Beruflich Dokumente
Kultur Dokumente
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.
Argos
Basic Abilities
Holding Pattern: With this Basic Ability, a Harbinger can extend the duration of any Argos arts
that has duration beyond instantaneous effects. This includes Enshroud, Phantom Wings, and
even Oubliette. Roll Stamina+Argos (difficulty 8) and spend 1 Pathos. Each success adds 1
additional turn to the duration of the effect.
Maelstrom Navigation: This allows a Harbinger to safely navigate the Shadowlands during
hazardous conditions. Similar to Orienteering, Maelstrom Navigation lets the wraith avoid
brewing Maelstrom storms, Plasmic entities, and other dangers. This requires a
Perception+Survival roll (difficulty 8). Each success lets the wraith (and whoever she may guide)
safely around such hazards for a scene.
** Return
Similar to the more advanced art of Jump, this art lets the wraith instantly teleport from his
current location to a specific one. That point must be his Haunt. It cannot be any Haunt. It must
be the Haunt he (and/or his Circle) uses and has Slumbered in at least once. This art works from
almost anywhere in the Underworld save the Labyrinth.
System: A roll of Stamina+Argos is necessary (difficulty 7) as well as the expenditure of 3
Pathos. The more successes rolled, the faster the travel. The wraith can only transport himself.
** Storm Robes
With this alternate art, a Harbinger can create protective robes that ward off Maelstrom effects.
Weaving the Tempest itself like a cloak around her Corpus, the wraith can weather almost any
storm.
System: Roll Stamina+Argos (difficulty 7), spend 1 Corpus and 1 Pathos. Each success provides
one level of armor against the winds of a Maelstrom and the attacks of any spectres riding the
storm. The wraith must be Incorporeal to use this art.
**** Travel
A Harbinger may manipulate the metaphysical shortcuts through the Tempest known as Byways.
Essentially an advanced form of Orienteering, this enables a wraith to soar along Byways at
breakneck speeds. It does not ensure, however, that the Byways go where the wraith expects
them. Byways can change or even be damaged. Luckily, Travel this way is fast enough to elude
most spectral ambushes. All passersby see is a ghostly blur.
System: This art requires a Wits+Argos (difficulty 8) roll and 5 Pathos. Each success cuts travel
time to nearly anywhere in the Underworld by 100%. So with 4 successes, a wraith could travel
from the necropolis of Boston to Los Angeles in about one day.
otherwise as a small storm of hurricane force. Note that spectres do not ride these Maelstrom
Bridges; they do not even know about them. Usually This art also grants the wraith 4 points of
temporary Angst.
***** Roadblock
While Harbingers are renowned for their ability to transverse the Tempest, this nefarious arts lets
such a wraith prevent others from doing the same. This actually shuts down Byways, causing the
Tempest to temporarily curtain their presence and make them no different than any other part of
the Sea of Shadows.
System: This demands a Strength+Argos roll (difficulty 9). Each success shuts down any single
Byway for one turn. Anyone traveling on the road is shunted off in one direction. The direction
is random unless the victim succeeds on a Willpower roll (difficulty 6). If successful, the victim
can choose which way to be shunted. A botched Willpower roll leaves a victim stranded on the
roadnow effectively in the middle of the Tempest.
Castigate
* Attunement
A Pardoner may mark certain Spectres to make them easier to work with in future Castigation
attempts. This places a mystical sigil to appear on the spectres head, which Moliate cannot
conceal.
System: A roll of Strength+Castigate (difficulty equal to the spectres Being) is needed, plus the
expenditure of 3 Pathos. Note that marking most spectres means little, since few try to hide their
true natures. But this can ruin a Doppelgangers career of evil (of course, if the Pardoner
discovered the Doppelganger in the first place, it pretty much already was ruined). The mark is
** Bolster
A Pardoner may harness their Shadow to resist an interrogation. Also a favorite technique of
Renegades, this can directly oppose Castigate arts (including Confession; see below).
System: This demands a Willpower roll (difficulty 7). Each success counters out the successes
of those trying to interrogate or intimidate the wraith. This also counters out successes earned
from Arcanoi-based methods of interrogation. Once activated, Bolster lasts for one scene. But it
does infect the wraith with two points of temporary Angst.
