You are on page 1of 274

~e oblivion.
AStorytelling Game of Deatn and Damnation
Do notgo gentle into that good n~ht...
- Dylan Thomas

By Mark ~ein·kagen,

wit~ Sam C~upp an~ jennifer Hartshorn

DesiJln: Mark Rein • Hagen with Sam Chupp and Jennifer Hanshom
Written by: Steven C. Brown, Phil Brucato, Sam Chupp,
Briall Campbell , Jackie Cassauo, Graemc Davis, Da11
Greenberg, Mark Rein • l·lagen, Jennifer Hartshorn, Robert
Ha<ch, Harry Heckel,lnn Lemke, Ken Rolston, Kathlecn Ryan,
Teeu1vyn Woodruff
Storyteller Game System: Mark Rein • Hagen
Development: Jeolnifer Harrshorn with Sam Chupp
Design and Development Contributors: Phil Brucato,
Brian Campbell, Ian Lemke
Other Contributon: Nicholas ~midoff, Troels Chr.
jacobse11, Michael 0. Schmidt, Palle Schmidt, Martin S.

Editing: Robert Hatch, Brian Campbell
Art Direction: Richatd Thomas
Art: Tom Berg, John Cobb, Anthony Hightower, Larry
MacDougall, Anson Msddox, Robert McNeill, Ke11 Meyer Jr.,
E. Alle11 Smith, Richn:"<l Thomas, joshua Gabriel Timbrook,
Drew Tucker
TypeRtting and Layout: Aileen E. Miles
Cover Design: Henry Higgenbotham, Larry Snelly
Wraith Logo: Chris McDo11ough
Playtesters: The Damned Playtest Group: Alexa11dcr M.
Feely, Doull Dejulio, Tod Beardsley, Cynthia K. Neelan, Jeremy York, ~bra Harrison. Dark Spectre Playtest Group:
Timothy Tnner, Lisa Hoff, John Buscher, Cassidy Bowman,
Scott Nash, Christian Pnnas, P. David Gill. Danish Playtcstcrs:
Paul llnnvigson, Peter C. G. jensen, Rasmus Rasmussen,
Carsten Schaumburg, Asta Wellejus. Other Playttsting:
Mitchell Gross, Heather Pritchen, Beth Bostic, Tony Dills,
Jim Gantt, Shcrri Gann, Carla Hollar, Nicky Rea, Sus.'n
Adams, Chuck C3rroll, Bill Gilsdorf, Joe Masdon, Seretha
M>L'<Cion, Sherrie Miller, John Richatdson, Ian Lemke, Brian
Campbell, jennifer Hartshorn , Sam Chupp. Mark
Rein • Hagen, Bill Bridges, Phil Brucato, Robert Hatch, Mike
Tinney, Kothleen Ryan, Aileen E. Miles, and the ~Montfort
University Game:; Cluh.

For Joseph Campbell, reacher, philosopher and scholar of
the world's mythos.
"The conqutjl of U.. frar of tkath is the recovery of life's
j<YJ. ~ can expericna an unoonclirional affimwion of Uft only
14•hen one has acJJt/>ttd tkarh, nor 4S contrary w bfe , bur as an
a.<f>tet of life. Ufe in iu becoming c< alu"'ysshedding dea£11, and on
ohe point of deau•. The conquest of fear yields~~~ cour/'4"' of life.
That is U.. cardinal initiation of every lu?roic advenrure - fearkssnas and achievemenl. •

lN., CA 30083

@1994 by Whirc Wolf, Inc. All rights reserved. Re·
production without the written permission of the publilhtt
is expressly denied, except for the purpose of review-s.
Wraith the Oblivion, Mage the Ascension, Werewolf
the Apocalypse, and Vampire the Masquerade are trade·
marks of the White Wolf Game Srudio. All names, titles,
characters and tcxr herein are copyrights of Whioc Wolf
u11less othenvise nored.
The mention or reference to any comp.,nies or prod.
ucts in these pages is not a challenge to the trademarks or
copyrights concerned.
Because of the mature subje-ct matter contained herein,
reader discretion is advised.


Book One:
chapter One: intro~uction
chapter Two: Setting
chapter Three: Storytelling



Book Two:
chapter four: ~ules
chapter five: character
chapter Six: Traits


Book Tnree:
chapter Seven: sha~ow
Chapter Eight: Systems
Chapter Nine: Drama




ican't e~en touch tile hooks t~·read

i t~lo~ you ~neath tlfe stars



Hourided;by,y~ur memof&~ .


,.)d ii ~ 11111110 Gil am


Apd aiiJOUT ra~1\g~IOJY\\ ~·!~~~~~~




tBut now Im·finally,~

""l!m·.~"' ·






rhat SeP.~t~ yo~!ro




i ~·good-bye thetowlio~beast· \



~n Jllty.j7i.J~.72'J'o


ud Utliert ~ •·Lel,_lwilh~e ~ ~


"'' ·'4oil1i·. c1.:




toull never know the hurf Fs~ferelf
- IW ~ uis.lilrt!r

Nor the pain i rise·a~

And i'll never know the csame ~I yQU,


But sooo we'll be together ~

jn t~e clasp of obli~on.

Thls ~llll!lortal Coil T•+ I u el -r11111l!fllr!s .IIQIIOI~.._ ~ ~._....~ ~ .. atwlo do 'nGl eplt hi tWlr Olll!lfstm despite lie !w IUWIIiowtd . Jl-w do 1101 ....we~ lie d. wlo do DOlled. ietlle Toil.• ••lncel ~fill II!! luhlnW 6t 1m 11111 . ~ imdubess cl til i*tll!l \e . tlni'J IIIII! cl $riaa.

or. .. C?f'turfofH~ FPIU' il#.'J.'Jsfii/JJNfi!fl· .~~~ ~h ~ ~ ~(~I~ JPi(/( t/tc f!iiJ!ff 1/ltJ/ @. @sat. /d(J.UwrQ!eit~ Cdl'iJipon. .df~~'lforpetfrdm tfJ1f {!11fCliff1l'!Ji"usf!tdcmfor tlfJ SIJ~(l iff dlltcrs.f11'1Mttl8~(ffst&f< ll1jln» rrsitfjllsltip llf»lll/tctJai. ~s. · rc:Jtml§h ptfllr.c . tftrt pd!t ll~u/8 h1tfw -lk{LJ7<711fiai~ o/tJ.rltf118. q4a Cdlf.dut-. tlrott(forvptl!Jz iJ!{i. ~ ~ ~~~ Y/for/1jinlJ ltfJeln.8 8istra-iJJit!fr. • -""'· or \. ftt{tfn.fX'/1. lfdKJ lA-: 4tme8 ld ~ HIAfll. ·&fft:nil'!iln~l~ur h!tf11BIJ? tJ/lt.J? @ Im/Jidrfl?iMddt$n'Ytlldt&. ~~ f.d.Iwz t!lp Wdr L'if?dlp. tornble ltiJlsiPrjes! r:5lmtls£airuJirBIJJdt t?ll_lAAJ 8iiJrfnm<J.N~ drtm..itfl18 su~'fJftJ~~wriJi~ 117fS. ~h. tfJ~~u pltWe_ ...> .~f '!!lid.lti!f6 SlfOfl p:r/if /l1 {fJt &fll1 l/IPJfJ JMflJ. t .irl!s tf~ llt» tht: lfll!pior ~$ ir!ftP#I'~1/fwtt~e.mfrn81f J/11§/el~!mil f111Lin t/lis tnf~ .. . f pNl~tUJP JPwfir !fi(J. 1 El . ..xrssei) tllr(Jllf}tbtfore me. tlwr f!eli.iirgfltimt~tnl J. t. @ siTdtt/8trS _ttm(p.lfJS ~Pith mp hm: ifmras. 1 .sdUhr.l} @ llfi!f:fnm! /ld tnealp-moutlre8 Jplrtt.r llli'PP.l I ~ ). ~ pli'!fJStJ IJ sintp/'lf'rljll.P~Jr/(io{?. willldllt 1'~'"w%8g:tJt?j:t"u Cdlmt.hdfo... ~ 8ir6 mpstcneJ thduli) ""' 1¥ lttrr8..~lllllliginc • IPI/4"1 411 cif'e11J111MIIjr~ fl Is. }faiiv ~ffrttu#ltPlfltmtljh tlrP.r i11 11!hds! Cdli!Pmpkrttdll "''' iftlstMI 'krn8 s. ~Wit ~f~ lf. 'butskmi?J rtrllttJt<ttll"wl't7:li ltJiJztteJ ~wl§lh'l! tN_ httJw/atyt" tfl18 pr6Jm-u!Jt'lltwlf. .L ~f • 1 · !ll rzfll18cr.f!.. tipfu!S!fC!t bJ ''!P"P tJ[//Jd !JPIter. ~fo..1.iiJU.JMII ~ a.. .l. ' . ~ . 17J/III]t-..YeJt.. w/tp~.

eqlled Gothic.t to you..o.\'e comt>upa11 tl\is tta~t.. ~ .} a ever lll fetk th<VN· ·tfj~ ~mitt. I maiotain.ttfd nffC!l~·a fils~~.-mjgln bt. . · .$ gl'\l~ hew world of atQms' aqd \l"<:llt~· 'III ><!•lie.fa~•illa. opium and the like 11a~ ~wh.ll' ~· .¥ .. whntrnorenatund~ tb~~tbat~mouf'cl di>tnKt our. an4 howeve~ YOU' Ol. '.aJI h<1. Y~hm proclaimed ~~vC> the vanguard of Rea>10n...lay th~ seed of thnt mnnta.LI\O~o(ta:l blood're~ted ~lnst rhl.Iothe modem reaaer: rcct!ne.~ bit-nothlnr <'Wid ''"'" Dlf fnre\'<!r die p~ 'Of ~ fli<:ed with ¥Mf...~ ''~c1~ thl ~th-<'1~~~:.~~ It is thenatUt~ of ad~nn.exol~ed from the .~.Jndult:'ei<Un. Wllverse. idle. tdo.Clve> from our inner ab~.. d~ of my \'011118 mnn\iO<>d.dtlnknn!l had coml"''}YFwfe. Hete.. ii\:. and st'61ng ~LI rom!!Oct"'~~ myst~ ~utl\l~~~r. Yet ·we \1'1\re >!lOlled forever byfd'e sp<.Vtl!' the :~Put ro'f~cld the lmell<. "attho:r. whlc'h w~.:t.n\ allstdts. thaf th&'e wliQytetende<l'w Wit oho. whoever you ~ be. 5tmn1.W.n:<l_oced (o rul"''o procc...'<~L~ of err• nul. ··'&'"" ~IIPd Reasdn sta~. . Empriness)"<<""'ed uponusm.-n loves.Jil\d. rh~~rprltua\ lu:Cro/!hilia we pl)rsiied ~ffered-a porenlli~sane"l?l'l'• f.::. twas tbe fashion. and tt. .l!(conrem~ o( IIi lcscndary pr<>~•·mtor? .whfm!i.r. probing te mysieriC$-"of ~ r:!r-!t rt. and \lvt~fo~a:omannc and tnrlr~ting.nTJin&lx.llt~mysrerv mtglit yet prc:wil arid the-wo{ld might be nQt eo\oltcl~ !WOld ~y niggardly bnokl<a'l''""· Others soughr a ~ill> 1\io tbollj(ht wicltcd. W>mhl~ of'otrro.on >tf~~~lf\i. r\cll anclnwcn ~ve'1 to.

anJ ~Y. fliid l~dom!andtrembledmcqual ends..knOI"Itdge Is by nn mean• Ctllllpletc.) lftu aa holplcll$ Q5 a n<l\vl.lP!)6ure quite <ft.~e journeyint9 'Death pO\lthe. lr Mrfhm rhat S~ }l'Oved.~'!}.fr~ln m~. evcr. I wouiJ IL~>·c ctl<iurt.fl1. r:: iitstincl ~~ m~ {''Ill Ill)' ~~e~ q•watd ft..g C\)IISOI...rc tlw 311d at)tl~tpallOII ..nch them ture <!>an tHis cut-ofl'l i/nprisoum.. r.loll.r.Jiokf my brur fol qf dro'IV!1mg.tlf hampcN9 tn ·~vcment.. :.orn.nuwn to the livillg. be a wratth u !U be forever ru. these bei~ I. One. cevfdcntly.fur lt i<':rh'-" fear n( Ohlt\'lnn. iin~f. and"one sn blaa.flon etch 01hcr without cca•in~. .n ltvrncd lldm1t thar I felt adcli1:loU> mi.. I cro~ the How ~t knowttdge woultltq. ThC811 teeltn~~\lcJ'uucrly.nt. a..~ce uf ''""'~"'· even S9"!jht. he~d.~~ . hid e>J't.<pe.'ISSage.·d.~l\ion~Jrom th¢ rtt were 1he.'Ct wtlukfhaye been leo. 11nd by" mixture of men~ch.lndtrw6rt<l.. as th* A' in an '!Pproximarlon'(l( hum :On llkene!f as much by is <IS w.-.. unrll I Thrpugh U1t rising nlailbe. For even ilwuc~J. secttll! vet ((>J\!floq\cl.>• bani>Jll!d lt\im the pleasure o( thdll Wlutt (ion onto. The fear dmt "''"""the •lc. ~nd l 1mulcl turerquiclil\l'dui!!SI~td. in rrutny. pay'i.l and rroJ· wa> :.o wmttdi~rc~.·e ~well«<! m)' '"' 111: vannr! thrahokht\ll ~·mro me l... thr thing> Qnt\held d<:... 'ucb ll1aRilcswt.. fac¢ of harcl>hitl' >uch fd .. $0111 beinJ torn asun!ler.1!te •RO•t><•ilrh~rloob and witlwt thci1 limbs. Even In death I!. !'lo 'YilVS'It is the 1~1\S' ~pil. ond watch.Jts~nhob~taoltSf<an.urabl':f any orhe.r't"llis rhc cr~a· Porfions \)( this knovl~cdge rosr 1M dearly. We p'oor losuouls feed and !frey t. whiW •.J lam in ". botl do noq~~pOS& !!'tell them ~r.o1<ld ~h was~t upqn ~n<l3v.. r must accusro~ habit as by de:filp' ofNarurc.pdsconresred my &OUl.soli){ricl . nnJ thuy wnfront the buffets of mortal fortune..ln th~ Underworld.Til'e~c in 5911lS. tht• almtghty dnth-within-d~.t~n~h~l!cnt cl/vcring upO(I«l.~ oi\ly Wl\tdl.~hi!. and I wa• tnsl~vtd.1 <l.ay nbt be thorooghly eccurol'<:. ill~l.J >kill onJ llQ little exertion.~. is1lOt exciU5ivtly ~~~ earthll "'"· Q~..clll'llf MY'tllOVf'IICOt and 4C'9scs 1yctj\ impeded lt~rckt'8: or ~hell« l~'!t'. {. how..' ~ · lkwore. wert mo~ cJ\i~ ~·n'ltl"'itnessed lJfany-i.1pc: the black specrreofn01hi11C!'~ .1 the Pf0$~1 of my found ih~t I no lot't!!C< n~cdt4t<> ~~pporttd by r~mriM..-nt.n the same klnJ"' I m• md•'"" own me.P•~ess ~ lchtned much nh<>ul rhe nruurc ul fllY co!l. oue.. iiirJf 311 QXqu~•nc mtlur~ it j. l~~t~tg dOwn Jt1 somt cxtcli'Gall \~1\jynd lily ~q<\y. near!) an emo.iphy.. ~nd I {oond·nw..ln ~ v~ld :11'0~ mol>bttl ! could neither I"Wl\1> •l:tlc'tD ~ib<iMe••thc tet. tern.S. llin!eh bUth off.q~wllat lilc~~. merelY 110ubi like "'Y '"and 11. Fricnd<hlr nl the tYI)~ lr...kl'l> 11 a: tn.i~htoltht.M:. and feor ro ll'liSI onell'"Otli9r completely.. offcrin.. !l\ough.ha. but wore.l behclda&>l<i.c.P. peih•l'~ IIliiS • dread l"l"neriCJ pi()Sp<.. Qll< IJlO" oc:~lonally mamft~\ phy~tcnlly l1r <lu.~i<lsonle h und&..f~cc ofthc•r dtirchin'l! the On . han~..(qr· ttm(/6 and shareJ srnmgch in tit<.1111d unallotinj!.bur {orev"'-to be an unseen a~l:'"'"l denied c:onsress with tlwm mOK $illely rh n a thearrc·~OIIT is pi'Qhib. )'et eternally dead i5 a~it(en. c~n neither celell't' tn life. 1 cn1\lllhi> I diJ¢Q"'rcd In dll iMtQnt. ~ monp~prevniled.<~~d mu In thu.C conn~ I c. ?lfllllly.a part in the ..~Ued. their Jc>j'l! nor comnu•erale un their lnMot~uucs. I ..sting .Jail~ ~ Alldtit~feorthaf h1unts~deaJ t< no k<H•·mhf~ .!oinll:l> ul)<>n the oC!lfje.. rruth O\\'t\. 'II* my q~. Had U>L'Y t.. atleast(IIIIODfl the llYio"' F~r nrn. "1. grv.ut p\<or~ w~ about U>or<:n d•C)ll>dv<:> to • for my passing. horrible...'aruf ratched.JI/<'J 111y dl!ill.*r1.u ~tcr cntirell.ln<l'~lsto~''i ~olr..s nrc mot lnvarl~bly wh:l1 lnd!rn- . and 'l!Ona~~~n.xtureof !'ear and limged~ith lea~ win~ andt>~rWd ••11. lifetime's ~~n rvlrtue Au:. ilcrwori~. he!J11eSSly p.rv~ •¥pod fottune I ulmnatdy N. 'denl&thO!!e thlnf)l o•\:·J•we.:v<:r..ltriblu thinK> Jucin!! "'l' capth i11.t tor~of rJl~ l>nt lovtf: ro' w. wl•~ I had ~ IQii~ conrom..o.ndfear.. II). fQr m_)'.~\on of my~ p.... ro Wltn<~ cheir joys and the1r.:ar tQ those ptehed$ion. disri~Wo thuir form" roor •fttlhom tilt words borne on their ~:UU'-aiKI ~<! ~ 'ral>bit contc>t<d by n p<tdc o( Afutinrhe}listllf~e.fol'lll•· .<!!t.ulon for life\ mi.dderlngrf beheld thelt oor have ~ers.'<:iul 'nlut.tadiO..''"cu.yaur \>WI! n)<\'rml world is hot one. I cdneef\11.fcally.I quidly~reh.i'rldeed..'\1 . FM now. The ~nsatton But Under water: both sight and sound <led.> 11pon "" alwal'•· 0\i!ivion'• cvil\Jligchl fJ'lrtcarontc illour fellow'-t11mc lcam<. whitc.. 111 >ce .:but a •tne~ cha~. .ltorles UI"J!' which ~kin~ affil .

)ust OS the $Cribb I~. of the "penny blOods" by lell!!ir~jjfrom the same bridge.e. ca~.turc:.ablato walk through rbr the~·· tortured splrir to fin~ ~mceaseln ~elf-df[lltructiQn.iY'¢6\lf!stance of n ~d. all of 1.. r .. hod brought It ro men o1 ..ltof the fl~hlll: l<~ form by whieh tjte with tbe new wildom that plasm may '1'" be hafted ~· maner.with 1he teSt of'~ ~. Mon: ~reachet&s.\lcih~rdshill' rp lb~ poor wtaith.tbrougbout life..: minJ ore based upon"""'" wrietY ~~~~~(w. . or ouuide."'''he e><rloctibn or nylng moJt. That S'abcotlSCiQIISt'!OW. . w411e de· oor ifcstrucrible by Sli~h mundane. tim•~.ed o( >blmll and un1ess the rnin!ll\e relaxed dUring tij~lmamt ef their roik· 1'1asm or another.:ribc..lit may b: Sllppooed tha~·we wd.. n•'i"C"pable as a~w lror\ bat:'· obli~on'sConsuming·shadow ' immateriabplasm '~ . Qnnln wrnithl.!!aping thelf own plasm~~ ·!IOQ\~mt$ ~hat of upon the rask. ~nd deem o( wM<!cring some of~ do form ' la>ting allian<. a g~lrUhot .e . ltiS 6llvlous tope r.foul~ b:e ~l<!ful or c!amf'Or[i\lll about • '""" a st~te bf nffnlt>i. by• rhe extintrio.l')tcP.ome ihe . b4/w<.ani:c tl !Mtt'ff If d\e Glind he 11:t the art of . ' · !k>aJuse we are lnsu~nt)al.!'I lo~h1p u. ~ ~ 111llin· Thi> il.9Qr. rli r'Ul. It is l}ur A pOrpi()l\ of 11\c rrutb.'tomed to tee(!glli:in)t ill ldentltf.!Ja 1\ave ltl$o.nlonal'niinll.>f rlw.ub-: we wy 'Yet .>t Wre(y . ~had wlmer. for~pen. remembered knowl'edge Is Si'PP~ bY the mir. BY this ~i.m tO be ~hoped li~c eauhl)" clay 11){0 Juch (o~< ai . and pl•ce no trta~ in offered &OI~e from ~nother.they gulllance.Thus.. rY orhtr pla. Alas.n lll~ter nf th~ p18$1ll. )IJ.iying a little COilfF&ntion.. may be initially ~vented by aehvslcol l#rt<T. II wr.1 ]'!me mnY ' be tf•e CJitire serv~nt II{ the If 1t be only n ldi)d of wblt~c'e.. . walls and ruthlike. talned through habit. Ill.jhen harm they will most si11dv a~lisl>.. Sfhn'r we ~II plosf11...ana spontro'l~'"' fr}\.~. E..f<JT how •implc. 1\\1 I have ~ n~. (lve.e:ontpo.'\'l!t It rnay llf. other:. rh/Un· bur seldom arises the warm. It Is unkind Fnu:.~ .t> -of rhe llesl" TI1oug\'l ~ 1-·wlncrabfe.:l :md rq>Jxed u similar shape to dr. btij!cu of of the spirit reverts to die teaching:. >p•ri• .•t where the mind is ~aker una-.. bave learned one <J13Y 0\>erc. ~sp.y babl!ii aiid O)lly.sljll prc. w we have leumed'thediscipljire of 4<>Lng{o. are Lnvulncmble to matenaltnfluco~. (otln&tance. nuulc olul'ost l~lbl• ~y conditi()n$ In. IIU<II.. this The plasm of a ~taith's~ 11\1\fn't~l.b<: alte~ by !. on\:1.IJdden thillll'• de•lfC. ~~¥111' i.!iJ find flt1~ l\l4ll. making fear a pr!59n fur the ~ulas sure and Over ye-an. (l!r 0.< and doc!ntions ("(t call such ltrolj~Qr\:1~).t£f.&= of wW1 if o t~shoulll ~tluujpr . bftf!P.\'t ns 411 t~tn the wJ>tld ¢me \lvinJ: fl:lg. Jlut ~­ "tPe Underworld . t . The wilt: it'seen)-'.(ld. a wallllf !.whidi.L in I~ atcu~t6tned sh'!l)...Of)"talthA !}lar ~o aril iru.-opCCding aalti c. ill mu. Ufe for w:mc. tilldwing.hip be· derworld.rlth rhmg b<twtcn.\0 make It< opptallUICC what wOI.Jox I~ ~nothlng thaL tlja~ to waik t~ousf. ate t)i&i: < p<Klr wnlith must look to 1ts own >ttttllllh and tw~~ two like-minded IndiViduals who ~U b~ll'e rhc §wcot well-being..a $liglu: maner..~ J.AfaDJ . <1< al!lll!cthcr btbtllll ..iol~.yet 'ha11: txtarence. ait ThoUf!hu of be~?val and icu:onl>Ctj~es ase never far from our min~.. it' is t10~ shf1!>lv ~nd <:tiwre\r $Q. AU rhinJIS lb the Un<t&-worfd. .tOne IS>Im~ihil~thc mind migHt ~d~"' eaghliselenc:e'~regi· has carried this knoWt. then. pnle:. d"t uncONc~port lhe1• can di"':uix tne~lv~ t111.

in the living !!so~ an:d )Ieard the s.. (b:ll"~~ unwalcome blow may strl!f. Rcltu l)fe not so hsily obmined thue <Jays as they were m f<l~r a:Jtue. ~fore .)l•l.c.e !IS &¢m behind the Unii!:IW"dd ShlldowlandS. \2r'r~>f\Ot !:11<l:it si. while the touch o~o d= one.jl•Jrse:hies. the livln} ~not"" <Oik:n•.Y.• of 'W'G\jlh's ~enses: fmm'tlissoJ.G>r w<~rqJ~_"'.: pclol'>riri 'It the bluml~ess of:~ bull«€(M•\Vl8i~ 0\~Y be ph~rked hop> the Shnduwlund> sillS filled rtth l'et~q. r.c~i>lOOcc w co( the current wisdom hu< It t>.'~r 1r 1s far pre[elable m 1h~ hclli~h ohau$ of 1h" .R<\"kfrbm 1 an'W' rl\roud> With"' owner and be~ sei'ticiln mo'" char. owner ear.~~ ghao~ of the mtserwh~~nnot lcav~ 'r.tllllth provi"o"" (or !hc'jnurncy ll(ld. !i..1y -ac" F~tte~are the tab!& rb~r h9fd • wrauh an the trnppe<l in the mu•ery of r. I~t m~~le ¢0ndit•Dil.cq. Til<® of \l~wbo wandet tb.d"fl~ fQrCve~ . de quc!ll plus infra. " in!!>~ pl~cc Ill ""''"~ clarli' de«<-llll'th~e nre fjtt~· '· ~elics of life forll!ffi it' ~"' ft bo!lnd 10 emainpt.q:-"151' rhar iq.s of !~res lmmored wirh worltl. SUi:h bbjc-ca.•is\el\cl! (>'.vlonds be hl<i<!l~ortliat.a'-l'ivoritt obi. one e. the Underworld wath ats owner.<..rh~ spirit 4.l'f.n callocl rdtc.s.l.btch the roor~jri!'l~li~lll.y.w ~ape onc'a existence.Yct l)either tOUch' noc hold ~n~ wJth chero. Tite will must be bent to accept the I'<"' solidly.<IJ'ic~ o7 all kitlds a'41lri· · the .ying-into the chmJ> of the iemptSt wrnifhs..sibility of roueb.. 11 fllliY· by mar rokt:n. wathin ~ ~~· is'llll ati~ ~ 11\llch n• It il a jailer. In theSe enlightened rltnC$.hough the p~i~( uP ihl> wraith' ill the Shoclo.e we love. \flo. 6~ dje evildoer hclcl ~cmp!!&l. 1111d the ber~cl were wont .~ ~ wha:r we ate~ "' ~re 111iplif<.. •• of ~ii d~.<i: clue ohhc M widw·hiQh the Uvlng$001 sQnburfdcd lllf1f. '"' O~dias..J"' they are 'he. it i> J10> tible fot. rhe living "'9Stly shun th" much of the dcaJ. l yl!a!S'~ tbe'l~rt~ri~ mndot$..\Y touch 1< f""•ahlc.htwt throuah the Shroud 1\'lth ~'\)a foo.~in~ ol d1c . 101) may an objc~t be trlll~tantiated lnlo..frue~ than rhl:v rnok from the won1b. further. ir\n ttl'e. it wilh· Ollt rellei:'tion-10.etiQle> they are the anchotl! rhat h"ld ~ and obligtd to ~ndu~ the wsttnc. the iuaj6i-.s.t'Ov~~l<.r:naklng our own dunaeon.'t yourkpQwf~._. the Jrcnry pn:.< nwl~mtnmlro Underworld :nw !I~That blnd •PS.uon''-1. and'lllllny arc now !. • The Wretched Bondage.tct. ~""'*'"'or o!)jccu the deck:''! a dngon~ burnt ln Osl94)ord ~re I was oqulp the romi. tbu ltvialg wor!1. for rhey are fearful and dist~tful of thO<e rhaogs ahat cmc11:c rihl• In In< r!)miflca~ ns tiW\mcrc cartltly >1\ a wr.·~ gteiatcr r~k. .e shllll. plllvc!W(! .~1""1V\~~'lllcht. Wtrhom lj.srence..b~ri<I:K>w 4Wilty ~ e.nth's will tnU>t be bent to a""PI nesdfand arde!)tly d~red. How is lr. in\9 •th~ rqlll'n~. h L• Is the m~tm!Seroble pottOfourdi<male!l}.thing n< ~~11 ' ever denied th.XIstenoe. dCI'It "'~.~!hcmo.iUdren. Yuu n~dt ko10w this. When t1 thmg i$ 10 fruiiiltv thro!aah.tQ. rhat we I!"Y a wreteh. 1hc.wea~wav at th~ ml1 causing rhe wmlth m In•~ hav• niimyd'~ttcr!. and more ter~~aware.acc:u. • hado. . mani~ ip Plasmic form alon~ wnb It< 'bl"'!et· •-• .~ an ~ble p>rt 'bf h1• t<lennt)'. and l.the murd~J~it!t who htllllt:$ t!l~\1:1\lfllerer.. exl~e.'"ll~pel'\\te heart of the Ttml''"'· ~~~ gropclr'i~(~d~ .Ant~c bci(cls heiJ icnatuml that a ~n of the dead ~oe·~~ 11101'i1dacemnpany the oplrit urthi: next wl)rld.>n~d by fore~ fmm.Wfe.]mt.

. are of little t ntL'relt to those who ml. ~~this point where Univ~ nndlln(I·Untv•t:On· vei!N. but they at~ dte<:iveJ. joy.. hallinR taken. FGI\I llvi..spc. b11t bv another rume..!ha Astrnl P\aJ'C.'it rry. for they clln~ \O the.:I(while awniting iu Jl'!"'mt<.holeht'j>. The Sbrtdowla.thata wmith may ~• into the lh•ing w<.t tile work! .e Vndatworld.nyoelf dwt Oblivion takes unto It~ th<! negative ((!fees ftqm your livmg wQI')d h~· (Orne fbrm o{magneticatnru:toon.. atlll ~ven rbole Citic• cxiM\ i!• the Shado.y orlJ! ~uls ev('ll suspe~t th~ terrii1C. apmg it as a $hudow nru It& ~··· R'¥ms.l tad< ljy manifesting il! a plallo! r.l>utlines ofi'the wodd of fj.'I'C ftnm rhe printer's plate. - .. noruncllablc C11Cl\ che most1¢1e ot'll•1'11g'minCI< f<l conah. Wh'Otevl!r II no't rf rhc Univer.builch it>elf.Jtfllpns of rhi• w~td wrritl. · You alreJdy know of the Shudowbnds. Som~ II" fur• !her. material world <)nd derl~e-rnuch of the or fOrm Croon it. nf th~ Univcnw. may b. con~oals them from force to matter.e 1S o(CDblivlon.·cin nte o( !he ~me compon~nu..'OCh rokeson somecli{Jl~ ol' thcuthcr's nat~. it Is 011 ontiUnlvcu~.11.Hhc •un is wann and che ~~mss Is~ .ls the.~ cho liv1~. TI"'V nre dtomal pla<X'&. which lllllY be te\'itali:ed by the splitting of I~ acqm'. und ~vcn >udl IIJ\ nrt ~ my o~ . saying that. '"'' ~ny• . with 111hich £s. t.the UnderworM her.1'11'11n. And yet.. Many Wee It ro be the w. that which i> io~eonce.'d ll> equations and pro\lfd by moti.'IUllti~l ptOC>f• t<> be 'lnt idenlll)'. <. I mli. of mmter and energy ~llln~.L<t endure hctc.: reduell. :fhe. 3nd ore km~wn a~ the Sl\3dow41ds. I The Shado.Jand$ are.fting that mlgh~dm !he heatt. I an>)'ltc.. :o~ their earthly counterpa)ts.t 1$ ~ hrnce. ilw g{dter p~t1tave le{~ tl1elr reall)n In pnymc1lt for1thc1t knowl· ~~. reminin~ '(!mcWhat / thdorm of it. m9pr and e.-. then the Undef"-•oild Is . nml Wli>IC• a nils fhadle btwond theM.far fal"' mQde6ty 1• nCndYlllue whetc I now~ ·""'"'·c01l100t ~ak me un. Jf it i<true thacspaceand thl\e.s such a plllcc {IS to ~'3r rhr 1maginatl6n. while they arc not ~lavish f<tCIIml· les nf rheor'l!arthl.adfopnsof existence. they ~n:Cot:niZllhle.l spe:U< now~ your 1\'0rlll.Imagine. and.where nCW~<lvit') ~one l\ol<ls ~~a1 •ml govcn\s cbe m . This Is tbedonwn ''' whlch ~dtly >plric·Utedlun!$ refer whL'Il they speak of !he Etbtr or. Jont II> the pllf(e of a book takes ooly the ml: aud ti)e ktte"' sh.. nnd po:rchailte.ncli)'.othe Sbndowlands rake only wl:wt is gloomy and squalid !rilrolhe living wQrld.luJ\~t\s 'h~ttl\ Is but 6nc am:( I p11r1. ba$ed nor on en· ttl!\' but t~>trorl' .urely d>c fm•l cnd1111C of d>e uni\'erse. ' It i'< said anrong ~ch cteatum as. so. howt~r. Selena would have "-' ltcli~e thil. utterly lacldng in light.':bouses.spt'3kij~c.q...nd• llc.ocqopyinll the pn:ds~ sR~tce and dimension. il\ough.lllldtl. lftl•i> b eo.e m hegon 1TI1~ Und~rworld i..h.licce •Is n IIC!I$ - oM.~ unco the I"·~ ~ wdl.lvable 18Vt through po:r>Oolil tncowner. therefore.rhwlsl ~nd of 1hosc (Gw.lfy arc the Abodes of the bulk ·of FcMr·boul)d wrolth&.~mer than1l tnQment ~e shadowlan~ l:w Undcrwurld is incotlcelv~bl~ In lt$11!1At• ~:remer~~~~~~ worl#•. "3Y >n which Stienc! w<>uld describe the VnJetwodd.. It i> whttc !hose wnulhs who are forbl<klcn free p&1681!C w the Hcrcaft~r molt u£tcn dwell. differ me only lg 'proportion' and J)mmgtmcnr.wnoll.~!ll)am~ indeed.Illl l>art J clle UnclenV<>rld that eorrc~-p~mdS untp •nd )mplt>fl~ lo[X>n your hv ing Enttb. Such. whicl\ •"}uses its.m~~ 1s but a fonn <lf congealed and wlidl· fied L'llcrgy. Pernap$.' bordc.vlan!f<. :\lilt were. if both wnolth and lfvons aotditot have the ~"'ry wlcnt. otbwatt and ami<. such phUOsophical cOnJ6t:turcs. a w¢rld w\>lch r...lllllce> and forms to he fuund tl. and all rhc'!iub. 1\-b•.orld. w n it""W'd ~ly acc:owl~ for the Shadowlond$.

Tiley arohnJl<od o>o!"'lly the Shroud between the worlds'' ropllJred somewhllt with te.Shaaow ana Sunstance h01och the SMdowland. n:o.Hl\1\bCis a plattl' 'l!h'\ire t/1e lltap~lll scpnmtillR llic nmple_.anll mc:e$ r:lw l6QU)lht to eonbmcc with f~ of ll'iistU:hrer ttrqe JleomelJ the di:lcipline of mond required co coudl.rrl.t through some &un!liar SO!ene. I Haunts and Nioils here R c.dihom rhclr fom1cr hlihorudl'!l th~ depl) olcpcndi >ol~ly upoh the land of in._that such effort.c/1\>rtaf williS ~«¥•1~ roelfecf material c:hang..n. if1.r~r ~hnot• In their wurkl .'C maaves from whic.Qrt~t llvlnR almost wlth<.llle... are ol'ttn clumsy and !mper(ecrly. The NectoRQiis.hllcker. mysmy and une.dirtaed.weohh ~nd ity <>f the Necrn/1011<. . ohk:tvillll •ll·bur un:\~le t" mnlc.but to anal<.yes tl\e d~luded folly nfnrl.: on. ~~ hunt~rs! !II '' lllOJU(I!illnS >H1d fashldnnbla>opj!.the~'lldf ru.!ht out in my bra-t\ •vnfront what may emOJge.ri~i' l>ot\1'e~n tile wt>rlds Is lc:l! ardut)o\lj. thinking tO oold COII~{C. howcvur. n•• A lilntmtfc..Ci. nreM. >O >lrongly rewln rht substance ol' may 1'!!'1§ wiohour k~rlnce~ Nili1il are liuh)l! ln th<• (nbtlc .. M~klng . cotllmumon from one into the other"' J'O«'thle only rarely. A living tl)aci: thnt correspond$ Tem est.kwed (lilt$ \11'00 wb~M lh.. and' how blm!r "''"" my rt'. in numbtl'J ond the p.. $0 th¢ d~nJ cm\groj:atc in cermin ond de~dll~tc]lesm!D• cl\en ~ Nli:\U off pinprick in rl\e veil.pokcn C4'rfAint)' rhot riley wnlk among wr-•rths.lhaqgt.>ut rne reverse is the CHMl. and the de:. abut the realms of the IrviniJ.r>n o( s_t. many ihlltances where lnges and cities ovedl'j'il>c£ $'tt'l or heoni by the living Is an undertaking ofgreat di/iiault)'.S.'I><:Jircd or.l declare ¢cost me less el!bt~ !t) life to swim~ Hellespont 1o eriPI'Ied porody of~. 'These pinee.~ p)n<e$ where th&.r ir Was an an!~ pnd kinrr ll)nd.todo«>oliAAt" thillll "''tum the page ofi'bOOk. chc city of lhc dc>Od . nf \hcl~. nnd such Is the ver• cxceRtioll.c:f•>J. mysel£knowi>! my}Cl~ hlixJ]l~ tr.tlCS> dead m~y ~rvo ~"' Uving world.secrets ofJBtet(liryJHOW much more f<lQ)\sh I must . fot !he livll)g "fe thc~i<l>. it IS Mbad ~ bcdmwl) it\11-' n ~' tn TheJC are the howu.l ft>l" ml\ny JlCitcq.'Cd. Occa· • tums..lws . for they rue door· rhere. M<w.. :u>d moy ~ven ' ~n~vehluuugh it by traveling tit~ th~ OOt· rcspondofll: Sh. Their vii· 111•r~" nrc. e<~clnlly ap· in th~ pluces.h"Q!Ia ~loo"'y ball6 os tr Wmilh.d rna1· mnn\fest ro living sco~ pearanc'efand di~mnce<~.\Hes . otlwr rli(nG"•• H•unr~.. 'TheydW¢11 neJion~nnothcr. "'"JJf>With twll:sldes -.<cl( on waking experi~.11'11.. .. Enrrogy •• drawn rhr!lltgh a Nihil b>'thc iliflwnc~ of to a popoll•r Haunt Is J'OSMJS\<-d of a curt~~in aura of dre~d and Oblivion illS~ as )Va~r is ~1\91 by i/evuy through o holt In o gloolll. ••• ' livblJI ~tc ~~t~!\'1ctcd 'J'Ocertain.a. wells cll9r plunge direqi.: 'I! rhe livihg WQr! mueh $0. fnl5!1Uted in the eft'oo !o tltrform I!Qme 41mple toskl Oft bave I dreamr.~~thlflidiiys. thatdnpt>lod nor an bur~ theJl!lnl!!.~plaint:d e•·crin.b~lgbt di'ies. Nihlls QI. many11~ bas that drerun.htpl~ IIWiPl~~'t:..><l. which arcJnqwn in lingua mcrramln tl)roUIJI\ whoch soghr.)l QO explo~r rc· with un:. a gerwln "'"'IJI . now•ow.{cty the liv19~ for 1111 form ond di>positim\. BIJI!(~ non~e. ~nd' -l.!1 erlt I~ oor w be th.Precri. •ome fc. by which the morQ SCI\Iitlvc of living souls can know ~.n• att but poor wraith. . dl9t I moved a.lil thcpno!iwhichan~queSib9ff"'Y.. ti:'.'ld.and. my ~ aligl\ted.-d p!llcC> I SOI'I. and havingsc•n Wir.t the 1\11)(1 of The dead remaon un.'<I wlrh tho dead and lCllm all Citadels and Necropoli "'I!I'O••d I .tn\1) rhe depth> or 1hc sread of II>Crcly imotarirag them... t!}a"tUrd<>e~o J)OW.l fread .. youth. for ex· lf i\.. Ft:or rh(!ll. To~hor n1ove~ onatcrial thmg Is lwderstill.• a ~ho.~ d)ind e.!:OJ'Il:ft fellows.( death that they begin I<> ~h~po th~lr living eounttrp•rts m· o~r ~lty.manypan:icul~.Y. ~eun1c.

hut I 1$ an equal partn<r in the maucr of ('lrm ond )lkentM.. shap! closer about yuu lind mov~ ¢q. 'lu not inevitably ~.oeiithlor. .D a Necrupolistru(y ~ roany.lel.'t boundary. The Haunts i. 1: When ~'Ou And your!elf in •oc'h /place.~ kin•hip to the tlt$hly cicy t. How ohen.~nd reckon. Qvcr all stands dle <t_iu. ~og tllt~kt\11 th\tr ynu ~e Eternal fiepths.e-be a~t. lhe majoriry differ~ in tht'collm thet fly..ler the o( Ihe thieves'kttchen witnCssed.we )'011 fe~Jlle-Jlltill bt namelco<dread.. dear rcadtr.e 11 oc:cupij.< rhilnvould !!hame 10 maiden blush!!'!: rhe bl~staincd i>al«cts .!i•l"~yi()f ~1 <ut. tl. II.:-i>lr=rs of R1:1legade or Heresy. b. ~I"Sllfl~C f~w ~li fly d·•.w your ga.& '" behold oulv your own side prme likeness. t'of!>ad you the sight Of rhe dead..u. you 'I"'Y "'3rrant.Oth~lse.'buLallare lmked by the ~lnshiP: of dry ~~ and dilirri<. fcti<l streets and alleys th~t lie aG we de01yin8 h~'llrt of agreat c~<y! And how uft<lt>. 1Uld ruin. the ~>ltCI'O(>O/U whe~e ~~~ rbe Hit~:· arch ~acreom wfto rulii'in dil! name ci t\)e .h~'Jl•r.N~pol[s. The pr~nce of the de3Ci iS P\rrlo$r tlln~e f!MUC:h pia~ and seeps mto the liv~ 1tarld.though no tnorUII cnu:.'\lot by fat lhl! JII'P!Ita' l"'l'l Is h~l<l in the mailed fist of rhe :!..:l!.d 1he ~looll)y.trun~-~o lm o . ~ ~ .. h~w fOu tmveae.. til such places. vou would ~6td wot<~e si~l~:t(ll!... you have tmd the earthly 'sNidow Of a. llut {or 1 rhe dcpqoiuon of yput waking ~! At ~cbii~.! ~rself ln acnQI cl!amel or-ft.qf pcrlldjOU& 13ytltnuum.

knOwn of~ygla.•e b~ie of the f'oll:st. to ~. and its po~r.• bdg~~nds wqo s~~ tO Rt~Y on tlmy~ry JU6lcict. a t:ll@..lfP!ltt bas become{\ prison.. lt'is" JJ. 'l?d '.. the .nk from thcf"ctack bfa horse" whq5 or @e repon of a pi$tul.~:eafRI.~ I M<>nc aJl t~ercaJm~ m~che Underworld. The far shores - . ei\het.. Vll$f and remble IO<ftlllla ~~· r(vals the "'!I"'I'Qllre vtslllos of On~~~e6 waik:!P'"l!rd s~ undb.q.rhcrc nen•l1t'ad wiUini!lr. walj. ing tO ~dlt1on.. • h(>pe fl~ an'8 an '"'i"ity Of Cl\$lavenlcm b.twO..CDS mt.J. whose praencc SU$lalru and >1n:n1<rh· rokrbted Ro~ooce o'enhadow~.~~'f~IOI. thtl lt3C of the Ocachlo. For lr ~ o~ul< tS truly what 11 1< .tt~~. 11nd for my J'l'lf.u'.e ~~lgn ofChamn is!lllal"(cd si~ hi> ah<ence. 11lc utg\' tc> mwel if a peqlousone.. ~nd thi.. plldtetic sigh'lbur :IS sound a d. The O.d. Founc! donmg a hotS<! or two to §ate rhelr hun~cr. .6. and lt)esc ~&s\4 me Jiot the gentle woiYe$ ar\d ~of the-living w<l[kl· 'Th~y do 110!: hri. tb«~~~gh the Ttlllllt't IO:re th~ thac conduct the !nlvcler !0 'that ~·. acco~.. andhe$t leftlll\cohSum1111ttep~ve oc che m"'t pressing l}e(ld.-.•oavcJ.>Jl(l che". by Charon hinuel£. for they are oftm~t tr•vel<. 11 " '-1td.. <:1\'e for MCillttd rpuftr.~ fill. atld f~ iN: power and ambthon of thror ·'IC· Th~ saf"i nnd ul~ MmetOU> B1'Wajs cursed jailejl. all ~<>Osly llllllnannl!ll.> Vll>lan(\ haples. .!carus in the llocnnchv. . and 1110$1 J.. •nd even ~h.. dl' Real1._wall~fStyg~aJ. Once d\rougl\ rhos&~ gate>.Cen~ llgl)in>t the ragi~ · tJ 5 ..:c~nns.~ ~ ·and tl'tey are Cau(I()W.< oournc ereo~est ~~tof$tJICi~.lU'Y not~ tvad. lt is 1\<?t'un~ common.. lie.eoillc.11 of Seygllll$ the Sea o( &! ""1•~ on~o Jhlf ~oad.rhlords hoiJ u IOOIOS'Ov•T the world of the dead as <har Of vllSt-captivity of . it "alii the §"'~ of Sivgia. f"'\tJ.l by aoon.

hough thetr lu· Like uny empire of.>aye<l th~ prcdtnirumt th(l)l<mg among my •ru:orporeal fellm"" aboot. . It It ~11d.. and hii order beglt')•ro OTI.rim:hy. T~ose who Gui~e h.• in some P*t' the 1:\ywa)·< thnt 11'3Verw the 'Thmpest..nt 1h~ llicturch)l ond. fot t.!_ mo. m. Much"more I have h~rd. bu~l~ h. great Cbnron fqunded the renlro ofStllliu. ~nd piUI!lih orhrn< who ~e in dtat ~d~ th~y.Charon Is ml~<l~. The lor<~!< of: De. onrv!W some prdcr (roml)\"c chaos nt' ~\c Tcm(\cwr. Tite '·a.Imbje....the Uuder" world. orne c<ln• past. 'and speaks 1'1\ore el()lluentl their P<flvcr than Rl\y"&Ulet mnttcr cuu~u ~a}l: They "!e~ ear~-d and '~""" 1\atcd r. v~nsc nOli•Cs are pres· cntly un~nown ·~•ve to llv.hall nuttroUble~= w!lh unreliable tRl. ~ .. ~! ~ose who Rple • ~~ ~.a te in whlcb I find l)lysclf.hc llicrarchy ru.•i o( rhc f.1 mft~tur ~ut rh••l•~wn appolr.f!htencd pbilosophv and high moral principle. pr'16ts of rrnde and the spoils of \Ot\1 thon upon dU!Ippeara~none un s.deed nmong r..lhem "Rct~e..' mnre wl~· of . rmvel '"here • they will. fUr they h11vc lt ill their powcrto oondye~ ~)e de~tteJ~ul to S<1fol"(.' .rrym~n durin~ ~~~I me.IC> rl\Orc ..e~lves. Yoll alr~d~ know their nome$: Aht~l$ls1 llcrrrteS.:. a.F h~«ly_j'OfJge. who' !>WJl n1. tbat nweh . Ill l}t. and may le~ 9ne to one~ destlnolior\ by 11 clrcuitou~ 1rquf~ or\erus<tJ7cen!uriet.(lJ.of l:h~ Underworld Qnd the dci!6lt1 tent ions of •l•v~r.lllld<:l>" and "HeMic.Yoll'er.T~e legions of t~e Darnne~ he mention of Fei'!Ymcn reproochcs me. that aqy who love freedom shoul~ fenr .rwtyl'in i ~h·ll wrire anon.u.. 111 never arrive thcru nt nll.sabofthe Hier· 11rc. calllll§.t• ot the urJ.rer. having completed my main purpose 1n dc•crihmg the Hi. "!'re(ld. h tluou8h fear than n1iiJ l"""'uasilin. that l huvc aonc :.tdlr!on hM rr. whlqh ..'~l~l'l!· 1t 1~ !<lid thar Chnr¢n.C>.fot the 'l<lul~ f)wy ~lllim.lng i~i:llol~r~ ~od)le~d p. ~c FetrylllM tn~vel fr~Y!through the UndcrworlJ\ suf· feTing hin~Jmnce.m nQnc... Tl'rat much..• rf. Their ~lollS ht~ve been more ac~ive .c without any but th. av2_tdtng the thQt•IJlnJ n:ards. ru~ 3-nd ~ny others the rlaht to rille theolieh•es. a po11·er that none fll1\Y ni~c Wtth. "". though :u rumOr 11nd heausayonl)" (. nor yet hav~l c:. unafn.i9nal and subjeet!vo exp!nnndoo of the st.I lute. ..our. wh.y and how It bas core to be so. \\oils the src\uc.u~' tl~"!t .." Th~ arc the enemtes of llll ftt. and orhtrs c:.. ThQ11gh now..!cAl11ui"()OSekth~· d mre lq. 'hup' the' PI'IWenf~ from entering ril\b'wttti\CY• MI! and her .e lore of tile 4~ad ~116rds ~lal t~t tO tho3e cblleJ ~l'l.f\lllnallllitory. the greute~t of tht roealnt> irl. lu\t as lteq~ent. l)ru.'h\. lith~~ Is 10..thtQI'd~nd thelr mlntons.ay '~hat !hey ""'Y do. Its rnflucncc nrervll heyoncl lu bol\ltlll In the manjler at1 eanhly em· · and it> nlllnt Hicrarcll'l .'llo iii Sllid that their )I>Jim~ytn~ main!'<'uf.J!affic keeps n roM (roro Au>winA ov~• with weeds·and bcconilng l0$t.. 11\~c lv'lfu wtll puy rhe pp~~ rlmy rrnvel wirh"~:ferf1Pll¥'· hut th:e. und iJ bnse<l mnreupoo rf1e rJ~n(lr grant proteGj:!(>n lrolll rh.iucrs ~ and 11!Uny b~!i<lc•.111Cil.j prnrcotion ftYm manyql)hc UndcrwnriJ'$ pen I<.-. tl\eQ \tJe fmurt shall be o dreadful one lndud.hy 1111! enr:hus!aotl'c ll•vers of l<l~l>.:flllclrhm abuse.. t.rh nwe fenlry tn Ch:Jrpn. yer'cesQkt £or I!\~ it powe~ 1fll~S evory liand (rul"(l OQJl0sihg d\ clend..0 far in nifd(><.

:.~f: th~il-hfJie( one may onnrc ~ely cn. ~ Renegt~de$. ' ~ .they wtrhholdong. on<ll: up· prisid o(.il<. MnnrSQUlll•~ roill~<<OC•att lhea>Sdves from tlw Hier~rclly upon his dK'appcarallc~ many mace.u~l •ll'tlt.s..1espouse them cretd> bi:.f~m<W~ ura~ th~ to faidl(t!llib~e&flce:. Though the Srygian Guilds are'nor fo. ' qr -. or all the power aod hu!ms of me Hierar:me gull~ w~re <IRce m.llte o~t1lre. b. bl.lit~_ons of kindred . as it were. POnn~ ~~Ch"""llo lielporgantzewraitlu ih the clvoru rht dead whe1c all mar mingle as free of the early <lays. among rh~ livh'll• If~~~ education we(e apportioned thus! joined in common splrir and • rh~~ ~ld Rod 1cnu:.' j. for thebeUef-foun· dation muse be pure 11nd rons\ant If th~ resulting edifice. ruflectfnna oftheir former porenc.!und. tbOSc lu who!V..!!i. <m.. •ncl one l «:atctly escqped in !> yoke haJ 1 wb:pe$lC<isuch :.<elioth wal ana j'. othec::. th11'Here~re l!'tat~hvilhout mercy by me ffierarch... equaLs.y. liS they are duhbed. •nro a stable rc:llm. 1ha. they Mmc-d th~ITl$Civ~. the only quaiiAcatioo. it was a rettiblu w11r. or ~ Pjlr~l£_ti§. but simp\}> d. But tha~ayIs loog PGStl and olOw the t. <.\t¥ noncxisti!'. (or d~t<>fl">ratlon at rho hands of thiHieratthy.ccnc811fvalor.vt: ~una He~~~~o be more rcliWe h011r• a\ld better ~llie4 ~t~ ~ithell' tRe. a. Whar a h111ve W.y.Q some twency·lhoe Y""~"l::1· Nor $lll(.c againn the ltirkr.13~ateit'ofI'Clwers In the Underchy..uul.~ose who ~evolt here arc mAJiy who accuse the D.ln. If rbe~~xist.>f power.iti~U.>rld might be wrought organi~ON.of their ~ovlor.ounding.. Su$ Qn operoLiool is ()ncmus ondee!. allcmat~eil J~'i!'eMipg w3nc:lcrlng ln the S\1-1dpwlnnd~..\1..uM• ore bm oi>Ully 1.'11U>C of namrall!}'ll\P._ot llot Were d._They are no longer fqrmul posirion or alleglnncc..canclorn ivh~red'd>ar fricnchhip wuq Htr· erics ~~~~ lie.n the cau•s. ro the H1mrchy.~~harcQ{kno~·ledge. ete!'l'l~ y~<!e~di~.r they ~ad th~. there are other social bonds among wotld. cr¢afins a belief on. "{U thllughr tO be tempos~ O( J~UTC r~ith.. whu had never <ubmuted to the Hlcmn:hy'~ nole. i~tt> hav~ any hope of smbllity. . gr~at:St ~~. were crushold bfnt. Some of lhese lie relics..l. the knee. tcnet• ~.c they dread Those who kam •• the.d {cmerinJt it growrb.¢ ThlilpEst ti' lllhoch--even r1Qralet)'t$t t)'nlltt tn~>t bend open their doors IIUIY be of any backgrl.! on the grcar risin~uw Scygla whlcl\ rook plac.~th me lc$iON' it'llll he-el.ana-.'li~Mics $eek m cmplov this pecull~ low of lhllir •urr. onJ it> what th~y once> were. aQ'i rul Those Wha kope hwe already nlluJcll to the corno:non b~ libf Chill rhc Far Shores.>)'IXJ.rq a' p~i.. not weald\. nnd join. juurncy duough tlf. Dliplhlords' yoke.:ad>lords of doong Aw3y w)d\ their maHer Charon ro hee d)eir hand> in the pu111uir <.J (..e Cn:ccc ru..le b)• tl\1! na!ur~ of the Under' worlil•nd lhc cjua)1rlry of souls devoted 1~ the iuca of cbelr reality.rqhy rjle1Renegades. "'t ({~red tangq.e.e tlleR~~W~. ~crlflceond beuayal.~w the opportunity ro t\lrn thb schhlll to the or own 1\dvamnge.nt rc~rgc.

JI\. · from which they <.ol'Jch t.s at Ptarl'lslmee.oul'sltUtVall!cbecomes~ppor~n~. to h~.iafuq.. hkc fllihcrmcn realm dcpcl]. .!'or ~Itch d<> t~ev ~:Ill them• of Wl~lths. ~olln)J11s ~n in1:$ngihJ~ Ulii\S!. places o{bwJtil aTe JS gl.. >~nd !heir vltal. thOSC<who still call thecnselves g~~ildmastert sit alonJl'ide Anacrc:A'ns.)Y~ereodllasret I~IJI~ ~nd mony othl'f suah a(c bt~thJnalcrfalnnsl$urrcncy in me.:iJ a~ong the dead there b(e seekett< after hidden truth and cf. I~ Is Otlly.a&lng picture Only the l:Qd· ing j!roonds.m· bridge. upchi rhq qu\1\\HN·A'r).~~c resuli(ng S<>tlj)ty.tninCs.30me cnhght. the wl>rd goes out liken~ cJ gokl. as surely as the nlulv~ Amenar dfove bolfa. It i:> Q fierce holiday. The ~cct land of phHosopher-klnRJ i:o as.r wiSdom to go'lcmmenrJ E)sewhert.ltl1aries <0 th~m.. ~'J •L of Sdcn~e.J<>ut.t. watd carasu~12he '\M<I. ' .i.frcr clear.I l l do tho dead abide close by the dess of Truth could indu~ me J:O place such dystopian '•i.r offclrCd \aiiCilr•ry from mooe who woutd-have done me bonn . De Natura Animorum 0 me livin~. Is m~asyltrd l.jls. b~n and ~'CI'CI. a~ thme qpenly of !iuilllafr!lil'tion n~t feat. i. 'cpulsivC' pr~i$. Thc'Oo!al!¥rtls&ftentlmes~ndgt'e<ltj!C>!ll:$f. haunrs.Ji<ich guardjl. ' leYn"\\•pi sc:trct mutclor \S Jone. "' More alS'AuOilsly~ "~ t~c other plnoes of ~~nth: ~ ~ places of executlotfr . and is h~ly prized by slavers.. their k. lnde<:d.vlclu~l.!Tla:.stroph~ occur. tyntnts detest them. •r.t..llce. and ~e~t!citX\[ed :llmost w11hoor from thousunds t:lcompound<:d .world -<!Js. Wars an({ mlssacres J''! ilte~t ailraction>. d~or CJtl~te(ICe had else ~ !MippotGJble. ~!dis(.~~ens amidJj1e gr•m world of the dead. but \he ~~~~thcy 1eath are f~ely more worlh~Ue.. Styginl) Iron Is ~ld ro lli m•de nagc and it.lld di!vil ~.. Great c~ltbmtill'"' follow lhe cnrinlo obia:\l11r:~rnq I>QWer. .wbalc$.As among the tr'villM. if <'tlhcmC(ll\ 111•nd.lkeTI.i upon its own Cllpe<>isl'brtnch of tltat which passe4for Se•ence am<lng the dlad. keep cl.~·characr'er c:t•fln~ arid rilJSin~cir t!ll"tl$)'1P ~-the oorl!lly <h)lw vaW. it is the only sub· CQmlngofmigrntihg.l~JSe wpper and tin.. oncll! Great (il!ra~~.Qepart. and add thel. And mo"' d(an 'lJl<:e pave rtw. for tl:ie prosp«t of their wiiuh n no lon.00: ihe hindmost. fr.. 3lld the lore of th!_g!lll~ i1H> &:en >toh:n ll'iim them.l PJC wh~h thi.~f IJI!)6d lil<c ~tk {llirgocrs os thoy antfcl• m~lting lhem .(feasEbfsouls.!.mlk the Shodowland& behind Hving 1 The mqre p11we'rful tl'!JllZt l)s of thi~plac~ oan shape souls" annles. however~or the barvurm qf.. and only Truth IIIIIV jusd{y my deed. a great many an: plarmed and e!!&ineo:rtd. or justice.loos" place.ip!ine IS~a$~lgent than Lhadfound:uC. u'lto . upon the living.!. wlto~ price Is o(cen ch~p and. rea~hll$ and build. and t~<>uri~ thcn1 pare rhe comll\g ~lau~er. wraith'$ corpus.mal ~ H~re. trade rpute$ .lo over dill• to Just as the liviuR"*~heltserdemellhciOIIO by dl~ thin&S furnish th~it banq_ueu. l thlnt:S from tire guilll \jltajdtso. sOod>gtthe!.I f "''"aunry whJch Is nor to be ~ised or d"'l)Oiled.cocd Cillldcb.. •!Jd ~vtn thu fh•ing m~y -lhcir-f>~e th~e. stante that may bind t)le . far from my world as It l$ from yoott<. ftsh· Indeed f'palnrJ ~.nul>. where soub ate wont to cr&s the divldt. in th~ l\lnn'?e~ of Jqul3 under com.s m~bcn making no claim of tllcir allcgit.ntl» Th" poor ~llnyed soul> ar~ bound to~cthcr in their new contests the prize~'!..ooie \Yatch hsp~. the.l"hose ~ery extst'crlcc i.'quemly debated in this age _. by ri~ty.~ atOm of their mnuenae.Shifting pl~~o~m of me rW)due of thl..cerci>. as on Earth. Should ~e suddeniand unforeseen cac. a ~~ rush of wr.~p:ult dnves the objeq In perforrm•nceof ·but rudy.have sw.v compo~. The guild5 a~ now.fououl~ mills and q!ill'es. Hosp1rall and befnre rhe'F~roese festrvitle& upon ihc grjm. This happens form.lven. Thu 'fra~il(ty and mcngtb of a 1elves _. in lnt. $nd of such minds are me~uilds no\.c 10· of rhe souln~~~ <lweU rh~l'llland ~le power of all indl. ~~ Rellp<!rs. ArMng rpem I lwvc found the cloocst $fmpathy 10 Iii¥ own lpdili!UI<n&· For rh<*! who !>ave augl)r about g>em of phil~l~y.. nave ~ .j\'Xert.:nlne ls terTible exc~ion..h thllt U)C h:lvrre~me<l. rhe.

.Rent'l@des prtach ~![tater respc'<. cno· nUtin prtOCCUIY. and so 111amtained. it thu journey <Q Ttanscendence.lndoed.l imen10 ro hehave nnd wve the r. indeed. For aU th:\1'.y"' . OOI..hon. "" !O hold or lllCrMse ln rrndinj1 value.. I $till entertain hope.>mc few pcl'¥mal ra~hts. Everyol\e one meets I& t'l po'!cntlnl s~nver.c wl\o aredilifll'<cd. and with tor.likewl~. th.oitl m:a~ bcJtrckod Into the m>1<1n<l". t.wilh PE:ril than thl! ~ilgri~ol bycnnc d:11~ th11.Umeiit.Mse mken by Hetoerlu.IC'If nnv Jltitc.'ii"': •nd desrre Heayen's ~· Such. 3nd homlk plact. nf my own lifetime (bywho.1 no'"'' thm bind the :swl to tht watld of the hvmg.. will noa: astOnish tho reader to learn that rhe l'tl"e inner darkn~of the Shadow ll\U>l be confnHll<. e'"''T arom cl dl."Wid rl unrhinl:abl~ peri~.qllalityc/bemg~ ..od UPQ11 \ivadly by tho. thus ending O\Y mi.aDd I> no lo»&niUOU> :u-. Jee. 'l. in rank. a11J .eir onl~ teality -and rwouiP no~ be ns they >uc.11rgh "11J Slmdowl.ttrs and an uncefuiln f~te.:11(e may reject lhehopeofTr•nscend~nce. Weak ~nd ignor•nt. . The ll0$Sibilityofsuch a IA'>k conflict and pain m. corrunnnp~occ lllllllC is T"'-fl'Cl'ndmc:e bold.:e of dl'Stt11Ction. .1 the Tr. for like the mtionaJ 8M humnnislo" tfunk~n.•in~ rhe saulrmo.e awaouf18 them. Caul fwm a atwly arrived soul cln)m. one I• casr unnrnrrcreo. Though the Cl1$1avcd may dream f'i.. fOt ro t>eapo is to for>akl all rro· teclioli 11naessay a -.1n the rufilllmtnt 5tendence of more d~an o11e\vllom ~called fn<-nd.cJ from its anchor. 111trel!tment Is nof ll! the Re~pds Interest."<1 :.. the 4plrlt mu5r bent Pl.j. and clina to the Underworld a:.sloved..rh!Otd..ed. Tha.ofthe Tempest joum in this cheerless wotld.blt fllte o( n10>t of lhc souls who cnt~r the Undcrworjd. )'Ct In the UndtfWOtld it can bcume.fe<.Servitude and li~erty lavery Is the inevim.nnoogsou\c ~rive ahoucl>t mw.. Their dtvotlon to the practice of their philoe<lphy ~s.m· But there t$ nwru tO th. rhe R1. and ~to. by colnpuri><ln.tbe$1111eCOUr~e..111h of their oaprors !1'3¥ hope to prosper.m<l<. the right of guidance and is digm!ied with Chc utlc of Reaper. c:ooperJIIOn aboy.':1per m~ ~oar:d its new ~iOn . an · reaching that bfessed &mte in time.a.. TtMy !lOy. the.•ny ~cless Is ({ bmced ana_ brought inro harrt>nl' With U\1' nohJ<r f"l"lrln<.oo.r~!lt:lble M <lftv~· il to any rational beme-.l."ll~c with rt-. ""''""C ro rJ>e IQ{ty J10S! of Anacreon nr Dea.lerworld In such •llll\111ld tenible . ~nd tbw ro the fiaugbt. toile el\5Lwed..l have "irnc. Othtl$.Ju~ a< M un·Feneted soul canhe impri>oned then:.l 11)1(1 a world of predators. -a wonl eml"<x..'c cnslawd 10 the Hietare:lw seek liben.leaven with Fettecs mny hope to e:.<t he smoothtd away.y pave~0 causi lo t)l~ lts CQl1dili!VIlS· > nr or However. any thin&Qr~ins:J~I a u-orldll$ thk may bedignilk-.--. plolcing mutlllll bcadlt and wrllinr.J throia¢1 o. ~al :md in.JL Nor only mun thlcvt$ bt thw.lrted. Before Tronsce11d.ede< thni)Clf rht en.oe1l0m 1 rhe. t.t~veringo(Fette~S~Olll' oijoy pledged'll ofone's n:aminlng tiC$ ti\-Lik.w ~k escape. «<!<to nd<·ancc then $il\lation. F..l. tl1e thiowing ofT of tb.t be ek!on. Tmnsunden~ rh.-. dreadful el(I>{Cncej <\IJihnd unttOOb!ed. rul O<C<1P" tl>eir lot.uatioo-thcyare scl:<.tnon bf m. ha'·e been founded).-. Those sool~'harvesr~ by Rtnep!ts·cbafe bs in rh~ir conftnt(IICDI..11to:. ns In life. O.ed as rbcy are by <ieath'stouch.. ti\QUMh ic..Iy by >uperhun\an force nod guile n\DY liberty be mlilntllfncd. but the u~ri:d wraith mils be ensuro:d of u Mood t:ondition. their condition depcn. For I have seen <hose whn d<·ny or then: to perish or su~r a <'Xlr!e fJte.hahi'no~wgroul". the cofumandm~""' of rnaan fore~... ancient a"ff unhreakahle rrnditkm. but the11eWfound arteceo~dJo. 01~ he unNnlcned from and it L' dooot't'd"" fervC(lrly 3S the pra)-erful the spirir by fu1r. th. ~ prefoeraple to frffiJQn1. by nntur•l philp$0J)hy o~illii. as among the livinl!. by whicq measure thuir lo"''illpen. i> ro enter· rain the hope ollibertV in some dejUec. be attained. irmay be called . As £<>~ r..1 In part. the wraith who tears rhe rlJ"mic. Feners with d\f.'<l wia h Mrol'l!. of Is a c:ertaln guamnt. Transcendence ' ow th:aa I h.many not epprehendl. those who cannot or will not bend to its diQtat~ may be trndcd to other naa. Ma:..tq mat<h hope a~y...lil.t for th~ indiv!dlllll. fOrest and hr\srile ~!} nu!le ~t <lui~ of the Hoi) land.'!'iting in T~ isaspiriaual joome.t!igreiSanD dream:... i\ is no It$$ pOlsiblo. is d\at1~hid1 lijd1"'1» a}.clf. leavi~ Oblivkltl no fir1l(tr· philosophiC$.t. Liberty.capc. like blo~mck.rlg chcirtrue $it. somewhm vari· able. Tnii1SCilndcnce .lvedmwn1he hortotSofthe Un• ofan inner trallqWllity that will see itsa[eantlund.b upon tbearoWn inclinations. Pa~ m:mer and pan "od11•rern.scrnblc ><>1Ul•Fehc11.lyin~ ~~~that is bnghr.u1\>:tliterniOM-of th~ dr<-a"(..:olon>..rnay.

soltoe "!'?"! 1'ou would have remained Jgn~.. How could it bt otherwise.t 'f<1U are_incUned to ataibute iliem tO the rovl~ o(o lunattc or the noghrmarea of opmm. these wririllgs 111.ct down th~ matters beJn: I m:ty.vou&om all m.~~:4tO rl\en.Valediction 'f "lin'lshed. ""' q t M It roll •btcbau~lhlniJSsetdownhere lh. t.tnner ofhoti'lk>. here in me Undertr-·or!¥.Try 11idl'wriUp1" v!pinst.he 3ppear too fanwdcal (OJ. it rna~ . tbb{)gb I do nor wl5h I[ llp9l\ )'0\L For now. ueat <wtll thqse you may meel'<\'ho are pos15~ of gentle and C<lrnp<b· sionate ~ for 1\'itbout tile ~Ill~ entreaties of one ouch 'cnf.!ctime's. Once morel wish roo well. ""'Y t. .ny ~ &Jt.SSurcd of trndlng cottespOI\dences. If¥®' will only loql< at them anew. by mrownt~xptrl· enee. <.. you ~ucnd tkem ciQ<lely.Jedtnce. When I walkCll uoth¢ fleSh. l have :. Perlwps .etles. I pn1y that. and if yoo wi>h to obll'ge me. when these tales are all woted in the same reality! let~ be my wlm~ AM ~trapr ro the. vmu:lty of the rest ohhc work. Yet miU\y thinx> are heo1: 'YbiCh will QOt be saanae. lind gh06t stories and old wtves' ralt$ Qf yQur narlve land aod you may be '. fbrall that 4 b.lllY'"'!J!m heart. 3nd ~ ihru~ ints> i:J'e l)nderworld ""ill·prcrared ilf l1 . much ~r is here woul~ have beggared even my imagmatt n'/fur lib( m) briftJ. delvin_g into Deatb's tfitsr.frve yau bet· Moman the ltlldtfriend~a'fid&~~ve.ven me" is~.

anJ •urp. mcans nothing.:na· une rum. it po:. vi Llurt our fear of death haHweo u..yet rhe body ~111 cn. t The >cy rooch of fe3r sit~ on our •houlde~. the b!xly cannot the irrlitionaltcnoro(dt'l!Ln. sleep panem. all o( us..llm~l. and we load1c Ulc hold. bur the ~nlmnl/body/ feelings of lncomplettnCSf:~tnd 1Mdcqun~y. lts~. We watch bur dre!llll~ .._ . hqth skadow and lrgl:u.r.>odie§cootiiiue to.0 much th~t we fail P3tt~~.~>king que.shadow alwa9s makes.nrisf'n<. .:>c»C> We give up 011 life and em\lmce l'ilhili&m..oc:ialirod tu of ..A hfe "'htch d~ppears on~ and for all.Change !n n p. A6 we-~• In this way. l~lflnrt· 11 craving•. w~ ..'irnc fincllt 'll._ our own narur:!l dt· of us is-here~ every Rber of Qllr belna r< lnfu>«< Wllb a sue~ ~d •rnpulses. of Being The •ttnch o( D. tC)() afralJ tO stop ~unnitrg and star!.<e c•·olurlonnry pr()Sr:tmml..Up awat from U>. Life of rh~: mind. de.-. We embmce nolh· illi own 1"\!ic• whi~h Me'< ll<lt "Uiwa~~ JU<ta(l<llc wirh the logic " . " The Unl>earable Lightnes.l1\i!ld c~n·~'\!On. Knowing 'l'ho iWill"' out:ar you doC$n't •rnp the aJr. it j. and whether ir was norrible. Ouilmima! hope> uut ol fear. >UI· abiliry to embrace life a..ii:$Ciffelt.. However. What.tincdve fear. and once our salwtiOn is-now our dftmnanon. we hccumc lcs. Qven when we kno1v that death is nowhere ncar. chnn~e Is o ·'""· s. more re. mmil)ll pnttw• find refuge lil ®pious<qtr&ntltic:i<o(cnrcrn!f.< wh<>lc. Til!\ fe:~rs of the body da<b IYith tlw> a•pimtlon$ of It ts'Ciearh. a r~lm <": in~tjncr1Ultl emotron. "'!' 'fo • val.tion over man. our cowardice haunl3UJ tO rhc end q( Ollr da1-.. TI·tC terror production are r\le l'"~"§ Of In a ro follow tl~e dictate. tormcl'lt41ls tlw·ewape becorne&•prunm61ln~ We hunrtng pal:tem. each truature the pumudc We so seldom do wha! i> (ulfaUil)l(. We resent ourfn. In il<llngs(!. lxxly nnd mind. little more than a mind.<t overwheln1rng fear we have feeds on our or evC!'l prompt the change out of spite. We :rrc. which does nor rerum. ·eai:in~t p>mern. h&t of ~crron and evoke is >n>. Ar\y ltl!ll nf chun~c cun "The fear o{ death sus\airu a wf1ol\:.l'''l JIIAt won't go away.o a part of life. We kill qur a.d and hu· We choose incon\pletene. but ~ldom do we In lhe modem world. the mind and wal.dC~tl\ illll<lf.~tinns. (and beyond). but try teUin!{ that to \OUT realize what ir is we fear.$e~nd tt~ct..•.~d In advance. :1 rocksllde or a sudden l~ck o(JCX>d. The mo..o. fear that death is con•ing. il -Milan Kundel1\.piratton..Jution. bo<ly.. llrugs ami or m..>tll ralnt• ev~rythlng we say and do. each possessing a pm(oun\1 capac:1ry fOr (.igratiQn patren'l c:.<. SurvivHI nnd rc· Our (c!lr of de-nth \und'lifc ir\lo fMlij\htrruJre.m $ib'l'lrll tllc ftrrival of n pre-dator. ~ Animal$ are sun•ml machine. we·become more and will to flgkor flee at the slightest him of trouble. Thli. withouc weight. of cour&e-rhe imn'lllnt\l fear of nothlngnejS. death. amm:.. .rl of 1\'-'llninU. fear i.< of mhers. and hmer dis.mem ~lgnnls dnngcr. Animal C<istencc i> ba~-J on pllttorn:. waming th~t death lurks-around l11c eoliiCt• We are'towurds. The body exim in a diflcrcut world from the Is so often pointlc$$ and de•'lli..entful.-1 of mnrrnliry sraitl~ iompt>lill cMistence 1. is like a shadow.. The mind can reprer<< It. bca tiful or sublimc .n)Cnt. The Jl. We arc . E. an nl. c. journey mr~(')~lrv111~.

