Risen Character Creation Quick Reference
This section is intended as a quick reference for players to use as a guide to creating characters. For more details on some of the material please refer to either the wraith character creation guide or the vampire character creation rules. Wherever the rules are different we have endeavored to provide you with complete descriptions.
These days Risen are no longer a curiosity. Due to the events in end of empire there are now more Risen in the west than Vampires, Garou and Mages combined. Furthermore, rumor's have it that Osiris is buiding an army out of the kingdom of sand to defeat Set. Finally, even if the Que Jin are not actually Risen then they are very close relations. All these factors make having a clear set of rules for creating risen essential.
Wherever possible we have created a set of rules that are a simple as possible as well as being as equivalent to the wraith rules whereever possible. Certain alterations need to be made to take into account for the children of the risen to take into account the unusual circumstance of their creation.
Name: Write your characters name
Player: Write your name
Demeanor/Nature: Your character outward and inward personalities respectively. Choices include but are not limited to the following list of archetypes:
Architect, Autocrat, BonVivant, Bravo, Caregiver, Celebrant, Child, Competitor, Conformist, Conniver, Curmudgeon, Deviant, Director, Fanatic, Gallant, Judge, Loner, Martyr, Masochist, Monster, Pedagogue, Penitent, Perfectionist, Rebel, Rogue, Survivor, Thrill-Seeker, Traditionalist, Trickster, Visionary.
Life: What did your character do while she was alive?
Death: How did she die?
Regret: Why is she still hanging around as a ghost?
Skills and Training
Attributes: (starting: 7 primary, 5 secondary, 3 tertiary)
Maximum Attributes in a category: cap is 10 + age + experience or 20, whichever is lower.
Attribute list:
Physical Traits: Agile, Brawny, Brutal, Dexterous, Enduring, Energetic, Ferocious, Graceful, Lithe, Nimble, Quick, Resilient, Robust, Rugged, Stalwart, Steady, Tenacious, Tireless, Tough, Vigorous, Wiry.
Social Traits: Alluring, Beguiling, Charismatic, Charming, Commanding, Dignified, Diplomatic, Elegant, Eloquent, Empathetic, Expressive, Friendly, Genial, Gorgeous, Ingratiating, Intimidating, Magnetic, Persuasive, Seductive, Witty.
Mental Traits: Astute, Attentive, Clever, Creative, Cunning, Dedicated, Determined, Discerning, Disciplined, Insightful, Intuitive, Knowledgeable, Observant, Patient, Rational, Reflective, Shrewd, Vigilant, Wily, Wise.
Abilities: Pick Five.
Academics, Alertness, Awareness, Animal Ken, Archery, Athletics, Bureaucracy, Blindfighting, Brawl, Computer, Crafts, Dodge, Doomslaying, Dreamcrafts, Drive, Empathy, Enigmas, Etiquette, Expression, Finance, Firearms, Fortune Telling, Intimidation, Investigation, Law, Leadership, Linguistics, Lore (Hierarchy, Wraith, Spectre, Vampire, Labyrinth, Giovanni, Necromancy, Tempest, Guild etc.), Medicine, Meditation, Melee, Occult, Parapsychology, Performance, Politics, Psychology, Puppetry, Repair, Science, Security, Soul Shaping, Soulforging, Stealth, Streetwise, Subterfuge, Survival, Theology, Torture
Backgrounds: Choose five points
Age, Eidolon, Legacy, Memoriam, Mentor, Status (First level of Guild Status costs two points).
Note: Age is only appropreate for Risen whe spent and extensive time in the shadowlands before becoming a risen such those who became Risen as a result of the maelstrom.
The two Risen arcanoi are considered entirely uncommon. Each will require a mentor point. This mentor must be another Risen.
Certain types of status are more common than others: Hierarchy is virtually unheard of, as are certain guilds . Puppeteers, are far and away the most common status found. Followed by Proctor, Haunter, Renegade, Spook, and even Heretic.
New Backgrounds:
Vampiric Mentor: During your travels as a risen you have managed to find a vampire willing to teach you how the disciplines work so you could mimic them. For each of the four diciplines available to risen: Celerity, Potence, Fortitude, and Obfucase levels one through four of each are considered uncommon and level five is considered rare. Now, if you want to take a mentor for the advanced level it is required that you buy the mentor for the proceeding levels. This means that even if you have a five point mentor it is possible for you to have only one or two advanced disciplines taught to you.
Disciplines are fuled by pathos and not blood in the case of a Risen.
