The Complete Arcanoi Handbook
an Update for Live Action Oblivion
Compiled by Jason D. Brandon
and Matthew Wander
The Oblivion book, published by White Wolf, was an attempt to convert the game Wraith: the Oblivion to the Mind's Eye Theater system of Live Action role-playing. As such, it was an adequate system, but had some inherent flaws, and as such was often too vague in places and incompatible with the Mind's Eye Theater in others. Having thoroughly play tested the game Oblivion, the following update is offered. This update takes into account the various sourcebooks White Wolf has published for Wraith: the Oblivion, and any mention herein to said products is not meant in any way as a challenge to the White Wolf Publishing Company.
Retests
In the case of each arcanos, only one retest is given. This is both for ease of remembrance and for simplicity's sake, and it has been discovered that these retests work out surprisingly well.
Guild Marks
The arcanoi of the dead leave an unmistakable impression upon their practitioner. Thus harbingers develop black eyes, spooks "bulk up", and mnemoi quit blinking. Although storytellers and players may have these effects happen gradually, it is generally assumed that when a wraith reaches the third level of an arcanos, she acquires the "guild markings" of the arcanos. Although these markings may be masked, they will eventually (within a week) reassert themselves.
A Note on Terminology
Any time a guild is referred to in the lower case (i.e. "harbingers") it refers to any practitioner of the arcanos. Any time the word is capitalized, it refers to the actual Guild.
On New Arcanoi
White Wolf never completed the Wraith storyline. There were to be sixteen guildbooks, further outlining the illegal guilds, as well as offering insight on the arcanoi and new arts within each one. Nine of the guildbooks were published, and seven were not. This becomes painfully obvious when looking through the number of arts available for each arcanoi. There are twenty arts for Moliate, and six for Intimation. The authors intend to add to the incomplete arcanoi eventually in future supplements, and will endeavor to maintain game balance, the theme of the arcanoi, and try to be true to White Wolf's intention. To this end we have created additional arts for Usury, and intend to add to the other six Arcanoi (Argos, Keening, Lifeweb, Embody, Flux, and Intimation) in the near future.
Difficulties for Static Challenges
There are three common choices for difficulties for static challenges. Most of the time we have indicated which of these is the appropriate one to use. However there are always unforeseen cases where things com up and a challenge is necessary. As such it is always handy to have a couple of choices for the difficulty of the challenge right at your fingertips. These of course are only suggestions and do not supercede anything that is stated in the individual descriptions of the arts.
Shroud Rating - This is far and away the most common difficulty. Many arts even those that do not always cross the shroud use this difficulty (e.g. Outrage and Pandemonium). The nominal rating of the shroud is eight with a number of factors that can raise or lower it. Maximum shroud is ten while the lowest in one extreme cases is one.
Maelstrom Times Three - This is a good one for events taking place out doors or involving travel of any sort (see Argos). If there is no maelstrom present then this defaults to a difficulty of one. In many cases if there is a maelstrom outside but the players are inside somewhere this will not drop the difficulty.
10 - Level - This is a nice catch all for anything that does not have an obvious choice. It give a nice range of difficulties from five up to ten and leave a sense of personal improvement with the players. Important: Whenever level is referred to in an arcanoi it means the art of the maximum level that the wraith possesses. If a wraith has two arts of the first level and one of the second his level is two not three and the corresponding difficulty would be eight.
References
All page references herein are to table-top source books published by White Wolf, and a list of abbreviations for the books is provided. Mention of said books is not meant as a challenge to White Wolf, and readers are encouraged to obtain the books for further insight into the arcanoi.
W:tO1 - Wraith: the Oblivion, 1st edition
W:tO2 - Wraith: the Oblivion, 2nd edition
W:tGW - Wraith: the Great War
W:tPG - Wraith: the Player's Guide
ShPlG - The Shadow Player's Guide
Hier. - The Hierarchy
BkLeg - The Book of Legions
Reneg - Renegades
Jade. - The Dark Kingdom of Jade
Risen - The Risen
Spect - Dark Reflections: Spectres
Doom. - Doomslayers: Into the Labyrinth
S o S - The Sea of Shadows
Haunt - Haunts
GB-1. - Guildbook: Artificers
GB-2. - Guildbook: Sandmen
GB-3. - Guildbook: Masquers
GB-4. - Guildbook: Haunters
GB-5. - Guildbook: Puppeteers
GB-6. - Guildbook: Pardoners
GB-7. - Guildbook: Spooks
GB-8. - Guildbook: Oracles
GB-9. - Guildbook: Mnemoi (in Ends of Empires)
B-DT. - Blood-Dimmed Tides
CUObl - Champaign-Urbana, IL. LARP Oblivion house rules.
- JDB - Developed by Jason D. Brandon
- MCFW - Developed by Matthew C.F. Wander
- ST's - Developed by all the ST's of the CU Wraith game
Appendix: Other Arcanoi
I suppose we could call this something to work on. Personally, I would call it something not to work on but I know, especially in the case of the spectral arcanoi, these would be useful to have.
THE JADE ARCANOI
CHAINS OF THE EMPEROR
0 Soul Anchor (Jade. pg.135)
1 Brilliance (Jade. pg.135)
2 Shackles (Jade. pg.135)
3 Snare (Jade. pg.135)
4 Lariat (Jade. pg.135)
5 Net (Jade. pg.135)
WAY OF THE ARTISAN
0 Hear Jade Tale (Jade. pg.128)
1 Shape Tru Jade (Jade. pg.128)
2 Wrk White Jade (Jade. pg.129)
3 Rework Relics (Jade. pg.129)
4 Empower Jade (Jade. pg.129)
5 Create White J (Jade. pg.130)
WAY OF THE FARMER
0 Kuei Howl (Jade. pg.130)
1 Find Hidden G (Jade. pg.131)
2 Cowl Bestial S (Jade. pg.131)
3 Purify (Jade. pg.131)
4 Deaden Spirit (Jade. pg.131)
5 Reap Hungry G (Jade. pg.131)
WAY OF THE MERCHANT
0 Jingle Jingle (Jade. pg.131)
1 Transfer (Jade. pg.132)
2 Cash Money (Jade. pg.132)
3 Wthdrw Essence (Jade. pg.132)
4 Return Favor (Jade. pg.132)
5 Mint Money (Jade. pg.132)
WAY OF THE SCHOLAR
0 Study Nature (Jade. pg.127)
1 Discern Lie (Jade. pg.127)
2 Inquiry (Jade. pg.128)
3 Word of YuHang (Jade. pg.128)
4 Filial Duty (Jade. pg.128)
5 Emperors Srvnt (Jade. pg.128)
WAY OF THE SOUL
0 Negotiation (Jade. pg.132)
1 Coax (Jade. pg.133)
2 Nullify Thorns (Jade. pg.133)
3 Give Higher P. (Jade. pg.133)
4 Alter Demeanor (Jade. pg.134)
5 Inner Peace (Jade. pg.134)
ARCANOI OF THE OTHER DARK KINGDOMS
BEHEST (THE BUSH OF GHOSTS)
R = Right Hand Arts
L = Left Hand Arts, must have Scry
0 Link (W:tGW pg.165)
1 Delve (R) (W:tGW pg.165)
2 Trace (R) (W:tGW pg.165)
3 Scry (R) (W:tGW pg.166)
4 Divine (R) (W:tGW pg.166)
3 Twitch (L) (W:tGW pg.166)
4 Murmur (L) (W:tGW pg.166)
5 Veer (L) (W:tGW pg.166)
CONNAISSANCE (LES INVISIBLES)
0 Eyes of Abyss (ShPlG pg. 70)
Language (ShPlG pg. 70)
Regler Mait'T. (ShPlG pg. 70)
1 Reler Baka (ShPlG pg. 70)
2 Renvoyer Baka (ShPlG pg. 70)
3 Engagement (ShPlG pg. 71)
4 Reler Mystere (ShPlG pg. 71)
5 Marrer Baka (ShPlG pg. 72)
DISPLACE (SWAR)
0 Sense Rider (W:tGW pg.159)
Straddle (W:tGW pg.159)
1 Wraithride (W:tGW pg.160)
2 Deflect (W:tGW pg.160)
3 Transfuse (W:tGW pg.160)
4 Reconfigure (W:tGW pg.160)
5 Transmogrify (W:tGW pg.160)
SPECTRAL ARCANOI
CONTAMINATE
0 Perceive Cont. (Spect pg. 39)
Sense Shadow (Spect pg. 40)
1 Shadowspeech (Spect pg. 40)
2 Sense Nature (Spect pg. 40)
3 Transfer Angst (Spect pg. 40)
4 Awaken Thorns (Spect pg. 41)
5 Call Shadow (Spect pg. 41)
Cntmnate Will (W:tGW pg.178)
Note: Shadowspeech & Sense Nature
can be inverted in order. Call
Shadow is level 4 in W:tGW.
CORRUPTION
0 Sense Likeness (Doom. pg.124)
Soul Leech (Doom. pg.124)
1 Lurid Visions (Doom. pg.124)
2 Unbidden Hands (Doom. pg.124)
3 Urges (Doom. pg.125)
4 Fetter Rape (Doom. pg.125)
5 Blissful Unity (Doom. pg.125)
HIVE-MIND(cf. Doomsleyers pg.83ff)
0 Distress Sign (Spect pg. 38)
1 Silent Whisper (Spect pg. 38)
2 Distnt Whisper (Spect pg. 38)
Tribal Commune (Doom. pg.128)
3 Broadcast (Doom. pg.128)
Hive Awareness (Doom. pg.128)
Recall Known (Spect pg. 38)
Tame the Beast (Doom. pg.129)
4 Bid (Doom. pg.129)
Collect. Orcle (Doom. pg.129)
Pack Wisdom (Doom. pg.129)
Recall Unknown (Spect pg. 38)
5 Compel (Doom. pg.130)
Racial Memory (Spect pg. 39)
Unity of Being (Doom. pg.130)
LARCENY (aka. LEECHCRAFT)
0 Weigh Oblivion (Spect pg. 41)
1 Steal Corpus (Spect pg. 41)
2 Emotion Infect (Spect pg. 41)
3 Savor Agony (Spect pg. 42)
4 Withstand Obl. (Spect pg. 42)
5 Defy Oblivion (Spect pg. 42)
MALEFICENCE
0 Sense Prayer (Doom. pg.126)
1 Black Whispers (Doom. pg.126)
2 Benefice (Doom. pg.126)
3 Investiture (Doom. pg.126)
4 Discipline (Doom. pg.126)
5 Conversion (Doom. pg.127)
SHROUD-RENDING
0 Hold Curtain (Spect pg. 37)
1 Threshold (Spect pg. 37)
2 Echoes (Spect pg. 37)
3 Fleet Glimpse (Spect pg. 37)
Nightmare (Doom. pg.128)
4 Lurking Prsnce (Doom. pg.128)
Virtuality (Spect pg. 37)
5 Transparent M. (Spect pg. 38)
TENPEST-WEAVING
0 Eavesdrop (Spect pg. 35)
Find Nihil (Spect pg. 35)
Hole-in-World (W:tGW pg.181)
Navigate (Spect pg. 35)
1 Storm-Lash (W:tGW pg.181)
Wormhole (Spect pg. 35)
2 Ride SoulStorm (Spect pg. 35)
Thread Corrupt (W:tGW pg.181)
3 Grasp Passing (Spect pg. 36)
Unweave Self (W:tGW pg.181)
4 Favor Flotsam (Spect pg. 36)
5 Carve Chaos (Spect pg. 37)
TEMPESTOS
0 Maelstrm Sense (Doom. pg.127)
1 Storm Seeker (Doom. pg.127)
2 Ride Nightwind (Doom. pg.127)
3 Dust Devil (Doom. pg.127)
4 Tempest Fury (Doom. pg.127)
5 Mlstrm Cauldrn (Doom. pg.127)
Limited Arcanoi
Stygian wraiths may not learn Displace or Behest
Wraiths of Swar may not learn Inhabit, Moliate, or Usury
Wraiths of Africa may not learn Lifeweb or Fatalism
Wraiths of the Orient may not learn Castigate
The Spectral Hive Mind has no access to Serendipity or Fascinate
Harbingers
retest: Survival
The power of Argos has been likened to "swimming" though a storm, and indeed it is, as much as the tempest can be called a storm. It is an especially dangerous art, if for no other reason than that it exposes the practitioner to the dangers of the Tempest. While on the surface the arcanos seems to be a movement oriented power, understand that in reality the art concerns the manipulation of the very tempest itself, and the ability to survive in the dangerous environment that it is.
The Harbingers guild was a guild of travelers and wayfarers, and it is from the ranks of the harbingers that the ferrymen originally hailed. Harbingers are explorers and risk-takers, although even they would avoid the dangers of a full-out maelstrom.