Our velude m thi> game for exploring the theme of hfc· in. and your 0'1'0 dearh. ncorh~:r i> n life liv<>d In fear. unll>'lng ghO<St. The ttaRIC irony of our It veil i< rh. If you Me mi~'I'S :. Such a waste. What a pity. but rl>en again. you arc nothing bur a ~a:e. you're a walking ghoot. ohlh·tnn ttself. you R~ ~:<•!'•· You arc oothilll!· Obi!\'IOn has swallowed you whole To understand this gam•.ar we die without ever having<:thing inside of you.. The melllphor is complete. you'<* gomg to need (o e~plore your own fear. le& not a very plCliSant subject. Get o grip on yO\n fMr.. ' . If you ate mt~lng everything but the last shrtd of 'IQt" od_enruy.~ng...'lfeath and death·in-hfe " the hoUow. So deal with it. If you are missing even that.




joseph Campbell . Once you understand the basic concepts. not crs and storytellers. You ore J:Oing ro weave wondrous tales . The heart of the stories is you: the wraith. people used ro tell each other stories: stories of the hunt. pa.nlS and. TV. thon iL is with winning. Ues. as part of un oral tradition of storyrclling . however. You'll have the chance to rei I stories about your strusgb. the li•ing Storytelling a wraith . Srnryrcllin~ on a personal level can once again become a part of our culcure. in the process. ... The Hero with a Thousand Faces L~ng ago..1.e. this game is more about you than ir is alxM ghom.we listen to them.. for the stories come front what is within you.~~Sionatc creature trapped between death and life. radio and books. you'll find thor scorvrelling isn't all that srrange. we fee-d the spark of wonder inside us all. at one level or • nmher.a tOrt\. game piny· is because you're inside the story as an active particlp~nt. or gossip about the nel&hbors. we juSL an observer. Indeed. This is c. through nur stories.. 11tesc stories will likely cnprure your im•ginarion and involve you far more deeply than any play or movie does. iris somethinlo'OU've done all your life.stories of frngile hope and intimate rroee<Jy..a tradition that has loreely been lost.lred. We have become slaves to our TVs. Through bot:h. entenain nui"5Clvcs and our companions. In the end. . Through our gam<!. pass"·ely waiting to be picked up and carTied to the worlds others ere· nre. you may be con• ~•sed by rhc whole premise of a storytelling game.. lrroug/tourrlte inhttbited world. It need not be this way. AlthouRh Wraith Is a game. They would tell these stories aloud.. This inspirarion of wluzre~~eY else rMylvn'< appeared out of the activities of rhe hull\lln body and mind. and theyluz. If rou've never done chis kind of thing before.. We no longer reU stories . it is more concerned with sroryrcllinJ. transcend our daily routines. we express our tal• c. pcrmttting an oligar· chy of artisrs ro dictate our culture to us. in all limes and The book you hold In your hands is both a game and a under «'try circunucan..cntially . legends of the gods and great heroes.:ss.Je•n·Jacqui!Ji Rou$SCnu e are j He who pretends to look upon k~rh wirhout fear.. rite myrlu of man \'chide for storytelling. It will allow you to assume the role of luzve flo~. before movies. Wraith is 3 tool cnablinij you to ~come involved in tales of passion and madness.

and to add a deeper sen. Second. Our fascination wnh Sforit$ has a purpose to it! of that there is no douhr. you need only think back to your childhood and those wonderful afrcrnoons S!X'nt pla1•ing Cops ' n' Robbers.-. •uffer m pros!X'r. To understand roleplaying.elves b1• ~i. Storytelling is cmcnaining because It is so revealing. Wlllll \'OU were doing was roleplaying. Storytell ing is a very demanding task. h 'sa lot like theatre. but I'OU make up the Iones. Through the gnmc and art of cnllaborntive storytellin~. The way to do that is to tdl :o good . one player needs ro be the Storyteller the person whu crcarcs and guides the stories. You ' Tne Storyteller Wraith isstrucnr. but actually act through them b1• assuming the roles of the a:nrrnl charncters. ~me as wdl. The StO<ytcller describes what haP!X'IlS to the charac· tcrs as a rcsulr of what the players say and do.d a linle difl'ercnrly from the K"•rncs wuh which you might be fumiliar. The Storyteller's prin~ary dut)' t< ro make sure the other players have a good rime.s and claim the onciem myllu :md Icc· ends for our own. Being the Storyteller is a bit like playing rhe Banker in Monopoly"'. und ex· I I.what \Vraith is :1bouc: nor stories lOid to us. for the Storyteller Is a weaver of legends. but a roleplaying not only ttll stories. unlike pretend. there is nobo. ~oleplaying I Wraith is not only a smryrell ing an essential pnrt of childhuo<l. hilar. or Dress-Up.sso true. The e~ntlal r.mes rn genernl are best when there arc srx nr fewer players. hur stories we rcll others. They nre used mainly to avoid argumenrs "Bang! Bang! You're dead'" "No I'm nor!" . we cnn understand things we never bd ore renlitcd. In the ft r>t place. our family nnU nun£clves in new con~ ccxrs. Wraith can be playe-d with nearly :>ny number of players. we create new )loric. but bears greater rewards rhan a handful of play mone)•. The mystery and Oavor arc diminished when ployers must compete for arrenrion. there :>rea few rules ro help you roleplay.-. a son of spontaJtc'OUS :rnd nanr· r'dl acring that completely occupie-d your rmagination This play-acting helped you learn abnur life and what it ll1l'1llll to be a grown· up. Cowboys and lndi~ns. Stol)~tlling allows us to undc11rnnd of realism to the srory. hut ju<t because you h:we grown up doesn't tnc:m you have to stop.•inx us a tool with which ro explain our rriumphs ami dcfe:u$. It w.rles for Wraith :ore de· scribed in Chapter Four. but roleplaying ~. She decides if the charactNS succeed or fail. In Wraith . but it is equally rew:rrcling. 1\y looking at our culcure."d involved.uing because it i. live or die. Rules direct and guide the progress of the story ami help define rhe capacities and weak· nesses of the dmracrers.

in fact. Sometimes the Storyteller must set the scene or describe wlun occurs. while mad ghosts and nightmare creawres overtly threaten the char· . the Storyteller doesn't simply rell rhe srory. They will instead assume the roles of the central characters in the story. there is no way for one person to claim victory. for it is what so often creates the thrill and excitement of a dramatic moment. of your poetic sensitivity.tory come alive. OCtcn. From the begin· n ing. characters Many different elements compose what we like to chink of as the "selr'. you assume the per. to separate or identify. Treat chem Being a player dues nut require as much responsibility tlS being as unique ind ividuals. you must make dice rolls to see if your character succeeds in doing what you have illustrated with words. o r ~s (ragile expression~ a Sroryreller.•ion softly creeps beneath the surface of the Shadowlands.<trl. Storytelling ill Wruith is a care· ful balance bcrween narrarion and adjuclicarion. you can't have a story. Your character's Traits . Most of this book was writ· ten to help you do just that. Every· thing you say and do when you play your character has an ef· feet on the world.rhey are not real. To "win" at all. a good story is the most important goal. It cakes more time and effort co turn chis collection of numbers acter is in your ha nds. a dismal world beyond the living. The Frankenstein monster w~s e~sily a. Play· crs. you arc in charge of interpreting and enforcing rhe rule. Whatever you sny.~ke you bener at ir.. As an actor.. unliving a nd and does.talc. Without characters. The role of the Storyteller is explained in rnuch more de· tail in Chapter Three. after describing the actions 'lyou" want to take. whom you invent and then roleplay over the course of one or several stories. lnst~. you speak for your character and act out whatever you want your charac . ~s works of arr. \'(/e wear many masks. It is from this essential dive~iry of self thar our desire and ability co pretend to be someone else originate. players need to cooper· ate with each other.tory Oow:. for the object is not to defeat the other play· ers. It takes le.'!. Because th is is a storytelling game.t them as she sees fit." This strategic clement of the game is essential.. however. fo r you decide what the chamccer says i nto a living . she creates the skeleton of~ story and then lers rhe players flesh ir our by assuming rhe roles of its leading characte~. As the character. C haracters arc central to a story. chamctcrs and Storytellers wo rk together to make a :. To some extent. between story 3nd game.coo many. As the Scoryrcllcr.numeric descriptions o( her strengths and wcakncsst. \Vraith characters arc damned to wander the Shadowlands. }0ur character says.uactcr creation is discussed in greater detail in Chap~ rer Five. for rhey alter and direct rhe plot. you bec-Ome a part of the ongoing srory. Actions are basic elements of Wraith.. Wraith ch~mcters arc easy co create. t he character.the soul. direct and energize the progress of the plot. Unlike traditional storytcllc~. You must reach deep inside yourself to find enough chat is real and true to produce a complete 1 other players what you arc doing. By announcing and describing to the unbreathing) character. Never rreat your characte~ as projections of yourself (even if that's all they are). As a player in a Wrdith chronicle. In rrurh . You decide which risks to accept or decline. They are real only wirh you as rh e animaring force. The player must also be an actor. In the end. ter to do or say. bur they do capture some aspects of reality. but it does require just as much effort and con· centrmion. but it will m:. You must rr~asure the charactecs that you create. b reath ing (or. Players should feel free to ad d ideas and clements to t he story.1cdon ro rhe wo rds ancl accions of the characlers. impartial and creative as possible. for they describe how characters change the world and affect the course of the story. each player is an assistant Storyteller. you try to do things that allow your character to succeed and thus "win the game.~ rh:m ha lf rona and role of a ghost..'\sembled from available body parts. not the decisions of the Storyteller. She must be as realist ic. we really don'r know who o r what we are. because ir never will be easy. although the Storyteller may accept or rejec. unless you are specifiC<llly asking a question of the Storyteller or are drscribing your actions.'!i dicratc how we l1 your wraith can do certain things.. The life of your cha•·· an hour to choose all the Traits rhat describe your character. As a player. It won't make being a Storyteller (•asy. Winners and losers h ere is no sing le "winner" of Wraith. ycr you are a lso an e m erraine r . but outside eternity. it was the breath of life that proved dlffi· culr. Only when you enter the world of the story can your characte~ be· come complete. but mosdy she must decide what occurs in re. in rh is case. The malevolent force known as Obli. if you wish. Ch. 1nerlayers Most Wraich pl3ye~ will not be Storytelle~. :. C haracters are the literary versions of real musr snuggle co balance your two roles..

however.1rlonal theater: the acto" (the players) act through the scenes created and Introduced by the StOryteller.L'\t usually become friends. accomplishing this goal also becomes a measure of &uccess. "'<k it in rlre lreart of life! Tire owl whose nig~r-bound eyes are blind Jtnro tire cJa.\t alwa)<s be in effect.. • Play Inside: Play inside your own home or in whmcvcr private area the game normally takes place.. These rule-. the Storyteller should coli o tlme•C)U[ from the acting and remind everyone of the ntlcs uf play. a character has some overwhdming motlva· tiot\ (such as a need for vengeance). Players in a roleplaying game gentrolly describe what their char:octcrs do and even During Live-Action roleplaying.o. open . walk around. playing Aias For rhe mosr p:m. If that politician has powerful friends among the occult underground. rary victory. a lock). however.. • No Weapons: No props can he used If they must rouch another player to be effective. A divided group will nor survive for long. a number or props require n tublc lO usc properly. attacking that politician may be • dangerous exercise in the long run.t. not fighting. When a group of wraldu manages to trnek down a corrupt politician who has threatened or destroyed people or places that rhe wrnirhs hold dear. No real weapons of any sort con ever be handled at any time during Livc~Action rolcpln}'ii'IJ. ment.< pick in. cannot Jtnwilthe JJl)'stL'I')' of lig~t. Make " "" that everyone else in the area understands what you are doing. ewnru doe riw. If players or Storyteller oMistnnrs get roo rambunctious in their roles. scarvc. such aJ in rhe woods behind your house. pencils. For the mosr parr. mke the place of dice when needed. For life and death are one. and the sea are one. Wraiths Olt ti'Oitld know rlre secret of lkoth. or the octlon should be retumed ton table and conflicts should be resolved through dice rolls.our hean wide unro rhe body of life. these you can purchase in any grunc store. make sure privacy is maintained.. The dice required are I O·sided. Even during Live· Action (especially during Live-Action). This cre· arcs a much more intense and imm\.. the chllr1lcters mt. . Live-Action roleplaying is •imilar to improvis.. Lhc Lruc measure of success in \Vraith becomes 5urvival. In order to achieve even partial victory. alternate rules. those wraiths have •won" a tempo. B14t how slwll 'o" find it unless . If. • Know When to Stop: When the Storyteller calls for a time-out. they have ijwon.. or at lcasr watch our for one an. The "no much" rules mu.that is one thing you should leave for the dice ro decide. The Storyteller may also want ro have paper on h•nd in order to sketch out a setting (making it easier to describe to the pla)•ers). like those ~iven in White Wolf's Mind's Eye Theatre ••Y· line of Live-Action products. players actually do what their characters do and say what their characters say (within limits).c:Jiau: norytclling cxpcri· ence. They can stand up. marches. The Storyttller simply u"'s the characters' Traits to de· cide how well the characters manage ro perform certain me· chanicalacrions (such a. • Don't Touch: A player should never :tcrually mike or grapple another member of the troupe. If you play nurside. If the pla)·crs can tum stories to d>eir characten' advttnra1:e. everything is decided rhrough net· ing. The ProtJher . Dice.Kahlil O ibran. Stories and exrended chronicles often come to conclusions that either benefit or hann the characters. allacrion must immediately srop. Never pcrfonn Live-Action i( passersby may be confused or fright· ened by the event. must be obeyed if you intend to run any Live-Action roleplay· ing at all. No dice ore used during Live-Action sessions. The World of Darkness is so dangerous thnt trustworthy allies are essen· tial.!l - :myrhing ro make the experience more vivid). Imagination is Still important. however. ~ules You must follow a few basic rules to ensure that Live-Ac· tion roleplaying progrCJiSCS smoothly and safely.h to a win· dow to see what Is going on. as well nsa few other props to show the players wluu the characters sec (photographs. Rc· pent offenders should be asked to lenve. Not even coy guns can be used. Though the game docs not require a board. Live· Action playing involves only ralk· ing. Wraith was deslgnt-d to be pl11yed arotmd a table. If "JO" u:o141d in<ked behold tire spirit of lkarh. the Stol)~eller's word is finlli. A "victory" under these circumnances can become worse than defeat. hold up :• letter. or rw.acLcrs. The Sroryrcller mun also decide how the other Storytelltr-run characters react to the players' characters. other and have a modicum of trust In each other. or CO\It"Se."' at leaM for the mo. No son of combat should ever be performed . live-Action Live-Action roleplaying an be the most dynamic and fun part of playing Wraith. $hake hands. WiLh such powerful (orccs arr&}'cd againsl }'Ou. and photocopies of the chnr:ocrer sheet arc the only other things you will really need. and the Storyteller may still interrupt the action to ck-scribc objects ancl speciul siLuntions. Safery is always a primary concern.. paper.

they ~ue surrounded hy a persistent vision of decay. with no end in sight. prcsumabl)' in to either Transcendence or tOt::"~ I Oblivion. Some are driven by a longing for fulfillment denied them in life. The possible truth behind this idea would be cold comfort m the wraiths..tll inro the Void. O ther wmi1hs p<:x. Such \VrHiths may dwell bricOy in the Underworld before they accept death and pass on. 11rc the spirits of the dead who have tragicall1• lost their way oil that road. each year. in \Vraith. If this is true. jne Underworld Dctween life and death. Some say that the Underworld is merely a waiting room for unbelievers. violent or cruel dcmhs. Though wraiths may tetnporarily manifest themselves in rhc physical world. Wraiths' overpowering Passions allow 1hem 10 cheat dead\. between Transcendence and Oblivion. the Shadowlands and the Far Shores. or even possess mortals. These Restless find themselves trapped in the Underworld.u:h is simply the end of one journey and the beginning of another. Many wraiths are the products of sudden. collectively referred tO as the Underworld. (he moment of de:. wrapping his fear in a rich tape-stry of rite. they forbid them from the final sleep. The majoriry of souls pass o n quickly. They arc mired in their pasts. a temporary way sta. and t heir unfulfilled deeds. however. deaths that came before they had a chance to resolve important life issues. while other$ ptii'\Sue ideals so powerful that even dearh cannor deny them. man has glorified death. If this is true. Indeed.~. the embodimenr of nothingness that Lingcs the vcr1•air of the Underworld.:lrth and eternity. Wrairhs. Ver~· few dead acru:.Though death tel'rifies us."lt l ive. more mortals f:.llly end up in the Underworld.tulatc l h n t mOSL human souls simply pass straight into Oblivion. !imnc wraiths have been waiting for quite a while. These spiritual reflections of mortaliry. have profound Passions and Fetters chac bind then' co their lo. wraiths disagree as to why this may be. a spirinml half~ world beLween the living lands and an unknown ete"'ity. while mhcrs cling to the Earth in [Crror of what might walt beyot>d. feuered to rhe world they left behind. lie Stygia. Through· om hiscory. tantalize wraiths with reflections of the life they have forever lost. Sornc wrairhs :ue driven by bittcmcss and anger. Death. Some optimistic wraiths postulate thm re~ incarnntion exists: one Heretical sect even embraces Oblivion ns the wellspring of reincarnmcd souls. Player char· :1ctcr wrJiths. then hungry Oblivion has grown fund of the taslc of souls. p3geantry and destruction. however. it also fascinates us. while art and faith seek to draw back his awful hood and touch his pallid face. is not an ending. the knnni4: . they are doomed to wander forever. Science strives to stay the Reapel''s hand. t heir memories. and arc likely to remain in the Underworld for a long time. Here. lion belween E.

Few Restii!. thereby determining that being's mood. Whatever the nature of the Underworld m.•s. gun fire . Even the most shallow. all are driven toward Oblivion. Wraitn Cnaracteristics Wrai1hs have ccrrain inn:ne abilidcs. This THING grew Ol<t of it. Systems for these abilities ore given on pg. Passing from the Underworld into Transcendence requires the sur· render of rhe self and the embmce of all the lessons of life and death. but a malicious. Many deny it anyway.1. This sentience. "The Lace II " To deny that something exists beyond rhc Underworld would be to close one's eyes out of fear of truth. suppressed and denied cakes IVOUid remain bound to Fetters for all time. In th is way. accord· ing to the current emotional state of the character.rh·urge. ir has access ro all of her powers.-ct's \\'t. 1he siren song of Oblivion. be# coming a demon whose onl~~ motivation is its own destruction as a release from ils own pain. A wrairh ean h<'llr a whisper a block away or read a license plate off a speeding car with ease.lnccs. lletter the damna· on a sentience of its own in the Underworld. forms the dark side's lifeblood. Itwill plot and ~chcmc. e1•cry wmith conrains within herself the 3eed of her 01vn trogic destmction. passage through the Void.1irhs see a world tinged bydearh everywhere they look. Tiw thought wmiths can pass through walls. Thanaros. Some call TmnKendence "Judgment... It Is the most terrible en· emy a wraith can have. hated. a new sports car apprors scratched and dented. The Shatlow's ulthmue goal is to force ill< hosr ro embrace Oblivion. In any event. hope. binds the Restless to the Underworld: fear of judgment or annihilation. . sheer will . the dC".oo soon ro laugh and soor. The Oip side of this is that they are often startled by loud noises or da>Zk-d by bri&ht lichrs. Needless to say. • Heightened Senses All wroirhs are hypersensiti\"C to sensory input. Given the choice. In li\ct. neW incam :nion in £he karmic crclel Or iS the whole • 1nttub1(tantia1ity idea a sham.:. the core of Oblivion. And yer finally. l O do so require$ rhc wraith to desrinruion. if such exists. most wmirhs do nor seek Tmnscendence. Docs Transccndcnce lead to a final Heaven or Hell11s the r"e. Obllvion'slnOuenee colors the Shadowlands. With this insight. they the Allrhat is feared. people. TI1c colors of the aur• may shift In a predictable cycle or completely at rondom. And in certain circumst.~y be.1 spumtd. only TrAnscendence or Oblivion allows them to le. 1 The Shadow docs not always mle a wrairh. Goodness. darken or mLx an aura's hues. A wrttith can interpret the •'life aura" of n hcint. it wi11 mke on :1 life o( its own. Few auras remain one ck-ar color for long.. is the bane of Rcstlc>s exi>tcncc. a1whtrreuv price. there is no place to hide from the dark side of lngly. C1lllcd the Shadow.(!U)[ ::1. h willwhis(ll'r and torment. has left them behind. as such. statues appear chipped and crum· blin~. Though the Restless are not without power. or Corpus. malevolent and subde force. wraiths are stuck with it. nor eruier rhan life And yer complered and •o l>erfw -tiS if It were no longer r.'IS would stand naked in Divine Light will· In d<·<Uh.s believe that even the Underworld is bur a pur· g<ltory through which they must jXISS before attaining a higher state. Many Wraith tall!$ revolve around combating the Shadow. However. claiming that only Oblivion waits for the unwaty. • tifeslghr Wraiths nrc also able to perceive the life energy in all be· ings.-ak spars or a Jiving person S gcneml heal£h. identity nnd level of h0$tility.wheel. :md people close to death h3\•c a corpseltkc pallor. who knows! A chance at happinm """ rhne and gi<'<l1 up. transparent person usually hns several differem colors composing his aucil. . • Deathsigbt Wr.·clmively unharmed. tion they know than the my5tery they fear. 124. And no one who has embraced either option hns rerurned to tell of it Fear. bur ir forms an inextricable jXIrt of her being... . •hades of intent and emorion can liGhten. then. Transcendcncc is u onc•WU)' voyngc ro an unknown the Shndowlnnds. stranded in the Underworld.ature. stopping its plots before it goc• too far. Transcendence A life perhnps t00.Rainer Rilke.we the Underworld forever. po1ver. Wraiths refer to this other salle as Transcendence. Other Restlc:.. the Restless may assess an obj<. most feel beyond redemption. they dread it. or barrages of machine· of the Void paralyzes most wraiths wit h fear. memories and associations. The Shadow is the eo«: of a wraith's unconscious. some Shadow's wny of feeding Oblivion! No one Wmiths have the ability to pass through solid objects in knov. In the end. reaching Tr:mscendence requires expend " small amount of her essence. It Is not a cmzed cr.all fall before the Shadow. Wraiths can see the degree to which ObiMon has affected someone or something." a final accounting to some hil!hCr power for the things they have done.

Charon has pla1•ing Wraith. special powers. isolation and iden. tity. Doomsday: Whe1\ Oblivion shall overcome all of rcArcanum. but characters can make a differ· Citade l: An indiv idual stronghold ence. The mldi<ional starting number of members is I0. Anifacr: An object that has been altered to give it Drone: A wraith who has lost its sentience and iden. Corpus: The spirit body of a wraith. In some ways. and rhe end of rime wi ll come. alcemacively. loss. but it is also about human interaction and emotion. Deathlord: Olle of the seven leaders of the Hiccarchy. Domain: A large territory held by 3 wraith or group of allied wraiths. you as well as the darkness around you.Byways: Paths through the Tempest.during her larval period. Cavetu anima! the dead will walk the Earth. and the unfortunate denizens have adapted or invented a variety Cult: Any of hundreds of Heretic seers espousing a of words ro describe the bizarre features of their new "lives. . Angsr: The power of the Shadow. when garors and hunters. but it also warps her perceptions until it is rcanovc:d. consumes the Undetworld. you will be confronting the darkness within been missing for decades. The: A dangerous group of occult investialiry. Cohort: A Circle of Hierarchy wraith>. In Charon: The founder of rhe Hierarchy.1l1ey can fight the forces of Oblivion wirhin themselves Necropolis. Oblivion gradually Circle: Any group of wr•iths. as well as those around them in the realms of the dead. Caul: An ectoplasmic covering that shields a wraith Wraith is a game about death. it protects her. The Underworld contains many strange phenomena." particular path to Transcendence.or. Do Not Go Gentle lexicon Common rarlance rir:y. but artrition and Tran· scendence take their toll.

Oblivion. cnhcr as Re.c negnrion of :~II things.. Nihil>: PiiJI in rhe Shadowhnds thot lend into the Underworld. Huunt : A place in rhe Shadow lands where death lu1> a presence nnd wr:1ichs :. Necmpoli reflect the cities of the livinR nnd occupy rhe s:Jme •·geographical .there arc so m~lll\' rhot they nre known collectively as the Thott<ancl Hells. loca· Lion." Enfant: A recently deceased wroith.1per nnd mentor or as slave trader. Mnlfenn: An elder spectre or beast of rhe Void. The: Llistant rc:tlms in the Tempest. Gang: A Circle of Renegade wraiths. Over the centuries. Ollly r~ently tkccast-d. an organi::ution that raughr :. TI1c Void is its ph)•slcnl manifestation (or lack thereof). however. police and enforcement arm of the Hierarchy. The Hierorchy was originally formed by Charon to assist wrolths in atroining Tronsccndcncc. I ! • ' I 1 I I ' ' I Fnr Shores. usttally dumping me wraith Straight into the Tem· pest. Harvest: To gnrher the newly dL-ccascd. n1e: The largest org:mi2arion of wraiths in the Und<rworld. The: The ni~lumnrc ride through the Tempest that periodically tonncnt:l hi• eXL<renc:e and occasionally ovcrcomt-s him. pnrticulnr Arcnnos to its metnbers..c gui lds were disbanded by C hai'On. lemttre: A roung wraith. Guild: ln times pas-t. An Enfant is pani~•lly ~mmcsiac. of· ten corrc>rxmdin& ro mortal beliefs nbout the afterlife.. M. and a C1ul covers his fuce. is nn ordered state. like torol en· cropy. Nephnndi: Moges who have turned ro Ohlivion. Maelstrom: Terrifying swnus th:tt occasioMily en· velop the ShHdowhmds. Necropolis: A city of the dead. they are ro rhe Tentpesr whnt Jupiter's Red Spot ism :m earthly hurricane. more nt home. alterin~ hi~ J>cf· ccpdons of wh:Hever he encounters. Fetrers: The ties that bind a wraith to her old hfe and the lh•ing world. acrual l lcll . n. Hlcmrchy.k: A Stygian arrifact •vom by many wraiths in order ro conceal the true self. Harrowing. it has bt-comc corrupr and twisted. in irs purest form. or simply "the Tl. H<ret ics: Those who believe that yet another ." Host: A per:10n possessed during Puppetry.uuSltnd. honest-to·coodness. Oblivion: n. . beuer a(tcrlifc awaits wroichs who Trnnscend their current wrccchcd Hell: Any of cnunrless realm5 claiming to be me originrll. legioos: The army.

rhe Tempest. h must be mastered before the wraith can Trnnscend. Tag: Using Arcanos on other wmirhs for procrice or Void. Slumber. and all the realms Srormruoning: Traveling in rhe Tempest." . uSkinlandcrs" arc the Quick. an En(:mr.Obolus: The Underworld's basic unit of currency. Shadowlands: The aspect of the Earth inhabited by 1vmichs. Slang foro \\T<Iith who \L". Terminals: Small. The: Those who have passed on to Tronsccn~ Reaper: The wraith who first removes the Caul from dence. char makes up wraiths and their belongings alike. Renegades: Wraiths who have banded together to Leg. rhe spiritual stuff cated to rccruiti1\g souls for a realm in the Far Shores. It is the Dothead: A wraith who was a hanger-on in life.ocy: A Fetter with powerful personal tics co a Rest· overthrow the Hiemrchy. personality. Boo job: Any attempt m scare off the living. Agency. fore· ing her m embrace Oblivion. rest and unnoly passengers are sometimes abandoned.wraiths who Thrall: A wraith in subjugation to another of its kind. Advocates: Powerful wraiths of a Heretic ctolt dedi· Parho. juice: Pathos. 1l1e: Another term for wraiths in geneml. The: Another term for the living. also used co de· Shadow. move on to whmever awaits beyond. have e xperienced the "tunnel of light. Stygia: The largest realm in the Underworld. Restless. rundown realms in the middle of Meat: Mortal Oesh. Wmith: A spirit who has died but remains attached to the living world. the Void. They are persecuted and hunted by the Hierarchy. From here. of those who pass through it. The: Charon's palace. Onyx Tower. Crcepshow: 1l1c Tempest. the Tempest chat serve as wa. Spectre: A wraith whose Shadow has become domi· Vulgar Argot Body Snatcher: A wraith who possesses the living. Skinlands: The physical world in which mortals rc· Underworld.1h Freak: Demgarory tenn for a Skinridcr. rhe Shadowlands. 11che: The amount of Pathos due a wraith from a Fet· Molcmen: Derogatory term for those who claim to tcror a haunt. Consort: The host possessed by a Puppeteer. and collecrs the nightmares and memories be well on his way co domination by his Shadow. It includes side. Quic. Hierarchy. more enlightened aspect of a the living lands. rherefo re. The: Nickname for the bureaucracy of the Projectors: Living travelers in the Shadowlands. Their individual motivations vary. The: 1l1e land of the dead.k. it may eventually gain mastery over the wraith. less soul. Relic: An ectoplasmic object brought by a wraith from Eidolon: The higher. wraiths can (with some difficulty) inter· net with the living or meet with Awakened creatures. The: Nickname for a wrnirh rhought m the Sh. Brain Suc ke r: A wraith who uses Phantasm or [he lesser Puppetry powers. 1l1e: 1l1e sleep cycle of wraiths. therein. derworld . fol· home of the Hierarch)'· lowing fickle fashion and fads without real contribmion. The: The darker half of a wraith's personal· scribe the goal of becoming one of Charon's servants. Arisen.u Transcend: To leave the Underworld completely and Scrooger. Plasm: Any ectoplasmic substance. Mirty: A wannabe who never was . Kafkaesque places where Ferrymen Mcat·Chains: 1l1e human body (which ties down the spirit).adowlands. Phanmsm fn:quencly. nanr. Boojum: A generic word used to describe hostile crca· turcs and/or Tempest dwellers. Tempest. never fulfilled their dre3ms while living.''i: Emocion. The: The eternally raging storm of the Un· Fle. Doom shade: Slang for spectre.e. the "food" o( the spiri[ world. con· vcrscly. lty. Wmichs are also known as ghO&ts or ''the Restless.y stations for those traveling to Stygia. The Shadow lands form an outer "shell" over rhe rest of rhe Under· hinders passage between the inner realms and Hellbound. pesr. Terminals are grim. forged fro•n the souls of the dead. The: 1l1e norl1ingness at the heart of rhe Tem· for nonlerhal duels. Sec also Oblivion.


Think you God built this place . my friend.athedl Not God. is more than simply maps and our own. The tntth's more hideous still: There holls were carved by men while yet they breathed." Swamp Thing he world of Wraith is a dark reflection of Shadowlands. Everyone can sense its influcnCC though few The world of Wraith is not our own. are products of both decay beneath our civilized veneer. majestic and altogether twisred.Alan Moore. Punk world. We all feel drawn to the romance. however. The n. guide. pollution slowly rots the ozone layer. the supernatural lies close to the surface. In the World of Darkness. Setting~ however. . we can explore th:u mystique in a s. T hough faith and human spirit remain strong. though the two milieux resemble each The lands of the dead certainly contribute to the ambi· other in many ways. Superficially.ail: from the (rom our darkest dreams. understand what they feel. many revel in the flames of the last days.Sarah McUtUghlin. worlds. "Amongst the De<\d Men. Here. books and movies distract their audiences. The dead have a culture and society of their own one out in grearerco ntrasti everything is mono· that mirrors the living world in strange and twisted The world of Wraith is a world of darkness. cosmology of the Underworld to th e geography of the 1 The Gothic-runk World of the living 1 . the World of Darkness resembles our own: the same bands. the Restless. "Possession" nit. The World of Dark· enceof rhe living world (called the Skin lands by wraiths).ss reflocls and embodies rhc passion and echoes cast by the Underworld leave their mark upon the Skinlands. terror and mystique o( death. wishing man ill And not lusts uncontrolled or stuords un. beauty and corruption stand places. barely hidden by the . in the Gothic .ht•s shadows. and all the familiar land· he night is my comjl(lnion. greed and despair seem stronger still. Player characters.~. where ghosts walk and the night laughs. lithic. and solinule my mntks remnin in place. . Here.cning woven This chapter describes Wraith's setting in der.

Constant rain and fog blanket the cities. while others will want things the other way around. ture of the cities. sneer gangs and bands inciting aggression and revolution. . giving many sub.observers. you must decide what Gothic-Punk really means. Some will prefer brooding Gothic ambience over harsh Punk rebell ion. uPunk*' is rhe orher. ancl everything seems to be done with an ulterior purpose in mind..s you wish. looming edifices. In the end . but ultimately strangers. and the im· portam people have skeletons in Lheir closers. The tone and mood are subtle and impossible to describe fully in words. dressed severely in black .the esrablished religious. however. Houses often srand for cenruries. brooding.che cities are laby.s and ties. though few mon. Ghosts are not folklore.· rinthine and gloomy. the game can lose much of its flavor. largely a game of mood. to whatever degree she desires. Tite World of Dark· ness. Fashion and society have a medieval veneer.rhey exist. they exist in a spirit landscape pervaded by decay. occasionally catalysts. They arc visicors alnong the living. The countercu}. lnstirutions of all types are more conservative and resistant to change. but sooner or later they must return tO the Shadowlands. Crime is depressingly common. half of rhe equa[ion.suir. the bureaucrats are corrupt. The sense of oppres· sion and conspiracy i. dark and ominous. ofren encrusted with gargoyles and other scatuary. social and political institutions are much like those we k110w. Buildings are huge. sick of the oppressive physical and social tableau. music and often violence. Without a suit· ably tense. strange atmosphere. Corporate and government agents are faceless and impersonal. Though the dead can and do touch this living world. "Gothic" describes many of the world's physical features -massive. The downtown cores of the cides are filled with underground clubs. is a film noir enviro nment .als ever see rhem.Externally.s much greacer here. and ro creare the world of yourdreams. dress. and superstition is rife. rebel with words. however. urbs a "haunted house" ambience.. little differs between our world and the World of Darkness. Each troupe will have different preferences for the setting's mood. The Storyteller should feel free to use whatever Gothic or Punk elemems she prefers. Wraith is. It is up to you to imagine things a. They can leave th is land for short periods of time (if they have the powers to do so). and people generally seem coughcr and Jnore cyni~ cal than in ourown world.

Most power and influence in rhc Underworld are measured in souls.>s even the most ancicnr wraiths have never seen. Everything in the dead lands reflects the passing of iL< living coumerparr. And cwrlascing pains. And because most ghosts died without truly having lived. Existence is a cycle. Oblivion is rhe aspect of re. The Restless harvest new and old souls alike. the incarnation of nothingness. and such power is not an abstract social concept . "Darkness. Thus. The darkest days of Rome or the American South cannot compare with the brisk trade in souls chat drives the Underworld.the destroyer of substance. and wraiths possess unique and cogent in~ sights into reality. d ivides and separates rht'Sc realms. hoarding them for srnclting. while Maelstroms. Oblivion fills a necessary role in creation. waits below the Tempest's surface. rhis insdtutionalized rrade in souls forms rhe bed~ rock of Sl)'gian economics. Divine and Moral Songs for Children "The Underworld" is a collective term describing the . conversion. Souls: The font of power Souls. the place where entropy deposits the energy that it steals.. There sinners must with devils dwell 1n darkness. Oblivion. Nihils. the oblitcralion of every recognizable rh ing and every shred ofidenti~ .. and where t here is surviva1. paint peels on crumbling walls. strength and defiance. Nonetheless. The Shadowland purgatory is dangerous. As the essence and source of entropy and death. This has always b. pure and simple. Oblivion is not so much the ulrimare source of evil as it is a fund amen.Isaac Watts. . the Far Shores and Srygia roughly correspond to "continents" and "islands". pervades the Underworld. The Shadowlands. darkness Be my blllnkr Co'"'" me wich chc endless nighc Take away cl•e pain of k110wing.--d mort~a ls wear t heir approaching death like invisible masks. ir is said. and filled with reminders of the unfulfilled lives wraiths have left behind.. Everything in the Underworld is. the obliteration of everything left is the worst nightmare a wraith can ilnaginc. n. tal element of reality. a seething sea o( nightmare. .eans roo much co LOO many (or rc(onns lO have much effecr. to one degree or another. the Tempest. Sl)'gia.'Cn tme. the taint of deacl1 has darkened the Under· world to hut. Darkness" The Underworld . there is hope. This lightless void personifies annihilation.. Oblivion. bears the perpetual stain of Oblivion.nleS$lands of death.~ tus symbols. as Oblivion expands. souls form the backbone of Under· world trade. labor or as simple Shl. Willpower and the human spirit can engen. however. The Underworld. composed of souls. and Oblivion is the catabolisc of that cycle.. To the souls trapped here. which even· rually becomes old and must give way in turn. are the atoms of reality. Indeed. the Far Shores and cl1c Tempe-st arc gcogr•phical locations (if the afterlife can be said to have a geography). consciousness and identity live on.Aspects of the here is a dreadful Hell. Stygia and the Far Shores. and sick or corruptt. all but the strongest sources of life appear to be dying: flowers seem withered. Necropoli and Haunts are aspects of these larger locations. and chains. cll(: end of all things. To the Restless.~liry from which all desrmc· rive energy seems. even when faced with night· marish despair. Along with the other great forces of na· ture. the Tempest. All ffiings musr come to an end: rhe corn1pr musr be cleansed and the old must give way co the new. Spirit form allows the dead some abilities un· known to the netherworld in· habired by the dead.e Shadowlands. Yet beyond the pain. frre. ev· eryrhing in these haunted realms bears dearh's mark. the afterlife is dim and p<>inful. Atmosphere: AHope in Hell There is both great passion and crushing sorrow in the Underworld. the fund:Jmental building blocks upon which everything else is constructed. Cosmology Darkness. crafted as it is from the death of all things. dcr hope.rhe Hlmighry gold of the Under· world.The Youngbloods. hope beckons. The system has been in place for too long and is a very direct and measurable commodity. Souls are energy. . ugly.comprising the Shadowlands..

rhe Afrerlife.. it cannot hope to explain the scope o r subsrance of this enig· macic "place.P. many realms bearing those names exist beyond the Tempest.1ms in the Witch-House" The Underworld is known by many names. Inferno. Feng-Tu.kye15 of the untteoofO M darkness always teemed with unexplained sound -and yetllc sometimes sl10ok wirll fear leSI the noises he heard subsiJJe and allow him to hear certain other fainter noises which he St<spectcd were lurking bellind them.Had<-s.H. NiOhcim. Lovecrnfr. the U nderworld is not o ne single placei it is~ mulrifacered dimen· sion made up of innumerable realms and domains. Indeed." . The "structure" of the Underworld defies simple g<-ogra· phyi some modern wn1iths think of rhc Unde rworld in cerms o f outer s~ce. viewing the various re~lms within it as planets and solar systems. "The Dre. However useful such a metaphor may be. Though these names have been given to the dead lands in general. .

and witness deaths. The Shadowlands epitomize the tragedy of the Resrless. jne Snaoowlanos Gonna giw up life in chis necherworld Gonna go up 10 where rl•e air is clean. the living fear the dead. •'Overground11 The Restless call their version of the real world the Shadowlands. ghosts cannot even open a door or touch a living loved one's face.ns say. wralths can see what the living can· n(){. O nly the most powerful Restless can journey to the inner core. Wroiths can exist here as ghostly observers. the Underworld has layers like an onion. 1llis barrier. and places of ref11ge.According to ancient myrh. the living world exists for them.n~~lh rh~ Shadowl~nd~ is the Tempest. it is simply the final abyss of de· struction. However. isolates death from life. jheSnroud During the rime now called the Sundering. attend meetings. Stygia is the political and economic center of the Underworld.Siouxsie <1nd the Banshees. heavens. People and things chat are very close to death arc marked by it. Walls confine wraiths as they would any living thing. a barrier of disbelief and fear divided the lands of the living from those of the dead. On rhe distanr shores of the Tempest arc said to lie the various Far Shores: the hells. while the Restless envy the living and llteir world of sensation and warmth. lacks the vitality of the living world. Laboratories. This gloomy realm. though physically similar to rhe Skinlands. The living exist on the outer skin of this on· ion. virtually indistinguishable from it. Also within the Tempest is the realm ofScygia. although they can pass through them with little effort. Deep widlil\ the Tempest. It has no dimension or physical existence. Because of this Shroud. but the inside conrains the dead. Everything mortals can see. The outer layer is called the Shadow lands. historia. rhe heart and soul of Oblivion. called the Shroud by many Restless. the Sh~dowlands mirror the material world from a twisted yet often morbidly beautiful perspective.~t b<. fuc- . home realm of Charon and rhe Hiernrchy of Death. wraiths can witness as well. bur they do nor exist for it. . which surrounds and pervades all the other aspects of the Underworld. mundane objects remain immaterial. Chilling ~nd oorren. Jo. liesrhe Void. viewing a world they can never again truly inhabit. They watch TV in morrals' living rooms.the pattems of death and life in everything living. and wr3ithscan perceive this. With· out the usc of Arcanos. Although barriers and hazards are quite real to wraiths in the Shadowlands. The Shroud Is strongest in places where life and reason have banished random chance and mystery.

omtd ". the darkest emorions rhin rhc Shroud most readily.t . Ar the very center of the Tempest lie.-'11 off of them... Ghosts. There are places of scmi·consront reality within the Tem· pest. lost love.srasteful. for the Tempe& iscrtartd by rhe ever-chang· lng viAJom and fears of those trapped within it. Back alleys. nor the least o( which are the r<'lllms o( the Far Shores."hs. or a house long demolish<-d in rhe real world might still stand.-· tori~ ~nd clas<rooms have potent "walls" against tht Suptr• natural. in elevaror shafts and under man· hole CO\'C t s . Domains (see pg. No E~. berrnyol. 42) art almost entirely hast. bur inrcrmiuently appear . More familiar ro wraiths are the B1•ways: "roads" and "rivers" rhar can be =. Indeed. insane. the nightmare realm of chaos and shadow that stirs beneath the Shadowland.. Spec· tres are often arrracred ro Nihils und f<-. llaunts seethe with gloom and despair.. Yes. and homes wirh small choldren or uoubltd adolescents . goave)'llrds. yo1< know •uhnt evil COSL<. Those souls not ready (or their limo I dissolution find the Void nearly impossible to reoch. wraiths feel at home. accident.ptrhaps ran· dornly. Howling winds lash through the area. These Byways connect realm to reulm and are used by most travcleos in rhe Tempest. many of whom may have died near the Haunt itself. 'I Those who venture Into rhe Tempesr often receive snatches of memories: clues ref(arding Fetters. Whole rhe buildings and •trccts atOUold the llaunt might be patrolled.c"~llucinations of overwhelming despair and pain.-s.erial killers' torture rooms. while placts strong in pas. rhc source underlying mortal legends of the River Sryx and rhe like. Haunts are prime real eswte. black darkness lending inro the Tern· pest. in shadowy come!'$. . The Tempest Tloere were d<rys when you peered imo your self. Nihils Srep on a crack. pcoplo avoid rhem unless thc)•'re depressed.<. morgues.insane and Shadow-co09.<~on or mystic faith-~· ancc parlors. In the Shadowlands. the more powerful the Haunt.. rwurcs.::ues. The Void is rhe source of Oblivion as well ns i~ resting place. Things dropped into o Nihil fall into the Tempest.have thinner barriers. a shadow of its former exist· ence.anywhere that leads down. perhaps in a cycle. probing the world for cmcks. Only Sp<-.s and torment of all kinds seep rhrou~:h rhc mem· brane and """k mm the very essence of the place where they uanspirtd."" Byways is the Rivero( Death. Echoes of past evil and pa. rhey srnke their claims and hold them against nil comers. vortices of nothingness eroding rhe world. These rumors on rhe fllcc of the Shadowlands are called Nihils. ro savor th<-sc pas<lonsand to toucltthc living world again. It is said that one can yell into a N ihil and sometimes be heard down .. lr\ the living world. you didn'r know IUMt w make of ir . Some Nihils don'r exist permanently.! around Hounts. G reat passions . inro the se· CI'Ct places of yo11r heart. the only thing o( rrue impon is the Haunt iuclf.. the Temptst has no ser realiry or subsrancc.terror. In Haunt$. In some wa)os.. nnd the "owners" guard their territory well. agony. OOr$ and nigh tclubs where despair and desperation gather all of rhese locations make good Haunts. you couWn't inWr/>r<t rloe loorTor you had glimpsed rhe day bt· fore . -Childhood saying Things fall aparr.choose to exisr wirhin the Tempest. whispered :Jd· missions of terrible guilr. graveyards. the Tempest is actually made up of rhe essences of weaker souls who did not have enough will to cling to wraithdom. It is darl: and extreme!)' cold. rhose souls wirh norhing left to "live" for find rhe Void nearly impossible ro avoid.riny lirrlc cracks . both living ~ nd dead. And then.. or just plain stupid. Like a cancer infecting a pure cell. cnombling houses. journey through the Shadowland. Visi· tors. These fragments of thought and memory come (rom agonized souls. prone crossroads or treacherous curvt. and what you saw tiJ<orc rntuJc you fair wiolo loOITOr. I Hauous arc earthly connections between the worlds of the living :mel the dead. Wayfarin& through the Tempest is an cxcrci•c in confrontation with demons borh within and without.s3ion assume a nightmarish reahry. are usually discoura~ed.have weakened rhe Shroud so completely in these places that the Shadowlands and Skinlands nearly overlap. rhc Void. A murder scene onighr be con· rinually reenacted by Drones.Ito cross the Tempest in some degree of sa(ely. W. TI1c Restless eel· cbmte their x=test holidays during rhese rimes. imperfections. Usually Nihils are very sma II . Even wrairhs find the Tempest di. b<tnle· fields. Such infection sites often manifesr in rhe Shadowlartds as whirling pools of pitch. ncxr day. Disrancc and space are ml'llninglcss there. the more important the domain. and the like.r The Tempc. Oblivion extends its tendrils from below..but some have circumferer\ces equal to those of large pits or even railroad tunnels. the Shroud weakens worldwide. The grearesr o( rhe. :. On cerroln d~ys of rhe year. more rhan in any other places.jean-Paul Same. those who are em· brac<-d by it create their own rules.. Oblivion gradually infecrs the world wirh irs darkness.. Ironically. flaws. Nihils ean funn on the surfaces of pools of water. Many wraith groups seek oura common HaliOii once there.. Those who srare roo dccp1y into them expcrier\ce powerful h. brtak your mor!ou's hack. vision< of past lives.

Those who are cognizant either aren't talking or can't be tntscerl. none has conclusively proved irself the true Inferno of Dame or rhc Bible.Sisre~ of Mercy. and is greasy and slightly nauseating to any who breathe or touch it. a Maelstrom often heralds a particularly b. a Maelstrorn is as rnuch an invasion as a storm. Seldom is the Maelstrom's passing unnoticed by the living. the Far Shores exist beyonrl the Tern· pest. Maelstroms Black wind cmne carry me far away. though doing so is considered extremely unlucky.uc an equal number . Although all wroiths have heard rumors of the Far Shores. faces orbeings can often be seen within. though most wraiths believe rhey are acrually realms within ir. In fac[. time is typically counted from the last Maelstrom. Many claim thar the Far Shores are not the abodes of true gods but are insread fortresses ere· att>d to pro(CCt souls from the ravages of rhe Tempesr. T heir im· pcnclmblc black mists constantly whirl and seethe.below. "Temple of Love" Periodically. A M:telsrrnm's fog con wins mmes of soot and skin. Among wraiths. as the Thou· $o1nd l·lclls. Maelsrroms are used to mark "eras" in the Underworld. Maelstroms resemble massive. Maelstroms reaffit·m the almighty power of Oblivion. Only if the invad· ers are foughr and bested can the srorm be calmed. bu[ also for the rerrible Specrres rhey bring wirh rhem. things. They are the afterlives creared for. Mosr travelers from rhe For Shores are interested in buying. lost souls. [here are so many of these realms th~r thcl' have come ro be known. . collecrivell'. stealing or convening souls to take horne. I~e far shores Across the vast expanses of the Tempest arc said ro exist orher realms. Maelsr. . The stench of the fog is difficult to remove. In the Skin arc feared not only for their destructive power. often clinging to a wraith's Corpus for months or even years. and many beings refer ro themselves asShairan. suppose<! refuges from Oblivion. In many ways. and perhaps by. Howe"er. few know thc-!ic realms' true nature. They arc the Hells and Heavens. Things have been known to crawl up in reply . The storm's "'inh<lbicants" often seem to scream in time to the roar of the storm's winds..roms have assumed vast cultural importance. Lucifer or S:uan. the Valhallas and Nirvanas of countless cultures. It is interesting ro note that many realms claim ro be the original Hell. According ro legend. roiling storms. There . These stornt. Sweeping away all those nor properly sheltered or bound in Srygian chains.1d stormor other natural disaster. and many be· licve in lhcm. for the invading s<mls pillage and demoy all they encounter. vast sronns known as Maelstroms emerge from the Tcmpesr and w-ash over the Shadowlands.

rusted section. dark streets and peering eyes.. gochic structures rcmi· nisccnt of medieval Rome. but it is now more of an urban wmreland. Few have ever venrured to Stygia and rcrumed. Only the most elite mem· bcrs of the Hiemrchy can freely move among the upperm<»t levels. Most Byways through the Tempeot terminate at Stygia. Now Srygia teems with milli01u of rorrured souls and is made powerful by their presence. rhough often mighty. have yet to prove their om· nipotence . however. Necropoli In most human cities there is a b'men. legend has it that Stygia is acru· ally a filthy. The politics and in• Lrigue. Stygia Deep within the Temp<!St lies Srygia. its minions are wise ro consider them in their actions. labyrinthine warren. Here is the Necropolis. but nil are locked and vacant. The temples of rhe various realms of the Far Shorcsstill stand. Mnny Circles claim the Skinl:md~ and Shodowlnnds around their Haunt.• or domains. though the Hlemrchy doesn't always recogni:e these bound· ades. When the legendary Charon still ruled. Domains Nccmpoh a redivided by areas of"mrf. It is the polirical ~nd social center of local wmlth existence. Srygla was a clear· ing house for souls. Srygia is also the abode of the Lords of the Hierarchy. the City of rhe Dead. rhc capital of the Underworld. which arc claimed by one wmith Circle or onorher. The rulers here. where miasmal odors befoul the air and even the poor do not velUurc. Many Legionnaires have found themselves devoid of support when they wandered from Hientrchy·controlled streets into the back alleys of the Rent-g.. a Necropolis is a wasteland of crumbling building~. full of mwcring. To a stranger. Most wrniths native to a given Necropolis will know one anorher by either name or reputation. where Nihils sprout and wraiths cluster. but it is said to be a vast city. each claiming tO be the true divine •ummit.of !leavens.• inherent to existence in a Necropolis occupy much of the ottention of those wmhhs dwelling within it. Wrniths hare and fear Stygia and dread being sent there in chams as thmlls. and thus the wrairhs' po· lirlcal center. A Necropolis is a colony of Scygia. just as once all roads led to Rome. .cdcs. which nrc said to be as awesome nnd beautiful as the lower levels arc loarhsome nnd ugly.

But th:lt perfe<lion was losr :ui rhe rwo n. how· ever. tm of the Necropolis. d:ork lx-asts of fiercest de· struction. also called rhc Shadowlands.m tn fla/H!T in thtlal1gl"'8< of EotRiisJo kirw.u\ lirncs when Atl1ens was stilt new.1nk-d b)' 10mconc who doc"So.. A~evision of the imperial History of Sty~a y most Gcmlc lArds of Death . I Mt'O! licoed throoogh olo. These beacons arc commonly used navigation pninr~ and arc sometimes the onh' lighl$ nvnilablc. All W'd> well: there wns no death. of .orun. re· as I St:t: k Noov.OV from this world. lloa01c 11icwcd tltc waH of Athens motl Sl>~tna . They serve as sufe points for hundreds or even thous...ron srmde our of lhc glcxml uf the D. oloexwoo \Vorld \Vars.oftenchainedThrollswho have been MoliatL-d into naming torches.. who "-ould one da1•t. the Cltndcls nrc the only fortlficorlnns :oc:oi nsr rhc mighry annicsof ohc Tempest. They often rescmhlc forri£icd mediev:ol citil"S. of the Colonks aoul England . cordb1~ of HisiOt)'. Furthermore.<L' ahom rhos time claim thor life no\<1 death composed but one realm. of Frmoce and l'roossia. Strl!in's Creat Emperor.l L1byrinth rh:u wound its way into the h~. Some C iwdcls charge tariffs :md fees fur :odonission. 1~ lobmy of rtt'<alioog tlois krwu~ in my faoorite fruloion: rloro. Most sionply require a wraith to possess a l lierarchy brond or be ac· mmp. li. rhc rc.The >trongcst and largest flaunts In a Necropolis are known :l. t!Omplc.ore typical Citadel sit<'$. Citadels (orm the polilical and social cen.-s. where land anclspirn were rl\'crl:ood. uhimmcly boring a drct·t~. :trc given refuge. if yo:t will. in cimcs of danger. lie took 10 poling this reed·boot down the Ri.t dt>ar a manne. the \Var of /812. The l:><ly of Fote welcomed hoon and \\'0\'C for hom a bu:or oo>ade of reeds. Varoous l. A Citadel is usually b. explorong oo. abandoned building or c:t~mplcx of buoldings. Only those loyal to the Hierarchy. In lioat time. nuoy it please ye Dmul Lords .ond ohe realm of the Dead. I hat'< seen and ~ard much Allow me. as I can. Oo:.-alrn~ sploo durin)( what we now call the Sundering.:tll'l of Oblivion. whu would lead o1hcrs ro rhe Far Shores. Q ( cnursc. Tne Dark oefore Time There is~ time known as ohe Dark before Toone. I have smcod in ohe •luuk of Cairo's fryTa· mid$.ao Madsrroms.:tc with n thrivingcotllmcrcc and permanent resi· dcnrs.'i Cmtclcls.uenetl m ohe comedies of Ariswphanes . and often ont or another h"' dominance. I hat. Thus. strip-mined earth and refuse dumps .Rh the tellint oft~ story of it.. the pe· riod of 11~anatic history that precedes Charon. ohe American Civil \'ilar.n. TneComing of Cnaron 0'1:.·er of Death. he<trtf the mu~ic of King Solmnnn's cm.-ued in a large. of Rome and Carrloage.. oloc L:ody uf Fate cmer~ed from darkotess and found the hC<ldwatcr:< of 1he River of Dearh as ir flowed lii\'. she foretold ohc conoong of Charon. but l'hCy are nonetheless strong points within the Shadowlands. Durong ohos rime. in order to txploin 1~ f><Wing of tk ages in n.1nds of wroiths during chc dc:~tllicst storms. l hC)' don't actually huvc<tl :ond roarong with hton· ~er. rhe Malfc:ms.. homed and frilled and . Old W'drehoo><.. Read· inA the >kein of Fate. there came to!... In the Laotd of doc Dead. Such Haunts are strong enou~:h to resist M~elsrroms. exrlor«l the oowshy hockwarcr.olon of rhc Living . set noy p.egoons consranoly \•ie for control of the Cira· <kls. The legends y••<. Citadels are nearly always under ohc contro l of the Hicr· aochl'• but nrc not under the influence of one pMticular Le· g10n. "'"" frum the Utter Darkness beneath the Shadowland< and bcs:m m burrow grcal nmncll. Chidt one nor f(JI' my minor tmbtollishmenn: rlw<e too are parr of oJo. l O mark the bound. bumed·out <ene· ments.. ttnd ouitooesscd wars beyond nooonbcr. orle$ of the Nccropolis and tn csrahlish the sphere of influence of" Citfidel. /i<'< G. 11oe Hiemrchysetsout beacons. and the war in Vicnuun.

Learn the l><nw:r IJf life. They performed mi· nor jobs for one another in cxchnn~c for relics and light that they glean<-d from the recently dead. The lady of Fate app<'1lrcd to Ch:uon :md s:ud. are still fettered 10 life. where they may fin<ltheir re.:ross its waccrs "'lrhnut incident. pi'<'Sented himself to the m. where he instruct<-<! the souls how 10 m. Cllaron dLSawc.l rhc dut)' o( Cilrf)'i ng rhe dead to cheir final resting place. oaking this 10 heart. During this time.l the ($le o( Sorrows. and the souls made their way ac. Some decided to watch over the livinR.. a cavernous place where the~ of Souls ebbed and flowed.reed boocs from the reeds growing among the great swamps o( the river delta. a par· ricularly hilly and rocky island jU$t offshore. to brighten yo11r existence in this gray world. becoming guard· inns for spcdlc families or river. being so light that they could S<X>r across the waters. it is said. the Isle nfSorrows to dis· em.'' Otaron. .sts nnd turns. and how to nnvi$(3lc the river's twi. tho< yo11 may"" it even in <karl>. These he named hi. The Ferrymen. other> found their own way to the r•r Shores.he delta when: the ri~~<:r cmcn:d that star· less \'Oid of water. and they acknowl· edged him as they. Charon bore a special love for those who helped him bear the dead on their reed boats.~ rl souls who sri II wandered the Sh:ldowlands. like yau. at'ld the Ferrymen began mccune . You may rake yottr tithe from the detUI as the)' offer it. Other Restless who came to Charon were taught to pole the depths of the river. A (cw rdusct. instead depMtlng to brood in forgotten places. who will walk the Shodowlanru with neither guidance nor light i/yo11 do not aid U. Al"we all . realizing rhat rhe Restless could wreak much evil in ll1c world they had left. the Sunless Sea was placid and calm. Sea.• rheir work and lend e:>eh other aid. at t. Evenmally he came ro the place whore it ran imo the gre:>t Sun!~~.'" tltatth•y may pass from this place an<l errus the Sunku Sea to the Far Shores. He led them toward the ~rc.. •Mny souls rook Aight across the Sunless Sea.. Sunlcs.1ke rhe~r "". During those days. "Behold! Afrer you come the mru!<J of the dead. help others 10 find U.. And among them yo11 will find tlac llcstless. swore to protect the living fron1thc dead.e tn~e light within..s Fctl)•ntcn.

he had confronted the Utter Dark. Nhudri was well •·etscd ill smithing. several Ferrymen de<:lded to embork across the Sunle. unci went alone into the darkness. Sea on " voyage of discovery to fond the Far Shores. with cleared roads. tvcntunlly. Even during this time the Ferrymen continue-d their sojourns up and down the River.he new Rome: bc~utift~l stn1cn•ressym... He carried with him only hi•scyrhe and a single lantern. he brought with him an ancient smith-wr.11te Ferrymen were soon forced to uphold their vow. an aqueduct. he instimred rhe grand Repuhhc of Srygia. collectively wiled Shining Ones bt<:ause they lit the way for o<hers. We do not know how he fare-d in rhe darkness. Ar rhe time Stygia was at . In the m3nner of rhc Roman Republic (which <.. When Ch:uoo emerged from the labyrinth. Shortly after rhe Shining Ones' dcponurc.. rhe Shining O nes rc<urncd shortly therCllfter. as rot fttds n fungus.. These senators were seven of Charon':. and it shone from the tallest monument. Th= beings. The senate's forst act wa$ to gr<mt the Shining Ones land near the docks to butld their remple. and used for his material the =ff of souls. Each soul fe-d that foul blackne$S. There w-as genui ne concern among the Ferrymen. When rhe Roman Republic was finally established in the living II'Orld. with the city of Sr)'gia as its capital.pesr Shadow.•mn set off on h is boot a«<$S the Sunless Sea. By these signs Otaron wao gifte-d with rhc authority to judge the disposition of rouls.:u. As If In nnswer to Charon's revelation. He had seen Oblivion itself. Then Choron sounded the gre•t horn at the Isle of Sor1"0\\~ nnd summoned the Ferrymen to him. Each of thc. Choron returned from the Far Shores with seven signs that he had gleaned from the Shinmg Ona who had become custodians of those place$. Charon set himself up as Consul of the Sennre. but he was golle for many years. places much like Styaia that handled the dead of Africa and the Far Ea.rk Kingdoms of Ivory and Jade... the d.lllen temples of Greece and Israel. from rhe lmt city of Atlantis 11nd from the destroyed cities of Sodom and Gomorrah . muny of whom set off to the four directions looking foraid ng:1lnsr rhe ~.. Soon so many had alreody traveled. Spectre eruptions. Chnron huilt his city in the fashion of Athens and t. lalhn~ into rh•r pit. n marble opening to that foul place. he descended into the l>thyrinth hy '"'"Y of the Venous Stair. 11>c senate received emissaries from rhe O. Charon was visited by the lad1•of Fate. collectively named "Spectres.·em parts of the world's Restless. merrically arrnnged on the hills uf the Isle of Sorrows.. which would >erve as clearit\1! hooses for the dead. From the depths of rhe vast Labyrinth bored by the Malfeans periodiroll)• erupted a variety of bi2arre bemgs. He pl:>eed the signs inro a great iron tablet and made this the cor• nerstone of a new dry..r. 1nusl Lrustcd licucenants. and it "'aS growing. and monumentS ro fallen and lost Ferrymen. each given charllc over diffc.rowing threat. Charon chided his Ferrymen rh~r he had se<:n wa)·ward souls.:tys. while not nearly so numtrous as in later d..<.. souls who had not been coll~ted by a guide.enatoni. were 3 constmn thrc." displayed a venomous hatTed for Ji\ling :md wrairh alike. Ch.l>nron srudied for severoI years)...oirh named Nhudri. Usin~ sroncs garnered from the f. reporting that they had feosted in rhe Halls of rhe Oe•d and that the Far Shores were real places. Charon donated the lantern that he had used in the Labyrinth ro serve as the citr li~tht. . IC>ught htJi own F-df Shore..c wraiths. Herold rhem that while in the lnb1•rinth. The Stygian Senate consisled of ~even 1. FoiiO\\•Ing chans thar they had made.

Lumen. where it would be safely hidden In vnulrs deep beneath the Senate. Now. no one could predict how long a wraith would survive against the crowing forces of Oblivion. Maurctania.c first three things forged ofSrygian steel were Siklos. the Romans and othen. not the roiling chaoo that it is now.. which he presented as gifts to •II the Ferrymen who wanted them. Charon wanted to be able to mainmin <he Republic of the Dead apart from the per· sonnlities of his senators. Oalntla. roads thar dtd not de· pend upon the vagaries of the River of De<>th. Charon intrO• duced the doctrine of "Lux Veriw. Charon mounted or . With Nhudri's help. These wild steeds had somehow been caught in the ancien< Sunderi~~~t. and now ran wild in the Darkness. Those who cuulu not rmy were asked to give up their eyes or hands. Spectre> unci b<!ascs ever crawled out of the deep places ro torment rhe unwary and at· tack the unready.uingly au· thorir:arian rule. to de-sign and b1tild Kyklops. Charon's incn:-. in those days the Tem('<!St was no thin~ but a great Darkness that surrounded all. These wraiths. C haron began <o tax the dead for the good of all the dead. coupled with the deatlu of various rebels and martyTS in the living world. and the Masks of the Senators were a way to IISSOCiare rhe office not with the wraith. nte scnare like· wise ><:nt Stygi~n emiS$atles to the Dark Kangdoms.peace with them. Wher· ever Rome went. protecting the Ferrymen as they went about their business of gathering souls. Damascus. That story soon spread. He felt rhar Stygia had both a right and a responsibility 10 pre· . connecting the Shadowlands of such far-off places as Brim in. flowing black manes and blood-red eyes. de· fled the authority of Charon and his minions. It was also during the Pax Romann that Charon discovered the horses that lived in the great Slough of the Rtv<r of o-:arh. But all was not well in Srygia. Renegades began to harry the Ferrymen on the road> fiS well as on the River of De<>th. During the great Pax Romana. devoid of light. o:he first forge in Stygia. though this was no< to last. the G rand High A rtiOcer ofStygia. n. building a network of roads through the Darkness. wh ich hod begun ro manifest Itself. bt•t with the duties of the office. Thrace. Finally. in that time. Charon ordained tl1e wearing of masks because. produced a class of dissatisfied malcontent wrniths. This Darkness wn< inky black. requiring two coins for I'''""'' I:C down the River of Death. Charon hegan to use the metal gleane-d v•• he. Gaul. After spending many months talking with philosophers and listening to the ~rcatest minds Rome. Some say the ho!$H had been intende-d as a gift from Po><:idon to his brother I lades. He authorized Nhudri. Scygia followed. milk-white horses. the Celu. Charm•'• roads would provide his Ferrymen ready and easy •ccess to the Sunless Sea through a straight line. Soon Charon had per. departing for the Far Shores of the Norse. Armenia and Tan• is. Chnron set about building a great system of roads through the Darkness. Charon's lantem: and the Masks of the Senators. but had broken free. swam the Styx.l death-sreeds. Charon's roadbuildcrs spread far and wide. Rome. Ferrymen regularly embarked from the quays of Stygia. after <aking a pie<:e from allrhe Senatol$' Masks.erve the greatest thoughts and works of humanity. but tur~id.onally r:amed l." the Light ofTruth. C haron's blade. With the help o( Nhudri. co~-rox ro forge the first Stygian weapons and annor. Charon coveted these beautiful. A s Roman legionnaires died during the wars of conquesr. solid. known as RcncgadCJ<. Anyone who died found a ship waiting. he create-d Charon's Mask. he created the tools n~-cessary ro came his own. with their long. pure. not a crooked river choked with Spectres. In response. This netwOrk was truly CX(l'lnstve. He gave word to all his Legions and minions to bring to St)'S'" any !Jntiquity of merit. the Gauls. Charon was determined to save all of crcarinn from the power of Oblivion. anJ few in those days died without the death·price o( two coins bein1: pressd into their eyes. many became soldiers in the StyRian militia.

and attacked Rome itself. In the banle th~t msucd.' along the roads. Stygia felt the dissollllion.1ny Fishcn (a:.:ythe curring a sw-•th through the armies of the dead." None of the Shining Ones had evrr heard of such a place. Oblivion. It screamed across the Sunless Sea. a place they called "Par:>dlse. Charon himself was often seen on rhc battlefield. the subsequenr siege laid by the possessing Specrres resrcd the defenses of Stygla to rheir limit. chaos. A$ Rome began to fall. wracking rhe Dnrkness. they were called by Charon's l.egioru because of the Osh •ymbol rhey used tOsiAnify themselves tO '"ch mhcr) bc~n appearing in Stygb. Accordingly. The roads cnombled and crack<-d. The wrnirhs of rhc dead Van· dais. in the Shadowlonds. rhe Fishe" >et off for their own Far Shore. and suddenly m. 476. Although they were repelled by the organized and berrer-armcd Equill'CS. uron seemg Srygia. thought that they were being brought to another version of Rome in the afterlife. trymg in I'Oin to warn Stygio of rhc :opprtrdch of the ~reatest di~ster ever w befall the City of Death: the firsr and grcotcst Mael· stmm.severn! solditrs to act ~s e~~eort~ for the Fcrtymcn. Rome fell. much like the Roman caval!)•. particularly • cribc called the Vandals. Simultaneously. Scygian wrniths began "' nmicc more ond more Speccre.everywhere. lie c~lled his Equitres. At about this time. lr enoptcd from the Labyrinth. they annckc-d it as well. 1htse soldiers .D. Ooodi11g into the Shadnwlnnds. Sentries at all the rorrab of rhe Labyrinth rang their grtat gont.. Building vessels from the flotsam linin8 the shores of the Isle of Sorrows. in A. They skinrode wild bands of barbarians. destruction and confusion followed in thdr wake. his . the dark· nw o( the great Labyrinth seethed and h issed. along the riverbanks. Ouis· tianiry "ons spreading in the hvmg world.S. but the Fish· ers had faith in its existence. and pouring down the River of Death. Then. the Vandals were slain. Wherever Spectres went.

living I ike preda1ors In the Darknc>S. ~ow chere was lime lu rccognhe the honor and glory of thtm who had (oughl: fc>r Stygia. and the Scnare buildin~ w~1sdcsrmyed. collecting the dead o( both sides for transport to Srygia..<.:~bsolurely clear that only Charon and his designates 11crc empowered with the authority to gather alld dispatch souls. ~nd only the pr<-. A coordinate-d armck by the Spectres coincided with the (irst M!lcbrmm. Chpron~ pala''• rhc Onyx Tower. l ie ret:tinL-d his seven Senator•. The power of the Shining O ne. Liulc In life offects the City of rhe Dead. tdlingrhem 1h:n lheywould have tusurvive rhe l)Jrknessalone i( they would not serve Stygi:t.~ed. The whole network of parhs was dClml and repaired.ny wmiths turm. Chnmn appointed himself Emperor. Also during this time.:. ChotOtl institute-d the Imperial Order of the Sickle and named se••ernl Equit><:> "' its ronks. waned as belie( hl the pagan god$ died. The Ferrymen Immediately wok i. Charon rcahzed rhat only a stron~ leader coulrl prevail in Lhc years m cmne. Charon ocdered a great sea-wall built around the hie of Sorrows to protect If from future great Maels1roms. Finally. The Fishers brou)(lll with rhem building materials ro c:onsuuct a mnssi\•c remple on one o( the hills of the Isle ofSonow>. swelling citiCi.-d Rcnq.row ro a wrdirh. T. the FeiT)·men were decimated. The livin~ world likcwi>r •uffered. A5 rhc ncxJglrng Church of Christianity struggled thi'Oirgh irs carlr )'e<~rs. M::. Nunc•hcless. conversely. ChttrOtl once again had the rc>ources to send his Equitres (now known as Ktlif(hts) om on the roads.:tuse It is similar. a marvel of •hipbuilding whose home port w:IS the Far Shore of Pnradise.. and Stygio was slowly rcbutlt. although rhey ne. In o mge.pes o( mon.. and the city was invaded. Olaron bamshcd rhem. It \I'll> .But Stygm ""'' hit har<l~t. Only thru~h the mas1erful stmtcgy and tactic• o( Chamn IVM 1hc Ciry o( the Dead saved. rhe last o( the Maelstrom· spawnedSpect res were destroyed or driven into the uthyrinth once nmr~. bcc. huilr villages and towns ulung the river and the roads. Inco Stygia's harbor tl'iumphantly sailed rhc Fishers' Gulden Ship."ers ~nd demons.thlords. seeking to hide from or defy the power ofStygia. m countemct the Dark A~c wmiths' horrific abuses of power. Many ye:ors p:~.suc wirh this: they felt that Charon had o••erstcPix:d the mnhority vested in him.king n cue (rom rhc Caes~rs o( the living world. Still.·crt Chamn ro their beliefs. Barbarian> und brig· onds ran rampanr m·er Rome's fallen ~lory. Ch:uon rebuilt his great palace ami ~t.~igncd to protect rhe living (rom the dead. Charon crcnred the Dictum Mo rtem. DurinJi( 1hi~ rime. The Renegades were the worst of these malefac· tors. dubbing them O. Stygin became an excellent walled cily in rhe gr3nd rmdl· rion o(Paris.. This w:os OJ:Tteable to the Fishers. some wrniths began employing Area nos lOscarc ~•nd <iomin:ltc mortals. Though maiuly d~. and new roads were crea<ed to connect lhe newer. Instead.crvcd Dea1h. Storms \ITdCked Srygi~. the Crusades did nor ~ unnoticed. he wnuld pruvidc rhem with the souls of those whusoughr Parndise. Wild Renegade. after cemuric-s o( cffmT. Many legions followed the cnrsuding armle$. but !lever quire like the Iivlng world. the Dictum Mortem also made tt .•er stopped :ot· tempting to con. M1111y wok rhc sh:-. the Code of the Dead. bur he refused. S. It is still rhe grtar= honor that St I'J:i:o can bc. hnt renamed them. They would not serl'e un Emperor.1. Stygia hns often been called the City of rhe Dark Echoes.xm Rome was but a dtSmm ltgend spoken o( b1• pc'dSdniS M the)' cowered in rheir huts. As for rhe Fishers: they soon made thetr presence known. They demanded that Olaron tithe to rhctr temple. rhe Fishers convinced cvcr~incre<'lSing numbers of dead ro navel with them un theu ont~'''-'Y journey to P~mdise. As the Crusades begnn in rhe living world. not the Far Shores. saying that he :. During chis tinu:.ade. the L<'!tions were left In ratters. erupted in names.:l about recovering some o f rhe antiquities tl1ut were losr.cncc of rhe Equit~s kept the roods from fulli~ completely ro Spectres and other bolc(ul crca· rures.. manifesting to (earful peasants and demand· lng tribute. he mmlc the Fishers a counteroffer: if they woold donate to him 10%o(the relics they collected.