Some consideration should be made for what vampire would be willing to teach a risen. Most clans will be able to teach one or at most two different disciplines. Clans which would be the most likely to teach would be: Nosferatu (Potence, Obfuscate), Brujah (Potence, Celerity), Gangrel (Fortitude), Malkavian (Obfuscate), or Caitiff (Any one, two or three). Keep this in mind when doing the mentor write up as well as thereasons the vampires are aiding you in this.
Important note: If you take the merit innate vampiric ability you may take no more than 3 dots in this background. The reason for this is the fact that the merit eliminates the need for a mentor in that "discipline" so you can learn up to advanced without needing a separate teacher.
Influence: Risen may now purchase up to five dots of vampiric influence in such areas as health, finance, police, etc.
Starting Arcanoi: Pick five dots or levels, starting with level one. Dots may only be spend on levels 1 to 3. Can start with advanced only if bought with freebie points.
Excluding Children of the maelstrom, who have their own requirements, all Risen must have puppetry as one of their origional arcanoi. Furthermore they will also need two basic levels in Inhabit, Embody or a combination of the two.
Furthermore, there are limitations as to the efffectiveness of certain arcanoi by embodied and puppeteering wraiths. For those changes see the list in the appendix.
The two Risen arcanoi, Serindipity and Fascinate, are considered uncommon for all levels and therefor a point of mentor will be required to learn each of them.
Pathos: Five Points
Willpower: 3 traits
Wraithly Qualities
Passions: Chose four, remembering each needs an action and emotional component. (Possibly less that four if you take the age background.) Note: For Risen one passion will dominate above all others and is the driving reason why the risen gave up wraithly status to become a Risen. For this reason a Risen will have one and only one emotional state no matter how often or shen she is checked, it is the emotion that underlies that passion. If additional successed are gained attempting an emotional state check on a Risen's aura the other emotions read will be those corresponding to the wraiths other passions.
Fetters: Chose four physical connections to the skinlands (unless you take the age background). Can be any person place or thing. Almost always, the conduit is one of the fetters that a wraith posesses.
The Conduit: Is a very important object to the Risen often tiems it is a small object but it can also be an animal or corpse. It is an integral part of the risen existance. A wraith's Shadow inhabits the conduit giving the shadow the ability to percieve its surroundings. It also makes the conduit impossible to get rid of. One interesting note is that the conduit possesses an aura resulting rom the presence of the wraiths shadow.
[Authors question what does this aura show?]
Shadow: (Same as wraith)
Select Archetype
Pick Two Dark Passions
Pick five points of thorns, you should pick those that appropreate to existance in the skinlands.
Important note: Risen gain double the angst from every time they fufill a dark passion. Test the passion as before but after the angst is counted double the final number.
Covenant: What deal did the Risen have to make in order to get the shadow to agree to let her become a Risen? While the shadow generally likes the idea of becoming a risen he will always want more out of the bargen. Perhaps some sort of time share a chance to see the wraith suffer through fufilling certain dark passions etc.. The benefit to a wraith who makes a contract is that she can now bail the body any time she wishes. To re-enter the body she merely needs to make a skinriding challenge.
Freebie Points: 5 freebie points, maximum of 5 negative traits, a maximum of 7 points of flaws, and up to three additional points of thorns. Total max. freebie points = 20.
Negative Trait List:
Negative Physical Traits: Clumsy, Cowardly, Decrepit, Delicate, Docile, Flabby, Lame, Lethargic, Puny, Sickly.
Negative Social Traits: Bestial, Callous, Condescending, Dull, Feral, Naïve, Obnoxious, Repugnant, Shy, Tactless, Untrustworthy.
Negative Mental Traits: Forgetful, Gullible, Ignorant, Impatient, Oblivious, Predictable, Shortsighted, Submissive, Violent, Witless.
Freebie point costs:
Attributes - 1 pt. For 1 trait.
Abilities - 1 pt each.
Willpower-3 points per dot (maximum of ten)
Passions - 2 points. For one passion (maximum of six).
Fetters - 2 points. For one fetter (maximum of six).
All Backgrounds - 1 pt. for one background trait.
Merits - As appropriate. Maximum of ten points of merits.
Arcanoi (same classes as other wraiths)
2 points for all of the innate arts of one Arcanoi.
2 points for one Arcanoi of first basic level.
3 points for one second basic Arcanoi.
5 points for one first intermediate Arcanoi.
6 points for one second intermediate Arcanoi.
