of Intelligence+Tectonics, the wraith can collect a quantity of air under his command. The effective dexterity equals thewraith^s own, but strength is limited to 1 dot, as is stamina when dealing with endurance. Any strong wind or big fan will dispersethe wraith^s wind. The body lasts for a number of turns equal to twice the number of successes. This effect costs 1 Pathos.

    ** Form of the Fluid

    The wraith is now able to control liquids to a limited extent, requiring a roll of Manipulation+Tectonics. Strength is now limited to2, as is Stamina, but Dexterity is again the wraith^s own. The total height of the fluid shape is limited to a human-like shape or the approxamite volume of a human 1 foot in height for every point of willpower the wraith has. The duration is 1 turn per success

    rolled. This is again 1 Pathos.

    *** Movement of Wood

    Not really limited to wood, the level 3 ability allows the wraith to collect bits of trash and refuse about him into a body, includingthings such as sticks and twigs and plastic, but nothing as strong as metal or stone. This requires a roll of Stregnth+Tectonics.Strength and Stamina max out at 3, but Dexterity does not. Maximum height is Willpower+successes in feet. Duration is 1 turnper success. Movement of Wood costs 2 Pathos.

    **** Shape of Steel and Stone

    The wraith can now warp and shape his surroundings into a body, not needing to use only loose objects. RollingStamina+Tectonics, the wraith can shape steel, stone, or similarly hard objects into whatever bodily shape desired. Strength andStamina are not limited, but Dexterity cannot exceed 3. Height is equal to Willpower+success+Stamina. The form lasts 1 turnper success and costs 3 Pathos per use.

    ***** Energy Existence

    The culmination of Tectonics, the wraith no longer needs physical obejcts for a body; he can now manipulate energy into acohesive form. Electricity, fire, magnetic fields, anything is possible. The one wraith who tried the harness the power of the atomwas never heard from again however, not even in the whispers of spectres. This power requires Wits+Tectonics to succeed.Strength is effectively 0, and Stamina is equal to the wraith^s, but usable only in resisting factors that would influence the energychosen. Electricity would provide the ability to shock like lightning, fire would burn, and magnetic fields can attract suitablemetals. Any damage caused by the form is the same as the mundane version. This effect lasts for 1 turn every 2 successes andtakes 4 Pathos to activate.

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    Telesthesia

    By Dan Coffin ([email protected]) with changes by Brandon Quina ([email protected])

    Psykers

    I developed this especially for my "B5" chronicle. The elite few with this Arcanos are still a guild (but not a guild by name) and

    have been absorbed into the Stygian military structure (like the Psi Corps in B5). Much like the Psi Corps, these few wraithsmight be the one thing that stand between Oblivion and victory.

    [Note: use of this arcanos causes your left palm to become filled with what looks to be a tattoo of deep space (i.e. stars, invarious colors). The more you use the arcanos the more stars.]

    Basic Abilities

    Guarded Thoughts: Before a wraith can learn to plumb the dark depths of an alien mind, he must first learn to master his own.

    Through meditation and mental exercices, a wraith can learn to structure his thought patterns and strengthen his willpower.

    System: To protect the character's mind from others' prying use of Telesthesia, the player rolls Wits + Telesthesia (opponent's

    level of Telesthesia). All difficulties of Empathy, Sense Deception, and Intimidation rolls against the character are increased bytwo.

    [Signal : You can send a short phrase to someone who you have eye contact with. You have no information about them, or their thoughts with them, merely silent one-way communication.

    System: No roll is required unless the target resists. If he d