Argos exposes the wraith who possesses it to the tempest repeatedly, and the swirling mists of oblivion leave their mark on the wraith. Harbingers have jet black eyes from staring into the tempest-storms for long amounts of time.
The difficulty in all static argos challenges, unless otherwise stated, is equal to the current maelstrom rating multiplied by three. If there is no maelstrom, the difficulty is only one.
INNATE
Orienteering (W:tO2 pg.136) - Wraiths with this ability may find their way around in the tempest. They may go from one location to the next, may locate byways through the tempest, or may make their own way through the tempest. It is assumed that, for the most part, harbingers may avoid the spectres inherent in the tempest. Travel through the tempest without the use of Orienteering virtually guarantees attack by spectres.
Class: Common
Cost: Nothing
Challenge: Static Mental
Tempestpeek (W:tO2 pg.137) - One of the first arts harbingers learn is the ability to look from the shadowlands to a corresponding location in the tempest. Wraiths who win the challenge may see in the nearby tempest. Those who tie the challenge may see into the tempest, but the vision is hazy and distorted. On a loss, the wraith is not able to see into the tempest. The mental trait bid is only lost if the wraith loses the challenge.
Class: Common
Cost: Nothing
Challenge: Static Mental
Tempest Threshold (W:tO2 pg.137) - The most used of the harbingers' arts, the wraith with this ability may open a nihil into the corresponding tempest and enter through it. The portal closes immediately after the harbinger passes through it. The portal only opens when the harbinger wins the challenge. On a tie, the trait that was bid is lost, but the wraith may attempt the art again during the next round. On a loss, the harbinger may not attempt Tempest Threshold for the remainder of the scene.
Class: Common
Cost: Nothing
Challenge: Static Physical
Maelstrom Navigation (W:tGW pg.115) - Through use of this art of old, harbingers can navigate through the skinlands as they do in the tempest. With one success, the harbinger does not become lost. With three successes, she can find her way safely and efficiently to her destination. At five successes, she can actually find a short cut to her proposed destination. This art does not make use of movement in the tempest.
Class: Uncommon
Cost: Nothing
Challenge: Extended Static Mental
Track (W:tO1 pg.140) - Harbingers may track another wraith through the tempest if they follow closely after their quarry. This art may have once been common, but is a talent only possessed by the Harbingers' Guild these days.
Class: Guild
Cost: Nothing
Challenge: Mental verses opponents physical. Each level of the maelstrom reduces the Harbinger's effective mental traits by one.
LEVEL ONE: First Basic
Enshroud (W:tO2 pg.137) - Harbingers may "wrap" the tempest around themselves, even if they are not in the tempest. By pulling the storms of Oblivion around themselves, they effectively make themselves invisible. Each success scored during the challenge is five minutes that the harbinger may remain enshrouded. Wraiths thus enshrouded may move, speak, act, and even attack, although if attacking or attacked the wraith must make a challenge to maintain the art's effects.
Class: Common
Cost: Nothing
Challenge: Extended Static Physical. If attacked or attacking, a static mental challenge must be made to remain enshrouded.
Fix Bearing (B-DT. pg.55) - When cut off from all sensory input, the Harbinger may attempt to determine her exact location. This is similar to the innate arts of Maelstrom Navigation and Orienteering, but requires no sensory input and is much more precise.
Class: Guild
Cost: 1 pathos
Challenge: Static Mental
Lightning's Call (JDB) The Harbinger has attuned herself to the ravages of the tempest, and as such may use it to her benefit. The art has two basic manifestation, dependant upon where the wraith is when she employs the art however the in game effects are not dependent on location. If in the shadowlands, a nimbus of the tempest surrounds her, as a halo of black light. In the tempest itself, the ravages of the storm are hers to beckon, and lightning strikes in the distance at her command. While this art is more cosmetic than anything, it does have a few minor benefits. For the duration of the art, the wraith gains the bonus social trait "intimidating".
Class: Uncommon
Cost: 1 pathos per round
Challenge: None
LEVEL TWO: Second Basic
Phantom Wings (W:tO2 pg.137) - Utilizing the all pervasive nature of the tempest, wraiths with phantom wings may fly, although the art is slow and is more akin to gliding. Each success in the challenge is five minutes that the wraith may remain aloft. Additional challenges may be called for by the ST's due to difficult maneuvers or turbulence. The exact nature of the wings has been a matter of speculation to wraiths for as long as the art has existed.
Class: Common. If taken at the uncommon level, the harbinger need no longer manifest wings when flying.
Cost: 1 corpus to go incorporeal. Incorporeality must be maintained when flying.
Challenge: Extended static physical. An additional physical challenge may be made to "fair escape" and fly through ceilings and such if the ST's deem it appropriate to the situation.
Return (Hier. pg.105) - The wraith must attune herself to a location. Thereafter the wraith may "return" to her home port from within the tempest. Each success after the first drops the normal return time by five minutes. If Orienteering is used first, each success decreases the difficulty by one. The number of home ports is limited to one in most cases would be a players haunt.
Class: Uncommon
Cost: Nothing
Challenge: Extended Static Physical
Storm Robes (W:tGW pg.115) - Similar to Enshroud, the wraith may wrap the stuff of the tempest around herself. In doing so, she can provide herself a serious level of protection against the maelstrom. The extended challenge that is made is not against the current level of the maelstrom, but against the level of the maelstrom the storms are designed to protect against. The number of successes is the number of points of damage the robes can absorb each round from the ravages of the maelstrom. Robes subjected to a level of the maelstrom greater than they were made for shred in a number of turns equal to their rating.
Class: Uncommon
Cost: Nothing
Challenge: Extended Static Physical
LEVEL THREE: First Intermediate
Flicker (W:tO2 pg.137) - Wraiths with Flicker may shorten the amount of time it takes them to get to a location by making a quick series of jumps in and out of the tempest. This power does not, however, require the use of Tempest Threshold. Each success scored on this art cuts travel time down by an appropriate amount. This art c an be used for fair escape.
Class: Common
Cost: 1 pathos
Challenge: Extended Static Physical
The Soaring (JDB) A refinement of Phantom Wings, the harbinger must have that previous art to take this one. The wraith with this power has accustomed herself to flying far more than before, and can now make intricate maneuvers in the air. The wraith may fly at up to five miles per hour per physical trait she possesses. This art also allows a wraith to fair escape relatively easily. Each success on the challenge is five minutes the wraith may remain aloft.
Class: Uncommon
Cost: 1 corpus in shadowlands, none in tempest
Challenge: Extended Static Physical
Note: This power is alluded to in the Dark Kingdoms trilogy by Richard Lee Byers.
Tempest Summons (JDB) Wraiths with Argos generally have the ability to travel to the tempest. Harbingers with Tempest Summons can actually bring the tempest to themselves. This art is actually a refinement of Enshroud, although it is so much more. The Harbinger acts as a conduit for the tempest, which flows from her as a dark stormy fog. The radius for this is five feet per physical trait that the Harbinger possesses, which expands to fill the radius within two rounds (during the first round, half the radius is covered). Those caught within are subjected to the tempest (or maelstrom) as if really there, and may need to make a mental challenge to avoid becoming lost in the foggy storm. The in game effect of this power is to increase the level of the maelstrom by one. This art may be maintained for as long as the wraith wishes provided she takes no other action.
Class: Guild
Cost: 2 pathos, gain 1 angst
Challenge: Extended Static Physical
Note: This power is a sort of precursor to Maelstrom Bridge, and probably should be learned first.
LEVEL FOUR: Second Intermediate
Jump (W:tO2 pg.137) - Wraiths with this level of Argos may travel very quickly to their fetters. Each success reduces the travel time by an appropriate amount, as per Flicker. The wraith may only travel to a fetter of which the location is known (Out of character knowledge is sufficient, the player does not necessarily need to know it in character), and thus Lifeweb is a helpful companion arcanos.
Class: Uncommon
Cost: 3 pathos
Challenge: Extended Static Physical
Tempest Run (S o S pg.90) - Although considered foolhardy by all but the brave or the foolish, Tempest Run is sometimes a harbinger's only option for survival. The harbinger may attempt to use the front winds of a maelstrom to travel ahead of the tempest, using the force to carry her along quickly. Failure to ride the wave will give the harbinger appropriate damage. Each success is one hour the wraith can travel the winds, or arrive more quickly at a given location. With five successes, the harbinger is spirited along safely and instantaneously almost anywhere.
Class: Uncommon
Cost: 1 pathos, 1 willpower
Challenge: Extended Static Physical
Tempest Slip (W:tGW pg.75) - The Harbingers were prized for this art, especially during wartime. Tempest Slip allows the Harbinger to open up a large Tempest Threshold, large enough to allow a vehicle to pass through.
Class: Guild
Cost: 1 willpower, plus a number of pathos equal to the difficulty. If the Harbinger fails at any time, she takes a corpus level in damage.
Challenge: Extended Static Physical. Three successes are required for a car, four for a bus, six for a large sailing vessel, and eight for a destroyer. Each success thereafter shuts the portal to the tempest quicker. No additional successes leaves the portal open for a few days, while two additional successes shuts the portal in a few hours. With four additional successes, the portal closes immediately after the vehicle passes through.
Travel (W:tGW pg.116) - The wraith may teleport wit this art, up to one hundred yards per success in a single turn. The Harbinger fades from view this turn, and fades back into view next turn, fully able to act. This art can be used for fair escape, or to surprise opponents in combat. Although line of sight is not required, the harbinger must at least be familiar with her destination.
Class: Guild
Cost: 4 pathos
Challenge: Extended Static Mental
LEVEL FIVE: Advanced
Oubliette (W:tO2 pg.137) - This art has two functions, that of binding and that of banishing.
The wraith may bind an opponent to the spot she is in, keeping her from moving or leaving. Each success on the challenge is a round the opponent may not leave her location. This art requires an enormous amount of concentration on the part of the harbinger for the duration of the scene.
The wraith may banish an opponent into the nearby tempest with the same power, and if successful the wraith banished takes an immediate level of corpus damage from the force of the banishment. This power works on being currenty inhabiting the shadowlands, Giovanni using ex nihlo, specters, garou who have crossed over etc..
Class: Uncommon
Cost: 3 pathos, gain 1 angst
Challenge: Physical (extended for binding)
Forbidden Paths (Haunt pg.91) - By opening oneself up to the forces of Oblivion, a wraith may walk the spectral byways of the tempest, even of the Labyrinth itself, and not be molested by spectres.
Class: Rare
Cost: 2 pathos, gain 1 angst. Everyone travelling with the harbinger gains 1 angst as well.
Challenge: Static Mental
Safe Passage (B-DT. pg.55) - Similar in many ways to Tempest Slip, this art allows a large object to be moved from the shadowlands immediately into the tempest. However, unless the Lifeweb art Comrade in Arms is used, only the object transfers through to the tempest, and not any accompanying "passengers." One major difference between this art and Tempest Slip is that no nihil is created in the process. The difficulty of this art is the same as that of Tempest Slip.
Class: Guild
Cost: 4 pathos
Challenge: Static Physical
Maelstrom Bridge (W:tGW pg.116) - The wraith may cause the maelstrom to bleed over into the skinlands. The maelstrom rages in the lands of the living for a number of turns equal to the number of successes. This carnage can cause damage to the living, and for every success beyond the first three, everyone present in the skinlands takes a level of damage. After the art runs its course, damage will remain, although the debris of the maelstrom will discorporate. The difficulty of this art is equal to the shroud level plus five minus the maelstrom level.
Class: Rare Guild
Cost: 4 pathos, gain 2 angst
Challenge: Extended Static Physical
Pardoners
retest: Meditation
Castigation is one of the most vital arts in the lands of the dead. Everyone has a shadow, a dark, destructive voice that seeks to drag its host into the void. Those with castigate may help others resist the power of their shadows, may weaken it, and may even exert a level of control over their own shadow. It is a dangerous art, and very damaging on those who practice it.
Pardoners have always been instrumental to everybody, and as such their banishment was never taken too serious. Even Charon himself continued to having regular sessions with the guildsmaster of the Pardoners. Unlike any other guild, they had leverage. Although they never threatened to refuse their services, the fear that they would was with every hierarchy official, and thus the hierarchy has always turned the other way where they were concerned.
Dealing with peoples' shadows is like wading through all the filth of their lives, and this foul art leaves it's presence on the pardoner. All pardoners begin to develop inky stains on their fingers, hands, and even arms. The more castigation they have and use, the more they become marked. Pardoners are also known for their iron lanterns that they hang outside their door, a symbol of the guild that shows when they are plying their trade.