9 points for one advanced Arcanoi.
Disciplines(must have a mentor):
4 points for a basic level (1st or 2nd)
7 points for a intermediate level (3rd or 4th)
10 points for an advanced (5th level)
Freebie Points may also be spent to subtract freebie points from the shadow. This happens on a one for one basis.
Note that under this new system, angst may not be taken in order to increase the number of freebie points.
Merits/Flaws: Maximum of 10 point of merits and 7 points of flaws.
RISEN MERITS AND FLAWS (from The Risen)
Secret Death (2 pt. merit) There are no records of your death. As such, few people, if any, realize you are dead.
Innate Vampiric Ability (3 pt. merit) Risen with this ability may pick one of the disciplines available to risen and learn it "in clan", as opposed to the out of clan cost that normally applies to risen.
Vampire Friend (3 pt. merit) This applies better if played out. Still, creative STs can work with this one. It's a great way to get brought in to a campaign.
Eat Food (1 pt. merit) Like vampires, you can hold food down for a sufficient amount of time. You may not take this merit with the flaw Autopsied.
Unhealed Deathwound (2 pt. flaw) The blow that killed you still hasn't healed, even after rising. It still leaks, especially in combat and other physical activities.
Autopsied (1 pt flaw) You have a rather distinctive Y-shaped scar on your chest, and anybody with any medicine trait should know what that normally signifies.
Mortal Fame (1-4 pt. flaw) "You look like... no, but you couldn't be. She's dead!"
Scent of Decay (2 pt. flaw) The smell of death follows you, and you are down one social challenge when dealing with others.
Decapitated (7 pt. flaw) Well, this one will require quite a bit of work with the STs. Social challenges are always going to be down a challenge (because, well, it's just NOT right dealing with a guy who's holding his own head), and you are down a physical trait in all dexterity based maneuvers (mainly because your eyes and your hands aren't in the proper relation to each other anymore). We expect a good prop base for this flaw to be executed.
Note - At STs approval, other Wraith merits and flaws may be appropriate, as may many of the vampire merits and flaws.
New Merits and Flaws
Lost Harrowings (1 pt. Per level) For every harrowing a wraith has lost before becoming a risen the wraith as one less corpus level available to its conduit.
Basic Wraithly Ability
Risen still posess the wraithly abilities of Lifesight, Deahtsight, and Hightened Senses. While this may seem like an advantage it is actually quite depressing for most Risen as it forces them to see all the death in the world. They can not however see back across the shroud.
The Role of the Conduit
The condoit both acts as a fetter tyign the wraith to the skinlands and it will also serve to form the connection between the Risen and her body (not corpus). In fact the wraiths corpus power the conduit. Every conduit regardless of size or strenghth (most are small and fragile before becoming conduits) has ten corpus levels and physical traits equal to you physical traits. It is impossible for the risen to leave the vicinity of her conduit without taking damage.
One other point, since the conduit counts as part of wraiths corpus anyone touching the conduit can be affected by arcanoi that are range touch.
Healing and the Risen
Risen has a set of ten health levels for the body and ten corpus for the conduit. If the conduit takes damage it is impossible to heal the body to a health level higher than the conduits current health.
Healing the body - Requires spending a point of pathos for normal damage or slumbering. Aggrivated damage may only be healed by slumbering.
Healing the Conduit - Healing the conduit requires spending a willpower point, a pathos point and gaining one angst. Then the risen must slumber for a full twenty four hours.
Death and Unciousness
If the risen's body should ever reach zero health levels and the Risen is without pathos for use in healing then the body is considered destroyed and the Risen reverts to wraith form. However, if a Risen is reduced to zero Health with some remaining pathos they will merely fall uncionsous for a time determined by the number of levels of fortitude. For each level of forttude make a simple test, make one more and consult the following table:
|
Number of Successes (win or tie) |
Time Unconcious |
|
0 1 2 3 4 5 6 |
24 hours 12 hours 6 hours 4 hours 2 hours 1 hour 1 scene |
At the end of this time the Risen makes an extended static physical challenge versus nine traits. The Risen may only bit stamina related traits and may only count stamina related traits in case of ties. She may however add +1 to her total, in case of ties, for each level of Fortitude posessed. It is not possible to heal above ten health levels, or the current number of corpus in the conduit.
Interaction Between Arcanoi and Disciplines
Disciplines can not be used to directly benefit disciplines and vice versa. For instance Puissance can not be used to affect ties in Obliviate. Neither can Tempus Fugit add attacks to celerity. For questions as to indirect interactions consult a Storyteller.