The topn'IOSt runG comprised Charon and his seven nppointcd DeathlorJ>. wraiths who had for one reason oranother lx. "·' m:ony cru"'•d~r> left behind lovers. llclow them stood the Legions and the Knights. and the roods sraye.Jom . wives and family whom the)' cared for and who bound them to life as ~llcr>.. 11\c~l! Fl'ci. Clmrc>n SOUJ(ht to funher the building of rhe Srygian Kin~.Ul). Just '" the feudal sprcm w•s based 0 11 agriculture. whcrchy wr.l open. followed by the Frccwraitlt>. Once al!ain proving his knowledge of his own citizens. At the botrom came the Thralls.not an uncommon occui'Tencr for the Knights of the Sickle to ha•·e to break u1> poor-mortem fights berween the •h:odes of Moors and Chniii. Then rhe rmr o( the Second Mncl•rrom hemldc-d the thousands of souls claimed by the Black Plague. Tensions between Sr11:ian Knight• and Crusadcn~ hc~an to mount. Thralls became widely t•~ as hmh slaves arkl CUITCilC)'· In re~ron~ to thiJ.Knights bt-cnme s.-cn bound in chailu o( St1·xian metal. while KJ. c\·cn as they waited to be judged in their "'J'Ktive temples.taggermg during the C:ru5:1dcs. Charon proved to ben wise ruler. rhe Hicmrchy Wll>O<)l:lr)ized on rhc collec1ion of souk Frccwraiths \\'<ItChed ror and ~alhcrcd newly arrived souls. St)')tia held agains1 1he Mndstrom. When rhe Black Pla~uc struck. Muny Frccwmirhs become master$ of various Arcanns involving the soul tmtlc. He crem~d whnt he termed the Hierorchy. called Crus:1<lers. the l liernrch)• was firmly in place.:wroiths organized into guilds a(cer Charon di!COvered rhe mortal guild system. the Fishers appoinlcd lheir own Knights. Cl>nron changed his Imperial rulcrship to a more feudal style. 1l1e wul tm<lc •vas brisk.•irh• could knmv r·hcir plac~ in the Shadow lands and in Stygia. A t firsr rhcre """' only a trickle <>f >OOI> from the terrible sickness.ighr:s protccte<l the Frccwr. Accordingly.nrhs from Spectre'S and Renegades.. Tin~ munbcr o( wmith . 11ti> tim~.

I will no longer lisren ro rhem." . Because c/1cy seck only ro fool. /will nor hnrlxrr rhem. None had reached the promised lands. As Stygia's tide·gong struck. None had found Transcendence. Unfortumm:ly for thern. The only lighrs left on rhe banks of the Isle of Sorrow were the conflagrations of rhe temples. and issued an order th<'H all Shining Ones were to depart SLygin with the next tide. Nor did Charon stop there. Finally.where they were herded into grear antechambers and (orgotcen . and mft was employed in the great Evacuation. Recmm~ rltey do nm tnd)' bdieve. For many months there was darkness on Fish· ei'S' Hill as rhe temple stood deserted. l brand them J-lerecics . who had grown powerful. presemed himself to Charon and demanded char Charon re· duce the fee placed on rhe SQuls h is agents collected for the Fishers. Charon responded by disbanding the Crusaders and doubling the fee. and with the help of many Shining Ones. every single boar. the Archbishop of Stygia. Hesenr his mosr '"""'" Knights to the far Shores to speak with the Shining Ones there. I will nor c~re for tl•em. At the urging of rhe Archbishop ofSrygia.~S discovering great trov< increasing taxes against the Shining Ones. they had been betroyed by one of their fellows.-s of rdics and anifacLs tl>at had not been passed along ro him. severn! former Crusaders attacked Charon's palace guard. Even as the Shining Ones Jc(c. in the proc\. Crusaders still retained their mount:i and openly wore their cross. Especially did he tax the Fishers.'S. the h ighest monument. They bore horrific repons of realms where the dead still waited for relief . Defeating the Crusaders. leader of the Fishers. and severo! Knighrs lal' wait· ing in ambush. l-Ie sacked the f ishers' temple. ClulchinJt all that they had. Charon made an ex· ample out of them by hanging them on burning chains fronl.where pcu:y diem· tors in rhc shapes of gods and devils bound souls in erernal tonncnt or dcnmndcd unquestioning obedience. which Charon's minions bhtst(. skiff. Charon appeared on his balcony and read aloud the Proc· la ltulliOn orReason.-d with the fires o( Ouuagc. Charon's emissaries re· turned from the Far Shores. cajole and [n'oselycite. the Shin ing Ones piled on rhis ramshackle fleer and took to the Sunless Sea. highlighted b\ these words: ··oecause rite 1 Shining Ones /vwe no love far rhe dead. Because rhey do nor care for rheir prorector Stygia .

however.• left Stygia altogether. The 11ppcrmost'' level comprised the Shndowlands.he Underworld. Additionally.:~ble places dominated by rhe D.lfter. a power called the There. 11 . Theystormed the Onyx Tower and made off with many antiq· uirit'S. the Heretics were prevented from entering Shroud separated the living world fmm the dc. the areas closest to the Sunlit Lands.s.. the Third G reat Maelstrom blanketed St~·gia. Only through the sacrifice of some of Charon's fa· voritc Knights were the Renegades pushed back. This Maelstrom wasn•t so intense 3S {he orher two. of it stretched. but much more pervnsivc. as the Second Maelmom had transformed the Sunless Sea into a place of strange currents. including the legendary Spear of Longinius.During: chis rime rhc Freewraiths' guilds arrcrnpted to seize power in a weakened Stygi(l. Thus was the New World discovered and. but later reemployed guild members when it became clear lO them that Charon would nOt allow them ro reform.e trade of souls began to suffer: there was no room in Stygia for more souls. The Third Grear Maelstrom changed the face of the Slmduwlands. lightcnment. No longer were there any impass. He im· mediately rraincd his Legions to do the same thing that th(' guilds did.r~rknc. Charon fonn(:cl his own Inquisition tO were lost. Charon began arming his Frecwr:Jiths lc(wing on rheir own to find chc Far Shores. Renegades walked among them. lay Sl)'gia. It was a fool's and other sup!X)rrc~ wirh swords u'ladc o( Lhc material. even srrangcr bcas{S. coloni!cd and explored. and of spirits and wrai rhs in the Shadowh1nds retreated to root out Heretic influence in Stygia. The vo1•age. and m. and tht> Sunless Sea. Srygia became a refugee camp as the souls of the dis· possessed and the abandoned swelled in number. Charon ordered all the guilds disbanded.-tfcst. for it had become a place of continual srorn\Snnd wild chaos. It saturated the D:lrkness completely. for the River of Death hod become choked wirh Renegades and Spccrrcs. said to be the spear that pierced the side of Jesus Christ as he hung on the cross. and Charon was loathe to continue to send souls to the Far Shores after hearing the reports of h is agenrs. sit ion its own Equines (called "Grim Riders" by some.. rhe Renegades mndc their move. soon after. the Isle of Sor· rows. :mel chaotic weather. The s. During the cMly 1500s. lly riding along with the explorers of the late Middle Ages. where the Shroud was still thin. out this mission. Taking a cue from the Inquisition now taking place wrairhs' Arc~mos. "he· low" them. but rhis revolt was pUL down. sowing seeds of rebellion and dissent.:. He even gave the lnqui· their Haunts. 1. This Stygia and were constantly hunted by the Hierarchy wherever Shroud limited the power of Mystery: the power of magic. n. Once again. Many magkttl places in the Sunlir Lands. some of the Heretic. All grewquiet in the City of the Dead. Charon surprised cially desigrmed "The Order of the Unliddcd Eye") to carry all around him by respondi ng ro the impending A~e of En. MI}IS to SLygin were via the roads. rhese Heretics found their way across the great area of Dark· ness in the Shadowkmds corresponding to the Atlancic Ocean. \'\/here once Stygian steel w::1s given only to Lhe For several years Charon d id not prevent the dead from Knighrs of the rcahn. In rewliation. Quite clca•·l\ there were now two levels to t. Wraiths stopped referring to the area as the Darkness and be· gan rcfening to it as the Tempest. Meanwhile. instcado( tldnlittingdefeat. Soon thereafter.~d lands. rhrough rhc Tempest. but off.

Charon's Hicrnrchy \\1>rked like clockwork. During this time Churon mimed the first deathcoins. abo called oboli. Thmlls became {he founda[iOn of Charon's new ideas on how ro deal with the deacl: although he could no longer house the dend. 4 . he could definitely urilize them and. bot left the indigenous dead!sc Anacrcons were virtually aulunomou.lcarhcoins than 11 w:t< to trade Thralls. The first ships forged from Stygian iron were launched from rhe quay on the Isle of Sorrows. This compact gave the Hicr nrchy CUSlOO)' of the souls of the European dead. In the proccso.Grand l ligh Artificer dc•igncd a wicked crossbow that fiml chr~c qwtrrcls in rapid succession. Souls wetc lo. The mability of Charon to interfere directly in the Shadowlands promp"-d the fO<mauon of a hcgemooial ~0\'· ernmem a1nong &he Necropoli. Even Chnron. To thi s rlay. Charon learned how to solidify the essence of the tk-ad and transpon this energy. lnsre:td of trying to run everything from Stycin. a mutual agrccmcnr \Vl\5 re(lched. notinu this.lan meml once they became ul!eless. during chis time the nunpanrcolonialism of the British Empire (followe-d closely by the Hierarchy) brou)(ht rhc Stygian Empire imo connictwith rhe jade Emperor to the e"sr and the Jvvr~' Queen m rhe .. The Shroud soon became so strong that wraiths could barely affect the Skinlamls except in areas where they had e>tablished Haunrs or Feucrs. Afrer bitter Stl'u$(~lc. people who had Fetters whet•e he needed them. late in the 19th century. As they neared the Shatlowland•.s :ts lung as they conrinued to supply Stygia wi<h souls and up· held the Code of Charon. many Thralls were devoured by Spectres ruing from the deeps. Th<-. falling Immediately into Oblivion. Tl. :md Charon allowed her minions to tnovel with rhe Hiernrchy 's forces as they move-d south.Kk<l OntOCMriOg<$. Wars were fought in the New World between Stygian colonists and the estnblishcd Hercuc sculemcnts. the Deathlords and Charon made a frightening discrwcry: they cook! no lon1. were retluccrl w nothing in the fires of K)'klops. De•pite the vigilance of C haron's Legions. the mythical G rim Rcar>cr. Charon CllCOuragcd rhe Necropoli in their colleclion of souls by sending Stygian artifacts to the AllllcrL"Ons of the Citadels. C haron sent trusted wraiths to the Slmdowlands to S<!t up smaller version> ofStyl(iu. The Indus· trial Revolution had come rn Stygia. Hicr.nolt. parroling the hcadw:nersol'the River of Deatll.s dc:ul who had no purpo5e a11d providt-d no help tOSrygia. and bc~un w cxperimenr with cxpl011ives and muzzle-loading guns. sink in~: Heretic blockade runners and watching for Renegade attacks. which had been rhe former stan· dard unit of value. Charon hnpccl £O esrablish pNmAalCnt culonics Hncl thcreb)• case Stygia's ovcrcrowdillg." NL-.Jicing his Hicrarchs from locoI people. the spirit of Imperialism infected Charon. J)y <:xpmuling rhe road $ystem to connect with rhc New World. The Ivory Queen de· manded the souls of the dead children of Africa who hod been enslaved in life. Here.1ss a little easier.rchy. As a r~wlt of this. and the willngs of the Venous Srnil· rnille became great hills on the coastline. which Chamn c. During the 19th century. could not sroy long in the Shadowlancl<. which hnd growll stronger and stronger as the Industrial Age S<!cpcd into people'$ souls. mi n in~ Styt:ian metal from the bedrock of the Labyrinth it· self.led that thei r Fetters had lo11u since been destroyed.c black $h tps knifed through the black waters. perhaps provide rhem with the porpo5e they nc<-dc-d ro m:~ke eternity p.1lled his "Necropoli. 1hcy began ro discorporate. As the Victnrl:m Age blossomed. Thralls who survived often faced an equally grim fate: they were reduced to ore for Sty~. lnvcstigfu iun soon rcvc:. and rhc Cilndels were mther· likc the colonies 1hat the Brirish had est1lblished nll over the world: each was ruled by a locul Anacrcott. lle promised the Thrnlls freedom if they worked hnrd in Ll>c Labyrinth and served Stygia well. Flll'thcrmurc. whkh woold then travel along the roads to Stygi•. near population celltcrs where the dead could be more easily collecLcd. Srygi3 was the ccmcr o( every· thinr. souls would be separate-d and aw:1rded to rhe Deathlords according to the manner of rheir de:tth. More and more n.ocr travel to the Shu<~>wbnds. in a plnsmic fOIIll. This was becau~ it was easier to tmdc c. Charon.:. throughout hts Hierarchy. He retics and Renegades banled consmntly during the War between the States. Finally. More nnd mor<: people beg>m 111 die without belief.:mpoli were porpoocfully l0<::1red in abandolled sites wtthm living cities. Charon himself moved through rhestreecsofSrygia. began recn. S<Xm these Thralls were hard 01t work roiling at the Vc11ous Stoir. Also. the Ivory Qu<:ell later took control of New Orleans and forbade Hicr•rch)• nnd Renegade alike from adtniuance. Chamn was fil>ally oble to selld wmitl" to places like New Amsterdam and Boston. ChMon 's llierarchy doc• nor ope rare In the Shndowlnnds of New Orleans. rnaking Thr•lls fmm what he called the "wastrel>": the shifdes.

4 4 . for it was m. in 19 14. but co rhis day rhe Inquisition of Charon continues to search for possible clues that the)• violated the Code of Charon. that time.spread our to the shore. The First Consul of War and the First Consul of ness by the skirl ing winds.During the Victorian Era.•dowlnnds. In Americn. confused young soldiers for with the pioneers and leave Citadels wherever sculet'nenrs were their own armies. the Grim Legion and the Skeletnl for the dead. Renegades occasionally attacked rhe rail yards. and rem . the G reat War blossomed into the Jeadly Maclmom. Everyching At the turn of the 20rh c<!nrury. Its iron towers were polished to mirror~brighr. Iron bridges Mortus. Stygia's control over tnecal and m:muf~cwring en seemed fine. They were den red of the chorgcs.. rhe war. did not Hicrnch~~ became :1 sottl collccring machine. Thus were railroads laid in the lands charges rh:u_they had instigated the concept o( trench warfare and influenced the monO' Is in co using mustard g-. the frontier was opened up. duln the roads. Pcsrilcncc were actually summoned to rhc court of Stygin on :ltKI died.ecion f1>urvcyers of violence and pestilence). pcrlnlJ~. though awash in the chaos. Ald1ough Ch"""' still preferred the reliability of The city ofSt)•gia outgrew the Isle of Sorrows. rhc f'irst Wodd War broke out. Rail lines to ambush :. which When.1 rapidly moving rrain along a trdck. to tn1vcl along trying to abduct gang~ of shuffling. Cimdcls took Then the Foul'th Great Maelstrom srruck. l.. and soon knowle<lge of new rechnology like rhc repeating revolver and the sremn engine was taken by Nhudri and incorporated into the artifnctsofStygin. S1ygia bcc~mc increasingly isolationist as the. The c:1rnagc of more responsibility and more power In the Sh. tmd the surrounding Iron Hills soon more useful. of rhc dead.ore difficult bore the weight of great iron towers and bui ldings. things looked well for the Hierarchy.~rchy made sure rhat Hmmrs in France and Gel'lnall\' were protected or rebuilt.:. nKtn~' g-re3t inventors were born Charon dairncd more than a few for his own. Charon asked porary hottsing forsc)uls was thrown up there: great warehouses his two greatest Legions. the H ier:. his hors. the the Hierarchy In the Shadowlands survived onl)' by huddling in their Citadels. were laid in a cleared area awa\' from £he Iron Hil1s. made. After rhc war. Stygia. certainly the mortals were cclcbratinA lhc end of sured that its satellite Necropoli sent a steady supply of souls. using its new rail· road to carry the Incredible number of souls gathered during suffer a scrdcch.c.1s jusr S<l they could gail\ more power. rhe new roil lines were obviously useful.

:J.'Crrcs of Berlin.'C It wns sm:lshed and its crew devoured. rhe iron cruise. and rhc Hiemrchy had Its work cut out for it dealing wi th the flood of scnrved. who had denied Ch~ron an entire section uf S:m Fmncisco and threatened to usurp sec· tiUI\S of Srrgia. One of the reasons that the conniets II\ the PaciOc "·ere so bloody nnd destructive was rh:u. The Fifth Great Maelstrom was che rtlOS( widespread o( all.lllc f·ifth Grc:u Maelstrom boiled up out of the depths and spat its dcstn~<:tive force throughout the Sh:K~rwlands. lll6e up out uf the Sunlc01 Sea and threatened to consume St)'gill completely. A I~ thOu!lh we arc fairly sur·e 1ha r Hitler himself was nor a puppet uf rhc Spectres ( to the Nccmpuli and hec::.-ctres.n inserting themselve$ in S\.. Stygia itself su«ercd the worst camsrrophe. Meanwhile.'$ of conscii>U<ness. Spectres sought m c. Severo I times during the dcc:ldc.. Sti ll. the l lierat·chy rccn1ired some Reneg:1dcs to "icl them in rootil1)! ou1 a chance to make war on the Jade EmJ>en>r. Tt:\vel to and from St)•gia was rendere-d impossible.. Charon finally .>m. When World WM II bq:an. :~g-•in.1l destmction had become a reality. In addition ro rhe changing morn Is of the day. the greatest ruler of the RC$tless vanished from knowledge. Many wr.amn knew that he alone scood a chance against the fc>ul thrn&· He hung his great Mosk in d1e d1rone room of his palace.Still. right alon~· side the mortals' carriers and battleships. O. a great rom rcvcrber:ued from rhc depths of the Labyrinth.-nt Mnlfc:m..-d ewer a triviality and fought in n very controlled fashion. A gn.>l of l litlcr's wp aicb were influenced and re~u· lorly possessed by the Sp<.1y to att:\ck the thing. and wave after wave of Spectres hurled themselves at the J licmrchy's Necropoli.>iths became what nrc known :~s Dcx>mslayc. it I'd dcs1intrc dead while trying to roO[ out the S1>ectrcs. as parr of a t:\dic.sever. they fnllmved the ron. rak· ing advantage of the Citodcls' laxer vigilance: this resulted in :. The Clmdels In the Shadowlands became i:~~>i:rred outposts battling for survival. The '60s were n time of great change."<>ple in America. re· rrieved Siklcl6. Ch:mm nffcrcd a bounty of 30 oboli to any wrairh or wr::tiths who brought him lhc cars ur other impor- mnt pmts of slain Sp<. of St\'l:(in's Legions battk><l the junks of rhe jade Emperor. and the repercussions in the Underworld were dcva>tarmg. When Far M:m and Little Boy were droppe-d on Hirc><hima and Nafl"saki. gorJ. Spectres are believed to have had a hand in the bloody war in Vietnam: it w·dS stan<.:ing on rhc hate and terror. from St1•gia. During d1c '50s.. SpectreS gleefully flocked to the N:.cvcml mmpanr crime w:wes ~nd many dark doin~:> in the b:tck alleys of the industriali:ed cities during the '20s. Spccrres mok ~dvnntage of the chaos to infihr.. depicted In tapestries ond murals throughout Stygla. In a &ingle Instant. Rising frmn rhc (lecp· est pits of the Labyrimh. Evety ship thnt went out to challctlj. his blade.1l progr. professional bounty huntct> who hunred down Spectres nnd turned in their teeth for nholi. Specrres reveled in the misery caused by poverty. Neither.zi r~gime in Germany. Charon drew the ~rent bm.:1usc II\~ tcrcontincntnl thc:rmcmuclcar \Vflr ::and were rebuffed. in Europe. the Hiemrchy rn rhe Shadowlands had to try to continue on as best ns possible.. h was discovered th~t Spectre teeth were pnrticularly h:~rcly and hard to fake: they became the >tlln· dard. from the llmtOI'\'• and piloted a single skiff imo the Weeping ll.-d clu~<cly by the hungry Gorool. 1l1e possibility of glob. disposscss. ll>e banlc is.. we believe him to be a purely human foulness). Sepemted as It was. w rhi• day.. They belfoln to Skinridc IJ<.c '"""Yfrom Scygi:o and opened a whirlpool in rhc Sunless Sea."(rCL places mnid mortal cities. Spectres were .-d Sp<:etres more glee than the Great De.uc the empire to ~n unprecedcmed degree. Charon nung himself down inro rhe midst of the whirlpool and was follow<.. rhc War of the D<:nd paled in comparison ll> the dcv· astatlon wrought by the Atomic Age. pression.<. No event caw. a reptilian horror nnmed Gorool. people srarred experimenting with altered stat(.

in his absence. sever•I N<"<:ropoli harbor gan~>s of wmith> thAt owe allegiance to no faction save them· selves. was a 1113S!Cr>trol. It is well known that the Hierarchs of the Shadowloncls seem to Ignore the Code of the Dead in tnany cases. race bias and class struggle have wrought a deadly lcgncy: nmny violem deaths have resulted in the creation of more wraiths.incss ns usual. In fact. intereste-d An:tcreotu who rule to further their own persnnal po'A-. As you know. . The TcmJ>Clol seethes with Spectres. povetty. During the '70s. and although the Citadels still keep the ravages at bay.lin Hierarchs have bcgu1' workil\1( with vampires..1<lowlands sent LO Sty~ in during rhe '70s and '80s. many souls are loot to Maelstroms on a regular basis.• srill missing. TI1e 1vent her of the Shadowlands rhese days is atrocious." Mnny Shadowlands wraiths were not even re~:· istered with the Hlcmrchy. my lord<. you hnvc often expr<>sscd your displeasure at the relatively low number of sou ls chat the Hierarchy in the Sh. don'r reiI. as you know. Whether this indicate• a rchclliousness on the part of the Citadel Anacreons or a lock of wralchpowcr needed to gather souls <fficicnd y in the Shndowlands is unknown.. By this time. allowing renewed coni• munictnion with the Shadowlands.(e-kccping of their Fellers.lllernrchyggents had stopped trying mdomi· nate their Necropoli. cspeci:~lly in America. and 1he Dca1hlt>rd• had. of the Roman leaders in Brit· ain to"oard the end of the Roman Empire.-ccn1 sil.r. TI1c Spectre threat was pervasive. assumed control in a great and powerful olig:nchy. and for posterity I will record what I know of rhe currenl and mosr n. my lords.. I have C\'CI\ heard rurnors th:lt ccrr. Heretics and Vagabonds of the pmvincl:S. Maelstroms continually ori~e.. and any and all wrniths were needed. My lords. Srygian agents re· paired the shauercd l'(<>ds and rail. the Hierarchy of the Shadow lands has recent!)• devolved into an almosr anarchic mass of self.~ Spectre incursions. my Innis. Charon wa. These >O·callcd Hi· mrchs have adopted the policy of "might makes righr. 111e '70s saw the contimmtioll of the Cold War and count· les.mllion. my lords. performing services for che "unde(td" in exchange for the . O mups nf disr>osscssed wraiths began shuffling from chy to city as rhe Om Vngahnnds.a ""''t foul and perverse wee) .. especially when dealing with the Children of Caine (the 1·amplres. The Hierarchy had devd· Oi><:d a kind of attitude that could best be described as "don't m.wiLh Klcc in the jungles of Cambodia as more and more )'Oung sold"'" were kill<-d. In the citic." fnr the reptl!arion of the Hiemrchy i> insufficient to instill correCt behavior among the Renegades. where the Anncrconsdid not believe In Impeding a wraith's personal free· dmn. Also.often seen laughing. This. Everything MIS to continue un - bus. I musr spc:~k n<>w of the current day. my lords . I om remmdcd.:e of diplom:>ey and statecraft.

Billboards are tattered. ro explore. Chicago. roads are porholed.-d slcon.s \Vith utmost humility. the Heretics and Renegades sti ll operate relatively unhindered in the Shadow lands. The wandcrin~ souls rcrain rheir identity and can ac· quire grc-ar power and wisdom if they seek it out. .-d as we leam more about them. Much of the world :seems dccaj·cd or near collapse.ond power may be acquired among the Rest· I do hope rhat rhe ~:eneral nature of this history does not offend you. the some new wrai ths. A person about to die might appear cadaverou. The afterlife can be an advenrure if one can supersede the gloom and sidestep the pitfalls. Others of like mind hop "Skinride.hcir eyes and although these nomono have by no meaM been subsrantiated. soul and sanity are the lot of every wmlrh. soul· slavery. from the youngest to the most ancient. My most majestic Lords of Death. metal is n~>ting. or pursue some ns:endaleft over from lofe. They do not see things in rhe physiaJI world as they appear. I proffer my deepeSf gratitude. Rosencrontt ond Guildmstt'l'l'l Art ~ With no disrespect. In the Underworld. conflicts like the Per· sian OulfWar and dl:seases like AIDS still provide endless hours of amu:sement to the foul Spectres who feast on such carnage. immorUll spirit continues to bum in Restless souls. Although the end of the Cold War suhsranrially reduced the threat of absolute nuclear holocaust.. pursue enlightenment.. and rhe river are all blocked. Srill. they have all the time on the world. buildings are crumbling. gifred wirh potent mynlcal powers (called Arcnnos). lkcause of the fact that the roads.send weapons and soulfire to the Wraiths sec dearl> in everything. betray or enslave their w. Freed from mor· Charon's Mask. Though many Some souls arc dying with such violence rhar they instantly wmiths have given their nfterlives over to hopelcosness. life in Death . Oblivion notwithstanding. ngotty of existinu beyond life. These threats to mind. they roke ndvnntnge of their insights and abilities Its rerum. Orhers glory in rheir newfound powers. . lr is a renible rhoug/u .enrh follnw<dlry twnitJ .r~ worst of both worlds. saturating them:selves with vicarious thrills. the 11te Ferrymen have been seen lot the Shadowlands. other. San Francisco. Great wealth . Many among rhe Hierthings have chang<. Edinburgh and other places. there is no place: for a wraith to hide from her darkest aspects. the mils. proved that there is something more to creation than simple ex• I was greatly sorrowed tO leam of the disappearance of istence. After all. I enjoy writing these historiC$ ro •how myself how (e. The hazards of the Underworld add danger to despair. Worst o( all iJ a wraith's eternal struggle with her Shadow. it i! wh~red that Charon has been sighted in At· ence to n:discover rhe (XlMion5 they avoided in life. To the Restless. with hollow eyes and jaundic. revenge become Spectres. others have used their continued existAnd. and because the Fetters of life bind rhe wraiths who now live there. intrigue and looming Oblivion take their toll on the Rt'Stless. Many Herodotus Resdcss embrace the pursuit of material gain ns their purpose for existence. Some wraiths lanra. simply wheedle. of the afterlife. a car destined to crash will appear denred in advance. I do hope every effort is being made to secure tal constminrs..q of one is ruthless enough to rake it. there l5 no eoocJ solution except to continue to . death has tom a veil from t. archy have spent their nfterlives making up for opportunities they never took while alive. but as they someday will be. I have but a few more pieces of onforrMtion ro impart to you: It is said that the Lady of Fate's mark has been seen on For all the suffering and corruption of the Sh•dowlands. great and Dread Lords. paint is peeling. much of the world Is already dead. hope re· mains. and the periL. experience and pr06per.oy to the top.s" on the liv· ing. and trafficking in souls. Shadowlands. Some wraiths find them:selve.Tom Stoppard. Your Etemnl Servant.

passing through solid objects (or leccing them pass through Instead) with minimal effort. The myriad social and class distinctions among the which he is trapped. For the most part. Like a drown~ The dead can be as hidebound and sta!lls·conscious as the ing man srntggling to break through the sheet of ice under living. Like the Skinriders. the wraith struggles to touch . Metapnysics: Tne ~ules tnat Bind tne Dead Lwninous beings are (VC . con- Social Status .s ampl~' demonstrate Lhis nuism. Dead. arcane power.!n life . And in rhe Tempest. Unlike their wilder cousins.Yoda. most pain or damage inflicted on them is minimal. such wandering souls learn more about creation rhan any mor- tal ever could.erous ways that wraiths can side.not [his crude numer. In the world.our world. who are able to leave rhe manner to wraiths than they do to humans. wraithsaffectone or her as if they were still living. wraiths arc distinguished by a combination of (lgc. but intangible. wraiths are largely unable co affect the real world. This is not easy. Because wraiths are formed of spirit-matter instead of flesh. fu1rilling some last mission or savoring the rastc of life. The laws of reality apply itt a different and freedom of movement. nurn. There arc. but able to touch and sense the living. though some forms of damage (Spirit magick. but not of it. if only for a short while..if only Rc! eternal death. Stygian darksteel or raw Oblivion) can inflict lasting harm. these ghosts try co recapmre the pain and joy of life. Moderate levels of Arcanos allow vastly increased conrrol over rhe physical world. the wraith reaches out from the other side orthe mirrorand tries to pierce that cold barrier. even in a crowd.More circumspect wraiths use their insights and Arcanos to learn from their mistakes. Counts. By traveling the living world again. Real. Objects in the real Sht1dowlands nnd return at will. and this half-existence dominates their perceptions. nearly ~mything goes . nrc accorded considcrabht more world may impede or even harm wraiths (albeit slightly). fleetingly. All Restless can briefly discorporate. and Underworld surroundings that mirror the physi· cal world have as much substance for the dead as they do for rhe living. and this fact changes all the nrles. however. . The Empire Strikes Back Alone. versely. . A car speeding through the living world will onlyslightly harm a wraith. Wraiths are ghosts. O n the other hand. step the rules. \Vrairhs hang suspended betwcl. these Restless possess mort:als and live again through them.

and penuadcs it by means fair or foul to accompany him...'IJ"Ct from those under them. Many Domem are created tlS a result of their Ferrers being purposely destroyed. others have heen sentenced to Thralldom for their crimes.tble to ignore the debe. l)'pic:ally one who conrrols or influences an entire Necropolis.'-ilY H•unt their F<mers. Thralls' Shad· ows often rake great delight in the suffering their hosrs' P"Y· cha endure. for souls are the gold of the Underworld. Of course. Othe •·s odopt the Enfams inro rhelr own Circle. Domem are not as respected as Gaunts.• of the afterlife.possibly even to a Far Shores realm. or will he sell it to rhe highest bidder! Will he help it.. Such prohibitions are widely ignored. Gaunt ~eapers A Reaper is a wraith who collectS an Enfant. A few Thralls have even sold themselves volnn· tarily tn pay off debts. and even moo: dishonorable ro horm the Reaper. ) TI>ralls wear leg munacle$ and cannot trove I freely.respect thnn Drone. where they serve the Hierarchy bure•ucmcy. rhe whole Sl"'<em of starus is mainmined by the Gaunro of the Hierarchy. Enfan!'4 wtar a plasmic Caul. meeting them after their dearhs to provide a safer and kinder passage inro rhe Undtf\\-'Orld than they would otherwise expe· rience. Drones are wraiths who. rhey hunger for the things they sec bur can· nor have. while oth· cts ride amp ambulances or police Cll. In gcncrdl.d and respected. jails. Until this Caul is ren>ov<'ll by another wmith.-st the marks of rheir dearh. they do not have full vision in the Shaclowlands.. treating them as kin. Gaunts are the only wraiths who know the truth of what lies within rhe Tempe>(. It is not uncommon for wraiths to warch after loved ones. (Thoul(h indentured servitude is sup· posed to last for a limited duration.als. Drones J>a. many Thrnlls find tbat escaping such a conrract is much harder than they thought it would be . Ahhonsh orocial mobility and intenoction are nor un~n among wmiths. and abusers are rarely chnllcnged or punished. cnfnms are the recently deceased who have not yet joined w"'ith snciery. Many.e nor willpow~r. who demand considcmble I'C. While Enfants and Drones have the most m fear from the snul tmde.rely cross between the living and dead worlds.. They are manipulated and abused on • regular hasis by the "old hands. Son•c vnrinms uf the OJde of Charon declare that no Titmil shall be tormemed or abused.T fur fiftun anu \Velllrye-lryt nwr!. teaching their charges the intricacie. Gaunl> arc particulnrly notorious for their cliquishness. a thriving economy has developed in 11 . or endlessly reenact their demise. Accordingly. Trnditiorolly an Enfant owes his Reaper a gnat deal for his service. Some wraiths are frl~ht· ening Reapen . Typically they are only a few d>~ys or weeks old. act as g11ides. Not only have Oaunrs managed to maintain Fetters in the Shadowlands. It is dishonor. Many still manift. Because of their limit<-d mobility. most wraiths ally only wirh those of similar statuS and trust only those who have proved themselves. Moot Domcm flock to Stygia.. but they have traveled deep into the Tempen. torturing them if they refuse. Thrnlls are the slaves of another wrauh. mindlc. having losr all rooch with their mOrtal idemitics.Lemures nrc rhe m0$t common wraiths found in the Shadowlands. Doc. or find a way to bind It ro his service! All wraiths are interested when someone die$.rs. all bur the mOSt powerful wrairhs muse beware the slavers' chains." Some Thrall• have been caprured and enslaved. Each Reaper facesa moralcboice: will he take care of his Enfant and see that it safely completes the rrnnsirion to the Under· world. which obscures their thoughts and vision and induces a dreamlike stare. -Sisters of Mercy. homeless •helters. thi• is not the case if the Reaper was abusive or caused rhe Enfant harm. ir's common sense. held in bondage by "manaclts of Jeepu Because wrniths can only r.n. imprisoning and enslaving all the souls they obtain. possessions and Trade Yort can sell one anolh. Domcm arc older wrniths who no longer IJOSSI!ll:i Ferrers •nd cannot rerum to the Shadow lands once they leave them. however. and retirement homes. Domem Enfant An old and powerful wraith. Some stake out rurf in hospi· t.•c neither scmienc. Fear. Wraiths who still hold moot of their Fetters are consid· ered quite \'OUI\1:. removes its Caul. who have practically no semiencc left at •II." Most Wr•ith player charnc• rers full into this catc)(ory. A few rry ro convert the Enfants to their particular cause or faith.

smclrcd and shaped by the arcane secrets of the Artificers. Barter for service is the pre· (erred m. The remnants ofStygia's guilds are strong proponents of rhe barter system. Though most relics fade away sooner or later.c. The porency of a relic depends on its "freshness" and rhe importance its owner placed on it. Wraiths cannot touch normal objects from the living world n. Souls arc utili. However.m imporranr p.mofUnderworld rrade. The life-force (soul.. for souls are the raw materials from which all the goods ofScygia are manufactured.. while strong or clever wrdith!i can avoid this (. distant Scygia has a monopoly on such guods.~ no longer exist in the physical world. Many Thralls or h:~rvc>sted souls end rhcir afrerlives as building scones or Stygian coins.ell10d of exchange among these dead. The demand for goods creates a corresponding demand for souls. TI1is "shadow trade" r'Csembles the triangle trade of early America.1n be used freely and are thus highly prized by wraiths.e grear Underworld commodity is souls.ed in all things. they form . drinking them like fine without using a degree of power. Some modern wraiths Me repelled when they discover the true nature of Underworld goods. Rel ic... Nor are . Only nhjccrs rhar h}1d gre-. if you will) imbued by such care allo"~ the object ro exist in rhe Underworld. become a relic. chc •. ~elics Relics ore objeccs (ron'l lhc real world that huvc been de~ :nroyecl and now e:.:isr in rhe Shadowlands.and relics are harvested in the Shadmvlands and rmded in Necropoli for material goods made in Scygia. Raw materials.souls .the londs of the dead. New souls are gathered in rhe Shadowlands and shipped through the Byways into Sr1•gia. A teddy bear that was treasured in childhood but Liuown away when rhar child grew up will become a weak ancl cphem· . from Ciradcl walls to items in~ Legion weapons ro paper for hooks ro Moliarcd rorches. Some arrnmecl into the Underworld . relics - Most goods in the Underworld me made from ~oul s. All Underworld goods other than relics must be smelted from souls in Stygia. Not just any destroyed object car. Because of the weird magics and secrecy involved.til relics creared equ<'ll.uc.. wine.. decadent wraiths even distill souls.. but possess substance in the spirit world.r personal significance ro rheir owners are thus consccra~ed.k or unwary end up bound for rhe furnaces.

eral relic at best. Onll' rntly m3Sured goods become potent or
long-la.<ring relia.
Most relics are fairly irmocuoos but useful irem.s: {Oy&, jtw·
elry, n wedding urc>S or 1he fi~r issue of Derecrit;;! Comics. Pow•
crful relics- guns, cors, computers, etc. - exist, but arc rtnc
ond highly expensive. Exnmplc. nf porcnr relics include n
hacker's cuswm~bu ilt compurcr. a restored vinroge cnr, n1ld
Dirry Harry's favorite M:lgnum. Such relics n~\!J more cmo ..
!lonol investment 10 function in the Underwnrld, nnd roon
fode away in any ca>c. i\nt~cnr relics, like the sword of Uthcr
Pcndmgnn, cxosr fur centuries, but modem relics tend to fooc
ofter a few r~rs. (Perhaps modem obj~-cts mean so much less
because modem mort• Is possess so much more.)
Mosr wrniths possess relics of one sort or anudtcr. Senne
wraiths still possess the objects tim£ were buriecl whh rhcm,
but chis pra<:Lic.:c is nut widel y known in the modem em. More

fonu, is the only 'uhsr:tn« with permanent shape in I he Un·

dem·orld. Goods, therefore. must be forg<.-J from >me Iced n•ls
to ha\'e tangible ond ln~tinR form.

Skilled smiths c;m shape plosm imo ""l' form or texture
desired. However, the techniques of srnillting :1rc difficulr ro
master; only the S l yJ,(iUtl Art ificers know all rhe.sccrctso( soul~

Soul·forged goods function like normal material ohJCCI~
Srygian coins anu clmin> arc cmfrcd from plnsm, hence their
value and mystic:olpropcnies. Bec:lusc of the skill r"'tuir.-d 10
make such goods and the high cost of the ,.,..t, ""'''· •nul·

forged items are scarce and cxpcnsi,·e.
Some Stygi;m u-cms ~mir SO\Inds (rom time tO time. Tiu~

smelring process is irreversible, so no one rcull\' know$ wlw1her
or not the trans(OI'Illcd wnaiths ;uc srill scl( M:my sus~
peeL chnt they arc.

No o ne really w~mts to fi nd t)Ut.

often, wrnirhs c1ucr the Shndowlands with an item or two if

those irems "died" wirh them. like the rcsrom1'57 Chevy ro·
rated in its owner'> fa lUI acciclenr. Enfants wirh tdlcs often
have to fighl rn keep them: a ;'donalion" to one·~ Reaper is a
common occurrtncc.

Soul-fo~ed Goods
Ry the usc of various Arcanos, souls may be smchcd nnd
cnrnbolhcd into a ;ubso:ntce called plasm. This plasm, ~lven

Anifacrs arc ohjects thnr hold arcane powo1>. 11tcrc arc
tWO types of artifactS: those from the li\·ing, m:odc fnnn reliC$;
and rhose of rhc de•d, made from souls. Both t)"f'Ci are unique
items, and each has irs O\vn powers and limitation.). Ani(acu oumgeously C'XJX'nsivc, but nrc sornctin1c:, bcl'tlmwd :1~ !'.l{,'llS

of (avor or I'C\varJs for service.

Multirud~ ol th~ living :rr~ needt<l to inv~t a Skinlands
artifact, and the item must be destroyed on Eatth before it can
pass through the Shroud. The True Croos, the Malrese Falcon
and Jack the Ripper's knives are good ~x~mpl~s ol this [)'pe ol
artifact. Relic artifacts are almost nevet· given away and arc
deeply prized by any wraith lucky enough ro own rhem. Un·
like many le~r rellcs, they never lade.
Master Artificers, it is said, invest part of their essence
into artifactS crcaced in the Undc.rworld. Masks of office, potent weapons and special tools ate built to specification and
sold for very high p.rices. To obtain such an item, a wraith must
pes{om\ some ~rr<..-at service or take it from its owner. Such ani·
lacu ore neither common nor easily concealt<l; ind~t<l. many
can be traced by the essence within them.

Guilds were once fraternal organizations uniting those who
pursu(.-d mastery in cenain Arcano!i. After a series o( uprisings,

<Aaron disbandt<l th~ guilds and dividt<l rrode among the
l..gions according to an elaborate code. Since Charon's disappcaTllnce, these trade articles have been changt<l or ignored.
In the current economic void, barter lor services has regained
its old importancc.11lough the guilds arc still officially,
d1c services they oller - built around specialized Area nos are l.n high demand. The guilds may yet make n comeback.
More than atwthing else, a guild is simply a way to teach
and P'""' on the oecret knowledge inherent to certain Area nos.
All eulld agenu are independent operatives, with no formal
tUpOnsibillties. Though some wraiths who excel in a given an
a.e not guild members, most are.

Important Items

Certain items have special importance amnng the dead, a

social signiOcance above and beyond the Item's purpose.

Archaic weapons ate widely ust<l throughout the Und~r­
•-orld; modem weapons require a wraith to prime them with
his own CiSCnce, so gurul vehicles and explosives don't work
cheaply or well. Swords and annor, howev~r. can be craltt<l
from plasm with little effort, and have a mystique and flair
1.luu more utilitarian weapons lack.

Highly ornnte and srylish weapons are prized badges of
office nnd wealth.Some ancient weapons have passed through
the Shroud after their desuuctio n, becoming relic.~ or even

Underworld coins, or oboli, are minted fmm souls. The
disconcerting feel ofSrygian coins dissundes some Restless from
carrying or exchanging tl>em. Nevertheless, lhcy remain legal
tender for most debrs.
Sryglan coins often utter faint wails or sighs. Older ghosts
seem not to notice, but more sensitive wraiths have been known
ro drop their coin$ and run when they discover the m>e narure
o( their cash. Rumor has it that oboll have Shadows; this has
added to the currency's decline in recent years.

Manacles an~ Chains
Chains arc seen throughout the Underworld; indeed, one
ofSrycln's many sohriquer.s is rhe 11City ofCh~ins." Chains are
used to control and bind wraiths. They are also used as sym·
bois of authority, are worn asornamentotioll by Hiera.rchy types,
and arc used m bind artifacts and thereby prevent their theft.
Chains and monad~ ate actually artifacts cr~tt<llrom
discorpomted souls. It is said that those ulllortunate wraiths
who are eaten by the lieges ol Sl)•&i• are aczually excrered in
the form of chains. The chains ol the Underworld art well and
truly hated by Renegades and most Lemures.

Masks ore a fundamental element of wraith society. Not
only are they symbols ol high station, but they hide a wrairh 's
tru~ laee from others. Many masks are artifacts lorgt<l by Nhudri
himstll. P~sslon ol a mask by on~ not authotizt<l to w~r
the mask is a crime punishable by discorporatlon.

life among the Dea~
r was rhe besr of rimes and rhe wom of rimes,
and it was all of them at once.
-Alan Moore, •{Revelacion.,." Su'amp
Thing 1137
Like the human society it mirrors, the
Underworld has itS poliria: the esrnblishment, with II$ rules, stability and com·
merce; the rebels, with their spirit and fractious vision; and
rhe faithful, whose fervor and belief inspire rhe socicl)• ro grear·
ness or drag It to tyrannical depths. O ld habits are Indeed hard
to break.
This Is nor ro imply that all wrdiths belong to some socieml group; In death, as in life, most just fall betw«n the ex·
trem~ that drive the body politic. Out as the modem world
grinds forward, engendering Restless in ever·increasing num·
bers, the extremes of Srygian society affect the urban
Shadowlands of the newer wraiths.

For the !1105t pan, the society of rhe Re&legs mlml<$ the l'!lW
influential ages of irs histo<y. Until the em of Classical Greece,
S<j-gia did not exist; other, less e,;mblished m~lmsllourishcd, crcat·
ing the foundations of the Far Shnn:s. E'-en 110\\', the models fiom
which legendaty Charon roolc.his establishment - the European
systems ofconfederation, feudalism, and mass indusrrialistn- provide an odd oontmst to modem Wesrem rhousht. Aces collide in
an increasingly overcrowded urban sprawl. Although there are still
fur fewer Restless than mortals, thousno>ds o( y<-ar.; fldd up. Many
Restless souls have p..s<.-d beyond rhc Undcoworld (to either Tr:m·
<eendence or Oblivion), blot many others have stayed behind.Some
o( these wraiths are old indeed, and hold very stning-c beliefs.

Circle,; are tightly knit groups of wr:oiths that have banded
together for mutual deferue agalrut slavers and Sp<ettes. The
circle is the fundamental unit o( Shodowlands wraith society.
In many ways, a wraith's Circle takes the place of family.
Members of a Circle are bound together by the Haunt (or
Haunts) they all share. Most Circles have fewer man 30 mem·
hers, but seldom fewer than three or four.
Some wr•iths are not members of a Circle, either becauSt
they are the only survivors of their respective C ircles or be·
cause they never joined one in the flrst plncc. Such loners typi·
cally amount to little and quickly fall into Oblivlon.

Three major political factions flght for dominance over
the Underworld. With the removal of Charon's stabilizing in·
fluence, their batde,; have grown incrc-.singly bloodj•. Addi·
tionally, each faction iJ fnK:tured lnremally by dispute.
The fucrion called the Hierarchy insists chat it represems
the authority of Charon, now departed or. lain b1• the Malfean
Gorool. Its minions dem>nd resp<et and obedience from all
wraiths. The Hierarchy Is the most stable and reliable faction,
but also the most confining and orthodox.
The Renegades arc composed of anorchists and Hierarchs
who broke away from the fold. While once motivated by po·
litical idealism, mosc now seck nOthing more chan perronal
gratiflcation. The Rcnegndc• arc wild and free, but can't be
trusted for anything. At ben, they nrc divided by deep philosophical and political differences; numy arc thugs who care
only for themselves. They room rhe Shadowlands freely, but
must do so covertly.
The Heretics are those wraiths who still seck a higherstare,
whether in the F-..r Shores or elsewhere. Composed o( manr
disparate cults, they occasionally cooperate to oppose the oppression of the Hierarchy and the self.cenoered violence of the
Renegades. More often, they b3nle each orher. Abo,•e all elSt,
the Heretics seek converts. Unforrunately, many Heretics are
the dupes of Mnlfean Spectres or the "~>ads" of the Far Shores.

Oh children don 'r ~o" wtep and moan
Children saue ~11r l>re<~rlt
Yo11'U draw a f>reuy pension
I'Cikn yo11r dMdy muu his ckarh.
-"Hard 11mes• (Traditional Ballad)
Politics and inrrigue are e"en more convoluted in the

Underworld than in the lands of the Quick. R:nher than enpting in all-out war with other factions, wraiths commooly
rum lO subterfuge and (>spionagc

10 combat

then cncmie.a, as

...:h seeks to collect as much power and inRuence as possible
to stave of( the inevimbility of Oblivion.
llccausc wraiths with different mMters and nllcginnces $0
ofren form alliances to achieve common goals, there are nearly
al•oays several different hidden agendas withill every treaty,
negociation and mission. Betrayal and suicidal


of ven·

gcancc are common.

Ihe Hierarchy
hilc nrLi!il~ and rebels m1-1y thrive on chtm:s,

the majority of people (and wraiths) pre•
fer order nnd stability. Evett nftcr death,
mnny soul£ crnvc 1:1 (umiliar routine, a sys·

tem of trade, nnd some degree of order.
They want to follow a set pnnem, llOt wall·
dcr off on their own. The world of the Hv·
ing is frightening enoush; mosr RestleM seek shelter In num·
hers when faced with the gloom and terTor of the Shadowlands.
The Hierarchy answers Lhcir nee-ds.
The Hierarchy is the name by which RestleM refer to the
\'ertically integrated institution of wraiths directly bound by
ooth,loyalry and submission 10 Charoni Death lords. Ito reach
extends <hroughom rhe Underworld, In fealty If not In fact.
The Hierarchy's vamls receive information, authority, re50UfctS

and procec:tion in rctunl (or liCrvicc to the Hicnnchy,

bu1 must obey rheir S\IJleriors' orders without que$1ion.
Now the foundations of the llierorchy arc crumbling; with
Charon gooe, the system has fallen into a loose conf<xlcr•tion
of powerful Cohons and warlords, nil paying lip•servk;e ro a
loader who no longer exists. With the possing of Charon's inn.,.nce, ~lierorchy leaders in the Shndowhmds often make their
o.n rules, keeping up appearances in case anyone from Stygia
srops by. Though many Anncreons have pledged their fealty
in exchange for shipments of precious Stygian mc!UI und uc·
casional prot~'C.tion, rhcy can't be bothered with insigniflt~lnc
rule., and customs.

The last century has seen an increase in tensions between
dtcdistantland ofSrygia and rhe more lndcpe11dcnr Necropoli.

While rhe former suppons ~ labyrinthine network of old souls,
titles and traditiOn$, the N«ropoli bear the stamp o( rhc modern world. Even citil!f rul..:d by overlords who ched centuries
ago have had ro change wirh rhe times.
The political structure of the Hierarchy is as con\'OiureJ
and insensible as any creation of the hvmg. The webs of in·
rrigue, ~I! ian~ ;md de~l·making are too complicated for e1·en
intimare participnnts to comprehend fully.

The seven Death lords were each ~iven :o realm from which
to govern their Legions. The seven realms of the ~thlords

(Fate's re~lm is rumored to lie Ol\ the Isle of Eurydice) nrc all
located within the conr.n~"> of StyMi" upon rhe Sunless Sea.
From these bases the now-mastcrless O.athlords of<en makt
war on one another.
The ~thlords combat one :onothcr in rhc Shaclowland,
as well, seeking ax many new snuls :u rhey C."\n. They ha\"t
gone so fur as to meddle in worldh• affairs, thereb1• affectiOj!
how people die and in what numbet>.

fallen Angels
Originall)', the ~thlords were appoimcJ to their posi·
tions by ChHrOn. They wcr4! 1.0 serve :l!Spirirual cuides in roles
similar w elder Ferrymen. 1t i&Ironic dl\lt wmiths who wer~
originally placed in their positions of power ro aid other wrnidlS
now strive w prevent th~t very rntnsform:.rion.
All De3thlords currently strive to collect as many souls,
and thus power, as possible. The Hicror<:hy fccb that even tho.<
who think of thcu»<:lves "-'Heretics or Renegades fall und<t
their jurisdiction 3nd are therefore subjtct to their rule. Anr·
~who captures wraiths from outside the H icrar<:hy and brir«>
them to the applicable DemhlorJ is well rewarded.

Each Legion has ics own srylc, techniques, 3rtifucrs and
special capacities.
• The Seat of Silence
- hdd by the Qu ict Lurd
-Overseer of the victims of Oesp<1ir
• TheSe"' of Golden 1cnr.
- held by the Beggar Lm<l
- Overs«r of the victims of M)'Stery
• The Seat of Thorns
- held by tl1e Emcm ld Lord
-Overseer of the victims of Happen$t3nce
• The Seat of Burning Wnters
-held by the Smiling Lord
-Overseer of the vlctiniSof Violence

The wrohh wbu holds the corresponding "whistle" for a bnocc of bar~hens controls their actions. Centurion Cenwrinns arc the leaders of H iernrchy patrols..ago. and C'. while others were sharply raised like scars. ~anks of tne legion legionnaire Legionnaire . the Hierarchy utilized dearhmarlr. Onrghests are wrnith.. Marshals are plucc. however.Oveneer of the victims of Pestilence • The Seat of Fate . although they varied much more In color and rcxturc: some were seemingly carved Into the wroith's Corpus. but have extremely keen senses. Putruls ru·c formed primari ly uf Legionnaires. ratrols Many Lemure Circles in the Hiemrchy are formed into louse unils of multiralenced wraiths. mous and have begun co dcmnnd increasing freedom and power. the Hierarchy ha. Prior to the great Evacuation. known m:. Th~ir positions arc constantly challenged by those beneath rhem. Because they now divide souls bas<--d on how the pcrs011 died."tny usc their Circles to helpcmry ouc[heir rnission.J.rhlords. or b."'. many Shndowl:md~ patrols ha\1e become virru..held by the Skeleral LurJ . Once they were merely another ann in the great bureaucracy of the l liernrchy. L~.• The Sear of Shadows .held by the ladies of Fate . they use this method of brnnding ro mark souls as rhe property of one Death lord or another.Lic~c of thel-lnnds of Fate Deathmarks Long :. the Fern•men no(ed [hrtt most wraiths were adomed with peculiar mark> that could be perceived only by thole with the ArcanosofFntalism. but there is little rhcy can do. pa~ trois. gleeful bayins.:. This increas«< autonomy enrages and frustrates the O. In re· \'C'31"5. of Oblivion taint. how~ver.:r~ cennrles. Boughests are animnhsric and feral. Eventually the Ferrymen nowd a connection berwccn the t)'peof person rhc wraith had been while alive and the pnnern tithe marks. p:eferring ro classify souls on the basis of how they died rather dun how they lived. begun visibly brnnding wr•iths ill ways that re· stmble deathmarks. ther emit a terrible. in apparent mockery of the way in which they used to classify souls.. they work covertly to manipulate the Circles t hrough bribery. Braces of harghesrs search the Shadmvlunds for wrniths (or other beings) who bear significant nmounr. Legionn:1ires do not u::tuall~' have regular duties. these units. Cerrnin scll>itive mortals can even hear this baying throu~th the shroud rhat separates the Shadnwlands from the Skinhmds. Marsnal The next most powerful mnlc is that of Mar>hal. Those who could discern the marks srnted thar they resembled birthmarks scell on the livin~. Often based out of a <muller Haunt. some parrols ha\le grown more autono.:gionnaires are encour.held by the Ashen lady -Overseer of the vicrims of Old Age • The Sear of Succor -held by the laughong lady . Successfu l completion of such duties is the unly way t·o rise in r:mk.•rghests as the1•nre most often e~lled. When barl(hests catch the scent of a minted being.J in charge of a cermln >uca around a C itadel.c:nturions must rise in rnnk 4uicldy or risk be· ing cast aside. and m. lnclccd.•ftingof a spccinlly prepared mutde of Stygian iron ro their to demonstrate their loyalty to the Hierarchy Moliatc themselves in elaborate panems ro proclaim their obedience to their Lord or lady.1lu11. Cennori· ons have a great de::1l of power over th0$e they mccl. blackmail . Instead.s who have been Moliatcd into monscmu_. shapes and "loboto· mitcJ" by the gr. and rhc >tartillg point for every rncrnber of che HierMchy. cent Bargnests The Deathlords tnrn certain wraiths Into bloodhounds. a Morshal omoy haven number of patrols under her aurhoriry. and thus showed what her illdividual path to Tmnscell· dence enrniled.s ~sa means of imerpreting which group of Shining Ones the wroith should join in her efforts to pursue Transce11de11te. Experimcntir1g. coercion and inOirmtion.1){\. the lowest mnk.~s· si~ned dutiM as nccdc. the Hierarchy has all but Ignored dearhrn•rks. when Charon banished the Heretics to the r-ar Shores. but :ue smmnuncd tO o Citadel and . Appointed by the Anacrcon of . Those whowi. These =rkscoold bcdas· !IRed on the hasis of the patterns they made upon the Corpus. Ever si11ce the Heretic$ were banished from Sryciu.-d to recrun new members. are the backbone of the legions. they noted that the marks re· Oect<-d the way the person had kd her life while among the living.Oveneer of the victims of Madness • The Seot of Dust . In roo:nt times.

and personally dispense Styg1a's boonry to rhosc under their command.. A Regem rules u number o( the perimeter llaunls around a Citadel and i$ ba-red in on~ of them.1· most alw"l" accepts th~ ahemmive judgmcnr. ll10sc whn dn violate the laws may be called to stand trial hcfore a Hierarch)• maginmtc.1ch Anacreon is the leader of a Legion in a Citadel. The Anacreon uppoims all lesser ranks in her Legion. on which cnse the Hierarchy :..ced by their Legion.~creons governs each Citadel. A coun· cil of seven An. In rheory. Mon: uf a senior M~r· . F. The laws prorecr as well as punish. "nd exiling someone to the Tern· pest only strcncthens Oblivion. and the majoriry of the Restless quieti)• obey the dicmtc• uf the Dcorhlords without incident. The high«t rank in the Shadowlands i5 rhat of Anacreon.5. l lowcvcr. Anacreons receive urrlfacts and coins dire-ctly from Sry~la in exchange for the Thrdlls rhey send there. Overlords are respon· >ible for many of the strategic <kcision.sdicrion of a case does not clearly fall to one or anorhcr Deothlord. This nonrollr on)~. happens in cases where chc juri. Crime and funishment justice 1S mered out in the ShadowlamJ.) rhan anything else.. ahhou~h certain cnJa have proved ro he exc~ptions. jusr as ir is in tilt hmcfs of the living. M~rshals are somewhat more secure in their positions rhan are the Ccnturion.omc cases.<f... ahhou)(h this 1s nor· mally o nly pcrmirted to wroiths with ~(_nne degree o( status wirhin the Hlcrnrch~'· In :. Some of the more common methods of pun· ishmenr are described bclmv: . justice System ~egent ll1c H1crarchy has its own S)~tem of law•. a judgment may be :li>' pealed to the I land of Fllrc. It is possible to appeal a judgment to a "higher" magistrate. bL"cause it is virt~lillly impossible to kill a wroith pcnnanenrly. Overlord Overlords arc bas<<! directly out of their Citadel and arc the personal :wosrants of the Anacreon..the Ciradel. a Rcgcnr organite4 and coordinate> rhe activities of the Legions in th31 area. executions of any sort are slm· pl1• n01 proctical.

Ofrcn rhc Hierarchy incmcemtes criminols in Shadow lands reflections of prisons used by mor· mls. where they are Stnclccd into goods. Renegades act alone oa· in small .cly cncomP'dss~ ing oil who act against the Hierarchy.. the\' arc consnmtly hunred by the Hierarch~·· Over the years. • Discorporotion .• Enslavement -The most conunon Corm of pun~ isluncnt is ensl:wemenc of rhe offending wraidl. and fight each other as often and viciousl~· as rhcy clo rhc Hicr.ile soft winds slwke the barley. wroithly rorture is designed to mark the offender.u:horirmi:m narurc of Renegades makes cooperation within their ronks difftcult a11d sporadic. • Imrrisonment. thereby both ostracizing the criminal tlnd deterring others from committing chc same crimes.e shame Of foreign chains around us And so I said the mountain glen I'll meet at moming early And !'II join che bold united men \'VJ. The cerm "Renegade" is a generdl one.ia.~ofScygian mcral are infinicely more painful and arc extremely difficult to heal. with reinforced walls and bars made of Stygian metal. Ch::. T' was hard the woeful <oords to frame To break tile ties that bo~tn'd us Rut harder still to bear ch. the very ant. however.ins are placed around the offender. • Torture . . Of course. Indeed. loo.:.Bnmding is H \VHY to nlilrk criminals. . Serious criminals at·e btandcd upon rheir foreheads. effectively making her the Thrall ol another wrnith.use wraiths arc crea· turcsof spirit. deny or rebel against the Hierarchy and cvcrythi ng it stands for. Rcnegndcs have carved out their own niche in the Shadow lands..Ccrroin criminals arc taken to Stygia and hurled into the Artificers' forges. Not surprisingly. • Branding . . There are nearly as m~ny Renegade ideologies as the•··e are Renegades.Farsurrmssing anything imagined in chc living lands. the 1nost lasting pain involves mental anguish ."The Wind chat Shakes che lli•rley" (trAditional) Renegades are those who oppose.. b«:l. While wraid>s easily heal most ordinary wounds.:_13ngs. marks inflicted by<levice.uchy.

. The Hierarchy mainrahu o form sn>nd against heresy.In general. \l'rah~ jilt ~ion A wraith is initintcd into the sacred mys1crics of hi. for they musr be able rode· fend themsckcs frum the crc:uures rl rhe TempeM that Inc-. preferrin~: tu koc1>the peace and nor squander their Sll'Cngth. chy arc sccrcdy Hercri" themselves.. Many Heretics will go ro exneme lengths to galn new converts for their cuh~ us· ing their powers to ptrform "miracles" and promiSing lirhulous rewnrds. However. Some Heretics lo. the wrnith is expected to serve the cult foithfulh•.u wraith as a tmvclcr.1VI· f(lltc and mainlain the Byways thmush the TemptS(. Renecades leod a ptrilous exiSlenct. rhe Hierarchy dealt effectively with most active thre\tts to It by the Renegades. have founded rhcirown groups based nround common belie~ ~nd the ~~rch for Transcendence. c~apturing Thralls. cre::~.horr.!IJ. 1l1cy believe 1he real cm•my ro he the Renegades. FerT)men do not ~[ways take what the traveler woulJ con· sider to be the most direct rourc. Many Renegades have infiltrated the Hierarchy. They Clllhtouu ly 'ravel hctwecn rhe Necropoli.s cho· sen faicl1after proving hlmrelf in some way. Indeed. For aeon> their sdf-appoinred durr has b<tn to l(uidc those ""''" who were re:>dy to cross the chnRffi)US exp:mse of the TemptS( and arrive at rheir ju. Service lllll)* mciln per· forming strange missions.:e. and walt only for the signal to strike .-nics. In order tO comoot them. mo<it Hoerarch leadc~ havt ntl· 1hcr the m. in 1he Sh:odowland<. as~tsslnatlng en· c. he wdl pmrect his charge at all costs.1in· raining the roods and paths leading from the Shado\\·hond.The Ferrymen are respoRSible for on.appointed duties. S uch wr:1iths ~rc often conccmptuous or even hostile to rhc Hlcmr· chy.. Calle-d "Heretics" by the 1-lierarcll)'• these wmiths follow faiths dedi· cared to some higher odc:ol.ord Byron. Heretics ain utach rhmu IJT supplkaring prayer. In return. In their cnllccrive persecution.c their foith and end up lc:wong rheir cultS.. The Ferrymen divorce themselves from the penyconOicrs o( rrnvels. no home. bm once one :tccrpt. iL is whi:. the pathfinders rhmugh rhe Tcm(l<'st. Rcnc~Jades must remain mobile. However. W11h 1hc ride. "Elc~y" The Pcrryn'lcn a1·c the truvclcrlt u( tht spirituul seas. buth living :md de~d. journeying from rc~1lm ro re::~lm. Many cx·nwmbel'$ simply depart ro orhe1 Necropoli. large numhcrs of Renegades have joined the Stygian Legions. They of. There is \\lw~ys o price for rhcir assistance: ofl~:n a 1ask or :t promise. they h\\vc learned co work toJ(cthcr.>ck'ning gloosr. ren fall prey to Spectres and other Tempest beastS.-s.s to the Hocrnr· ch)•. ingly infest the &.< of Oblivion at the OoodSQgt. Ferrymtn have an ex<rcmely high repumion for honesty and honor. "Elew on Ncw>tc>Kl Ah· bey" Many wraith:... The only thong the majority of Heretic cults shai'C in com· rnon is a deep-seated antipathy (o r one another.pcrccl rhat some Within the Hlcror.sing: SGltuS ~md power.. (or their assi:. (or they all compete (or souls. or recruiting mhcrs. Ferrymen are fcnrsome wnrriOl'$.tcml hidcours. where uncertainty is everywhere and truth is mre. and arc content with nothing Ius than ollthe souls in existence. Those who brc. <t<1Jn(>' ing it out ruthlessly. bur rheirGod. Outsiders ferrymen hat bo. problems ror the kierarchy 1l1e Hier:uchy's problems with Heretics continue 10 grow as more and mnre Lemures put their faith in these cults. the ller· cries have no choke btu tO c~rme. u•Sr)l:" nnd the Far Shon. and In some "'11\'S the spiritual Kuiue> to all in the Underworld. the wardens of the Byways. sometimes fl relic. Others attempt to stan rheir own radical fringe cults so they can acquire JlO"'tt for themseh•es. To room a dreary wurld in cktf> despairNu frien<l. rc· cent internecine Hierarchy conOlcr. no refuge. . However.1k 1hd r promise ton Ferryman .oun:es oor the inclination to implement the policy full)'· Most igno<c nll but the nlOSt blatant a«ronr. Oond service is re\Vt~rdcd with in . Mony arc recruit•"<~ mtn orher cults.r tlcsrin:uion.. alonR 1hc •noo11IW>r slotW hwites m)' su. though most exist in consmnt fear ofhemg hunred down by the Hierarchy's ''"Shtsr racks. Tl\c Deathlords are greedy. He drives rhern exile$ from their blest obod<. .ult· me incr"""' in Renegode tenorism. Until the lasr few years. U$ing a facade of respectabil ity to cover :ocrs of subversion and sabo· l:II(C. and fx>inu w yonder gladll -Alexander Pope. Not even the Hicmrchydisturbs the Ferrynrcll in 1hdr sel(... prompting a re. Still. O nly a few secret Haunts have lasted fnr ""l' length of tilne. rul'thcrmorc.trc mnrkcd :mel will never 3g3in be osslstcd by anorhcr Ferrym::~n. and the locations of the-se safe havens me known only to the mosL Lm:ncd member$ of each f:1ctlon.s :md Spectre incursions h:ove occupie-d the Dcmhlord•' attemion. fnrce <>< pl.""'!".l. and thus most Renegade Haunts tend to be .tancc is ofrcn vnal to n. h is not easy to obtain tl Ferryman's aid. never ce3sing their cnclle.

231-233). S1>ecrres a1·e able co cotnmunic. There are various species of Spectres. ~:md sometimes directly speak m them. twisted.• these roods and p~~dtS arc threatened by r. • Malfe.. many sriII have Ferrers. rindically emerge frum the depths of the Tempest. most wrait hs' only contact with thes~ cnig1natic guides is in their roles as pad.every weakness. Most wraiths know Spectres M shadOW) monstrous cnti~ tics. tures enter h is H:. . These wraiths. for they h ave minio ns a nd emissa ries in t he Shadowlands. 1.cnds..s. Their presence is considered an abomination b~' all "civilized" wraiths. rhcy arc exrmnrdimuily dangerous. which allow them to enter the Shadowlands at any time. They arc why so mony fcor to travel the Byways of the Tempest.. Some arc listed and brief! y described below. but prosper frotn it.~ wr. 1 ~pectres Though much fearful legend exists concerning the Spectres. shaping it to their whims. Needless rn say. The Corpus of a Shade is generally murared beyond human ken. and Maelstroms. possessing tcnible cunning and ferocious power. These Malfcans arc particularll' dan~ serous.mscendence. and possess the rudiments of a sociery. every Feuer. and "re to be feared.1ns Ma1feans are Spectres who have ach ieved incr~ible power omd might by consuming lesser beinhrs· They arc lhe rulers of the Tempest. thy of their aid . rhey aren't quite so insane as other wraiths tltink.. serving as Menrors m rhose who prove wor. They not only Sllrvive the chaos. known. TI\ey ofrcn seem to know everything about a wraith . asSpeccre. \Voc co the wrnith who has one of these fearful crca . who pe. Moreover. Specu'Cs have full1•accepted their Shadows and exist only in that mode. ~nd everyone values the Ferrymen for rheir •hiliry ro find their way through the Tempest without ham1. More infonnmio11 about Spectres is included in the Appendix (pp. Man.finders and guides through rhe Tcmpesr. are able 10 cxisr in the Tcmpcsr without being discorponncd. It is said that Lhc Fcrr) 11'\Cn seck co guide wraiths toward Tr:. Differenr Malfcans rend to dominate various regions of [he Tempest. Still.\iths succumb to tempmtion 3nd allow their Shad· ows tocoalSumc d'lcirsouls. cra~cd creAtures of Oblivion. • Shades Shades a rc monstrous.atc empathically with the Shadows of wraiths. Some Spectres are even able tO evoke n wraith's Shadow and usc its inOucncc to weaken their prey.urowing! Some Malfeans have even deluded Heretic cults into wor· shipping [hem as gods. monsters.


I once dream£ I was u:lli114: sroria a..O fdc someone pauing my
fool in tllCOuragemrnt. llooktd down and saw ahacl«oas sur..Orng
un che shnuk/crs of an old woman whu rvat sre<ldying my ankles and
smiling up m me.
I said co her, "No, no. come sur..O on mJ shoulders, for you
are nld a..O I am )'Oilng."
"No, no, "site insisted, "This is che tuay it iS>uiiiiOsed w be."
I saw cl1<1t she stood on rhe shorMers ofa u1onwn far older than she,
who stood on rhe shoulders of a ""'""'" • ...,. older ...
-Ciariss.l Pin kola Esti!s, \Vomen \'(!Ito Run wich che \\'/ul<o•s

Do you n.:mcmbcr swapping tnles
around ~~ c~unpOrc or ~t a party, trying to

tell the scariest ghost story! Deep inside us
all lurks che urge 10 weave :r tale that can
score our friends- :rnd ourselves - half
todc:rth. The urge to fascinnte is as deeply
imbtdd«< as the u!J:C to tcllsrories, and no
subject is more fascimllinR than a ~Hmpse :lt our own mortal~
Wrnith is a storytelling game that allows us ro create oor
own ghost stories, stories in which we rlay the ghosts. Wroichs
- :md, by cx1cnsion, the tr.'me - ftfC metaphors for oursclve~.
Oy scttin~: ourselves Inside the World of Dnrkness for an
c-..·cning, we can look into a (unhmw: mirror thru reflects the
cbrlt«t aspc<:IS of our world. The scories to be foond here are
macabre indcccl, but In the end, they arc jusr rales - ghost
mlcs, if you will.

When we press our faces to this ghos1 ly mirror, the reflection we see Is still oor own. It's disrortoo, perhaps, but recog·
nimble. The Storyteller's job Is to hold that mirror before rhe
playcn and give chem a long, scary look.
If you're new to storytelling games, pbying or running a
game may see1n awkward at first. We have become used to
having our entertainment provided for us in nice, nc:tt p3c.k~
agco. Wraith requires you to be your own enterroiner and to
rake an active h:rml in group storytelling. This chapter pre·
scnts jtuidclinco, thoughts, hints and techniques for mnning
your own Wraith game. Pla)'Ct'$ and Storytellers alike will profit
by reading it; the quality of :my Wraith tale depends as much
upon the players' r:rlents as those of the Storyteller.



t's llOI <he Ulk; it's~ u<lto «lis it.

- Peter Srmub, Cho<1 Srory
Most stories arc passive. One talcteller sddrcsscii an audience, which listens

or watch« for as long as it finds the prestnunioJ' emcrtaining. Movies, TV, live
theater und even books arc examples of
rhi.s: a story is conceived, crcared :md glven to irs ~udience for

their amusement.
Storytelling ganu.:s like Wr.•ith, however, are different.
Here, rhe uaudience'' panicip..1te4 whh the Storyteller to ere·
.,. a story from their collective imaginations. Each player takes
a part and influences the fi~tal shapc of the story. Sroryrelling
games are acnve enrenammenr, inrei"3Cdvt and original. as
op~ to p3$$i\'t. The synergy inherent to play produces a
story grearcr than anything a single Storyteller could create.
Players create rhe story's chamcters, but the Storyteller
creates the world. This is a challenging job. Guiding a group
of players through a collaborative myth can be an imimidat·
ing and occasionally frustrating endeavor. Fleshing our a world,
creating and playing a host of secondary characters, arbirrat·
ing rules and craftin~ sccnurios cnn be tli(ficult tasks. None·
thclcss, [he chance to make n clrc:1m come :11ive is well \VOnh
the trouble. While the other players carve their niches in the
world, you give then\ the world itself.
Wraith has a number of elemems to help the beginning
Storyteller find her voice: a sample chronicle (given in the
Appendix), a detailed 5ellinR chapter th:tt outlines the fundamental differences between our reality and the world of Wraith,
a S)'stem of rules designed for simplicity and elegance - and
this chapter. This chapter outlines the techniques of cff<-cti,·e
storyrelling, provides some bnef rule· related hints, and discusses
storytelling elements peculiar to the world of Wmith.
While the suggestions given in this chapter will help the
Storyteller juggle her various roles, bear in mind that Wraith
is, forst and foremost, a game. It can be scary. enlightening,
thrilling, heart~rcnclinf( or exhi larating, but if it isn't enjoy·
able, it isn't worth pl}tying. The Orst rule is co have fun- be
fair, be creative and rake chances. The second rule, however,
is to remember that [hC' talc is Lhc thin,g: bogging a game down
in arguments and needles.~ complic:'ltion robs it o( its magic.
You and your players should enjoy telling ghost stories together.
l( the game is aggravating, boring or frustrdting, why bother!
Story comes firs.t; rules come second.

In fact, the third rule is that there are no rules - only
guidelines. Enjoy!

Jr's a lor f,J,~ bfe, and rhar's u:har's appealing
If :fOl• despise rlvtrrhroooo""Y feeling fr<ym JUposnlk fun,
Tltm rllit it r'"' one.
-Depeche Mode, "Master and Servant"
Though n Storyteller will have many motiv~tions, her
ovcrridin~; ~;oal shoulu be to cmcrtain her players. Came time
is an investment of 30rts - you and your players could be
watching n movie, going on a date, playing softbitll or just h:m&·
ing our.. By spending time on your game, your players are mttk~
ing an investment. Their ~ood Iilith and your work and skill
will hopefully pny off for all of you. After all the hard work
char goes inrn pref"lling a game, nothing is more satisfying
than watching your plarer& h.-•e a genuinely good time. 111e
pleasure of a job well done is rour reward.
Sroryrelling i• u chance to show off, an opportunity tO
display )'Our ""'"riviry ro your friends, and a way to have them
share in a common experience. Sometimes, however, rhe de·
sire to showboat or to please one's friends grows too strong.
You can go tOO fnr to plc:ue your players, w"drcring down the
game just to make them feel lmportanr, or, conversely, lord
)'01.11 position over them. Either technique can lead tO prob·
When everything proceeds correctly, your players will
guide du:ir charnctcrs lhro ugh a richly woven srory to even..
tual succe$. Advc~ily and sctbitcks abound, especially for the
Rcslless, bur the chnmcters should succeed at wme of their
planned goals, even in ll1e face of tragedy and fear. Balnncing
a chronicle's problems and perils with the players' abilities and
desires takes pmctice, but the moreseamlessly you bit lance these
elements, the more exciting and powerful your stories will be·

Using the ~ules
The Storyteller rules system is designed to elevate drama
and action nvcr dice ond chartS. As a Storyteller, you should
bc:~r simplicity in mind. Trying to create a set of rules to cover
every contingency and possibility would be a thankless and
unrewardilllt task (not to melltion an impossible one); trying
to mn a game while holding rour place in half a doren differ·
cnt rulebooks is difficult <lt bcsr.
Accordinuly, Storyteller flexibility and judgment are ion·
porranr; as Storyteller, you must be the final interpreter of the
rules and must decide in a prnctical way how those rules apply
in her s:ame. P.aimess and consistency are cntcial. You musr
act tmpaniolly and n.•JSOI'Iably for eVC'f)'One involved if )'OU're
going tO wield thor power.
You will sometimes be obliged to invent new rulell, or even
bre1k old ones. Twi:.ting or breaking rules is often necessary to
tell the best story. To maintain your players' trust, however,

you should avoid breaking the rules on • ,..,gular bitsis. While
throwing an occasional wrench imo the works is appropriate
for Wmith, changing rhe rules roo fn,quently without good
reason simply undermine. the stability of the world rou arc
rrymg to create. You may decide to change the rules perma·
nently in some way, bur everyone should know when the rules
have been changed.
It is important that you develop the style of storytell ing
that best suits you and decide what you nc'<-d tO do to make it
wot·k. Do you like to try to structure things as much ,., poS·
sible, following the rules and creating a clear, consistent world
for your ch~.m.tcter$; or do you prcCcr to win): it, rnrch' consul[..
ing rules or charncrer shefrs?
Your style will most likely fall somewhere between these
two ext,..,mes; this is entirely up to rou. h is nearly impossible
to guess your sryle of storytelling before )'Oll actually begin to
play; styles arc developed through trial and error. Only experi·
ence will tell whar works best for you. Leave rourself room to
move, bot be consistent.