When the difficulty of a castigation art is stated as "the target's angst", the actual difficulty is equal to the permanent Angst or temporary angst, whichever is greater. This works for both static challenges as well as contested ones, unless otherwise stated.
INNATE
Bulwark (W:tO2 pg.138) - The wraith may completely protect herself and those that she touches from the ravages of the maelstrom. This does not protect entire buildings, but only those that the pardoner touches. This art requires complete concentration.
Class: Common
Cost: 1 pathos trait per level of the maelstrom
Challenge: Static Physical
Difficulty: Maelstrom x3
Soulsight (W:tO2 pg.138) - The pardoner may look into her subject and gauge the strength of her shadow. This art may not be used by the pardoner to look at her own shadow.
Class: Common
Cost: Nothing
Challenge: Static Mental
Difficulty: Target's mental traits
LEVEL ONE: First Basic
Coax (W:tO2 pg.138) - The wraith with the power of Coax may modify the number of shadow traits that her shadow offers her by +1 or -1 per success. The angst that accumulates from a failed challenge is appropriate to the number of traits take, not the initial bid by the shadow. The players may only modify existing bids, not instigate new bids. For further information, see the section on shadow bids. Note that five is still the maximum number of traits that may be gained from a shadow bid.
Class: Common
Cost: Nothing
Challenge: Extended Static Social
Difficulty: Angst
Attunement (GB-6. pg.130) - The Pardoner may "mark" a wraiths shadow, allowing ease of future castigation attempts. Each success in the challenge is a week that that particular shadow is pliable to that Pardoner, and down a trait towards that pardoner. The effects of this art are not cumulative, and the shadow will never be down by more than one trait against the Pardoner.
Class: Uncommon
Cost: 1 pathos. If fail, gain 2 angst.
Challenge: Extended Static Mental
Difficulty: Target's willpower
LEVEL TWO: Second Basic
Dark Secrets (W:tO2 pg.138) - The pardoner may interrogate a wraiths shadow, and if successful the shadow must answer the pardoner truthfully, albeit cryptically. Each success is one question that must be answered.
Class: Common
Cost: 1 pathos, gain 1 angst
Challenge: Extended Static Mental
Difficulty: Target's mental traits. The shadow may spend one temp angst trait (and only one per night) for a retest.
Bolster (Reneg pg.91) - This power is similar to Coax, only the wraith may coax her shadow to help her resist interrogation. The shadow traits gained may be spread out over a number of rounds while resisting interrogation. This art is especially useful against the power of Confession (see below), where it can be used to add to willpower traits.
Class: Uncommon
Cost: Gain 1 temp angst plus normal shadow bid cost. If the wraith uses more traits than the shadow had temp angst, the shadow gains 1 permanent angst.
Challenge: Extended Static Social. Each success is an additional trait loaned.
Difficulty: Angst
Confession (Hier. pg.105) - This feared art of the Hierarchy has forced many a renegade and heretic to confess all secrets. The interrogator engages the prisoner in an extended willpower (current traits) challenge. Each success removes a temp willpower trait from the prisoner. When the prisoner reaches one willpower trait, she will answer all questions truthfully. This art cannot be used to take a subject below one willpower. If the interrogator fails, a second challenge may be made by the prisoner. If the prisoner wins, the interrogator may not practice this art on the prisoner for the remainder of the night.
Class: Uncommon
Cost: Gain two angst
Challenge: Extended willpower
Momentary Lucidity (Doom. pg.73) - The Doomslayers developed this art to attempt to redeem spectres. The doomslayer with this art may attempt to force a spectre into catharsis, causing the psyche to take over. If the challenge is successful, the spectre enters into a permanent being vs. permanent composure challenge, regardless of the temporary composure traits the psyche has accumulated. If the psyche wins, the spectre undergoes catharsis, and no temporary composure is spent.
Class: Rare
Cost: 3 pathos, 2 willpower
Challenge: Physical
Mask Castigation (GB-6. pg.128) - Many people would rather not confess their secrets to a Pardoner, despite the necessity of it. As such, many people wear masks or moliate themselves to hide their identity from the Pardoner. The Pardoner can figure out the identity of her target with this art. The number of successes achieved against the target helps determine the identity of the target. One success lets the Pardoner know if the wraith is disguised. Three successes allows the Pardoner to determine the subjects true visage, while five successes tells the Pardoner the identity and profession of the target. Note that this art will work on vampires using vicissitude or mask of 1000 faces but will cost an additional temp willpower.
Class: Guild
Cost: 1 pathos, gain 1 angst (plus 1 Wp for vampires etc.)
Challenge: Extended Mental
LEVEL THREE: First Intermediate
Purify (W:tO2) - The pardoner can cleanse and purify her subject of temporary angst traits. The subject of the castigation bids temporary angst traits against the pardoner. If the pardoner wins the challenge, the subject loses the temporary angst traits bid. The subject also loses, however, a number of corpus traits equal to the number of temporary angst traits lost.
Class: Common
Cost: Nothing. If the pardoner loses, however, she gains an angst trait.
Challenge: Social vs. Angst. Can be extended if desired.
Storm Quell (GB-6. pg.130) - The pardoner may force her shadow into providing assistance, even when the shadow has no desire to do so. The pardoner can force her shadow to provide her shadow bid traits, or force the shadow to activate any thorns. Each success is an additional time the power may be used.
Class: Uncommon
Cost: 2 pathos
Challenge: Extended Social
Difficulty: Angst
Transfer Angst (GB-6. pg.128) - Rather than allow angst that has been removed from a target via Purify to dissipate, the Pardoner may take the extra angst bleed off and "store" it in herself until it can be deposited in a proper receptacle, such as a soul lantern. Each success in the challenge is one point of angst the Pardoner may store; the shadow may not feed upon this angst. This same art is used to remove the angst from the Pardoner and place it in the receptacle. The Pardoner has twelve hours in which to dispose of the accumulated angst, or her shadow will gain the angst.
Class: Guild
Cost: gain 1 angst trait (that cannot be absorbed)
Challenge: Extended Static Mental to absorb. Static Mental to dispose of angst in a receptacle.
Difficulty: Total angst attempting to absorb or angst stored to dispose of.
LEVEL FOUR: Second Intermediate
Housecleaning (W:tO2 pg.139) - The pardoner may attempt to drive all spectres out of the area she is in, as well as keep spectres from entering the area. The size of area that can be affected is based upon the number of successes achieved. One success affects a room, two a house, and three a large mansion. Four successes would affect an apartment building or small building, while five successes would be needed to affect a massive office building or skyscraper. This art does not affect demonics or plasmics, and curiously does not affect doppelgangers.
Class: Common
Cost: Nothing
Challenge: Social vs. spectres in the area already to banish them. Extended Static Social to keep spectres out.
Difficulty: Maelstrom x3 for keeping spectres out.
Mass Chastisement (GB-6. pg.128) - This draining art allows a pardoner to Purify multiple wraiths at once. Used before Purify, each success on this challenge is one additional wraith that may be purified at the same time (same challenge). The pardoner will then bid just one trait to Purify multiple wraiths; she will not risk multiple traits on the Purify challenge.
Class: Uncommon
Cost: 2 willpower plus 1 pathos per success
Challenge: Extended Static Social
Difficulty: Pardoner's angst
Shadow Screen (GB-6. pg.129) - Pardoners often hear dangerous and important information, the kind of thing they wouldn't want their shadow to have access to. The Pardoner can, in fact, keep her shadow from accessing some information with this art. If used successfully, the shadow can not access any information the Pardoner learned in the previous scene. This art applies only to information that the Pardoner learned while castigating someone. If successful, both the Pardoner and the shadow effectively forget what they just learned. Note that this art can be reversed by the Pardoner (and not the shadow) later for twice the cost.
Class: Guild
Cost: 2 pathos, gain 2 angst
Challenge: Social vs. Angst
LEVEL FIVE: Advanced
Defiance (W:tO2 pg.139) - Only at the highest level of castigation may a pardoner purify her own soul of corruption. Pardoners at this level may remove temporary angst from themselves. This art can be used to remove angst from others as well.
Class: Common
Cost: 1 pathos per temp angst removed. If used on someone else, also gain 1 temporary angst trait.
Challenge: Extended Social vs. Angst.
Summon the Shadowself (S o S pg.90) - It is said that the Archangelics have developed an art that can force a wraith's shadow to the front, thus allowing for greater ease of castigation, and if the castigation fails, the option of the purging grace of a sword. Although this almost guarantees the death of the wraith as well, the Archangelics care not, for what is the sacrifice of a mere wraith in the greater war against Oblivion. Effectively, if successful, this art forces the wraith's shadow to take over into instant Catharsis.
Class: Rare
Cost: 2 pathos, 1 willpower
Challenge: Social vs. target's angst
Shadow Wrack (GB-6. pg129) - This art allows a Pardoner to castigate a spectre. It is similar to Purify, and is a favorite among doomslayers. Each success reduces the spectres temporary being by one and gives the spectre a point of temporary composure. This art requires intense concentration, making it a rather ineffective combat art.
Class: Guild
Cost: 4 pathos, 1 willpower, gain 1 angst
Challenge: Extended social challenge vs. the Spectre's permanent being.
Shadow Summons (GB-6. pg.129) - This dread art allows a Pardoner to separate a wraith from her shadow, and the shadow will manifest as a separate being. The subject must be willing and passive for this art to work. If successful, each success is one round that the shadow is drawn from the host. Thereafter castigation on the shadow is much easier, and at the very least the wraith being Castigated will not lose corpus to the art Purify. If the Pardoner fails, the ST may call for a simple challenge. If the Pardoner fails this one as well, she has botched, and the shadow fully separates permanently and leaves with all haste. Thereafter, every hour the ST must call for a number of simple challenges from the wraith equal to the number of passions that wraith possesses. If at any time the wraith fails every challenge, she ceases to exist entirely, and there is no bringing her back. If, however, she comes in contact with her shadow again, she may engage it in a willpower vs. permanent angst challenge. If she wins, the two reintegrate themselves together again.
Class: Guild
Cost: 5 pathos, 2 willpower, gain 2 angst
Challenge: Social vs. Angst
Proctors
retest: Empathy
The power of Embody literally is all about the skinlands. Those who practice the art have learned what it takes to reassert themselves across the shroud. It's all about remembering what the skinlands were like, all about feeling the warmth on your face, the wind through your hair, and doing your best to put the stench of Oblivion and the sound of the coins screaming in your pocket as far behind you as possible. The barrier between the Quick and the Dead is called the shroud. Those who practice embody do all they can to manifest beyond the shroud. At the basic levels they may merely project themselves against it, as one pressing oneself up against an elastic barrier, its very nature stretching around the wraith. As the wraith becomes more proficient, at the intermediate levels she can pass into the lands of the living, bending the shroud around herself as a protective bubble. Finally, those who are advanced in the ways of embody may actually cross the shroud, once again entering the lands of the living.
The Proctors, although relatively harmless, were never on the good side of Stygian laws. Their entire art is a violation of the Dictum Mortuum, and as such Charon did not hesitate to outlaw them and their art, something he would have done even had the guilds not been broken. Because of their empathic nature, the Proctors have a reputation for deeds of kindness, and they tend to be the benevolent ghosts that manifest, as opposed to the Puppeteers, Haunters, and Spooks whose actions tend toward the more violent end of the spectrum.
Wraiths with embody subject themselves to travel back and forth across the shroud, and their body becomes marked by the shroud in the process. Wraiths who practice embody begin to develop odd shadows on their body, like light filtering through the trees.
Unless otherwise noted, the difficulty on all static challenges for embody is equal to the local shroud rating. Always check with an ST as to what the local shroud rating is.
Attunement may modify challenges where the arcanos of embody is concerned. See the section on attunement for more information. Generally, if attuned, each success is for one scene as oppose to five minutes of duration.
INNATE
Ghostly Touch (W:tO2 pg.140) - The wraith may exert the merest hint of a touch across the shroud. This is far less of a "touch" than the outrage art Ping. It is a brushing touch, the faintest of breaths.
Class: Common
Cost: Nothing
Challenge: Static Physical
Maintain the Material Form (W:tO2 pg.140) - Proctors may draw upon their inner reserve to maintain the powers of embody for longer amounts of duration. Anytime an art of Embody is in danger of running its course, the proctor may engage in an extended challenge to maintain the power. Each success grants the wraith an additional amount of time to maintain their embodied form.
Class: Common
Cost: 1 pathos
Challenge: Extended Static Physical
Sense Embody (W:tGW pg.117) - Proctors may not only practice embody, but may detect when others are using the art by examining the tears and resonances left behind in the fabric of the shroud. A successful challenge tells the Proctor whether or not Embody was used in the area. Each success the proctor gains in the challenge after the first is a piece of information she receives on the identity of the proctor.
