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Note that all of these Arcanoi or Alternate Arts except Pyris were taken from other Wraith

supplements. Sadly, they are supplements this Storyteller mostly does not own. He could only
find abbreviated details on these powers, so extrapolated on those details to create them as
follows for possible use in the CoLA (or TUGs) game.
Remember that a wraith can go back and purchase arts of the same level as one already learned,
whether he learns a regular art or an alternate art first. Of course, a wraith often needs a tutor to
learn these more unusual artsand sometimes a willing tutor cannot be found for outsiders!
Most of these alternate arts could be found in the CoLA game, but gain Storyteller approval
before taking them at any time in your character creation or development.

Outrage
As usual, the difficulty of most Outrage arts is equal to the local Shroud.

* Affect Speed of Object


A Spook can slightly alter the velocity of an object in motion, whether that is an automobile, a
thrown ball (or knife), or even a speeding bullet. Living (or dead) creatures cannot be affected,
only inanimate objects.
System: This art costs 1 Pathos and demands a Dexterity+Outrage roll (difficulty of the Shroud
or 7, whichever is higher). Success enables the wraith to increase or decrease the speed of the
affected object a single interval. Multiple uses on the same object are cumulative, provided the
wraith has time to do so. Obviously, hastening or slowing a bullet twice is out of the question.
And while in-/decreasing a cars speed is plausible, the driver could always slow back down or
speed back up. At any rate, this translates at least to damage. Objects so affected inflict an extra
Health Level of damage or do one Health Level less. This art lasts until the object stops.

* AfterImage
A Spook may mark a Fetter, object, or place with a sign to show their presence. This is a literal
and physical marking that the wraith places on the object. Many Gangs may extensive use of this
art as graffiti.
System: AfterImage demands 1 Pathos and a roll of Strength+Expression (difficulty of the
Shroud). Each success determines the duration of a mark (of the wraiths design): each success is
a full 24-hours.

* Breath of the Grave


The Spook creates a small icy breeze across the Shroud. This wind cannot get stronger than 20
miles per hour. It can extinguish small flames and disturb the Quick, and thats about it.
System: This art demands 1 Pathos and a Stamina+Outrage roll (difficulty of the Shroud). The
wind gusts through the direction the wraith desires for about fifty feet, and then is spent. Small
flames (candles, lanterns, matches, possibly small camp fires) are extinguished.

** Rap
A Spook can nudge through the Shroud to knock over small objects and create a loud noise. Rap
is largely a sonic effect; the pressure that Outrage generates is what knocks small objects over.
Glass is liable to break if it falls from a height, as well as other measures of general chaos!
System: Rap requires a Strength+Outrage roll and 1 Pathos. Each success extends the circular
radius of a Rap by five feet. The loud noise can be startling but not deafening, unless someone
nearby has an exceptionally keen sense of hearing

** Recoil/Follow-Through
A Spook can either strengthen a firearms recoil, or lengthen the distance a projectile goes. This
art can be used on guns in the Skinlands or on Relic weapons. If the recoil is strengthened, the
users aim is thrown off. If the recoil is lessened, the wielder and weapons accuracy improves,
allowing a bullet to sail further and truer.
System: This art involves a Manipulation+Outrage roll (difficulty 8 if affecting a Relic/Artifact
weapon). For every two successes, a subjects Firearms dicepool increases or decreases by one.
Recoil/Follow-Through also costs 1 Pathos.

** Wrench in the Gears


A Spook may force something to move in another direction or stop altogether. This art works
equally well on either side of Shroud and on living or non-living (or dead) things.
System: Wrench in the Gears demands a Strength+Outrage roll (difficulty 6 if affecting the
Underworld strictly). The total successes become a special Strength score. This trait applies only
for one turn and to a single action. That action must be against a person or object with active
kinetic force involved, and must be applied in a simple reversal. That is, the wraith couldnt use
this art to levitate an automobile, but it could be used to make a speeding vehicle stop provided
the wraith has the required Strength now to do so. The Storyteller will have to adjudicate exact
requirements for any specific feat. A running child might only require 1 success, while a
speeding motorcycle would easily demand 7 or 8 successes! This art costs 2 Pathos.