Appendix: Arcanoi usable by a wraith in the Skinlands
Finally while there are certain differences in the underlying principles between Embody and Puppetery we have tried to minimise those and eliminate differences beetween Puppetry, Corruption and Risen.
Embodied/Puppiteers/Risen still posess the innate wraithly abilities of Lifesight, Deathsight, Hightened senses but not the ability to see across the shroud.
Argos: Nada.
Behest: (W:TGW) This Arcanos may only be used on other, Embodied Wraiths while the Moriman is in the Shadowlands. Puppetters/Risen may not use it nor may Moriman use it on Pupiteers/Risen.
Castigate: All Arts that effect the Wraith’s own person can be used. All Arts that affect other Wraiths and their Shadows can only be used on Embodied/Risen Wraiths. Bulwark and Housecleaning (W:TGW -- Purity Bulwark) can be used but only on Spectres who are riding bodies, or who are also Embodied. Pupiteers who are inhabiting bodies with a soul may not be castigated (this does not include coma victims).
Chains of the Emperor: These powers can not be used while embodied/puppeteering.
Connaissance: Any Arts of this Arcanos that affect Spectres (Baka) only work on Embodied or Skinriding Spectres while the Wraith is Embodied/Puppiteering. Eyes of the Abyss doesn’t work while Embodied/Puppeteering.
Contaminate: The Basic Art Perceive Contamination (W:TGW -- Diagnose the Darkness) can be used on persons in the Skinlands. The other Arts only work on Embodied or Skinriding Wraiths.
Corruption: Only sense likeness may be used by an embodied wraith. Otherwise, Corruption works analagously with Puppetry.
Displace: Only the Basic Ability Sense Rider will work, at a +2 Difficulty. (Jason what doyou think?)
Embody: Puppetteers/Risen may not use embody, except the permanently embodied.
Fatalism: While the arts can be used on the other side of the shroud they are almost universally (but not always) tied to events happening on the shadowlands side. An extra point of Willpower must be spent targeting mortals.
Flux: Like Inhabit, Flux powers require an aditional point of pathos above and beyond the listed cost. In cases where the physical proterties of a matereal are being changed such as the phase of the material there will often be a dramatic temperature change. As a result matereals will return to their origional state (but not shape) after a period of time equal to one round per point of pathos expended.
Hive-Mind: Every Art works, but Silent Whispers, Distant Wispers and Compel can only be used on other Embodied or Skinriding Spectres. Taming the Beast is irrelevant as labyrinth creatures are not found in the skinlands.
Inhabit: All arts work but cost an additional point of pathos.
Intimation: All arts work normally.
Keening: All of the Core Book arts can work while Embodied, but Crescendo must be used with Life-In-Death or higher (for embodied wraiths). For attempting to use wisper with outer keeening arts the ST must make sure that the target is close enough to make out the words (or atleast the song) that the wraith is singing. It is not possible to brew pathos drinks in th skinlands or embody them after creation. The W:TGW Art Brendan’s Lay, Songs of the Living and Spectre Song only works against Spectres who are riding bodies or also Embodied. Also since Barghests can not cross over powers that affect them are irrelevant. However, since keeking arts work against those that can hear them sometimes it will affect wraiths who are in the shadowlands.
Larceny: The Basic Ability Weigh Oblivion can be used as normal, the rest of the Arts can only be used on the Embodied or Skinriding except for Emotional Infection and Savor Agony, which can also be used on the living.
Leechcraft: The majority of the Arts can only be used on the Embodied or Skinriding. However Inflame Dark Passions and Leach Suffering, can also be used on the living.
Lifeweb: While all arts techinically work in the skin lands many like triangulation may have additional dificulties to impliment because of the difference in geometries between the shadolands and the skinlands.
Maleficence: All powers can be used while Embodied/Puppeteering/Corrupting/Risen. Conversion can only be used on the Embodied or Skinriding.
Mnemosynis: The dread Arts of the Mnemoi work while Embodied/Puppeteeering, and can be used on Skinlanders and other Embodied Wraiths. The Mnemoi can enter her own Memory Palace by going into a trance-like state.
Moliate: Moliate cannot be used on Skinlanders as they are not made of Corpus. There are only two "moliate like" powers that can be used on embodied wraiths and none on puppeteering wraiths(including puppeteering risen): the first is "It's Elvis!" and the second is the Moliate-Embody tempered arcanoi.