Class: Uncommon
Cost: Nothing
Challenge: Extended Static Mental.
LEVEL ONE: First Basic
Whispers (W:tO2 pg.140) - The wraith may strain to project her voice across the shroud and be heard in the lands of the living. Each success in the challenge is one sentence that may be conveyed across the shroud.
Class: Common
Cost: Nothing
Challenge: Extended Static Social
Shroud Resonance (JDB) The proctor gains a feel for the shadowlands and the shroud, and can sense disturbances along the shroud. Shroud Resonance detects not just embody, but any shroud breaking powers. This includes Puppetry, Inhabit, Flux, Pandemonium, and Outrage. Note that only those arts that actually cross the shroud may be so detected. The proctor merely gains information that one of the arts was used. Each additional success beyond the first gives added information about what arts were used, and the identity of the user.
Level: Uncommon
Cost: Nothing
Challenge: Extended Static Social
Difficulty: Target's Social Traits
Flash (MCFW) Developing the ability to see across the shroud is essential to being seen. Some say this obscure art was developed more as a side line to other more personally oriented vision effects. Whatever the case it is a very useful art in its own quirky way. For one round the target of this arcanoi can see only the opposite side of the shroud. The effect of this is to blind them for that round as it is an extremely disorienting thing to have happen. Even those who have experienced it before have little ability to prepare themselves for the experience. One side note is that when it is used on a Giovanni using shroud side it will "short out" the use of that ability.
Level: Guild
Cost: Nothing
Challenge: Mental
Voices of the Shadowlands (JDB) The Proctor's Guild were masters of the shroud, and knew not only how to cross the shroud but how to help others to pierce the shroud as well. With this art the Proctor can begin to break down the barrier between life and death, allowing snatches of conversation and sounds to be heard across the shadowlands, as a sort of advanced Whisper. Each success is one round of sound that may be heard by the skinlands.
Level: Guild
Cost: Nothing
Challenge: Extended Static Social
LEVEL TWO: Second Basic
Phantom (W:tO2 pg.141) - Proctors may attempt to project an image of themselves across the shroud, materializing as a ghostly haze, a phantom blurred as it were by the fabric of the shroud imposed in the way. Each success scored in the challenge is five minutest he wraith may embody as a haze. Unlike higher levels of Embody, the wraith may be moliated at this level of embody.
Class: Common
Cost: 1 pathos
Challenge: Extended Static Social. The wraith may engage non-supernatural onlookers in a social challenge to frighten them. If the wraith wins, the target is down three mental traits for the duration of the scene. The wraith may add appropriate negative social traits such as repulsive and bestial to her positive traits for the purpose of this challenge, although they cannot be bid.
View the Skinlands (JDB) Proctors have the uncanny ability to manifest in the skinlands. This art, however, brings the shadowlands to the proctor in a manner of speaking. Many proctors are especially depressed by the taint that Oblivion manifests in the shadowlands. With this art, the proctor need no longer see that taint, but may view the skinlands as it is. Each success is one scene that the proctor may view the skinlands.
Level: Uncommon
Cost: Nothing
Challenge: Extended Static Mental
Window of Despair (JDB) The reverse of View the Skinlands, the Harbinger can create a window of sorts that allows the target to see the shadowlands. The Proctor must touch the eyes of the target, and then engages the target in a social challenge. If the Proctor succeeds, the target is only able to see the shadowlands. This can be considered a curse of a blessing. While in effect, the target may also see wraiths. The target does not, however, have access to any of the innate wraithly abilities.
Level: Guild
Cost: 1 pathos
Challenge: Social
LEVEL THREE: First Intermediate
Statue (W:tO2 pg.141) - The wraith may, at this level, project herself physically across the shroud. The shroud continues to surround the wraith as an immobile barrier, however, and thus the wraith may only manifest as an unmoving statue, incapable of any physical actions whatsoever. This includes any social or mental actions that require movement as well. Each success on the challenge is five minutes the wraith may be embodied. Every time the wraith is touched she loses 5 minutes from her total time limit.
Class: Uncommon
Cost: 2 pathos
Challenge: Extended Static Physical
Shadow Presence (W:tGW pg.118) - The Proctors learned long ago that they could manifest across the shroud more easily in a simpler form, and that the perception of mortals actually affected their arcanos. Proctors may cross the shroud as a shadow of darkness; they actually appear as shadows of themselves. Each success achieved on the challenge is five minutes that the wraith may remain in shadow form. The wraith may perceive the skinlands quite clearly in this form, and may make basic movements in this form. Ironically, the shadow may not move from its location unless it is not observed. When it does move, the shadow moves across floors and slides under doors, for it is two dimensional. Obtenebration affects the shadowed wraith as if she were, in fact, a shadow, unless she engages the Lasombra in a willpower challenge.
Class: Guild
Cost: 1 pathos
Challenge: Extended Static Physical
Be Seen as You Want to be (MCFW) This power allows the proctor to bypass the usual loss of moliations when using Embody. With this power they keep all moliated changes to their person when they cross. Just think of all the Elvis sightings, do you really thing that all of them were Elvis? Or perhaps a few of them were some proctor playing some sort of practical joke.
Level: Common
Cost: 1 willpower
Challenge: None
Force Immobile (JDB) The Proctors have mastered and refined many of the more common arts of Embody. This art is a variation of Statue, and the Proctor must possess that art prior to learning this art. With this refined art, the Proctor sends just enough of her essence across the barrier to statue herself in the shadowlands, effectively making herself immobile. While in this form, the Proctor is unable to move but gains double her physical traits to resist damage. Once this art is employed, the Proctor may maintain it for as long as she chooses. She may continue to sense what transpires about her. The bonus physical traits even apply to resist the ravages of the Maelstrom.
Level: Guild
Cost: 2 pathos
Challenge: Static Physical
LEVEL FOUR: Second Intermediate
Life-In-Death (W:tO2 pg.141) - The wraith may fully embody at this level, physically manifest in the skinlands and capable of action. The wraith herself appears as an idealized version of herself, often young and deathly pale. Any moliation is cancelled out upon crossing the shroud subconsciously in favor of the idealized form. This art requires intense concentration, and the wraith will appear constantly distracted. As such, the wraith is down three mental traits because of this. The wraith may remain embodied for 5 minutes per success.
Class: Uncommon
Cost: 2 pathos
Challenge: Extended Static Social
Corpse (W:tGW pg.118) - This art is a rather advanced version of the power of Statue. At this level, the Proctor may be touched unconditionally, although she will be cold to the touch and appear dead. Each success is one scene in which the Proctor may remain embodied in this stage. Her appearance will be like that of Life-In-Death, namely rather idealized.
Class: Guild
Cost: 2 pathos
Challenge: Extended Static Social
Walking Apparition (JDB) This art is a variation of the art Whispers. The wraith may not only extend her voice across the shroud but other personal sounds as well, most notably the sound of footsteps. Other sounds may be manifest with storyteller permission as well. These may last for one round per success achieved.
Level: Common
Cost: 2 pathos
Challenge: Extended Static Social
Phase Shift (JDB) Some proctors learn how to manipulate their corporeal state well beyond the ability to merely cross the shroud. Wraiths who have mastered this art may phase themselves out of reality to a higher degree than other wraiths. Phase Shift allows a wraith to go incorporeal even to other wraiths, being entirely beyond the reach of all other wraiths. Like Insubstantiality, Phase Shift lasts for a number of rounds equal to the proctor's physical traits.
Level: Rare
Cost: 1 pathos, 1 corpus
Challenge: None needed
LEVEL FIVE: Advanced
Materialize (W:tO2 pg.141) - The wraith with this level may fully manifest as if she were human, and gains all the appropriate benefits and frailties therein. She regains blood, drops to eight health levels, and appears fully human. The duration of the power is a mere five seconds per success, unless the wraith has a consort present, in which case the art extends to a scene per success. Wraiths destroyed in this manner go into a harrowing as normal.
Class: Uncommon
Cost: 3 pathos and 1 willpower trait
Challenge: Extended Static Social
Slip the Lethan Bonds (W:tGW pg.118) - This art allows the Proctors Guild to manifest on the other side of the shroud more easily and for longer (generally) than the art of Materialize. Each success on this art is one scene that the Proctor may remain embodied; no consort is necessary for this power. The wraith becomes fully mortal, as per Materialize, but even the shadow falls silent, and for a brief time even the memory of Oblivion fades as a bad dream from the wraiths mind. This art does require concentration, however, and if at anytime a passion or dark passion challenge could be made, concentration is disrupted and the Proctor is flung back into the shadowlands. The passion or dark passion check is then made. If the wraith gains pathos, she gains an equal number of angst. The same does not, however, hold true for angst. If angst is received from a dark passion, pathos not also gained.
Class: Guild
Cost: 3 pathos, 1 willpower, and 5 minutes of meditation prior to usage.
Challenge: Extended Static Mental
Footprints in the Dust (JDB) The culmination of Walking Apparition, the proctor now has developed enough ability to manifest just enough to leave a mark... so to speak. The wraith may cross the shroud with just enough force that her weight is felt. This is not enough to be seen, or even felt, but her feet will touch the ground of the skinlands, leaving footprints behind. This can be quite unsettling to the living, and combined with Walking Apparition can be downright terrifying.
Level: Common
Cost: 2 pathos
Challenge: Extended Static Social
Note: The power of Walking Apparition may be used simultaneously with Footprints, and the one challenge is all that need be made, although it requires a total of three pathos to activate both powers.
Weave/Unweave the Shroud (JDB) The Proctor has the ability to manipulate the very fabric of the shroud, strengthening or even weakening it. The Haunter's Guild is insanely jealous of this power, which is a close guarded secret of the Guild. For each success, the shroud may be temporarily raised or lowered for a scene. This ability lasts only one scene. Each success is one level that the shroud may be raised or lowered.
Level: Guild
Cost: 1 pathos, and 1 willpower per success, 2 angst
Challenge: Extended Static Physical
Difficulty: 3 times the maximum number of successes desired by the proctor.
Portal (JDB) One of the most secret and fabled arts of the Proctors, this art allows the Proctor to open a tear in the fabric of the shroud that others may pass through, including herself. The rip in the fabric lasts one round per success achieved. Those who pass through will remain stuck on the other side unless another portal can be obtained. Wraiths trapped in the skinlands via Portal will take one level of non-soakable damage each hour, and are unable to regain pathos while across the shroud. Other creatures trapped in the shadowlands may not take damage, but will be unable to obtain sustenance (i.e. food, vitae, etc.)
Level: Rare
Cost: 2 corpus, and 1 willpower per success, 3 angst
Challenge: Extended Static Physical
Oracles
retest: Fortune Telling
Ever since the Lady of Fate first appeared, wraiths have been able to tap into the web of Fate and perceive the weave of events therein. Some would argue that this is a very deterministic view of the world, and that it takes away all freedom of choice. This, however, is not the case. Knowing the decisions people will make one day does not take the decision away from them. It is the debate of foreknowledge vs. predestination. Fatalism taps into the power of foreknowledge. As such, it is an exceptionally difficult arcanos to use, more because of what it requires of the ST's than for any other reason. The ST's must have a good grasp of what is going on the game around them before they allow players to have this arcanos. The entire art can be considered at least uncommon, and in fact the original live-action book Oblivion stated that only mature players well-trusted by the ST's should be allowed to have Fatalism. As this art can be draining and time consuming on the ST's, chronicles may decide that many of these arts may only be used once per night. The art is treated at least as uncommon in the following adaptation.
The Oracles may have begun on the Isle of Eurydice with the Lady of Fate. Their origin is lost in the midst of time. The Oracles themselves have broken into many branches, all with different means of telling the future. Each branch is quite different. There is some strange connection between the Oracles and the Legion of Fate, and it is suggested that the Legion of Fate be allowed to take a mentor in this arcanos.
Fatalism is a confusing and difficult art to use, and the effects of constantly looking into the weave of the pattern take their toll on the fatalists. Oracles tend to be odd in speech, often prophesying randomly and staring off into space. Oracles also sometimes develop a strange spiral pattern, the symbol of fate, that swirls around and appears on the corpus of the oracle. It is never in the same place for long.
Important Note: If used on non-wraiths, all Fatalism arts require the expenditure of an additional willpower trait.
INNATE
Kismet (W:tO2 pg.142) - When an oracle encounters something, she often can initially determine whether or not that person or object is important to her in the grand scheme of things. The oracle may ask the player or ST how she and the person or object are connected. "We have the same fetter," "We are in the same legion," or "This knife was used to kill someone important to you," are all acceptable answers.
Class: Uncommon
Cost: Nothing
Challenge: Mental. Static Mental if used on an object.
ST needed: Yes if used on object.