*** Irresistible Force/Immovable Object

A Spook can apply force to an object to force it to move. Or she can summon gravity-like energy
to force it to stop in its place. This is essentially a stronger version of Wraithgrasp, allowing a
ghost to nudge things (or people) as well as freeze them in place.
System: Strength+Outrage is the roll for this art (difficulty 8 if affecting an Underworld target).
For each success, a subject can be pushed backwards five feet and knocked prone (if on the
ground to start with). Or the subject can be rooted in place, unable to move for one turn per
success. A creature can resist either version of this art with a Willpower roll (difficulty 7). This
art also costs 2 Pathos and earns the wraith 1 Angst.

**** Bilocation
A Spook can affect the Skinlands and Shadowlands simultaneously with his Outrage arts. This
doesnt let the wraith affect multiple targets with an art unless the art already allows it. For
example, Bilocation could be used in conjunction with Stonehand Punch. It couldnt be used to
strike two different targets on either side of the Shroud. But it could be used to smash in the wall
of a Haunt if that building still has a Skinlands counterpart.
System: Bilocation requires a Wits+Outrage roll and the expenditure of 1 Willpower and 1
Pathos. These costs are in addition to whatever she might pay for the use of a conjunctional art.
Bilocation must be rolled and paid for each turn he wishes to use it.

**** Shroudshield
A Spook may fling themselves through the Shroud at breakneck speed. This doesnt get the
wraith back in the Skinlands permanently. It just lets her rip through and raise hell in the process.
Its also a handy way to hurtle oneself at (or away from) an enemy.
System: Shroudshield requires a Stamina+Outrage roll and 2 Pathos. For each success, the
wraith travels thirty feet in a straight direction through the Skinlands, always ending up back in
the Shadowlands. He whisks at a blurring high speed, but this art can nonetheless evoke the Fog
in mortal viewers. Especially if the Shroudshielding wraith screams bloody murder on the ride
(and most Spooks would!).

***** Batter the Storm


This powerful art is, in Stygias opinion at least, one of the only saving graces of Outrage. By
summoning up the wraiths full fury, he can unleash it all on a roiling Maelstrom, weakening the
storm winds with awe-inspiring power.
System: Batter the Storm demands a Strength+Outrage roll (difficulty of the Maelstroms rating
+6). If successful, the Maelstrom is reduced one level. A Level 1 Maelstrom would be blown out.
Only Level 5 Maelstroms cannot be affected. Furthermore, Batter the Storm can only be used
once on any given Maelstrom by any wraith. This potent art demands 5 Pathos and 3 Willpower.

***** Center of Gravity

A Spook may make an object or small area the center of gravity in a place instead of the
distributed equilibrium normally found in the world (and even the Shadowlands). This has the
effect of drawing everything towards the area as much as the floor draws a penny flipped into the
air. And should that new center of gravity be an object or area of particular hazard...
System: This art works fine in the Skinlands or Shadowlands, but not the Tempest (except on
certain Far Shores). The wraith selects one object (no greater in mass than a half-ton) or area (no
greater in area than 100 square feet). The player then rolls Charisma+Outrage (difficulty 8). Each
success transforms that selected object or place into the new center of gravity in a 100-foot
radius for one turn, and all unsecured things and people are swiftly drawn toward the object.
People arent sucked instantly towards the object, instead pulled at their own normal walking
speed; objects fly instantly towards the spot. Characters can resist with a Willpower roll
(difficulty 8) and must best the wraiths roll. For every success less than the wraiths total, the
victim is drawn for that many turns. The effects of landing on the object is up to the
Storyteller. This art costs 3 Pathos to enact.

***** Corsican Syndrome


A Spook can transfer damage dealt to one of his Fetters to the wraith's own Corpus, and vice
versa. The Fetter must be attuned to Outrage (typically with Wraithgrasp or the like). Normally,
the wraith must be near the Fetter he wishes to channel. But Lifeweb can overcome that barrier.
System: To enact this art, roll Stamina+Outrage (difficulty of the Fetters level +3). Each
success lets the wraith channel damage inflicted upon the Fetter to his own Corpus. This damage
unfortunately translates as aggravated damage, but it can be soaked. Alternatively, he can
channel damage he takes (aggravated or otherwise) to the Fetter. In addition to possibly
destroying the Fetter, each Health Level it sustains also permanently lowers the Fetters rating.
This art costs 3 Pathos and earns the wraith 3 Angst this isnt some kind of short cut to
Transcendence.