** Confession
A Pardoner can extract information from a wraith rather than their Shadow. Obviously, this is a
fantastic way to interrogate someone.
System: The wraith makes a Perception+Castigate roll (difficulty of the targets Willpower). The
target gets an opposed roll to resist: Willpower (difficulty of the Pardoners Willpower). For
each success, the wraith can wheedle out one questions worth of information from the target.
Any questions can be asked and the victim must answer fairly truthfully. But he can indulge in
cryptic replies or half-truths. Confession costs 1 Pathos to use and earns the wraith 1 temporary
Angst.
** Faustian Rapport
Establishing a Faustian Rapport can help a Pardoner understand a Shadow and make Purify
easier. Whereas Dark Secrets covers any aspect in general about a Shadow, Faustian Rapport
focuses on a Shadows Dark Passions especially.
System: The system works exactly like Dark Secrets, except the difficulty of the roll is 5
(provided the subject is willing; equal to his Willpower if not). The Shadow can (and would) still
resist with an Angst roll. For every two successes, the Pardoner learns more about the targets
Dark Passions. This also translates as providing a 1 difficulty to the roll of Purify per two
successes. Faustian Rapport costs 1 Pathos and gives the user 1 Angst.
** Mask Castigation
A Pardoner may look behind a wraith's mask or Moliated form to determine who is truly before
them. While ordinary wraiths are easily fooled by such disguises, this art pierces them readily.
System: The character rolls Perception+Empathy (difficulty equal to the targets Willpower) and
spends 1 Pathos. Success lets the wraith disconnect the mask or Moliated disguise from the real
identity beneath. That is, the character can tell if someone is disguised or not, even if they dont
really know the person.
** Momentary Lucidity
A Pardoner can force a spectre to make a Catharsis check with this art that the soldiers of
Oblivion fear and hate.
System: To use Momentary Lucidity, the wraith must roll Manipulation+Castigate (difficulty
equal to the spectres Being). The spectre can resist with a roll of his current Angst (difficulty 6).
This art costs 2 Pathos.
wraith wishes to channel. He must also spend 1 Pathos per Angst point to be transferred. Once
the relics value is met, it crumbles into plasmic dust Obliviated, so it is thought. Other wraiths
say such relics become dark versions of themselves and fall into the hands of spectres.
Embody
As usual for Embody, all rolls are equal to the local Shroud rating.
Basic Abilities
Sense Embodiment: A Proctor can tell if another person is a wraith Embodied. This requires a
Perception+Embody roll.
* Taste of Life
This art enables a Proctor to extend a single sensory perception fully across the Shroud. While a
wraiths Sharpened Senses lets a ghost experience perceptions from an enhanced view, its still
behind the Shroud. With Taste of Life, the Proctor can experience a sensory stimulant as if he
were alive again. This can feed a wraiths Passions handily, though its fleeting bliss can just as
Fatalism
* Distant Visions
An Oracle may clearly see what actions are going on around them. A favorite of the classically
blind oracles, this art lets the wraith see in total darkness or other obscuration (such as
Tempest winds).
System: The wraith must spend 2 Pathos to activate Distant Visions. He then gains a mystic
sense that cannot be foiled by lack of sight or hearing, though it only extends out to a 10-foot
radius. However, he suffers a 5 penalty to all Initiative rolls. Being clairvoyant and being able
to react to ones clairvoyance as easily as ones normal senses are two different ball games.
successes, the wraith gets a good idea of the identity of the person on top of the other
information. With 4 successes, the wraith can tell how long ago the object was last used, and
with 5 successes she gains an intuitive understanding of the driving Passion behind the items
last use.
** A Quick Read
Similar to Interpretation, this art lets the Oracle perform a quicker read on one of the Quick.
However, only one prop will do and cannot be substituted: it must be a Relic that once held
importance to the living person to be read.
System: Similar to Interpretation, this art lets the Oracle perform a quicker read on one of the
Quick. However, only one prop will do and cannot be substituted: it must be a Relic that once
held importance to the living person to be read.
** Malocchio
An Oracle may mark another with an "evil eye" that only other wraiths skilled in Fatalism can
read or remove. The victim suffers bad luck and is considered black marked by the entire Oracle
Guild.
System: This art demands a Manipulation+Fatalism roll (difficulty of the subjects Willpower).