Difficulty: 10 minus highest fatalism art possessed
Scrying (GB-8. pg.124) - The Oracles guild is effectively founded on this art, and it is the basis of all their higher powers. The Oracles can effectively read into the future and attempt to see what the future holds.
Class: Guild
Cost: 6 minus the number of enigmas ability traits in pathos
Challenge: Static Mental
ST needed: Yes
Difficulty: 10 minus highest fatalism art possessed.
Reading the Web (GB-8. Modified) - Oracles can detect whether or not fatalism has been used in regards to a subject by making a mental challenge against the other oracle (thus pretty much requiring an ST). The Oracle who inquires can only detect the usage of arts that she herself has, and cannot detect arts she has not let learned.
Class: Guild
Cost: None
Challenge: Mental
ST needed: Yes
LEVEL ONE: First Basic
Fatal Visions (W:tO2 pg.142) - Oracles have the ability to determine how a person died. It was upon the basis of this power that Charon was originally able to found the legions that are the backbone of Stygian society.
Class: Uncommon
Cost: Nothing
Challenge: Mental
ST needed: No
Sensing the Strands (W:tGW pg.119) - The oracle can scry an object, and using this art may determine information about an object. This art can apply both to objects in the skinlands as well as in the shadowlands. Each success scored by the oracle is one bit of information about that subject, with each success giving the oracle more useful information.
Class: Uncommon
Cost: Nothing
Challenge: Extended Static Mental
ST needed: Yes
Distant Visions (GB-8. pg.124) - Oracles who have mastered the art of scrying may now use their oracular vision to view events elsewhere, seeing not only in time but in space as well. The oracle may travel out of character and view events elsewhere. The number of successes determines how useful the scene she sees is. With one success, the ST's may decide to send her off to watch something extraneous, while three successes shows her something interesting. It takes five successes to actually allow the Oracle to choose what she wants to see. The Oracle should make the sign of Out-of-Character and travel to the location. This art takes an entire scene to use, and thus immobilizes the Oracle for the scene.
Class: Guild
Cost: 1 pathos
Challenge: Extended Static Mental
ST needed: Yes, initially
Difficulty: 10 minus highest fatalism art possessed.
LEVEL TWO: Second Basic
Foreshadow (W:tO2 pg.143) - Oracles are naturally in tune with the web of fate, and as such are usually kept abreast of events around them. Oracles with Foreshadow are almost impossible to surprise in any way. Anytime a wraith with Foreshadow is surprised, she may make a mental challenge against the one surprising her. If she succeeds, she is not surprised and may act as normal. Not that use of this art does not count as an action.
Class: Uncommon
Cost: 1 temp angst gained
Challenge: Mental - is preemptive
ST needed: No
Odds Are (BkLeg pg.36) - This unusual art was first developed by the Emerald Legion, but it has spread throughout Charon's empire. Odds Are allows a wraith to try to determine the chances for success that a particular venture will have. This is a highly subjective thing, definitely best left to the hands of ST's. ST's are encouraged to look at the traits and power levels of opposing characters and then compare them to the strengths of the oracle (and associates if need be) and then attempt to provide a rough estimate of odds, rounded off to the nearest tends. For example, an oracle wants to attack a hierarchy officer in the back. Comparing the character sheets, the ST determines that the hierarchy officer is a 60 point character, while the oracle is only a 35 point character. The ST may, however, decide that the oracle's surprise tactics even things out, and thus declares that the odds of success are 50/50. Many ST's will note doubt find this art too cumbersome, and are thus encouraged to make the art rare in their game.
Class: Uncommon
Cost: 1 pathos
Challenge: Static Mental
ST needed: Yes
Difficulty: 10 minus highest fatalism art possessed
a Quick Read (GB-8. pg.124) - The Oracles have mastered the arts of Fatalism to such an extent that they can trace the relic of an object back to the living owner of said relic, and determine what the web of fate has set for the target. This unusual art is useful for keeping tabs on the living, and will often determine much about the target's existence, but especially about how the target will die. Each success is one bit of information the Oracle learns.
Class: Guild
Cost: 1 pathos
Challenge: Extended Static Mental
ST needed: Yes
Difficulty: 10 minus highest fatalism art possessed
Malocchio (GB-8. pg.124) - Oracles can tangle the web of fate, thus granting the target of this dire art the "Evil Eye." This power, once performed on someone, can only be removed by the target spending a willpower trait or by another Oracle with this art, who engages in the Oracle who originally cast this art in a social challenge. Once cast, Malocchio brings bad luck upon its target. The target is down 3 traits until the curse is gone. Only one use of this art may be active upon a person at a time.
Class: Guild
Cost: 1 willpower, gain 1 angst; gain two angst if the target did nothing to deserve this art being used.
Challenge: Extended Social, 2 successes needed.
ST needed: No
LEVEL THREE: First Intermediate
Interpretation (W:tO2 pg.143) - The Wraith may, with the help of divinatory devices such as tarot cards or the I Ching, divine a person's fate. For each success scored against the target, the target must answer a question truthfully, although the question may be answered in a perfectly vague manor. As the subject does not have to know that the art is being used against her, an ST may run the challenge long distance.
Class: Uncommon
Cost: 2 pathos
Challenge: Extended Static Social
ST needed: Usually
Difficulty: Target's mental traits
Pulling Strings (GB-8. pg.126) - At this level of Fatalism, Oracles go beyond scrying the web of fate and actually do their best to predict and anticipate the web. For each success achieved, the Oracle may ask the ST's one question about the upcoming plot. As always, the answers must be truthful but should be vague.
Class: Guild
Cost: 2 pathos, gain 1 angst
Challenge: Extended static mental
ST needed: Yes
Difficulty: 10 minus highest level of Fatalism possessed
Fate's Hand Apparent (BkLeg pg.92) The oracle may attune herself to a target mortal (via the normal rules on attunement). Thereafter, the oracle will become aware if the target is about to die. At the moment that the target dies, the oracle becomes aware of the passing, and may make an extended static mental challenge. Each success is one day that the oracle may remained attuned to her target. If the oracle sees the Enfant, she will instantly know who it is. With this power the Legion of Fate has long marked it's own.
Level: Rare
Cost: gain 1 temp angst when target dies (gain 2 if death is traumatic)
Challenge: Extended Static Mental
Difficulty: 10 minus highest level of Fatalism possessed.
ST needed: Yes
LEVEL FOUR: Second Intermediate
Fated Course (S o S pg.91) - Although Fatalism can never replace Argos, this art allows oracles to read into their future just enough to maneuver their way through the tempest. For each success, the wraith may determine one piece of information about her travels in the tempest (i.e.. which way to the nearest byway, where does it go to, how many spectres are there between me and it, etc.)
Class: Uncommon
Cost: 2 pathos
Challenge: Extended Static Social
ST needed: Yes
Difficulty: Maelstrom x3
Guesswork (W:tO2 pg.143) - The wraith with this power can not predict others' actions and act accordingly. In any given round, an oracle with this art may engage in a mental challenge with a target. This art does not count as an action, and it supercedes all other actions. If the oracle wins the challenge, the target must tell the oracle what her action will be in the upcoming round; the target may not change her action unless prevented by outside influence (i.e.. she is killed before she gets to act). The oracle may now declare her actions with the target's intended actions in mind.
Class: Uncommon
Cost: 2 pathos
Challenge: Mental - is preemptive
ST needed: No
Lachesis' Measure (W:tO1 pg.150) - Once this art was common, but for some reason the art has fallen out of use and memory, even among the Oracles. It is said that only those highest up on the Isle of Eurydice remember the art at all. For every success the player gains, the ST's must provide one hint; these may be vague, but should be generally helpful in nature. Unlike Pulling Strings, in which the player asks the ST's questions, this art allows the ST's to throw out bits of information to the players, thus giving an easy venue for difficult or otherwise awkward plot devices.
Class: Rare
Cost: 2 pathos
Challenge: Extended Static Mental
ST needed: Yes
Difficulty: 10 minus highest level of Fatalism possessed
Tangles (GB-8. pg.126) - The Oracle can pull and tug at the web of fate, making complications develop for the target. If the oracle succeeds in the challenge, adverse circumstances befall the target every time he in any way pursues one of his passions; he is down one trait whenever pursuing the passion. The effects of this art last one night per success, but may not be added to by subsequent uses of this art (although the art may be used on different passions). The passion affected is determined randomly, unless the target gains a second success, in which case the Oracle picks which passion is affected. This art may only be used on wraiths, and may be used passively to examine a wraiths passions (2 successes needed to read the passions).
Class: Guild
Cost: 2 pathos, 2 willpower, gain 2 angst if used to do anything other than read target's passions
Challenge: Extended Mental
ST needed: Yes, to determine which passion is affected
LEVEL FIVE: Advanced
Luck (W:tO2 pg.143) - Wraiths who have achieved this highest level of Fatalism can actually manipulate the web of fate, and thus can affect reality on a minor scale. Wraiths with this level may, at the beginning of the night, make an extended challenge with an ST. Each success is a "Luck" point. Such points may be spent during a game session to turn a loss in a challenge into a tie. "Luck" points may not be saved from session to session. Luck points may not be used in a harrowing.
Class: Uncommon
Cost: 2 pathos, 1 willpower
Challenge: Extended Static Mental
ST needed: Yes
Difficulty: 10 minus highest level of Fatalism possessed. (5)
Ensnare (GB-8. pg.126) - This foul art is the highest level of web manipulation; Oracles with this ability are greatly feared, for they have learned to entangle and trap foes in the weaves of the web of fate. If a target is subjected to this dread art, she is down one trait in all categories, must bid double traits in all challenges, must slumber an additional 4 hours per corpus level gained, and must succeed in a simple challenge before a pathos check may be made. The duration of this art is one week per success, unless a way out can be found during game play.
Class: Guild
Cost: 3 pathos, 2 willpower, gain 3 angst
Challenge: Extended Social
St needed: No, but it's a good idea to have one anyway
Eldritch Awareness (BkLeg pg.92) This unusual art is only available to those in the Legion of Fate, although the occasional Oracle may learn the art. When presented with any given situation, the fatalist may spend 2 pathos and make a static mental challenge. If successful, the ST must tell the player what the Lady of Fate would most likely want her to do in any given situation. This unique art is expensive, but quite useful to the Legion of Fate.
Level: Rare
Cost: 2 pathos
Challenge: Static Mental
Difficulty: 10 minus highest level of Fatalism possessed
ST needed: Yes
Alchemists
retest: Repair
An offshoot of Inhabit, the power of Flux was developed long ago as a way of affecting the skinlands. Alchemists tap into the very forces of Oblivion itself, staving off or advancing the power therein. Their control over the very composition of objects fine tune's itself as their powers grow, and eventually they can affect the objects on the other side of the shroud in ways none could. To them the very material nature of objects are subject to manipulation, and the cohesive and entropic energy residing in all objects can be manipulated to incredible effects.
The Alchemists were tinkers and repairmen long ago, working with their sister guild the Artificers. However, whereas the Artificers provided Stygia with much needed resources, the Alchemists were seen as eccentric craftsmen and dangerous shroud breakers, their art more crass than that of the Artificers. Shortly after the Mnemoi and the Solicitors were declared illegal by Charon, the council of thirteen guilds were drawn up, and the Alchemists found themselves on the outside. The Artificers continued to sponsor the smaller guild, thus benefiting from their talents and abilities while maintaining their seat of prominence in the council of guilds.
Alchemists are difficult to detect, and unlike mots guilds their parley with the shroud has not affected them physically. The only way in which an alchemist can be detected is to talk with one; Alchemists boast about their experiments, inventions, and even their arcanos with a near fanatical relish that often annoys those outside of the guild.
Flux, having been outlawed a thousand years ago (as opposed to the other guilds, which were outlawed only five hundred years ago) has fallen out of favor. The entire art is uncommon, and indeed the only non-Guild wraiths who might know it would be artificers.
Unless otherwise stated, the difficulty on all Flux challenges is equal to the local shroud rating. Flux does not work in the shadowlands.
Important note: all of the Flux Powers that affect the state of a material will not affect the temperature of the materiel or of the surroundings. For instance if someone uses Melt on a bar of metal they will get a pool of liquid metal like mercury. On the skinlands this will revert in a short amount of time to a blob of solid metal. In the shadowlands the effects are permanent. None of these powers require Embody to function on the other side of the shroud.
INNATE
Grave Mold (W:tPG pg.151) - Alchemists can channel the decay of Oblivion through the shroud, casing mold to grow in any location. Although a simple art, it can be used for psychological impact. A card saying "Mold" should be left where this art is used successfully.