Elements of Wraith
e're so engaged in doir!R chinStSco achieve pur,
poses of 0111er value rhnr we forg« rluu rite in·
ncr t,l(lllle, rhe mJ>rure rhm is nssocinr<JI tuirh
being alive, is wl111r it's all abo11r .
-Joseph Campbell, Tltc l'ou,o/Myrlt
Wraiths are both heroes and anrihe·
roes: while the stereotypical hero embod·
ies virtue, cour:~ge and hope, wraiths are ofren domina".cJ by
(;reed, cowardice and despair. The existences of many wrauhs
are ruled bl' ll"'ed for souls, fear of Oblivion and the desire for
Tr:~nscendence. Many among the Resrless, however, resemble
her01:s in the classic sense; like a hero of myth, the wandering
soul nands our from rhe common mass, descends (liter:~lly)
into the Underworld, faces and combars rhc dark side of her·
self, and hopefully comes away better for the trial. Dreary
"fterlivcs are for Drones and Thrnlls; a Wn1ith chnrncter looks
death in the face and laughs.
A rmmi>cr of elements must be juggled wlrhin :t game of
Wraith; rmmy themes and ideas nrc ur)ique to mles hwolving
the Restless. Horror, terror and romance require special han·
clling to i>c effective in a game. Atmosphe,.., and suspension of
disbelief :tre all-important tools. Without these elements,
Wmith becomes just another game- fun, but ultimately shal·

A unifying theme or colltcrlon of themes is centr•l to
otorytelling games. Wrdith has many themes - alienation,
terror, tr:lnscendence and defiance :tre but a few. Themes fo·

cus the attentiOt\ of both the players and the Storyteller townrd a shared vision, rumin.g n simple exercise in inrrigue or
mayhem into a &tory with resonance and meanm~.

A theme is a unifying idea or concept behind n story. One
tale can have many rhemes, while an extend~-d chronicle c.1n
have a single underlying idea. A chronicle about tracking a
serial killer may cover a lot o( ground through different stories.
E.1Ch of mese stories will have 3 central meme; ooe mar cen·
ter around a mother-daught<:r conflict, while the ntxt con·
ccnmnes on recurring nightmare$. The themes o( the SLorics
within the chronicle will vary, but vengeance, the central
theme behind rhe scenario, colors the chronicle :\5 a whole.
The memes below mere! y scrntch the &~rfu<e of the g'dmC.
This list is by no means complete; you will, withtn rour own
games, creare gretlter n.nd more varied rhemes th:m \\' e could
• Isolation - Many among the Restlcso exist M bitter
exiles from a hfe they never lived to begin wuh. ~m has
forced them to learn about life, and now it's roo late to go
back. While a wraith may Embody or Skin ride for a short rime,
she is trapped between the Oblivion she fears and the life she
can no longer enjoy. Many ghom become brurolly materialistic, hoarding and enslaving th eir own l:ind to compensate for
me things mey can no longer touch. omers )liSt ~it and watch
3$ rhe living world goes by withour rhem.
Wraith players will probably tnkc a more active role in
meir afterlives than many ghosts do. They "''"t defy the lone·
liness felt when noming can be rmsted and everything seems
co die before meir eyes. Characters must fight to overcome
their isolation and make a difference. bolh in their world and
the world of morro Is.
• Fear - What could be a more Mtural theme for a ghost
story than fear! The living have traditionally oc-en afraid of
restless spirits. Why! Is misan uncertain fascmation wim deam
itself, or the dread that those spirits may be angry with us for
living when they do nod What fear. then, drives " chosd The
fear of deach is gone, but terror rc1nains. Why!
Most wrnims exist in fear - fear of each other, fear of
loneliness, and, worsr of all, fear of annihilation, of the de·
struetion of their identiry. Obli••ion and Transcendence are
two halves of the snmc coin: e ither one may mean rhe dissolu·
tlon of the wraith's perwnality. Torment, to many modem
people, is preferable to obliteration. Some pe<>ple would ramer
bum in Hell forever man leave their identity behind.
• Inner Conflict - The wraith's worst foe is her Shadow,
the epitome of everything she suppresses, hates and fears about
herself. When you're dead, there's nowhere to hide from that
aspect of yourself. I usr a< ghosts are trapped outside c>l' life, they
are, in many ways, trapped inside their own heads. Will me
wraith &~ccumb co the temptation• of rhe Shadow or hold (.,t
to her beliefs!
• Defiance - A defiant attitude is ofren useful in the
world of me dead. With w rnany soul$ w-rapped up in mdr

own misery or in ch(tins held

by orhers, e;.1ch wrdith must ci·

ther cake control of his own destiny or fall into slavery. Wraiths
continu~ to ~xi~t in <Miancc of death it$elf; ffiO$t .;h~r~<;ter$
will wt"~nt to rebel ::.gainsr rhe rigid systems and soul·slavery o(

the Underworld as well, pursuing their own goals in the after·
• Triumph- Eventual rriumph over death, despair and
the Shadow offers a long-term goo! to Wraith players. Defeat·
ing ~•gcnrs of the Hicnucl\y or Renegades~ besting Spectres or

killing your murderer all qualify as small triumphs. Larger tri·
umphs include finding Tmnscendence by coming to terms with
yourself. batding your inner Shadow and winning, and refus,.

ing to succumb to despair despite the pain that the afterlife
may bring.

Suspension of Dis~elief
The Restless, by their very nature, raise cermin questions

'"'d require careful handling. Suspension of disbelief, the prime
elemen( of any swry, is especially important in a Wrcaith game.

If your ghosts seem ridiculous or inconsistent, your game will
suffer for iL
Setting a believable scene is essential; if you can get your

players to accept the reality of the Underworld, the odd fen·
n1rcs composing it arc easy to swallow. Consistent internal logic
i$ virol to believabilitYi all rhings should work the same way

all the time unless there is a compelling reason (like the warped
reality of the Tcmp<.>st) why they do not.
Establish a reali ty to suspend your players' disbelief. Consistency excuses a multitude of sins.

I acr rhe role in classic sryle of a martyr
Cc1rved wit/a c~ twisted sntilc,

To bleed rhe lyric for rhis song
To write the rites co right my wrongs
An eJ>iwph ro u brolu:n dream
To exorcise this silent sCTeam
A scream that's borne from sorrow.
- Marillion, "Script for a jester's Tear"
Although the point of most roleplaying g-•mc-. is to be
heroic and triumph against overwhelming odds, occasionally

may wish to tell a very dramatic and, from a storytelling

standpoint, satisfyingly tragic story. Tragedy is often handled
poorly, but this is because many people think that it is simply
a story Hboutsad circumstances. This is not true. A tragic story
is 3bom t'l char<tcter with a deep c harac[er flaw who, because of
this flaw, makes one critical mistake and then. some point
(usm11ly when it is too late), rcalhes what tl' mistake is and
why he 1nade ir. He then changes and, for better or worse, goes

on to meet h is fate. l-Ie faces his fate with dignity, courage and
strength, and in the end, we admire and empathize with him.

5 wrong and it•s goinsc 10 gcr wone. or ch:tracrers have ser. When n shadow em rhc w:.. there "sr illo safe ronc. Even if l"u don'r rell a rragic srory. Horror an~ Terror Though the nnmcs :~rc often t•~ed inrerc. horror i• what hapiJCIIS when rhe car jumps its tracks and falls .Horror is the nlmoM physical revulsion that come~ when s. • Horror . TI1c anticipation Or ureacl of some di~-. Don'L rush a romantic plotline 0 11 your ch:.Terror isrhe intcllccru:~l idea that something 1. ·n. SriII.. ' ""nger minds and :. Wraith provides a wealrh of romantic possibilities: if you :r. Terror implie5that all is nor yet lost.. h is all roo e:tsy to dismiss romnncc as an option for Ma1w people view mm:mcc as cheesy or sappy.To tell a good trt1J.tgt.:l(C boundHrics h. and one thin~ that rnm:'tncc should never be is forced.. Squc-umish people moy be horrified by the sight of blood.c ~omance The ctL')' arrt~imnenr of lo~~e makes it of liule value: tlif{iCI<Ity of auaimnent makes it pritcd.ll seems nOLt luitc right.--dy in your main stor~': regret. T. it ig :m oppre· hcnsi\m rhal h~1s bc~un to take on sub11mnce. nch:1mcrer (ora player) can feel terror. not the colloquial sense. f"r:-. you mu$t \mdersrand it in the literary sense.physicul violnnon (assaul t.hangcabl~·. below). Storyrellers musr rake care when aimmg ro horrify a player rather than :1 chamcrer. h's much murc subclc thon horroa·.sler is ofren !\\Ore com· pel! ins: than the di>:ISt<r •rsclf. Horrnr is only ~n[ertnining when ir'" consensu3l (sec \\'lllcn to Sro/J. • Terror.IVc hccn shattered. rhinkable re"elations. Violation is the key to horror. mcutul viol:nion (thin~ts """must not and should noLbe) and emorional violation (ulter betrayal 0( ooor\donmcnt) all overstep the bound~ries that player.u acccrs it will (eel rorC(. d() !lot explore ar least some of them. you will be sell ing your>df (and rour stories) shon. I( terror is a roller-coaster ride. e:~usc of rcrror neecl m>l be :m overr threat of ph\'Sic"l violence. horror and tenor arediffcrcm cmorions. .Andrea:.wryrclling. nnd can be far more et'feccive. Each has its place in hearr. Mnny people prefer romance when ir is presented :r.1flaws und missed chances ore the meat unci drink of o good Wraith srory. A rrngic srory con be just as bc:IUriful an<los uplifting as a hemic one.. you can add elemcms of tr.. .tomachs mighr ~ive way under truly repulsive acts or un . Most terror operates wilhin the boundaries of whar an observer will accept. Ins~. While a roller-<oaster ride evokes thrills of rerror. Capella nus.-d. mutilaLiun unci rnw grossing--out). Tilt Arr of Cormly Lot.:m ovenly.(ctly.ubLly rmhcr 1h.

but le. enjoyable and meaningful. A strongly construCted chronicle can help players sus· pend disbelief by providing a vivid sellitlg for their imaginations.mcrers and a centr:ll idea. we cun live vicariously. the line between f:mtru. Falling can be another thing entirely. in moderation.• When n. you can play wonderfully romantic stories involving longing across the chasm of death. it brint.mning romance.l memorable. of the pain stemming from a fallen love nnd how rhe lover who is lefr behi nd remembers his fonncr love.1e when dealing with horror and fear. romance and tragedy combine tO produce stories of unsurp. Catharsis is healthy. Gaminu is n wonclel'ful way of facing fear and frustration he:1<l·on. A good chronicle i.y :1nd fear blurs. than the chronicle is the book itself. The mhcrently tragic nature of their love ndds ro rhc story: will Oblivion erode the love they have woven from darkness! ()(ten. SUI mking risks in a !OCial siroatlon leav. They rake dsks. jusr bec~mse :1 charac£er lo.•ed someone in Iifc does not mean thnt the feelings remain in death.'S up and purges deep feelings and impulses. ex~ aminlng things we fear to touch and performing deeds we wouldn't dare auempt in real life. let themselves can. You can also move these swries beyond the traditional to11Ric Rhostly love story by giving rhc lovers dtne m be [O(. Be paticnr.e and become discurbed by imaginary things. of a living lover essentially willing herself to die for her lost love. and a good Storyteller knows ~·hen that line Is fading Chronicle chronicle i!i a !icdcs of interconnected stop rles with common ch:.'100.sse<J beaury and P3in. Roleplayong •• carharric. Knowing When to Stop A funny rhing happens when people tell stories mgcthcr... you may never be able to interest your players in it unless you can be patient with them.Jutiful are two who fall in love after death. lf a story is a chapter in a book. Through our characters. Show the wraith howa loved one is affected by dearh.TI.wes that person fcdinu more vulnerable than usual.CI'hcr rhrough (X>WCl'S like Phonmsm and Embody. Be sensitive to the players' wishes. IL's fun tO walk along thor tightrope.s many people feeling marter how much you may like romance. Somctimts. ir is bat to undersrand what the characters and ny to create Storyteller charac- moti\<t~tes ters tailored to their desires. Individual 6lories are 00. Even more bo. Everyone needs a release. though."11' impon:am to a storytelling game. be a great thong. and evoke nspecrs of them· sclvc> that they suppress in daily life. By setting )'OUt ste<ics inside a wocld. If the player i$ amenable. but the chronicle pro· vidcs a backdrop and foundntion to the tales as n whole. . )'OU and )wr pl>)'trs create mythology. Player$ can take offen. You should explore how the character feels nbout his Coroner loved ones. rhar is to say. 11'is is especially m.

s of rn:lpping and populating the IUC:II Under· world fall to )'ou. a single Fetter or a compelling pui'Jl05". Be flexible. Oepcndins on your chronicle.. Establishing rhe nnrure of the Circle ahead of time will save you a lot of trouble In the long run.'!mptcr 1\vo of this book provides a basic sertil1g a!ld background. . A great villain can make all the difference in a beginning chronicle. Where will your chronicle take place! Would you prefer a town. a librnry. which one! Whar is it like! Once you establish your setting. stOtl' to story. Shadows must have depth. relling yO\or pl~yers what to do isn't a Loo00 idea. TI1is provides continuity ro rhcchmnicle as well as a familiar face rhar rhe players may well love to hate. but other sites will be· come important after their deaths. Antagonists The opponents the chamcters face in thecourscofu chmnide are very imporuont. how· ever. The title of the chronicle may be as elabonotc or as simple as you want. you will heighten the playcn' onmlvement.memorable adversaries have distmc:r persooalities and motivations. Each Shadow should h:l\'e a dis· tinct narurc . at least vaguely. pial'<~' characters tend to find safety in numbers. your ideas will change as you ~o on. and so on.they arc nor merely "bad angds" on their Psyche's shoulden. but it is all too easy to fall into rhe rrnpof designong a -mingly wonderful chronicle th:u does not involve the characters as it> promgonisrs. but the summation of all that is most (righrening in that character's soul. The most imporranr anragonists the characters face. rhe characters should confront the same villain(s) time and time again. they add excirement and connlct to the chronicle. until the players can understand and env. and rh. the r. of char· acrer creation. )'OU may want your chronicle to have one. Most character eroul" will rc.ion their setting. bcucr than a good villain .oc· ters at every tum. While C. 11lis onay "'eon obvoous.Creating aChronicle Begin br•insmronin~ for yO\or chronicle long before your players create their chnmcrers. pby~r involvement in crcatit)JC the chronicle 1s paramount to success. Don't be too rigid in this. as many do. I( yO<Jr !(llllle begins. Villain\' is not C\lricnrure. but a guiding hand will ensure rhar rhe pieces ftt t<>geth<r smoothly. Turmoil within the individWII is a central theme in Wraith. anmgoni.1llis unifyin~ rhrcad will give all of you n springboard frnm which ro launch your chronicle. the char•cten cannor fully exist. on a more imm~i~te level. laying the groundwork Is o good place to start. Is doubly true in Wraith. Your players m.•olve around tl1<:ir Circle. Let them. During che course o( the chronicle. Your chronicle will coke some surprising tums. and the ritle itself oomy forc•h. M~t of these locarions will tie into the group's Fetters. Title Almosr every bool:. well.1y be united by 3 common cause of death. At this point. a cit)' Ot' some rural area~ \Viii your characters remnln in the Shadowlands fnr rhe mosr parr. painting and sculpo rure has 3 title. Finally. you ne~ to decide what connecrs and unites the chamcters. then work outward from there. As such. I! can be rime-consuming to create n Wraith chronicle.ot it on their characrer sheers. A title like "Tile umghing Darkness" m~y $U(lgC$t more oonin0\15 things ro your pb yers than you yourself had in mind. Get involved in charnctcr creation. the bock alley where another character died. poem. Familiar places anchor the chronicle at certain points and keep the players involv~ in a cohesive srory. whole a weak one may spoil tl•e lllOOit elabornre of tales. j'OU may even have to dictate some a<pecr. Give l'OUr chronicle a ririe and have the players p.. decide on a locarion where you want to set thi~ and rhink abour the~ rcnection of that location in Lhc Underworld. i( so. Norhing holds a chronicle together.. why such directives ~re Important to the chronicle. in the Shadowlands. the most memorable villains nre the ones who are the n'IOSl huumn. or do they possess Arcanos rhar allow them to rmvellnto the living world! Is your chronicle set around a Necropolis.. but be careful to and overall theme at first. How old is your setting! Is it dying in the livongworld!Whnt are some locallamlomorl<s1 Where will your characters begin! Some places will become common sites in your swrythe chapel near one person's grave.all individual (or close group) rhe char· acters know is &nalcvolcnc or evil. Characters T he charaue" arc rhc mosr important elements of o chronicle and need to be the focus of every story. decode rhe general direction and theme that you would loke the role to roke. pl1y. Establish l"'"' serring. rhe hener everything else will work Inter. Antagonists provide a foil for reflec:ring what the characters strive to an:oin.Kinw rhincs to come. are rheir own Shadows. you should develop the primary antagonisu of rhe players. l11c sharper your ide"• and ovemll concept from the outser. You ne~ to make these places come alive for rhe players. com· plexicy and lllutivatiun. If rhe same villain or group can be found opposing the ch:or. bur rhe work you do ot the beginning will I"'Y off throughout future play >CSSions.

a Storyteller first determines rhe goal and the11 comes up with reasons for the characters to pursue it. If. as a Storyteller. acrcrs. l1'1crc arc two ways to motivate char. It works well for quests. In smry~drivcn plots. In a charactel'... Story-driven plotlines can be easy to non beamse the Story· teller doesn't depend on the players' decisions to advance her chmniclc. the . If the group doesn't act. Independent of the charncters. especially if the Storyteller controls a character thnt i. The Storyteller tries to manipulate the characters into pursuing a set of goals. theStoryteller must give players opportunities for l!!occe. the game can become fniSl-ntting. Good players recognize the poten• tial for a plot line and tend to follow it if they are given the right reasons.. which lead them into conflict with the group.Approa here are two basic types of plotlincs srory·driven and characrer·driven. you don't know what a particular charnc· ter wanrs in life. With a swry·driven plodine. ask the player. and how they plan to achieve those goals. the focus shifts to the player characters. player..e biggest danger ofdesigning this rype of plot is balancing the villains and the player characters.1nd refuse m confro nt their persecutors. most begin· ning Wrttith chronidcsarccharactcr~drivcn. great freedom in die· taring the pace of the chronicle. For designing a ch<lracter~driven plot.s a Circle member. what their goals are. it is easier to upgrade enemies than downgrade them. She derermio1es who the ant<Jgonists are. where the chamctcts have to find an object or peoon. may decide that d1ey don't h~1vc a chance :.positive reinforcement (the carrot method) and ncga. their enemies grow stronger. Smry~drivcn plots hinge o n the characters' reactions to their antagonists. This type of plot gives the player. or accomplish a rask. Despite the advantages of the story-driven plot.<~. As a general rule. an enemy's plan should have three or more things dmt could go wrong. To keep the players moving toward a goal. If the antagonists are roo powerful. Stopping their enemies should be in the Circle's best interests. vary the use of these methods depend· ing on wtmt gers the mosr response. the Sto• rytdlcr creates the story of the antagonists. Also. The chronicle ends with the success or failure of the antagonists' schcntcs. Let rhem have a few chances to stop Enfunts in the service of the enemy or cmsh somcghost·hunters. Strong Storyteller·non <tllies help a Storyteller influence this type of chronicle.:tntagoniscs of the piece pursue their own ends. The Storyteller should sketch out some motivations for d1e charac· rers. The carrot method involves offering the characters a re· ward if the1• putsuc the goal.driven plot. The players see something they . rive reinforcement (the stick method). n. Otherwise.

. o<her creatuR'$ of the Um· bro have unknown poweN and incomprehensible moth•es rhat could engender very ..: stroightfonvard in· structions and cle:. lack of knowle-dge or bck of power. The chamcrers may avoid conflict as much ns possible. which may make it difficult to tend to their own Fette" ond Passions. The best way to keep your g:tme Interesting Is to stnrt it off intereninu.. They can then easily strike out 0 1\ their own. Once the characrers ond players gain confidence. the Heretics or the Ren· egades . V:1mpires. werewolves nnd mages urc all known £O conwet the Restless at times and might offer relics or protection in rerum for services rendered.r goo Is are helpful when teaming :.the Hiernrchy. Often.. • The True Believers The Circle wmb for one of the three major factions of the Underworld . Chronicle Concepts Chronicle concepo< define who the characters arc and whar situations they will encounter. In addition. Because of the "go <here. this may be a good beginning chronicl. rhe concept may become limiting. pnci· fi:. n5Signments.11h. or o1her intertsts. ~ide from . this could be a glorious campaign to""' rhings right and improve the world. they nlro must keep their faction's ends in sight . Keep in mind that there arc more forces in the World of Darkness 1han just the Hierarchy.1n. du this" slanr ro the siroation. you need to create ob· $lades to impede the characrers' p. but don't force them to d(l it. Depending on the auirude of their wpcrloN.<. so it helps to choose a concept with lots of plor hooks that intrigue both you and your players. umtsual . 1l1e puniffiment does not have to be directed at the charactelli rhcmselves. Renegades and Here ric.. whcrhcr because of idenlism.and shake up rhe game a bit.cause (or pretends tO believe). 1l1c chnrnctcn.. it works better if Contacts. Once you've determined the go<rl. cowardice. 11ualls or mortol friends suffer instead of the characters. Obsracles include en· emies. you're already dead. • Staying N emral Why foght. Make no<es on a few possible carrots.and believes strongly in i. or ncnr·rormenr or the bottom of the bureoucrar ic ziggurat. and they're sent on the dirti~t jobs ond the most hopeless a5Signments.working for or against their organization. T hough the charoctcrs mny have access to gre:ner resources than frcelnncer·sor ncutruls. are on the low end of the totem pole.. This is nor easy.&new b'711lle. let the ployers make the dcci· sion you wanr rhem 10 make. A few of the possibilities nrc lis~e-d below. Individual stories in a charncrer·driven plotline cnn center around overcoming rhese obsrocles. The stick me<hod causes rhe chomc~trs 10 suffer in some W'dY if <hey don't pursue <he goal. want and decide to go afrer it... but they can also include term in.

The per· They have living relatives and friends . or they ln rhe french Revolution.:r) )cck to prevent both supcrnacurnl and mundane make It on their own.~ion is a sep::trate StO')'· <'Cl'CI'S in lhis type o( chronicle arc ' rccruiLcd" b)' .. if the Storyteller is willing to rut'l crossovergames. devices for long..strong feners . • Espionage earh I<>V<!s a shinh1g mark. Thei r friends. rhe charEach Wraich scK. slowly. one has to know anything mo. • The Guardian5 Yuunu wrai1hs might be under chc care :•nd wrelage of :.-.·ing the seuin~ i~SCifback in time. 00.-.trc in constant demand...for theor fomilies' corruption. a signal blow. Some spies and freelancers do and ha\'C little or no mcmOf)' of the1r IXtSI Jt. If the eharncter> arc complete ful nm to limit the !:"me ro "what's bothering our living friends an\ll\.-he inrelli~ You. Now. Heretics ur Rene~aJc-. ::ts the Sror~1 tcllcr.. The C.:~ina. the pormnr m the chronicle.and sonulity -good ur bad. In :m intriguc-fi1kod wc:iety like that of the Restless.. Enrly itt their afterlife.·orld. could eu>ily fuel session after session..ltut))( rolcphaying opponunities and crossover s:rorit:s. wirh a little experience under their belts. (or think they know) exactly whar needs robe done.of their Menror(•) will be very im· now that they know. next. yo" ond your play· Circle coukl be •enr on a varicry of mi:<lllonJ: infiltrating one •~ "'Ill hopefully toke the idea and run with it from there. for instuncc. in turfbanles entircl)' clishom:.trcs."it.g what will or figures. Watch out . the)' know hardly an)'thing about the Unden. but StatuS of that SOrt will come wen:wolvt. This approoch is one of the 51mplcs1 for new playe~. They may know Ano1her op!lon is mo.rclc could well be composed of people from any time • Transcendence and place.Edwa1-d Young. cal brnnch of the I Jiemrchy. good .·cs. Night TltoughtS agents . nnd the wraiths of this more experienced wraith o r undl'r lndoctrin:ltion by a fanati .-d :•s rhe ~me progresses. their anCe>tOt'>would order them explore the darker half of the game extensively." This is a problem. the >pirits of goillom. chro nicle nrc om w protect whar they love. will flnd it difficult to the chnractcrs cuukl easily become involved wirh orher Aw:ak~ help them without compromising their Owll positions. nbout. figuring things out lb they~ along. they could be trying to chamch. or acting as nom101l w1ll not h:tppen in your story. • Babe• in rhe Wonds or COOl><!.t Home is where the heart is. they srorr to receive more imcrcstin. executing mighr unire for vcngc. so be prcp<lred to the fight would harass them.s ghosts continuing ably become" nmjor theme of the chronicle. lies. and leads concerning Tmnscendence. as isspyin~ on the Glass Walker af1er to . The enrirc Once the game begins. Few things :tre more irritating to "citi:em" und keeping their eyes open. tincJ uri:ttucr.hcrin~ division of rhc Hicr:uchy. and Cohott> without fear or retaliation by more powerfulal· Ag:1in. the VII'> cllll "expendable. Keeping tabs on the vnmpire prince o( a city is tually. or even to test the Strcn~th orGan~ >tdc they 1\'0rk for . and the characters just want to move on. of 1hc other f:1ctioru. And don't forger: the • Historical Unclenvnrl<i im 'r likely ro leave the chnrncters to their own Nut ever~· character in Wraith dk·d ycsrcrd~y.~me than is neces· S.11\d together thr~h >imilar l'i1ssions and Fer· The Undenvorld Is a waysmtion between this life and the tcr:. firsthand. aboot the ~r.•y Ap<nd their time desperately seeking that information. .-s oa' bchal( or a Hierarch.(ul. what the afterlife holds.~><"tl play all ends •G"Inst the middle. this week I" One mysterious phenomenon in the neighborhond :melt he players willleam things just ~s their characters do. Even~ cned crcar.J.assassinating" or cnpturing important Do not try to dc'Cide absolutes concemin. they may cover protection or retribution.. forces from dtStllrbing what they hold dear. iusticc.. Be care· sary for character generation.. All this would add to the ordinary the length and hrcaclrh o( rhe Underworld following up clues hamrds of the Underworld.double agents and mercenaries arc what als. A'i new arrh·~ this. must have a firm NCilCc. ancl they rna)' not even uncler&rand which tO test their neutrality. the Heretics or the idea about where und ho w each story be· Renegades. the Circle might avmd direct loyalties just to The characters are among the extremely rccentlydecc-. no This kind or chronicle allows plenty or det<'Ciive work.g nssignmcnts.1nce nr rn make amends The characters' banle to conquer their Shadows will prob. They cun be honorable or ing. rhcch. and rhe Circle might contoct stranger things as well.. c\'crything a m be discovcn. either. Conve~ely. of course. no matter what. whether few or many. ((rccdum. they cuulJ become respected for their scond and sought a more·than·fllll·time job . In a more difficult S<:e· Story 4 . Middle·das.the fact that tm one around them is likely to stop their intrigu· nario. gins and what texture you want i( to h:. some of the agems of rhe Far Shores insist that they know bi1s and pieces.orbit rate missions. ferrymen are rumored to know a clue or two.we. If at all. if thcchal'flC{Crsnrc SLill seekers. und the peasantry would make claims upo n them (or Of course. homelands).1rncters m:tyfind thenuelvtsunderfl. the1•could be double agent>.

some horrible t\'tOt was so~ly the sparlc for che devasrorion.utifacc our chere. A mystery may start n~ something small. rhe threat is from chc upwardly mobile.llth • Raiders ol the Lost Afrcrlife cnn run. Now the characrers have ro get the living out of atrack. ln fact. Is behind this madness! Only time will tell. I announced tluu I had thought of a story. Feel free tO experiment. With a little luck. Arc they the towers of the Necropolis in which the characters live. rhc ch~racters can make it co Yuppies move inro your Haunt. Con the characters figure out whn ""ges from Necropolis to Necropolis.a mission as simple :•s ir seemed? Did the charocrers sig11 nny• Maclsrrom is coming. by hook or by crook. how is he raking rhisllt's very e~sy to rope important . Dark sccrct. O ld souls head for their Hnums immc. strong Haunt. the resr of rhe rroupe doesn't N:ave ro sit on rhe sidelines. They might be asked to hunt key ro salvation. This could be os stnaighrforw:ud as it seems. crazed Spectres threaten to de· down a Spectre. fcom nice folks rrymg co clean up the neighborhood. they still have how will thcShadowlamls. they must also dodge all the other competitors. Escaping the other SCllrthcrs . not rigid.the reason isn~t necessarily wroith. {ires. Stol)' Concepts months cleaning up the mess and liCatching for the losr. nod the chamcters have snunbk-d on an safehold. Can they be scary enough ro rid one step ahead of their enemies. . Bt.tyers intO any situation they try to avoid unless you have some re. The Circle is forced on the defensive. knowing thnt chc storm Lrnvds faster than a wr. Meanwhi le. Stories ideally begin with an idea and grow out• ward rhrough the efforts of everyone concerned. If the Story· teller wishes co make things tricky. however.~ plo~r than a storyteller who pulls the g-. Now. Try nm to force your pl:. This nighrmare ride is fast. pick out lent ways to begin a "'l~tcry. powct-ful one. is freeform. As if the ins Feuers nrc under pressure ns witnesses or suspects.::ason lO (rustratc them or some plan ro reward them. there's somerhing breathing down the char· haps their Haunt ill in dancer. will imponanr clue co it• location.s Uued below are a number of concepr:s that you can usc ••• omong the wroichs of the Circle or their :lS$0CiatCll :ore excel~ to create your own stories. but quickly as• -Mary Shelley. and if so. Will the polico arrive ar all! Has the spirit lx. the Heretics may be convincin)l their alii(-. Per.s co kllow There's an .>0? And wherever they cod up.r orother disnsrcr. one disaster after another crosses their path. where will they 1. The characters may play the Shooows nlthosc alfccwd.and Fetters can be completely dcsunyeclln riors. storytelling. Even if the Circle ~'"'" this a mating rhing.lln could find themselves embroiled in local politics. wa. eventually at least one of their number will be taken by the Tempest.thing co guarontee completion of the task! diMcly. The story cottcepts below may give you a few idea5 for your game. not only muse they rush their shdrcr l:ur the night! ro find it. Aft<r the Maelstrom. the chamctcrs • The Maelstrom In rhe midst of an ordinary evening. un· like boord gaming. but only you know which concepts work best for you :md your gro<. "lluwc found it! What terrified me <viii terrify others.a (nmous. The being framed! For whom arc they actually working! Was the alarm is a waming that come$ perhaps once in a decade . or their loved ones are under acrcrs' necks. If the chnrocters have a and the race is on to get to it before someone else due•.the Circle I• In one place and their goal is sonle• the characcers inro the plot from here. tenifying and confusing. particularly if their livwhere else entirely. ~md no one sl!em.. srrny che lives of the living. • The Boo j ob Underworld is out to gee them.tme along a predetermined path ":gardlcss of whar rhe players want or do.. and "'e:lve a &ory from wMt\'OU get.ers clearing out • On the Home Front Sometimes the story comes home to the charncters. rrnck down n wraith's Fetters. and rhe oxpe· Swift as light and as clact'l'ing '"""'the idea liw brok in upon l'ience ma~~ provide coundcMS cxrra characters (or thr others lO me.and hope that whatever they needed is still around. trying to stay there. While rhe characters are trying to The characters ore npprooched by highcr·ups willing ro prcvem rhe Hierarchy from taking over the neighborhood. that holy war Is rhe pny well for services rendered.the local cycso~.Maelsrroms often begin with death In huge numbers . Even if only one rm:mber nl rhe Circ:le is being Harrowed. the i<k-as \'OU like the best. or from bulldm. bur munler is the cla$$IC device.ap. Read these con<:epu. and makes for excellent story mat<rial." • Mystery On the morrow. or corry mcs. Introduction to Frankenmin sumcs an imporrance and relev:\nce to the Circle.ides the changes in their own world. bells rinx out fn. will they reach it in time! If rhcy have nQ everybody wants it.oppear!Thesurvivorsmayspend many to figure out what ro do wlrh it.-come a • Cening across Town For one purpose or Another. when nr where rhe thing will starfoce. /need enact. assuminlt the characters survive in met. This Is where the fun begins.t • The Harrowing Try though the characters might to avoid ir. Perhaps one nl the hving Is found decapitated in rhe character's Haunr.and the enemies they see themselves of these pcm! • Freelancing mny not be the real threat. The panic is incrcdihlc. Sound familiar/ Whether their g<>al. only describe the spectre which had haunted my midniglat /lillow.

. Remember that the most importnnrline is the fir>tline. Storytelling games ore usually played indoors at a table in the kitchen. possibly in a room lie by candles or dim light... nncl refreshments if the gaming se$Sion is to last awhile. This kind of"once upon n time• introduction can gu a long wny toward establishing the right mnod... mnke sure that there are no loose ends from the last se$Si01\. -Dr. setting rhe stage allows your audience ro srcr from the real world into another one. It's hard to get into a ghostly minclser in the afremoon. den or living room. from a k-c· turc on Western dramaturgy O>nOict is dynamic."'S. Kenn<rh Campbell. There should he ch• irs for all the phoye. rour tales and ") c.••ith the mysterious object in met won 'r be eosy. lea>•ing everyday concerns behind. if only fnr a moment. Removing distractions. the lighting of a candle or even a concise phr-•sc (like "•nd ir hegins . You should also consider any props you ntight nc<-d. By providing your character'!§ wirh an obsn•cle to overcome. if you've given it one..s it is appmprinrc :md not disuact . through struggles both internal and external. Once you nrc ready ro begin. A moment of silence. also u. such ns cl1arncter expcri· ence or rule interprcLaLions. Music can add a great deal ro the ntmosphc1'C.ssary for live~Action if rour story will involve it. whether it's a char. lk(orc you begin a new $ession.Sion. as long a. This approach. can make u world o( difference in your go. und nny spec1al provisions nect. ~etting the Stage Storytcllinl: is a lot like the>~tre. Conflict llliurrature is concerned ouirh nuo rhings: ~X and violence. any modifications to the room to set rhc mO<><I fnr rhe gaming St.1n set the tone for the game..::d in mngic and religious riHr•l. somerhing "othtr.tclcn progress..• Cl>angong rour mindsers from "daily life" to "storyrime" frees you to create together. you mighrrcll rhc players rhe ririe of the new srory. ing. hook your players at the lx:ginning of each game session and dnlw them along as you go. Whar if it's huge! Whar tfit'$ fragile! It may ~ven be an obnoxious wraith imprisoned long ago and transfonned into a mere obj<-ct . / . helps prepare bnrh ynur plarers and yourself for somerhmg differenr. \Vmith g:unu ~hnuld ideally take place at night..

• Circle vs. Conflict provides energy and direction for . rhcy'll he far more interested in wht~t's going on.tinsr irs min· ions and its dictates. Rumors of brainwashing. the evangelical furor over their beliefs mighc even become violent. . even if chcy work for it. Existing within irs lahyrinrhine im emal (Xllitics is . but conflict of some kind o r .thing down their necks (so to speak). . they will quickly become involved by being enveloped in the stmgglc.' n institution. • Circle vs. Call ing rhe Hierarchy corrupt is an exercise in undcrsuncmcnt. Altl>o11gh m"" Yof these groups arc wcll~intentioned ::md basically benevolent.s pirrecl ag-. If more chan one seer is after t he wmiths. Heretics. No nmttcr which side of the fence your players choose.. Renegades :1ncl m her assorted rac rions... conflict or struggle meander listlessly before f. you give them motivation and purpose. internal battles with the Shadow contrast with the e xternal t hl'ears from the Hierarchy. lnrerm.. If the characters are marked as valuable potential provides the characters with someone to fight.~tc. tales with no direction. philosophical or brutalll' physical.·Jlmost ns chlngcrous as rc# sisting its enforcers.eve ring of Fct· rers abound.. deportntion and the outright . their characters will feel en· <auics brc.' • acrer.ha racrers will ofte n find {hemselve.J <-111d extermlf connicr lUC both important ill Wraith. Though the characters n~ight not st::ut :15 t he prim:. its power is often used ror ryr. 11 minol' holy war could spring up on the spot. Simply make il impossible for thcrn. and the c.' • . Though the Hierarchy docs offer smnc small prorectioll from the tribulations of the UndNworld. While stories chat move from one fighr scene m the ncxr quickly get boring. The battles may he emotional. If you give rhcm someone to h:.lry p(lrtic ip::mrs in the conflict.mny. Heretics The religious cults o( rhc dead can be just as fanatical and oppressive as any followed by the living. Hierarchy The colossal bureaucracy of the Underworld is much like cenain unscrupulous governmen ts in the Skinl:lnds. soul~slavers. rhc resr arc as clrcadc<l as any goons of the Hierarchy. to remain nemr:ll.liJing intO 3 I'Ut. Conflict propels the story by involving '"'d motivating rhe chamctcrs on an emotional level.i story . a situation or :.morher is vital to a corn inuing chronicle. and the Circle would do well co avoid its direct attention.

In any case. The darker side of the relf is in constant battle for dominance.g. vors ancJ assi~• l'hc wr. The Treonere (!<>rccrer vampire$). the Samedi (hideous zombie-kin vam· plres)... Player charoctcr Renegades may find it difficult to obey orders given them if their peoonal gools fail to conform to those of their allies. The knowk-dgc woincod by rhe fint group often fulls into the hands of rhe second. Mony of them can see and hear rhe Restless if they make the effon.s is preny convenient. Renegades You can't make on omelet without breaking eggs. Any wroith out for justice or rcforrn woll have ro byp. Totally neutral charocters can still come under fire if they get a repu· mtlon (deserved or o\Ot) for assisting other factions. particularly !hose who dwelled in cit· ics while livin. reality·shiftin~ idealists work wio h wrAiths more closely and more often dum any orher Aw~tkened crea. pose is to g:oin knowledge about the afterlife and the Restless. an y moment of indecision o r worry could lenve the Psyche open to the Shadow's persuasioo\ .. If !he charocters try to oppose the Renegades' pl:uu. • Wraith vs. there arr mummies.s. and this struggle b the source o{ much of the drnma inherent to the game. Despilc l his. or famous historical swordsmen might duel in the Necropolis streets. Shadow The "'"" important conflict in Wraith is that between the Shadow and the Psyche. ~hangelings. mher (orccs may :1lso op· pose dlc chur. it may rapidly become di(focult to rcsulve the differences be· tween them. Besides regular vampires. shnpeshifters and gargoyles. as !he casc may be. • Wraith v•. Be careful when you explore it." • Wraith vs. or adolescent wmlths could vie for the best trick on Halloween. rhem for rheir Pathos. If the other Circle hos friends io\ high pluccs. The "better'' half of the personality. Even as innocent bystanden. Quite a few of them are aware of the situation in !he Shadnwlands and will trade fa. forcing entire Necropoli to submit to the whims of wizards. • Wnoith vs. they tend to avoid contact with them.·en a well·oolan~ed person can have doubts and crises. • C ircle vs. !he animated dead. wraith might be a po6itive challt nRC: two rival &lndmen could strive to put on the best drt. TI1e best of thc. is •1uirc prone to oh is. Circle vs. • Wraith ' '"· the Quick Most of the wraiths who Inhabit the Shadowlands are more concerned with getting into contnct with tl1e living rh:on wor· ried about what might happen when they do. rhi. and their reasons are not usually good. . bindin~ [hem inro magickal objects or even distill in~.on·plays for the Living. i>articularly if the player is at all like his chamc• tcr. • Wraith vx. C ircle Conflict between groups may take place on a much smaller. ofcoone. but wilh !he ele· ments of death and eternity thrown in. even minor slights c. Circle conflict is all too common in the fight for the Shadowlnnds' scarce resources. wrnirh vs.if you c:m find her. Mase These magicbl. Werewolf Alrhough the Garou ore aware that ghoors exist.• C ircle vs.. • \Vruilh vs. Or 1he vampires may come to them first. and you can't have a revolution without a little bloodshed. the worst are out for the power they represent or the opporrunity to destroy the "crearures of evil. such an effort is nlmosL certainly unwelcome. Self Not every intemal struggle nec<l be between Shadow and Psyche. vampires may be the indirect cawe o( otumy wrailhs' dc:uhs. e11re should be taken when dealing with these ul\prcdict:3ble guerrillas. • Wraith vs. werewolves and mages. Both sides c(>uld seek impartialarbitr:uion (ifsuch u thing exis!S). or shred· ded plasm. bm there's no guamntee that either will abide by the decision. Supernatural Depending on what other supernatural clements you choose to include ial your d•roniclc. there :uc many orr. and especially the Giovanni (ne-cromancers) all have interest in infom1ation from the Underworld. Unfortul"'rltely.ococn. Wmiths me unlikely to meet most tribes o( werewolves unless they m11ke a special effort to do so. V11mpire As the movers and shakers behind much !hat is wrone with the World of Darkn<-. E. because i< is usually the more self-critical. and most would have no qualms about binding wraiths into positions of servi· tude. Of course. less scrupu· Ions m~tl:e& are not above enslnvin1( wmidls. the rebels may take steps to ck-ar them out of the way. the Circle may be in danger as the silent war continues around them. Wruith Imagine being murdered and d iscovering that your killer has On:llly been executed and revenge is yours .. The Quick don't tend m noroce them. more frightening area of d\c chronicle. more personal level.ti(hs in their go.1ss the Leeches one way or another.:lnizations whose sole pur. of coune. Because Garou seemingly can't tell wroiths apart from Specnes. and unless the wraith neecls to talk to someone. tures in the Umhrnl Realms. werewolves· 1uua.1ls.. TI1e Restless believe that Spectres anack werewolve$ when~ ever they can. This is a onore intense. or as complex as members of opposing groups sharing the :~amc Fetter.1n take on obscene importance. The reasons why one wraith mleht trouble another arc"" numerous and complex as in real life. ju>t oo name a few.. It all depends on the intent of rhe participants. However.<e groups wish only to prove !he existence nf wraiths.nisn1 is undcrsntndable. The issue could be as simple as right-of-way <hrough a gang's territoo·y. Natur:olly. as parr of some unknown plot of Oblivion.

places. a flashback to a certain forget. Phonmsm Arcnnos may even emer and alter the dreams of morro Is. lltc Underworld Is not kind to the weak-rnind<<l or the dcmnged. the chamcrcl':! are either themselves or ground of your seuing: street namc:J. events happen with no logical order or Row. This spectrum of Storyteller control over the dream sequence ranges from a minute description of the dream tO simply throw~ ing the charncrers into o dreom and describing what appears while giving players control ro do as the!' will. Wraiths fear Spectres both for their actual. settings change in<tanrly. These lost souls.htening rhan recogniting an old friend's face with a Spe-ctre\. While playing out the dream •cquence. In the dream. darling! Eternally play !hose worn-out backs are common around Fetters. or a loved one.. with how an a>p<-ct of the pasr relates ro the pr~nt.tlizc whn rheir enemy is. Advanced Iechniques caricarures of themseh•es. or who oet:ks their dotrucnon. the Shadow can subven most kinds of madness.1n steal from mo'•iemakers is the dreltm. bur the story of the dream should always be important to the overall theme of the tale. The player or players ne<'tl ne\•er know whose dream they have entered. Those who arrive slightly crocked had beller mend quickly or move on . Wroiths with the use of spnbolism.saril)~ correspond co what is happening in the dream. leaving desuuction in their wake. Madness Wraith lends i!$elf easily to this kind of conflict.s £hat do not neces. The Glass Mena:trie The following techniques are excremely difficulc to utilize in control. called Speccrcs..."tr~ccers have within the dream. creatures or even settings in the dream. if )'OU put heavy-handed symboliSm mto stones. the other players may sttll participate in the dream by assuming rhe roles of the cxher people. Nothing can be more fri~. people.The chamctcrs do not rc-. and many are not strong enou~. you will create a story your players will never should be used less often. If you employ them cor· rccdr. Motifs and icons Used properly in a storytelling ~me. and thi• i• rhe worst fnte most Restless can imagine. ir will feel llle t<-chnique. is simply o dream that IK-avy·handed and min rhe effect. Thc>C uJ· glimpse of rhe behind·the·scenes Incidents that spawned the vonced concepts must be carefully planned and executed with events they are currently tackling. Is either shared by all the chamcters or is specific to one of You must introduce a symbol by dropping it into tltc back· them. players will ofrcn enjoy flashbacks that give them a properly. although it i> possible that this kind of person may Tmnscend very ea. • Sanity vs. bur can be very rewarding if done well. the clich~d dream sequctiCC can oc-come a powerful device. Even if the dream is that of only one chamcter. . Spectre Oblivion is a pOwerful enemy. horrifying acts and abilities and the final horror they represent: rhc nc&Mion of the Psyche. the action and senings should be dreamlike. or a killer whme face the ghost still cannot see . flas~~ack While a dream is concerned with how an aspccr of rhe o what are we going w do for the rest of our lit'Cs! Stay lwme and wou:h rht /J<lradtJ go pr~nt relates to the current story. howe"er. Dream Sequence Sym~olism. Even though they arc not .'nly. lllere are other. and their ' 'isions are rarely pleasant..Tenn<!$See Williams.should alrcnati•~t I can think of. and the dreamer feels extreme emorion. This makes it all the more terrifying. mure dr:mmic uses offl:tShbacks. Storyrellcr·COntrolled dreams lire cood for foreshadowing upcoming even!$ or foresmblishing symbolism within the story. wander the Shndowlands. The dead do indeed One of the rricks )'OU c. This must be done subtly.. be pretty well dicrared by the Storyteller. you must deter· mine how much larinade rhe ch:. Rash· trit. the names . and vivid memories of the phooograplt r«<rds :your farhtr k[t as a pam· moment of death Haunt many of the RestiC$$. Remember that when sroryrelhng a dream sequence. even if the flashback does involve the players' characters. rhey flU the Tempest to bursting with rheir grote$<Jue selves and their niulmnarish collection of dead memories. eyes.h to wnhsmnd it. • Wraith vs. but arc roo strong or useful to be completely consumed. or at least h•outcome.I su~tar it's the only The events of the flashback. For cxomple. a Ra>hback is concerned by! Amuse our~lut< with the glass menag. The1• have completely lost the battle with Oblivion. but these grncc and finesse to work effectively. motifs and icons. Keep your players wondering. player character's past can be used tO intrO<Iuce a Storyteller character from r:hc ph)\'cr character's childhood. Characters disappear and reappear from the dream. {ul reminder of him! . Such an invasion may precede an all-out assault or may come to n()(hing. a$ i!S name implies. The charocter's Shadow may begin to ~naw at the Psyche by appearing in dreams and driving sleep away.

l11e final session of an)'ChrQnideshould be an event to remember. but most of us can onl\' aspire co be so organized. The rain. For example. however. 3nd its meaning changes as the chronicle continues. and no author knows for certain whar every detail of his finished uovcl will be before he begins writing ic.nd nourishing. green is sometimes represented as the color o( death. you will think of many O<hcrs as well: Fire: Wildfire dewoys. eagles and robins arc all used as icons. it often helps to wind down rhe :-tcrion wi1h a bit more storytelling in the same setting. . Once that's finished. Also. }t ntpestry rhac•s hanging in che Citadel's main hall.lon'tlimit yourscl( to continuing what has come before. or a twisted version of it. writers don't have ro compens:lte for player decisions. After the climax. you should consider rhc impact of du~ srory•s events upon the hlrger chronicle. Birds arc legendary carriers of the soul. you can cake these elements in new directions.core. Dirds: Canaries.. perh~1ps one of the players would like ro swirch roles with the Story1eller so that she may design and run the next chronicle. The Rocky 1-lorror Picwrc Show A(tcr a story's conclusion. it could mean chat rhe Hierarchy has raken power once again. crows. Below nrc some sample symbols to starr you thinking. perhaps the Renegades rake control after a particularly destructive coup. Flowers: Rosemary and (orgct·me·nOts show rcmem· brancc. After aStory S11y g"r•l·byc ro all rhi$ . and hello to oblivion. Rain: This can be dreary and depressing. A morif is a symbol that recurs throughout the chronicle. However. Even if a chronicle conrinucs for sever(~) years. Some player$ may want to try a (resh penpective and create new characters.J l>y that symbol appears in rhe srory. Norccards (one 3" x 5" for each setting or character) work well because more information can be . . they may pass by a burning build· ing. To keep your san ity. Chains: A visible representation of loyalties and alliances.IStomcd to their characters. At the end of the chronicle. the warmth of a hearth can convey safety.o( stores. could symbolize " purge of the city as a whole. Mirrors: They may reflect the truth. Charac1ers can say any necessary good-byes or return things ro a normal state a(tcr vanquishing a villain. Werewolf: The Apocalypse or Mage: the Ascension. and lilies beamify death . there is nothing that says you have to start from scratch each time. . and it's satis(ying to experience the growrh and developmen1 of a single character through several chronicles.'i of imporr-. crossroads can repn:-sent a decision or a turning point in life. or cleansing n. rhe hear of a forge can temper strength.Riff RaA'. as well as a challenge to be mastered and overcome. Colors: Each color has countless meanings. lf it rains in the same <~fire" chronicle. it is important for you to derem1inc how co reroute the chronicle int<> the plotline you desire or replot the chronicle based upon the new develop- Ending aChronicle Ending with a strong conclusion is as importan t as any other part of a chronicle. When they return from their fateful meeting with rhe Heretics. for example. there is something magical about che moment that all (or most) of the various intcrconnccccd stories juxla· p<>sc in a great climax. Also. Mazes: These embody confusion.rdde<l to them later and they're easy to file. Players can become attached and acCt. and also serve as spies ~md watchers. Because stories often end in an unexpected manner. Crossroads: Often haunted. ir's rime 10 begin planning the next chronicle. while others in the group keep [heir established chanlctcrs. so make the extra effort tO make the climactic event something special. The other imporranr thing ro do before you bcghl dcsigu· ing the next story in the chronicle is making nmes of an)t new your chamcttrs rtbcl against the Hierdrchy by seeking the settings or chamctcrs that were introduced into the chronicle. Remember that you are w~ving a gr~t novel. 1( you wanr to cominue on with the same charnccers and seuing. Masks: This carl be an oulward sign of duplicity and deception. Of course. Let's say ments. The storytelling troupe may also wish m consider integrating che new Wrdith chronicle with elements from one of While Wolf's other storytelling games such as Vampire: T he Masquerade. now gentle . keep it in mind and mention it once in a while when the thing reprc· scmet. let's say you d~cid~ that fire is a major symbol for the rebellion against authority in your serrings. Large chronicles can spawn casts of hundreds of major and minor Storyteller chan&ctcrs and :. some· linu::s as the sign for life :u'ld growrh. gra(fili on a wall. roses speak of love. the flame of a candle is meditative. t. it's best to find a way to keep track of everything as it develops in the chronicle. Heretics in their Mea. Once you introduce the cle:msing.




. It is made up of a number of scenes connected by periods of downtime. five different ways to dcscribe . And make the earth dt110ur her own sweet brood. An action can be anyming from jumping over a gorge to glancing O\•erone'sshouldcr to check for pursuers. mey really aren't all rhat complicate-d. • Story. Od1ers have many and are extremely complicated.-durc she uses. you decide which permutation to use. Once you under· stand them. l11ey define what is important and delineate rhe possibilitie. such as Chutes and Ladder. . Actions Besides acting out their characters' speeches and conver· sations. Though dlesc rules may seem somewhat strange and exotic. you'll understand how to play this game. pro· gressing from the smallest unit to the all-encompassing one. .~ of existence. everything else will come naturally. "Sonnet 19" The first thing you need to learn is how time passes in Wraith. Pluck the keen teeth from the fierce tiger's has o!lly a few simple rules. allowing it to simulate the complexiry of real life. And bum the long-lived phoenix in her blood.ltere is no rule number six.A complete tale. • C hapter. There ar. A scene is made up of a variable number of turns (as many as it takes to complete it). but their permuratioru evoke d1e flavor of the game. Rules are like the myths rha< shape and describe a culture. Some have only a few and are fairly simple. • Scene. players will want their characters to perform (or at least attempt to perfortn) actions rhey describe to the Story· teller. just concen· tme on learning these basics.g that takes place in a single location. anywhere from three seconds to three minutes in length. that often rakes several chapters to complete. it can also be completed strictly through roleplaying. -Shakespeare.. lime De110uring rime. You need only leam the basic nales. buildup and climax. which require$ no U$e of turns.One unit of time within a scene. It is simply the ongoing story told by you and the players. blunt thou tlw lion's paws. :>I most al· ways played in one game session.Moncy Python's Flying Circus II games have rules. Wraith has something in common wirh hom types.time. like bridge.A whole series of stories connected by the lives of me characters and perhaps a broadly conceived theme and plot. A tum is enough time to rake one action (discussed below).ues Rule number six: r. TI1e player tells the Storyteller what her character is doing and details the proc<. • C hronicle . with an introduction. bur mese few nales have a large number of permutations. • Tum .One independent part of a story. This chapter pro· vides the basic rules of Wraith.One compact period of action and roleplayh.

and a chance you'll die ill a plane crash. with 2 !Je. you almo. which defines your intrinsic cnpabilities. which rou can buy in any game store. Wraith requires the use o( 10-sided dice. Thus. All the Storyteller 11ccds to do is keep track o( where the character is aod what she is doing. HQ\\·ever. Thb gives yourcharacteran opportunity to let weaknesses and strengths exhib it themselves. llowever. or even h•ve a zero in a Tmit (which is extremely rare.things thm you know and have learned.the innate nnd learned abilities and aptitudes she possesses Traits arc deft ned by numbers. at least 10. The normal human Trnit rnnge is from I to 3.for lnsr:'lnce. cermin acLions require 3 dice roll lOdeletmine success or failure. As~ player. 1\atings A charncrer is described by her Traits. Chance plays a role in Wraith as well. ing average. when npln~rcr tells the Storyteller o·hat her ch~racrN walks across the street toward a warehouse. you will want a lot o( dice. each Trait has a r-•ting from 1 to 5. I low· ever. I( you had one dot in Perception.t ne. This scale of I to 5 is the ". a chance rou'll be audited. However. which de· scribes the character'$ ahiliry in th~r particular Trait. )'OU would only get to roll one die. I . Wraith playNs use dice co simulate the duplicity ofl:ody Luck.r:or" mrlng system made (omous by movie and restaumnt critics. )'Oil get to roll one die.Many actions ore nuLomatlc.·er •imply roll the number o( dice you have in an An:ribute. i( you had (our dots in Strength. all to yourself. Whenever the success of all action is in doubr. I( you arc the Storyreller. you would get to roll four dice. you will have to roll dice. thereby revealing somethilllC o( the charncreri true narure to both )'OU nnd the other players. while a 5 i~ superb. There's a chance you'll win the lonery. or the Sto· rytellcr th inks there is a chance your character might (nil. UsOJnlly you get to add the 11umbcrof dice you have in an Amiburc to the llumbcro(dice you have in an Ability . but nor unheard of). but you mny share dice with other players. you'll also want dice. exceptional people can have Tmots of 4 (exceptional) or 5 (superb). x Ab)•son~l • Poor •• Avcrcagc ••• Good • • • • Exceptional • • • • • Superb For each dor your character hos in a p3rticulur Trait. A I is lousy. ~oiling Dice There is always chance inli(c.

This me:ms that a Tmir like Willpower can never be combined with another Trait.. There is absolmely no siwarion where more than two Troits can combine ro form a Dice Pool. a disaster occurs. 5. you. This is rhe standard difficulty.. Only one Trait can be usc-J if it has a potential value of 10 (such as Willpower or Angst). The Storyteller will assign high difficulties whenever the action you have decided ro rake is difficult. no maner whm. Scoring only one success is considered a n1argi1.. while if it is higher. ~1llowing players to avoid making rolls for actions their characters could perform in their sleep. something called a ''botch" takes place. rule of one. the rcsulc is automatically a success. it becomes more diffi· cult. )" or five "l 's" has about the same result in most cases. although a player can divide a Dice Pool in order to allow her chnractcr to perform more than one action. It completely rakes it away. You need to roll that number or higher on at least one of the dice in your Pool in order ro succeed. these should almost never be used.1 Trait such as Willpower. If a pbyer ever rolls a 10. A difficulty is always a number between 2 and 10. E. The ~ule of One The last thing you need to know about rolling dice is the . Though you usually need only one success w succeed. 6 is assumed if a difficulty number is otherwise unstated. while scoring-three is considered a co1nplere success. Ccnain actions don't require or even have an appropri~te Ability. and you roll 2.~nces sur. a player almost always rolls a number of dice equal to the Trait's permanent l'flting (the circles). a number thar quantifies the challenge posed by the task. If the difficulty is a 6. Don't count the" l's" that canceled out successes.. A character's Dice Pool delineates the total number o( dice a player may roll in a single w m . and will either let your character do something automatically (because her Attributes and Abilities arc so high) or assign a low difficulty if the desired action is particularly easy.. TI1en each player would ~•dd one die for each dor in Alerrness.usually for a single ttction. You remove both the "success" die and the "I" die and ignore them. Though they arc not on the list above.1ch player would take as many dice as she had dots in Perception and put them in her this case. If (here aren't any" I's" orsuccesses left.lizc how impossible you arc making the chance of success. not its cur. Such a success is considered mart:iMI (the . the circumsr.The Red Queen. Difficulty 2 is so pathetically easy that you might as well let the player succeed wi thout wasting Lime on a roll. he sure you rc:-. On the rare occasions when you do announce a difficulty of 10. . no matter how many dice the player rolls. you have scored two successes. he would have them roll Perception + Alcrmc. which has both a pcnmlnCnt and a temporary score. Automatic Successes You don't want to be rolling dice all the time~ it can ger in the wa\' of the roleplaying. Alice in Wonderland Now you've got to figure om what you need to look for when you roll the dice. Unless rhe Storyteller says otherwise. can also assign difficulties of 2 or 10. Difficulties I tiltv11ys rry ro do six impossible tltings before brcakfasc. rolling the number of dice listed for that Attribute. Each lime you do so. If you roll more ''l's" than you do successes.•• Whenever yma roll a" l. The Storyteller assigns each task a difficulty racing. Wraith employs a very simple s~rs. as the Scory· teller. 3. it bccomcst~rsicr to score a success. Difficulties 3 Easy 4 Romine 5 Straightforward 6 Standard i Challenging 8 Difficult 9 Extremely Difficult Two Successes Three Successes Four Successes Marginal Moderate Complete Exceptional Five Successes Phcnornenal You can see that if the difficulty is lower. a borch occur. It works like this: if the number of dicein your Dice Pool equals or exceeds rhe assigned difficulty. Difficulty 10 is so difficult thattherc is an equal chance ro borch (described below) as there is to Attribute + nn Abil~ icy. the better you perform. When rolling for :. Gening a single . It is generally impossible for a non·nal htunan being to have more than IOdice in a Dice Pool. your ch>Wdctcr suc· ceeds automatically." it ct1nccls out a success. A I0 is pretty near rem for 3uron1aric successes.rounding Lhc botch dercnninc if it is carastrophic or a minor mishap.. the difficulty for a particular task is always 6. An example of this is when a player soaks damage from 3 11 ~tttack.So if the Storyteller wants the players to roll to see if they notice the patrol car creeping up behind success. These dice are collectively called the Dice Pool. and scoring five is a momentous event. but if even a single " I" is left after all the successes have been e3nceled. In s-uch c::tses. it's called a success. Smmino. However. 6 and 9. the player only uses an Attribute. rhe more successes you score. you've simply failed. rent score (the squares).

For il\stancc. Thi$ type of action is more complicated than a simple ftC· tion and should not often be employed In the middle of in· tense roleplay ina. TI>c sta<y w:. Even If your opponent cannot beat )'OU.. rhe more chances your character has 10 botch and injure herself. Thts simple system even has a twist. rhe Storyteller h:l1thc option of incre. the Willpower expenditure only counts for one SUCC<'S:I if multiple wcccMCs are requin:d. we make lots of dice rolls and add many compli· cations to the rules. or if you want to make a game out of the scel\e. 99) can be spent to cam an automaclc success.... you ore considered to score only as many successes as the amount by which you exceed your opponent's successes. your character hns climbed to the top. However.. the amount of time It rakes becomes exceedingly important. The StOryteller may decide not to let the churncrer try agai n~~ nil. The opponent's successes eliminate your own. or seve!\ or even (rurcly) 20successes.. Lhen you're in for a frustrr. one of the opponents must colk-c. suppose your character Is climbing a tree.. some of which are discussed below.c Storyteller announces thnt when you roll a total of seven successes. While that may sound too easy. it cim be very adv. Each succeS$ above the opponent's total number of succe$Ses in a single tum is added to a success totnl. It is very difficult. Of course. For very simple nnd oftcn·repeated ~ctlons. A little bit o( experience will serve you well when employing these rules.. with a difficulty often indicated by a Tralt of the other character. n. you will sometimes need more than one success .. most often during an extended action.equivalel\t of scoring only one success). During an extended action.t a certain num~ her of successes in otdcr to succeed completely.'\Sing the . During actions that are both extended nnd rcsisred. TI1cy may never com· bine their separate Traits for one roll. when we get in the mood for ploying. just. An action rlmt requires more than one success is called un extended action.. If you are havina trouble with your computer and can't figure out rhe source of a sysoem error. with no accumulated successes. Either you are f!OOd enough to •ucceed or you are nor. but the more times you roll. Complications add drama to the story.) TI\e automatic success mles can be used ro elimio\arc dice completely.:. The first opponent to cnllecr the dcoignated number of successes wins the contcot. Whenever a character n11cmprs an action she h•s prcvi· ously failed. such as combat. it can actually be a hindt'•nce. It is simple. ~esisted Actions Sometimes you will act in opposition to another churn<:· ter. Both of you make rolls. compllcarions are needed only if the playen or you want a break from the roleplaying.especially when we're deeply involve-d in the story. 0\lr· ing others. 11lis annoyance is reOected in Wraith by increasing the diffleul<y of •ny action If It Is tried again after it's already been failed.:ccs:scs can eliminate a lot of waned time. ro achieve an OUt$tanding success on a resisted action.•game rather than tdJ. How• ever. what was imponant. prefer· ring to roleplay through scel\es without interruptions. If she is attempting to climb down the tree because it is on fire. Complications You may have already realiz<-d that it is quire easy ro score a single success. and we liked it just fii\C. only one ~uccess is cnlled n simple action. You have a 75% chance for a mafl:inal SUCCtSS when you roll only two dice and the difficulty Is 6. you can keep trying tu obtain successes for as long as you want. you decide what type of action is appropriate. an: alw:. Therefore. Teamwork Sometimes characters can work to~ether to collect sue· cesse&. shod· owing prey. bur sow"" Cops 'n' Robbers. makina It nor quire so black·and. For troupes heavily Into roleplay· ing. If you botch. collecting Information and repairing devices. If )'OU want a realistic result. Gener· ally.ys prob· lematic and should not be handled with this system. During most scenes. such as when engaging in will need to accumulate three. the rules didn't matter. simple rolls and automatic succcsscs arc enough. or at least until you full to score even one >ucc=.. there ::tre various ways to complicate matcers. The charr below may serve tO dispel your confusion re· garding some of the different type'S of rnll• <hat can be mnde. Teamwork is effective in some circumstances. An extended action allows you ro roll over and over on subsequent roms in an attempt to collect enough successes 10 succeed. even when you roll only one or rwo dice.lntngeous to do so. You won't wnnt co do this often. and the person who scores the most successes sucoc:c:ds. As the Storyteller.ory. but for certain actions. An ~ction that rcquir. TryingitAgain It can ol'ten be frust.. she can diminish the effect of your effom. She'll get there eventually.we don't even roll dice. automatic successes aren't a mac~ ter o( choice. your character may have tO start over from ~<:rarch. automatic su<. such as in many social actions (where it can confuse the subject). When we play. At the Storyteller's discretion. A Willpower point (se<! pg.. how· tver..white. Exten~e~ Actions In order to socceed fully. (Note that ccl'l3in actions. evoking passion and focusing events. so a player will some· times want co roll anyway In Oil attempl to gain even more "l's" do. und nuc. two or more character> can make rolls separately and combine their successes. In such siruarlons. we usually combine dice rolling and autO• matlc successes.rating to fail.ring time.

timidate someone who has already called your bluff? Other examples of when to use the rule are picking a lock (Repair). So long as )'OU understand what's been discussed here. especially if they are easy. so the difficulty is one greater. But after the gunman has missed a couple of times. using the example chamctcr from the other page. you won't have any difficulty understanding anything else. . that's it. A notable cxatnplc is during combat. If the first auempt failed. If tried a third rime. Cassandra is attempting toes· . In cases like this. the Storyteller might simply n1le that the character cannot even make another try . All the other rules arc just clarifications and exceptions.. just read the above again. Now go ahead and make a few rolls. These are rhe rules. it's going be harder the second time around.difficulty of the action by one. Missing $0meone with a first glmshot doesn't necessaril~' mean rhat the gunman is frus~ troted and has a better chance of missing again.<). though. If you don't think you've caught everything. Other examples of when not to use the n1le ate seeing something out of the corner of the eye (Alertness) and dodg· ing an mack (Dodge). rhen the difficulty is two greater.. • Try It Out Well. Sometimes the Storyteller shouldn't invoke this n1le. Consider a character who tries to intimidate someone. This system for dice is all you really need to know in order to play this do you in . scaling a wall (Athletics). close·range shoes . you'll find it makes more sense rhe second time around. and remembering a word in a foreign language (Linguisric.

Roll Strength + leadership (difficulty 7) in :m arremp< to domillnte him phy. roll Strcng<h + Intimidation (diffoculcy 8). An example o( this is an :urn wrestling a group of Hierarchy legionnaires. m provide you with some ideas . tty out an exrended and resisted action. Admittedly. Go ahead and roll the dice. Roll Percep<ion + le-ader· sh•p (difficulty 6) to sec how good a leooer he is. • You're trying to calm doiVn someone you're Skinndin&: roll Manipulation + Empathy (difficulty 6). • Can you convince the gathering crowd of Rc. or did you botch?The more successes you get.~bout how co incorptmue rhese n1les in co yuur role· playing. • After being ques<ioned for houn. It requires :tn indeOnitc sc~ ries nf rolls.stgns a difficulcy of 7 to tlus fea<. • You nsk a series of mpld·flre questions in order ro dis· cover IVhat thrcars IVill intimidate <he >ubjec<. o Fourth roll (and all subsequent ones): Eac:h player rolls Strength. Nex<. Pie~ note that each A<tribote can work with each Ability. hoping that th~-y will mn pGS< wi<hout sec· ing ro command a group of wranhs <o come with him. you will not of<en roll Stamina + Computer. • Yelling and screaming at the Harbinger. o A Hierarchy Cenwrion is attem. the better you hide. She crouches down behind a low w:~ll. A botch eliminates all of your accumulated successes. • You threaten the young IVrairh by trying to lift him up by his collar. The Sroryreller a. by Hierarchy lnquisi· tors. you tty to ger himm go faster. Examples of ~oils Following arc some exnmples of rolls. Two might me:ln that you manage co crouch under a little overhang. You M>ould now have rhree dice in )"OUr hand. look to sec how numy successes \'Ou have. bur at least you h:tVe a chance. so <here are 270 poten<ial type> of stmple rolls that cnn be made. did you fail. Roll Charisma + lnrimidatlon (difficulty 6). Only one success might mc11n rhar you barely made it under cover in time. roll Sramina + Subterfuge (difficuhy 8) to see if you can maintain your story successfully. Did you make it. • &-cond ond third rolls: Each player rolls Sttength: the diffic:ulry is the opponent's Strength + 3. Take two dice because ofCassattdm's Dcxrerity Amibute ofZ.. each with a differcnr difficulty. the dlfnculty is the opponent's Willpower. nnd decides that the appropriate roll is L>cxtcrity + Stealth. and one exun die becaU>C of C1. • A <ough Reneg-ade refuses <o roke your commands. You need to •ccu· mulat~ five successes more than your opponent in order to win. Three migh< mc:tn <ha< you're toutlly silent and quiet. bu< i< might come up. .1icolly and get him to do what you say. in which""-"" you\·e fooled <he lcgionnail"e$. • A S~crre rises out of rhe gloom and floaa quietly behind you: roll Perception + Alermess (diffkulty 9) to notice its approach.nor a lot. • Firs< roll: Each player rolls Strength: the difficulty ts the opponen<'s Dexterity + 3 (s~ed is importnnt ac first). making sure co utkc nway a success for every "I" you roll.~<I•M to follow you! Roll Chamma + leadership (dtfficulty 7) as )"OU attempt to gtve an off-the-cuff speech. you'll know his exact raLing. Ob<aining live successes ol· lows you to convince them fully. Roll Wits + lntimida<ion (difficulcy 6). If y<>u score five S\lccesscs.ssandro's Stealth Abih<y of I. Roll Sromina + Alermess (difl'iculry 7) to stay awake and alert. You'll need four suc· cc~!ICS to convince Lhcm completely. o You arc protecting your Fetter late at nigh<.

n~gadetJ Cafe Inferno aoc a a a Cl Cl a a a .. Chronicle: Atla nta 00000\ll\ll o oo eoooo eoooo eoooo eoooo eoooo PUJ1J1et!Y . Cl D " c : a •• ' Alrutos 00000 00000 00000 a a '... .._P._eeeeo lntimidadon 00000 StnX:twisc eeooo Subterfuge eoooo OC1 "' 0 acaoaa a 0 Cl Cl C> 0 ••ooo eoooo •••oo eeooo eoooo Haunt h::h::rnQdf!t!l Relic~ Rt._ _ _ _ _ _eeOOO Intelligence eeooo Wits eeeoo r~ions ~ldQIQn ~~~~m Cl Cli koo~ledge Crafts Back~rounds fefters a oa a flental 00000 Drive 00000 Etiquette ~.ecl... "' 0 mo-o a Y!cial ~----'••• oo o-oa tfe: ArtiBt Nature: ViBionary Demeanor: Rebel Shadow: Leech Name: CaBBandra player: Meg . 00000 Protect C!i!!thla (Love) •••oo Argoe~ Get back at gang (Rcvenee) eeooo Embod:~ Ruin J1ubli.JI 0 Ea-0 d C eeeeo 0 00 0000000 ~~------·•••oo Macinto. Advantages ..e eooo ~-----• · ••oo a~ cr oo o C3 Cl Death: Rantlom Violence ~egret: True Love Attributes a c :J o a a a o a :a a Q c:1 1:1 AOilitieS a o eeooo eoooo Dodge Empad>y eeooo Expression St reet Poet!Y. a a Q""lf'a C1 CofFJS .._a.'-"·k___ _ -'eOOOO ___________ ~ooooo _____________00000 fxperience a 0 a a Q c •o a o a o \~llpo~tr >d fll>oO a c fathos o o ca-o D-G ••••••• oo o 0 0 00 0 00000 1 a o et a a c a : • I g 1:1 Cl a a• eoooo 00000 00000 G a eoooo eoooo 00000 eoooo eoooo 00000 Cl Cl ._.g :CI c g Cl Cl Cl Cl Cl a Cl a 0 Cl a a a ~I _ __ __ .m.h'"Computer eeooo "" '-''" '-'Pi.her (Hate) eoooo l ifeweb eoooo Ph~nJ:i!l!m Q~ lw~~ 11~" (EnlC£) ICI c:r a a lnvestigatio Law Linguistics 00000 Medicine •••oo Occult 00000 Politics eoooo Science Leadership Meditation Melee Performance Repair Stealth a Cl D eoooo ••ooo eeooo Firearms IG a 0 0000 Bureaucracy 00000 Computer 00000 Enigmas 00000 00000 . eeeeo Manipulation_ _ _ _ _.aaaa c Weapon Combat oo:= ao• Difficulty l>•magc Pathoo .o"'-n"'t_..tCCI CICI' O Cl slills •••oo Cl 0 Q Charisma Gu&..eeeoo Appearance eeeoo Talents .OOCI a: Perception... .