Outrage: Certain powers could work but like Pandemonium (its parent power) would cost one additional angst above and beyond. "Shroudshield" can not be used by embodied/Puppeteer/Risen as they are already across the shroud.
Pandemonium: Any use of Pandemonium by a Risen incurs an additional angst point above and beyond the normal gain.
Phantasm: Phantasmagoria works while Embodied. However Phantasm is unavailable to Puppeteers/Risen.
Puppetry: Only "Detect Possession" will work for embodied/Risen wraiths. New Risen in living bodies have access to the medicinal arts. Puppeteers have access to all of their powers though some may only be usable on their consorts/hosts.
Shroud Rending: A Spectre cannot use this to look back on the shadowlands once embodied. Powers affecting mortals can be used by both Puppeteering and Embodied spectres.
Tempestos: None of the Arts work while Embodied.
Tempest Weaving: None of the Arts work while Embodied.
Usury: The Arts where the Usurer gives Pathos to, or takes it from, another Wraith must be done to Embodied/Puppettered/Risen Wraiths. A willpower must be spent to tanslate one form of energy to another such as blood energy from vampires into pathos for wraiths.
The Way of the Artisan: This cannot be used while Embodied.
The Way of the Farmer: Only purify will work on this side of the shroud and then only on embodied/puppeteering wraiths.
The Way of the Merchant: Transfer and Withdraw Essence can only be used on Embodied or Skinriding Wraiths. Returning the Favor can be used on Skinlanders. The other Arts will not work while Embodied.
The Way of the Scholar: All levels of this Art work while Embodied. It can be used on other Embodied Wraiths, Puppeeteers and also on the Wraith who uses it. It can not be used on mortals.
The Way of the Soul: All Arts are usable by an Embodied or Skinriding Wraith.
Appendix 2: The New Risen
With the sudden drop in the shroud, many talented wraiths crossed the shroud quickly, and when the shroud raised again they found themselves trapped permanently on this side of the shroud. Unlike other Risen they have not made a contract with their shadows. This has a number of important considerations, the first being that they are trapped on this side of the shoud unable to return to the shadowlands. They can not learn disciplines. However, on the upside their shadows do not gain double angst. In theory atleast, it is possible to come to a deal while on this side of the shroud.
All "New Risen" must take the required flaw of trapped and must chose one of the merits regarding their host anchor. It is debatable whether "New Risen" can ever buy off the flaw trapped and become like normal Risen.
Merits and flaws:
Trapped ( 2 point flaw) Unlike other Risen, you can not leave your host. If you consort is destroyed you undergo a destruction harrowing and not a regular one. You health levels are tied directly to the body so if it takes a wound so to do you. As a result of this condition it is not necessary for you to posess the full arcanoi requirements of being a Risen, you can use arts according to other Risen. However, New Risen may not learn disciplines like other Risen. The advantage is that they do not gain double angst. You still have a shadow and do not have a conduit.
Not my Corpse (1 pt. Merit) - You had the chance to cross the shroud, but needed a body to inhabit your corpus. The body you possessed is not yours. You function as a normal risen, but this body is not yours. Generally, the body is of superior quality and will not show significant deathmarks or rotting. You must have a level of puppetry to take this merit.
Not my Body (3 pt. merit) - When you crossed, you found a body that wasn't really being used all that much. Maybe your chosen host was a coma victim, or some other such mindless body (and soulless). Happily, the body is still alive. You are mortal again, and count as a mortal while retaining your wraithly attributes and abilities. You have access to some of your former supernatural powers - you may use arcanoi as per risen. You may also employ the medicinal Puppetry arts. You do not have their regenerative capabilities, though you still use pathos, and can use that pathos to heal. The advantage of this form is it is harder for shadows to overcome the joy of being in a living body. In order to gain angst from dark passions the spectre must first make a simple test if successful they can then test the passion as normal of they fail then the passion is dulled for a scene and no angst can be gained. You must have a level of puppetry to take this merit.
Not Any Body (3 pt. merit) - When the shroud dropped, you simply walked accross. You did not enter a body, but like an Embodied wraith, you are solidified corpus, unable to return back across the shroud. You are made of corpus, and have ten corpus levels. Unlike other Risen, you use arcanoi as per embodied wraiths. The defaut form is similar to that of "life and death". However other forms of embody that you know can be accessed by spending a pathos. This gives you five minutes in the alternate form. You can then extend the amount of time using maintain the material form, each success giving you another five minutes in that form before you revert. The two moliate like forms are midifications to the natural form and any changes made using these two powers are indefinate in duration. You must have a level of embody that has a physcial form (Phantom, Statue, Life-in-Death) to take this merit.