Class: Uncommon
Cost: Nothing
Challenge: Static Physical
Sense Fluxion (W:tPG pg.151) - The Alchemists guild can detect the usage of Flux, and track down the practitioners of the art. They may examine any object and attempt to determine if Flux was, in fact, used. If successful, the Alchemist can detect whether or not the art was used; each additional success will tell the Alchemist more details about who practiced the art.
Class: Guild
Cost: Nothing
Challenge: Extended Static Mental
LEVEL ONE: First Basic
Rot (W:tPG pg.151) - The alchemist may promote decay in an object. The first success decays the object; a second success destroys most objects. Objects thus destroyed may become relics if the alchemist wins a simple test. The size of the object may not be any larger than a book.
Class: Uncommon
Cost: 1 pathos
Challenge: Extended Static Physical
Alter texture
With this power the alchemist can alter the color or luster of a material. They could turn a blackboard white or make a piece of wood look like metal. Changing the luster means changing the surface texture of a material. For example metals have a metallic luster even though they can be many different colors, silver brown and black being common choices. Other examples of luster are glassy, chalky, oily or rough.
This power will not affect the physical properties of a material. Even if a chair looks like it is now made of steel it will still have all of the properties of wood, it will still break and if it is heated it will burn. (Assuming it is on the other side of the shroud.)
Challenge: Static Physical
Cost: None, if used on this side of the shroud
Source: MW
Difficulty: Shroud
Notes: Requires touching the material.
LEVEL TWO: Second Basic
Strengthen (W:tPG pg.151) - Alchemists can not only weaken and destroy objects, but can significantly strengthen objects. Each success that the alchemist scores will add the physical trait "tough" to an object. While there is no limit to the number of the traits that can be added to an object, this art is not cumulative. Thus if one alchemist adds 4 physical traits to an object, another alchemist must score at least 5 successes just to begin to add traits to the object. Each success adds to the number of successes that must be scored to destroy the object via Rot or Decay.
Class: Uncommon
Cost: Nothing
Challenge: Extended Static Physical
Melt
This power will melt a solid of up to a liter in volume (Jason's note: about a half gallon). It will turn into a liquid of equivalent volume. If used in the shadowlands the change is permanent if used on the skinlands it is temporary in effect.
Challenge: Static Physical (Extended Static Physical on skinlands)
Cost: 2 pathos, 1 angst.
Source: MW
Difficulty: Shroud
Notes: Additional pathos can be spent to melt additional volumes of material at one pathos per liter. Each success in skinlands is one round the material will remain a liquid.
Alter Liquid
This power will alter the physical properties of a non-organic liquid. It can be made thicker or thinner, or it can be made caustic, like acid. Things like color and smell can also be changed.
Challenge: Static Physical
Cost: 1 pathos
Source: MW
Difficulty: Shroud
Notes: The acid form will cause one point of aggravated damage if poured over an individual. The whole volume must be used in this manner to cause the damage. If a small amount is used it will act as an irritant but is incapable of causing damage.
LEVEL THREE: First Intermediate
Decay (W:tPG pg.152) - At this level, the Alchemist has fine tuned her powers enough to promote a more rapid decay in objects. The power will promote rapid decay and destruction as Rot will, but the volume that may be affected has increased dramatically. At one success, something the size of a book may be affected. A car would require five successes. Even one success is, however, enough to destroy the object. Like Rot, a simple challenge is made for each object thus destroyed; if successful, the object becomes a relic.
Class: Uncommon
Cost: 2 pathos
Challenge: Extended Static Physical
Disease (BkLeg pg.53) - It is said that the Skeletal Lord himself developed this art, and that only his closest servants and advisors have been taught this art. For certain this art is unique, for Flux is not used on living beings by the Alchemists' Guild. If this art is used successfully, the target living creature (not wraiths o vampires) will be down one physical trait for a week from being sick. If proper medical care is not given, the duration may be longer. This art is almost never fatal.
Class: Rare
Cost: 1 pathos, 1 willpower, gain 1 angst
Challenge: Physical
Transmutate
With this power the alchemist can alter not only the surface qualities of a material but also the physical properties as well. Think of the proverbial turning lead into gold. It could change metal into glass. It can not change the phase of a material: solid to gas, solid to liquid, etc. The amount of material that can be altered is smaller: only about a handful of material per pathos spent. If used on an object such as a weapon use the number of traits the weapon possesses as an indicator of size. For each trait of the weapon using the power would cost one pathos.
Challenge: Extended Static Physical
Cost: 1 willpower + some amount of pathos based on the amount of material changed.
Source: MW
Difficulty: Shroud
Notes: One success is required for every aspect that is changed using is power. For instance changing a stygian steel sword into glass would require one to alter the surface qualities, one to make it brittle and one to make it transparent. The qualities that can be altered are: brittleness, density, color, luster, composition (in the skinlands), elasticity, shape.
Freeze
With this power an alchemist can freeze liquids. It requires touching the liquid in question. If used on the other side of the shroud liquids will immediately begin to melt. Each success is one round that the material will remain solidified. In the shadowlands the change is permanent.
Challenge: Static Physical (Extended Static Physical in skinlands)
Cost: 2 pathos, 1 angst
Source: MW
Difficulty: Shroud
Notes: Additional pathos can be spent to solidify additional volumes of material at one pathos per liter.
LEVEL FOUR: Second Intermediate
Racing Corruption (W:tGW pg.132) - The alchemists can send the destructive power of Oblivion racing hazardously through the skinlands. Each success is one round that the power of Oblivion runs unchecked, with each subsequent round worse than the round before. On the first turn papers might fall off a table, while at the third turn light bulbs might suddenly burn out. By the fifth turn ceiling tiles are caving in and the entire room is falling apart, and all present risk taking a level of damage. Each turn after this the amount of damage taken per round doubles.
Class: Uncommon
Cost: 2 pathos, plus 1 pathos per turn
Challenge: Extended Static Physical
Puppet Theatre (W:tPG pg.152) - The Alchemists Guild have gleefully guarded this art from outsiders. With it, they may possess objects as a puppeteer would a person or an artificer a machine. Dolls walk across the room, doors open and close, and pencils stand up on point and write. The number of successes indicates how many objects may be possessed. All objects must be of a similar type, and cannot perform outside their nature (pencils may write, stab, erase, or roll, but not shoot guns). The physical traits of the Alchemist are divided evenly up among the number of objects possessed. The total number of objects that may be possessed is equal to the number of physical traits the Alchemist possesses.
Class: Guild
Cost: 2 pathos
Challenge: Extended Static Mental
Sublimate
This power can vaporize solid materials. By touching a solid such as a wall. The alchemist can completely vaporize it. Some materials may require additional successes to undergo this transformation, stygian steel and dark steel would both require multiple successes. In the skinlands the material will end up scattered on the winds as dust.
Challenge: Static Physical
Cost: 3 pathos, 1 angst
Source: MW
Difficulty: Shroud
Notes: Additional pathos can be spent to vaporize additional volumes of material at one pathos and 1 angst, per liter.
Combustion
The power to turn liquids to gas and gases to liquids are well within the alchemists grasp at this level of ability. With the successful use of this power the alchemist can either boil a liter of liquid or can condense it from the vapor around him. Within the shadowlands the resulting liquid would be a plasm like material.
Challenge: Static Physical
Cost: 3 pathos and 1 angst
Source: MW
Difficulty: Shroud
Notes:
LEVEL FIVE: Advanced
Automaton (W:tPG pg.152) - This power has two effects, both of which have the same cost requirement.
The Alchemist can assemble for herself a body of parts in the skinlands, made from whatever inanimate material is lying around. She can then inhabit this makeshift body, which will last for one scene. The body has all the physical traits that the Alchemist had, and any traits lost while inhabiting the automaton are regained when the Alchemist returns to the shadowlands. The body must obey the limitations imposed upon it by material composition; an automaton made of napkins would quickly disintegrate in the rain.
Alternately, the Alchemist can create a whirling cyclone of destruction that sucks up all objects in a general vicinity. Each success is one round that the cyclone can remain. The Alchemist may engage each target in the cyclone's sphere of effect in an extended physical challenge. Each success is one level of damage that is taken. The alchemist may engage as many target's as she wants to each round.
Class: Guild
Cost: 3 pathos, 1 willpower, gain 2 angst
Challenge: Static Physical, Extended for the cyclone.
Stone Prison
The ability to create solids out of this air is now within the alchemists grasp. The usual form is that of a box or a large section of wall. This box is man sized (about 3 x 3 x6) and can be used to trap opponents similar to oubliette. The material created has properties similar to stygian steel. One round per success if used on the other side of the shroud.
Challenge: Static Physical (Extended Static Physical in Skinlands)
Cost: 4 pathos, 2 angst
ST required: Yes, if being used to trap another character.
Source: MW
Difficulty: Shroud
Artificers
retest: Crafts or Computers
Inhabit is said to be the oldest of the arcanoi, although almost every other guild will undoubtedly argue this point. The power of inhabit is a twofold mystery. On the one hand it allows the artificer to, quite literally as the name implies, inhabit objects on the other side of the shroud, bending them to the artificer's will. On the other hand the artificers are the masters of soul forging, a skill that on the surface seems to have nothing to do with inhabit, for while inhabit concerns the other side of the shroud, soul forging deals with objects and the creation therein in the shadowlands. The mystery can be explained, however. Artificers are masters of objects, and of the power and energy within an object. Indeed, the very power itself was once called Kinesis. Artificers soulforge wraiths into objects, thus creating an object with true energy, the energy of living souls.
To the Artificers guild, Inhabit is more than an arcanos; it is a religion, a faith, a way of life. They are not the cruel torturers that take a sick delight in turning their fellow wraiths into coins and bricks. They are the architects of Stygia, building a stable today and a better tomorrow. They fight off Oblivion itself. Their very initiation rites forces them to soulforge their own hand, as a reminder of what their targets must go through. The guild claims descent from Nhudri himself, although the master artificer has little to do with the guild these days. They are elitist, considering themselves the greatest of the guilds. Unfortunately for the other guilds, since the Artificers pretty much won the guildwars, they are.
Inhabit is an interesting art, and despite being the oldest it is also the most modern of the arts. Artificers tend to develop guildmarkings based upon the levels of Inhabit they practice. Those wraiths who use the most ancient of arts find that parts of their skin become blackened and forgemarked, while those who practice the more recent arts have found parts of their skin slowly gaining a metallic sheen and have scars of metal running across their corpus. The most recent of artificers have in fact been developing the appearance of circuitry growing across their bodies, like some kind of technology imprint.
Unless otherwise noted, the difficulty on all Inhabit static challenges is equal to the shroud rating, even if the art does not concern the other side of the shroud. Artificers innately draw their power from the shroud's weakness, no matter what arts they use.
INNATE
Sense Gremlin (W:tO2 pg.144) - Wraiths skilled in the arts of Inhabit become in tune with the nature of the arcanos and its effects on objects. Artificers can, in fact, detect if an object is possessed by a wraith, or was recently. Each success beyond the first will allow the wraith using this art to glean a piece of information about the target.
Class: Uncommon
Cost: Nothing
Challenge: Extended Static Mental
Shellride (W:tO2 pg.144) - Artificers may slip safely inside an object; indeed, this very art is the foundation of the entire arcanos. Wraiths may do so to later possess an object or to hide in such an object. The act of slipping into an object does not even cost the wraith corpus; she does not have to go incorporeal to use this art. If the object is destroyed while the wraith is in it, she will take a level of damage.
Class: Common
Cost: Nothing
Challenge: Static Physical
LEVEL ONE: First Basic
Surge (W:tO2 pg.144) - The artificer can cause a machine to malfunction, binding the moving parts and shorting out circuitry. Moreover, if the machines are somehow connected (i.e.. computers connected to each other through the same outlet), each additional success allows the artificer to affect another machine.
Class: Common
Cost: Nothing
Challenge: Extended Static Mental
Command Line (Gb-1. pg.48) - The artificers have been experimenting with computers of late, and the guild has made some truly remarkable discoveries and innovations in the field. Wraiths with command line may input basic computer commands directly into computers. Disks may not be reformatted with this power, nor may any program be deleted. Wraiths attempting to do so will not only fail, but take a level of aggravated damage.
Class: Uncommon
Cost: 1 pathos. Gain an angst if failed.
Challenge: Static Mental
Lightning's Bite (GB-1. pg.46) - This ancient art was once the norm among the Artificers, but has fallen somewhat to the wayside now that the art has become more machine oriented. This art allows a wraith to charge an object with static electricity. When someone touches the object, the charged object shocks her. The charge is never enough to damage someone, but is enough to make her drop the object unless she succeed in a static physical challenge against a difficulty of the artificer's physical traits. The number of charges the object has is equal to the number of successful challenges the artificer makes. Other wraiths can make a static mental challenge against a difficulty equal to the shroud to notice if an object has been so charged.