Roll Manipulation + Computer (diffo· culty 7). you disco. Rolll'crceprion + Repair (diffkulty 6). • Wouldn't you love to have that "Condemn" order lost stay awake. Which engine purt should you destroy wirh 011rrage 1 Roll Intelligence +Repair (difficulty 6). Roll Stamina + • How long can ynu rem31n motionlcs. • You're trying to tell another wraith how to get what she wants ITom a computer.• You•re rrying to nop a c. • BncakmG into rhe compurer system takes a long time.•er a realm th~t rhe two guards char for hours 00 end? Roll Stamina+ Stealth (diffoculty 7). If you score three successes. Roll Stamina+ Enigmas (diffoculty 7) to reuucmcy (di((iculty 7). Each success indicates the passing of iO min· you've never before seen.1r thar·s careening out of con . • You're rrying to make a m:uk out of n collection of trivial Relic<. Roll Manipulation+ Crafts (difliCIIIty 7). Roll Perception + Computer (diffoculry 6) to figure out where you arc.olllntelligcnce + Lin· • Can you find rhe clues the police miS<ed at the scene of your death! Roll Perception+ Investigation (difficulty 8).if you care 10 listen to his sermon.. gave the order to destroy your Ferrer. trul. • While adrift in the Tempesr..'i in the bushes ~as Computer (difficulty 6). • While riding rhe electron highway. Roll Intelligence + Enigmas (diffo· utcs. • You're wanr to impress the He. guisrics (difficulty 7). you get losr in the lmcmet. • Where should you search for your killed Roll lntelli· gence + lnvestig-•tion (difficulty 6).reric priest with your wenponmakingskill. culty 9). in the paper clut1 Possess a clerk and roll Manipularion + Bu· • \'(/here's n good place co find a consort? Roll lntelli• gence + Streetwise (difftculty 6). rcaucmcy (difficulty 6) w dow. you might be able to tell • You aucmpr ro follow the paper rrnil to rhe person who whether it's dangerous to remain. Roll Intelligence +Crafts (diffoculty 6). • You try to dN:ipher whar's wrong with the car engine from rhe mange sounds ir's making. Rolllmelligcnce + Bu· • A Heretic comes to you and offers aid . and you're fl~hting off (a<igt•e ~• you do it. • What l•nguage is he speaking? R. .

the squares. Points : The temporary scoresofTraits. Though "character" could imply any individual. The player needs to roll that number or higher on at least one of the dice rolled." The number of' points regained is the "refresh rate. System: A specific set of complications used in a cenain situation. Actions might be raken.. Various factors (Fetters. though sometimes anumber from I to I 0.mos.u. usually a number from 1 to 5. Attributes are such things as Strength. It measures the self-confidence and internal control of a character. Attribute: A Trait that describes a character's inherent aptitudes. it is said that they are being "refreshed. Difficulty: This is a number from 2 to 10 measuring the difficulty of an action a character takes.nd events rake place moment by moment.) can modify a Shroud score. including the Storyteller. the character with the most wins. It is the maximum number of dice you can roll in one tttrn. Advantage or other character index that can be described as a number (in terms of dots). Troupe: The group of players. it is always used to describe the players' characters. Warding. etc.Game Terms bility: A Troit that describes what a character knows and has learned rather than what she is. social or take against each ocher. Pathos: The raw power of emotion use-d by wraiths to perform Arc. though more successes indicate a better job or result.e ndcd Action: An action that requires a certain number of successes for the charocter to succeed. The Storyteller assumes the roles of all the c haracters not run by the players and detcnnines all the even ts beyond the control of the players. not the circles. Simple Action: An action that requires che player to score only one success to succeed." Action: An action is the pcrfonnancc Resisted Action: An action that two different characters of a consciously willed physical. Passions and Fetters of a charocter. such as Willpower. . Trait: A Trait is any Attribute. in Wraith. Shroud: The difficulty to pcrfonn some Arcanos in a given area of the Shadowlands. who play Wraith . Advantages: Th is is a catch-all category that describes the Arcanos. an individual she roleplays over the course of the chronicle. and the Storyteller might give some descriptions. Firearms and Occult. Corpus: This Trait measures the degree to which a character is wounded or injured. Dice Pool: This describes the dice you have ill your halld after combining your different is often spent r•thcr tll>m rolled. Charisma and Intelligence. Arcanos: The mystical abilities of wraiths. Ability. this begins at a base of l 0 during the day and 9 at night. Refresh: \Vhcn points are regained in a Dice Pool. Character: Each player creates a character. Backgrounds. Willpower: One of the most important Traits is Willpower. A scene is often a dramatic high point of the story. a time when and place where actions a. although you can divide these dice betweell (or even among) different actions. Downtime: The time spent between scenes when no role~ playing is done and rurns are not used. he is taking an action. Both compare their number of successe. but generally time passes quickly. indicated by rolling more "l's" than successes on the 10-sided dice rolled for an action. Willpower works differently from most Traits .sually on a regular basis. Rating: A number describing the pcnmmcnt value of a Trait. Scene: A single episode of the story. Pathos and Corpus. Ext. Storyteller: The person who creates and guides a Wraith story. When a player announces that his character is doing something. rules to help guide the rolling of dice to create dnl- mental activity. Botch: A disastrous failure. Examples ate Intimidation.s. matic action.


:&ying. Building a compelling yet honest character is acreative struggle. not to open :m ~venue to so1nc Character creation is a lot like cooking: you've gm ro gather the ingredients. arc in~ tended w enh:mce roleplaying. players can easil y figure ir our for rhcmselves.rrcngrhs and weak.mipub~ tion nnd Appearance? Do not "'se this process to cre-ate the up a genuinely interesting individual.iO&lS accunucl\' and succinctly. The numbers on t·he chnroccer sheet m~y not seem pn. Character creation usually follows a pattern fron> the gen- with that challenge). stir them together. First.leukemia ..he was a friend of mine Thnsc were t><ol>le who died . ricularly cvocntivc.r.Teddy '"'" 'niffing glue. ••she has a Charisma of 4.ning with a gcncrttl concept and translr~ting this concept into numbers lhar can be used in Lhc ganlc. you don't just to the character's Tmirs. M. .and rhey died . who and what your character is. These numhcn. They tuere all my friends . Wraith.. This ch:lp[cr describes how ro crcarc :-1 llllif(IIC char:Jctcr. A certain amount of crtll co the . A strong wraith h. the Storyteller should haven good grasp of the pro- mythical character Hall of Fame. "best" possible character. or did the secrets of life reveal them- . nesscs of a charncter..Jim Carroll Band. these numbers nllow the random factor created by dice to be employed in relation is no[ like makc·bclicvc.14 years old He looked like 65 wlten he died . ~nd then let the mixture bake for a few hours. she more socially or menrally developcd'Then.. you get specific by selecting the ratings make ur work is involved - as you go along not effective arc your Charisma.he wru I2 years old Fell from rhe roof on Easr Tt(I(>-Nine Karhy was II wl~en she pulled r. you must create a character.he plug On 26 red...died . that defeats the purpose of making However. "People Who Died" cforc you can hegin ro pl::t~t Wraith. these r:. of your Traits . cess in ordcl' £0 answer the pla\•crs' qucsl.specific.~tings mnke it simple to describe the :. This process is very simple. bcgi•. lr is hnrd to i1·naginc n novelist describing :t character by s.1s a bcrrcr chance 3 ch::~r::tcter (though the Storyteller is regularly faced to snap her manacles than a weak wraith d<l<!s. Arc you going to play a strcct~hardcncd punk or ~ rich ~nd somewhat spoiled dcbut~ntcl Arc you n precocious child prodigy. you develop a general concept of ch7~ractcrs are built." However.• and n boule of-wine Bobby gor. You start by deciding what kind o( cl1~lrnctcr you wan t. More importantly.

In fact. your role is ro guide the players through the character gcncr• cion process. Once you are done with the practical de~ails. character doc. below). Nonetheless. how did you die. persona.. re:srau· you in life. ir's more interesting to play ch:lmcters • Politician . • Faithful .You may have been pious. your roleplaying must shape alld define end of this chapter. nn "Iter ego. In al\y case. you will flesh our your character by as:onite over nil your choices. you • Drifter . one relatively mundane and normal. Twodo!S indicate an avernge Trait. you have co crc~1tc a new chnrocter. Although it is o~ay to have a pair of chamcrer1 tied together by nothing more pencil-pusher. one feature In common with every one of her compatriots. a cow hoy. As which you can rhen liSe to add do!S to any Trait. The proces5 of crL'llting the story of a chardcter's mortal life and death. A to help you define your character as it was to provide you with prelude is a form of abbreviated storytelling in which you tell a mc-•ns of interacting with the ruiCll. thnn the sLrings of Fare.>d to rare movies. you can 1hcn srarr to work out the details. but you didn'r whether this feature be a Fetter. so make them memorable. you probably cannot buy evetythlng you want. Pass mot the character sheets and give the players a minute to look them over and ask questions. From your basic concepts. not paper-thin stooges. a won't have as much fun. Preludes are a choracrer is meant to help you more accurately focus the the players' introduction ro the chronicle as well as their char· concept of your character. O nly a vague iclea about rhe character's life is needed. It is sometimes advisable to spend al\ entire game scS<inn • You can create n characrer of nearly any age from any culture or nation. o senator or juSt a wannabe lnwyer. Your charac· courage your playcors to come to the character generation sestcr probably knows relatively little about wraith society unless sion with a f•irly developed idea of what kind of charocters she was instructed by a Mentor or a Reaper. As the Sroryre ller. n mayor.You were a beat cop. :-t union off'icial.h rhe ou need to be aware of five conccp!S be· charactet creal ion process $!Cp by step. creating charac1crs. and your Storyteller may decide that pi lgrim.. you begin the game as a relatively in· rushed and that they rake the time to crcare real and provoca· experienced and unsophisticated wraith tive characters. discovered and Initiated her. If1•our wind up where you expected. how.tss . so do not the chronicle develops. Here are some ideas: 1hcir Circle before anyone creates charncrers (se<! The Circle. The characters in 1hc Circle should be • Cop . a Passion or an enemy. You can create • character from any culture or points. • This charncrer creation system is a purchase synem wirh absolurely no dice rolling involved. One dot in a Trait indicates poor or novice ability in that Trair. Remember thai a character cannot actcrs. though farnot'-' tlead may • It is a good idea for your group to discuss rhe nature of be acceptable if the Stotyteller allows. rer. Getting Starte~ Step One:Concept life . such as Attributes nnd Ad· vantages. wh ile n rating of 5 indicates that you arc among the best in the world. • Criminal . You will rC· You beg it\ by formuhotin~ " basic collcept for your chnrac· ccive extra points calle-d "freebies" at the end of the process. even with freebie roleplaying.. • Most Trai~< are rated numerically from 1 ro 5. filling in all rhe dernils fore you begin ro create }>Our characrer: of the char•cters' Traits.You were a jailbird. It Is your responsibili ty to creare n character who be· drug dealer or petty th ief. you need to introduce rhem to the basic premise of the game and dcsenbe the rules system. dctccrive or maybe just a bound togerher by more thnn happenstance. a thearer tech.r. After your player$ arrive for the game session. Your main goal should be to make character creation as easy as possible. By choosing Traits from a variety of lim. you em spend • This character creation process was designed ns much the r<-st of the session runr1in~ preludes for the characters. Preludes are described 111 the exist only as numbers. and why can't you let go? rants and hotels. Th is ensures that the players don't fetl cvc. How did you live your life! Whar did you do? Pick some· Traits arc based on an uvernge human range. roors who ~now c:>ch other. a hooker or sionply homeless.You were n hobo. the wraith who they'd like to play. Theil go thCOUj.. you have been dead less than 30 yen I'$.You were n judge. tt gr. Mafioso.selves somewhere in the Appalachian Mountains? The back· ground and personality of your chrua<rer arc the """nrial in· gredients of h. you decide who your chnracrer is. Make sure your ch:> ractcr hns nt least Olhrflnizer. longs in the group. natiOI\. This sys· There arc three basic questions you must ask: who were tem is similar ro the "star'' system uSl. you may en· who has only recently died.<n'r flr in and disrupts the srory as a result. cat burglar.

.w e fofl:Otten evel)'onc who ever meant anylhin. How tiKI you die.1 • Dileuant~: YO\t lived in a stare of hedonis:ric exces.He never looked rwice at you well.Your cries for help fell on deaf ears.You have no idea how it happened -or perhaps you don't wnm to know . • Murder. . your you h:. • Disease . polin and rage. )'0\1 SOC· cumbed ro your 1cnnimal illness. Death The manner in which you died is vital to d.. hy God. he will now! • True Love You left someone behind whom you v~lue mnn. haps a sh~rk ate you. even after the breath has lefr her borlj•? Whar did she leave behirld? What words were unspoken. • Freak of Nuturc .You l~ft behind your vision. • Kid . you weren't reody ro die.cribing your m dear h.You were hit by lighmin~.As" member of a cult. ~egret Why do~s your char:•crer renaciously dins m life. • Cultist .You died on the fields of "glory. what deeds undone? In whnt Wltydid she ne\'cr trul)' live? What does she r<grtr ~bour rhe w>y In wh1eh &le liVed? Here are some ide:u: • Destiny You never fulfilled your dtsriny. • Mystery .Timugh you livcxl" full lifespan...You died long before your rime. • Unrequite-d Love. now you wonder what ~rou missed.You wero born and died on the wrong side of rhc lO )!C. Wonder if anyonc'll ever r\o~ tice r • Professional Work wns your life.'liiUit uJJus.It all happene-d so quickly . Perhaps you never lived at a11 . late. • Artist . re:~clion • R:lndom Viole nce - You were in the wrong phtoc at rhc wronsc lime:. • Domestic Violence . you subsumed ro own dtsirts to irs n«ds.You were prey for a dark predaror.You were a casualry of an age· old cycle of shame. your unfinishe<l m:-~srcrpiccc. • Punk .A bhmk .The roml of JOur excess lead rodenth.<C or mind-numbing Opoltlly. hnte. 0 1' per.After much polin and suffering.or perh:." • Ovcrdusc . fiercely denying demh.)O. than :m)'thin~. • Car Wreck . and what was the cause? When did it h~ppen1 Why did it h3ppen ? Here are some ideas: • Old A~c . • Wnr . • Tahul:o Ras11 .. • Suicide .

.rand new ide:.The chair\S of guilt >till weigh heavily on rour soul. • Bad Blood . This is the role she ploys to the world. a~< (secondary).an change Dcmennor ns quickly us 1hcy change mood. low self-esteem: call ir what l"" Mil. • Legacy .torics ynur ch:mtcrer is good (primary).<e is only the character's typic:tl pnsc.lcn.and maybe someone els~ will Slealthcm! • Success. • Children . Some examples of p<!rsonality At·chetyp. Whmevcr you choo. Is 1 . Ch00$ing a Nature helps you dcscrrbe who your character re· all)• is on the inside.tctcr's Demeanor at any time.>S and beliefs :ohout herself and the world : it· :olso pro· \'ide~ rhe prim~ry means by which she regains Willpower. You ma~' chnnge your First. people c.Physical.You didn't lenvc. you bastord!" • Mission .t 1>rioriLi:c 1he chrce categories of Attribute!.• Vengeance . differ from the Ar· chetyp< you have alr'"tdy cha. allowing her to odapt to different people and different situ:u rons.Life was a banqucr.and now u's all gone. The Archerypr rou choose for your ch~roctcr's N:nurc describes the chMacter's moSt deep-rout<-d fcelin).:hamcter's Nature. he srill lm> a form in the afterlife. Step Two: Cnoosing Attributes A chomctcr's Amibutcs arc parr of his intrinsic makeup. • Theory .You never rook t h::lt nip ro Brazil 0 1' lhc Scot.anythil)g o(lmiting value co t he wmld. dostrust. Or is itl Nature and Demeanor Now you need ro choose pcr><m:tliry Archetypes thot de· scribe both the imcmal narurc :m<l external attitude of your chnrnclcr. in wh ich he is av('r.You h:od a dury ro prrfonn. The Demeanor ohmtld probably. • Travel .. tish HiJ(hl:mck • Sin.nnd now it's l OO hu c. ul'm ~:ning to gcr yn11 bock. De· mc:mor has no procticnl effect on the rules.strves as a useful guide for rolcpl:rying.You never proved ynur theory or published \'Our ideas.You never made peace with ynur son be· (ore you died . the f~cade she presents to it. • Pleasure . or Corpus. you mu:. • Failure -lmlecision. and ~ou faile-d to do it. Choose in which of these cal· cJ. and you ~ce oatmeal..e nnd retrtii)S II)Hl\\ of his traits from life. though not necessarily. bur It .Your last thoughts were. ond in which cmccory he is poor (tertiMy).. This form. Mental and Social. You should also choose a Dcmc:mor co describe the person~lity your chnroctcr pretends ro possess. bm rou failed. Atuih-utes still ruuwtr <1ucstiun! such as: How (asc arc his rc· flexes! How uuracu\'e is hel How long docs it t:tkc him ro unt.You didn't k-avc :mrone behind to remem· her you. firs the characrcr's sclf-imar. Although the chunrctcr no longer has a li\•ing body.:s arc li<red be· luw.en as the .You had everything . Your char(l<:ter's Nature is the most domin:mt aspect of her true personality.

• Mental Attributes -These Traits represent your chMacter's thought capacity. and three among her tertiary Arrribures.. Lacer in the character creation process. motivate. one dot to each of the three Social Attributes. Charisma indicates personal lmlgnetism . Your character concept may help suggest Attribute priori· ties. Let your intuition guide you.n inflict in basic hand·to·hand com· bat. They are the primary Attributes of an action·oriented character . your character conception should be very general -paint a broad. Strength measure:. Stamina mea~ sures a character's constitution and resilience. • Social Attributes. You may divide rhe dots among the in· dividual Attributes as you sec fit . sweeping outline instead of concentrating on little details. and o nly three docs to her Social Attributes. five to her Mental Attributes. and manipulate oth· ers. Specialties are fully explained in the Chapter S ix. You may divide seven dots among your character's primary Attributes. Intelligence represents memory. . Wits mCiiSures a character's reaction time and ability ro think o n her feet.Your character's Social Attributes measure her ability to relate to. it will be possible to increase some of these mtings. concentrate on choosing your could assign all three of your Social Attribute dots to Charisma. you may choose to add seven dots ro your wraith's Physical At· tributes. . nimble and sturdy your character he more brawny than gregarious? • Physical Attributes . Your priority selection determines how many docs you get to spend in each category.The Physical Attributes describe how stro11g. Manipuhuion measures a charocrer's ~bilicy co ralk her way into and out of situations. or two dors to one and o ne dot to (mother.your character more physical than social . Perception describes the wraith's observation skills. Appearance describes how the character looks and carries herself.'<:ondary Actributt'S. and the ability ro think quickly. but feel free to pick any scheme you please. so don't worry coo mt1ch about your choices. for now. perception. Note: The space after each Attribute (and Ability) is for you to fill in a spccialt) a subcntcgory of the Trait in which the character excels. All characters start with o ne dot in each Attribute. 1. Dexterity rates a wmith's speed and agilicy. learning potential. Thus. a character's lifring power and how much damage she ca.1nd chann. For now.the Physical Attributes concem the strengths and weaknesses of d1e body. five dots among her S<. and include such th ings as memory. reasoning and leaming poten· rial.

classe$. Abilities arc divided into throe different cate-gories: Tal· crus. frmn daily (or nighdy) practice? • Know ledges include all the abilities requiring the ri&<>r· ous n1>plicution of the mind.c an Ability. Each type of Abollty has different ch+lmcteri. All Tnlcnt$.ough this number is fixe-d. Skills and Knowlcdgcs arc Abilities. • T. they describe the things he has lcurncd rnther than the thinxs he can natural ly do.~Ses is nssigned a rating representinx Lite characrer's apritude in £hat panicular are:J.< in an Ability). Talents do not need to be pr.<e Abilities just like you prioritized the Au ributcs. E-1eh Ability you character ("'sse.suicaion: roo cannot give your character more thnn three docs in an)' one Ability (later. nine for the secondary cnt<'{.Step fnree:Cnoosing Anilities Abilities delineate what your char~cter knows rather than whm he is.< used to determine how many doc.. your character edu· catedi does he have a good memory? You prioritize thc. however.~ she possess n lor of common :tcnsd • Skills are Abilities learned through ri&or<>us training of You do nor prioritize or rank the different categories of nny . rhere: i5 one 3dditional n. These Abilities are ~enemlly • k i . c. choosing in which category your character will be above average (primary).kx. ll>c number i. in whoch she will be average (sec· ondary). Is your character gcxxl ar learni ng things assign within <'llch one. However.~lcnt> dc:i<:ribc inmitive Abilities. but can be taught or stud· Advantages. Step four: Advantages tlctcr sclf~tnught. I. You instead have :o designated number of dots to led (unlike Talents). you roll when your char:>Ctet attempts to w. )'0" can purchase additional doll$larer with "freebie" poinrs.<nrr. n. and in which she will be below average (tcniaf)•). you c:m usc your "freebie" pointS to gam four or even five dor."'Y and only lh·e dors for the tertiary category. books and reachers. Skills and Knowlcdgcs. Skills and Knowledges.octiCl"<I/Jer :«and cannot be studied or learned from a book.stic. You gcr 13 dnts to spend on )'Our chamcter:< prima'l' cat· cgof)•. You decide how co rank )'our Talents. rhcy nrc rn0<1t often gained through direct experience.s. but can also be picked up through experience. Is your char· learned throul(h school. This category includes any ability that must be learned step by seep through acru•l practice.

enabling you to add more dots to any of the Traits on the character sheet.tith possesses in the Memoriam &ckground. thereby delineating how strong the Passion is ro you. but she may purchase more Arcanos with freebie pointS. and they bind you to the Shadowlands until you are able ro resolve them. see Pathos and Passions on pp. Backgrounds Every character gets seven docs to allocate among Back. Fetters are tangible. protect my daughter. assign a rating from I to 5 in each Passion. you gain your 15 "free· Ferrers are the people. including the degree to wh ich she can resist and control her Shadow. though they do not have to be. This rating is based on the importance of rhe Fener or its COilOOt< Passions can be related. Each character has 10 points to assign to Passions. places and things with which (or with whom) you have "unfinished business. how· ever. Passion ratings may not exceed 5. Willpower is essential for controlling the actions o( your character. you must rcc<ml the base scores for your character's Pa . they need rensons to exist beyond death. Startin~ Pathos cqu~•ls 5 plus t he n umber of dots t he wr..e. followed in parentheses by the emotion that corresponds to it (Love.).-s of stress.cnt of a goal (i. Before you spend these points. fetters Stepfive:finishing Touches Often." Fetters arc listed in the same manner as Passions. ratnos The Pathos rating mensure the pool of energy generated by Passions and used by wraiths to perform Arcanos. you might have a "gold engagement ring: 2" as one of your Fetters.. .the little details and flourishes th at complete the chan1ctcr. thoe most Important stage of character creation is applying the last touches. 136-137. A character begins with five dors in Area nos." Fetter ratings may not exceed 5.). For example. ere. thos and Willpower." "Protect my mocorq•dc"). Each Passion consists of a con· cise sratcm.. 11 bie" points. material objec!S. The Pathos Pool canno t exceed I 0 points. They are your strongest connections to your mortal life. ground Tr~irs. Anger. and as such. After you have chosen and listed all of your Passions. especially in cimt. For more information. ln rhissccp. Your Background Traits should be compatible with your character concept. etc. Some Fetters may be mysterious. rassions Wraiths are creatures of passion. Unlike Passions." "Gi~e hope <0 my children") should have h igher ratings than simple tasks ("Recover my body.why is that locked room in rhe sub-basement of the IBM Tower so important to you! Fetters . Each Fetter also receives a rating from I to 5. avenge my death. A beginning character cannot have more than th ree dots in any one Arcanos. Willpower The Willpower Tmit rates how much self-control a wr~ith has. and a Passion co Avcngc the demhs of my girlfriend and myself (Revenge): 4. You can add additional points to your starting total by spending freebie pointS. however. You have only seven dots to allot and your Storyteller may restrict access to certain Backgrounds.Characters may choose their Arcanos . places and things that tie you to the real world.the special seeMs and powers of the Restless. Fetters represent the people. Di(ficult or general Passions ("Help others find faith.

c an Ability over 3.. Wmiths tend to assume a CufJ>u> 1har in some \V:>Y reflects their sclf·imagc. free~ie foints You can spcrnl freebie poinlll ro mise :>ny Tmit on )'OUr character sh<'<!t. bur throughouLihc career of your ch~r~c· rer. Freebie point< may also he used tOsubtmct Shadow poims from the Storyteller.. wnit until yuu arc dune before attempthlg to complete this uspcct of ynur ch~mctcr. Yuu should tum the rele. For their knowledge of Arc:111us to shape their boclics Into monstrou> or bcmific fom1> (thus playing the "devil" or "angel").nr Tmitsof I'Ourchamcrcr -such as rhe Social Attributes I .r ratingstaruat 5 andean he incre:>sed with freebie poinl:.. a wmlth may appear as she did ut the IIIC>mcnt of her death. or at the thnc she $u(fcrcd mosc clc~. You con also gain up ro seven extm freebie points by allowing the Storyteller to also use those points when cre:>ting your Shadow. All starting wraiths have 15 frccboe poonr:s.buttlus ofren serves to empower the Shndow. not only now.r.:ply.A wr:>lth's \'<lillpowe. If yott ore runninu )eour char:-tctcr through a prelude. Exrm dou cost different amounts depcrnlin1: on rhe Tmit in question (see the chart below). but you should certainly think about rhem. The following details will help to m:oke your ch:~roc­ rera complete nnd unique person. You do nO< nccesoarily need to write thC>C things down. The Sroryteller norm:~lly designs the aspect o( your ch. or In the prime of her life..cter: spending freebie points :1"ain. Some wrairhs u.s t your Shr1dow is a sign to the Storyteller tlmt you would like him to hold b. You can spend them acconlint: ro rhc following ch:~rr: SparK of life There ure some other derails of a character you should consider. bll( may not raise any Trait over 5.. thereby reducin1: the overall power of the character's Shudnw (see Chapter Seven: The Shadow) un u one-for-one basis.1ck on urticulucing your character's dtuk side. Freebie point expenditure mny I'Ri:.

Before anything else can begin. Rebel Demeanor. Meg assigns her a 4 Charisma (three points plus the one point free for each Attribute). clns. deep·l\tl''··'l '•lhf. Specialties orr pnrticular aspects ofTmiu ar which your character is especially personality more easily.lll':l 11\ . Finally.hHI<'<r \~r]. To rhe world. proJecll a harden<'<~. and dmw people Into her vision). an she b so ofu:n lost in nl't. Meg chooses a street poet concept. She w:mrll 1 . a gcndencs!l toward animals. often homeless.t. two of C1SS<lndra's rhree Menr•l points are spent em Wit>. In rhis way. She developed the Rebel Dem<'llnOr in By givillll your character quirks. bur she has :m inner fire that in· spires >Cuthi•~& poems about the things rhar affect her life. .1use her expe· rience as a srreer poet has given her the interpersonal skills to ger her poinr across.. E.-c" of appearance. and hK:1u. She \\'On'ie$ First. specialties can yond rhe clry screets and rhe conuprion around her to some· thi"8 greater for herselfand her fumily.>y.•. Mec nbout the one poinr in Perceprion. you call add a great deal of deprh and In· reresr ro him. "You can relll'm very condescending.ll. Meg begins the process Strength. She rejecr.._. and a 3 Appearance (all of these nrc necessary (or her to get people's Hncmion create poems chat will affect people. These two Traits will help her nail down Ca5S<lndrn\. someone who can say the things she normally can't. Wrire :1 few sentences on Lhc back of your ch\lr~ actersheetdescribing the mange and possibly inreresting thinJ:S rim define your chtlr>lctcr.~ rhLI'l r. \'OU an make your chantctcr's Tmits more tangible and inu~re~f· ing. /. . Cassandra cnmcs m mind..l llj 1 1-"'i"' to piny someone \'ery differenr from herself. reriry of 2 ond a Stamina of 3. inreresrong pcrson:ol de· order ro sray alive in her tough neighborhood.ll. Dividing Cassandra's seven Social pnin .l to be nware o( ond interested in the situation.." than tos. A quirk could be~ twisted scn<c n( Now Meg must choose Cassandra's Attributes. Meg ponders for a moment abour Cas. and the last is allotted to lnttlli~ence (Meg feels C•5S<lndr:l would have more sense than smarts).. Phrsical is Cassandra's second• I'\' c:nc~'Ory.J.'llk om.\\. piercing ga:e. Simply loll in the space next to the Trair wirh an appro. A Dilettante co!lcept could uarulate imo stylish o. I Ier character lives on the street. ynu can pick them immediately. bec. srereorypic:ol female below). Two of Cassandra's five Physical points are spent on Using the outline. during pby. It's better roleplaying to "'Y• "There alw-ays seems to be a sneer of disdflin on my fnce.l \1\ l· •l'lli!oll >l l..nd experuive clothes.:ty wish Lo give your character specir.inro asp... I I ' k.1ch Troit wlrh a raring of 4 or higher can be given o high . the part of her rhat affects all her thou~. cg is going to create a Wraith char:oerer. Though primarol)• used for roleplaying.'C limit her concept choices. bur plans on doillg some1'-:lnts ro play a female ch:orM:ter. C\'cl')·one must agree on a u's tough growing up as the only girl in a family full of bo1·s.hies in her wants ro conrmsr this character's alley-cat beginnings with a Traits.and concepr ." l'111. Though most players select spedalries fonheir Tmillo Demeanor.r. a 3 Manipularion. bc"C"ause.. concept for the Circle and n the~ for rhe chronicle.\t. many ca5C$ rhe Storyteller will have prepared a oockground Mental is Ca=ndra's rerriary car<-gory.mtQlion~ al'e made with ea<h Trair In ~p· tions. ><>she uses that decision to thing ubout that delociency when she spend< freebie points (S<. however the revolution she w~nts to lead is one of the soul.. mils and anecdmc-s. Cassandra lower the difficulties of dice rolls to perform cenain fear>. Meg decides that Cassandra is a Visionary: she sees be· ter Six.. Soci:ol is Cassandra's primary category.. giving her ~ respectable Stre!l~:rh of 3. .ndn:'s Nature and specialty..psyche..someone who can >p. she must come up with a character concepf.t.. be-cause the edusetting with a niche ready for rhe characters to fill. The Namre is Cas>11ndm's deep-rooted good. well.. the players cation in her area is lousy.ha ami ae· pri:tte spec:1alryi iU.h!!ht. She spends that will turn her idea into a fuii-OedRed one point on Dexterity and two on Srnmin. ~iving her a Dcxp chnrncter.lih "''•'I\ . . u housewife.-c.~ inro which poetic reverie thar she f•ils to notice impending danger. She pots on a big show of rebellion. their chorncrc" will be thru....s nnme.r\\dl~!\ ' 1\ . ~pecialties Quir~ Step Two: Attrinutes Tne Circle Fxample of dmmcter Creation Step One: Concept ch:uacrcr": a prostitute. While in The srreet is berrer than any fitness spa. or a habit ofgn. High lntelli~nce can become a clear.mting when ol'itizcs her cnrcgories in the following wa~1: answering yes ro a question. She You m. She pri · humor.j. . .

Step four: Advantages Now Meg move$ Into wmithly matters. So. Meg must now choose Cnssundm's FerreNJ: the <hings that bind her to the living world. sinu It is hec Haunt "' well. Me~ has mne points to spend on Skills. so Knowledge Abiliries be· come her terti~ry cMegory. care of the people whn were important to her in life.. Meg also decides rhat. so Meg spends three point& on Ex· pression. for one poim. Thus. Meg a. Finally. This forms her next Passion: "Get back at the gang. Cassandra's Haunt is Cafe In· fcrno. MCA due>n't wanr ro play ~n unrelentingly dark char· actcr: she's inrcreSted in playing a "vigilan te" kind o( wraith who take. Skills arc also important to meet poets (especially l'erfnrmance. Even though she spreads out her Area nos points in this fashion." with a focus of Hare and a raring of 2. . rated ~t I. Meg puts two points in Cassandra's Streetwise (cnsy to explain wlrh her street background) and one point in Subrerfuge. Her "look it up yottrself' menrolity would prompr her to le:1m a li ttle bit about o lot of Arcanos. she gives c~assandra a Memoriam rot. and she did fall in love with Cynth in there . Because this Is the major drive for her charncrer right now. of the rhree factions in Wr•ith. to demonstrate Cassandm's understanding of how to mnnipulate languns:c. Meg . Meg has to choose Arcanos. >he 1>icks nvo poinrsofEidolon imn>t-diatcly. Lifcweb and Embody. Meg tums ro Passions.><\ds a llnle bit of humanity to her ch:uacrer by having one of her Passions be "Get back her favorite pen. O. spendin. Meg dectdes that Cassandra was kilk-d by a gang of thugs who rook issue with something >he said or wrote. Meg also decidu rhor some sleazy publisher took pictures of her groffiti·poems nnd compiled them imo a book thnt hit the bestseller list.something chat could be destroyed rarher easily.. with one point left. but Meg decides rhar Cassandra wouldn't obsess on just one. Simple cn<JUgh . pethops she prays or just walk• to meditate).'lple who arc following you. bur suggests that she purchase some non-Fetter·re· Ia ted ooes next. :mel <he only has seven points to spend. a big enough (and per• manent enough) Fetter. TI1isdocsn't mean &he$~ Renegade herself: she just knows a few. inn of 2. Now. and I in Stealth (her time on the street has tmtghr her the necessity of discretion). Next.Step Tnree: Abilities Next. mOStly library· gained education by >preading our her five poinrs among l'oli· rics. She has IOpoinrsrospend. There are :so many . there's Piedmont Park. 2 In leadership (she used to boss her brothers around). First Meg chooo<s rhc Madntosh computer in her c.sks David. . a trendy coffee shop in Adanra. so she lists Relic. Next. She muse pick from " l:trge number of Backgrounds. Finally.. She spends a poinr on Dodge (always good to have) nnd two poinro of Brawl (a couple of years llgluing \'Our brutheNJ will reach you nt least tluu much).md every timt somcorle looks at one.. Linguistics and Occult. Phanrosrn. M(.•c· Inc of 2. She has 10 poina to >pend: this is where &he can really say ~ lot about her ch:m><:rer.• I on her sheet. but she was also attacked there once. the Story· teller. Meg mkes a moment to think about her characrer. She decides tO invest two puinrs in a Passion to keep writing and creuir'8. be· cause she wants to be entertaining while she screams her poetry at pc'Oplc. Finally.. so that is her K'Condary cu•eorv. I in Firearms (she learned how to shoot a gun from her brothel'li). the :~fllliared emotion is Pride in her work. She rates ir m 2...D•vid warns her not to make her F~ttcrs too cough. (She used l O love to rollerbladc there . it shouldn't weaken C:wandro o"ermuch: a broad base of knowledge can be a good thi ng in rhc Shadowlands. because he's nlteady decide-d th:u rhe Circle . l>•vid :tgrees. she like-s the Rene~odes best. Accordingly. Street poclll obvtnusly need to have something to say and the abiliry to S<l\' It well. she assigns three points to it.-g has to prioritize and pick Cassandr-•'• Abili· tics. She fin· ishes off this sccrion by taking ill'erfurmance rating of 3." which is nssociated with Revenge. whether this is'' an easily accomplished Passion with a focus of Envy. because Cassandm i> a performer :u well as a writer). She decides to write down a Passion of "Ruin the publisher who •cole my work. She assigns ir a r. she gets mclrc Memoriom ..ssnndra needs co know how people feel. She decides Cl$$. David decides chat it's okay. and Love is a perfect focus for the Passion. Meg decides that C:tssandm kept her fnvorire pair uf rollcrbladcscvcn heyond the grave. Meg has 13 points to spend on Talents. ) She asks D:!vid if she can make Cnfc Inferno a Fetter. she wmm to be :tble ro dispel her Shadow if she needs to pro· rcct someone. she divides her five Arcanos points •unong Argos. She Immediately spends rwo point• on Alertness (good for spottit'8 p<. She gives Ca~<ltndra ratings of 2 in Meditation (she's gor tO h~ve some w:•y of keeping her peace in a violent world . Meg represent& her haphazard.i(two more Passion poinrs..ommuniry center. noting rhar chis Passion has as i" focus the prorectlon of one of her Fetters. This is the tool on which Citssandm composed much of her poetry. she pur· chases the Haunt Background. So.. Meg figures that"""'' of ClSSJndra's neighbor· hood remember> her: her poems are written on City walls all over 1hc place. Puppetry. This forms her firsr Passion: to proteCt Cynthia.. so she Mives Cassandm one dot in the Renegade Background. Finally.1ndra relies primarily on her Innate Tal· enrs co survive on the street (this becomes her primary Ability catCAOt'y). l.Cassandra's educa· tion has be-en 'l"'mdic and spotty. so Meg spends two points on Empathy. or for noticing when someone is paying at· tent ion to you). Wh~tthings are Important to her? Whar rhings drive htr! The flrsr thing thur pops into Meu's head is that Cassandra left behind a Inver when she died: Cynthia. Computer..

Meg spends four points on char Fener. even though she is not complete. and describes the relics that Cassandra possesses (perhap. Meg gets co spend Cassandra's 15 "freebie" points. The prelude is essential to the development of a Wraith character. Thus. ~tep 5: finishing Touches Finally. Once the player and Storyteller have roughly sketched out who and what the character is. giving her a considerable advantage using Arcanos there. And there it is: a completed character. Finally.will be centered around Cafe Inferno. as a wrai£h. While chis officially ends the character generation pro· cess. and her journey into death begins. Meg blows rhe last 4 points on Willpower: Cassandra's going ro need it. Finally. so she spends five freebie points to raise Cassandra's Perception ro 2. Now David will take Meg and Cassandra through a prelude to flesh out Meg's ide-Js about her character. Now Meg muse assib'll her Willpower and Pathos scores: easy enough. Cassandm. a flashlight and a cigarette lighter). scans with a Willpower raring of 5. they roleplay the journey from life into death. She writes a brief paragraph describing her (at Appearance 3 she's pretty. Meg decides to flesh our Cassandra a little more. In the prelude. jhe prelude Now you are ready to play your character. Cassandra's total Willpower is 7. writes a little about Cafe Inferno. including the character's initial experiences in the afterlife. Meg decides Cassandra should be a bit more perceptive chan she is. say. Meg wants anocher Memoriam dot. Meg also spends rwo freebie points to raise Cassandra's Alertness rating. her very expressive narure means she gestures a lot when she talks. Meg decides to go ahead and assign Cassandra's special· ties: she lists the specialty of Charisma as "guts" and the spe· cialty of her Expression as "street poetry. Additionally. but not exceptional). . David says chat Cassandra can't have rolkrbladcs unless she spends another freebie point on the Relic Background. the habit of pointing at people to whom she is speaking. she starts with a tom! Pathos racing of 7.s de-. as a quirk." Meg decides chat Cao. lkcause of her Memoriam. so she spends two more points co raise it to 4. She wanes to excel in Expressi<ln.sandra has. The prelude is the name for this first session. s<> she spends another freebie point co get it. the character's last hours of life are reen· acted. ciding that the rollerblades arc not as useful as. she makes her mortal girlfriend Cynthia a Fener. rated at 3.

The ch:~racter is dead. If there is no time fur n full prelude. . they give the Storyteller an op. rhe cold. If a Storyteller wants.. for llve minutes after the body has passed the poinr of no rerum.~nd r!!lntives il' mourn ~ in~. Questions ano Answers Dcscrib.d below urc some qucsrions that should be Oil· swcrcd by the end nf the prelude. and discuss the chnrocrcr's life and dear h.rl i(~ nnd typically rememlx:rS lit tle of her pasr life. These "snapshot'' scenes hnvc two purposc!i. the slow cessation of bodily pmcasa. as well:" some advice to the Stotyteller on how to run the prelude rn relotionship to the question. Most Storytcllcn wrll wanr to give th~ir players n scr\SC of rhc sudden shock of the death blow. Sometimes. TI1esc scenes should be quock ond nebulous: (orexamplc. Remember. Details about a chnmctcr's past may thus be discove red throughout rhe chronicle. Second. Some wraiths-to-be then undergo out-of·body expericnc.The play~r may wish to sketch out the charncttr's life In only the broadest nrokcs.1ch question we list what sorl> of thmgs rhc pln)'et should ask himself. too. the helplessness. perhaps st. playmg our and derniling parrkular moment> but dacrihing litrle of the context in which they for. 1 Deat~: T~e Beginning The prelude begins with the death scene.ycrs may not even rcn.thcn they should simply rolk about relation:.lize exacrl)~ how thdr chnrnccers die. a few rninutcs ur hours of life before the chnrnctcr's immincn[ demise m::ty be pltt}'Cd out. Some pl. evcal if you have underxonc the full prelude.. It often hdps tu wrirc our the ~nswers. lhc new wrdich may ••wake lll>'• nt his own funeral. the brnin cells expiring. Wirh e. rhc)' lcr the Storyteller a11d player feel out the character and her rene· tio11s to certain evcnu..hipoo und Fer· rcrs. thnt n wrnith is ' rcborn" into 1he afre.xntuniry 10 plant seeds that she can harvest for later storylines or subplots in her chronicle. The Sroryreller may let a player view his corpse and Lire people :~round it.-.. you should nt lct1St make un effort to :mswcr rhcse questions. During this time the Sroryteller may have the chnractcr relive cvenrs from his life." while mhcrs go directly to the Underworld with liule pomp and circum· stnnce. Some wrairhscxperiencc n "tunnel ofliglu. one by one.n memory ofspending rime whh olovcr. but no recollection of hi~ name or what became of him. First. If it is difficult fur u player and Sroryreller to run n pre· ludc. Then ir ends.. bu( very liu lc inform:1· rion should be given to the player.:cing hi!! (riends :.

. makes her desire. what good thing. but not so importanr th:u you ca11'1 venture beyond lr. Heretic or Ren• likely) or as terrible as murder.~. relying on your un<-arthly senses to l~' exhibit! If you were not so awful.. What do they think of you I Did )'OU wound rhcm? Were rhey supportive. makes her How many years! Who remembers you (if anyone docs)? cry.1ck alley somcpluce ! After all .• How old were you when you died? know the political lay of the lond?Do you hold seniority over Were you in the prime of life. Srories can sr:ortthere. or very old ' This anyone in your area? can dctcnnine your physicala~orance in the Shadowlands. many families are not the meet by a quirk of fare! lr is important co determine how you healthiest of institutions. caring and lov· What are your jobs and perks in the Circle? ing? llow many brothers and sisters (and stepbrothers and step· • What w.. hard: it will shape the way your Shadow ope111tcs. or dod you just In the World of Darknes. makes Iocr afraid? What Hnve you lo. • How did you meet rhe r.. so you've chosen your death . you can begin to structure her creation. • What do you do for fun? • What was the best thing you've ever done! This is very important: death is depres. Think about this one long and egade Background when answering this question. or are younill unaware of how you died! Does your group have a penchant for dangling off of sky· Wa• there a funeral! Were you burled or cremated? What was scrapers. the world Is your memory around like a stone around their neck. do roo)! Do you enjoy making seri· • What places were important to you in life? Even aside from your Fettel'$. Was there a favorite hangout as a teenager! lighten the mood ora Wraith story from time ro time.. but how did you die! Explain in detail . Even if you were a psychopath our and have some fun from time to time.<r any Fetters to the ravages of time or vindictive gives her hope? In what does she believe? Once you know these wraiths? How well do you know the local Necropolis? Do you things about your charnctcr. a child.on meet anywhere. makes her's nice to get Even Hirler painted roses. what feat wos your shin· hsten through the glass! Do you play tricks on mortals. or meeting on the trncks of a subway (just don't touch placed in the coffin with you? Where are your ashes now?\Vho the third mil)? Do you like to meet In the moyor'• office after mourned you? Who didn't! Did your lovL-d ones carry your hours. makes her laugh. marriage? Give your last dollar to a starving child! )"OU sriU don't have a life. or did they playground: you c. your first run-in witb otber Underworld liSters) did you have! Did your parents divorce! Did you have dwellers like? a $tepmother or stepfather? Were you an orphan 1 Did you run into a horde of rnvening spectres? Were you • What was the most shameful thing you've ever done! the target of a slaver? Did" Hco·etic anempt to coowtrt you? This could be as innocent os stealing a candy bar (not You should rake Into accounr your Hierarchy.<ing.. \Vhcrc will you go! quickly forger you? • What motivates your • How long have you been dead? What drives your chantctcr. Do you skinddc who brutally killed many before your demise in the electric people while they make love? Do you watch TVs that are left chair. Were you wounded by your family? rdatc to the o·est of your Circle.. shelter from being closed! lng them do silly rhings? Do you usc your Phantasm to tell Represent someone pro bono for her divorce our of an. You itel Did you love a particular park? All of these things can lhape your character's development and provide sources for hang out there. . nmk· ing moment? Did you save a homelc. • Where Is your favorlre Haunt? spe-c ilk movie cheater? Was a particular restaurant your favor· This is some place affiliated with you or )"Ollr Circle. what single moment of humaniry did on in department stores. enough to gener:ue a few swry ideas.abusive stories to mher wrnithsr Do you amuse yourself by steali ng sock• from laundromats or dice from roleplaying games (damn. this can tell you a lot about ous people laugh and funny (li'Ople serious? h'> important to your character.t of your Circle? • What was your family life like? Were you brought together by a Re<>per. and rhis Did you build n treehouse as a child? Did you love to go to a is ont way co do ir. It should be interes<ing Fetters. • How did you die? • Where docs your Circle meet? Okay. or in a b.

( II .

biUty of a cerf4in rypc of pcrceprion and ac· Dan. ·nlc essence o( the clmnlCtCr is create-d through mlcpla)'lnC nnd imagin:uion. allow you to translate the chnrocter Into game reality by usi1'1gdicc. only cn•dely esrablishcd dunng ch•racter creation bcco1nes Oeshed out in play. help you focus and undcr:u:mcl your charnccer. A character's Traits describe only the general parameters of her abiliti<">. They enable you tu detail your character's strengths and weaknesses.. 50nality. TraH5 in Wraith are intention-- here are as many archerypes as rhere are rypi· cal siuuuions in life. TrJil$ arc the OO. conjure and delineate who and what a character really is.1rncrcr. Your rolcphwing will ere· G:1tegorles. tnost ilnponantly. of a charnc· rer. ate y<lur ch. Don't look at your Traits think· ing you htwe a complete chamcu. Vol..Whnr a piece of work is man! . nt InfOsuch near and rid\' What i. These p<:rsonality Archetype< are example$ of the variety or personalities that can found.William Shakespeare. Hamle1 ~~W n PersonAlity Archetypes are a way of defining wraiths' p<:r· you will not concentrate on the character sheet too much.. Characters do not_ in 6-ct. Coll«ted Works. 9 ally left sketchy .they de!cribe. . they are intended to guide. -Carl l=t the number-crunching pan . Endless repctirion lws engraved these extJeriences into our psychic constiUltion . ArchetypeS are the template$ for an infinite num· ber of dif(erem personalities. representing merdy che possi. not resrrict. and should not be seen as abso· lute mmdards.

Regain Willpower whenever you create or establish keep them steady and centered. You are the one to whom people something of importance or lasting value. for each excess.The psychologist Carl )ung dilu:overed the concept of ar· ion rrend. self-denial and self-dis· character's Demeanor may be ns consistent as her Attributes cipline have no place in your life. an· their own Archetypes. create fucades behind which rhey c. learn the new dance. If the Sto· You arc a bully. While mosc Bravos despise the weak. make a difference in <he needs and sorrows of 1he unfortunate. he awards from one to three in& <he weak. but he did hearing secondhand news. Archetype provides a different way to regain Willpower points. . you're give names to some o( the archetypes.this varies from Archetype ro Arche· type. pp. or (XHronize a new discovery in rhe arts. you heed only those who can prove their power rhinks the player i• performing the action merely m regain to you. The procedure works like this: the player notices her points if you enjoy an especially fun night).~n hide their shall drink wine and sing songs. for they so dearly love Archei)'J)CS have a practical impact on the game. in order to nowhere. You must help the other person in some way. ccpt of instant gnuificMion. Such facades are known as Demeanors. chetypes as a way of describing any concept that resides in the coveries are your life. New dis.t of news Ot other signifiCllnt dl!covery. and rhc Sroryteller either accepts or rcjeers rhe request. Still. Nonetheless. you don't mind a lirrle hard honest or simple·mil\ded individual may have the same De· work as long as a good time awaits you upon completion.. and you gain satisfaction by providing whatever you can. you rry w crcare something of lastit\g value for <hose who come after you. display a fash· . Willpower. rum when they have a problem. heckle and intimidate 1huse whom you hold in con· create truly unique personalities. but you hide from your own sense of weakness of Shadow Archetypes.~ible. character may be able to reg-• in Willpower because of her ac· tions or the situation. sybarite uue selves. -Regain Willpower whenever you have :o truly good time The Nature of the character Is thus vital in regaining Will· and can fully express your exultation (or perha~ even more power. Bon Vivants have little sclf-conrrol. There is nothing you like better than to persecute. incorporate the concept of archetypes ituo our systems. but you intimately. If rou're not in the front. so fir~t with a piel. though he need nor acknowledge it openly. You are the type of person who You always try to help thooe around you and struggle 10 makes an effort to build something of value: to found a town. remember to take the following guidelines with a grain of salt. You see nothing wrong with forcing your will upon oth· The Storyteller should also encourage players to develop ers. The key to the use of Archecypes is the interaction be· tween the character's Nature and Demeanor. You must always be the first to break the news. the words auslcrit)'. thnt which she is but may not Life and afterlife are poinlless. through cruelty to others. a few become their protectors. a tough. a ruffian. She asks rhe Sroryreller if she can regain Willpower. You much prefer the con· or may change from minute to minute.Regllin Willpower whene•·er \"OU suc:cc. a modi· . Rome may burn. You are a sell>Ualist. indeed. An extraordinarily open. shallow and meonil)gless reveal ro others. create a company or in some way leave a lasting legacy. Bon Vivant Bravo Caregiver Avant-Garde You must always be in the forefront. The Storyteller shouldn'r reward a character if he spect. He believed rhat such effort to keepit\g up wirh things. and delight in torment· ryteller deems the request valid. Thing> must always go your ""'Y• and you do not Willpower point$ depending on the nature of the character's tolerate those who cnm you. Til is pmrecrion can bt as small as a smile of support or • shoulder to lean on at an appropriate moment.Regllin Willpower whenever you intimidare or ph)-sl· cally force another person to do what you wish.Regain one point of Willpower whenever you are rhe lie-d version of this idea is used to describe personalities. temp!. Power and might are all you re· actions. t>eoplc around you depend on your stability nnd srrength to .<Sfully protect or nurrure someone else. <hus giving players the opponunicy ro tagonite. People need many things. The emotions of kindness and pity are no1 completely Storytellers should also s~-. Nothing pains you more than complex symbols couldn't be rigidly categorized. Most people. A and parry animal. Your sense of purpose transcends your own needs. . and you devote a great deal of time and collective unconJCious of humanity. 177·179 for descriptions foreign ro you. Narure Is the true personality o ( the character. Most meanor and Nature. not wishing otheN to know them -so have as good a time as pos.

Conniver What's the sense of working hard when you can get some· thing for nothing I Why drudge when.a caretaker of sorts. This is a very common archetype for wraiths who died when they were young and subsequently marured mentally. All smble groups need some kind of Conformist. wh ile orhers see you as an in· nocent cherub unaffected by the evils of the world. Taking charge is just not your style. and you insist on their being met. Some see you as a spoiled brat. and you derive great pleasure from outwitting someone. throwing your lot in with her. the person you feel ro be the best. You Oit to the brightest star. a streer waif. Connivers play many roles. .Regain Willpower whenever your group accomplishes something because of your support and aid. and the blemishes must be pointed out in order for the good to be truly recognized. but not emotionally. and know that by supporting a strong leader. Your standards are high for everything. It is easier for you ro adapt. attune. you just do it better. you prefer the security of being watched over by others. Some people might call what you do swindling or even outright theft. a swindler.You are srill immature in personality and temperament: a kid who never grew up.t track to success and wealth. comply and reconcile yourself to the new situations in which you find yourself. . It is difficult and distasteful for you to go against the flow or to rebel. a con man or just a finagler. you help prevent chaos from occurring. the fa. trickery is a game. once they discover the pu· . Often you seek out someone ro look out for you . Critic Nothing in the world should be accepted without thor· ough scmtiny and examination. you can get what you want? You always try to take rhe easy way out.Regain Willpower whenever someone does something to help you with no apparent gain for herself. so you may be a thief. Th011gh you can care for yourself. Conformist You are a follower. an encrepreneur. . but you know that you only do what everyone else does. You hate inconsistency and instability.Regain Willpower whenever you arc able to get your way by tricking another person into doing as you wish. Additionally. Nothing is ever perfect. adjust. They'll thank you later. just by talking.. You encourage the same ideals in others because low standards reduce the quality of life for everyone.

You don't give a damn about other people's momlity. just like you predicted. . and habitually >rrive 10 make things work smoothly.!llnding of how things really work. Your beliefs." . but you do adhere ro your own srmnge code of conduct. . live 10 organize.Regain Willpower when you are allowed 10 lead a group and accomplish some significant task.Ir nose ar wraith sociel)' and iiS preceptS withour re!llliation. Curmudgeon You are nn imscible. -Regain Willpowerwhene. Deviants are typically irreverent.I riry of your perspective. -Regain one point of Willpower whenever you di>cover a significant imperfection that others overlook. unle. You arc never satisfied with anything that is less thnn perfect.Regait\ Willpower whenever someone does something stupid. Director You despise chaos and disorder. Deviant There are always people whodon'r fir in.. You are nm so much an aimless rebel as an independent thinker who does not belong in the society in which you were mised. churlish pcOiOn at heart. and some have rmly bitatte taste$ and desires. you're not a perfectionist. You have a very well-defmed under. You trust your own judgment implicitly and tend to think of things in black•and·whire terms: "This won'r work"i uvou're either for me or against mc"j I. Cynicism is your middle two ways to do t-his . You must predict it either our loud to the other characters or in private to the Storyteller.·er )'OU succesJully thumb )'OI. especially when they involve the circus of human endeavor. and tend to mke control and organize things "' order ro supptC$$ anarchy.~s it Is yourself .IThere :. You seek our and expo~ the imperfec· tions in every person or thing you encoun[er. it is the tool with which you judge everything in life. and you are such a miscreant. The foolish actions of others have long since ceased ro $!Jrprise you. You like to be in charge.nfter all. raking every• thing seriously nnd finJing little humor In life (though you may have a wicke-dly bmbed wit). motivations nnd sense of propricLy arc completely antithetical to the status way and the wrong w:1y.

You arc consurn.ed by a cause; it is the primary force in
your life, for good or ill. All your physical, mental and cmO·
tional resources are directed toward your cause; in fact, you
may feel very guilty about spending time on anything else. You
let nolhing stand in your way - nothing that you cannot over~
come, in any cast. You ::md those around you may suffer, but
your cause is cvcryLhing- the end justifies the means. Defore
the game begins, make sure you describe your cause and define
how it may affect your behavior.
-You regain Willpower whenever you accomplish an act
rhat furthers your c.ausc.

You are lhe fool, idiot, quipster, clown or comic, forever
making fun of both yourself and others. You constantly seek
the humor in any sitmuion, and strive to battle the tides of
depression inside yourself. You hiltesorrow and pain, and con~
scantly try to take others' minds off the dark side of life. Some·
times you'll do nearly anything to forget pain exists. Your par·
ticul~r brand of humor might not always impress your friends,
but it makes you feel better. Some Jesters manage to escape
pain and arc truly happy, but most never find release.
- Reg::tin Willpower when you raise t he spirits o( those
around you through the device of humor, especially when you
escape your own pain in the process.

As a facilitator, modcracor, arbitrator, conciliator and
peacemaker, you always seek ro make rh ings berter. You pride
yourself on your rationaliry, your insight and your ability to
deduce a reasonable explanation when given the facts. You
struggle to promote truth, but you unders.rand how difficult it
can be to ascertain.. You respect justice, for that is the way
rhrough which truth can reign .
In your view. people are resources, albeit ones thac arc diffi~
cult to manage and employ. You hare dissension and arguments,
and shyaway fromdogmmism. Sometimes Judges make good lead·
ers, though a lack of vi~ion can sometimes cause them to main~
tain the status QliO instead of searching for a better system.
- Regain Willpower when you are able to separate the
truth fron'l a web of lies, or when you convince disputing indi~
viduals to agree wid1 your judgments.

You arc always alone. even in the midst of a crowd. You
arc the wanderer, hunter and lol\c wolf. Thot~gh others might
think of you as lonely, forsaken, isolated or remmc, in truth

you prefer your own company to that of others. There are many
different reasons why this might be so: you don't unde•·stand
people, you understand people roo well, people dislike you,
people like you too much, or you are simply lost in your own
thoughts. Your reasons arc your own.
-When you manage to accomplish .some signific:mr msk
on your own, without the aid of others, yet which still aids the
group in some w·ay, you regain \Viii power based on the signift~
cance of the achievement.

All possess the martyr instinct, but few acr upon ir. Even
fewer live the life of a Martyr. You, however, are such a one.
Your desire for self~sacrifice stems from a low self..estccm, a
feeling of a lack of control, or a profoundly developed sense of
love. You are able to endure long-lasting and severe suffering
because of your beliefs and ideals.
At worst, a Ma rtyr expecls sympar.hy and attention be~
cause of his suffering, and may even feign or exaggerate pain
or deprivation. At best, a Martyr willingly suffers injury or even
death rother than renounce his reli&ion, beliefs, principle.<,
cause or friends.
- Regdin Willpower when you sacrifice yourself in a real
and immediate way for your beliefs or another individual.

You are a makontent, iconoclast and free-thinking recal·
citrant. You arc so independent-minded and free-willed that
you are unwilling m join tmy particular cause or movement.
You are just yourself and only desire the freedom robe your·
self. You do not make a good follower and aren't usually a very
good leader either (unlc.o;:; your follower.> arc willing to go whcr·
ever you lead). Your insubordination a&ainsr authority ncca·
sionally reaches the point of stupidity.
-Regain Willpower whenever your rebellion against the
status quo turns out to be for the best.

No matter what, you always man( to survive. You c:1n
endure, pull through, recover from, outlast and outlive nearly
any c.ircumscance. When the going gets rough, you get going.
You never say die, and never give up- never. Norhin& an&e"'
you so much as a pcrsol\ who doesn't struggle to make things
bener, or who surrenders to the nameless forces o( the uni#
-Regain Willpower whenever you survive a difficult situ·
arion [hrough your own cunning and perseverance.


the success indicated hy the 10, and may subsequently tryaj.oain
for anorher success, rolllnR another die for each I0 obnuned.

You are an orthodox and cmucrvative individual. What
was good enough for you when you were alive is good cnOuJ(It
for ynu now. You resist change of ony sort. You especially op·
pose change for the sake of change - what point is there In
that? You may be seen by 80me as a miser, a reactionary or
simply an old fogy. You always strive to pr=rve the >talUs quo.
- Regain Willpower whenever Y"" are able 10 protect
the status quo and prevent ch.,nce.

pnysical Attrioutes
Physical Attributes determine the ntw CX[ernal



che 'vraith as rnanifc:~tcd in rhc wrnich's ::'ICtions. They are the
t:asicsl to d efine and rhus t he easiest to comprchcnJ.



This Amibtne defines a wraith~s raw might. It rcprcscius
not only phj·sical strength, but al:.o force and capoc1ry to cause
damage. lt is used to detcrmme rhe base number of dnmo~e

Very few are bl"l:lve or strong or imaginative enough w look
beyond the suffocating embrnce of society and mundane
th0<1ght in ""'rch of something more. Society tr~tssuch people

dice rolled in :my ~mack.
Strength ls used whet'\ n wmilh attc1 npts m lift, carry, push.
heave or break soancthing. Srrcngth is :llso used when oucmpt..

with both respect :md conre mpc. for the Visionary pcrvcrls as

ing to make any sorr of jumr or leap.
Specialties: Strong Grip, Mos:.ivc, Husky, Able·llcKiied,
Hearty, Powerful, Wil)'. 1..-•q.oc

well as guides society.
You may be a spiritualist, shaman, New Ager, mystic, phi·
losopheror inventor, bur whateveq'OU are, \'OU are always look·
ing for something more. You see beyond the bounds of con·
venrional imagination and creme n ew possibilities. Though

you might have your head in rhe clouds and are ofte•l of an
impracrical bent, you are Oiled with new ideas and percep·
- Regain Willpower whenever you are able to convince
orhcn ro believe in your dreams ond follow the courliC of nc·
tlon outlined by your vision of the fumre.

n'liths arc no longer real. at le~st rts we tmdcrstnnd the term.
Every wraith has a Co1·pus tU1d sentience, which arc the moni ~
f~stntions of their presence in another fonn of reality. Attributes
now serve as descriptors o f t he ir continued state of existence.

Attributes are based on self-concept, on how rhe charoc·
ter sees himself. A wraith's body and genernl capabilitiC$ are
Jx......J on habir and expectation, and are as firm and unchang·
ing as real-world Attributes.

For each Attribute and Ability Trait
rated 4 or hiGher, a player con select a spe.
cktl ry. A 5pec:i\llty is a particulnr subcur·
egory thnt o character is capable of perform·
ing with additional proficiency- a charocter may be able to
drive very well, but m:ty be particularly adept at off-rood ma·

A specialty allows the player to reroll lOs 5eored on actions directly involving the specialty. The player get> to keep







Excc pnon:.l

• • • • • Outstanding

This Attribute de One$ a wmirh's capacity to perform com·
plex activities. h represents ph)'lfJcol ~1. grnce, [>recision
and the ability to perform muk:ue or subtle actions. i)("xrer·
" l' defines lhe wroith's control of her Corpus.
Specialties: Smovlh·Mminne-d, L~rhe, Sr~dy, Deft, Grace·
ful, Nimble, Athletic, C:ulike ReOexes, Swift. Surc·f-ooted,
Fleer· Footed, Light Touch

Poor: Youan:buncrllnbrcn...od, so don't use;:~ch;:~ins.'lw.
Avcnagc: You c:m chew gum and walk nt thc snmc
Good: Yoo.1 h:l\'e excellent r:tw athletic potential.
• • • • Exccpuon:•l: You can juggle five knh·es.
• • • • • Outsta.ndlns:: You can juggle fh·c




The Srominn Attribute ddinc.s chc wr::~irh'sstc;:~d(;,stness.
It represents not only phy•lcal cndurnnce, but also Jercrminn·

rion, mggedness. concenmnion nod desire to win. It rcnccts a
wrnith's understanding o( hcr limir:uions.

Specialties: lirclc<S, Endurmg, Tough, Determined, AJt·
grcssive, Ten.'Cious, St3l\\>art, Duroble, Forceful, l)(.,.hc:.uc<l


Poor: You ::tre frnil in constin1tion and appear we-dk.
Average: You seem to be moderntely healthy.
Good: In life, you were in good shape, the result
of regular exercise. Your spirit is vigorous.
• • • • Exceptional: You could '"" a marnthon.
• • • • • Outstanding: You could survive i" the heart of a
Maelmom (well, maybe ... ).

Social Attributes
A wroith's Social Attributes not only represent her ability to
imemct with orhers, but also deAne her sense of self-worth and
confidence. Tiley define how the wraidl perceives herself in terms
of her surroundings and how she filS inro the scheme of things.
Social Traits are viral in determining first impressions, lead·
crship ability and lhc nature o( a wraith's interactions with
others. Comhined with Physical Attributes, they define the
wra.ith's presence.

Charisma defines a wroith's row magnetism :;md srceng:rh
of presence. It also represents boldness, bluster, and how inter·

esting the wraith is co odlcrs. Charisma reflects a wraith's power
to convince others ro put their faith in him. In many ways, it
is analogous to Strength and is used in any attempt to influ·
cncc someone overtly.
Specialties: Smooth, Eloquent, Outgoing, Cwptivating,
Charming, Regal, Genial, Well-Mannered, Urbane, Sophisti·

catcd, Rustic, Gracious

Poor: Others avoid being around you.
Average: You are likable.
• ••
Good: People trust and confide in you.
• • • • Exccpcional: Something draws people: ro you.
• • • • • Outstand ing: You could lead a nation.

This Trnit defines a wrnith's cunning. Mani[J<olarion repre·
sents insidiousness and precision in social dealings. In ·many ways
it serv<.-'S a'i 11social stealth," unlike Omrisma, which take$ a more
head-on approach. It defines a wroith's understanding of
Manipulation is used in any attempt tO influence someone subtly.
If you fail a Manipulation action, and the target realizes what
you were nying tOdo (you botch, for insrnnce), she llllay well be

angered. People <~re manipulatod all the time and usually ignore
it. However, if the fact is brought to their att<ntion, it con be very
disturbirlft. Manipulation can net grear rauhs, but it 1$ risky to
pcrfonn openly. Owacters with high Manipulation ratings are
not overly tiUS{od by those who know them best.
Specialties: Glib, Expressive, Cunning, Persuasive,
Smooth, Silver·Tonguod, Bravado, Ingratiating, Eloquent, Blar·
ney, Double·Talker, Sophist, Winy

Poor. You cxpre.-. yourself in as fewwords (IS possible.
Average: Others might believe you.
Good: You'd make a good lawyer.
• • • • Exceptional: You should nm for office.
• • • • • Oumanding: You could sell ice to an Eskimo.

A wraith's Appearanc:e Trait, unlike that of mortals, is based
upon her sense of self·wonh. The wraith's Appearance reAecu
her satisfaction in being herself and how she w.Jn1ll others to see
her. A high Appearance Trait does not necessarily indicate beauty,
but anr.octiveness (the two are not always the same).
Appearance is vital in any social situation where words
arc nor exchanged. It is more important than you might think
offhand: your impressions of another arc heavily affected by
thnt j>Crson's looks, no matter how opcn·minded you ore.
Appearance is often used by the Storyteller to judge rou~hly
howothers react to you upon a first meeting.11>us, it can affect all
other Social rolls you make involving that pe1110n (in some cases,
your r.uinc detennines the maximum number of successes from a
Social action that can actually be applied, making it impossible
for an ugly person to achieve anything beyond minim.1l wccess).
Specralties: Bold Demeanor, Alluring, CaptiY1lting, Sexy,
Luminous, Honest f"aCe, Imposing, Dignified, Pleasing, Hand·
some, Beautiful, Gorgeous
Poor: You tend to attract the hostility of others.

Average: You are easily ignor<-d, for you fit in so
well with the cmwd.
•• •
Good: You have a pleasing appearance, and
people treat you well.
• • • • Exceptional: You are good·looking enough to be a
modeland are given respect and attention because ofit.
• • • • • Outstanding: Others' first reaction to you is cirher
awe, intense jealousy or complete solicitude.

Mental Attrioutes
11>c Mental Amibures represent a wraith's total mental
cap;ocity, including such things as memory, perception and the
ability to leam and think. They rep<C$Cnt the wraith's •crual
sentience and senses of inremal and external understanding.

This Tmit defines a wmith's awareness of reality. lr represents insight into others, sensitivit\' to one's surroundings and
intuotion. In some ways, Perception repruents wisdom in that
those with low Perceptoon rdtings isolate the~lves from their
environment and arc thus inC<lpable of growth. It is used when·
ever a wraith ancnlpts to detect something.
While Perception is sometimes used consciously, such as
when you search for something, it more often works intuitively
-you simply nmicc something. At base, Perception is a sen·
sltlvity to the world, an opcn·ey«< quality common among
children (for whom the world is a boundless and mysterious
pl~ce) ~nd seldom present among the most jaded.
Perception Is used ro sec if you have the insight to under·
S~and or be aware of a certain fact or concept. It can help indl·
care your degree of alertness to ambushes, the subtext of a
Hiemrch's speech, or the subtleties of color in a paintin;. All
wmiths are extremely sen.sitive co their surroundings, but only
Perceptive wr.tiths rorc alert and Insightful enough to realhe
what is happening ~round them.
Specialties: Insightful, Anenrive, Patient, Probing, Keen·
Eyed, lnruirive, Visionary, Asrute, Apprehensive

Poor: You arc blind to anything but the obvoous.
Avemge: You are unaw:ore of the subtle interne·
tions thnt occur around you.
Good: You arc aware of moods and textures.
• • • • Exceptional: You are constantly a len co the nu·
ances of life.
• • • • • Oumanding: You can flnd a needle in a haysmck.

The lntelligencc Trait defines a wraith's understanding of
rt'!llity. It represents the ability to perform complex. cerebral
octivoties. lncelligcnce is used whenever analytical tasks are
Intelligence represents both your memory and your abil·
iry to learn and think. It is Important when using Abilities
that require complex thought processes. Some people deJ~Cribc
Intelligence as a person's quickness of mind or judgment, but
ir ,. more than that - it is the facility for understanding and
the capacity for reasoning and evaluation. Intelligence mtes
ion individual's depth :ond flexibility of thought.
Specialties: Diseerning, Creative, Knowledgeable, Prag•
matlc, Asnote, Brill iant, Bookworm, Clear Thinker

Poor: IQSO
Average: IQ 100
Good: IQ 120
• • • • Exceptional: IQ 140
• • • • • Outstanding: lQ 160+

n,e Wits Attribute describes. Wrdith's ability co react quickly
and correcliy to new situations, as well as her ovc.r•ll sharpness of
mind and cleverness. In the simplest of terms. it measures how
quickly (as opposed co con-ecdy) a wr•id> thinks. A troO<I! com·
plex view incorpomces Wits as n shrewdness, "'gacity and capac·
ity for undermmding problems in the most basic tenll$.
Those with low Wirs Me occasiunally unable to cake appro·
priate actions because of surprise (like a deer caught in the glare
o(headllghrs). A low Wits can indicate that you ore more easily
tricked and fooled th;m most people, for you are a gullible and
unsophi<ricatcd studencofhuman (and wmirh) namn:.lf l'OU ha,·e
high Wirs, you are able to r<"ACl quickly co new situations and arc
seldom caught off guard by sudden changes in evenrs. Whatever
else happens, you are able co keep your Wits abnut you.
Specialties: Cle>•er, Shrewd, Sharp, Praclic.1l, Wol)•, Level·
Headed, Creative

Poor: You send money to relev:on~:dists.
Average: You know when tO bet or fold in poker.
Good: You are capable of handling L.A. rush
hours (without shooting anyone).
• • • • Exceptional: You could be a stand·up comic.
• • • • • Outstanding: You have a superco mputer for a
brain- it's fast.

alents are untmined and intuitive Abilities. Talents can af·
most never be studied or learned via training (though a few,
like Bmw!, an: exceptions), but can be learned through direct
experience- usually during a story. If your charncrcr rakes an
action using a Talent he does not possess, there Is no effect on
your roll. A number of dice equal co the base Attribute is rolled.
Talents are such narur•l and intuitive Abilities thar it is assumed everyone has some small eapacity for each one.

Over the years, you have become pmc·
ticed in noticing all th:ot luoppens around
you, even i( you are not actively conccn.-

trating upon the surround in!:'- You are a
eapablc bodyguard, for you have teamed how to stay alert ovtr
a long period of rime. Alertness simply indicates your aware·
ness of the world around you. It describes how much anenrion
you pay to things other than the rumblings in your ectoplasm

Psychics Specialties: Animals. Kids •• • Competent: You're always the last one out in Specialties: Mountain Climbing. vnult a fence or climb a rree.. Magic. Burglars Specialties: Bodyguarding. Your roting In this area describes your ability to ~void both • Novice: little Leaguer melee and missile anacks. •• Prnctlced: You arc wa<chful and very attentive to your surroundings. Report· ers. ball. Thugs. Duck. Military Person· This Talent represents a character's ability tO detect things nel. but you haven't had much experience.. Spectre& ••• • Expert: You could (Jnd a lucky four-lea( clover in seconds. Showing Off Dooge The mo5t effective way to win a (lght is not to be sttuek.or t. Gypsies. Sometimes using Heightened &nses to sense things in the physical world requires 3 roll o( Perception + Alcrtnes. Karate.meers. • • • • • Master: You see the bizarre everywhere. kicking. spec ilk spora. It is us. Sensing things rhar arc nor of the physical world often requires a You understand and can sympathize with the emotions of mil of Perception + Awareness..s • • • • Expert: A lucky shot may land once Ina blue moon. A wraith can hypcrdttenua<e h~r senses at will. listening to him.c: You see suangt' things out of the comer you can discern the motives behind a pell!On's ~tlons simply by of your eye. Often • N0\ ic.hc duub<s in your mind. !}. Tmps. You can also detect when you nrc being told lies. such :. throwing and gouging. Com. morcso • rhan m05t. Boxers that arc nor of rhe physical world. swim Lhrough a sronn. Possessed by: Criminals. Expert: You are a truly cautious individual and rarely let down your guard. Bouncers. Dancing. Jock. judo. but gencmlly is a nonlethal form o( combat.:d to see if you can jump across a chasm. Alertness relates to the physical world. Tai Chi. Possessed by: Martial Artim. • • • • Ex pen: Professional athlete "Duck!" • • • • • Moster: Olympic ~ul<l medalist •• Pr"ctlced: You have no problem r.. you can cosily identify. Brnwling can get quite ruthless. • ••• • Ma~ter: You notice everything Lhar &c>es on around you. othc.)l!tcnr: All things have a deathly aum that • •• Li(esight usually requires a roll of Perception + Empathy. Throws. nor do athletic actions already Becoming pro(Jc:lent in the Dodge Talent is a very wise choice.nding cover In Possessed by: Professional Athletes. Possessed by: Par•nonnallnvestlgators. • Novice: You know wha< ro do..1led to yott.. Boxing. Street Fighters. • • • • • Musrcr: You can nearly sidestep gunshots. • • • • Expert: You are a black belt martialani<r. Physical ac. Grappling. Dive rosense the presence of death (using Deathsight) and the presence of s. Acrobatics. Soldiers. Enthusiasts. a fireflght.opemmuml crcmures (using Heightened Senses). grappling. This Ability dc-. this Includes diving for cover and •• Practiced: High :«:huol jock du-cking punches. dodee ball. •• l'rncticcd: Odd th in~s arc revc. Hunrers. Crowds. Police OfOcers. Pamnoia. Supernatural Creatures Brawl You know howto fight bare-handed. • •• • ••• Comperent: You are highly vigilant.s. do nor use the Athlct ies raring. and are thus able to respond to them appropriately. tions requiring only one type o( motor acrion. •• • Compcrcnr: College Varsity player • Novice: You hit the ground if someone screams. subsumed by anorher Ability. Forests. Wrestling.s lifting. Ambushes. All wraiths have the ability to sense basic emotions.cribcs your general athletic prowess and assumes a familiamy with most sporu. Bodyguards. Noises. thro'v a foot. Novice: You tend robe a1en to chnngcs. Empat~y 1 . Possessed by: Watchmen. • • • • • Master: You could be a Golden Gloves boxing champion. Sidestep. Athletics concerns complex motor actions. •• Practiced: You know where to hir people and make it hurt. TI>is Abiliry includes such maneuvers as punching. ••• Competent: You Cl!n choose your barstool. All wraiths have the ability Specialties: wp. Cover. Bouncers Specialties: Annloeks. throttling.