Appendix 3: Children of the Storm
The events surrounding the onset of the Sixth Great Maelstrom wrought untold havok upon the nature of the underworld. Many ghosts were hurled from the force of the initial blast (which originated in the Labyrinth) into the skinlands so forcefully that they gained a permanent footing there, even if they were domems before. This was both curse and blessing to these unfortuneates.
It should be explained precisely what a child of the maelstrom is. It is not a form of embodied or puppeteering wraith cast across the shroud. It is in fact a wraith that is trapped within an object (or person) but remains completely on the shadowlands side of the shroud. They posess one other distinct flaw: they are able to be seen by Hunters. Although Hunter: the Walking Dead points out that the Children of the Maelstrom occupy a level of the underworld that is closer to the shadowlands than normal wraiths, this is unfeasable for a LARP setting. Children of the Maelstrom function as per normal wraiths.
The character creation process for a child of the maelstrom is identical to that of a normal wraith. The only major difference is in the inclusion of a number of major flaws. However, extra care and consideration must be made for certain aspects of the character such as backgrounds. For instance how is the character going to interact with her mentor if she is tied to a kitchen table. Furthermore, many of the flaws indicate being tied to people. As a result it is necessary to create a second player character portrayed by another player who posesses the flaw haunted. For this reason and the general logistical details we consider Childes to be nearly unplayable. At a minimum ST should give great consideration as to whether they should be allowed at all.
The following rules on anchors are applicable to all children of the maelstrom:
ANCHORS - Most Children of the Maelstrom have an Anchor, in addition to their normal fetters. This Anchor is in addition to their starting fetters, and is treated like a fetter in most respects. The following differences exist:
One question do Childe have to buy Hunter Prey as well or is it considered a part of the anchor flaw?
MERITS AND FLAWS for CHILDREN OF THE MAELSTROM
Hunter Prey (1 pt. flaw) - Although you do not have an anchor (and are not, therefore, bound like most Children of the Maestrom), you may still be sensed by the Hunters with their unique abilities. This flaw should only be allowed with chronicles that deal with significant Hunter interaction where the possession of the flaw will make the wraith a target of unwanted attention.
Anchored (variable point flaw) - All true children of the Maelstrom must take this flaw. The point cost of the flaw is dependant upon the Anchor that binds the wraith. Note that no Childe of the Maetrom may take the flaw Bound.
Corpse Bond (1 pt. flaw) - The Childe is bound into a corpse. Because of the strong attachment an anchor provides, a corpse may be Raised as per Risen rules, even though the body does not belong to the wraith. This flaw applies to the corpses of animals as well. If the corpse is raised as a Risen the cost of the flaw must be bought off.
Beneficent Skinbag (2 pt. flaw) - The wraith is bound to a mortal (or supernatural) that is sympathetic to the plight of the wraith and seeks to help when possible, maybe even to willingly undergo bouts of Puppetry. Such beings may be mediums, dreamspeakers, or basic family members, and may be considered Consorts at the beginning of play.
Moveable Bind (3 pt. flaw) - The wraith is bound to a small object, no bigger than a chair. This item, however, can be moved by the wraith via Outrage, or the wraith may have others move the object for her.
Neutral Skinbag (4 pt. flaw) - The Childe is bound to a normal person (or animal) that may or may not be alerted to the wraith's presence, but is in no way going to help or hinder the plans of the wraith. Note that these beings may be turned into consorts with the expenditure of 2 willpower traits.
Traffic Violation (5 pt. flaw) - The wraith is bound into a car or other similar vehicle. Although the object may be attuned and possessed (via inhabit), cars moving down the street on their own or entering buildings are not normal (even for yellow volkswagen beetles these days).
Dangerous Skinbag (6 pt. flaw) - Bad luck! The wraith is bound to a Hunter, a Giovanni, a Black Spiral Dancer, or some other such creature that has the potential to be quite hostile to the wraith, and can even harm her. Althoug the creature can be attuned (at the cost of 4 willpower traits), such an act may or may not be adviseable.
Aint' Movin' (7 pt. flaw) - The wraith so bound is stuck to a large object (at least bigger than a chair) that is, if it moves at all, is unlikely, and may even be as big as a house or a tree. Although the wraith has ways of leaving the area (see Anchors above), the effort is quite difficult.