Class: Guild
Cost: Nothing. Failure cause a health level of damage.
Challenge: Extended Static Physical
LEVEL TWO: Second Basic
Ride the Electron Highway (W:tO2 pg.144) - Those who practice inhabit have learned the nature of energy verses substance, and have even learned to channel their very being through the power cables and conduits of the modern world. These wraiths can enter an electronic system in one place and travel through the wires and electric lines to any connecting destination. In addition to near instantaneous travel, this art can quite easily be used for fair escape.
Class: Common
Cost: 1 pathos. Gain one angst if fail.
Challenge: Static Mental
Reconstruction (GB-1. pg.48) - The artificers are making significant headway, indeed, in the realm of computers. With this art, the artificers may attempt to retrieve lost or corrupted data, information that has been deleted from hard drive or disk (provided the disk is in the computer). Note that the artificer must be in the computer for this art to work.
Class: Uncommon
Cost: 1 pathos
Challenge: Static Mental
Reliquary (W:tGW pg.121) - This ancient art show the connection between the artificers and the alchemists of long ago. Like the long banned art of flux, artificers can use their arts to strengthen an object. The artificer may invest an object with one point of pathos per success achieved on the challenge for this art. Each time thereafter that the object would be destroyed, it miraculously survives, and expends one of the invested points of pathos. When the pathos is spent, the investment is used up.
Class: Common
Cost: 1 pathos point invested per success, plus one additional pathos spent per success (in other words, 2 pathos per success, but the object only has half that in "charges".)
Challenge: Extended Static Physical
Flawsight (GB-1. pg.46) - Flawsight is one of the more ancient arts of Inhabit, and is an extension of the basic wraithly ability of Deathsight, that is, the ability to see an object's greatest and most damaging flaws. With this art, not only can a wraith see where an object is most likely to break, but how and when it will break as well. This will obviously not always work in live action role-playing, and this art requires an ST if it is to be used at all. As such, the art is not 100% accurate.
Class: Guild
Cost: 1 pathos
Challenge: Static Mental
LEVEL THREE: First Intermediate
Gremlinize (W:tO2 pg.145) - The wraith with this art may fully invade a machine and take control of it, thus causing it to do his bidding. True control comes only with attunement, but even those doing a quick possession of a machine can pull off a few interesting twists.
Class: Common
Cost: 2 pathos initially, plus 1 pathos per effect evoked
Challenge: None needed
Wipe Me (GB-1. pg.49) - Wraiths with this art may cause an electromagnetic pulse to surge through a machine, causing circuitry to fail and information stored to b lost, whether in hard drive, disk, or even tapes and disks. This is a particularly damaging art to the living in these days of computer reliance.
Class: Uncommon
Cost: Nothing
Challenge: Static Physical
Sympathy (GB-1. pg.46) - As the power of Reliquary eventually led to the formation of the Alchemists, so too did this power. Sympathy, like Puppet Theatre, allows an Artificer to possess an entire host of machines, be they electrical or mechanical. The machines must be of similar nature (an Artificer may not possess a Volvo and a juicer). Each success the wraith scores is one machine she may possess, to a maximum of one machine for each mental trait she has.
Class: Guild
Cost: 1 willpower, 3 pathos for the first machine, 1 pathos for each additional machine
Challenge: Extended Static Physical
LEVEL FOUR: Second Intermediate
Claim (W:tO2 pg.145) - Artificers at this level can fully interact with the objects they possess. As above, attunement is necessary if the wraith wants fine control over the object. The wraith may exert control over the object as per Gremlinize, and all of her senses are tied in to the object. If the object is destroyed while the artificer has claimed it, she may spend a willpower trait to bring it across the shroud as a relic. The size of the object is dependant upon the number of successes achieved. One success allows a book to possessed, while an entire house would require five successes.
Class: Common
Cost: 3 pathos
Challenge: Extended Static Physical
Hi, Mom! (GB-1. pg.49) - Wraiths with this art may project an image of their corpus onto a television or computer monitor, and their voice into speakers. Each success is fifteen minutes that the artificer may keep up the art.
Class: Uncommon
Cost: 2 pathos, 2 willpower
Challenge: Extended Static Mental
Creeping Rot (GB-1. pg.47) - Similar to the banned art of Flux's Decay, Creeping Rot allows an Artificer to introduce the decay of Oblivion into an object, which will eventually destroy the object and bring it across the shroud. The number of successes not only determines the size (as per Claim), but may also determine the length of time that the object takes to deteriorate. It takes five weeks for an object to rot completely and cross the shroud. Each success either raises the size of the object to be possessed or speeds up the process by a week. Ten successes would thus be needed to destroy a house almost instantaneously.
Class: Guild
Cost: 2 pathos, 1 willpower, gain 1 angst
Challenge: Extended Static Physical
Shadow Weapon (Hier. pg.145) - Use of this unusual art allows an artificer to channel his shadow into a weapon, such as a sword. If the artificer succeeds in this art, the weapon does a number of aggravated damage equal to the pathos invested in the weapon, in addition to any normal damage it does. This lasts for a number of rounds equal to the number of successes achieved during the initial challenge. The artificer must not let go of the weapon at any point during the duration; ST's are welcome to invent particularly nasty fates for the player and shadow if this happens. This art is very draining on the shadow, and may only b employed once per night.
Class: Rare
Cost: only the pathos invested, and gain one temp angst
Challenge: Extended Static Mental vs. temporary or permanent angst, whichever is higher
LEVEL FIVE: Advanced
Horizontal and Vertical Control (GB-1. pg.49) - With this art, artificers may take total control over computer monitors and televisions, projecting whatever sounds and images they choose. Each success is fifteen minutes worth of total control.
Class: Uncommon
Cost: 3 pathos, 2 willpower. One additional pathos and willpower extends the images and sounds to all other similar systems connected together (via outlets, fore example).
Challenge: Extended Static Mental
Ludd's Grip (W:tGW pg.122) - Artificers can claim an object and force it to run itself into destruction, by causing its gears to run backwards and joints and rivets to pop out. This does not cause a machine to cross the shroud, but does produce almost instantaneous destruction of the object.
Class: Uncommon
Cost: 3 pathos, 1 willpower, gain 1 angst
Challenge: Static Physical
Empower (W:tO2 pg.145) - Artificers may invest arcanos that they know into an object, thus creating a sort of temporary artifact that can be used by anybody. The number of successes achieved on the artifact's creation is the number of "charges" that the object has. When an item is so used, it burns one of its stored pathos, activates the art (the user must still pay all relevant costs), and one of its charges is used up. The highest level of arcanos that may be invested into an object is equal to the number of successes achieved. Curiously, this art may not be invested into an object. Note that this art must be performed in front of an ST.
Class: Guild
Cost: 3 pathos, 1 pathos per charge, and 1 willpower
Challenge: Extended Static Mental
Kinesis (GB-1. pg.47) - This dread art allows an Artificer to affect the movements of molecules, thus ultimately affecting the very temperature of an object. This affects only inanimate, non-living objects. Each success raises or lowers the temperature by 30 degrees Celsius, or 50 degrees Fahrenheit. The amount of damage taken by targets is listed below, as the item will affect the temperature of the room somewhat. An ST is required for this art if more that 2 successes are achieved.
Class: Guild
Cost: 4 pathos, gain 2 angst
Challenge: Extended Static Physical
Damage (all aggravated): 3 successes = 1, 4 successes = 2, 5 successes = 4, 6 successes = 8, 7 successes = 16. Note - all when appropriate.
Impress (Hier. pg.106) - Artificers long ago learned the art of permanently forging a soul into an object, while allowing the personality, passions, memories, essence, and very being of the soul to remain conscious. This art is most often used to create living pages, but other uses have been discovered.
Class: Rare
Cost: 2 pathos. Unless the target relents, the Artificer gains a point of permanent angst. Otherwise the angst gained is temporary.
Challenge: Mental
Solicitors
retest: Investigation
The power of Intimation is one of the most feared in all the Hierarchy, and for good reason. Those who practice Intimation can, in fact, look into the very soul of their target. Think of the deepest, most primal urge you have. Think of the darkest desire, the most disturbing fantasy that you have ever had. Imagine someone ransacking your thoughts, digging through your desires. Imagine someone changing them. What if the way you felt is not the way you always felt. There are things you once liked that you no longer liked. Why is that? Were you perhaps manipulated into doing so? But it feels natural, you say. This is how I am. Sure you are.
The Solicitors guild were banished by Charon almost a thousand years ago, and all Stygia breathed a sigh of relief. No one trusted the Solicitors, and for good reason. Machiavellian, they manipulated clients and targets alike. They answered to no one, and played their own devious games of manipulation and desire as they saw fit. Almost everyone today assumes that the Wheel is no more. Almost everyone is wrong...
The power of Intimation is almost impossible to hide. A Solicitor's left eye glows a bright, poisonous green. Moliation cannot ultimately hide this, although it might temporarily. Eventually the glow will eat through a wraith's corpus. Even sunglasses cannot fully contain the glow. It is a dangerous flaw to possess.
Intimation works just as easily on the skinlands as in the Shadowlands. If used on a relic object, only wraiths will be attracted to it. If used on a material object, wraiths and mortals will be attracted to it. The object must be touched for the Gleaming to work. As for the other powers, the Solicitor must look at the target, although eye contact is not necessary. When the power is invoked, the left eye of the Solicitor will flare a brilliant green momentarily.
The Solicitors, like the Alchemists and Mnemoi, were banned almost a thousand years ago, and unless a wraith has the background age at a four (1000+ years old), she should not have access to it unless she is in the Wheel. The entire art is restricted to Guild level.
Unless otherwise noted, the number of successes determines the duration of the art used. The following chart is thus used:
1 success = 1 hour
2 successes = 1 day
3 successes = 1 week
4 successes = 1 month
5 successes = 1 year
6 successes = permanent (unless somehow miraculously fixed, as per Mnemosynis or some other equally unique cure).
For many of the arts, the number of successes applies to the level of the desire and/or the duration. Each success after the first may be applied to either the level of desire OR the duration. Thus the ability to make a vampire never want to drink blood again would take up to 11 successes (1 initial, 5 to extend the duration from 1 hour to permanent, and 5 to manipulate a greater primal urge).
The powers of the Gleaming, Quash, and the Craving are not subtle. Anyone with at least one level of the abilities psychology, investigation, empathy, or greater social traits than the Solicitor can in fact tell that something is amiss, although they may not be able to tell what. Others may detect if someone has been tampered with if they have any of the same abilities.
INNATE
Self-Intimation (W:tPG pg.153) - Solicitors are masters of their own art, and as such are more resistant to the arts of Intimation. Self Intimation may be bid as a retest defensively against Intimation. Self-Intimation may not be lost, but may only be bid once per challenge.
Cost: Nothing
Challenge: None
Twinge (W:tPG pg.153) - A Solicitor can read the top-most wants and desires in person. Often this will give inconclusive results, such as "I want a pizza," "I want out of this boring meeting," or "I want to sit down." This art applies to the desires of the moment. Each success is one desire that the Solicitor reads. The more successes, the deeper the read.
Cost: Nothing
Challenge: Extended Mental
Read the Emotions (JDB) - The Solicitor may make a challenge against a target to discover what emotions underlie her passions. Only the emotions may be detected, never the full passion. Each success is one emotion that must be revealed to the Solicitor.
Cost: Nothing
Challenge: Extended Social
LEVEL ONE: First Basic
The Gleaming (W:tPG pg.154) - A Solicitor can cause an object to be particularly desirable, and thus "ensorcelling" it. Those who see such an object find it very desirable, almost irresistible. All who see the object must succeed in a Static Mental Challenge against a difficulty equal to the Solicitor's Social Traits or do all in their power to possess the object. Items so ensorcelled should be marked as such, or announced to all. Each success ensorcells the object or five minutes. This power does not affect the Solicitor who enacted it.
Cost: 1 pathos
Challenge: Extended Static Social
Difficulty: 1 if in the shadowlands, shroud if in the skinlands.
The Rush (JDB) - The Solicitor can give someone a feeling of euphoria that can overwhelm the target. The Solicitor engages her target in a Social challenge. If successful, the target is down a social trait for a round. Each additional pathos trait spent drops the target's social traits by one. Each success is one round that the target is down social traits. During the art's duration, the target is overcome with feelings of joy and elation. The effects of this art are addictive, once the target has felt this power he will want it again and again. This addiction is something that should be played out in game. In order to break the addiction the target must spend a willpower point.