Mob6tel$ SpcciaiLics: Veiled Th reats.g.u your scruti ll)'· • • • • • Master: You often finish other people's sentences. Bouncers. whether you're writ~ ing a book or debating social issues.l :. Truths. ••• Competem: Your gaze i. Expression at irs highest form can be art. Po5S'!ssed by: Businesspe-ople. Oossip. P~S5'!d by: Actors. Meetings intimioation ll>c art of intimidation takes many forms. but only in their abihry to convey their feelings. Radical. First 3nd foremost. Exptrt: No lies ever gcr p:t. intelligent or meaningful expression is the pur· view o( other Trnits. • Novice: Tabloid reporter •• PracticL-d: College debate tenm caproin ••• Competent: Successful comL-ditm • • • • Expert: Best-selling novelist • • • • • Master: Shakespeare Possessed by: O rators. Protesters Specialties: Poetry. Social.&an. us wd l as big· time trouble.•• ••• ••• • Novice: People tell you their problems ar p:utte&. Strcctwise allows you to blend in with the loc31 scene without dmving an enrion m you. Charncrcr> with high Ex· preuion arc unforgettable. theft anJ meet slang are also imparted through this Talent. Novel ists. • • • • Expert: You woold bcannbove-nverngedrill sergeant. Above-Average Snlesmen. Overt VIolence Streenvise The srreelli (whether of the Skinlands or the Necropoli) are a major soorce of information and money. Millrory Person· ncl.tlxle 5ttggestion m outright physical damage. Politic~!. Milirary. Petson~litiCJ~. People with high lntimi· dalion r. Each method of intimidation ha.:Jown. Impromptu. Competent: You have an a mating m5tghr mto the motivations of others. Mediums. Actors. rangrng from a $. 13"ckgrounds Expression The Expression Ability represents your ability to get your point across rhrough speaking or writin. • • • • • Masttr: You can make vicious ~mimals [Urn &ail Hnd run.!pill lit [rlil! . The Streetwise Talent has • vanety of uses. <!.uings seem to radi-ate auras of :nnhorit)'· • Novice: Six·yeat-olds give you the right of war •• Proctictd: You win an occ:uiorut. Pick·Up Artists Specialties: Emotions. Politicians..s its time and place. felony. Innuendo...s very unsenhng. Practiced: Occasionally !"OU get sympQthetic pains from feelings withom being anuncd to them. 0\:mugogucs.:!(.

human and wraith society. ••• Competent: Member of • prominent sang • • • • Expert You ha. Race Car Drivers. Stonemasonry when engaging In diplomacy.'espent most ofyour life on the strefiS. etc. ••• Competent: You know wh ich spoon is used to eot soup. Your specialty is the culrure with Possessed by: lawyers. from a simple . the quality o( these objects depends on the number of successes you roll. Girl Scouts. Homeless People. • • • • • Master: If you don't know it. lee. Specia lties: Cooking. • • • • • Master: You could prevent World War Ill.cialties: Finding Weakne5Se$. Sewing. the Firearms Skill does include the ability to repair dtcm. •• Practiced: You do all right at n flrinR range. seduction and haggling. • Novice: High-school shop class •• Practiced: Apartment handyman ••• Competent: Professional work • • • • Expert: Specialist • •• • • MaS-ter: Master artisan ~by 1hclllc~Technicians. leatherwork. Instruction Skills are Abilities that are learned through apprentice· ship& or rigorous training. able to conduct yourself in a manner that Is both unobtrusive • • • • Expert: Am way salesmel\ have nothing on you.• Novice: You know who sells drugs. mffic is a cakewalk to you. •• Pmctlced: You are considered cool by the populace. glassblowlng. Hunters Specialties: Rifles.A. If you try to perfonn a feat involving a Skill but have no rating In it. Stick Shifts versntlonalist. Con Men. A command of this skill makes you the ultimate con· Specialties: Curves. How· ever. Mac:hineOuns. Executives Specialties: Business. You em make functional objects from v-Arious substances. Carpentry. Soldietll. Intrigue. Possessed by: Diplomats. • • • • Expen: You're cool and steady.Seduction. • •• Competent: Commercial trucker (except around You know how to conceal your own modvesi moreover. You use Etiquette during actions Sp. This Skill imparts knowledge of master artisan techniqu'"l .:mcutting. You understand how to make your way through • • • • • Master: Perry Mason wishes he had It so good. do ya. othcn interest you. Your difficulty may be raised or lowered depending on your general experience with a particular automobile.22 to an Ingram Moc-10 machine "un. •• Practic«<: You can operate a manual/shift trans· mission. Le:otherworking. • • • • • Master: "Do you feellucky1 Wtll. Stunt Drivers nCllses. Idle Rich. Police. Fencing. Handguns. Simply because you have a Drive Skill does not mean that you are familiar with all land vehicles. Origami. Drugs. Artifioen. •• Pmcticed: You can pick fOil\eone up in a nightclub. Winos. the difficulty increases by one. even under pressure. •• Pmctic«<: You know not to wear pai51ey at a black· tie dinner. and gracious. Blacksmithing.g. Casanovas. • Novice: You know when to shut up.woodworking. Street Otlture firearms Skill in Ftreanns means that you have a brood knowledge of all guns. •• • Competent: You can pull off a few gun rricl:s. Little White Lies such as dancing. Guile. and you work at understanding their weak· Possessed by: Truckers. • Novice: You've had one or two lessons at the gun store. You understand the small nuances of social life and are ••• Competent: You could be a criminal lawyer. punk?" Possessed by: Gang Members. Politiciaru which you are most filmiliar. Criminnls. • • • • Expert: You can get along with jll5t about anybody. Htmdymen. Sudden Storms. The secrets and intrigues of • • • • • Master: L. Etiquette is also used Su~terfuge Etiquette Other Talents Search. Reporters. • Novice: You can drivt an automatic automobile. You arc simply untrolned in the techniques of that Skill and thus have a harder time accomplish ing the task than someone who has at least some idea of what he is doing. it hrum't been said.Sprays . Stonegate Industrial Boulevard) you know how to decipher the motives o( others and how to • • • • Expert: Formula One car driver use those motives "'J"irut them. Detectives Specialties: Picking Pockets. jewelry. • Novice: A few white lies never hurt anyone. Firearms Skill does not include the ability to opcrnre heavy machinery such as tank guns and other artillery weapons. or the ultimate spy. High Society. Sl•ng Terms Drive You can drive a car and perhaps other vehicles as well. Pistols. Possessed by: Onng Mcmbcn.

Arhlcre. Centering . Executives. • • • • • Master: You could sc:~nd on your head in gunfire and approach inner calm.: Command•. Leadership isn't so much knowing the techniques of getting people to follow you as it is being the r..tln sit in one spot for awhile with out fidgeti ng. Pmcriced: Your voice is a domin~nt one. Mediration can also be used to catch up on lost Slumber. • Novice: You t. Possessed by: Martial Artists.ypc of person people will follow. Nohlc. a Charon . you can demand silence. Military Officers.xl: You can sir andatrain a pcacd\11 Slaterimind.. Gang Leaders. • •• Competent: You can relax in any position. Milir:>ry Meditation is the Skill of calming the emotions.You can get people ro follow your lead and obey your orders by exerting authority and by example.. ir can be performed in a vari· ety of situ(ltionsor positions. • • • • • Mascc1': You nrc a Napoleon. Friendly. allowing a chan1cter ro focu~ on mauers of imporronce. Possessed by: Politicians. Compell ing.or a Hitler . and relaxing the physical bod!'· Meditation is usually performed while seated in a special position. Meditation can be used w isolate the mind from disnr1c. a Stamina+ Meditation roll (difficulty 8) determines how many effective hours of Slumber are gainecl per hour o( lnt.x lit3tion. rions. • •• ••• Novice: You could coach a Li ttle League ream. Focusing.<. Leadership is often used in conjunction with Charisma. Memory. Zen. like the lotus position. controlling rhe milld. Cornpcrcm: You nrc an c((cccive leader in cimes of strife. • • • • £. Orarion. •• Practic(. Psychologists Spechtltics: Relaxation. but with practice. Monk. . Police Officers Specialtic.\:perc: You attmct followers without rea II~~ trying. • • • • Expert: People have co go Ou[ of their wny lO break your conccntrdtion..

Such devices include dcK:trs. but keep In mind thar the s. •• Practiced: You could wire a house. • Novice: You can assemble ready-m:tde kits.\\'\. S<'lps. Guitar Solos. Karnoke Regulars.. • • • • • !lola-iter. Youn•\Jrk . • •• OJmpcrent: Yo. Florcnrinc You are able rn pcrfonn ani<tic action<. Axe•.ice: You\·e taLetl a :~JiX . Kcnclo Enthusiasts.-d: You h:l\'c 1mluary training. sai.. . tonfn ond ~words arc examples of the types of weapon$ covered b)' tht. • • • • Expert: You reRularly make the page~ of l'eiJ/Jie. mort~ rh:1n likely the Orst o( artistic expres~ slon )'OU . soch as singing. Your ~JX.-k course m (cncmg. 'Thug>.11>c ahiliry ro (ighr with a weapon is a valuable skill in the Gothic-Punk environment. !>roficicnq• in this Skill allows you to usc IHuuJ~hcld \\'cnpHm:.. Disarm.ion Abilrf)•. Fencers. Lhey n.:-us rmd even compu(crs. Competent: You can get a movie or record deal.«cd by: Police.. Writing and speaking an: nol CO\'cr. Gang Members Specialties: SworcLI..! by Perfomance.:ly on Lhc Expr.!llx: remembered rhl(llrcluheo~ Possessed by: Actors..1n pby boss in a garage band or net in a college pial'· Pmctict-d: You c.. M1rstcry of this Skill means that you arc a jack-of-all•tmdes. Of course.nd acting. Kn ives. deadly in your gmsp. T his Skill b ulm<l>l mclmic in mortal sociery nm"''' Joys because of Lhc prevalence o( (~rearms... • No. • Novice: You c. You k1lOW the minutiae of whm 10 dn and how ro do it.. While Dnrnk •• • •• ~epair You are able to repair simple or· complex Jeviccs co( nil sorts. c."Ch11ly is 1he 1)1lC o( pcrfomlance on which ym1ccmccnrnuc.onal eumpu•· ers within minuLCi.! Melee Skill.. Mimes Specialties: Hardcorc. Clubs.'(. B:tllcsrra. Musicians. guir:u playing a.. pursu<d.. •••• Experc: You are ob1e to repair pcr:.. ••• Competent: You s:ave qui[e a few dollars 1n mt-· chania' fees.m d:c mu a living on checlub circuit. • • • • Expert: Any wcnpon i:.-1me is nm always true in Stygiaand the Far Realms .. Knives. Th is Skill covers everything from simple carpentry to lltcchanics. proper tool> arc ahv-•ys needed. Villains. •• PrdCtic\. Rnpicrs. • • • • • M~1Stcr: Bruce Let: wnh :t ('-1ir of nunchuka Pmsc.r drnw brcs in kendo tournaments.

tion th:u :myonc has a dmncc of knowing.rra dry leaves. Lurk. Knowlll(lb"'-' include aii Lhc AbiliLies that require ri!IOIOU$ appll· • Student: You c:Jn pur r<lj)crhcr a 100-piccc jig· cation ci the mind. nOll f'lrt. )'OU cannot even attempt hobbit trickery. Shadows.lnsumnce lnve~tigmors. Ct1oki11g. Data Procc:twrS. Game Players. Compurers. T. Hockers • • • • Expert: You Ct'ln \vnlk silently over rwo mchcs n ( Specialties: Hacking. The Knowledue nlso illcludes the ability to non a hurcaucmcy.xed. Retrlevln~ l}. Camers. but sclf-s~ucly or tutoring is also possible. tificiallntcllil(cncc. Spies. Verbal 1 Enigmas Ot~er Skills knowleages rm """'I'' Bureaucracy Thi• Knmvledgc includes the ability to make your way through the pollticol system. You may also be able ro design your own system. Intelligence A~tCt\lS Specialties: Search. ru.<. Hi<lc. Pi loring. 110( the body. It I<esscnti:rl divining St. cep[ion. Riddles. Disguise The Enigmas Knowledge ""ists player> in solving the mysLerics crented by the StOryteller. .r. Poss~ss~ by: Programmers. Zen EmhusiMU. PUS>CSSed by: Handymen. Mt· ch. • Srudcnt: You can boot up a video g. this Knowledge can be seen as the chief orwmitmiollnl ability in th~ gam<. TI1is Knowledge provides un abilily to find clucll. • • Pr.:<: ret pat to IU<it rc">llms. Reporters P\mla and probk'1llS O<XUPV \"OUI irn:ll:inalioo . Vist. howevc. Investigation You nrc trained to notice nil sorts of dcmils rh:n mhcni might miss. • • • • • Scholar: Yuu could obtain a meeting wirh the President of the United Stat('S.• • • • • Master: If il•s hroken.e dC(. a roll involving h. • • • • • Master: Nin):t clan leader Poosesscd by: Criminals.lnt~rpol •l:"nts • • • • • Scholar: Sherlock Holmes Pusscsscd by: Dctectives. •• College: You understand power structures and can intuitiv~ly sense who is in conrml.•mc.: Yuu can perform stalling me:tics indeAnitely. KGB. Students.. MUSH Coders. High levels this Knowledge allow I'OU to func· Lion ns a det~ctive. it is u(u. you Spec:iahics: Prowl.l: You Cftl) hide in the shadows. Though the ratingsdiscu. MlS. ci nil sons is n ros>ion.l "'mcmbcring information viml to many kinds of problem«Jivmg. which of course presupposes at lease a rudimenr:uy sense of organiL1tion. FBI Agents. pcrfunn forensic analysis and prNiict crime p::tHcrns.'I"CC1. • • • • Oocrorntc: You can pcrfonn supervisory odmin . istrmive duties.1c1 icet. •• • Masters: You are a compercnr pro~.1n f. in rhc Shadowhmds or ill Stygin.. )'OU need this Knowledge.U this interest has given )" is simply the most oommon. Acr. • Smdent: Amateur detective •• Collego: Police omcer ••• Masters: Pri\'ate detecti\•t • • • • Doctorate: FBI. Eleetricians. seen or heard. the Storyteller rules that th~ roll pertains to rrivial inform•· POSSC$SCCI by: Cmosword Punic Devotees. Mental Traits are used :taw puz1le. liChool is not the onlyway ro gain Knowledges novel. Boating. HtL~bomds Specialties: Wood..octltct an.. Engines.ordingly. Crowds. Repurters. l)ctcctivc \Vork or .:anuning Ma Dell.tek for I'""'"'C tq. Archery.-e rolls.·e good organizationolabillty. CIA. ••• Competent: You are an accomplished humcr.>me. If you wish to break imo a computer Stealth is the nbility to sneak about or hide without being can design \ 0ur own so(cwnrc. Carp.tta PrllCcssing 101. Mystics Specialties: Ancient. The« are scholastic abiliLies for the ••• Masters: You can do Rubik's Cube in an hour.k. • • • • • Scholar: You•re on rhc vcrcc of crc:Hi n~-t Ar· • Novice: You can hide in the d.<'l Knowloo&CS in •• College: You can guess the outcorne o( n myster)' tenns n£collq.•il . Elccnonics. such as when • • • • • Scholar: You understand the deepesr mystcncs. Electricity Stealt~ YO<t understand how to operate and progmm computers. Au• tomobik-s. There are exceptions. Crawling may ev~n tnjo)' being perple. you can fix il.1 a lm.lct.1nl. In foct. or riddling forone's soul agninst amalcvolcm :VInl(cnn. answering the riddles of my&tical guard· h\1'\S.J ngninst another chnroccer'$ Per# • • • • Doctor:tte: You make a livin~sc. ••• ~Lt>tcn.:n ruii~. • Student: You ha. • • • • Docrnrare: You'd have whipped Collum without If you do not '""'"a Knowledge.nters. •• College: Y0<1made ar lea" a Bin D. Salvi"« riddle. Pro\\'1. Virus Pto~:rams.rammcr . to modify Knowi<Xll.

Tcchni· clans. and those with knowledge of the low arc well able to use It to their advantage. • Student: One additional language •• College: Two additional language. which is in rum the basis of thought. Scholars. Rcla· tivity. Eme'llencyC:lre. Radical Science You have at least a basic understanding of physics. but you mu•t purchase ony other hmguages that you wish your character ro speak. • • • • Doctorate: You might will a Nobel Prize someday.1ges • • • • Doctorate: Four additional languages • • • • • Scholar: Five additional languages P~ssed by: Travelers. police officer •• College: Prelaw. voodoo.: Campolgn worker or political science major ••• Masters: CampuiRn manager or speech writer • • • • Doctorate: Politician • • • • • Scholar: Machlovelli Possessed by: Lobbyists. L~wyers. Lawyers. Protesters Specialties: Neighborhood. •• College: You're srarcing to know what's going on. Chemistry. Each level of Linguistics allOW$ yoor char· acter to speak another language fluently. College: You have pnrnmcdic-quality ttainitlg. Congress. • Student: Protester or casual observer •• College. •• College: You understalld the major t hcorles and :rpplications. • • • • • Scholar: You have been fully initiated in many of the great rnysreries. Magick. Politician. Criminal. While n wraith's body is different. With this Ability. Death Lord Possessed by: Police. Possessed by: Paramedics. Your Knowltodge deals with the useful applicarlon. the curious Specialties: Ghosts. Astronomy. Doctornte: You can perform surgery. Masters: You arc a doctor and can diagnuoe and treat diseases.The law Is not a thiclg to trifle with.tures of the day. Mtronomy and orher sciences. Psychic Abilities It is assumed that you can speak your n::nural hm1(un~c. • Student: You can make smoke bombs with a chemistty set. magic arld mysticism. botany. Occulrim. Higher levels almost invariably involve specialization in a p<~rtlcular field. chemistry. Pilo~ Specialtie-s: Biology. un understanding of mortal health ond biology c:m often be of use in dealing with the Quick. bur aren't In the know. This c:rn be an essential Ability when attempting to deal with morrnlouthori· ties in any way. Hierarchy You arc knowledgeable In allarcliSof rhe occult. Crimi· nals.'Y· ecology. Specialties: Phannacy. Discase. Nurses. 111c Medicine Knowledge in· eludes the knowledge of the structure and functions of the body. Physics. This un· dcrstanding of the more sinister side of the world includes knowledge of curses. more than ghosts our there. beginning lawyer ••• Masters: lawyer. Oration. this Ability is e&. Ncurosursery This Knowledge providcs a familiarity with rhc polirical uruc. Political politics Medicine is the study of the human body and the techniques used to cure its ills. Legislaton. Police Procedure. including an understanding of who is in charge and how rhat person got there. Hierarchy Advocates Specialties: Coura . full partner • • • • Doctorate: judge • • • • • Scholar: Supreme Court justice. Diplomats.• • •• Masters: Three additionallangu. und the di:ljlnosis and treatment of dis· • •• •• • •••• Student: You know the basics of setting bones or preventing a SLTOke. Inventors. Litigation. • • • • • Scholar: Albert Einstein Possessed by: Engineers. Contract. Possessed by: Wcirdocs. It represents on understanding of both human and wraith politics. you can !den· tify accents or read lips. Linguistics also gives n character ~n understanding of the mucrure oflonguage. • • • • • Scholar: You are • specialist of great renown. Doctors.s of science. Researchers. Detectives. • Student: Practical knowledge. • Sr11denr: You've dabbled. New Agcrs.~ential. biol"'. ••• MMters: You could reach high-school science. • • • • Doctorate: You can sepnrmc truth from (3ncy. Technical. Diplomatic. and yoo know a lot about rhe other residents of the World of DMkness. the use of medicine. judges. ••• Masters: There :. Nuclear Physics . Interpreters Specialties: Curse Words.•. Paramedics. If you ever want to get out of jail. City. Scholars.

You should rn'ke the tirnc to describe your Allies carefully: they can be the source o( many nory ideas. One does not boss one's Allies around: they arc equals ond friends. how• ever. Geography. be aware that your Ally will sometimes ask fot your help as well. Tile Hierarchy sends SGOUr4 throughout the . specific area of knowledge/trivia BacKgrounds To last an er=i<y requires an eternity of preparation. The player 111U5t UCvclop reasons why her character pc. it is In". • A slncle Ally of moderate power •• Two Allies. you should. Theology. As the chronicle progresses. Backgrounds do not increase through experience points. For example. Genealogy. Mlies Allies are wraiths who aid yo<t but are not members of yuur Circle. if you lose your artifact in the Tempest.<. Allies who began as weak chamcters may die or increase in power.>. Journalism. below) mearu rh>tt y011 con coli upon that wrnlth for aid. Some Backgrounds may not be appropriate to your chronicle: ask your Storyteller.Other knowledges Psychology. Only e<tdltnce counts. The· liter. both of rhem of moderate power ••• Three Allies.llaltasar Oracian. Allies are genemlly friendly with you. Tlte An o{Wurldly W'tsdom B:~ekgroond Trairs provide a character with special advan· tagcs and reflect a wraith's social status and position in society. History. ! loving an Ally (as opposed m hnvinga Contact. or Intelligence + Memoriam to recognize that m)'1rerious woman who visits your gmve every CKher Wednesday. Bureaucracy. although :!Ome m:ty only be your Allies because they owe you favors. such as Charisma + St'dtus to determine if the Centurion olx:\'1 your orders.'iCS a certain &ckground. Art. If people stop remembering you. your Memoriam score decreases. Finance. A wraith may gain and lose BackRrounds as the result of a story. one of rhcm extremely influential Artifact Everything that is ever lost evennoally ends up somewhere In the Underworld.SCS. only adtieuemm< endures. one of them quite lnfluemial • • • • Four Allies. Military Science. Philosophy. . one of them very influential • • • • • Five Allies. Where did you meet that person? How did you come into possession of that relic! What did you do to (!:lin your position with the Heretics? A Storyteller may call for a Background to be rolled with an Attribute. and must be created as such.

called Haunts.-. a hand· do regain your full total every game session. either as the chronicle pro~'Tesses or beforehand. If the wraith who "owns" a provide you with accurate infonnntion (in their areas of expcr· passes into Oblivion. These dice imbuing powers into the very material of the Underworld. applying the extra dice only when absolutely neces· in the sense dlllt they actuallyoperate like they did in life without lary. met. •• You have an apartment-sited pcr110nal Haunt.~<lnw. Heretics or Rel\egndes. TI\ese lieges. out-of·the· woy place. n set nf catacombs beneath a cemetery. The Shi'O\Id will re·esrablish itself around the area. you You also have a number of Minor Contacts spread through must purchase this &ckground can be a forcotten drainage ditch. Major Cont3CCS are not only bcit. The player must decide where his Conmcts lie: in the liv· Hounts. share one Haunt in common. the Sh. You should describe your Major Contacts as complete char· die as well. it is Contacts score applies ro wraiths or to the Quick. • • • • Four Major Concacts • • • • • You have more hiding places than a cockroach.•. Contacu. you may need to bribe or even intimidate him into giving you what is needed. a back alley. your Eidolon gives you the resolve to fight sions through altruism. others try to fulfill their Pas· toward Oblivion. "'Orkinc the bribe to gee information. If a character wants bit of resolve against the Sh. your Eidolon does not com· The Mentor B. 11\e Haunt's raring Is subcracted from d\e area~ Shroud. entire groups of wraiths share a Haunt. m~ke ~roll using your Contac!S raring (difficulcy 7). may also be added to Willpower rolls. but also know of each other~ pri. including Thorn. measures how spiritual you are (note that "$1lirirual" does not h•ve their own personal reasons for aiding rhe young and weak. gun that shOOIS bullets without needing to be relooded.dow. Additionally. A Haunt Is a S«ure haven unkt\own to the Hicrnr· Even os o wraith. life (or death). Haunts are places c:J spiritual IX"'oer.1ckground can also reduce the experience munlcate with you. or the basement of an old house. If you want both a communal and a private Haunt. the powero( the Haunt will llnunt tise). Members of a Circle usually should purchnsc this Background cwice. Wraiths viciously guard their work of information and help that may prove useful. ing world or in the Shadowlands. When you wish to get in rouch with a Minor Conma1cly 10 square feet for each point in this Baclq:round. •• Two levels of Artifacts • • • • You hove sensed the prcscnce of your Eidolo1\. Each You have a small ci05Ct. but friends whom you IIU$t implicidy to craft of one's power is easier there. however. See Artifacts in the Appendix. ploys or cricks. of course.Underwo1-ld looking for long·lost artifacts of yore. A few artifacts are m:lgical simply a se>sion. • You hear vague whispc. " garage door opener that opens garage doors. • One Major Con met •• • You have a large perronal Haunt or several smaller personal Haunts. •• Two Major Contacts • • • • You have discovered a small but very powerful • •• Three Major Contacts personal Haunt that is easily hidden. it merely provides you with on additional point cost when learning new Area from far each of the founders of the Haunt possesses (maximum 5). You know that there is romething guiding you. many of them For each dot you have in the Eidolon Background. • • • • • Five Major Contacts Mentor Powerful wraiths liOft'lerimes ch005e to aid Enfants. you return with fAscinating treasures. This determines whether his guarding it against all intruden. or Mentors. Just as your Shadow tempts you Some want reliable underlings. TI>e moo. you know people from many walks of chy. acters. • • • • Four levels of Artifacu • • • • • Five levels of Artifacts Haunt All wraiths create hiding places for themselves. but you channel. together. •• • Three levels of Artifacts • • • • • You huve seen your Eidolon in a dream.1tnhlished by pooling the number ofdots d.c common form of artifact is one that magnifies an It is a good idea to use your Eidolon dice sparingly during Arcan05 c:i one or more kinds. mold· Your Eidolon represents your higher self. these disparate persons form a net· an abandoned car. A Haunt is approxi· the area.g:s yoo can manipulate or vare Ha<ma. or some • success means you have successfully located one of your Minor other tiny. using Pathos ro fuel them: n remote control mat ch•nses a TV Eidolon dice do not accumulate over several sessions. You may choose to roll only one Eidolon die if you wish. the Orand High may add one auditional die per session to any roll to resist the Artificer and his elite band of artisans have discovered means of Shadow's powers. This Background ing them into allies for the future. Many times. . Unlike your Shadow. Players who want Contacts in both the living world and the Shadowlands o. •• One level of Artifact • • •• You feel that your Eidolon has a sentient identity. necessarily mean "good").

. • • • • • A building or some other pennanent public fu. word. And )'Ct. a wraith who has already rec:civcd her Pathos for the chap<er can mll her Memoriam rating (difficulty 8). Memoriam Funerals. book• dedi· ented "in loving memory.unreprescnrsthcarnountof"eme~"P:uhoorhar a wraith can siphon per 5eSSlon.eres you. the player may roll a number of dice equal to the number of dotll in Men· tor. If this roll botches.. Memori. wakes. Note that famous people rmnscend the I to 5 scale for Memoriam: Elvis. • • • • A large organiL"Ion (the Rotarians. •• A few close friends remember you. tales of the living occa· . her Memoriam rating reduces by one: the d. memorials. the Restless benefit greatly from those who remember them -quite literally. cility has been dedicated to you. • • • • • If your Mentor doesn't know it. a small culr) remembers and re. but useful. for example. and deed> learn a nc"' Arcanos ~ by her Mentor. one from the number of experience pnlnts needed to le11m the Arcanos. thcl\ few if any among the Restless do.. her advice Is sparse. • Only one person rememlx:rs you well. • Mcnror ha• liulc power but is occasionally helpful. In dire straitS. Rowers on a gravestone. Notoriety Although the dead are usually neither concerned nor im· pressed with the mass of the living." a place set at ThanksRiving for a long· dcp:tnc-d famih• member .. TI>e number of successes equals the amount of l'atl10S pointll she lnsmntly gains. is transmitted inro a wmithi Ufeweb. people u:.he living diminish. has an 8 Memonam (if he is indeed departed .It would seem that all these fomlS of remembr-mce are more for the benefit of the living than the dead. each success subtmcr. a church congregation.c your name on a daily bnsis. • •• Mentor has some degree of status. •• • Your family remembers you fondly. roonumenrs. days of rcmem· bmnce. • • • • A wise old Gaunt has chosen to pass on his knowledge to you. n gnng. Memorial Dly. The emotional energy of the living. as expressed in their thoo&hrs. ). tombstont$.d can only >teal so much before the memories of t. ••• Your Mentor knows a great deal and shares much of this with you.

rminly.. Although" few group members m~y still doulx yoursincerity. and rhe group leoders have no qualms about revealing potentially damajling in· formation to you. Still. you arc not yet in rhc inner circle's lrusL.. Heretics and Renegades. although creating great beauty or causIng great sorrow are also notewoo thy among the Restless: No•oriery can win a wraith instant suppon in the Shadowlands. The other group memben mm you "ith· out question. oo o You are recognized by onany in the Shndowlands. and they trust you to a certain extent. • A few local wraiths 11re impressed with you. From rime to 1ime.roups of the Underworld: the Hierarchy.roup's mem· bers and have e:omcod the attention of the local lenders of the group. The group's lenders haven't yet heard of you. ). for example. Ir is possible to h~ve more thnn one St~tus &ckground. you will be rrusted wirh secret dtotles ond/or given special equipment and aid. • Familiar: l11e group members are familiar with your name and face. Ce. To possess Smtus implies that one has earned the group's respect throuch demonstrating loyalty to the ideals of the group. trusted with se<:ret information or responsibility. no doubt would have a Notoriety of 8 or 9 (and thousands of enemies Oil arrival . reflecting Status within two or more s. one way to attnoct ohe Oltention of the dead is to cause many deaths. •• •• Trusted: You arc truncd by the leaders of the group and are rcgulnri)• Riven secrets and infor· mat ion. Status Status represents a wrnith's social srnnding within one or more of the major social ~. • • • • You arc quite famom. •• You're well known In your Necropolis. everyone knows something abom you. FAme among the Restless takes a different hue than ot does among the living: one never knoW> who will be noted in death and who will fade immediately into obscurity. •• Proven: You have proved yourself to the group members. Stol')•tellers may allow a wraith 10 make a Notoriety roll to see whether a complete stranger has heard of him. o o o o o Like jim jones. • • • • • Loyal: You have proved )'OuNelf loyal to the group. With beginning characters. • •• Respected: You arc rcspccoed by rhe ~. john Wayne Oacy and D. . although you are still not. ccrtnin wn1ith!1 n:mscend this scale: Adolf Hitler. no one ls willing tovoke them. As with Mernoriarn.ovid Kaesh. Of counc.sionally ftlt<r even to rhe Underworld. Sta· tuscan mean that one of these three factions has marked rhe character for recruitment and will pressure him to join. )'OU wcn:dc!piscd from rhefiost day ofyour death.:porate groups.

The Hierarchy uses Stygian coins as the currency for Its soul-economy. erase the check marks. How and • • • • You have a cache of valuables and have found a when Corpus is lost in combat is explained on pp. as its suffers more wounds. that the wraith has discorporated completely. You start with seven oboli and paled on or juxmposed bya real-world object. the player checks off two Corpus Levels. relics. This is no longer the case. The obolus is made of Stygian iron. Now the Ferrymen do nor honor the oboli of Stygia. im~ caches of valuables. Souls. and how much credit wraidl wnlith is "solid" and hcalthyi if but one is left. plunging inro • You have no source of income. wound causes the loss of one Corpus LeveLCheck off Corpus although the Renegades have been looking for an Artificer Levels as th e character loses them. l84-186). All slices. eventu· possession implies that a wraith has spem some time fonnulating ally reaching zero Corpus. Likewise. the Ferrymen would carry a departed soul ro the afterlife fo r the small sum of two coins pressed imo the corpse's eyes upon death. each success on an opponent's damage roll inclientele. corporeal during that turn. Obviously. Loss of all Corpus Levels indicates a method by which to receive regular wealth. You start with three oboli. The oose Stygian coin is called an obolus. a Corpus Level would be lost. You Corpus Level Is lost every time the real world "violates" the start with six oboli and receive one obolus perstory. Each There is currently no kno wn way to debase the obolus.all have a price. You start with two oboli.'' which is just a sliver of an obolus. the wraith is merchants are willing ro extend to her. As the charac[er A wraith's Wealth Background indicares three things: how regains Corpus Levels.rc way to make oboli. The cost of dying has gone up. As a chardcter are very new should not be allowed to take this Background. and you get The•·e arc two basic ways to lose Corpus: fromcombat and a few oboli now and then through performing other violent interactions with Underworld denizens or phe. dicates the character's current Corpus Level. For instance. quarter-oboli.n with I0 Corpus Levels. the of wraithly resources she has available. of valuables that might be cashed in at some Iacer As the wrAith heals. and it is assumed tluu the wraith l. ally merge to form an obolus. until he is again at full Corpus.h\ days of old. successes. artifacts. 11lere are denizens of the Shadowlands who do. 225. player record the character's injuries and their effects. They arc not confined by the same harsh tical) to their earthly bodies. Co•·pus is so easily regained. what kind Th ink of Corpus as a spectrum. and each obolus piece will mystically merge with other obolus gcr. it is assutncll that one you and give you a portion of their proceeds. he travels down th~ spectrum. and so difficult to lose. the coins that have the Mask of Charon imprinted on one side and the High Court ofStygia on the other.. and even a "drachma. 1 Corpus . • •• You have a small savings of oboli and a regular In combat. Most wraiths' Corpuses appear similar (though not iden• coming bac'k for more.c(:ornes Jn. but own a cache the Tempest (see pp.. if receive three oboli per story. the appeardnce of the Corpus becomes more twisted. however. A wraith's Corpus Trait represents the solidity of his form. You start with nve oboli and receive dicates a lo:ss of one Corpus Level. space occupied by the Corpus of the wraith. nomena. many oboli she has at the beginning of the chronicle. O nly one Corpus Level i~ lost per event. •• You are a reasonably well-off wraith. a collection of drach ma The C<lrpus track on the Wraith character sheet lets a will cvemually melt together and re·form into a contiguous coin. Oboli are often broken into half-oboli. At I0 Corpus Levels. he removes these checks one b\ one date. variousservices. Therefore. As a wraith's Shadowgrowsstron· rules that restrict humans. so the last check made inwho can do so. characters who nearly incap<tcimted and largely insubsrancial. two half·oboli will huddle together and evenru· wraiths beg. a door suddoenlyopened while a wraith was standing in front of it. A Corpus Level • • • • • You hnvc a regular source of income and several is lost whenever a living person would lHl\'C been hurt. that Wraiths feel pain and can be "physically" hurt in the Underwraiths arc able co take tremendous pul\ishment and still keep world. or from interaction with the world of the living. If an opponent scores lwO half an obolus per story. surcr. Other wraiths work for When dealing with the real world.

perhaps you spem much of your time drinking Lhcrc. I'd makt a de<1l with God. he can no lo~~j..>cr visir the Shadnwbnds for exrended periods of time. someone or someplace that was impon:mr to the wr•ioh in life. Sonrt running up rluu hill. n wr~ith who~ resolved Fette!! Is highly pn:ed by agents in Stygia and the Far Rtalms.. "Running Up That Hill" Wmiths nre driven by emotion. a player must assign 10 points of l'nsslons to her character. If a wraith can dL~e<>Ver and come to terms with whatever meaning a Fetter held £or him in life. By using Argos tO cmversc the Tempest. ~esol~ng fetters Becmue each Fetter represents something left unresolved or undone in the wmith'slife. are m:uerial objeas binding a charncter ro reality. If nll a wmith's Fetters are destroye-d. rassions ana rathos If I oniJ could. she can pass oock and forth betwe-en the Shndowlonrl• rand the rest of rhe Underworld wirh rclnrlve ease.Feuc. fo< thi> rcnson. llur once her Feners arc destroyed.hcd busincs•. Your favorite tennis mckee mny symbolize your dream of becoming a smr athlete or simply of get• tlng n life outside your job.1dowlands for a maximum of (Smminn x 2) minutes." m~y be a Fetter. for they e m provide a wealth ofinfonnation about )'0\Jrchar· acter. Each Passion has a rating of I to 5. Start rwminR liP rJuu building. in fuct. it is possible co go back and ser aright unfonl<. A wnlith who hns resolved all her Fetters can journey 10 Srygla and the Far Shores without fear of being stranded there. -Knee Bush...1rentheses to ohe left of the rating. A wraith's Passion Traits embody her desire ro feel us she did in life. it will no longer prevent him from moving beyond the Shadowlunds. b\1t it probably represents more than might be immediately opparenr. the character must usually evoke that emotion in . passion is the c-s· scnec of cxisrcncc.. 11'e emotion that undc. As srated in Chapter Five. pan of what makes a lost soul a wraith. for them. a wmith can focus her passions and thereby change the world around her. \'(/irh "" l>roblem . And I'd get him to swap Ol<t places. life 1$ no<hing. Take great care in choosinB your Fet· tcrs. To recharge her Pathos Pool via a Passion. The shor glass at )'0\Jr f. even death. she can no longer return to the Shadowlands. either due to malicious intent or the mvngesof time. Wirhout passion.rlics a passion is written in l)l. Each Felter represents somethinJl. M well as myriad ide"-' for potential plots. Desire can overcome ~nything. ignoring your fAmily life. Sum nmning down lhtu road.worite b. Even beyond de:uh. He may remain in the Sh. They are.

the level of a chamctcr's Pathos call change significantly during nn ndven· rure. atld he dies. if the scene involves n wraith's Fetter or Haunt. . However. polincs in her Necropolis. protected the innocent or pe111ecurcd a serial killer. As 5tated before. Addressing n purpose in a general sense instead of o specific one rniaes the difftculty to 7. A wmith often drnws upon her PathO$.-s. and ns n result. It can also abandon her in her time of need. If a wraith cannot find fulfillment. Purposes. the wrnith gains suength. the emotion is nor strong enough to give rhc wn•irh power. Examples of purposu are:. For lnsnmce. lYCXrld be 6. Even when a purpose is gone. If. In any scene where a character can sympathize with the emotions of the living. she has other concerns: the stability of her C ircle. n wnlith may be driven by love. If a wrnirh seeks ro protect hc. Sometimes n wrnlth will change the environment to evoke the desired emotioll ill spectators. not a •peciOc one. The wraith will nor • Iways be able to work specifically toward her purpose. Pathos is fleeting. The P:~thos Trnlt repreaents a wrnlth's •nunement to the real world. By understanding the esaence of life. however. if a wraith has rhe purpose "Protect my love. sion is dire:cted townrd :\ purpose. On the other hand. The c. Pride. the Storyteller will request the player to roll against the Passion. ond sympathy Is nor always com· piere. Hope. Pain and Grc<.ar circumstancl. if the character is attempting to drnw upon undirected emotion . 35 srnted above. Anger. she will no longer be able to fulfill that specific purpose. the wraith gains spiritual power. a wrnith may be driven by the Passion •Avenge my death (Venge-ance). L~W. She must. The purpose doe. the Passion that under· lies a wraith's purpose . can change subtly throughout a wraith's exrstence. the player rolls a number of dice equal to the number of dots ill that Passion (the difficulty of this action is usually 8).that is. the difficulty is 6. the difficulty of the roll is reduced by one. l( a character botches a Passion roll.. such as via the Arcanos: Keening. the difficulty.1priciml$ wh ims of passion can lift a wraith to an epiphany of bliss when she least expects ir. she will find fnl$11'3tion and pain instead. purposes are sometimes completed. allowing her to interact with the world around her. Faith. but her power will be greater lfherrcason to go on depends on saving her lover from Jnngcr.• nor have to be completed. the character need only work toward it. she bolsters her reason for existence.ln addition. the passion that underlies it will always remain. It is also possible ro gain Parhos by addressing a purpose in a general sense. this is subjective. but the difficulty is 9. Finally. A wraith may feed on these feel· ings. The maximum Parhos rating is 10. Po· thos <:<ln also be u~ed to heal injuries (sec Healir18 on PI!· 198). in a scene. however. When a wrnlrh strives to fulfill her desire. Feelings ore sometimes ullfocused. f'Or wrniths. under simil. "' wrdith cHn become even strOn1(cr when pas.c Greed: Posaess a particular valuable item Serve the Hierarchy for payment Pmrecr the family for1une Lust: Experiencegmtifkation you never knew in life Live vicariously through your ex-lover Faith: Become a martyr for a cause 1•ou know is right Foster belief In a higher power Help your family to keep their roith Hope: Protect rhe oppressed Protect a homeless shelter Prevent suicide Sorrow: Make your Hnunt a place <>f remor.someone else or find JOincone who ls experiencing that emotion. if dre wraith acted as a vigilante.sion roll is thus impossible. T~e price of passion Living a passionare life does have its drawbacks. power Is found In p. Sorrow. al· though she <:<ln fight to maintain her tics ro her former life. Specifically.c Give grief to your enemy In any scene where a wrnith works toward fuiOIIIng a purpose. A Pru. the purpose is S(X:cifically addressed. Some wrniths can also force emotions on others through specific powcl'l':. The task is similar to the specific purpose (avenging the ch3f('IGter's death). After all. in that case.'>Mion and purpose. either seek situations similar to the ones that SU$t3incd her or live on pure passion. i( an emotion is feif(ned or insincere.. Pathos points are used to fuel wrniths' Arcanos. Envy.r mortal lover. For instance. yet still Umws upon the Passion that underlies it (vengeance). called Patho$." I( the character $1>C· cifi<:<llly played through a scene wherein she came cloocr to finding her killer. In any Passion roll. For instance.the difftculty is an 8. Obviously. she gains one point of Angst. Drawing Pathos from pure emotion can be difficulr.'tl. True passion never dia. For each succCiS." she will gain Pathos by defending him when he is attacked. the wmith would be fulfilling the purpose in a general aense. Anger: Fight Injustice Avenge your death Punish a type o ( criminal Overthrow a comopt leader Fight the criminnlsyncllcore thardesuoyed you Love: Find a new owner for a cherished item Protect your daughter Express unrequited love Help your true love find someone ct. and so on. Some examples of Passioru are: Love.

over the l'em. which become available to the wraith upon learning the secrets of that Arcanos. Roll the rating of rl1e Fetter versus a difficulty of 6. tmd the ~pirit of death ic. Such experimentation can be dangerous. wrairhs may perfonn a variety of supernatural actions.ways that are recognitable to other wraiths. As the wraith delves further into rl1e nwstcrk-s o( the Arcanos. The Shroud is often weaker around Haunts.who knows what side effects or orher dangers could be discovered through experimentation! Ench Aromos is divided into scvcn1l arts ofincre-. emotions. if the new use \\>as created "on the fly. In (tdllle tcnns. Many of these secrets are useless unless they are paired with some inner quality of the self. See Parhos. and what fuels the art (either PadlOS or some od>et power). Haunts are places affiliated with death. All Arcanos vary subtly among wraiths. mysteries and enig.1nos. The effectof d1e pairing isdetennined by what Attribute and Arcanos are used.ln fact. l)oc!J)l' Fausrus An Aramos is a spirirual art:. Some wmith. If the character had time to research and study this new use of an An:anos. The Storyteller should examine a player's proposed usc of an Arc. tion.the Shroud drops to 8 or 7. this is n. whether the wraith is enacting the An:. such a~ wherher a Ferrer is present. wl>a1a world of tyrofir and dcsiR>1 Of night. plus a few other con. and they often act as a "universal Fetter" for all wraiths: System: The Shroud is everywhere. in certain cities. For wraiths. new wa\'8 to nmnifc. Using An:. although this can prove quite difficult. The Seed of power Wraiths must hamcss their Pathos i11 order to affect both the living world and the Shadowlands around them. and <nnnipmence. Is promised 10 rhe suulious arrisan! . Sometimes . Cerrain wraiths even gain dCjlthmarks (see Chapter Two) as a result of their studies. each wmith may have a slighrlydifferem interpretation of an Arcanos.dSing erudi .'Pre:. As its Mme im· plies. but can prove extremely fruitful. for each success. Each Arcanos has one or more basic abilities associated with it.1iiderntions.'XI to the Arcanos. the difficulry of an Arcanos is reducc'<i by one for the duration ofone scene. the Shroud is usually rated at 9. an At·canos is a collection of secrets. an Arcanos is as much a way of thinking as it is a tool or arc..eir Arcanos. This protective barrier is called tl1e Shroud. he begins to learn greater arts rclatl. or on special holidays. The chains of life Because Fetter> arc essentially metaphysical chairu bind· ing a wraith to her past life. mas. A wnlith swdying a given Arcanos must nrst le-arn some of the basics associated with that Arc. Funhennore.'i may even touch the living world with their ans. If the Storyteller deems that the use is appropriate and that the characrer has the required level ofability in the Arcanos. and it inhibits wraiths from affecting the living world. Conversely. Because wrairhs are bcln~ofspirit.mos in order to make an Arcanos roll. The Storyteller may allow players to invent new uses foe· an Area nos. a wraith must internalize the secrets and mysteries that make up the body of the Arcanos teach· ings.. The Shroud is often lower within a Haunr. many wrairhs have developed their artS to grant rl1en1 power over rl1e human mind. The shroud of Death The power of the living to deny the power of death is great. many wraiths have discovered new B$pe<:ts of th. 136-137.) 11>e diffi· culty of an Arcanos roll cannot be lowered to less than 4. of honor. it is easier to affect the living and the living world within the boundary of a Fetter's influence. Keep in mind as well that the am listed here have been tested over time .wer. The Mark of power In order to learn an Arcanos. then the Storyteller should assil. A Haunt will re· duce the difficulties of all Arcanos performed within it by I per level of the Haunt. which the wraith may use when the Arcanos is nrst bought.'St their spiritual energies.clf.Arcanos h." d1e Storyteller may assign a higher difficulty and cost.'ll a difficulry and an amount of energy appropriate to its level. though :. Because of this. the player may bring the new art into play. . System: If applicable.mos.ented by the fuct that a player must pair an AtTribute with an An:. The Ferter must be used as part of the crafting of the art. l11esc secrets mark her in many different ways. (Storytellers who like "cn<nchier'' rules will alter the difficulty of the Fetter roll by I or 2 depending on how well the Fetter is imcgr•ted into the crafting. pg. Knowledge of the lesser arcs still remains.mos inside a Haunt. Note: the eating of the Shroud can never fall below 4. it is a simple matter for them to Jrumipulatc the thiflWi of d1e spirit work!.Christopher Marlowe. one that ha'i robe taught or leamed. System: Pathos is gained from a number of sources. part spiritual path.cone of the greater arrs render the lesser ones obsolete. The Body of Truth Part practical cmft. depending on how thC\' view themselves and their art.1nos and compare it with the other arrs of that Arcanos. the taring of a Fetter can reduce the difficulty for an Arcanos..

. but even then. A few guilds were never sanctioned by the Hierarchy. The Ani fleer>. people will probably call you a Harbinger whether or not you choose to acknowledge that ririe is up ro you. were tolerated. These were the Haunters' Guild.-. Still.: d1at wraiths who master certain Arcanos often share the same qualities. wraiths organized into b'llilds OO. However. 9394) does not apply ro A ream». the Procrors' G uild and the Puppeteers' Guild. This is no longer d1c case. MonitOrs.Cd on the A.System: A simple roll of Perception + rhe appropriate Arcanos (difficulty 7) allows a wraith with a specific Arcanos to sense wherher another wrdith knows the same one. and share ethics. . the guilds were dis- banded cenmries <lgo.canos to which they had devoted themselve:5. self to know Argos. if only in the sen. The C hanteurs.and he actively discouraged the teaching of Area nos outside of the Hierarchy. Usurers and Pardoners were flnnly controlled and sanctioned by the Hierarchy. Oracles. Spooks and Sandmen.. If you show )10ur. the difficulty for an Arcanos roll cannot be less than 4. the Automatic Success rule (see pg.. Charon once insisted that his U!gions should learn Arcru1os. ~eality The effect of a Haum and a Fetter can be cumulative. In addition. while never quite respected by the Hiernrchy.. have similar valut-:. the rmdirion of the g<1ilds remain. Masquers. Guilos n medieval times..

" H:rrhlngcr's C)'CS bccorne jet·black over time. as long ns •llnws a wraith to travel w his chosen destina· others do not resist the power.. A :mtl through the Tempest :md to find Br"oays allowing rela· botch causes the wraith's mind to play tncks on her: she sees tively safe tnwcl ro orher realms within rhe Underworld. Orienteering the rest of the group alon~ wirh her. om of. Use o( this an allows a wmith to open a his direction. ::t Matl-5trom or some other ha~. Spectres have be_. they can be swept ~~~~~j~fj lion along the quickesr and easiest path (u>ually a along just by holding hands with the Artoos user. ber of successes indicares the clarity of the wrairhs vision.iscuslom has been.m M well. closes up itnmecli· pendix) are comlirnrly on the a len for n lone wraith ately after he passes rhrough. If rhe player botches. h also allows a wraith to may communicn. ness'" Site nodded slowly.•.. Track: This ability allows a wraith to track another wrairh who has gone imo the Tempest. Argos ennbles wrai rhs ro travel into. 11te typical Harbinger is very quiet. You may. However. Byway (althou~h it is posSible ro follow some· Orienteering: The Tempest is an nlien and one else unw one). at· tempted Oll ly by the most foolhardy.ld out my hand. it is considered h:td manners and bad luck ro hindrr a Harbit)ger in his with 1he. "swim" in rhe Tempest's dark nuid. The doorwa)'. the wraith i$ h-eading into c<:nain danger: a nest of Spccrrcs. see Tire Tempest In rime hav~ little bearing. Flo. Seemingly stricken woth a kind of \\'1\nderlust. however. movement in the Tempest Threshold: In order to enteror leave rhe Tcm. 11te num· and efficicnrly. ln the past. dangerous: Spectres (cspcei:tlly Shades. gun mimic~ in$: lost wmitlu in order to lure Harbingers into tt:l iJS. A wraith with no Argos Arcan06 will num aim· pest. If the Storyteller chooses.sktd h<T. a wraith must usually find a Nihil large ono. wish to incr<-ase rhe difficulty of Tr•vel through the Tempe>t using Orienteering Arcos actions in Lhis case. 1~3 successes Standard travel time Half standard travel time 5 successes One-qu.1rrer standard tr•vcltime Failure indicares that the wraith ha> t. the number of su<ecsses g•incd indic~tes the length of Hocrarchy.. Tempest. ' Bf\\'1\y).1ting about in such • m:tnner is quite doonvay into the Temp'"' and enter it. For ndditional inforrna· dangerous cnvironm~nt where dist:mce and tiun on the Tempest. trnvel tim~. \Vithom knowlSystem: The playN must roll Strength + Argos ·~lj:e of Arg06.. E\·en though the ~·uld is defunct. it is nearly impossible to find a (dofficulry 7) to open a thrC>hold. avoiding :u many obstacles as possrhle. for tl1c ltU). a 1l1is Arcuno< is used to trnvel rhrough rhc Tempest quickly wrnirh must roll Perception + Argos (difOculcy 6).otc-d into their area.~h to lessly and can on I)• spend on~ Pnth06 point to change pass through. see the Ap· usu:rlly <mall and circular in sh:rpc. I h. something In the Tempest th:u isn't real. System: In order to peek successfully lnro the Tctnf>Cst.. controlled and cnlm and Ul(WOSSWiftly wherever she One can identify a Harbonger by looking into her e)'<. carrying important mtsSages froru Stygia to the Basic Abililies Shadowlan<k und back. Orienteering c< excellent for finding one's ""'l' our of the Tcmpesr should one be stranded there by some mishap. alone I$ a dangerous undertaking :lnd is usunll~.~t pare. Harbin· System: 11le player "" " r roll Perception + Argos (dlffi· ~ers tend to m:rke nightly excursions to far-niT places and rerum culty 8). Harbingers were honor·bound to rescue wraiths C1luuht in 'he Tempesr: rcecntl~·.. howevN. wraith to determine his location in the Tem· Feel fre-e ro allow onecharnctcr to "carry" pest and to Ond his destination. this could become an advcmure. and so tl. S toryteller Not~s: Argos ~ovcrn~."nc in the wrong d irection and may become lost.Argos o you mur mt!" I a. In order w have :my chance 4 successes . 1. who has nu. nnd rook my hand. pathways through the Tempe!t and how to She may see and be seen by beings nearby in the Tempest. Many fonner guild members still work for rhe pest. "Do you wanrro Jet beyond the dafk.'S: because of the amount of rime spent in the Tempe-st. This art allows a Chapter Two. suspended. and rravcrse them. Tempest peek: This art ~llows rhc wruirh ro peer Into the Art:ns is the knowledge of the secret Tempe-st and •ce If anyone (or anythinG) lies in wait there.rd. Because rime and distance arc nebulous in the Tem· bcfurc the som rises.

this art causes the wroith co vanish suddenly from vie1v. The ability ro fly la.of success. or in certain areas of the Tempe. System: The player must roll Dexterity + Argos (difficulty 6) when attempting to usc this art. but it allows the wrairh ro gllin access to otherwise hard-to·enter areas. TI1is flight resembles gliding and is not very fast (about as fast as a normal human can run). Nore rhat a charac· ter must be Incorporeal in order to fly while in the Shadow lands (see Corpus S«u~s."i must avoid rhe hazards of the Tempest. and the Storyteller decided that it would take five turns for her to do so. otherwise. travel time is reduced by one mrn per success gained.<r).. 197-198).<t. Wraiths may also use this art to hover. For example. he may attempt to evade her by making a Dcxteriry +Argos roll (difficulty 6). they first learn how to move through it unseen. If successful. rhe effect is broken. abo"c a Nihil. Of course. The Storyteller may require Dexterity+ Argos rolls to avoid colli· sions and to stay aloft in certain turbulem areas (i. pg. Generally these minijumps must be widlin line-of-sight. l11is art may also be used to surprise an opponent by flickering out and appearing behind him. When first evoked. The character can attempt an· other use of rhe arr a~ soon as she feels her first evocarion fad· ing.n and Shadowlancb.< one rum per success gained. although this costs more Pathos and renders the wraith momentarily visible.. the target wraith must be followed immedi· atcly after disappearing into rhe Tempest. l11e character can usc no other Arcanos except Argos arts while mainraining Enshroud. if Mary was rrying to run down the block. System: TI1e player must roll Stamina+ Argos (difficulty 6). Thisdifficulry increases by one for every turn elapsed between the entry of rhe quart')' and the pursuer. I Ens~roud Because those with Argo. II r~antom Wings This art allows a wraith ro fly in both the Tempest and the Shadow lands. System: The player rolls Dexterity+ Argos (difficulty i). This allows her to move short disrances very quickly. Each success scored subrracrs o ne from rhe pursuer's successes. This an allows the wraith to wrap herself in dark shadows and thus move invisibly rhrough both Tempe.e. she could . l11e wraith is thereafter cloaked in shadows. The number of succtsses equals the number of rums the character can remain Enshrouded. Ill flicker The wrai~l uses ~le temporal and spatial distortions of d1e Tempest to her advan rage when employing this arr. if the quarry is aware of his pursuer. System: The trocker must roll Perception+ Argos (diffi· culty 6).

.. •hove) . jump ..that the character has become stuck in the Tempest and may Mt use thi• art tO emerge: he will insread have to open a thrc:ih· old (as in Ttmpesr Threshold. .

perverse. sermons. exerrion and sensory deprivation have all been of Spectres. drum. when rhe guild has been disbanded. there should be a modicum of uncertainty. causing the Maelstrom and its Specrres m roar past unhct"<. and to see how dose the Shadow is m consuming him. The most coonnwn way of Castigating the Shadow is by ga ining knowledge of rhc nature of the Shadow being Castigated and specifi · cally targeting it through a kind of dialogue. no Hierarchy Centurion will arresl a Pardoner for hanging our his iron 1amern) marking that he is ••in business.uisc from wuching or otherwise imcracting widl oLh~ ers' Shadows. nominal. Bulwark: The wrairh can briefly protect herself and others from the ravaging effectS of a Maelstrom. Lisccn co my wnrtL~ . strength of anorher wraith's Shadow.. This dialogue has come ro he known as the Devil's Dialectic. The Storyteller will describe the strength of the Shadow as weak. This allows the user to measure the power of that wraith's Shadow. the user may determine the " ""'"'"' used to draw out the Shadow and drain its power. Thel' are able to drow on the power of their Shadows with considerably less risk. rardoners .ser may only look at another's Shadow in this way. allknowing. Those who learn if also learn what causes the Shadow to become active. ·Coax Those with rhis arr have more control over their own Shadows than most wraiths.Castigate loinlc of liae power of doe Sluldow: dark. the user may peer deeply into h is soul and see the inner darkness. ing. One can tell a Pardoner by the black sraios on h.tms rhat che user cannot sec the Shadow (perhaps her own Shadow clouds her eyes). Each Pardoner mus. . tained long after the guild was disbanded.'' Sooner or later. Charon himself is n1mored to have had his own personal Pardoner. Because of rhe narure o f rheir work. as well as what drains the Shadow of its malevolent power. A failure me. even when the character has some degree of con· trol. You """' steel yoamelf against itS lies! Usten co me! You musr see rile rr1dh. A botch indicates a radically wrong reading. Storyteller Notes: Castigate gives a wraith rome small degree of conrrol ewer Shadows. Even today.r learn his own way of Castig-<1~ tion: physical punishment. ev~ cryonc needs a Pardoner. AII dealings wirh the Shadmv should be dan· getous. quiet embraces. The char· acter must spend I Pathos for each level of the Maelstrom she is resisting. o lder Pardoners have an almost religious or spiritual mindset when speaking of Cas· ti&'lltion.. taums. gcndc words. Additional sue· ccsses tnay give the user further insights into the nature of the character's Shadow. The Storyteller should make sure that players do not abuse this power.J. It is the ultimace enemy. Castigate is one of the few tools that wraiths have against the Shadow and its ~rrowing power. ming. strong o r eminent depending upon the character's current Angst score. Because gcrting rid of o ne's Ang>t was so important to the Stygian Empire. not herown. because the Shadow is so strong within them. It also gives rhe wraith a great deal of insight into the Shadow. though she may extend this protection to anyone she touches. This arr may also be used co sense rhe: presence fingers. fairl1• strong. System: To erect a Bulwark. while newer wraiths (especially former psychologistS) speak of rhc Shadow in psychological terms. The u. ritual purification. there used to be branches of the guild in every colony. System: By rolling Perception+ Castigate (difficulty 8). bOth her own and those of others. especially Doppelgangers (see the Appendix). BasicAbilities Soulsight: By looking carefully'" another wmith. whom he rc.Castigate The Pardoners' Guild was the closest thing to a religious organi%arion [har Srygia ever had. It is as if she throws up a shield against the onslaught of the storm. which . the player must roll Stamina +Castigate (difficulty of the Maelsrorm's rating+ 3).

. System: When using this an rhe Storyteller rolls the charncrer's Charisma + c.) The subject may assist by spending a Willpo>~•tr point to aid the Castigation. Nunnally the Shodowguide offers the player a fixed number of txtr:l dice. Only the most discern in& individuals are able ro glean much truth from the Shadow. rhe easier It Is to manipulate.t.stigate (difficult)' of the subject's permanent An~. This is clo11c by ravaging the Shadow In a manner chosen by the Casu~ooa· tOr..~. " Dark Secrets By examining another wraith's Shadow. (The Storyteller is aware of the subject's permanent Angst score. . 183) that he chooses to use for any given task. Every two succ~ gained wid• C:O.. The player of that character (or the Storyteller) must answer one question per success gained. For some reason. Each CaStigator has his own methods by which he purges the Shadow from another.• System: By rolling Charisma + Castigare (difficulty 6). this ar1 has no effect on Doppelgangers. These methods mngc from scnnon• lzlng to actunl flagellation. System: lly carefully examining rhe Shadow within nn· other wraith and rolling Perception +Castigate ngainst a dlffi· culry <qu:>l to the target's Willpower. purl~ Through for<e of will . the Castigator may lc-•m the wraith's dark sccrers. The CastigatOt will receil'e a tern· porory point of AngSt for each "I" he rolls.x allows the player to add or subcract on~ die. as well as Specrres in hiding.. the CastiglllOr may slowly and core· fully brrok the power of another wmith's Shadow. The target score). for the Shadow may fet-d the Castigator false information. The subject suffers one Corpus Level of damage for each point thus removed. Casting Out By exetling her will. It immediutcly becomes protected from Spectres. the wraith may can out and forbid the presence of any Spectres in her immediate nrca. This an drives om all Specrres currently mamfested in the area. the Castig:uor may lenm secrets about rh3l character. a wraith may modify the number of Shndow Dice (see pg.. Jf she is in u stntcture. Half·ttuths and cryptic responses arc allowe-d (the Shadow is a master of clcceot). . Though it does nor cost anything to use this power. Each use of this an costs 1 Pathos . the weaker the Shadow.. This is not ai>~'II)'S easy. The number of successes rolled indicates the amount of tcmpornry Angst the >ub· ject loses. an Angst point is gained each time it is. of course..cter tna)' tlect to ha•·e hit Shadow make an opposed Angst roll.

. a roll must first be rolling Charisma + Castigate.. The difficulty equals the made against its Angst rating in o rder to banish it. If is used to defy m\othcr wraith's Shadow. She may also atremp< m do another's Shadow. . and the Shadow may not make a resisced roll.l '•ch'" "':te1r'scurrent Angst.u•. The Spec.System: The player rolls Charisma+ Cl!Stigate (difficulty System: When a charncrer's Shadow attempts to take over 7). the player may anempt to defy the Shadow by ward lam. A The wmith who possesses this Arcanc)S is able . ·1 IJOJcch:t:a"'"" <he character to add one permanent Alflgst. If a Specrre is already present. Each success reduces the character's tre may resist with an Angst•n· ever the Shadow anemp<s to take control. by o ne. failure adds o ne to the character's temporary Angsr. '"" Defiance a~ainst her own Shadow. The number of successes indicates the number of turns the her character..11:1.>st + 3. defying its power over ner·. . the tempt to suppress it. the difficulty the subject's current Ant.

he hits jason. The Procwrs operated in the living world. One can tell a Proctor by the suange patches of light and dark on his body. there it i$ again . fJUiuisir. System• The player must roll Stamina + Embody (diffi· culcy 7). If the player botches. although the Hierarchy often used it before it was offocially disbanded. This represents a process of identifyin& with the Con· sort. though he were a mortal. Additionally. Do y<>11 ftel it! A pinprick. With a lucky shot. he would have suffered a nu mber of Corpus Levels equal roth~ number of Health Lev· els the shot would hove inntcted on a mortal. This art cosu one point of Pathos to use and one point of Pathos per success gained. Still. Once the attunemem is esro.asChamn's Code prohibits in· rcrferlng with the living world . 11>< difficulties of all Embody rolls equal the local Shroud r. Attuning to a stranger CO$ts five points of Willpower. Any damage done to him is applied a:. hot. or h•rd. The closer a wr:lith was to an individual during life. Storyteller Notes: Going from the Shadowland' tO the living world is like going from a numb.ting. a single person who believes in the wraith can footer others' belief. he only suffers one Corpus Level of damage. llecause jason is immarerial. they fre· qucnrly ignored the Code and dtd what they pleased. rhis Input is nor needed. the easier it is to become attuned to that per· son. if Jason had been Embodied. balmy climate. System: The character must roll Strength + Embody (dif· ficulty of the local Shroud) In order to use this alt. Atruning to a close friend may only rake two or three point$. facilitating arrunement to those people. After n while. Ex· ample$ of such sensory Input ore: looking at oneself In a mirror. it allows the w~•ith to maintain an Embodied form for a longer duration.sfully manifesting in a particul•r fashion to a person.Emilody The Proctors' Ouild was never a part of the Hierarch y. the wrnith can invest Willpower to create an attunement to that person. Centurions were appointed to hunt down Proctors and enthrall them. Each time the wraith successfully appcan. cold W"dSteland to a warm. n01hing more. 11te side effect of this is that only the attuned person can see and serue the wraith.Embo~ /one .nt tr•rucresslon will still mise the Hierarchy's ire. while roaming the Shadowlands. a wd feeling. Attunement After suece. focusing on somethtng cold. froctors . a wruirh named ja:iQn encounters a vampire who is aware of his presence. For a rime. however. The wraith must focus all of her attention in order to make even the lightest touch. not only does the roll fail. sharp. Conversely..bli>hed. the Hl~rarchy has bigger fish to fry. But a real touch. there is no Pathos cost when using Embody to appear to that person.. perform· i"llthe complex actions that could not be accomplished with Outrnjle (although many knew that Arcanos as well).200. al· though a particularly blaro. all difficulties when Embody· ing to that person (and that person alone) are reduced by three. wr:liths have b«n using this Arcnnos for millennia. Sec Health on the Material Form: Though this art gives the wraith no new abilities.other mor· cals may think that the subject is crazy. However. isn't it! Embody is the power to manifest in the physical world.. Although forbidden by Charon's Code to interact with mortal.. Now. about as mong as a linger descending on a keyboard. but in· credibly exquisite. Embody has very little usc In the TemfX!'t. (Not~ that a Materialized character will suffer Dice Pool pcnalcies for his wounds. Each suceess may be added to the number of sue· cesses already gained for the Embody power being used. 11lc changes are superficial. While a wraith Is usinll an Embody arl that allows him to nmnifest physically. he is far more susceptible to harm. even though the bullet passed right thro"llh his chest (the vampire scored five SUCCC$Se$).) For example. or listening tn a very soft or very loud voice. This Is forbidden knowledg~. but the Embodied form insrantly dissipates. Mainro. Wraiths learn Embody by expc><ing theit· fragile forms to imcnsc sensory Input and focusing on that input. Ghostly Touch: The wraith may extend just a whisper of a touch to the material world. . marks of too many passings through the Shzoud. The Yamplre pulls out • pistol and fires in jason's general direction. she may invest one point of Willpower.

whichever comes first. One short sentence may be spoken per success g-•ined. only beings affecr<-d by the Shroud. and will soon rational· izc away the fact that they saw anything at all. A botch means that the charocter imme· dinrcly dematerializes and vanishes into the Tempest. The character may also try to scare any mortals who per· ceive him by rolling Manipulation + Embody (difficulty equal to the target's Willpower). The moment the wrai<h vanishes. speak or simu· late breathing. translucent figure. the wraith appears as an idealized version of himself. mar· tals will begin to doubt what they saw. II rnantom This arr allow·s the wraith to manifest as an intangible. like smcx>th marble. they may miss the "mortal" sitting quietly by the fireplace). The wraith's voice is no louder rhan a whisper. He cannot move. System: The player must roll Stamina + Embody.culty equals the local Shroud. or how man~~ scenes he can 1·emain manifested. he may be touched. This roll may be modified if the cluordcter has used Moliatc or some other Arcanos to modify his appearance. ( It is not nec-- essary to use this Arcanos to speak to supernaturol or magical creatures. The difficulty equals the local Shroud. When materializing in this form. He appeMs to hover just inches off the ground and has only barely discernible features. The dift. (Sec The FoR. "' ~tatue This art allows the wraith to become solid for a period of time.• The wraith may make her voice heard in the living world. The number of successes in· dicates the number of turns during which rhe character may remain manifested. Mortals who sec the wraith will become intensely afraid and act accordingly. A failed roll results in one temporary point of Angst as the . but his flesh will feel cold and hard.for example. pg.205) System: The player must roll Charisma+ Embody (diffi· culty equal to the local Shroud) . A botch means that the wraith has lost her voice in the Shadowlan& for a scene: it got stuck in the Shroud when she projected it there. Each success on the roll in• dicares how many times the character can be touched. This art costs I Pathos to use. Smtue is often used to hide in a crowded area (wraith or Spectre pursuers in the Shadowlands often overlook a Statued wrAith . if they're looking for a wraith.) System: The player rolls Manipulation + Embody. ll>is art costs I Pathos to use.

FaS'ilc:Ontrati~l\ to' ·~!!~~'i~::==~~~·~~xiist for as long as it rakes to draw • System: The player must (difficulty of the local Shroud))ttl~=~ ber of successes indicates the Ji may remain manifested.. the wrAith appears as what abstract form of her mortal self. .. then fades away. Superficial examination will not A difficulty of this roll equals the currenr Someone who knew the wrnlth in life... A botch causes the characrer tO appear briefly as a Phan· tom and then vanish.m as it takes an incredible amoont of concentra· penon (black skin has a grayish tinge. or kiss.'''"'' acrer rakes damage as if she above)..t\. Otherwise. or move.very similar to a Bloo".w:as srill alive ..could using this form will usually appear rnure oe:auttrUILlll:ar 'ofllii!o.:. Her ap.ITIJ t¥~'bVII!Ou1hchned by sens:~tion the finr rime they assume rhis on her (now somewhat spotty) memory <. currently wears a huma. and he will bleed if cur. Many wroirhs When rhis arr is employed. EverythilljJ abou1 him appears human: he can his flesh is w-..chanlcrer's separorion from the physic:~! world grows srronaer. he are cold und that she seems to be A. A borch Indicates that the charocter becomes a Phantom for a few seconds.the only drawback being that in real life.d'.)tarortce. ~~~~~AU to mainrain this form.~~~i~~~~:~ choose•.ci:olly if they have been dead for a long time.lnn. The wraith's Psyche tends ro Idealize its lfonncr form<SP this fom• the wrnith can do anyrhing he. itls as a darkJihli\~Oii!. When she materializes.1o per succe$5.r. This an cos<~ 2 Pathos. fall immediately into the Parhos points and I Will· . he may speak.~~~~~ altered appearance. ~~j. bestowing one point of Angst. rhe character for Appearnnce while inmay this '-~c:l... above). in this form a the character is a monal (sec Sroryulltr Nares.J.nlik/li: into something monsrrous.Sil. This an costs I Pathos to use. must roll Manipularion + Embody to deathly white) . each sueis because the wraith must exen maintnin this form. People may notice rl to the person viewing him. m•life-in-Deat~ Through the use of this art the wrairh can assume a n<'arly state. All damage suffered is calcu· lated as if rhe wrnlth were mortal (see Sroryreller Nares.'JZ:~~'f!'.

and t. A botch indicates that the character hns misread th. Ah! The Monument. once told Chamn that he was fated to be destroyed in the Tempe>!. Ch:mteurs. this Mt allows. Reversed.lSt. Sysrem: The pl>~yer must roll Perception + Fa· talism (difficultyeq"al to the subject's Willpower). T hese ans should never be used frivolously. Great catc must be taken to en· sure that rhis Arcano.~ character w discern lhe Storyteller characters and other wr~irh c:Jn sense whcrher someth ing is ()layers. the Fatalist can intCI'# prct a person's fate Or discover somethinG about his p. Oracles .i . asrroiOJ. Interpretation Through various m~ns of divination (relics) Tarot c-ards.fatalism Oracles are often found traveling with bands of Sandmen . siL01ifying indecision.: cif'ic situation or person. a nd even Stxmks.. Very interes1~ ing. tell some· thing of how 1hat individual d ied or is fated to die. s:ymb<Jliting rnaniJmfation rhrough reb. Serena. One can tell an Orocle by her gaudy dress and tendency to inscribe symbols of Fate on her forehead and arms. their fare is nor yet decided.. it is said. •fatalVision The wraith can read a person'sdcach marks. E. however.·ead the mark of fare on a soul. the Hierarchy has stopped its persecution of the Oracles. If this ability is used prior to a use of lnterpreta· cion (see below). a wroirh may usc Fatalisrn ro peer into another wraith's past or look forw.arhm::uks generally . These marks. no? Yo11r secrcr is safe with me.')' or crystal pendulums).• c haracters in a ptlrricula r scene. Many yeors ago.. Perhaps you're being influenced by rhc Renegades. bccttusc they find it safer with others atOtll\d... . They don't advertise their profession: rather. Fatal Vision also indi· cates whether the target has been subjected ro Famlism i:n rhc past. the Storyteller may roll the charocter's Perception + Faralism (dirficulty 6) . Crossing it is rhc Five of Bone.s power. Of course.llior.rd inco the {possible) future. People wid\ b'l'Cat destinies or those for whon'l fate has a special role seem IO ''shine" slightly brighter than people who arc playing a lesser role: they arc c~c.~ is not abused. Both rhe Fatalist and the subject ""'Y spend Willpower on the rnll. WraiLhs usc this Arcanos to sense and . rhc 1 Ching. thereby gleaning wam inss of im· mincm danger. " Danger Sense Atlhis point the wraith has become so attuned to t he webs of fate that he can sense faint vibrJtions along rhe strands. System: The player must roll Manipulation + Fatalism (difficulty equal ro the subject's Willpower). 1l1ey do not give advice t<> people who do nor ask. borne by wmiths and mortals who are soon to die..e of any J)iltaphernalia. Fate can be a dangerous thing ro trifle with. System: By rolling l'erccption +Fatalism (difficulty 6). Fatalism actually works fairly well in the Shadow lands. This difficulty may be raised or lowered depending on rhe n:uurc of the danger. Basic Anilities Kismet: This art allows a wraith to perceive rhe tole of (me with regard t<> a spc. Still.atalism his is rhe Two of SkulL<.everyrhing disinregraus around you as rhe Mon11menr falls . che character mn. Dc. Storyteller N otes: The a rts of Faralism com in many ways be among the most powerful of 1he Area nos. cHch success adds one die when using rhm art. ir suggem a choice )O" made in life wltich yo~t now regret. though they may appear earlier on one who is fmcd to die a particularly nagic death.hc wrairJ1 who overuses this art may find herself petmanently entwined in the strands offate. they wait for other> to come to them. because tlll wr~iths have yet w meet their end.ic r to pick out in n crowd. the Omclcs served the Lady of Fate directly. th0<1gh doing so is consiclembly more difficult and is generally attempted only b}' a master or in the most d ire circurnsranccs..1ch success in· crease-s rhe ~mOUIU o( (orcwarn ing the chMacccr receivesgenerally one lm'n per success.c subject's deathmarks. The Otacles' Guild was at one time universally hunted by the Hierarchy because the Grand High Omcle.. Since Charon vanished. a more or less imporc<lnt in the "overall scheme of things.1ppear on mormls shortly before they die." In game terms. TI1is art may be attempted without the us. For each success gained. Sy$tcm: W henever the character is in imminem danger. Contmry to popular belief.y ask one shon que-stion nboul .

