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New Arcanoi

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.

**** Tempest Run


A Harbinger can ride natural currents and winds to keep ahead of a Maelstrom. This allows the
ghost to elude such malevolence and warn those ahead. Sadly, it does not protect the Harbinger
from any Shades that get ahead of themselves in the Maelstrom winds.
System: This art demands a Dexterity+Argos roll (difficulty 8) and 1 Pathos per turn. Each turn,
the wraith soars a good two hundred yards ahead of any Maelstrom. This art does not work
without a Maelstrom, however.

**** 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.

***** Maelstrom Bridge


This terrible art lets a wraith summon the Tempest into the Shadowlands and even the Skinlands.
Naturally, this sort of terror is a vicious way to wreak revenge on ones enemies. The Maelstrom
that can be summoned is not large, probably because it is artificially summoned. Nonetheless,
it is frightening right down to the heart of ones soul.
System: This demands a Strength+Argos roll. The difficulty is equal to the local Shroud +3, and
if that exceeds 10 this art cannot be used in that area. A price of 5 Pathos must be paid. A small
(Level 1) and localized Maelstrom rips up out of the Tempest and terrorizes not only the
Shadowlands but the Skinlands. The effects in the Shadowlands are as per normal. In the
Skinlands, the Quick instead face unspeakable horror and are hit full on by the Fog. Treat

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.

***** Moving Haunt


A Harbinger can turn a mobile object, such as a car, ship, or train into a Haunt. This provides a
moving source of both transportation, rest, and protection even when traveling through the
Tempest.
System: First, of course, the wraith must have access to a relic or artifact vehicle. Then he must
attune himself to it with Argos (while driving it). When the bond is ready to be finalized, the
wraith sacrifices one point of permanent Corpus and rolls Strength+Argos (difficulty 6). The
object becomes a Haunt with one level of value per 2 successes scored.

***** 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

permanent and can be recognized by anyone with knowledge of Castigate.

** Wrestle the Devil


A Pardoner can force their Shadow to give them help on demand. Unlike Coax, which focuses on
Shadow Dice, Wrestle the Devil lets the wraith try and force her Shadow to offer useful Thorns
on demand. Of course, Thorns have their own cost to pay
System: This demands a Manipulation+Castigate roll (difficulty 6) and 1 Pathos. If successful,
the wraith can use any one of her own Thorns (that she knows about). Note that if the Thorn has
an Angst cost, it becomes a Pathos cost instead. Additionally, the wraith takes a temporary point
of Angst each time this art is used.

** 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.

*** Storm Quell


A Pardoner can call on their Shadow to help them when facing spectres during a Maelstrom.
Though this is no easy task, it provides powerful protection against the most dangerous parts of a
spectre attack: their corrupting wiles. Unfortunately, Storm Quell only works during a
Maelstrom. Its the chaos of the storm that the Pardoner takes advantage of when convincing his
Shadow to assist.
System: The wraith rolls Stamina+Castigate (difficulty 5 + the level of the Maelstrom). Each
success acts as a counter-measure against all spectral attempts to affect the wraiths mind and
soul, subtracting as many dice from all spectres dice pools when affecting the Pardoner. So with
4 successes on this art, a spectre would need 5 or more to use Larceny or some other Dark
Arcanos against the Pardoner. This doesnt prevent Shades (a common spectre found in any
Maelstrom) from ripping the wraith from corporeal limb to limb, however! Storm Quell demands
3 Pathos and earns the ghost 1 Angst. But its effects last for the entire scene.

*** Transfer Angst


A Pardoner can temporarily hold Angst in herself until it can be transferred to an appropriate
storage place. Appropriate storage place demands a Relic, so this is not a cheap art. But what
are a few material things in exchange for purifying ones soul?
System: This art demands a Wits+Castigate roll (difficulty equal to the wraiths own permanent
Angst score +2, maximum 10). This also requires a Relic of appropriate value. For every two
successes, the wraith may transfer one point of temporary Angst (up to the maximum of current
Angst) to that Relic. However, the Relics value (level) must equal the amount of Angst the

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.

**** Mass Chastisement


This art lets a Pardoner Purify several wraiths at the same time.
System: The roll is the same as for Purify. However, a number of wraiths up to the Pardoners
current Willpower can be affected. Only one roll is needed: the roll is compared to each target
wraiths Angst score individually.

**** Purity Bulwark


Whereas Housecleaning can banish spectres, Purity Bulwark can seal an entire area from the
terrible effects of a Maelstrom and its dark riders. The lesser (Basic Ability) Bulwark enables a
wraith only to protect those he can touch. This art lets the Pardoner protect an entire area.
System: The wraith rolls Stamina+Castigate (difficulty equals the Maelstroms rating +2). Each
success provides a turn of protection, which deflects the winds of the storm and hides the area
(and those in it) from the eyes of spectres. Spectres simply overlook the area (a 10 foot by 10
foot area). Those spectres inside the area are shunted out unless they can beat the Pardoners roll
with a Being check (difficulty equals the Pardoners Willpower). Doppelgangers are unaffected.
This art demands 3 Pathos and lasts one scene.

**** Shadow Screen


A Pardoner can hide thoughts and memories from his own Shadow. This makes it very difficult
for even the most cunning Shadow to manipulate the Psyche.
System: A roll of Manipulation+Castigate (difficulty of the wraiths own permanent Angst) is
made. Each success hides the characters mind from its dark side for one turn. During that time,
the Shadow can still use Thorns. But all rolls that the Shadow makes (including Catharsis
checks) are performed at a +3 difficulty. This art costs 3 Pathos and cannot be used during
Harrowings.