If successful, the victim suffers +1 difficulty to all rolls for 24 hours. This can be removed earlier
if a wraith with a level in Fatalism equal to or higher than the curse-inflicting wraith makes this
same roll and exceeds the cursers successes. This art costs 2 Pathos and gives the wraith 1 Angst
(the reversal costs 1 Pathos only).
Everyone involved on the side the Oracle favors receives better fortunes; everyone involved on
the opposite side suffers as Fate works against them. The trouble with this art then is that if the
opposite side has an Oracle of their own, the effects may cancel out. Fortunately, that rarely
happensbecause the Oracles keep this art a secret from outsiders.
System: Though potent and wide in scope, the Oracle has no real control over Fate. She simply
unleashes it. This demands a Wits+Fatalism roll (difficulty 9). The side she favors gains a 1
difficulty to all rolls in a single turn. The side she disfavors suffers a +1 difficulty to all rolls in a
single turn. When those moments come is up to the Storyteller. This art demands 3 Pathos and
earns the wraith 2 Angst. This art is one of the more dangerous arts to fool around with. Botching
usually dooms the would-be manipulator of Fate.
**** Tangles
An Oracle may twist, tangle, or knot another's Thread of Fate. Where Pulling Strings lets an
Oracle affect a large group or groups in a broad and uncontrolled manner, Tangles lets the wraith
manipulate a single subjects future with powerful and direct consequences. Used against those
that displease the Oracles the most, this art can ruin any ghost. Consequently, the secret of
Tangles is a well-kept secret among the Oracles.
System: This art demands a Strength+Fatalism roll (difficulty of the subjects Willpower). The
subject may roll Willpower (difficulty of the wraiths Willpower) to resist. For each success, the
victim will botch a single roll (any roll!), no more than once per 24 hours, until all successes are
spent. The art costs 2 Pathos and earns the wraith 3 Angst. Botching always dooms the would-be
manipulator to a similar or worse fate.
***** Ensnare
An Oracle can tangle a person's threads to the point they no longer control their own destiny.
This ultimate expression of fatalistic control can change the course of a subjects life (or
afterlife). Of course, its use is never taken lightly, and it is kept as a Guild secret.
System: This powerful art demands a Wits+Fatalism roll (difficulty of the subjects Willpower
+2, maximum 10). Each success lets the wraith play with the subjects Passions. She can
increase one Passion by decreasing another or even start a new Passion. The wraiths total points
cannot be affected, but they can be moved around entirely! An unintentional (?) side effect of
this art is the reshuffling of a wraiths Dark Passions, too. However, the wraith cannot control
how the Dark Passions change. Affecting the Quick is possible but has less impact, since their
Passions arent usually as well-defined. The changes wrought with this art are permanent. It
costs the wraith 5 Pathos, 2 Willpower, and earns the wraith 5 Angst.
Flux
*** Disease
An Alchemist can give a living person a mild illness with Disease. By affecting the most minute
objects around a person, he can cause them to grow mold that emits sickening spores. A victim
ends up nauseous and dizzy, though it passes like a 24-hour stomach bug.
System: Disease requires an Intelligence+Flux roll (difficulty of the Shroud). The victim can
resist with a Stamina roll (difficulty 6). If the victims roll fails, he suffers a 3-dice penalty for
about 24 hours as a result of nausea, cramps, dizziness, and general malaise.
few old Alchemists know the secrets of this art. With it, a block of lead can be turned into gold.
A 4x4 timber can be transformed into a slender bamboo reed. Granite can be turned into muddy
slush. Water can be changed into wine. Whatever the wraith can imagine, limited only by
conceptual property organization, is possible with Lapis Philosophorum.
System: This powerful art lets a wraith affect materials in the Skinlands on an atomic level.
Metals can be changed into other metals, (dead) vegetation into other vegetation, water to wine,
and stone to other varieties of stone. Indeed, even precious metals and gems can be created from
lead and coal (for starters). Of course, of what use do the Dead have with Skinlands wealth?
Regardless of the transformation, the cost and roll is the same. The wraith must roll
Intelligence+Flux (difficulty 9; this difficulty cannot be altered by any modifiers whatsoever!).
He must also spend 5 Pathos and 3 points of Willpower. The roll limits the volume and mass of
material that he can transmute. Each success permits up to one pound of material to be changed.