***** Furious Spiral


This allows a Spook to create a poltergeist-type effect in a room. Although similar in purpose to
Pandemonium, this is pure psychokinesis. Multiple objects can be levitated and juggled
through the air. Though only rough control is possible, the wraith can whirl about dozens of
(potentially dangerous) items, creating a spiral of debris and personals in any room or area.
Though this art can function in the Underworld, it is decidedly less effective. There arent so
many Relics to go around, after all.
System: This art demands a Dexterity+Outrage roll. Objects weighing no more than what the
wraiths unmodified Strength allows (as per the Feats of Strength chart on Wraith, page 239)
can be lifted and moved about in the air roughly. Precise manipulation cannot be done. The
wraith could cause a computer monitor to whoosh around the office, but typing up an e-mail is
out of the question. For each success on the roll, one object can be manipulated at the same time.

Occasionally, invocation of these effects evokes the Fog in mortal viewers. This art costs 4
Pathos and earns 1 Angst.

Pandemonium
Like the book says, Pandemonium rolls difficulties are usually equal to the local Shroud levels.
Also, most Pandemonium arts affect the Fog on mortals.

* Scripture
A Haunter may communicate by writing with their Corpus. The ghost is only as limited as
Corpus he has to burn for Scripture. It manifests as ghostly, ethereal marks wherever the wraith
chooses.
System: The player rolls Charisma+Pandemonium and spends 1 Corpus per (average) sentence.

* Wild Bloom
A Haunter can cause a small, withered garden to grow anywhere. This garden can appear like
overgrown wild flora or a patio box display or a traditional lawn gardenwhichever the wraith
prefers. But the flowers are all dead and crumble into dust (which in turn disintegrates to
nothingness) in a matter of minutes.
System: This art demands an Intelligence+Pandemonium roll and 1 Pathos. Each success gives
the garden a minute of life. The flowers created have no botanical value whatsoever.

** Bite Me
A Haunter may create realistic-looking (but foul tasting) food with their Corpus. Anything the
wraith may desire can be made, from Big Macs to caviar. Of course, it has no nutritional value
and in fact tastes awful.
System: The wraith must roll Charisma+Pandemonium and spend 1 Pathos. Each success lets
the wraith prepare another dish of his choosing. This food lasts for one hour before fading
back into ethereal nothingness.

** Fooled You

A Haunter may distort the distance an object appears to be at. A person might glance in his side
view mirror and see someone tailgating him when the other driver is actually a dozens of feet
behind. A person might reach out to carefully admire a Faberge eggand bump his hand
clumsily into it, knocking it to the floor, and infuriating its wealthy owner.
System: The wraith chooses a single target and a single object whose distance he distorts. He
rolls Manipulation+Pandemonium (difficulty of the targets Willpower). Each success lets him
warp the victims perception of distance by an increment of about five feet. This art costs 1
Pathos and earns the wraith 1 Angst, too.

** Haunting
A Haunter may call on the Wylding to create strange effects in the Skinlands. This art allows for
a variety of minor but useful acts of ghostly prestidigitation. Small motes of light can be
summoned to float or dance. Muted sounds, such as soft moans or distant screams or gentle
tingles of bells whatever the wraith may desire can be heard in the area. Finally, the Haunter
can evoke unpleasant and ghastly smells to further torment the Quick. All of these effects can be
summoned at once, completing a minor but effective haunting.
System: Haunting demands a Wits+Pandemonium roll and 3 Pathos. For each success, for one
turn the wraith can evoke any minor effects desired so long as they stay in line with the samples
above. Though these effects cannot do any harm, they can inflict the Fog on the Quick.

*** Stretching Reality


A Haunter can distort distances further, such as along hallways or roads. Not only does the
victim misjudge the distance between himself and any given object or area, his perception of
how long it takes to get there is distorted. This is how wraiths can summon the ol endless
hallway torment on those that offend them.
System: The wraith needs a Manipulation+Pandemonium roll (difficulty of the victims
Willpower). For each success, the victim suffers this arts effects for one turn. During that time,
all travel from his starting point to his goal is warped. Wherever he wishes to go, it seems as if
hes gained no distance, as if the location is miles away. This is frustrating and disconcerting to
say the least, and works as a wonderful way to stall someone. However, victims do get a onetime resistance roll (Perception+Awareness, difficulty 7). The art costs 2 Pathos and earns the
wraith 1 Angst.

*** Wyldfire
This allows a Haunter to conjure up a Wylding-fueled flame that damages spectres. Similar to
Pyris, the Haunter can actually create barrow-flame at least ghostly fires that resemble it.