This art may only be used once per srory. """I: ""' luck A wtaith with this level of Fatalism has begun to team to manipulate fare itself. the character may roll Wits + Fatalism (difficulty 6). Usc of this art cost. apply to Harrowil\3$ (sec pg. System: The player this art must roll Perception + Fatalism (difficulty 6). twines of th. The number of successes indiC!Itcs the amount of information the Storyteller will bestow.manner.rprctation withom rhe use of any divinarory tools incre:ues the difficulty by two. AnempLing lmc. where they should be goln~:. and where they are going now. The number of successes equals the number of" l's" (potential botches) that the player may ignore for the duration of the story. This does not. Fate seems to smile upon the character. This P"nornmic vista give$ the wraith an objective view of her situation.e wraiths around her interne£ and inrerw~:tve. and everything she does seems rnuch more auspicious. perhaps providinsc new insight into it. 184-191 ).. but only in a minor fashion. It COSt$ I Willpower point to activate this art. System: At the beginning of each story.< 2 Pathos. This an cosu 2 P~thos. how· ever. . 1111 kchesis' Measure A wraith who has mastered this art can S<:RS<: how the fote. The Story· teller can use this art ro impart information th~r the character has somehow missed or provide guidance concerning her fu· ture courS<: of action.

. Additional rolls may be required if rhe ch~racter is trying ro access information on a hig·h~security computer system. Navi~ . BasicAnilities Sense Gremlin: A "gremlin" is a slang term used to de· scribe wraiths d1ar inhabit machines. No[C that wrairhs wi thout d1e Computer Knowledge will r. This art allows the wraith to inhabit an object. to feel my tires buming down che road. S\ICh as com . m)' faWJirc works of art. Once the character is on the Highway. System: The player must roll Wits+ Inhabit (d ifficulty of the local Shroud). a wrAith may determine if it is currcn.although just about tmyonc can find his way through the telephone system. Only one success is needed to determine whether or nor wmcthing is Inhabiting a machine. or with other wraiths Inhabiting a cornputcr. puters.~. the Grand High Artificer. not the grand designers they once were. By carefully examining an object or machine. •Surge By use of this art the wraith can create a temporary short in electronic circuits.c player rolls Intelligence+ Inhabit (difficulry of rhe local Shroud). or 8 if they're across the ocean.sors:\' inhabited by a wraith. wa~·s and orher lxmnd:arics before he can slip into rhe world's computer systems. ing Manipulation+ Compurer. If the wr. In time.Storyteller. the wraith may become attuned to an object and be able to animate it.·uion may be m. filters. It is illegal to fl..inhabit tning my life. and create Stygian artifacts. he must ro3llnrelligence ·• Computer in order to find his way around. rronic device. A wraith with this Arcaoos may infuse relics with hisown power and knowledge by Inhabiting them.lcter is on the Electron 1-lighwa)'. MachiMs were my passion. Sroryreller Notes: All difficulties in rhis seer ion are based upon the local Shroud rat· ing unless otherwise noted.tinrai ned indefinitely and is unaffected by the Shroud. a wraith may move at ncar~light speed across internation~d communico.. T his may be an extended action depend ing on how far the character desires to travel. This may pcnnancn[Jy damage certain c1cctronic devices.. Since the time of the guilds. barriers and gateways oflight. Within rhc Electron Highway. The number of successes equals the number of things that may be affected at " ~ide t~e Electron Hig~way . Communic. make rei· ics. was rhe firsc member of this guild. With three or more successes.lith claims an object that is subse· quently desrroyed. Once the char. Now Arrificers are looked upon as tinkers and mechanics. it immediately becomes a Inhabit in many area. Gears and circuics and ftucr microproces.ese tuere my treasures. orcourse.. w swnd firm as che wind la•hes my brick sides . the wraith can sense whelher a machine has hccn Inhabited in the near pasr. Artificers . the Artificers' Arcanos has be· gun to be restricted in the Shadowlands. Nhudri. if there arc more than one). the wraith must overcome these barriers. by roll . Systenu The player must roll Perception+ Inhabit (diffi· culty 6). The wraidt actually passes h is hand briefly into the machine. thus tCn'lpor:arily cutting power to an dec. because the user will rhink the wraith is a mortaiLyping awtly at the other end . im· buing them with Arcanos. extending his Corpus to suffuse every atom of rhe object. · The wraith may also conmnunicate wid1 anyone who is online.uions net~ works and computer satellites. By slipping into wires and possessing elec· rrons. 6 if rhey're on a node across the countTy.inhabit The Artificers' Guild used ro be one of the richest guilds in Srygia: this is because irs members were paid to forge Stygian weapons. thus disrupting the flow of electrons. gate . I never cared for peopk. One can identify an Artificer by the reddish heat marks on his body (from working with soulf'ire). especially if they are nor equipped wi th surge prorectors.. System: ·n. The difficulty is b"secl on how "(ar away" the receiving parties are: 4 if they are on a local net. though more may be necessary ro determine the Inhabiting creature's exact nature (nnd number. although this can mke a lot of time to accomplish. all difficulties arc set by the . and spending Corpus and Willpower to fix d1e powers in place.. Now I knotv <vitae ir's like co fly through the wires. everything appears as tun~ nels.nd this al't extremely unpleasant rouse.

While Claiming an object. In order ro have complete control of the machine...1xomum size of the object that can be Claimed. Only one success is needed for a small object like a phone. the wr:tith may conrrol the object to a slight degree.she has no real control over it.. rhus making rhar Arcanos av~ilable to onother. the relic used must be of a shape appropriate to the type of Arcanos with which i< is invcS<ed: one cannO< U$llally invest Ourrnge on a teddy l>ear. Empower This ort allows a wraith to invest one of hi:s Arcnnos . l11c difficulry is equal ro rhe local Shroud: because of this moo \vrairhs choose to go to their Haunts to use this art.~. One Willpower and one Corpus muse be expended per success required ro Claim the object in the first place. Generally. It costs J Pathos for the character to Inhabit a piece of machinery. to ir.. but m cxen any rme conrrol. . If the wraith Is not ottuncd. plus I l':lthos per additional wroith transported. her i!Cnsc. Thi• creores a form of disposable artifact. Thosart costS 2 PathoSto use.. l11c number of successes indicates the highco. 1111 claim TI1is art allows the wraid1 to Inhabit an object and nwk it a< hco·own for one scene. machines and make them do her bidding.. l11us. Each individual effect rnu:. the wraith must use appropriate abilities {such as Drive) to make the machine do her bidding. she may expend Willpower and Corpus to fonn it onro a relic. whrle flve successes arc ncL"<kd <o Claim a house. System: To Empower a relic the player must roll \Vns + In· habir. . for example. m: The player must roll Dexterity + Inhabit (diffi· culty of the local Shroud)..uch a~ rum .•· rntely. The number of Mrccesses indicat<s the m.~ within it. plus I Pathos per effect e•·oked. System: The player must roll Strength + lnhnbot {diffi· culty of rhc local Shroud)..t lx: rolk-d fr>r sep.t level of A=nos mar .~tlng throuRh the telephone synem rc'quircs somple \Virs + Alertness rolls {difflculry 5). rhe wmith must first attune herself to it. in. wmith Clniming a house aon "-"'• hear and feel everything that occur. While rhe wrnirh Cb ims an object.:c il Ol\ oro((. :.g...uts into n relic. and around it.. unless the item has been arnmed m the Wn'tith. she may only cause minor dfccL~. If the object is desrroyed while the wraith is Claiming it.• nrc"' nnrmalas they are in the real world but they are spre\ld O\lt over the entire object du•t the wmith Chaim.. Minor effe-cts muy be made wirh just this roll.. Sy. 11 ' Gremlinize This art allows a wraith to posse. This art costs 2 Pathos rouse.

~ gesrurc.n ~ken phrase.goes to his I (aunt and lnhabirs the object with the intent to Empower it.)~ creau. a successful roll 1 .JI:>wiJ'o. Because Alex's Aruos nf 3 is "inside'' the pend one of Irs Pathos points each time it is used player must roll her Dexteriry + the whistle's must also pay the appropriate price for each use.cores !astir« effect occur5 because of it.. the An:anos 1$ suCCCS$tS: plency ro Empower it with Flicker. etc. Next the character h. a disposoblc artifact Is created. therehy scaling it. "acrivmion action" . "seals" the artifact with three Pmhos points. using any appropriate Pathos. spend a Pathos poinLto usc the art. The maximum numbcrofPathoo that may of Pathos (mL-aning that the power can be used fo"c the initial number ofsucceM<•gained. and one 'l"'nding Path os or Willpower or gaining imide the artifacr is usc<lup.Jil l! hiS power of Flicker onto the whistle. who may usc it by TiutS. who knows Argos adi. At this point.. Next.•u_). may be invested into the reltc.l~i~tle'jf><j. Alex gives the whistle"' Wendy.rd within the relic.~ ~llfifact through rhe use of thiS an. thus leaving ir the l'athos points invcst~-d in Lhe artifact ha•ve]lifell the Empowered object ~comes • nonnal relii:fo.hert is no known w:~y 10 make a relic an oCAicker into a relic of a silver pollk<. His player rolls Wirs • Inhabit (seven dice for mus1 be made. Thccluuactermust Finally. Finally. the wraith must "use" me Arcmos while focusing his will on the relic. The whistle. ald>e)<J&h no Alex) againsr a difficulty of 5 (the local Shroud).d to relea<e the art within the artifact. it to be used.els the relic wn. Alex im•ests fh•e l'othos. After focus· tmh. He iiwests three mnrc Pathos imo the rtqulr.Pl t.d <:~<nnotbe "rcchal):cd" but can~ ~made Example: Alex. and . he decides thar rhe whisrle must be blown in wha.

frusis t:Jughr through son~:.. Many former musicians enjoy v1smng liv- . allows a wraith to amplify or provoke "dark" play mus1c to utili"' this Arca110S: altlmu~:h the Arcanos feelings in listeners: lust' fenr.ongs arc jusr songs.•. The number of successes determines the depth and dura· tion of the fetling: f\ve successes are sufficient to cause a feeling that lasts for an cmire week. This art costs 2 Pathos. Many wraiths us~ Dirge :. but the di(ficulry for the Possion roll is 9.this is becau~ the Stygian nobles would do anything for cmcrtainmem. hate.r own. All Sarto Voce: This ability allows a wrairh ro conceal the oro1md )'Ou wail rht songs of rht dead: dare presence of KeeninR in normal speech or normal sh1ging. despair.~~~~~>! (diffoculty 8). For orher moctals to fc·d the same way can ollow ~ wraith wmiths. inspiration. em. Many wrairhs seek out Chanteurs in order ro feel earthly cmmions again.. • .· Nott that wraiths are rxx as affected by this mg one mona! to (eel an c. how many rums they will feel a spcciAc emotion. in yoorr oum Jlttp. They were amon~ lhc Cirsr wraiths to bring music into I he dNworld. who are not as easy <o sway as mormls. It can be countered with the Perfect Pitch ability. Al.done by someone wirh Sotto Voce. Keening lets the feelings in its whoever scores more successes wins.. ing that lases for :'In entire week. and for a time Chanteurs were comidered robe the only acceptable entertainment. This :trt allows a wrai rh to inspire "lighter" emotions: love. in It can be resisted wuh rhe Sotto Voce ability.rxxion that then causes an 8! mortals arc: thiS IS because Dirge dra"~ upon knowledge of dc11th and the feelings of dead1. she may ~t· means to repel mortals from their Haunts.. practirioners' songs seep through the Shroud ~nd ~ffcct even the living. )OU not u~renl Lisrcn co tvhal ltas IJetm sung System: The roll is Manipulation + KccninH (difficulty since rheir dtarh! 6). C. Many wr.~s n number of methods. Yo" hem rllem «hoing in hiRh carhetlral$. . System: The roll is Manipulation + Keening (difficult)' 8). With wraiths. the number ofsuccesses on the roll indicates to gah1 further Patho.keening The Chanteurs have long provrded music (or the dead. dml<tntd auditoriums. or drumsticks.hWtiasm. Di~e Note tim< i< is not obsolutely necessary <o smg or Th. tempi rn \'-'C3ve her Keen in~ lmo $pokcn words or System: The roll is Charisma + Keening dance movements. affection. Allow music to offect the way you run your This an costs I Patllos. ahhou~:h rhc difflculries of all f. she still employs a noisemoker of some kind: a tambourine. Ballao Chanteurs . fairh. Even when rhcy were disbanded they rcwincd considtrnble politi· cal clout in Stygia . and they nrc a very proud and arroganr lot. compare the rwo rolls. it may be tronsmitted by Oil)' tration or cynicism. anser. finger cymb_. mines the depth and dur•tion of rhe feeling: Sroryrcller Notes: 1l1e feelinl!'l evoked in five successes arc sufficient to cause a feelvictims of Keeninu nrc mtificially created. 1l1ey also huve no sm~ll e(t'ect among the dead. the successes equal the number o{ turn~ rhat the wraith feels the emotion. Wmirhs can gain P:u hoo from these feelinJ:S. Muse This art allows a wmith to iruplre someone into believing an k:lea is he. You may wish to allow players with Keening access to a CD player so that the1• can play music ap· propri:orc ro the kind of emotions they are broadcasting. un . Basic Abilities l'erfccr Pitch: Perfect Pitch is the ahiliry to sense when someone else is using Keening m influence or manipulaLiun cmocions. The number of successes deter· Keening rolls arc mcrcased by one. rnJ$C.f..~ith! use this act to help proreet rhtir Fet· ters and influtnce other wraiths into doing their bidding.keening II around you «•'<rberou rht songs of rile dead. Eve n if a Chnnteur performs n coJ>Pello. I( a wraith wishes. cheer or IO)•alt)•. game.. thou~th :. All Chantetlr11 play a musical instrument. The Arcanos o( Keening allows If someone with Perfect Pirch is trying to detect Keening wroiths to infect others wirh deep and abiding C1nor ions. System: The roll is Perception + Keening (diffoculty 6).

) to be gripped with a terrible lw !hat actually causes their hems to polpitate for a oplit second. ghouls. System: Roll Manipulacion + Keening (difficulty 1 or the subject's Willpower. still be too ked. this an can inflict lastinc menral damaae: if five or more successes are obr2ined.11 Attributes or otherwise simulate insanity. etc.lng musicians and influencing their music styles. This art com 2 Pathos plus I Pathos per success. whichever is higher). l11is inllicmone Health Level ofdamage per two successes on the roll. the sound can be heard over a great distance. subtract points from one of the chamctcr's Ment. Victims may still attempt to soak this damage." willing to do anything to feel the "ecstasy• again. This an costS 3 Pathos plus I Pathos per success. act. the Shadow receives I Angst per success. . although this art Is often put to more direct use as a means of manipulating other wraichs. Note that this art works just as well on wraiths as It does oo mortals. this ore causes listcncn~ (Including vampirt$. If the emotion is a dark one. This an coors 3 Pathos. five or more wccesses indicate that the sub· j~t will do wh>~tever the Chnnteur wishes. Even if the emotiol\ is ~ pleasant one. This damage may. If used while Embodied. werewolves. Thi$ art can be resisted with a Willpower roll. and It is not aggravated. the subject is paralyzed for one turn by the emotion: unable to move. of course.c wraith brings to bear a massive musical assault that can actually cause harm at close ranee. I IIII ~equiem r This art allows the wraith to Infuse her target with f)\tre The tar~:et's mind and soul are assaulted with the a1ence of a particular feeling -Iicht or dark. 1111 Crescen~o n. System: Roll Stamina + Keening (difficulty 8). System: Roll Strength+ Keening (difficulty 7). The num· ber ol successes on the roll equals the amount ol Corpus damace !he Crescendo inflictS on every wraith in normal hearing range. If the emotioo is a dark one. ~motion. but puts her own influence Into it. For each success scored by the attacking wraith. but only if the subject is prepared for it. he may become an "emotion junkie. It may also be used to call out to other wraiths in the Shadow lands. opeak or even defend himself. four successes inclicare that she will follow the inspiracion as lon11 as it is not directly harmful. The number of sue· ccsscson the roll indicates how well the subject Interprets the suggeston: three or fewer succe~<Ses Indicate that she gets the iist of it. it can have a profound eff~t on the subject.

1n feel the energy of her Fetters. Splice Strano llO more souls seep into Oblivion. making sure that · Sense Strano Oy closely examining the energy surrounding another wraith.rson. This art costs I Parhos per turn of use. MonitOr$ art fiercely protective of their profession and." By keeping her sixrh sense dedicated to a specific Ferrer. \'V'c mu. The wrairh may now nfrect the oren surrounding one of her Fetters without actually being there. A Feuer may be examin<d once per wraith per day.. On a roll o( Perceprion + Sub<erfuge. area. The new F•ttor has o mcing of I. same sysrem. Syscem: When his characrcr i. stand what holds t<S to tllis life •o r/wr we ctm search for lite means w free nur. The numb<r of successes indicates d>e de· ~of accuracy with rejCllrd w both disrance and di· roction. the wraith can detect the rclntion. Tilis arc may nlso be used 10 sense whether sonwthing is the Fetter of another wra ith and . This . 1he . By drawing upon her affinity tO <hat object. Lifeweb enables a wrnith w rccognitc. was intercrmnc"~d.. many Mnni· tors were inducted right into the ranks of th•Legions and made a pan of rhe Hierarchy. O ne can identify n Monkor by the fact rhar he never closes llOt even when basis. because they consider themsdves guardians of the dead. Storyteller Notes: A wrnith using Lifeweh c. Locate Feuer: TI>is abiliry allows the wraith to "check up" on her Ferrers. examining another wraith.lifeweb ou knew in life tha< C<'trytt. the wmirh may make some pe. although they will teach other$ the b<lsiu of their Arc:mos. plac:corthing inroa temporary Fetter. to identify the wrairh using the Fetter..ship between a wraith and his Fetters.-. sccnd.5elvcs to Trnn . E"•n rhough their guild was disbanded. Sometimes this is even possible if rhe Feuer is far 3\\'ay if the wraith can draw upon her "sixth sense. Lifcwcb also enahles the wraith to sense and even affc'Cr her Fetters from a distance. ccm1inc whether or nut something is a Feuer. System: The player mu•r roll Mnnipulation + Lifeweb ception + Alertness dice that can be used to Knn the surrounding (difficulty 7). wt are all parr of rhe ernl sense of' how fittawaya Ferrer is md in what direction it lies. ~ number of successes indicart'S rhe number of Per· one Fetter can be maintained using this Arc:anos. Outrngcor lnhabir).. its distance and dir<'Ction. assuming the item is a Fetter). . if so. Syscem: The player muse roll Clutrisma + Lifeweb (diffi· culty 8). the target will realize she is be· ing scrutinized and is nllowcd a Willpower roll ro resist this invasion of he r privacy. The player may also roll Intelligence+ Lifeweb to gel a gen- Me. She may sim· ply c hoose to wait (or any infonnation m come in throu~h the Lifewcb and send her •cnses there tn f<)lluw up on it Fcucrs in order w watch over l hem.. If tht chn. Through use of U>is an.. places nnd things HS tcmpnr. but only System: The pl1yor must roll PercCJl(ion + Lifcwcb (dofficulry 6). her. To anemptto tr<tec a Ferrer in either location. d1e Swryrcllcrsht•olcl roll Perception + Lifeweb for him (standard dtmculry. TI1e Monorors are centnll to sool-gatheriol(. Ea<h success allows the player to discover one due about a Feuer possessed by that wrahh. explore and understood the links she has ro life and the living world. TI>is affinity can be mainrain<d on a day·to.mctcr is cxomining an itemto cJe. ~e may use nn Arcanos. Basic A~ilities •. the player musr roll Perception + Lifeweb (difficulry 8).os and """''hi)• even senso on some fashion (through Embody. the wraith may "keep wnrch" on that Feuer specifically. Thisobjoct must be touched she may Kan the f-etter's undt. " Web presence his eyes. or openly communicate with any wraith there. at whi<h point the wrnim develops an emoclonal affinity to that objocr.. w1ll not reveal tht higher arts without being ccr~ r:~in of cheir students' trustworthine-ss. She may :~lso usc this affinity to touch pcot>lc. make any kind of roll lnvolviog Mental or Social Attributes. the player must roll Intelligence + Lifeweb. If successful. This in· volves confwnring rhe subject.same ·web.

he becomes a Fetter of the wmith. but only if the cbjeet was formerly one of the wraith's Fetters. This does not apply to threads severed by Harrrowings. A wraith who has had a Fetter severed by this Arcanos may attempt to reestablish it through rwo means. By spending a Willpower point the wraith can make the effect of Splice Strand be a one-point Fetter. Through the sheer force of his will. This art coots 2 Pathos and I Willpower to use. the player must roll Srrength + Lifeweb (diCflculty equal to the Feuer owner's Willpower). System: Once a Ferrer has heen identified and the char· :teter is in its presence. Thi6 art costs 9 Pathos to use. System: The player mun roll Charisma + Lifeweb (difficulty cquol to the subject'$ Willpower). he may separate the vicrim from his Fetter. but only if the morral is willing. In order to use this art. The firs< option is simply fo<the wraith to expend one j)Cnll<lll<!nt Will· power point while she is in contact with the Feuer.• Tite affinity initially COS!$ l Pathos and cominues to dmin l Pathos per day that it is maintained. while the mortal llvu. a wmith can claim a morrnl soul for his own. The sec· ond Is fur either herself nr Hnothcr wraith to use Splice Strand to recom1ect the link. This art is usually evoked u part of a contract whereby a morral promises his soul in exchange for the wraith's help. The target will tJ. Thereafter. This initial n>ll may be resisted by Wlllpower. the wraith must be in the presence of the Fetter to be severed. ""' Soul pact By u•ing this arr. . "" Sever Strand This feared power allows the wraith to separate another •Taith hom his Feners.

~ and le~ me cake care of you. This art costs I Pathos. tw. under his fingertips to Row freely for a brief >cconrl. possibly O\'CO givi11g the Shapesenscr an idea of the wraith~ original form. Return of Death's Visage: This ability allows chc wrnith to return to her uriginal smtc. Furthermore. ~1asquers . Of c. even in Martlnlry. below). How abou1 some hideous scar&/ Easy.squers were spies. hon..111c <:nlnr :md Intensity nrc up to the wraith. Becnusc nmny wraiths cnjO}' t'3king on power. This is easieSt to do when the wmith is looking at the face to be Imitated.•trh has been Moli. The wraith has the same physical C. minor change 6).s. you need 10 jusc rcla.-d ro inflict a~rawned damngc on a wrairh's Corpus.ourse.visn. cspecinlly because they didn't need to carry a "'"''J'On with them. Need a couple of anns for rhat boo job! No problem . Each sucec~< in· dicates Itow accurately the wrnith assumes her original shape. jusr her face. sprout new sensory organ. Shapers know how lO make it be:mtiful. and unless a . The number of successes indicates the dif· flculry of pcnetrnring the disguise. System: The player must roll Charisma + Moliate (difficulty 7). The number of successes indicate• how many scenes the glow lam. it remains in the province of Sculpting. and how to make It look human This art docs not allow the wrait h m change her overall Cor1>us. the wmith nmy temporarily ~row unmher limb.ges. The di((iculty i• based upon how much the wraith has changtd (or been changed) since her death (d rastic change I 0. Occasionally. :md if so. System: The player must roll Perception I Moliate (difri· culty equal to the originnl shapcr's Dexterity + Moliate). in what mnnncr. the Mnsqucrs' Guild used to re· scmhlc :-. If rhe wraith has n skin mask (see Rend.gc.. Glow: This ability allows the wraith tO cause h1mself or other$ co glow with an inner ligh t. By burning Pathu:i :md employing the am of Moliate. who work well together willadopr Lhc exact same. Or mort disg. offering wraiths a wide v:tri .~1oliate One of the most imporumr guilds In Stygia.. moderate change 8.'l. System: T he player must roll ~xterity + Moliatt . what are friends for! Really.. because o( 1heir ulliliry to chtlnge their shapel Mnsqucrs were nfrcn cmplnyl'<l os spies or assassins.1uerns on himself. ecy of body sl>. It costs I Pathos to use this an. though it may be done from memory. just long enough for the wraith to grub It and shape it co her heart's desire. The art o( Molince.ns and secret ass. shapin11 and reforming the stuff of wraiths.s. The difllculty is variable: 5 if she ca11 sec the face. how to make it glow with an inner light. Pl. II Sculpt Using this art.. is the (>0\'~ro( rno\'ing.. a wroith causes the Corp. os she l·~•ked after her death. Storyteller Notes: This art can be ust. the Ma.Moliate u1t 1hink 1ha1 1hc w1derwker did a good job! Honey.:he : m of t heir work th~n the practic:dlt)' of it: they will do hcttcr work. As lonu '"there Is not a dangerous effect associated with the d mngc. MnMJucrs care more about . this is pntenrlyuntrue. ful-louking forms.m idcmify a Ma:<qucr by her extremely malleable form and by the fi•cr rhnc she seems to he a li ttle too !X'rf<-ct. arti. Basic Abilities Shnpcscnsc: T h is abi lity a llows the wrailh ro detect whcrhcr or not nnmhcr wr.'\S• sins. One c.r been.. or cause partS of his body to glow or change color. •imitate A wr~ith with this art may ch~mgc her visngc to mimic another's. 8 if going by memory.. n fonner Mnsquer working for ir. System: The player rolls Manipulacion + Moliate. The number of successes indicares how much information ::lbout rhe Moliated wraith is gleaned. house o( f:uhion. place markinJPi or p. \'(/hat about on extra nost or two/ Hey.osm is malleable.•pcs and \'iS. also called Soulshaping.1P"· biliclcs regardless of the number of nppendoucs. the difficulty is only 4. I can rrwk JOlt look more b. This art cosrs I l'nthos to usc. one may argue that having multiple anns allows 1110<c attacks. called plasm.Hed.ming. rwo Masquer. If they can add their own unique nourish<"'· just about every Cuadel ha:-.auuful 1han you'w.

The Storyteller must decide how many successes are r<quired. the player must roll Intelligence + Moliate (difficulry of his Stamina + 3). and usc of the art in this fashion costs 1 Pathos plus I Pathos per su«ess. though the art can be brought into play if another .th•dy use new appendages. This an costs 3 Pathos to use. System: The character may choose to Sculpt either him· self« another wraith. Creation of armor causes the wraith's Corpus to ~1ickcn and hnrden. The effects of Sculpting are permanent (until negated with n further use ofSculpring). "' Nartialry This art allows the wraith to create weaponry and armor from his Corpus. This art cosu I Pnthos to use.s terrible orr allows Shapers to inflict tremendous dam· age on the Corpuses of other wraiths.1cn limb forms into the shape of the desired weapon. it just changes the shape of the Corpus already there.< from his own Corpus. he cannot ac. SY$tem: Before thl$ art can be used. To create armor. althou~ many wnoulu adopt swords for ease of use.w111ith understands Martialry (listed below). The player rolls Manipulation+ Moliate (difficulry 7). hardening as It does so. '"' ~end Thi. Usc of this power causes anochcr wraith to be literally tom apan." One su«ess per ~vared wound must be obroined. not that of others. the player must roll Stamina + Moliate (difficulty of his Strength + 3). plus I Pathos per success gained. System: In order to create weaponry. Each sue<:ess adds one die to the character's soak roll. This art cannot cause damage. Generally he must make a normal attack roll. The subject of the Sculpt· ing loses a Corpus Level. The weapon rokes the place of nne of the wraith's arms or legs and I$ automatically shaped to be us. assuming a mirrorlike sheen. the character mu<t conrott his intended target. When a weapon is formed by use of this art. rhis face is called a skin mask and can be helpful when using Imitate (see above). Note that the wraith may only create weapon.a humiliating thing in wraith $0Ciety. Sculpt may also be used to heal aggravated damage: a wraith may use Sculpt to replace the lost Corpus "slots" that were damaged through aggrava<ed wounds. rhc cho. and that the Melee Skill Is needed to wield a formed weapon properly.1ble by one who knows how. Once removed. Some wraiths use this art to remove another wnoith's face . but each success after the flrst adds to the difficulty of any roll involving Dextcriry (the armor is stiff). allowing the re• dpicnt to rcf'ill those "slots. Each success allows the weapon to infliet an additional die of dam· age: it doesn't particularly matter what form the weapon takes.

comes into conract with him. from a chair to a rcfriceraror. phu I '. Damage dice cqunl the character'• number of succeSSC$ plus one per point of Pathos spem. even just gouge out a large portion of Corpus). . acter gains I Anjlst per use of this art.ced back to her original form ftooic'~<!t)¢ per success). System• The player must roll Wits + Moliate. Although Corpus can be very malleable. Trying to another pe~n is difficult (difficulty 9). foot. If five or more succ= are gained. coors 1 Pathos to make rhe initial change. another bcong or anything else she desires. while trying as a greasy spot on the floor is very easy (difficulty ~F~:~~~:. hand. This art costs I Pnthos ro nctivate.:~~ changes'"" only be held for a limited amount 01 the wraith is fo.nt••6 may remove a portion of his opponent (face. Tile di(fi. The player rolls Strength + Moliatc (difficulty of his opponenr's Stamina +3 ). Damage flicted by Rend is aggravated. the relative volume of the desired form should be roughly to the wraith's normal form.):.J'iotll•""'i~·'iiilm spent in the form. the wr. there arc limits. depends on what the wraith seeks tO emulate. Additionally.

etc. p!IShin' that. '"' Deat~'s Jouc~ l11is art allows the wraith to manipulate objects in th e real world. bmh in and out of d1c Shadow lands. " Wrait~grasp This an allows the character to affect the living world in a more direct fashion. the wraith can make i. responsible for causing trouble wherever they go.ldcc. Dy use of this art. this is fun . scrike a rnrget of his choice. Note that objects may only be lifted. Spooh . this was a guild in name only. quite a bit may be lifted through use of this art. physical manner. The number of successes indicates .l Shroud. Oh. System: The player rolls Dexterity + Outroge (difllculty of the loc. One of these ways is the A rc. Of all the guilds. Spooks like to carry things that can pound on other things. thorcby st. 1t can be just a slight bmsh. If this art is use-d in the Tempest or the Shndowlands. Former Spooks are often found in the darkest pam of the city. Alternatively. This art allows the ch:uacter tO lift something with a Feat of Strength (see pg. This art costs 2 Pathos to use.\ning and gn•nring. This art costs I Pathos to use. by using this art. All difllculties arc based on the loca. \'Vatch me nllll«! ir go BOOM! 011 Many wraiths may still affect the liv· ing world. Storyteller Notes• All Outrage arts are violent or physl· cal in one '"'•Y or another. 11ley should be roleplayed with much gro. causing foghts and !tttlng fires. like hammers or rocks. They enjoy scaring people with their Arcnnos. System: The player must roll Strength + Ourrage (difllculty of the local Shroud). n lift or some odler movement. thedifllculcy is6. the wraith discovers that he can control his own movement~. The wroith may . Synem: The player must roll Dexterity + Outrage (difll· culty of the local Shroud).bur now. O utrnge is the manifestation of a wr~irh's will as kinetic force.1nos of O uu'Qge. In medi· eva! rimes. tie shoes.ncredible leaps and jumps.. One c:m ic. as ir r:akes this kind of nonvcr· bal communication to focus one's energies properly. Though this power may only be wed to lift thinR5. System: The player must roll Strength + Outrage. Baslc A~llltles L!ap of Rnge• As nside effect of learning to focus his will into the real world.1l Shroud). no. Each success inflicu one Health Level (or Corpus Level if the tar~et is another wroith) on the target. ·ping At chis level the wraith is just beginning tO learn to rna· nipulate objects in the living world.Outrage The Spooks have always been troublemakers and poltergel$u. they may not be moved in any orher way. "' Stone~an~ punch This an allows the wraith ro affect d1e living wocld in a violent. The wraith may type. XX). his mliMivc chest and the surly expression on his visaRe. the wraith ma1• creare fnction.Outrage think it's easy. the Spooks' Guild was paid by the Artificers to aid in the creation of relics.l to any successes scored when making a jump or le. System: l11c player must roll Strength + Outrage (difft· cuhy of the local Shroud). The number ofStiCCe&'f"!g1lincd can be· ing llrcs in the living world.lcntify the average Spook by his brood sh<x•lders. This art costs Z Pathos per use. They were a group of row· dies and miiiGreanrs. a push. ~{rin' rhiJ/ h's nor. The difficulty is the local Shroud.p. This orr can be use-d to movo mmcthing very small (such ns n bottlecap) just a little bit.

evels. culty 8).i 3 Parhos ro usc.. the wrnirh gains I Anest each time this an is used.. unless t.urh's tou<h. unless it inhabited by o wr•ith.. The number of successd mdicate$ the heat and ex· tent of rhe fire. . ir inflictS R~rn~ vated damage.up rn one minute per ><rccess gained. \Vhen this nrt is used on anothc1·wrHith. the wroith rolls Strength + Outrage (di(fi. This art cosl. in which case th~ difficulty is the t:uget's Stamina +3 ). rhnt object vanishes Into Oblivion. banishing it to Obhvion. his soul de>cends immediately into Oblivion. as well as how long the power lam. A wraith who is rcduc<od to tero Corpus through this means 15 immediately forced lnlO Oblivion.. If used to dcsrroy an objccr in the living world. o~li~ate This truly hid<-ous art a llows o wrdith ro destroy something or som<"<>ne... If rhis art is used on objects in the Shadowlands (including relia). . although if :r mortal is killed through this power. In that case. they arc immedrately banished ro Oblivion.. To start a fire.L. This an com 3 Pathos to use. Living crta. it bKomc a relic. System: The player rolls StrCnAth + Oucrage (difficulty of the local Shroud.h e chur:rcrcr is attempting "'af· fect unmher delicacy and control of the wr. Each success inn lets one level of aggrn1•ared dam· age: this damugc cannot be soaked. In addition. . turcs merely suffer Health l.

They arc b'C-ner::~lly high·srnmgm1tl easily irritmcd.1nos..1nrhropic: rhey vicwt. Although pho· 1ography and vidc. f«:r<. Ill Dark Ether Througl:t use o{this an.'O cquipancnt record effects char dircct1) :1ffcct rhc living world. People tend to freak out when clocks stan n11nrng hook""rd. I Weirdness The wraith can cause something strange to happen to one individual: he suddenly feels a hot fla. Storyteller Notes: Ahl10ugh the Fog clooks most of the it ofren causes considerable problems with local mortnls. 'Tltc difficuhy for :my Pandemonium effects is the local Shrood. and people don't tend to believe wild·t.tith is able to tell ifa pwticu· lar a'Mt hilS l~n cnusnJ by ~ium. bxause their ans require them to evoke ::md witness mind~ arn. the effects o{ most of these ans vanish inrn nnrhint. or impener:r. She em make the 11rta bittedy cold or blisteringly hot. leaving no lasting ef.l n.: The ""tith i> highly attuned to the forces o{ch. Sysrem: The player must scme what effect she is attempting nnd roll Intelligence + Pandemonium (difnculty of the local Shroud)._. " Befuddlement Through use of this art the wmlth can cause her subject to become confused.. this art is me:t.cdder· diets who clnim they saw ghosts.~'() on n moon! or an· other wraith. c:urrendy ex~ "-eather-related or liglt(·~l'ICed environmenml eon· dirions in a small area.'flC>S quite quickly. and am· phibians min down in gdrd roncnc.lcn. ll>e number of successes indic.. the tendency to usc d'e royal "we/• Cl"c... This art costs I Pathos rouse. ~aunte~ ..ic. video ef· <ffKl$ ol this Arc.'l. O nly one indlvidtml at u t ime may he affec ted by this a r£.lhty Wrk.nmera! POLTERGEIST!!! Pnndemonium. llyconccnnannc. mmpen~ with m l!Ot11C m:UllllT by a \\T"Jith or Spectre.~ been t!Uho<l hy rite Slnlomllli:iart isC\'Cll useful inde!Cilllininc ifa mor· ttl has Jx. System: The player must roll Perception + Pandemonium (difficulty 7). is n power of pure chn06. System: The player rolls C harisma + Pandemonium (dif· nculty of the local Shroud).••. or his hair rises. One cnn identify n llnunter by her odd manncri. or i{ somethinc h.~tlity-~llter· ing cffccl.<h. rhe wr. The pbycr roll< lnrelhb""cc + Ptmde· monium (difficultY ofthe rorget's Willpower). howe\'cr.. bur it is very effective in tAm· pcring with the living world. the Haunt· trS wtre somtwh. Genemlly. l lc can evoke . uniCM smted otherwise. 1 foccs ~lfc c:L~Y to f11kc . not injure. She em c r\L'!C blue-white arcs o{ elcctri<:itY to dance <lboot the ro renify.1tes the degree of vari· ance and rhe dumtion o( the effect.'! happened: sec the F"': Chart on pg.'Ople frorn remembering the exa« details (/ wh. most arc quick todisbdicve whnt rhey sec.:d quite insane. Tite subject will become momentarily disorientod and unaware of who he is or what he is doing..." Nnw J-l:umrcrs . This nrt costs I Pathos to evoke and I Pathos per tum o( mairucnance. the wraith may affect. System: The arr m:ry be.. llo"-e'-er.ts. JX'infully brigltt. She am make the air dl)' and biting or as heavy as a wet wool hhnkcr.pandemonium 1 iglus! C'. After all.trc curu.<m< and 1hc fac1 char she often wc~u·s voluminous black cloaks. The Fog pte\'Ctllt p<.t:II<JOtly lights dance and whirl.-d themselves IISCxtcrminators whowoold rid buildingsof"hum~n pe. The effects last for <HlC tum per succcss gained. a wroith may cause foul vermin :rnd sub· sr:mccs rn manifest in a small area.)~ mi$. This art costs I Pathos.U •IIred wrth the Spooks' Guild. (c cnnnot be commllecl. "" foul Humour With this art.os :rd !heShocb."r>ec roll (difficultY 8) each rum to think cle:ulyor:tccdcci· sively. also c~ li ed the Wylding. The subject of this an musr make an lmellit. she em also produce mists m. Basic Anilities Sense CMo.-. XX..'I pl~g\le of . or floating globes oflighr ro shimmer into being.. Five successes on the roll create sufficient rurbulence to inflicr one level ofdamage (Health or Corvu>) upon beings in the vicinity. Mnny of them develop quirks reflecting their shaky saniTy: rhc habit of giggling too much.. Those wnriths who usc it develop an unsavory repumcion: dabbling in rhe Wylding is nor conducive m I'Mimninin~ one's sru\ity. or he l!u((crs fl momentary hallucination.pandemonium Cl.

The wraith. Note that anything damaging creared with this power inflicts one die of damage for every rwo successes on the creation roll. Tiu• art costs 4 Pathos plus I Corpus per success.< . . a wraith may focus the time/space distOrtion on herself alone Tiuough this art. This applicmion of the arc costs 2 Pathos to use. System: The player must state what effect she is attempting and roll Intelligence + Pandemonium (difficulty of the local Shroud).. however. The number ofsuccesses indicates the amount of tempo. If she was speeding up rime. Tempus fugit . The number o( suc<:esscs indicates the extent of the manifestation {and how much the Storyteller will elabo· rate on the description). For instance. a nest of black snakes.. ) Thi. she can. The wroith accomplishes these feats by using Pathos to chall· nel his very Corpus through the Shrood. or nUt)' distort che distance of an area. Thus. the dismnce across o foyer seem like a mile or rhe distance locusts. and the can nccclcnuc rime or make lc pass very slowly.. gore. Alternatively. By rolling Dexterity + Pandemonium (difficulty 7).across a lxlllroorn seem loke one step. At the end of the effect. ml or spatial change permissible in the wraith~ immediate vicinity.. the mallifesration usually vanishes. a jXICk of rats or a web full of spider$. an acrion normnlly requiring one tum would lost for four cums. cs· pecially if the roll scored five or more success'"'. cannot reverse lime. however.~ the now of time by one mm. a rain of frogs. This can be attempted once per scene. he c:. ntuke effects last for one seeM. (Note: d1is will not add to the number of actions the target gets fmon Celerity. slime. Rage or Effects of the 11me Sphere.. prevent them . acid. It can. anyching requiring four turns could be done in one nom. flesh or other noxious substances. Each success alter. This nrc com 4 Patho. if • wroith was slow· ing down rime for a victim and scored four successes. although traces of it may remain.5 art also works in the Shadowlands {difficulty 7). a wraith may change the spee-d at which and thus gain on extra acrion per turn for each success on the rime passes.•n evoke blood (dried or wet). she roll .. System: The player must Stllte what effect he is attempt· ing and roll Intelligence+ Pandemonium (dimculty of the local Shroud).

For example. Each success allows the wraith to view the mortal's clrcmn for one turn. with cloches woven from wisps of previously in~ This (Ut costs 2 Pmhos. he may be affected by Elysia.lrc or a good dream. Lransitional sleep {7) or deep sleep (8). It is rchuivcly ettsy. The dre~mer tr~nsl~tes rhe landscape and denizens of the Shadowlands into comprehen· sible symbols. world. best.. This m1mber is deducted from rhe number o( successes for duration. Phant~sm ..truously. For all intentS and purpoc. the dreamer is is what rhcy love. or the boat to a raft. This causes no lasting dnmage £0 the soul. :rhove): REM sleep (6). Somerirnes these drc:-~m . The sleeper doesn't remcrnbcr rhc journey completely. she can effectively rak~ it over and guide its path. dmwn into the wraith's Shadow :md experiences irs tender mer~ One c:m idc-nti(·y ::l Sandman by his rcndcnq• ro dress in~ cics vi~• an cxtrctnely incense.jottrncys cause o person to reconsider his life and per· haps change ir. 111c player must TI1e f. Th is art costs I P~thos. If attacked. For each success. deep sleep (not dream· ing) or transition.rhantasm . lf the roll botches. A wraith could use this art to change the rhunclersronn to a <:Him day. though there are rare occasions when the drcarncr does not make it back). System: The player must roll Dexterity + The difficulty depends on rhe subject's current sleep cycle (sec Sfcef>SJ!ttSe. to slide a soul out of a morwl shell "nd bring it along on journeys through the Shadow lands. b11t because it more vivid and permanent. a Wf'ttith c~m pull it ouc. Phantasm is the knowledge nf murt'. This Mt may also be usecl to experience the subject's drcMn. Each success itllows the . Once freed. Basic Abilities Sleepsense: The wraith may observe the dreams oi a mnr· ral.oirh wirh a very solid Corpus that can only be damaged by special artifacts or things that inflict "L:b"''vated wounds on wroiths. a dreamer dreams of being in a thunder· storm. he renlcmbers n vague nightml. and "wakes up'' (in most c3SCS. C$1 levels of the art. or rhe ocean to adestrt. tr~vcll ing from System: 111e Sroryreller must first decide how dmstic the Necropolis to Nccrorx>lis witlt their plays and encenain1nents.. morral to sta)' one scene in the dreantscape. "lucidity This art allows a wraith to change aspccls of a mortal's dream. change is and assign an appropriare difficulty. the difficulty is 10.tls' drcmning souls. Of course.tcning nighm1arc. Their II'Oupes roam the Underworld. habirt-d dreams. a dreaming soul rctums imntediarely roher bod\'• slipping 1. sanir:y. 1 can take )'Ou anywhere 'JOH wane ro go .. While the cvems of a Phan· tnsm-controllcd dream arc not real to the dr~nm· ing soul. threa. mortals' souls rest lightly in their bodies. System: The player musr roll Perception + Phantasm (dif· Ciculty 6). a dreaming person is a wr..:t on life and ptrceprions. for those who know what the~' are doing. and at least three successes are required. the wraith c~n change clcmcnrs of rhc dreamer's dream through use of the Lucidity art. cler a similar h)•pnotic state. While asleep.cs. going so far as ro change a pleasant Sandmen arc the actors and playwrighrs of the Under. Storyteller Notes: Phantasm offers the Storyteller the opportuniry ro involve nonnal people di· rcctly in the story. If the subject is watching television or un .• phantasm ome 1virh me on wings of dream . •Elysia By gently raking the soul of a sleeping person into her hands. lhc wraith may carry the dreaming soul along with her. {hey do have an imp~u. adrifr on a boat in the nliddlc of the ocean. ~andmen . If a wraith using rhis art ch::mges enough ~1spec~ o{ a drcarn.UIOuld )'Ou like w have dinner witlo Marlene Dien·ich! Sip cappucino on the canal$ of Mars/ Walk with me ll1roo(!(h the Elysian Fields! I promise ro have you lxtck l>efore you wake. She nmy usc this abili[y co determine where n morml is in his sleep cycle: REM sleep (dreaming). however.hrough the Tcmpcsr.'lCt that their guild w"s disl"nded me:mt nothing to them: roll Manipuh>tion + Phantasm. Causing perm~nent d~magc or death to a drcllmcr through usc of this Arcanos isonly possible ac the high. the change is they do what they do not bc'Ca11se of some guild.dream to a nightmare or tlice versa.

St invest nl least one level of Corpus into the illusion's "lxxly." The number of Corpus Levels inv<-stcd indicates rhe amount of dama.. A wraith can weave illusions in the living world if the wraith first Embodies there.Jeep nnd dream in the manner of the living. The ollusoons can af· feet all five senses. If the Illusion is of a dangerous or damaging nature. It also indocatcs rhe number of 5eenes during which the wraith may hold the dreamer's soul.. . In order for an illusion to become qurui-ma• tcrial (:mel thus dtmgerous). The dreamer may rcsi>t by usiog Wirs + Subterfuge (difficulty 8). In rhb <=<•se. System: The roll to create an illusion is Charisma t Phan· this roll equals both the numberofsuccessts required (on a Perception+ Alen· ness roll) to see through an illusion and <he number of turns the illusion lasts. alrhough rhey last for only a short amount of time.. lllis art costs 3 Pa<hos rouse. The number of successes on the roll indicat<-s the number of HC<llth Levels the dreamer loses upon aw:. The victim may soak the damage. These illusions are not solid to other wmiths (nlrhough they can still be dangeroo••l unlus the wraith has invested O>rpus inro them. This nrt costs I Pathos . IIIII p~antasmagoria The wroith may weave her Pathos (and Corpus) into lllu· sions.kening.~y roll Dexterity + Phantasm (diffo<:ult)• 7) as an at· mck roiL lloe victim may dodge rhe anack. and the wroith's Shadow ~tnins I Ansst per usc. bestowing one point of damage for each success.. The dam31:e roll is Strength + Phanmsm (difficulty 7). Agon sometimes becomes an epic com esc bcrwoen the living and the dead. If the wraith botches. System: The player nee-d make a roll only of rhe wraith is unwilling. Agon This is n direct means of ripping <1 mortal's soul from his sleeping body. The number ofsuccesses on mngoria aucmpt must be made ro recreate it. This method is ex<rcmcly painful and often de· structive to the rnonal Syorcm: The player rolls Strength+ Phantasm (difficulty 8).u(fcr a recurring nightmare. the player rn. the dreamer's soul has somehow been harmed: he may become neurotic. . Corpus cannot be replac:ed in an illusion onc:e it is dan>aged: another Phanrns· tnSill (difficulty 6). Botching will bestow two points of Angst. plus I Pathos per tum.. Dreams of Sleep llois an allows rhe wraith to cause orher wmidu to fall ..:e the illusion con mke before being destroyed. ll1is :orr com 3 Pathos. the wroith tnu. the player rolls Charisma+ Phamnsm (difficulty of the wmith's Willpower). ll1c LargcL may also resiS! using a Slrni~ht opposed Intelligence +Subterfuge roll.. or :.

To prepare a Consort. spending a point of Willpower each rime. the wraith is not considered tO IJC "in" rhe Shadowlands.AACS[ion or impulse cannot be contradictory to the hoot's Nuturc '"very dangerous. fuppeleers . Srorytcllcr Notes: While inhabiting rhe body of n subject. System: In order to have his ch:trncter enter a host's body. This art costs I Pathos. Skinridin~ is essentially the ability to slip Into the mortal's lxKly.. buc to sense if a mortnl h:u !>ten attuned for the purpose of using p.puppetry The ultimate 8ccrct weap<Jn. the wraith must forst learn the an of skinriding. dieted to this Arcanos' power-tripping ways.uhc<lthem. Chnrot\ himself uS<--. Note that unk-s. the wrnirh must spend a considerable amount of time skinriding the individual. in effect. the wraith is simply along for rhe ride.. They lo. trol of rhc hody. hm were obviously sanctioned by it. e'•er\ after their hosts are hospirali. Of all Arcanos. I( the Conson is a close friend. c:~rrying the wraith along. •Skinride Before the wraith may attempt to control a mortal in other ways. all other uses of Puppetry first require the wrnith to Skinride rhe host. an entire subculture of wraiths are ad.t prepare • Consort.-c the experience of feeling alive ~g~ln.s rhe "'raith i. He Is lilfe from rhc rnvagcs of that place. culty 7). To detect the subtle siRns of past pos· session.:1 their services on more than one occasion.. he must fin. the difficulty is 9. the player must roll Dexterity + Puppetry (difficulty of the subject's Willpower). However. the wraith may ::mempt to implant a one. Puppetry i~ the forbidden art of possession. The Puppeteer is just • h~ngcr-on. The Puppeteel$ were never a part of the Hiemrclly. alrhnugh he obvi· ously lo. cmd they dance for '" . However. rwonr r:h ree points of Willpower will be sufficient. Attunement In order for a wraith to perform rome •spects of Puppetry. Once the StOryteller deems rhe rime is right. word suggesrlon or simple impulse. I( he $0 desires..s m direct con . Basic Abilities Detect Possession: Not only does this abil· ity allow a wraith to dctccr rhc signs of possession.t iel was the province of his Dc"uhlords and the Hierarchy alone. One can idcnrify a Puppeteer by his accem • nd strange mannerisms: P. Poppetccrs believe themselves n:spotuible for rhe wellbeing of mortals and ofren go to great lengths to ensure that other wrnith!' :1ren'l c~using unneccssnl)' deaths in the Jiving world.tge Consort. The Skinrider may resist cunenr derecrion by using Appearance + Subterfuge (di((iculty 7) or Appe. Still. II m~~y have been a:ainsr /tis Code.btcouu Chorcm himself oouldn'c hout ~pt Oblivion or ooy •f rhose me~ mushrooms had blossomed. the wraith must expend a permanent Willpower point.ppcuy.. This represents a process ofidentifymg wirh rheConsort over time. bur l J>ersonally don't think ht would have minded. the player rolls Perception + Puppetry (di((i. Noncrhclcss. The roll indicates how many succeSSC$ arc needed for another wraith ro wrcsr rhe W1'3ith out o( the hoot's body.! no nuckllr holocawt during tM Cold \VIorl Cmainly not b. This Sti. at which point the subject becomes a Consort. and the hoot is mcl\'ing of her own free will.puppet!)' re )'mt so naive as w think rhtu humanit)' has diremd itself over the course of history! Wlhy do you think there U/11. Ftve points of Willpower are required to prepare the avcr. This is a very basic level o( possession. thereby temporarily joining with her. System: To detect n current possession. \Ve puU the srrifllS. it Is the one Charon specifically :~.ppeteers tcmJ to pick up mnny srrangc accents ~nd habit> when skinriding different people.>catlSC of JlellCe-lo•ing milirnry officials. rhc Puppereers were more of an elite group of equals than a guild. he takes damage whenever his host wkes dam· oge.rance + Puppetry (difficulty 6). The Skinrider must succeed at each nf the lower levels of Puppetry bcforc attempting a higher level. They love rhe power they have over their hosts.. you should use the host's Ph)'Sical Attributes and Talents.ed for mcntlll illness. mnny Renegade Puppeteers feel rhe exact opposite: thnt mortal hndics rue £heirs to use :md obuse. .

The host remains semiconscious throughout th~ process and will emerge £rom the p<>Musion when the Puppeteer f.. and many hom have sought mental h ealth profcssionols. System: The character must first Skinride the host. In order to do this. nally relea~s her. Note. The player then rolls Snength + Puppetty (difficulty o£ the subject's Willpower). ttsting and therapy. System: The player must rolllmellig~nce + Puppetry (dif· ficulty of the subject's Willp<>wer).Th~ Puppeteer may now send an impulse directly to an arm or leg and cake fleeting control of it.. above). . .: used to force someone to pick something up without knowing ex· acdywhy. System: The player muil roll Manipulation + Puppetry (di((iculty of the subject's Willpower or the local Shroud. the Puppeteer must ha'·~ attunt-d her as a CoiUOI't (see Armnement.. whichever is higher). This art costs I P~rhos per usc. ~ein in the Mind This more p<>wer£ul possc. This an cosrs I Pathos to use. the host may make a Willpower roll to thwart the possession (each success versus a difficulty of the Puppeteer's Manipulation + Puppetry indi· cates one fe1ver 5eene the Puppeteer may remain in control). Masters V01ce The Puppeteer briefly overridu th~ speech ccnrers o£ his host and causes her to speak.11es the degree of control the character has.•.. however. . she will immediately try to rationalize her actions.. This :m costs 4 Pathos to use and bestows one point of Angn. though nothing prtvents him from coming back. The vole~ produced when using this art is a bizarre hyhrid o( the wraith's and host's voice. The Puppeteer may speak for one breath per success gained..sion allows the Puppeteer to control a hosr without her realizing it. The number of succ~sscs indic. however. By spending a Willpower point. ' . The numb<:r of succuses indiClltes rhe number of scenes during which the Puppeteer may control the host. This :m may b. that nny pain felt by the host is felt by rhe wraith also: electroshock therapy has been extremely use· ful in throwing a Puppeteer o<u. Once relcosed. This isn't always possible. The victim is allowed a ruin~d roll of Willpower.

Whenever the wraith leaves a body that has been so ineffective against supematurals.S<er Puppeteers typically exploit and if a wraith doesn't Obliterate rhe Soul rhe first rime. For this reason.'c i< only in dire circumstnnces. M3. . wait another month to rry again. she can destroy the soul of the h0$t an<~~· that person.sitting about listlessly. System: If the character has a Consort who has musr spend 5 Pathos and 2 Willpower to evoke ditioned through lone uses of Rein in the she gains a number of Ancst poinrs <oqu:olto the may roll Suength + l'uppeuy (difficulty equ. on the new iu own.obliterate ~~e Soul It should be no<ed tha< a body that docs not conroin its original soul will slowly start ro de<:Jy. a wraith may ing the soul. One week afrcr rcmov· After long·time use of Rein in the Mind. with art can only be employt-d once a momh. IIIII the wraith totals enouch successes <0 equal r:Jf~~~~==:~h power. it becomes catatonic . Willpower or the local Shroud.. whichever is ll"l"•·r). e. most begin ro live full·time within a host's body. aliry is subsumed. tals for their own survival.:md . The host's person· A wr:tittts who possess this an u.1ren by rhe Shadow of the that this form of possession only works on mortal.1ls Willpower. the body will begin ro rot.

You need. the player rolls Manipulation +Usury (difficulty of the opponent's Willpower). planning to do tuitlt it. " Early With~rawal By merely touching a subject (livi11gor wraith). the difftcuh:y equals the subject's Willpower. . numerica. For this reason.• been touched. O ne can identify a Us11rcr by her tendency to speak in precise. The number of successes illdicatcs rhc numhcr of Health or Corpus Levels stolen. the Usu· rer may siphon life energy from the subject. wrnirhs can gain life cncrb'Y .unless the character possesse5 the Exchange Rate art (sec below). To use this an succes. the Usurer's Guild had considerable po· lirical clout in Srygin. the wraith infects a living penon with minute quan· riti<S of d<'llth. and toe won't ask whm 'JOII'rt Assessment: The wmirh cnn sense the amount of life (or. the Usurers must cnn· duct rheir business in secret. which nllow her to keep track of the bnlnnce of energy ll'nns· ferred. Inhabit (being inside something that is in contact wirh rhe subject) or Phan· rasm (touching the dreaming soul). gain a general sense of that individual~ Sramin. Health and Corpus. In order to drain energy from the liviJ18. The. and many Usurers find themselves fi lled with Angst on a regular basis. a client musr forst follow a seri. this is done throuGh Puppetry (entering a morral and using the nrt on him). The life en· ergy stolen in this fashion appears as an arc of light that dulls and grays as ir enters the wraith. the wrn ith using it must somehow touch the subject's body or Corpus. The Cll Cflt\' nmni· fests ns n glow that infuses the wn•ith receiving the Pnrhos.tion must be in contflct 1ll the [imc of the trttns(crence. The number of successes indicates the accumcy of the reading. System: Tile player must roll Perception + Usury (difftculty 6). •Transfer The wraith may tmnsfer her own Pathos to another. If this art is bemg used to transfer P~thos. Fair! I thought so. Usury embodies rhc process of speeding decoy and death.l terms. System: The player must roll Manipula· lion + Usury.sf\tlly. He cnn Basic Abilities Usury Is the art of exercising the power rhatdeath has over life. The number of succesS indi· cau:s how m• ny points of Pathos may be trnnsferred. generally through use of the Embody Arc. Indeed. In order to reach a Usurer of some renown or power. It's simpk economics. Usury Is just the process of speedin~ the arrival of <he final breath. I( the art is being used to steal Pathos.>re we get tM j11ice. Every day. if she so desores. rhereby mallng some of his life. we /JTOIIide.<c levels arc lmmcdintel1• marked off on the suhjccr's sheet and added to the Usurer's sheer.s o( direc· tions leading her on a 50mewhat unorthodox wild goose cha!C. Once the Usurer has reached his maximum Corpus.1n tell how gra••e they arc. It is also used to steal other wraiths' Corpus. By loold11g at wounds. Storyteller NotCJI: To employ Usury. the d1fftculty equals the amount o( Pathos rhe receiving wraith currently ha>. che IWO wraiths in qucs. Alternatively.1. the wraith may use this art to steal Pathos from :morher wraith.Usury 11pply and demand.1nos. then the Usurct> will see her. If nobody follows the client (and if the Usurers decide her In· rent is good). TI1is ability has an adjunct use: the wraith can usc tt "' sense rhc presence of life energy within :m area. Embody (materializing and touching someone). the Quick die a little more. Some believe that the Shadow is the channel for this :m. ns well ns by the scales she carries. he c. You ®n't ask ItS wl~t.Pathos. The wrai th may only scenl Health or Corpus Levels up to his maximum Corpus. conversely. the amount ofdeath) within an individual.l'hroogh it. The Usurers made a bid to rake over the government of Stygia and were thus cast out along with the rest of the guilds. Where morrals are concerned. At o11c tim•. System: Once the subject ha. Through rhis Arcanos. tl1c wmirh must physically contact the chosen illdividual through some means. this abihry becomes usele$$ .

The pl. System: The player rolls Stamina+ Usury (dWlculty equal w the injured characrer's current Health or Corpus Levels).. lie mar simply convcn h is own Corpus. Each success allows one point of Corpus to be convened into Pathos. Corpus always remains the s. b\ focus~ ing his will upon the relic. XX). where it is then srored. down tluu num . charitable Trust Tiois art allows the wraith m heal a mortal or another \llrnoth by onfusing her with his own CO<pu<. The wrnith nc. Tioc wraith musr first own a relic in order for this arr robe used. one point of Parhos or Corpus is invested. System: The player decides how nmny Pathos 0< Co.-e I ltaling. and thtn write. For each success. 1 . or he may tose thos art in conjunction with Early \Vithdmwal (see above). System: The player rolls Intelligence + Usury (difflculty 6). pg.. AII excess poinos"gambled" are losr.<S rolled. This borrk-d Pathos is accessible to anyone who knows the sigil or command phrase with which the wraith seals rhe relic.'<l not be manifested in any w·•y w usc this art upon mortals. Tioe subject is held close to the mouth of the lx-stowing wroith and receoves the Corpus as a ghostly breath.<er· voirs to store Corpus and Parho< for future usc. Note that soulftre is created in th is fashion: this art is required tO recharge empty soulftre Ct)•sr•ls. 011ly one type of energy mny be stored within a given relic. ber. above. With thos art. For each succc.pus poinrs :she wishes to invest. A horch on this roll means that the flow of Corpus reverses: sec the Early \Virhdr~wnl nn. Once successful.yer then rolls Intelligence + Usury (difficul<y 7).. This art cons I Pathos to use.. the character must seal the relic by spcllding a Willpower poinr and nssigning a sigil or command thor '"""be used whe11 the energy wirhin the relic is to be tapped. "" Exchange ~ate Though a wraith can convert his Pathos to Corpus (S<. one Corpus Level may he transferred to the subject. <he wrai[h moy channel energy imo II.. a wrnith may now conven Corpus into Pathos. ""' Investment Through use of this art the wroith may use relics as rc.1me.




the shard of Ob!ivion in any The Shadowguide roleplays the subconscious urges of a char· shadowguide ... -Bil ly joel. cycles. not entirely l'iti rhe phrnse "dark sicle" i5 (:u more nppropriate. crea1es. darkness is a source ofstrength. 1l1c Shadow feeds rhe role of the charactds Shadow. rcsi>mncc. the . thrt:~tening to consume evel)'thing a wraith holds dear. n(l( crtalion. T he fi rst. From the Shadowguide. arc rruc.liidc ill It scpar:uc character. hopes enable 1hc Sroryreller ro define and delineoce the Shadow. "The Srronger" Duality wr:mh. comnu. this The Shadmv is an intelligent force. here :ue rwo main aspects c·o a wraith may ncveT urvlntumd how rhe SITanger is inspired. i:s usually the domin:-mr sirle o ( . It is the neg:ltlve image of the Psyche. complete wl{h irs own Traits and Ps~~c::hc.t ch~raccer sheer.. 1l1is Shadow character's persMn lity. and is usually nor under che player's control. in :. The Psyche. believes. anriparhy and rhe •ubconsclous. each Wraith player uciUally controls rwo vi<'o-poin1 of rhe Ps)'Che. It is the death wish. Thus. For he is no• alwa1s •••l. It does not mindlessly isthe reprcs!<!d. Every chamc1cr has a dark side as well. hidden side of u wraith. cl1arncu.a sense. 1l1e "ch:u-acrer" played by a Wraith player is the Psrche aspect.. The Psyche represenrs 1he force of This chapter describes how the dark side nf a charac1er is will and the source of identity. however. wraith.s. The Psyche rrusts. The word "evil" does plod along: even the most alien Shadows hnve plans. the Shadow is created by the Stol)'tellcr and acr:ing in accordance with his inner with the help of the player. Wraiths call this inner darkness the Shndow. the Shadow side of the wrnith emcrucs. cuMing uicks and brilliant insigh1s imo 1hc Psyche. The Psyche is crea1ed by the plarer with the help follows his Psyche by being rn1e rn himself of the StOI)'teller. exist on irs own. When desperation and suffering grow strong enough. From the vicwpoim of To rcprescnr rhis. Usually. This player is called the doubt. and dre. another player in tht troupe assumes lhtShadow. Both o( these imerpretaLion. and he is nul altvays "'rung .1l>e rule$ prcscnred in rhischaprer bclids (his Nocure). the Shadow is a force of desuuction. A wraith developed.:rs: her own characrerand :mothtr ch3racter"s Sh3do\v.

last lnemlo ro keep liS alive ..-nctcr crcalinn."' ide. All players must be comfortable with the final deci51on. You ulsn need tO understnlld the tools you have at your di.'O Girls. Ust fi . ally find it nccc:'""Y to show you that turnabout is indeed fair play . ever)·onc on•-olvtd must remember one thing: it's only a game. but you should dcflnirely be familiar wuh what the Psyche of l'our Sh:odmv can do.. It should be not<d. when ro cease your spiriru:tl n. He must make the ''ligh~' in his ~:une briJ.. Any roleplal•ing game is playtd by consensus. Overall. the l>lnyer.• acu:r. gathered over timc. 1 shaoow charncter Generation 'm harboring a fugiri<-e. nesse.. lhe person pbying )'Oztr Shntlow rml) evenru. you must know when to stop. she will occasionally imcrvcne and guide a char:ocrer's Shadow herself.. however. are u·onh more than a smgle triumph.grcc of power.ocrer on his game. and a deurcc of responsibility.. And above all else. l lowcvcr. rhe story will suffer. if need be.::rc~cs. you ha•·e a <k. The work of the Shadow requires p:uicnce. Finally.di!. even thou~h you are ploying an entity of darkness and dcsuuction. cunning nncl insighr. You must become fooniliar wirh rhe wmirh whose Shadow you control. If you arc roo vicious. "Fugitive" Afrera pbyer has finishe-d allohe other swges ofchn. This Jocsn'< necessarily mean that you should memorize the charncrer sheet.ssault on your poor oargcr. you must rcali!e that. comrols the Shadow· ridden character. The Shadowguidc woll often whisper hints and promist> of power. that during periods when the Shadow dirccrly domin>tcs (as <>PP<»<--d tn influences) the wraith. As a Shadowgmde.h-. You must under· ~rnnd when to ease bnck. not theShadowguide. the Storyteller begins to develop the character'• Shadow.hrer by contrnsting it ncainst the grow· ing darkncl<'! he evokes. you are playing an intelligent entity who renlires that small victories. .posal. a tk/ector of a kind She lit-es in mJ soul and drinks of mJ urine Ancl l'cl give m. The Story· teller usually decides which player will rcprcsrm which Shadow. a pbyercan feel fre-e to choose her own Shadow!. Tile Swryreller is reSJ)Onsiblc for preventing the Shadowcuide from abusing his position. If the Shadow i>ahvay• active and always trying to do harm to the chamct<r. trying ro rrick the plnycr into sclf-dcsrnoctive actions. The Storyteller must give depth tO each char. The Shadowguidc assistS in developin~ the charncter as the game pro.

however. He is rhe master manipulator. He may try and drag od>ers down with him. ruining and discarding ochers. ~e frea~ The Freak knows all your secrets and gees a perverse kick our of them. The Director's ultimate goal is to shatter your will with terror in one fell swoop. It will force the host to indulge in many terrible act. By understanding the forces and desires !lun drove a character through life. The ~1artyr The Martyr wishes only to quit its existence as soon as possible. for a charactet to have the same Archetype for the Demeanor. demanding servitude. the Shadow develops its personality and methods. dwelling within you alld constantly pleading for help. rhc Abuser makes impossible demands. like a demenced game-show host. or me· thodically inflicting pain and suffering. l11e ones listed below arc only a sampling. Like the Perfectionist. lnu live in doubr Til my bod angel fire my good one out. This rcprcscnu the generAl personali ty of the Shadow. the Storyteller will gain an undemanding of what motivates the character not just in death. When it whispers to you. it often tries to shame its host. \Vhen dominant. like you are the only one who would ever do the things you've done. food. attention. unlike him.-fllled. It will also . Mcmly she is chaotic and nearly impossible to second-guess. The Martyr often uses your faith and altnrism as levers. Indeed. forcing mhcrs to confront their own weaknesses. goods. This Shadow often aces like a lost child.. Feel free to develop unique Shadow con· ccpts in addition ro the ones provided. Nature and Shadow). What sccretl. The world owes the Leech. Your secrets are the keys with which he gradually unlocks ironies and inner doubts. When the Freak is in !POwer. will trouble and rorment the chamcter throughout the gamer An excellent time to develop these ideas is during a tharacter's prelude. seeds of the soul chat eventually blossom into something truly horrific. l~e D irector This Shadow is aloof and quiet. but his main goal is co force you co embrace Oblivion. He enjoys watching as you stumble in to t rap after t rap thac he's laid for you. it is in control. however. driving you co Oblivion with its vorn~ cious appetites. grown up out of her terrible beginnings to inflict more pain on others. This meticulous. "Sonnet 141" The Storyteller and the player need to pick a concept for the Shadow. a creature wonhy only of pity. he pulls back o ne curtain after anorher. he is quite gendei'nanly and presents a strong facade ofhc'>nor. At the same time. fulfilling sacrifice for the greater good. including yourself. this Shadow attempts to gair\ sustenance from others at any cost. terrible things. But che preaching it offers is false. revealing weak· nesses rhat you never even knew you had. to complete the process of death. He seems mild·rnallllered enough. it makes you feel like you arc all alone. it will immediately place rhe host in the most dangerous situation it can.~tep One: Concept Yet rhis shall/ne'er know. the Freak rakes almost as much pleasure in dredging up others' perversity and exposing it to rhe world. ~~adow Arcnetypes These Archetypes mainly apply co the Shadowguide. When in power. -William Shakespeare. (t thinks norhing of using. a pit of raw need dug by neglect and hate. As he deceives and corrupts. l-Ie always seeks to die again and again. prise and incredu lous disbelief when he shows you what you have become. but also says something about the personality of the character. caring and terribly abusive. she never expects the character to fulfill them. sexual fulfill· ment. l~e A~user This Shadow represents the battered "inner child" who has come full circle. this Shadow quietly prepares his next series of traps. and loves your sur. this Shadow uses her power to abuse others: mindlessly lashing out. leading only to annihilation. the Freak gives you permission to do horrific. The leech 11>is Shadow is rhe hole inside you. and the Leech will lash out spitefully if rejected enough. Some of them nrc variants of existing Psyche Archetypes (it's even possible. Below are listed several Shadow Archetypes. She hopes rh e character will fail.' pleasure in your shame. in some cases.everything. The Lec'<:h threat· ens to consume everything around you. but toward death. terrify-ing Shadow subtly evokes dark el· ements here and there. The Freak take. When this Shadow is in power. Whell in power. He also enjoys mind games. The Shadow is the incarnation of lht Psyche's nightmares. The Archetype can also be helpful to the player when roleplaying through periods of Catharsis. offer· ing glorious. It enjoys making you do what you most loathe.failure gives her an excuse for her cruelty. Moreover.. In truth. She is alternately childlike and rng. Try to determine exactly what about this character will make it unique. She wishes the whole world to suffer just like she does. This Shadow needs love.

ger or privlHion. He's nlwnys re:Jdy rn offer a!Silistnncc.. this Shnclow wanrs to keep you nice and nC3t and clean. She wants you to love only her. lashing out"' everything nround it.. Then. T~e rarent Ovcrprorecrive. but can't help "accidcnrally" remind• ing you of how you've failed.ivc. . it will of· ten castigate olher wraiths 11rc)Und it. Even your successes could have been bcuer. As much fun as you cun nfford . It Is mindlessly deStructive. it will mindlessly arrack anything in its p3th. T~e rerfectionist ll1is Shadow sets lirnir:orinns and goals that far exceed your cnpncity m accomplish them. T~e ~1onster l11c Monsrer is n foul3nd unknowable thing. he· licving rhnt It Is worthless and weak. After nll.. She will hdp you. and if )'OU don't listen. he criticizes your every 0ow with all the I:ICt and restraint o( a drill instructor. loving and caring.. aren'r you her precious baby! When in power. the Pusher will attempt to place the host in grcnt dnn. lt seeks to dt-stroy and will not c~ destrOying until it dcst!O)'S n1elf on rhe process. when you incvir~hly fail. Sl>uuring obscenhits at anyone within earshot. Sherries ro im . what are friend> for! "Don'r worry. lt is also verbally abu:. she'llmukc you feelcuilty for not listening.proselytize to other wraith• nbnut the futility of continued ex· istcnce und rhc need to sncrlfice oneself for • higher coal. She's only think· ing of you r best intereS[S. dli3 Shndow cries to dRillil~c its host.(or a price. solicitous ~md charming. hm . forcing the host to cnll on the power that only hewn offer. your p3l.. ofter all. He know:~ every weakness In you and never lets you fu'b"'' ""I' of rhem. . The Pusher is your buddy. She knows your dirty though ts nnd vile secrets. prove your self-estttm. She will also attempt m destroy any and all relationship$ the host has.<he still loves you (though no one else could ever love wch a monster . She wants you to li>1en ro her. but it is generally a false one. You C3n't begin to understand whnt it wants. or why. He wanls you to have fun. Uke Mephistopheles. Really. anyway. though. he is helpful. lie may even give you credit . He offers you the hope of improvement one day. be hoppy": that's the Pusher's et<"<-d. ). this Shadow often seck< m "protect" other wrnirhs nncl instill guilt fur rhc rhings they've done. . Additionally. When rhis Sh3dow is In power. When in power. When in power.