**** Spectral Lash


Through Spectral Lash, a Pardoner can not only drive spectres away, but injure them dearly for
their troubles. Of course, wraiths that display this sort of raw power often end up marking
themselves as prime targets for spectral gang-ups!
System: To use Spectral Lash, a wraith rolls Strength+Castigate (difficulty 7). Any single
spectre in sight immediately suffers a number of levels of aggravated damage equal to the
successes. The spectre cannot soak this damage except with Being (difficulty 7).

***** Shadow Summons


This art allows a Pardoner to pull a wraiths Shadow to the front of their personality and fight or
speak with it directly. This isnt the same as Catharis, but instead a controlled and more powerful
form of Purify.
System: A Charisma+Castigate roll (difficulty of the subjects permanent Angst score) is made.
The subject loses 1 Corpus from the raw force of the spiritual twister. But for each success he
loses one point of temporary Angst. Furthermore, the Pardoner can weaken the Shadows Dark
Passions. For every three successes, a single Dark Passion is permanently reduced by one.
Shadow Summons can be used on another wraith but once per month. It costs 1 Pathos plus 1 per
success.

***** Shadow Wrack


The opposite of Shadow Summons, this art lets a Pardoner strip a spectre of Angst and pull the
Psyche to the fore of its personality. Then the wraith can confront the spectre on even ground and
give its Psyche some good encouragement.
System: A Charisma+Castigate roll (difficulty of the spectres Being score) is made. The subject
loses 1 Corpus from the raw force of the spiritual twister. But for each success he loses one point
of temporary Angst. Furthermore, the Pardoner can strengthen the Psyches Passions. For every
three successes, a single Passion is increased by one. Shadow Wrack can be used on a specific
spectre but once per month. It costs 1 Pathos plus 1 per success.

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

easily saturate the Angst of ones Shadow, too.


System: This requires a Perception+Embody roll to extend one of the wraiths five senses. In
addition to the real life likeness, this art lets a wraith eavesdrop on the Skinlands one way or
the other while devoting most of his focus still to the Shadowlands.

*** Shadow Presence


This allows a Proctor to manifest more fully than with Phantom by allowing for more life-like
effects such as casting shadows. The figure that manifests is still translucent and unmistakable as
anything but a ghost. But in enough light, the wraith can be mistaken for a living person. Her
ghostly figure commands more presence and energy (vibes). Of course, it doesnt take much
effort to appear terrifying (and invoke the Fog).
System: Roll Charisma+Embody. The wraith manifests for one turn per success. She can
frighten onlookers the same way as described under Phantom. She can also pose as a living
person in a dark or nearly dark environment. This requires a Manipulation+Subterfuge roll.

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.

* Sensing the Strands


An Oracle can read an object and determine who used it and how it was used. Known to psychic
mortals as psychometry, the wraith gains impression from an object (Relic or Artifact, or even
real if shes Embodied) that can make the Oracle an expert detective.
System: Spend 1 Pathos and roll Perception+Empathy (difficulty 8). Each success garners useful
information. With 1 success, the wraith gets a brief flash of the face of whoever last used the
object. With 2 successes, the wraith gets an image of how the object was used, too. With 3

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).

*** Fate's Hand Apparent


An Oracle can detect the death of a mortal that Fate has chosen. This art allowed the Oracles of
the Legions to help their lords and ladies gather more souls. However, Fate does not favor
Stygiaor any one nation or organization. The art manifests as a sudden flash or vision
involving the fallen mortals death and fate.
System: This demands a Perception+Fatalism roll (difficulty 8) anytime the Storyteller wishes to
alert the character about a particular soul. Mainly, this art is for learning of important Storyteller
hooks. But it does give the wraith an idea of where to find the Caul of this recently dead mortal
(at least what general area of the Shadowlands).

*** Pulling Strings


An Oracle may make small changes in the Web of Fate. This appears to manifest as good or bad
luck. Unfortunately, the Oracle has little control over who is affected by that luck. When
manipulating the Web of Fate, she is affecting the grand scheme of things in minute ways not
specific individuals who may or may not be involved. In short, the wraith chooses a specific
conflict (current or upcoming, such as the election of a new Anacreon or an impending invasion).

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.

***** Eldritch Awareness


An Oracle may become aware of Fate as it relates to the Ladies of Fate. Like Fates Hand
Apparent, this art cues the Oracle into specific events. In this case, it connects to the Ladies of
Fate and their powerful relationship to (and over) Stygia. Consequently, an Oracle with this art
becomes aware of most of the kingdoms every major action.
System: This demands an Intelligence+Fatalism roll (difficulty 9) anytime the Storyteller wishes
to alert the character about a particular event. Mainly, this art is for learning of important
Storyteller hooks. But it does give the wraith an idea of general Stygian intrigue, local or
otherwise.

***** 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.

**** Racing Corruption


This art allows the corrupting effect of Decay to affect a wider area, but with less damage. With
repeated applications of Racing Corruption, an Alchemist could crumble the timbers of a roof or
cause a car to collapse in a mass of corrosion. As with Rot and Decay, this art can be used to
create Relics. However, this art can create entire Haunts instead of Relics!
System: Whereas Decay must be focused on a single object, Racing Corruption affects a base
area of twenty square feet. The wraith spends 4 Pathos and 1 Willpower; botching the roll wastes
the energy and grants the wraith 2 Angst. The player rolls Stamina+Flux (difficulty of the Shroud
plus any modifiers the Storyteller may assign for the structural integrity of the objects to be
affected). Racing Corruption can only affect one general type of material at a time (wood or
metal). Each success on the roll extends the volume of matter that this power affects. One
success, for example, would cause a garden shed to suffer dry rot in the roof. Five successes
would make it so rotten that a slight breeze could blow it down.

***** Lapis Philosophorum


This ultimate art of Alchemy involves the physical transmutation of matters properties. Only a

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.

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