Cost: 2 pathos per social trait the target loses
Challenge: Extended Social
LEVEL TWO: Second Basic
Quash (W:tPG pg.154) - Solicitors can remove wants from a target, such as the desire to eat steak, or the desire to see what's in the basement. This is a crude removal at this point, not at all subtle, and as such many targets will know that something is wrong. The greater the desire, the more successes needed. One success affects mere whims, while 5 successes are needed to affect the most deep seated desires. Life threatening desires require six successes. Passions may also be removed from wraiths; this requires three successes.
Cost: 2 pathos
Challenge: Extended Social
Find Weakness (JDB) - The Solicitor can search her target's mind for signs of weakness, discovering what primal flaws can later be used against her. The Solicitor engages her target in a social challenge. If she succeeds, the target must name for the Solicitor a negative social trait she possesses. If she possesses no negative social trait, she must state this as well. The Solicitor may detect multiple social traits at the cost of an additional willpower trait.
Cost: 1 willpower per trait attempted to discover.
Challenge: Social - Extended if the Solicitor tries to discover multiple traits. Negative Social Traits may not be bid on this art.
LEVEL THREE: First Intermediate
Deep Desiring (W:tPG pg.154) - The Solicitor can fully map the desires and urges of her target. This is the opposite of Twinge; where in Twinge the Solicitor starts with the top-most wants of the target and works her way deeper, Deep Desiring allows the Solicitor to start with the driving desires and work her way out. With wraiths, this should initially reveal passions. Each success is one passion revealed.
Cost: 2 pathos
Challenge: Extended Mental
The Temptation Within (JDB) - With this art, the Solicitor can peer into her target's mind to discover the deepest and darkest of her sins. The Solicitor makes a social challenge against the target; if she succeeds, she learns the target's deepest, darkest sin, that which the target feels most guilty about. Other sins may be discovered with additional willpower traits spent.
Cost: 1 willpower, plus 1 pathos per success, gain 1 angst
Challenge: Extended Mental
LEVEL FOUR: Second Intermediate
The Craving (W:tPG pg.155) - Solicitors may implant false wants and desires into a target. Like Quash, multiple successes will grant more deep-seated or contrary desires. To actually get someone to do something life-threatening would require six successes.
Cost: 4 pathos, or two willpower and two pathos. Gain 1 angst for every second success.
Challenge: Extended Social
The Addiction (JDB) - Using the information provided from the Temptation Within, the Solicitor can manipulate a target's persona, causing her to greatly desire to do whatever tempting and dark action again. The power of Temptation Within must have been used at some point prior to the use of this art. If the Solicitor beats the target, the target will pursue the dark temptation. The number of successes determines how much the target will follow the temptation; with one success, the target will sort of follow the inclination. With five successes, the target will follow the temptation to the exclusion of all else. The duration of this art is found on the intimation table.
Cost: 4 pathos, 1 willpower per hour, gain 2 angst
Challenge: Extended Social
LEVEL FIVE: Advanced
Cupatatis (W:tPG pg.155) - The culmination of all the arts of Intimation, it is this art that made the Solicitors so feared. The Solicitor may now employ the arts of Quash or the Craving, but do so subtly, carefully weaving the new psyche seamlessly in with the old. The target will now have a new personality that flawlessly includes (or doesn't include) the changes made. Each success executes this more seamlessly, and the number of successes determines how many levels of psychology, empathy, or investigation are needed to detect if anything is amiss. The number of social traits is now irrelevant. Successes need not be spent on duration, for at this level the art is automatically permanent.
Cost: 4 pathos, 2 willpower, gain 3 angst
Challenge: Extended Social
Manipulate the Emotions (JDB) - The Solicitor can manipulate the desires of wraith to the point that it affects the target's passions. The Solicitor can strengthen or weaken a passion, or even manipulate it. Love can be debased to lust, or devotion refined to honor. The Solicitor must know the emotion that is being manipulated. Only the emotion may be manipulated, not the passion. The duration of the art is determined on the Intimation table found earlier. The degree of change is also determined by the number of successes; love to devotion would require one success, while love to lust might take three successes. Love to jealousy would require five successes, while love to hate would not be possible. This is an excessively difficult art to play out.
Cost: 4 pathos, 2 willpower, gain 2 angst
Challenge: Extended Social
Chanteurs
retest: Performance(voice, instrument, etc.)
Keening strikes at the very core of wraithly existence. While on the surface it appears for all intent and purpose nothing more than a musical group of arts, a series of powers that are whim and fantasy, in reality it has been aptly described as the most core of all arcanoi. Wraiths are, by their very definition, passion personified. They are not a body, not a corpus, not even a physical entity. While it is true that they are a memory, it is more true to say that they are passion and angst personified. All of their arcanoi are fueled by pathos. And it is the power of Keening that allows a wraith to play with the subtle interaction of such passions.
The Chanteurs guild is, if nothing else, proud. In its day it was a powerful elite group of performers and entertainers, allied with the Spooks, Oracles, and especially the Sandmen. But the disbanding of the guilds hurt the Chanteurs the most, for they were the most vocal and public of the Guilds, the one that survived the most on local funding. They did not accept their banishment well, however, and as a result did not go as underground perhaps as they should have. They still perform for others, if the price is right, and do not always conceal their guild status as well as they might.
Keening is a performing art, and the power is conducted through the transfer of the art. As such, all Chanteurs are required to have some form of musical instrument or other performance device to help them practice their art. Even those who sing or dance to express keening must have special shoes or a microphone or such; this appears to be more for a psychological reason than anything.
Not only is performance the retest for keening, but at least one level of the ability must be taken by any practitioner of keening, and the form of performance, such as singing, guitar, or kazoo, must be stated.
INNATE
Sotto Voice (W:tO2 pg.146) - Usually the arts of Keening are not subtle, and wraiths often suspect something is amiss if their friend suddenly pulls out a harmonica about the same time that everybody around them starts acting differently. Sotto Voice allows a chanteur to mask her art in everyday conversation, thus forgoing the need to use an instrument. The challenge for this art is made after the normal use of keening; one challenge is made, and applies to all listeners.
Class: Common
Cost: Nothing
Challenge: Static Social.
Difficulty: Listener's mental traits. If multiple listeners, then the one challenge applies to all listeners, but each listener may have a different difficulty.
Perfect Pitch (W:tO2 pg.146) - Chanteurs are masters of their own art, and at the most basic of levels they can tell when someone is using the art of keening for any reason. Normally keening is blatantly obvious, but if a chanteur uses Sotto Voice, it's effects may not be so apparent. Whenever Sotto Voice is employed, and wraith with Perfect Pitch may resist with a mental challenge to detect. This replaces the static social challenge that Sotto Voice employs, and in effect allows the user of Perfect Pitch access to retests and willpower. If successful, the user of Perfect Pitch knows that Sotto Voice was employed.
Class: Common
Cost: Nothing
Challenge: Sotto Voice (Social) vs. Perfect Pitch (Mental).
One challenge total is all that is necessary for the use of Sotto Voice; the same challenge may be used both for the static effect and against those with perfect pitch.
Sense Pathos
This power allows the wraith to sense pathos and the objects that contain it. The wraith can literally see it as a faint glow filling the object they are looking at. Challenge: Mental (Static for objects)
Cost: None
ST required: No
Class: Uncommon
LEVEL ONE: First Basic
Dirge (W:tO2 pg.146) - The Chantuer may conjure up the darker images and emotions, feeding the "darker" passions, such as greed, envy, and revenge. These emotions affect the quick much more than the dead. Every mortal affected by this art feels the emotion for one day per success; each wraith affected by this art feels the effects for five minutes per success. Wraiths with the "darker" emotions may make a simple challenge to gain a pathos point out of this (Win +1 pathos, tie nothing, loss passion is jaded). Shadows may make the same challenge. This pathos is "generic" and does not refresh as much as true pathos, although it will fuel arcanoi and such just as normal pathos will.
Class: Common
Cost: 1 pathos, gain 1 angst
Challenge: Extended Social vs. target. Multiple targets may be engaged as per combat rules; multiple traits must then be bid.
Distraction (Reneg pg.92) - This oddly specialized art was developed by renegades to confuse barghests (the moliated bloodhounds of the Hierarchy). The music that the chanteur plays is a mix of sounds and noise meant to throw the barghests into such confusion that they are unable to track the chanteur, or to even act. Note that for whatever reason, this art only works on barghests. Speculators claim that the chanteur is flooding the barghests with passions of days from before their current state.
Class: Guild
Cost: 1 pathos
Challenge: Extended Social vs. the barghest
Sing Light
Using his power the chanteur can sing light rather than sound. The light will eminate from their mouth (or instrament) like a beacon or rainbow. The chanteur can pick the color of the light that they create. They must also select a emotion that is associated with the light. The emotion will be too weak to generate pathos, however. The duration of this light is one scene per success.
Challenge: Extended Static Social
Cost: 1 pathos
ST required: No
Class Uncommon
Source: MW
Code
Chanteurs have learned how to hide messages into the music of the song they sing. This message in encoded into the very notes of the song they sing. It can only be decifered by another guild member posessing this arcanoi. Encoding the message is automatic for anyone who posesses the power.
Challenge: Static Mental to decode.
Difficulty 10-highest level of Keening of thesinger
Cost: None
Class: Guild
ST reuired: No
Source: MW
Intent
This power allows a chanteur to determine the drivng emotion motivating a statement or action. This power must be used only on the last statement made by the target or an action that was just completed.
Challenge: Mental
Cost: None
Class: Uncommon
ST reuired: No
Source: MW
LEVEL TWO: Second Basic
Ballad (W:tO2 pg.146) - This art is identical to the art Dirge, save that the chanteur may evoke the higher and "lighter" emotions such as love, joy, and hope. Pathos may be gained in the dame way, although with this art there is no fear that the shadow will also gain pathos. In every other respect the art is the same as Dirge.
Class: Common
Cost: 1 pathos
Challenge: Extended Social
Calm Barghest
This power is used mainly by hierarchy regulars who work as barghest handlers. The process that transforms a wraith into a barghest is ofter very tramatic and leaves a the barghest a bit deranged. As such the beasts tend to be a bit tempermental. This power clams them making them more receptive to direction. Most of the hierarchy's handlers posess this power. The degree of control depends on the number of successes: 1 success, it is calmed somewhat, 5 successes just think Lassie.
Challenge: Extended Social
Cost: 1 pathos
ST required: Yes
Class: Uncommon
Trust me
The victim of this power must answer the next question asked to them truthfully. While the answer does not have to be the complete truth it should be a complete answer to the question.
Challenge: Social
Cost: 1 angst
ST required: No
Class: Guild
Look!
This power causes a momentary distraction in the target. For a biref second the target will look over his shoulder allowing the wraith jus enough time for one quick action. The usual use of this power is pickpocketing, the removal of an item from the target in question. Often used as a source of income when times were tough this power is one of the guilds trade secrets.
Clallenge: Social
Cost: 1 pathos, 1 angst
Class: Uncommon
Source: MW
LEVEL THREE: First Intermediate
Muse (W:tO2 pg.147) - The chanteur has, at this level, learned the subtle interplay between emotion and thought. She can now sing thoughts into the heads of others, implanting ideas that others feel are their own. The number of successes the chanteur gets determines how well the idea "takes." At one success, the target gets the idea, but will interpret it in her own way, in her own time. At three successes, she gets a reasonable idea, but will still make a few interpretations of her own. With five successes, the chanteur has successfully implanted the idea successfully in the head of her target, and she will interpret it the way that the chanteur wanted.
Class: Uncommon
Cost: 2 pathos, gain 1 angst
Challenge: Extended Social
Create Liquid Emotion
This power turns pathos into a liquid form of emotion. The effect could be described as an alcoholic drink who's flavor was a particular emotion such as joy. If the wraith consuming this beverage has a passion with that emotion they gain an automatic point of pathos for feeling that emotion. (All rules regarding pathos checks apply.) It is easier for wraiths to make a drink with an emotion that matches one of their own passions. The number of successes determines the strength of the drink and the number of pathos that could possibly be gained by the wraith drinking the beverage.
Challenge: Extended Static Physical
Cost: 1 pathos if the Chanteur has the emotion as a passion, 2 of they don't. Both costs are per point of the drink.
Source: MW
Class: Guild
Notes:
Will-o-wisp
This power allows the chanteur to hold an opponent hypnotised with the power of their voice. The target of the power will not be able to take any action including dodging. This power requirs total concentration if the chanteur is distracted in any way then they must make a mental challenge to maintain concentration even a light touch is sufficient to necessitate this test. If either the chanteur or the target is severly bumped or takes damage the power is automatically broken.
Challenge: Static Social
Cost: 2 pathos, 1 angst if target is damaged
ST required: No
Class Guild
Source: MW
Soothe the Beast
This rare art allows a chanteur to bring a wraith out of catharsis. By bringing out memories of hope and peace the Chanteur causes the shadow to return to submission. This process is siad to be quite