Theyre much weirder, however, in the way they dance and flicker erratically. Indeed, normal
wraiths find that they have no heat at all. To spectres, however, Wyldfire burns hotter than hell.
System: This art requires an Intelligence+Pandemonium roll (difficulty 7). Success summons a
burst of blue flames that only harm spectres (including Doppelgangers). Striking an enemy with
the Wyldfire demands a Perception+Melee roll (difficulty 7); the fire can be dodged. If the dodge
fails, the target suffers one level of aggravated damage per success on the initial roll. Wyldfire
costs 2 Pathos per burst.

**** Form of Chaos


A Haunter can make a rough humanoid form out of what appear to be foul objects (such as
blood, maggots, insects, etc.). He doesnt need such materials to enact this appearance. The Form
of Chaos moves at the Haunters direction and can even attack, though the wounds it inflicts are
largely psychological in nature.
System: Creating a Form of Chaos demands an Intelligence+Pandemonium roll (difficulty of the
Shroud +3) and 3 Pathos. Mortal viewers would be affected by the Fog. The creature can
attack (as the character directs) with half the wraiths dicepools and inflicts 2 dice of damage per
hit. This is considered lethal, but manifests largely as psychological damage (brain trauma). Each
success lets a Form of Chaos stay manifest for another turn. This art also earns the wraith 1
Angst.

**** Stigmata
A Haunter may create the appearance of bleeding wounds on their target. This art has fallen out
of popularity in the modern age. No longer would a victim suffer social repercussions for
appearing to have stigmata. Nonetheless, many a Haunter Gaunt knows this art and use it to
torment mortals as they see fit. Stigmata does no actual harm but the blood feels real enough.
System: A Strength+Pandemonium roll is made (difficulty of the victims Willpower) and 1
Pathos spent. The target immediately appears to bleed from multiple wounds of the wraiths
design, though suffers no actual harm. Of course, it is incredibly freakish (Fog-inspiring) and
disconcerting. A victim suffer a +2 difficulty to all rolls while affected.

**** Tumorous Growth


A Haunter can cause a benign growth in a mortal. He cannot actually give a mortal cancer, but a
growth can cause quite an upset in the persons life. Medical tests, stress, and blood pressure
all sail through the roof as the victim tries to make sure it is in fact benign.
System: The player rolls Intelligence+Pandemonium (difficulty of the victims Stamina +3).
This growth can be directed anywhere on the persons body and may be mistaken for cancer until

properly diagnosed, tested, and later removed. Tumorous Growth costs 1 Pathos and earns the
ghost 1 Angst.

***** Death's Caul


A Haunter may use part of his Corpus to create a "caul" over the face of a mortal. A mortal so
affected instantly passes into a helpless comatose state so still he is mistaken for dead even under
the most ardent medical examinations. Sadly, if such examinations involve autopsies, the mortal
will die for sure. In fact, as soon as harm is visited on the dead man, the spell is broken and the
mortal is snapped back to life. This art has numerous applications, ranging from mischief to
intrigue. Furthermore, the victim is in a dream-like state, and therefore subject to Phantasm. This
art can be used on supernatural beings, too. Vampires who are affected enter torpor instead.
System: Deaths Caul demands an Intelligence+Pandemonium roll (difficulty of the victims
Willpower or the Shroud, whichever is higher). The wraith must also spend 5 Pathos, 3
temporary Corpus, and accept 1 Angst. The victim can resist with a Willpower roll (difficulty 6).
For each success after the targets resistance roll, the mortal falls into this coma-like state for 24
hours.

***** Maelstrom Erasure


This penultimate use of Pandemonium summons the greatest likeness of pure chaos into both the
Shadowlands and Skinlands: a Maelstrom. This terrible art shows no mercy to any caught in the
storms path, including the Haunter bold enough to summon it. This Maelstrom never has
spectres riding it, and never gets above the weakest of Tempest storms. Nonetheless, it can wreak
havoc on all, razing the Quick and the Dead alike.
System: This powerful art demands a Stamina+Pandemonium roll and 5 Pathos. It also earns the
wraith 4 Angst. Each success gives the summoned storm a duration of one turn. The (Level 1)
Maelstrom brews up out of nowhere and beats down on both the Shadowlands and the local
Skinlands in a radius of 100 yards. Everything present, living, dead, or non-living all suffer one
Health Level of aggravated damage per turn. Excessive use of this art has known to attract
terrible enemies. More than one careless Haunter has been carried away by the Mourners or
hewed down by an irritated Ferryman.

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