Step four: freeoie points Thorns .-. the Shadow con attempt to overpower the Psyche and usurp comrol of the wrnirh. alienacion.. She calmly discusses your situation with you. because Dark Pas. Some Arcanos give not the player.The Shadow regularly com· a Oal'k Passion on a mona I creature." wid Marvin. Ccrminly. She also "advises" other wraiths. the thoughts gnawing at you are silly guilt feelings instilled by a repressive upbringing. thinking person's Shadow. Still. "Life.<ions are generally op· posite from those of rhe Psyche. The char· acrer is one step closer to Oblivion. player's knowledge. The Hitchhiker's Guide to the Gala:ry The Shadow is power<. however. this Shadow creates conditionsrhat prove her various postulates. Angst can increase and decrease withom the Thoms arc special qualities that the Shadow possesses.doubr The Storyteller has 10 freebie poinrs to spend on the and frustration. She never openly confronrs you.doubts that only she can allay. called Thon1Si certain Thorns provide among Spectres and will often be aided by them. Dark Passions .1ring play.t. the Shadow temporary Angst poinrs. The number of sue· as high as 10.Douglas Adams. If the Shadow possesses iO points of temporary Angsr In tl•e end you will submit while it is dominant over the character. You should use the Passions of the Psyche as a guide. the Shadow has its own Dark Pas. really know where her character stands. Deline the Shadow's Passions (or"Dark Passions") in rhe same way you define rhe Psyche's Passions: each Passion consists of a brief. appropriate emotion. rational answer to everything.. gently explain· ing why you should do what she wanr. Of course. although temporary Angst can be the character's Willpower (di(ficulty 6). the more power· Shadow's Traits. . the Shadow trades all lr's gor w hurt a little bir.e (cannot initially be higher than pennancm Angst) Shadow may spend Angsr poinrs just as the wraith spends Willpower.New 0Jder. ltowcvcr.han rhe Shadow's permanent Angst score can never init:ially exceed chamcrer's initial Willpower. (cannot initially be higher chan pennanr.i you rhc prmection ofdenial as well: certainly. but she will usually be too busy telling the stOry./Don't cnlk ro me abouc life. its temporary Angst for a point of permanent Angst. Fulfilling a Dark Passion will give the characrer pure Angsc. the Shadowguide must keep track of the character's Angsrscorc. Angst also determines the strength of the Shadow. lnsread. she can quickly sate her· municates wi th Spectres in the area. The Storyteller may choose ro keep track as well. trying 10 nick rhem imo "logical" behavior. Finally. below. She will also need to know the player's This Shadow is the r~asoning.5 (XJints per doL character has ar the start of the game. lll< Storyteller assigns seven poinrs o f Dark Pt1ssinns when designing a Shadow and rhe palyer can spend freebie points ro rnise them during character generation. Roll a number of dice equal to the character's Willpower.<ligc: I poim/levcl . followed by the. When in power. ·n.s and offering ror. temporary Angsl can exceed the boundaries of its permanent score.list~d individually below porary Angst exceeds h is permanent Willpower. she riddles your mind with doubts ." . the thoughts. Step Tnree: Dark passions Nexr. rhe Storyteller must choose the Passions of rhe Shadow. If the wraith fulfills the purpose or inflicts the passion of Dark Allies: 1 point/ Wi llpower) Angst represents the stress and repressed emotion inside a Temporary Angst . Note. Thorns. one-line description of rhe Passion. her logic is designed to IClld you down the path to Oblivion. These freebie points can be used to mise the lul the Shadow. feel free to make parallel or completely unique Passions as you see lit. words and deeds this Shado w has insrigated haven't really hun anyone wo much .The Shadow is respected weaponry of its own.I point per dor (maximum of lO dots) Unlike Willpower. Treat chis as temporary Angst.. . Treat th is Thorn as if rhe relf with larger amounts of Angst. se)f.. Angst score or purchase Thorns. logical reasons for so doing. ccsscs indicates the number o( "pcnnanenl" Angst poims the Permanent Angst . but will never know her Angst score. that a The A ngs[ rating always srarrs equal ro or less r.During play. The Shadow also has Spectre Prc.2 points per dot wmith. and of· (Cr.-d by aTrait called Angst. See Dark Pa.lllis Trait represents and quantifies a wraich•s pain. l11e idea is that the player should never These qualities are lOtally under the conrrol of the Sroryceller. "Perfect Kiss'• Ol. ~tep Two: Angst permanent Willpower score. This Shadow has a sensible. The pla}'Cr wOJl always kno w her \Villpowcr SCOre. When ::1 characrer's t:em. The higher the Angst raring.Notoriety for the Shadow.

or hi. applicable only the region's Spectres. etc. grnnrlng increased knowk-dge of Arcanos in ex· chance for gt~at~r control.1t the Shadow is in roorrol.ckground. Shadow Trait&: 2 points . This sigil even colors her Arc. Infamy: I point/level.she must accept it . You must specify the Amibureet Abiliry when the Thorn is bought during the creation of the Shadow.The Shadow "'llrpS lhc character. a ""apon or some other item. lltis can be :mything from the sound of rushing wings that announces her prcscnc'C to glowing hellfire that drips from her and cover.-d to him or if he SC('S it in a mirTOr. The difficulties of all rolls lnvolving social interacrions with other wraiths are rnised by twO.llti> rcloc could be a mask.s voice is grtltin. For each success. making him disrasceful ro other wraitl><: perh<lps he stinks terribly. The number and atrength of the Spectres are detennined by Lite number of sue· cesses on Lite Angst roll.1nos effects.The Shadow can make a pact with i ts host. and makes it quite e:uy to perceive her presenc~ and track her mm•em~nu. This Tbom can be purchased only once. Tainted Rellc: l poi or/relic. The chamcter should be able"' rccogni'e Its origin if it isuescribc.You can buy one dot of any Anribure or Ability that the Shado"' con bestow as a bonus to the Oic~ Pool for that Trair. but the Shadow gains one temporary Angst each time the char· acter accepts help and makes a roll using rhe Shadow Trait. or he has a monstrous fonn. Aura of Corruption: 2 poina .The Shadow causes the chat· actcr ro manifest a distinctive feature that accompanies her wherever she goes. Shadow Call: 2 poinas. the hatred of the living convel'S one point of Angn ro the wraith. Pact of Doom: 3 points . By spend· illg an Angst poinr ond succeedin~ in an Angst roll (difficulty 7). Whenever a wraith Slum· bers.s everything she touche-s. The maximum ratin~ of this Thorn is 5. the Shadow can sumrnun Spectres. The character may acCCM rhe Shadow Trait at will. The In fumy Thon> causes • kind of Memoriam to collect ~t the character's Fetters.g.The Shadow has on impor· canr relic that manifcsas only when it is in JlO"'Ct. The manifcst:nion of this rdic demonstrntcs to others in the wmith's Ciocle th. The sigil can be "mrned oil" by the char•ctcr by expending Ol\e Will· power per Thorn point spent on the sigil. Death's Sigil: 1·3 points . Each pact spells out the host's du· ties a.n d exactly how much Area nos knowledge i• granted.People cunle the character's name as they lie down to sleep.The Shadow has the power to summon Spectres by calling to them in the Tcmpcsr. A pact cannot be forced on a character .Sh<1dow had the Allies B:. or his body or countenance isdi!figured. The character must be in the Tern· pest to use this Thorn. O nly the Shadow can benefit from this energy. the Storyteller rolls a number ofdice equal to the Shadow$ rating in this Thorn (difficuhy6).

For rwo more points of Thorn. This familiar can be the Shadow's eye$. unbidden thought uno the character's head. !lldden.By spendi ng on Angst point. the Sh:odow may cause the character to cnke an involunt:try. ears and voice.r ri"""""""" equals the number of Angl( points or Health le\. de!cnbc:s what the character senses. or may insert a single.The Shadow has a smaller op1rit of Oblivion that acts as its familiar spirit. the Shadow gains a num~r <i permanent Angst points equal to the level or levels of Arcanos it teaches. Doppelganger: 3 points. Shadow Life: 5 points .ct is made. Thi$ makes it difficult for the charocter's friends to rteognlze him if his Shadow takes over. Roll thn:cdicc (diflkulty6). The Shadowguidc.The Shadow lives a parallel life. A Shadow docsn'L have to know the ArcanO« ro teach ir: it may simply access thatlnformarlon from the body of arcane knowledge all creatures of Oblivion can access. action. Whenever the character Slumbers. the character suffers a mental block about the face. One success is needed to resist. S~dow Familiar: 5 points. but is extremely potent when used correctly. When a p. Bad Luck: 3 points. the Shadowguide can stipulate . not the Sto~eller.'ldow inflicts oo the ~ The dwocrer can fighr this Thorn by spcndit'f! a Willpower point and making a WiliJlO""' roll (diffiatlty 6).-.knowmgly. Note that this tool only <Xl\'ers one ~n~ per use: multiple ~n. very subtle power of the Shadow. Tainted Touch: 3 points .ses require multiple ex!'<flllitures of Angst.1t the Sh. but may be any shape desired by the Shadow. ThiS Thom may be purchased only once. This can lend ro some very interesting pt·oblcms as the character meets people whom the Sha~ow hits wrtmged or attacked in some way.The Shadow can spend Angst points to ri!duce the number of successes gained by its host charActer. for it is not meant to be anything more rhan a spy.~ls 6l. just as the player can spend Willpower to Increase rhe number ofsucccs. the number ofsuccessesen the roll must~ or ex~ the t'lnr roll.This Thorn may be pu~ only ooce. This is a wy.The Shadow cal\ appear as one completely different person. TI1c familiar lssmall . Trick of the Light: 3 points . It is usually relatively harmless. Fr<udiun Slip: 5 points . The person can be known or un· known.By investing a number of Angst poinu into a single command and writing that command on a note to be l•tSscd ro a player. This can be resisted by rhe eharneter sptnd•ng a Willpower point and making a Willpower roll (difriCUiry 7).Tite Shadmv can subtly niter the perceptions of a character to fir Its needs.scs. The numL. Devil's Dare: 1 points. there is a clwlce the thing or person will l-«oolC tainted with Oblivion.Whenever the character touches nneming or someone. The character ""'Y not even know about this property of his Shadow. TI1c Shadow spends one Angst point per 5eenc to maintain rhe perception-shift. Titis Thorn can be purchased only once. the Shadow takes over and 3C1$ wlchout her knowledge.

you musr keep erne\: o( the Angsr on th~ Shadow's sht-et (sec Angsr. Afinal Note on Shadow Creation Although the Shadow is n very impormm part or n char· :acrcr..cs). have a definite b""'land \VOtk totvard it. ym ' hould whisper. the dare isn't somehow worked •nro the characte(s actions. To the Shadow's way of thinkinl(... The Shadow The Shadow within each wraith uhimotely se~ks one rh lng: to be united with Obhvion.:s n01 "upstage" the Psyche or that chamctcr.< the number or Willpower points equal to the Ang:. to fa· miliarize yourself witlt how Angst increases and dccrca:. and must be something rh01 rhe character can acrually do. I( you choose to be a Shndowguidc. yoo have an Important job rodo. the player's chnmcter is more important than rhe Shadowguide's. . psychic Torment: ~e War 1~th the S~adow Accepr rhe rrwh.. you need to knnw wh~t drives and motivates rhe Shadow. You musr rtp· rcscm this dark urge within the wraith. Tilt primary goal is usually I he ultim~re Sllbju• g:uion o ( the Psyche. the Psyche should allow the Shadow free rein. bur rhe Shadow. E. The De vii's l>are '"'"' be very specifically defined.u a Shodowguidc. When ncring . rhu• indicating that it is the Shndow and not your primary charocter who is •peaking. then the chamcrer lose. below. Many Sh:>dows have unknowable urgtS or cannot fixmc on one spccifoc ~at. The character's Psyche is what imprisons it. you muSt make It cleM that it is not your characrer speaking. Mos1. the plnycr mar petirion the Storyteller ro have it lowered. 1r. The Corpus acts as the htst vestiges o( a rnorml cocoon. The Angst poinrs ore immediately spent. howevor. ~'ou mu. If nothing else. Guiding the Shadow The tempmtions or the Sharlow arc offered by another player called rhe Sh:>dowf(Uide. Titc Shaclowguide develops a pcr><ma for rhe Shadow and rolcplnys irlikc a second· ory chnrnctcr. In order to roleplay rhc Shadow. When you roleplay 3nother character's Shadow.1ch point or Angst so spent represents the sevcriry of the action: if the action is very $Cvere.Shiwan Khan.S[ make sure thar rhe Shadow's character c. A cmnsformntion awaiu .rome action that the Psyche musr Glke. .IO<. by rhe end or the 5eSSion. Pointing at the P>yche's player while doing rhis can also make )'OUt imcntions more evident. Even though the Shadow may eventually t~iumph o••er tltc Psyche.r invested in the dare. 11tere is no ligh1 urirhour shadow.

ir can roll its PaMion score (diffi· rulty 7). FuiOIIIng Dork Passions can strengthen the Shadow. Shadow Relic and Infamy.mfulfill that Dark Plls>iot\. If the Shadow achieves this goal.anos muse be fueled by Pnrhos. Shadow personality. hate.ion~. closer to Oblivion. Thos effect can only be reoosted wlrh Eidolon dice. runs the character. although the emotions behilld them should remain ngst rcprcscnLS the dcgn:c of pH in and i. such as Ooppelcanger. I"!JlO'C of a Dark P~ion. nor can it refuel The Sh~dow cannot understand "finer" emotions.. the cess. it can trade these for emocion Is not enough. rhat some Dark Passions are merely rcprc$600 emotions. despair. One point of Angst is gained for cad\ botch that occurs on the Shadow dice. it has b>Uid· expend Willpower. below I. a (J><:nnancnr) Willpower roll. the Shlldow can often the opposite of what the Psyche is trying to achieve. d11:n it can roll iro Passion score (difficulty 9) and receive an amount of Angst equal to its successes.P~Wions. For iNtance. at which time it returns conuol ro roleplaying of a scene. Each The Shndow uses Catharsis as a threat: it is the uh:imatc Dark Passion has a purpose. but powers rhar normally ~ive the user Angst lp<:llding one temporary Angst point nnd rolling a number of will instend cosc the Shadow Angst. if the mdic<lted by the attached emotion) by forcing an emotion on or Shadow has 10 point> of temporary Angst . With Dark Passions. When the Shadow forces the emotion underlying a Dark Shadow can attempt to dominate the P~Wion on someone else instead of fulfilling the purpose. if the Shadow can evoke fear from someone.So· the same. It may use Thoms. Important Note: If rhe Shadow is dnminanr. It can gain Anll't through its Dark DarK passions Angst """"'&"" Gaining Angst Catharsis . the charactCl slips ever . The Psyche mny resist with is clomln:mt. but only from the Sh:Kiow Dice. Again. (For each "I" rolled on Shlldow Dice. The Shadow stays in may decide to Rive the Shadow a point of AnRSt based on the control (or on entire scene. it nent Angst grows. Some examples of Dark Passions nrc: lust. For choose to "cut off" a Psyche from his senses. If this happ<:ns. wbtract one success. if a Dark Passion one point of permanent Angst. the Shadow can gain Angst points. d1c wraith. Both rolls are at a difficulty of 6. the Shadow con· doffloolty Is 9.) The Shadow can offer a maximum of five extra dice LO a ny roll. the only way it knows how. As perma· • dri>-en by fear. If the Psyche seeks to protect a lover.. Even the Pathos of the Psyche once it is spem. nor am I our of ir. but must conform to the when the Psyche is dominant (see A"an<n. the Shadow ing things in ><. Iarion a wrairh feels. Still. adding Eidolon dice if appro· Of course. Roll rhe appropriate Dark -Christopher Marlowe. There are several ways the Shadow can gain Angst: More information on developing Dark Pltssions is detailed • Shadow Dice: The Shadow can offer her Psyche extra in the S«tion on Catharsis. Regardless of which "side" dice equal tOits tcmp<Jnlry Angst. The player. and add one point of Ang5t for every sue· the Psyche's permanent Willpower. It may not cause t he Psyche to regain Pnthos. dice on any roll that the player makes. bur any the P>ythc. IL"hould be nmed. Doctor Fat<Sit<S Passion in situations where the Shadow is fulfilling chat Pas· Whenever tcmp<Jrary Angst exceeds sion (difflculty 7). below. The number of succC$$C$ on the roll indicates the amount of AngSL the Shadow receives. she p<iate. it can still The Cathorsis Roll: The Shadow makes a control roll by use Arcanos. 11>c Shadow cannot emotions like love or hope arc at best facaJcs. his is not hell.'Cret that will later come oock to haunt the may seek to destroy him. however. anger. not necessarily "dark" ones. burnins needs that it must fuiAII. fear. thereby perform· 11\!WlCe. scene conveying rhe separation and alienation of a ch. The player should agree ro this. wit· while it is domonant. During C1rhnrsis. If the Storyteller feels that it is appropriate. The purpose• of the Shadow arc a<rack agalnu rhe Psyche. nor can it reduce the character's Parhos ing Pa. not • Area nos: Some Arcanos give the Shadow Anll't even the Shadowguide. :md in<Hcates the rela~ TI>c Shadow can f\tlfoll the essence of his Dark P3S$iOn (as live strength of the Sh:Kiow. rrolsall thewrnith'saetlons.-1li<U1ganenl0tion from someone else. Whenever the Shadow fulfills the character.. pain or cynicism. h may uti lite any of d>c P>ychc's Arc:anos. The Storyteller has the q>tion of chnngins the purposes of Dark P~S$Ions from session rosesslon. frustration. • The Shadow's Passions: By accomplishing its gools. Arc. Chapter Six). it interacts with the world may result in a point of Angst.~racter When the Shadow is dominant.

. who whispers rhe wranh's d~rkest se· crets to the asscmbk-d hordes. bodiless. a rwisred network of tunnels and cavcms. will be the wraith's plunge into Oblivion. • Using ce. · • Botching any roll when the Shadow is dominant: The Shadow c~nnoc scand to see its own failure. The charncrer regains a semblance of a body. many of chem aer with impunity in the UnJcn.nos while the Shadow is dominant: When che Psyche is dominaau. The scar is the fallen wnoirh. The result is horror created cxpre. If rhe Sh~dow is dominant. . This is either a particular P"'t. lr is important to escablish a sense of normalcy for rhe cillcally designed rn reduce the Anf(St of anomer wrdith.uion) or a ~rticular Fetter (in which case the Quarry is ~rt of the scenery or one of the players In rhe dark drnma). rhinking that they are somehow immortal in their Resrless smre. that unleos a wraith is using the Arcanos: Defiance. ~ginning of me Harrowing. thus ~iving the wrairh a sense of<kja <'U. If the Har· rowing began because the character lost all his levels of Cor· pus or all his Willpoll'er. mood or tone representing that Pa. l't.s Arcanos is spc . some Arcanos give a wraith Angst if he fails or lx>Lchc. al[hough some Shadows 5rnrt wirh the gore righc awn~'· In some cases. Nore. chambero and endless sea irs that the Spectres usc to move about the Tempest. The players ~re shades and other dread creatures of rhe Labyrinth. The character is on me verge of Oblivron. And the last act. TI1is is no l true. The director is che Shooow. I nm feeding on slumber likt you . ~e Drowning" Because wraiths do not have to fear deatl>. When a wrairh loses ~II her Corpus. there is no Quarry. Arcanos that normally cosr Willpower actually incrensc Willpower if rhe Shadow Is dominant. I mn broken and fragile Like you.)(:~uh.-orld. he may n01 Castigate himself. she imrncdiutcly plunges inro che Tempest.<lon (In which case the llatTOwit\it is infused wi[h a morif. a roll. I am I<UtinR my l. It is designed to empower rhe Shadow and rip apart !hose thing$"' dear to rhe wraith: her own Passions and Fetters.ponds rn the Shadow's ministrntions.tgrle Psyche. . however.ike you. losing Angst There ~re stvtrnl ways the Shadow can lose Angst: The Beginning • Castigation by another wrairh: Thi. evoking scenery nf stork night· mare ac a moment's whim. Usuall)'. The scage is sec in tl1e Labyrimh. an nsptct of the character tlmr it will arrempc to destroy. the Shadow hope<.eun forth< first 1 rime like you. ! Jere.\lle{c my eyes far behind mt Oo111n for che ooum anJ sriU drolllnmg. rhe Shadow will choose the Quarry of the Harrowing. or~~ point of temporary Anf(St. a highl1•nrual· rsric challen~.<sl)• for rhe wraith. the Shadow chooses a typical scene from rhe life of the wraith. these Arcanos insrcaci reduce Angst. without a shell tO surround her fr. If rhe Sh:>dow botches any roll while duminunr. nus prnceM is called tht llarrowi•'X· The Harrowing is like a theatre of torture. and who manipulates them like a macsuo.rtain Arc:t. she experiences a nighrmore n~ged for her by her Shadow.Christian l. The Labyrinth re. although rhu "not his Corpus: it is merel1•a mcnml projecrion.

to solve a dilemma. the wraith's Psyche simply Aoats helplessly in the Tern· pest for a numlx:r of scenes equal to his highest Fetter rating. modified rnll. which you rhcn judge in terms of a "succe.s pre· S<nttd with a dilemma. at which point it maps back to that Fetter in the Shadow lands. He losc'li a . The Shadow must spend six temporory An~t points In ordtt to Initiate a Hnrrowin~: for the purpose of scverinR a Fet• ret or extinguishing a Passion. merely giving the character the illusion of conrrol over an inexorable force. In general.s lost (at\y spem dur• ing the Harrowing 15 regained). n l. In [his case. He is snapped back to a Fetrer. where h" Corpus re-forms (the wraith regains a number of Corpw ~elsequal to Srnmma).ssful" decision. or one that has troubled the character.s.!Orne repul· . it cannot initiate a Harrowing. J~e End During rhc climax of the Harrowing. You sh011ld etcher make It n decision on the part of the character. J~e Middle Next. which must be included as part of the nightmare. No Willpower i. System: The dilemma shouldn't be a simple roll. The Quarry should be a P~•ion or Fett"r !hat the character has ne~lected. Build the mood and tone o( the story and add . you advance the plot of the nightmare along simple Iones and onrroducc oth<r characters. he must roll the rating o(his Passion or Fetter (difficulty 8). although It can still try to call Shades ro the wraith's location.If a Fetter or P:usion is targeted. Succus: Successfully solving a dilemma lets a wraith es• cape from the llnrrowing. I( a Shadow doesn't have six Angst points m spend. the Shadowguide should choose it with care. Failure: When a wraith (uit. nn'd it cnn only serve to defend and help the wraith escape the Harrowing. the wraith l. System: You may want to let the character involved in the story make Ability rolls. h 15 easter to desrmy a weak Passion or Fetter than it is to destroy a srrong one. The ourcome o( the dilemma deter• mines whether or not the wraith loses the target of the Har· rowing. The change musr. even suc· c<SSful Ability rolls should only prolong the rermr. These charocters will be played either by the Shadow (in most cases) or by varioos Spectn:s. make sense in terms of the story being told. nor does the wrnirh lose a Fet· ttr or Passion. or make the dilemma's outcome dependent Ol\ roleplaying culminating in a single.!O the stage where the character may make Eiuolun rolls (difficulty 9) to change ns· pe<l'$ of the nightmare. This is ai.ive elements. and the wraith's Corpus re·forms.fuilure" decision ora 11 botch" decision.

and you run through the door of~ bathroom. " Failure: Your sister screams as the Romes engulf her. looking here and there. you b<gin to rise.. for a moment.number of poinlS from rhe mting equal to his number of failures or botches. Mother! Father! Who's there! Yoo tum rhc comer. Middle: . l-Ie looks down a< you and hisses. As )'"" rise up. throogh the front door. The character is dirccrly confronted by the possibility of her own death.. Will you save her? Success: You grab her hand and. Looking up in the window. mcw... 1cro Passion or ztro Witii>Ow<:r. you try to scream back at him. Your father chases you. Tile burrnns Rash slowly.. and you turn away. to run. Doorways line the corridors..Thank you . no one Fetter or Pnssioll is applicable. her hair on firt.. Borch: You scream as yoor sister tnnsforms il\lo a hor· rible beast that snaps at you.. you hear your si!lter say.llic gmting coming from another room. "Don't move." You freeze. he lo. Th< end of~ Harrowing results in an opposed roll between per· manellt Willpower and permnnellt Angst.. If rhe Shadow wins.. fum· bling 10 reach her hand. the character Is utterly consume-d by Oblivion. crying. he escapes the Harrowing and can roll for Corrus renewnl normally. waving down a1 you. he plays right into th< Shadow's clutches and experiences a moment of weakness as it triumphs.he moves the cold steel across your skin •nd soon yoo're totally hairless. so no such roll is made. Each doorway has a small red button next to it. there stands your father.. You push a button. except for somewhere. the charocrer is dead forever. Aouser Beginning: A nice Sunday afternoon .. You wolk through your old hoose. He srans to shave your eyebrow$.ero Corpus.. If the Harrowing began because the character was rcducal to z. As the house goes up in flames.. End: . and n Oery aura burns you all over. you sec hallways. and . . )'OUr hair . trying to escape. based on the Shadow's Archetype. Botch: If a wn1ith botches the dilemma. remember a brief moment of peace long ago. his eyes blazing red like fire. sharpening n srmighr raror. on and off. and you rise past her. You reach our 10 grab your sister. Additionally. of( in the disr.tnce. . "DON'T MOVE!" and slaps you . He screams.. a suangc. Corridors stretch nff in all directions. You shiver. Director Beginning: All around you. nnd .. scream· ing obscenities. calm . Still. The Shadow rolls liS Angst versus rhc wraith's Willpower: if the Shadow wills.. You mn outside. you see your sister.1es the Pns· sion or Fcner ourriaht.qtnct. Hert are some ideas about how you could run • Harrow· lng.

"Quick dcnth or slow clcaoh!" your Shndow asks you." You h<-ar voices and sec men with rorches nnd shotguns stalk down the alley. .• •tanding in the stairway. I won't bite." Stocce." He o«crs you n scat. as yooris<slowly intothcair. Suddenly. burning your feet and follinu 1he room wirh :t11ickly sweet smell. F:oilurc: Yc•onttnck the men. He grins. One by one they leave. Your Shadow laughs as acid spills our ill to rhe roon1 you're in.and arulowly being lowered inro pirs ofacid. and you non to identify the O<igin of the sound. and dley call out your name. revealiOJ: rwo of roor loved onCll hchind two·wny glass. hiding. and as you me up. lookiOJ: for 'crearuros" just like yuu. You run. "behind the W3rehouse. you gmb your loved one and pull her to safety. '111•0 blinds slowly recede. You whirl around .. and see the men with torche.sit do\Vn. they empty their shoccuns Into you. Someonescrtanl$ om your name. 0pcllilllt the door with your key. You co and embrace one of your old friends and beuin rodallcc.. End: . This ls where you belong.. and . :mel your friend convulses in your anns.. )'OU sec others standing up and shouting out their rage. Your anger is like fire. and you follow ot. who 5tand there looking befuddled. "\'ilhich one! Choose.. someone whispers ro you from an alley· way... Faceless pcoj)(e walk past JW.. who pushes a but· ron on rhe box in hi> hand..Come in. walking down the srreer. You step forward. Yougrnb)"OUrlovedonc. He gives you a key and whisper$. They step back.m behind the warehouse and down to the door.. You hear whispers about you.. )'OU see your ocher loved one's feet disappear into the acid tank below him. You catch flashes of terrible scenes from )'OUr previous life as )'OU pass <he tiny windows in the oloooi. rising up.Middle: . Turning. their guns leveled at you. call ins: you awful things. whichshaners. Not yet any· WJy.. One by one. End: . hunched down..!$: You gnob your chair and throw it through the glass... freaK llcginninl(: You're in j)ublic. Middle: .you sec '"' okl friend of )"OUrS. nnd your Shadow smiles as he clicks a bu<ton on n small box in his hand. .one of the doors opens.)'OU rtalizethat)'OU are holdingodummy lll3<k to tool< like your lov!:d one. As you rise up in a nimbus of crimson lis:ht. laugh· irog at you. As light surrounds you and you start to move up~~'3rd. SucceS$: You scream in anger at the men with guns. It leads down anorher haliW3y. You tell rhcm rn ~ocr the hell out and never come back. Plcnse . shanering it.l you sit . you se:e a whole bunch of people jiLl! lrke you. Your turn the comer and discover your Shadow sea<ed •• a desk. tryillg not to be secll.. You rum to look. Both of your loved ones drop im· mediately into their pits of ~cid . you n. Failure: You "TOlle with )<lW' Shadow and throw a chair through ontQ{the window$. All of a sudden. surrounded by lighr. but. A fingercrooks in your direction. llorclo: You wrestle with your Shadow. unc. a nameless individual in the crowd. Tiley are both bound nnd ~. a gtlllshot reverberates throuch rhc n:)()ln.

and l'"'' begin to feel empty inside. you sec your Shado'v there. you hear romeone call ing you in the next room. Still he complains. and you see that )'OUT death was meanin..r &rorms throuRh the plane . They crnb you. Success: . . They hold a brond co d~e kindling. and you see remorse in his eyes. He unloads the rest of his clip into the crew member and stalks down rhe aisle. ~nd a masked Lcrrori. you throw down the scn•ing my.(lnd you soon run out of food. Your death had a last in& effect on him. Finally... You take a piece of bread for yourself. Botch: Yoo nl1lltk the mob. Martyr Beginnine. but nothing is enough.. saying tha< you don't u. And bow you plan to shoo• him. you feel hot lead rip through you as you fall for· ward. calling \'Ott "Freak. Blood sprays everywhere. indignantly. you offer youl'$elf as a hostage. pushing and kicking at che terrorist. You're on an airplane. .. Success: Finally.. Middle: .uncil. You scc1tim . co protect the other innocent$ on the plane. shots ring out. End: . griping . You realize he's sucking your wul fTom your body.. You feel no pain and can only watch in hormr as he consumes you. that you only care abour you~lf.. There's~ flrt there for you... Middle: . It's all there for you. and you step in from of the bullets . nnd you do. and rhey lash you to a stake." and C3ny you OUtSide. flnally.. The terrorbt steps oveq'OU . and you scream as the flame< begin to sear your~ Leech ' Beginning: You're sitting down co a bountiful feasc. And then he asks you to feed him some more. Suddenly.. ymo see your Shadow :. You bring him food and drink.. the Shadow opens his maw and begins to take bites out of your Oesh . lower his machine gun. Finally he gets ovenealous. One of the llighr crew secreams nnd breaks free.. whining.less. End: . thousands of feet in che air.. you realize that you did nor die in vain. and as the light surrounds you and you begin to rise.. demanding to be about him. he stops and plaintively asks if you re· ally care about him. Titc gunman draes you up to the Oi~t deck. evcl)'thing on th" roble is something rhac you love to eat.... but somehow they're on \'OU. and try to nuff his pillows... demanding. lying on the bed.. h's eleeant and tasty.cream in pure jealousy and rage. As you ore surrounded in light and begin to rise realize that the ones you left behind arc cowering as they laugh at their own fear. looking for more victims. Failure: . You secream as he clamps down on your fingen and bites them off.but you are cold and dead. Botch: He eats more and more. complaining. stnnding up.. Then. Failure: You cram more and more food into the Shadow's hideous mouth.

" He is still Kretming as you k-:wc.--gin to mo. Your l'flrcm smiles and s. net of slimc·cUvcrcd temncles. You look at the shadows on tht wall. f':lilure: You shokc your head slowly. you nick un the light.. The soapy.~~ yoor hand jw. . Again. Ynu wub nt the teddy be~r. So I'""""'Jup again.and again you gcrshm..a tentacle gr. ~nd he bring• your head up again..uns in rage ns you begin to rise up. The l~st thing you """'· save for n wrlthint. rarent lkginning: You're with the most beautiful person you've ." the Pnrrnr says..•e. then another. a look of di•· •l>i>rovul on his face....1ys. l'OU make your way ro the """"""'door and slam it open. Success: . all around rhe bed. lc·•.... bt..truction.. durchmg the covers aroulld you. and mn rm. Middle: . trying to Sllvc it. "Th~r'. and Y'• •trip aud (all. Light floods the room. You take the bullets for everyone on the plane. You stan to get intimate. in :m orgy nf .. fllls)'Our mouth.. T hc1·c is no reasoning with h im.w:lf-dc:." you mutter. Middle: . You rend1 out to flick the switch. and suddenly rhe door to your room fliu open . "Nighty·Night. Fi· nall)•. You nrc utterly alone. End: ..s more like my baby. rou gcr shot. One of the tcntack-s lashes out for your teddy bear.1ek down here. you gcr up. " ynu'vc ever seen.. The monster ''""i!I>CS.•ing only n tmil of slime.. your P:lrcnr Shadow stands there. . covering \'WI' ~hole body..... At!'tin you stand. then another.. The tentacles pull you closer.Botch: . You scream... He scrc. Another ttnt:~Cie. Botch: . and more tentacles wmp :1rmand yuu. you nick iron.. and }'Our lover v:m ishcs. End: He fills a sink with water and wn:stlcs\'OU into place.. tentacles whip and writhe. Success: You spilt he water out at your Shadow.. Is your teddy sitzling In the ncld of the thing'• body.. tk11\llnding that you "come right b. ~nd you realize dmt. open beak. They begin to drng you of( the bed. then ancxhcr.." He <nrries you into n lx:droom and >Imps you to d1c bed.. but you know no one will hear you .lnl tht light swirch. somehow. you're still ~live. dragging you :lCroSS the floor tO the gaping.... and yanks it away.t as you uy. covering his (nee in soap. l(ra~ it. and it illuminares the most terrible mon. Failure: . and shuts our the light. as l""·' rise up into the light. and rhe1• •lowly bt. "Are you ever coing to be with that nasty person ~sa in?" he scrcruns. thnt!ttng your head under the water.."'" with. you stmin a~ainsr \'OUr slimy bonds. You scream in horror. wrc11ch your teddy 3WO)'. One of the monster'• tentndes snares )'00... l ie screams at your lover to get out. He cnr- rits you upstairs ro '\v:uh your mouth out''. dropping your teddy benr. and it's going well.. You leap out into nodlingn= ~lonster lk'l!inning: You're comfort•hly ensconced in your bed. and ..

looking down. terrible thinx thnr you've ever done..:sk.o. which rou pull away. Your Shadow is ! the Shadow gleefully 1clls you. He brings up cvCI)' small mi. So you ~·· inm the taxicabnnd halfway to your inu.r ntg on !he thread. A thn:ad! Sue~: You ignore tile til read.suddenly.. you reeling into the wall. Anmher one. Yousi1down on the couch and realite that someone's left on emire boule of cxpcnSI \'C ..J.. You go to tile mirror and check your suit to see how I'OU luok . nnd rhar the gre3tt$t flaw Is your continued existcn<:-.. and it comes entirely free. )'lm find ~mother thrtnd.. You lx:gin !he inrervtew and look down at }'OUr sleeve. and again.except for one >Lrdy thread. perfectionist Beginning: lr's rhe morning of your big interview.1d. "nd yoo begrn ro rear ir awoy. &tch.. you've heen blacklisted frorn your elllirc industry. Middle: . lr starts to come throul(h.: You t\lg on the tlm. In facr.rake thot you've ever made. seated behind the d. Yoo find another one. Your Parent backllamls you.. sprouting from your suit like black weeds. TI1cn. And still more threads.c wHtcr agnin. c:onccnmt<ing on rhe in· tcrview at hand. Looking up. and you look perfect . you realize that an entire 'mil of !he mom 1s a giant mirror. Your Shauow cnnsrnnrly brings up the thread.:. You havcn'tcvcn !houghrofalcohol. rour Shadow h<~:ins unraveling his own suit... who >. but you feel chat it's of no concern. lr seem< tO wind its way throu~h \'OUI entire suit.-. sir. :md again . Every· thin~ hM to be perfect. It seems to be stuck.1)'>. He bc)(ins [0 rccire a lir:my o( ~Vrl')' b. and ~rou can feel that thi<is a pretty important thread. nnd you rc•lize. send on. Failure: Yo. The inrervie"-er calmI)• watd><:> 100 and men beginsgoingovcr )'OUT resume while \'011 pull 001 !hrt:><JS. all the wllile !(rubbing your heod and thrusting you under d. and n nps comple!el}· out... You ~ul l it out. pus~er Beginning: You're at a really nice P""i'• and you feel great. you realize dun your cnrire suir has come ~"'1rt nnd is pooled around your ankle<. As }'<>ll walk in. mournful of soapy water. you realize that everything is flawed.'" and lcowcs. and an<>ther """· until fmallr \'OU're ~ wtrh unraveling }'OUr domes. and say . You look at !he Shadow. As }'OU use up into the light. You feel ~~our life rlrai n from you"$ the water fills your lungs.. End: You reach your intcrv1cw after throwing a handful of thrc•Js in !he mtsh.:rvicw. one designed cunnongly ro sho"· eve!)• part of }'OU. that you won't be getting the job at all. TI1c end of the thread is attached to your flesh.Roteh: You "'Y "Yes!" throujth. dirty. "I'm afraid we Mve no openings for \'OU right now. You pull on It again. Yuu mg :~gain.

You fall. endlessly falling. in the midst of it you realize that this is what you w<>nt. Middle: . says. and you nm ·right over her. Middle: .. and then someone offers you a mirror with cocaine on it..a child numing along utc mltl. let's really bum it up. you throw of all of the other crop and run for the door. Failure: You gc." Failure: You grab the needle from him and plunge it inro your ann. rising up into the light. Botch: You get back in the car and drive off. feeling the exhilaration of speed as the car responds to your slightest touch.. "Ym1'll be back . g\ty. You see a glass with ice cubes sparkling next to it. 3nd someone offe~ you a remote control... Suddenly your headlights illuminate . Some~ one is stuffing food in your mouth . which he sticks in your hand... and the last thing you remember is your Shadow smiling at you. and you do so. close thcdoorandsay.1ying. to feel the white fire and to burn up in it.r: "Fly.." Your Shadow agrees. that you're drinking and snorting and eating and watching the TV alone. ~ationalist Beginning: You're roaring down . roo. "Noone has to know.ach for rhat. and. s.." Success: You gmb the need le from him and throw it across the room. He plunges another. You're driving fast on a high mountain road. a "friend o( ~~ours" sct& tcd in the car nex[ to you. Titcy arrive and put you in handcuffs for the crime. "Come on.. your Shadow shakes his head in disbelief.1 winding rm1d hue at nisht. shooting the white fire directly into your blood. you hear your Shadow say. You feel the white fire dancing through you."You run toward the window. and dial the number of the local police. spinning end over end. Your Shadow tells you to bear left. You fall over. and you scream in pain Mit burns all over you. Your hand srorts to shake . You hit the brakes and skid to a stop.and you realize that you're the only one doing anything. and crashes in a deep gorge. nobody saw you.. You re.whiskey righc there in front of you... while rhe rest of rhe party has long since left. Standing. lXn<:h: He plunges the needle into your heHn. lfGo on. Your car nics off the side of the moun· rain. . Your Sh:. You drive off into the darkness.. you reach out co rake the glass. Let's just lc(lve.r back in thccHr." Success: You get in the car. pull our the c<>r phone. Getting out. throwing you~If through it. into the dark. You're trying to experience everything. you see the child'scrumplcd bod)' on the road. you feel ilwinciblc. End: Your Shadow. End: .. As you run through the open doorway. As you ascend into the Sh3dowlands.1dow leads you over ro a window and whispers one word in your ca.. and another. Your Shadow stands next to you with a hypodermic needle. She cuts in front of you.

~ I I ' .1 .~ I I ·. 1'\ I ~ 1I 1 ' ... '7 ~ .'I I \·• ..

.sidic ma. You S/wJI Be As Gods This section discusses the ways a char· accer can increase (or decrease) in power and abilities. Sometimes. bw ir is a definite l•elp. Much of whnc they lcam is not the type of thing that can be recorded on character sheets. Preface ro Psyche & Sy1Jibol his chapter discusses lhe different ways a character can change during the course of a chronicle. Such is the nature of this game. h o(ren means the character slowly and steadily sinks into the <1byss. rhis indicares rhar t~hile rhe caule and everytlting else were finished ofter beingcreared. whac characters learn can be recorded.. During a story. Focus on getting better ~nd surviving the rough periods.uactcr Dcvclopmcru describes how Traits can increase (and decrease). man was nor finisl•ed. development doesn't always mean Lhc character gets better.Understanding doo nor cure evil. and tr\' to appreciate the l:lrtiscic impact of losing your human· iry or your mind. -Carl Jung.tnscendence. There is norh~ ing conwined in the next several pages thac you need to know.• -Erich Fromm. each of which discusses anumbcl' or different systems for implementing charaC[Cf changes. only things you 1nic:hl wam ro know. we cnn make ourselves imo wh:. Physical Srates includes systems for injuries and recovery from injuries. This chapter is divided into rhree sections. but new ways of being. They may have learned never co leave a Nihil ul\watched o r never to walk into a dark alley wirh a light behind rhcm. Ch:. inasmuch as one can cope wirh a comprehensible difficulry far more easil)· than with an incomprehensible darkness. but rather something the players simply keep in mind. however. whether 1he change in quesrion is the ac· cunH. chatacter ~lopment od. Change occurs in wraiths as well. and we learn constantly ._tles. ch~rnccers learn many things. however. In Wraith. This is a ch:~prer o( permutations. the Shroud and additional information on Tr. One of the most exciring things about playing charactcl'll is seeing them change over Lime. It des<:ribes many different sysrcms for resolving changes to characters. not n.~I most de$plte ourselves.''n Ha. By acquiring not only facts and figures. Experience points Humans arc lc~mling machines..1Iation of experience or the accumu· Iarion of wounds.t we want to be. fldid nm SCI)' rlwr 'it lv<lS Rood' aftercreating man. Mental States includes sysrems for rhe Fog. Watching a character de~ velop ~nd grow is like watching a child grow up before your eyes.ner rema·rketl.

End of Each Story At the end of each muy. This experience system can be as realbtic '" you make it. but for the most pare. an increasing cx/)<rieru:e of lift only du/)tns the sense of iu mystery. The cost for raising Trairs varies wic. No aspect of per· sonality can change through the use of expenencc points.<caflC'. the more charncrer development as a whole is furthered. somc[imes we le::-rn despite ourselves).~rions ch::mgc widl the pc'lssing o( rime.l nlmnst always ~ on the present rating times a certain number. • One point . or c.Acting: 1l1c player mlcpl:.unc up with >Ill idea rhat enabled rhe Circle to succeed. Don't lctchamcrcnJ t~1kc advanmge of this. as a funcrion of simply participating (rcnlcmhcr. dmn•ctcr moriv:. but at least a mnrginal victory was achieved.lexperienc. somcthlnc must have actually occurred to bolster rhc character's self-<:onlidencc. The more you force the playcn. Deciding when and how a charnctcr's motivations change can add great depth to roleplaying. personality Development A man is exactly whm he has •no& himselfand wh<tr he rhmfore~tobt .Concept: The player nctcd out her character's concept very well. you prohnhly won't get Into too much truublc. The BIIQgaiiOd·Gua A cllllrdctcr's personality can changt over the course of rhe chronicle.rocter experienced great danger during the story and survived.either the chnr•ctcr achieved great success throuRh usc of the Trait. • One point . the change should be recorded on the character sheet. If rhe charocter does not have the Trait at all. the Storyteller a1V'dtds experience points to each e:hnmctcr. Hmvcver. it costs l'oorexperience points to do so.Wisdom: The plaj•cr (am! thus the char· nccer) exhibited grcuL wits nr resourcefulness. • One point .Automatic: Ench pln~~cr gets one puint after every game session. changes need to make sense in terms nf the story and not simply be changes the player makes bccnuse she wnnrs her chnroctcr robe a ccm1in way. simply invent new categories in which to award experience. Tile plnycn~rhcn simply record how many expe. . In the case of Willpower. give her nnexpcricnc<: poil tt.At the end of each story. it is no< an absolute srancl1rd of's a liulc more involved tht'ln that.Franklin ~rton. rl•ut when he grows up he will know more. These c:nn even \'al)' from story to story. End of Each Chapter Give each characrer one to five experience points at the end of each chapter {game session). nonnally giving rhe same amount to each one.Learning Curve: The character learned something from hi. • One point . Thus.k:ly. • One point .sduring the chapter. Demeanor Though the Demeanor listed on the dmmcter sheet is sim· ply the way dlc chamctcr m<><r commonly presentS herself.dick. sec the chart below for specifics. you c. for inscnncc.Succc•s: T he Circle succeeded in its im· mediate mission or go:~l.Danger: The cha. If you follow the guidclil\es below. One point is given whether or not the C ircle succeeds or fails.>tions of her Corpus fighting off spectres while the rest of the Circle c. Ask the pla)'Cr to describe what his character leanled before l"•••ward r.. and the player wants to r•isc It to3. Changing the Demeanor of a character may help the player focus on the dlll•lgC in pcr. In most cases.ycd well not just enrertaini"lll\'. such as when she suffers multiple disn1. Ri•IC'TSitlt Sermons Assigning expenence points requires a careful balance berween rewarding the players and maintaining game balance. when a character's Dcmeannr or tn1e Nature changes. or she made a big mistake from which she can learn. Awa~ing Experience points The o/Mr o man grows. m make sense of thelrtxperiences. A TmiL can only be mist-d one dot per story .never more. Wle sometimes say ro a your/. hut feel free to experiment as you see fot.onal· . your smndards should get illcrensingly higher. As the Storyteller. Perhaps it was noL n complete sue· cess. rhu~ allnwing rhe characters to develop even more quickly.rJJII mtingof2. . You should only allow Trait increnscs if they have been or c:m be woven imo the story.Hcroi•m: \Vhen a charncter risks herseff for od1cn. Award for exceptional roleplaying only. In general .• ro him. award this only to the person whn did rhe best roleplaying in the troupe. there is a fine line hetween heroism and stupidity. I( you w:mt to nwnt'd even more points.uot i. the chan~tc> occur <hrough roleplaying and not simply by changing rhc character sheet.he point.<r.I larry Emerson Fo. At the very lea.1n assign each player one to three cufdirionol experience points over and 11lxwc the one to five points enrned for completing the chaprcr. • One point . but t/tat is a hnlf·rrurll. Experience points can be used to increase Tmill<. the C05t is listed ns n •'new"' Troit. you should nm let a player spend her experience pomrs tn roise any Tmit she wishes . • One point. if the character has an Alcnncos "'" "''·. The increased Trait mun be some· thing the character had a chance "' lcnrn or use during the story . the more mysterious life beccnne. 1l1c c. and can be based on the spec1flc circum· smnces of that story. bur appropriately.·iencc poinl'llrheyg<~ined. • One point .

prefembly.'(] below are listed on the Experience Chart.~eller he has done so or. Conversely.evctything is different after it occurs. Nature A player may also change her character's Nature. make it evident through his roleplaying. but rules for cllis are somewhat mote strict than the ones for changing Dcme:mor. Keep in mind that Demeanor is only a tool the player uses 10 focus and direct roleplaying. Sometimes the Storyteller might suggest the change after watching the way the character is played. simply as a way of alerring the player that she has noticed rhe change in person· aliry. It should nm be decided on the spur of the moment. as a reaction to what has happened to or around the is the locus of his being. but should either tell the Stor. A character's Nature is cenual w who and what he is. If a change in Demeanor is called for or seems appropriate. A player may chan&oc hischaracter's Demeanor at any poult in me game. sometimes it may make sense for the change ill persollality to occur suddenly. A change in Nature is akin to a change in personality . the player should feel free to go ahead and change it. . The Storyteller should re· quire the player to roleplay the change over a number of game scssionsja story might even be created around the tumultuous transformation. increasing ana Decreasing Traits The costs for pennanently raising the Traits list(.ity. but must be thoroughly considered.

If a wraith's p<rmancm Willpowcrdmps ro . he immediate!)•slijlS mtn Obiivion and uoses to bc a character. especially Shades.'ducc the wr:tith5 Passion by one. each succc« reduces the cost o ( learning an Arcanos. If a wrnlth loses all his Panlons.. the . . Numbing: Many Spectres. each succe"' reduces by one the exp<rience poim CO<It to gcr rhar Arcanos. (See Spectres.1rring experience.~ful awack. "Wuthering Heights" losing apassion TI1e Storyteller has complete control over whet her nr nnt :a Passion diminishes. a character with four dot> in Mentor can roll four dice (diOl· culty 6).~ith loses all consciousnc. a wraith's P:tssion Is the focus.. Often. If she fails to resist the horror of the Harrowing.Kate !lush.~ion candiminlsh: Neglect: If~ wmlth neglects n Passion~ ovc1· time it will diminish.· trc can n. the wr. For example.nUi. o ( a HarfOII'· ing. it geu loatcly On tltc other silk from yuu. the Shadow will attempt a Harrowing.. Narrowing: Tile Hnrrowmg 1s a snul·sc.11uu tic to his morrnl ltfe has been . lt>in• a lor.ion raring IS reduced by one. When temporary Willpower reaches zero. btu it takes longer and I'Cquii'CS more efforr..cwrcd.. I findolot. he mn)' roll this Background.hcs :and can no longer gh•e him Pathoo. A Drone is ne1·tr n rlayer character. Cnm rlrrough wit/tout 1()11. . There arc rwn wa\'~ th:lt !:1 Pa. it \~"J.spec. Willpower Characters can raise their maximum Willpower with ex· p<rience points. or Quarry.<s and be<:omes a Drone. Through a succe. If the Storyteller feels that a wraith has ncglccuxl her Passion.1\aising Arcanos lr is possible for a wraith to learn Arcanos on his own. passions lr gers dark. The opportunity toknin Willpower is a great motivation foa· stories. sometimes the Sroryrcller may give a player a specific chance tn ra ise his Wil lpower. A botch indicates that two points of Passion are especially the more bizarre ones. hnvc the power to numb thr spiriwnl 11 hcnrt" o( a wraith untl chu:s dam· age a wraith's Passions. he can call for n Pil$1tnn roll (difficulty 9) to sec if the Pas. Jf a wr~ith has the Mentor Background. her ent ire Passion Trait mny be ripped away. PI!· 232) If a wraith's Passion is reduced to zero.

Unlike humans. ryteller. Even though there are many different ways that a wraith con be injured. although a player may choose not co accept the offer of a new Passion if she docs not feel that the Passion is warranted. nnd the players may or may not be shown the list. places. 200). The Storyteller may design a list of things charoccers must accomplish in order to increase each Background Trnit. \Vrniths without Fetters should either find a "safe" residence in the Tempest or emigrate to Srygia or some other realm within it.Increasing a passion There are no hard.t rul~ for chis process. as a Fetter: the living are much more important to wr3iths. &ckground·ra ising decisions take place over the course of a story. people. and the ch~racter's Traits will increase (or decrease) app. Rending: A Spectre. fetters Givt nu life Give me pain Give me myself again. can rend a wraith's Fetter. it no longer binds him to chis world. Gaining a New passion A wraith may gain a totally new Passion only by becoming involved wirh the living world and interacting wirh the living. who lose blood. . it should generally be easier for a wraith to g-. who must make a decision based on roleplaying and the circumstances of her chronicle. "Little Earthquakes" losing afetter The Storyteller has complete control over whether or not a Fetter diminishes. a wraith may gain a new Fetter by interacting anew Passion. Evennmlly. If a wraith loses all her Fetters. The new Passion cannot be meed greater thm' 3. but major victories or upsets in n story can lc:ad ro the gain or loss of more rhan one Background clot ac a time . she can no longer operate in the Shadow lands: she can only stay there for afew mint1tcs at the very most. most wraiths seck m protect their Fetters. fuck! l'm dead! . A Material wraith is made ofsolidified spiri· cual energy. Backgrounds generally increase one dot at a time. There are three ways that a wraith may looc a Fetter: Destruction: If a wraith's Fetter dies or is destroyed. There is 110 attached roll: the Storyteller simply tells the player with the living world and coming to care for and identify with to mise the Trait. When injured in this state. -Tori Amos. it becomes cx<remcly fragile and susceptible ro the pull that Oblivion exerts over all things. wraiths lose substantiality. rather than a place or thing. • Injury Here's a quick imf>ression for you: Caw! Caw! Caw! BANG! Oh. Backgrounos Background Traits never change through the use of experience points. For this rea· son. The increase should make sense in terms of the Passion and the character. or things.11'e entire Fetter can be lost if the wraith fails the Harrowing. The Storyteller decides when a new Passion is gained. Passions only increase at the behest of the Sto .Top Dollar. only one Trait deals with injury: Corpus. If n wraich's Feuer is reduced w zero. signifying damage co that body. The Harrowing: A wraith's Feuer might be the Quarry of a Harrowing. For the most pare.physi· cal coherence. the Storyteller has final say in the matter. she looes her connection to that Fetter immediately. the wraith takes nor• mal damage and suffers penalties to Dice Pools (pg. a wraith has to find the right subject and befriend him. and viwl orgnns when they are damaged. A player may wish to ask the Storyteller if one of her character's Background TraitS should be changed. bur this should nor be done coo often. thus reducing its rating by one.-and. after a major even_t in che character's existence.sec Combat in Chapter Nine).-fast rules for increasing or gaining Very rarely. just as though she were a physical being (of course.-opriately. the soak roll still applies. A wraith's Corpus is the shell o( plasm that surrounds and protects her Psyche.tin a person. When a wraith's Psyche is no longer protected by her Corpus. visccrn. Corpus States Material: This state is accessible only through use of the Embody Area nos. To gain a new Contact. Passions may not be in· creased by spending experience points. Experience points need nor. Although there are no hard-and-fru. Changes to Background Traits happen during the normal course of events in the chronicle. Although a player can suggest when a Passion of hers should be increased. l11e Storyteller should permit a Passion's increase only in extreme circumsranccs. for example. A player records injuries by marking off levels of Corpus. the Storyteller will note the changes. but may be in- creased from there. particularly a Shade. be spent on the Passion. The Crow Wraiths arc paradoxical in chat they are both fragile and incredibly resilient.

pp.urvivcs the Harrowing.. the wrailh may discorpomtc. Destruction: When a wraith lose• all his Corpus.ere is n strong chance that his Shadow will drag him into the Lubyrinth and there bc~in the nightmarish experience called the Harrowing (sec The H(m'()wing.e Slumbering character will fade imu one of her Fetters for eight hou.1nos known as Usury can abo restore a wmith's CArpus. Using <he Arc.. he begins with a number of Corpus Levels equal to his Suomina rating. 161 :md 170). When this happens. he becorncs lncorpore~l with respect ro the living world. n1ese injurocs. weapons made ofSty~ian steel. Incorporeal: When a wrnhh is Corporeal and is damaged by an object in rhc living world. When damaged in this stare "through the Shroud. n. their ghosrly shells don't require much maintenance. Several Arcanos powet> al50 have the potential ro damage wraiths (Sec Oumoge and Us11ry. passing on to Oblivion and ceasing to be a playable chnractcr. His form immediately becomes misty ~nd indistinct. By spending n point of l'udms. and chey may cnnvert their own Pathos energy into Corpus. Healing Luckily for wniths. A wroith may :tlso he. by anythinll from rhe living world. known as aggnwntccl $C\'Creh• rhat rhey CannOt easily ref"llr the damage.'<· «ts and other foul crcanti'C$. The plnyer then mils 1he chamcter'sStanuna (difficulty 6): thechamcrcr heals one level of nnnaggravated damage for <-ach success. If a wraith :. >t wraith con re· gain nne of her lost Corpus Levels (only one point may be thus spent per turn).1tures and items damage wraiths . It ''possible that over tl1c course of the Hnrro"tin~.1l Corpus Lev~ cis hy Slumbering. . where his Corpus rc·fonns." i. ore commonly inllicu:d by 1nagl· calwcapotts (both in the living world and rhc Shadowlnnds). 184). This alw·• ys com a level of Corpus. The Storyteller may declare any particulurly severe injury to be aggravared. Aggravated Damage Ccrrnin cre. he is immediately sucked imo the Tempest. pp. nnd the claws and teeth uf >p<.. the wrairh l=s one Corpus l<:\•cl and suddenly becomes In· corpore~! (sec below). Thissrare lasts for a number of norm equal to his Stamina.. n.e. A Corporeal wraith injured in the Shadowlands receives normal Corpus clunmge but does not become Incorporeal.--_. he is drn\vn ixtck to one of his Fcncrs:. ' Corporeal: This state is the normal sr~te of the wo1oith as she exists in rhe Shadowhonds.

the character tokes from one to Shrourl (from the living world) merely results in the assump· three Health Levels of darnagc (sec Lhe sccuml chart below). causing a~gravaLcd damage. in the case of non-wraiths) is lost. It bites Heat of a chemical fire Nine deep into wraiths' Corpus bodies. also c~lled barrow·Oame. tion of the l11corporenl state. Occ. The chumctcr is deemed dcmoycd. If a wrahh loses a total of 10 Corpus Levels because of aggrnvat«< damage. • but. the charocter takes one fewer Health ~in.'liths' resilience. she immediately t01nblcs into Oblivion. Also note that there is no consmm gravity in the Tempest.. and can inJure wrairhs when ignited In rhe Shadowlands. fire Fire is hazardous to mortals. can make SLamina rolls (difficulty 6) 10 "stxtk" damage.'slonnlly. the Oral\d High Arti· Five Hear of a torch (second-degree bums) fleer. Fire in theSh~dowlands.s them to go Incorporeal.c. durkstccl is an aHoy of Stygian Irem :mel wr~ilh plasm Seven Heat of a Bunse11 burner (third-degree burns) that is reportedly tempered in the stuff of Oblivion. AJ«ravatcd damage "'"I' be rcpair<-d only thmu~:h Slumbering and rhe expenditure of three Pathos pet day.e Aame can potentially harm a charocter. Use the chort below to colculate damoge. entire body burned Three Combat . Physical objecno in rhe world of rhe living can harm '1111irhs..1ck . Developed by Nhudri. rhey do nor d::1mage wraiths ci1her.1n resist pus level. Difficulty Heat of Fire Many Sry~lan we. roll is botched. huma11 or wraith. Barrow-llamc l!xists solely in the Underworld and as such cannot horm the living. Ten Molten Metal Wrailh$ who usc Uarkstccl to ::&r:mck other wrairhs ofcen gain Wounds Size of Fire Anl}"t poinrs..c{er is in rhe names to see if she c. Characters. &lurces of injury Despite wr. snow and Nerf Arrowstorm T~ arrows ~:~rc ntlt hHnnful m the living. always causes aggravated damage to wraiths a11d therefore can poLcmially destroy them. If the roll fails.across the the damafie.rc· suiLS ill the loss of a Corpus Level and rhe remporary incorpnr""lity of the wraith. Note that damage from fallin~t is never considered ••through rhc Shroud"i falling wrairhs acru..decidedly hnrmfulthings. while if the roll succeeds. . The player Combat wounds arc de-alt with at length 1n rhe Mdu and may roll a number of dice equal to the cl1nrocter's Stamina Firefight •ectlons of Chapter Nine. Son>C 111'C shared with ami readily understandable by mortals. charocters will fall. the character is hannd in liiOmc sp<:cial wayperhaps •he loses her eyesighr or her limbs are maimed. Each succcsstndtcarcsone fewer Corpu$ Level (or Health Level. On the other h~nd. 11tc pla)•cr must roll oppone11t's clnmnge roll causes the character LO lose one Cor· e~ch rum rhc ch:u::. n1 her~ nrc S('lecific ro wrniths. unfriendly COI\tnCt with an oncom· ing tn1ck. It functions jusr M flredoes in the world of the Quick.. Any sl. bur: firc:s and other chemical re~ Level of domage per success than she normally wo. Remember r:h:u dHmazc from an . bullet or sword . and so on. half of body bum«! Two Raging inferno. Each succo« on an rating again>L Lhc difficulties liSLcd below.When an aggrnvot«< wound is inOict«<. iL simply c:1usc. at any Aivcn momcm. 127). Torch.hamcrer. like any O[her sort of physi· cal da&uagc from the living world. part of body burned One Bonfire.ur:.tlly irnp. Each botch means an additiot\allevel is lost. sove f()( the fact that it is cold rather than hot.. Healing one ag· grovatcd wound requires eight hours of Slumber or meditation (sec Lhc Mc<litatinn Abil ity on pg. Fire in the living world c:m hurt wraiths "through the Shroud.:arms wurk normally. •cls SO Six Corpus Lev-els 60 Seven Corpus Level> .ld. to a maximum of 10 Corpus Levels. n>crcfore. falling dam~c may be more or less than in the Shadowlands. and the player must create a new c. The~e sources of injury are described below. It is said that lxtrrow-Oame is fed with the power of Oblivion. provld«< rhat the object could have harmed them in life. because min.acr the material of the Shadowlands. the player must cross off one Corpus Level per level of l!AAnlvatcd damage. If rhe acuoru produce no heat in the Shadowlnnds.~pons are forged from the peculiar alloy 11uec Heat of a candle (flrn·dcgrcc bums) called dnrksteel. Oi$t•nce (in feet) Injury 5 One Corpus Level l0 Two Corpus Levels 20 Three Corpus ~vets 30 Four Corpus Levels 40 Five Corpu~ l. there nre mnny ways to harm them.

x· ter takes. Aside from the fact that Maelstroms carry spcc~res with them. for more Information. 1-luonn.n. Each Health Level suffered be· )-ond "Bruised" causes a human to suffer penalties 10 acuons: MortalHealt~ levels Bruised No effect Hurt ·I Injured . Maelstroms are vorti· oes of pure Oblivion that originote in the heart of the Void.J . Mortals ccausc wrairh• frequently de.The Maelstrom From rime to time. Wr-Aiths suffer pen:~lties for wounds when they are .1l with humans. 41.z Wounded Mauled ·2 Crippled -5 lncapacicated Mark off one Health Level for each wound that a char. aso~ to a wrairh'$ 10 levels of Corpus. Damage Is per turn of contact with rhe Maelsrrom. ir is impormnr ro understand what injures d'cm. Humans have 3even Health Levels. they also c~n do great damage to a wraith depending upon the level of the Maelstrom: Maelstrom Level Damage One fourdke Two slxdice Three eight dice Four 12 doce Five 14 dice A wraith may resist this damage by using Casrigate or by seeking shelter wiLhin a Haunt. Sec Maebrrmm. Maelstroms sweep across the Sh>dowlands and cluough the Byways.s' state ofinjury is measured hy u Trait called Health Levels. pg. Health can lx: rhrnd>t of as a specrnom with "Bruised" 3t one eoo and "lncapacirared" at the ather.

Injured and so on. If she is injured one more time. If a mortal die> while possessed with Puppetry.. the player must roll permanent Willpower venus an oppo><.. Note that the time given is how long ir takes ro rewvcr thru p:micular Heolrh Level. ~lortal Death A n1urtnl or nnim~l who reaches lnc.. but the)• lose one point from one Physical Allribute as well. Mor· tals who reach Incapacitated heal at the Sooryrellcr's discre· tiOni smnc cnrcr comas for lhe rest of their lives.. the last six function just like the six lc••cls for mortals (ranging from Hurt 10 lncapacir:tted). using the Usury Arcnnos (pg. Hc:ohh Level Time Bnoised One Day Hun Three Days InJured One Week Wounded One Momh Maule-d Three Months Crippled Three Months t tNot only do mortals have to he..1lling into Oblivion. the character passes Into Oblivion.wing. the wraith possessinA her may receive Corpus thunngc. final death means f.1113terlalited.:tp3cittlted is one Health Level owJy from denth... • A wraith who reaches n score of zero in Willpower or Corpus (from nonaggravated wounds) will undergo a final Harrowing. mnrmls heal differendy than wraiths do. The •pecrre will usually target Harrowing ends with a a Feuer or Passion to obliterate. he ""'"still rake rhc rime to heal \Vuundcd. . The Harrowing docs not involve a Fetter or Passion roll. . pg.. if the mona! rakes three months 10 recover from being Mauled. 184).-d roll of permanent Angst (both rolls are difficulty 6).. she will die. With pmper medical attention.e • ._. ohli~on fo< wraulu. 0( course. 170).. The first four wound le••els hove no effect. • A wraith who is Harrowed by SJX'<:Ir<'S will nee-d to un· dergo 1he process of Harrowing. mortals recover based on the fol· lowing chon. There are several ways a wrnith can reach his ftnal death...1lthls Health Level.. (( the player falls. . (Sec Harr. Thus. .. Nmc rhar wrairhs con healmorr. At the end of the Harrowing.. • A wraid' who loses all his Corpus Levels 10 aggravared wounds will arrain Oblivion. or if it is impo&sible to stem the flow of blood from her body.other Health Levels must be hen led as well.

for norther ex· plan:~rion or these. Mortn ls nrc affected by poisons. When a morro! can no longer hold her breath. she begins to suffocate or drown as appropriaoc. the characrer de· scends into Oblivion. • A wraith who loses all his Passions from Harrowing immediately falls into Oblivion. each point expended allows the murml.mothcr 30sec· onds If her Stamina is J or lower. she will die in one minute per poinc or Stamina. ) Suffocation and Drowning MonoIs col\ die byurownlng.. but may not be healed until the morral is om nf 1he honile environment. or " full minute if her Smminn is 4 or higher.Fetter or P~ssion roll. sec Chapter Seven. ghe»tly poisons distilled from spectres' ttars . (Though It Is ~id that 'certain Stygian lords have access to foul. When the morllll reaches lncnpncltotcd.dow. If the player fails this second roll. The length of time a mortal can hold his brcarh is determined by his Stamina rating. this is not n{Wra· ''"'cd. If the roll botches.s 4 Four minutes 5 Eight minutes Mortals may expend WillpowN to continue to hold ohcu breath. but wrniths are not. A drowning charocoer suffers one Health Level of damage per turn.. . Mental States his section discu:<Scs the chan_ges that can ovcrcnme a characttr's psyche or the minds o f those around him. the pl~y~r must roll permanellt Willpower :~g:~inst an opposed roll of permanent Angst.. per rhe following chan: Holding Brearh Stamina I 30 seconds 2 One minute 3 Two minmc. Manv of ohe•e chnntoes involve the Sh.

each Heretic Cllil tries to pcrst~ade the Other denizens of the Underworld that its path is best. grcati if not. a lo~s of idenriry and self. Whatever the truth is.1re borh :=~n end of sorrs.chc and Shadow arc one. like-minded communities can wraiths hope tO achieve Transccmlcncc. If there were a Trnnscen. J( the result is Transcendence..- dencc. "childish fantnsy SliJliXlrted by the Hererics for 1he J>urposc of obtaining more souls. wh ile otherssl ipdirecd~r imo Oblivion. it is if Transcendence docs indeed cxisL. cerrain Hierarchs whis . selfishne-SS and the taint of Oblivion are everywhere. who carcsr Believers in Transctndence say that Transcendence is a state in which Ps. per that Charon himself was pursuing Trnnsccndcnce. bur l!lany Hicrnrchs have pointed ou1: that Oblivion and Transcendence . and try ro make the best of their prc. what would distinguish ir from Oblivion?Scholars are tvaSivc. Transcendence i:> the ultimate goal to which a wraith can as~ pire.. based on the spirituality and ethics of the individual...rranscendence Among those who believe that such " thing is possible. the different beliefs about Tramccndcncc form some o( the pri nulry schisms among the mrious f. Reneg"des believe rh"' each wraith should act in accordance wh:h his own c. ness and inner peace. it either comes about or doesn't. Heretics be· lievc that only by fom>ing mutually Stipporrive. On rhc mhcr hand. even in the various realms formed b~· Her. it is not anainable by trying to get it. The Hcrcricsarc rhc fi rmest proponcnrsofTransccndcncc..~nr sinmrion. This alone is enough to turn many wrniths from the . . Of COlii'SC. iLis something that each individual has to find for h imself. and may in (act have achieved it:. they insist. ~&busc. Many state chat ifTrnnscc-ndence is possible.onscie-nce and beliefs. corruption. believing thor each person mllst follow the path that best suits him. If the Renegades can be said to have a collective opinion o n anything. It is said that some souls pass d irectly to a State of inne r peace immediately upon theirdemise. cdcs. They dismiss the notion ofTranS<:endence as either a fairy tole or a fool's paradise. lt is too difficult to stand form against the Shadow alone. in which Eidolon merges wirh rhc self m achieve a level of uldnmtc sc lf~mvarc.1cr-ions of wraiths. Althot~gh there are no hard·and·fast rules for how to pursue Transcendence. Nonetheless. most Heretics state th~u Lhe first srcp is to resolve ~ny matters srill q•ing o ne ro rhc living world. The llicrarc hy firmly believes rhat Transcendence is merely" myth.

The shroud The Shroud reflects the relative difficuhy to perform Arca nos in a given Mea of theShadowlands. how m:m)' and what sort of people frcqucm the place.path to Tmnscendcnce. A local Shroud is affected by a numbe. and not every chr~racrer is prep:ned lO f. seeing it as a re· pugmm t monsu:r. Storytellers should emphasize that Transcendence is not merely a maucr of mcch:mics. may Transcendence be found. Wraiths tend to think of the Shadow as some thing outside of 1hc msclvc. norhing will hold rhem ro rhc hmd of rhc Quick. The hero's journey through d1c Underworld is ultimately a quest for enlighten· mcnt. mtd each player is a Persephone.· that if their Fetters are dis· solved. the Psyche is often repulsed b1• her Shadow. The next step. Some stare that the Shadow must be defeated: others insist chat the Shadow must be absorbed and intcgrntcd into the Psyche. The search for Transcendence is ultimately a search for self. . including time of da)'.s. but a spiritual journey si•nilar to those in countless myths and legends. Yet o nly by achieving a balance between Psyche and Shadow. The following chart provides guidelines for general Shroud ratings. and so on. and undoubtedly the most dif(icult one. a Dante. By externalizing all that the Shadow stands for.· of factors. an lmun)a or an Orpheus. say the Heretics.-lee chc labors demanded by such a search. The Shroud in an area cannot be reduced below 4. is to come to terms with the Shadow. no longer a part of them. out of fea. rC· gardless of modifiers.

and. children. but inevimbly block the encounter fro1n memory. Those who do not comprehend rhe ren-or of death (per.Mortals affected by the Fog react to wraiths in a variety of bizarre ways. . can perceive wraiths with a successful Perception + Alertness roll (difficulty 8). The Fog is the name wraiths ascribe to mortals' instinctive denial of their existence. and any acknowledgement of wmiths means that they must also acknowledge that they too will one day die.<. the insane) are not affected by the Fog. Mortals do not want to Face their own mortality. as a result.


. with strat· egy and (('ICtics co masfer and luck to inject the unexpected. The challenge' Bting order 10 rl1e u. and hannony. seducing a new ac . without rolling Oil)' dice. You should only usc one o( the systems described in this d~1pter if a roll is truly needed. Srmday in rhe Park with George 1l1crc urc many actions a player m~ght want her character to t<lke during a n. If you can reasonabll' assume she will provides :u lvice o n rules systems for resolving dramatic actions. make the rolls special and make them different. When you do start making rolls and have the players do rhc same. some requiring dice rolls. A scene may only require roleplaying and a lot or conversation. Don't waste a lot of time on a dice roll rhar doesn't do anything spe· ciaI for the story or that is uninteresting for you or the players. you already know the rules (from reading Chapter Four) and can probably figure our how to adjudicate a playel''s roll.lutomatic success rules. Don't stop the action in the middle of adrnmaric scene ro look up something in [his chaprcr- just m3ke something up. As rhe Storyteller. or canvas . rhen just let her do it. Each roll of the dice should be a game in miniature. by rl"'ttding abour the Trnit in question. wne. These syslems arc only cxmnplcs of how to resolve the actions taken b\' characters. tween the players and the Storyteller.hole Lhrough design. TI>is chapter is not meant to be all-inclusive. As a genera l n•le. cmnJJOsirion. be . perh:1ps b~sed on a rules sysrem you first l"ncountcred here.~ tne: rama White.. If the roll in quesrion is a simple roll.arn . or it may involve a number of different ace ions.jumping }I fence. try. If you're not interested in rhc dmnm created by putting Lhe game into che story. A blank page. determine if the character succctxls or noc. balance. have rhe player make a roll only when there is substantial doubt in your mind as to whether or nor the character will succeed in her action.. Gn m d1c Tmits ClHtpter and. Scenes scene is n moment in a srory when the uoupc focuses on the events at hand and rolcplays through rhem as if [hey were ac· tually occurring. -Stephen Sondheim. use the :. S)'mme. none of these systems are needed. quainrance or researching ghost stories in the library. That's what this chapter is all about . . hut there are a few techniques and extrapolations rhar you might find interesting. Use the-se as guidelines and invent your own sys~ temsfor l'unning things.

you have completely Immersed them in the scene. Describe the scene not as a static picture. Turns sctne is di••ided into turns in order 1.1ni:e players.0 or· ganizc and nrucrure rhe arrnngemenr of even!$. h is rhe <SSCnce of roleplaying. while you and the pla1·ers discuss how the charaClers intend 1.0 make a journey to Chica. For insrance. Do\vntime is a b~nk from the intensity of the scene. direct the story more prtcbely. The Renegade lender does not sim· ply sit nt a table . bu1. you jump-star< the play· ers into their roles. instantly beginning a scene. you may begin to describe what they see along the way. lime '" rhe story not spent in a scent is called downtime. You have gone from downtime ton SCCI\C. us u plncc or tionc full of life und action. withotn anyone realizing it has happened. Often it does so quite nan1rally. A rum Is a variable period of tim< during which characters can do things. and progress the plat more quickly. complete and fulfilling as possible. Tile story can tum into a scene m almosr any time.hc stOry. By simply roleplaying without wnrninrl. Thb can be when characters travel or conduct cxlcnsivc rc· search.~eller keep rrack o( what is eolng o n and ensures that each .breathe life into it from the very beeinnine. Use downtime to org.A scene is l ike~ series of shots taktn in a movie. Though downtime should not be over· "I"'" used (it can be relatively borilljl). Crtt\[e an open-ended story in your descriptiOn$ and Invite the ployers' charocters to enter it. in the same location and at the same moment in 1. an action· pnckcd middle and a fulfilling (or srmtcgically fmstrntine) end. You should do cvcl)'thing you can to make rhe . the berrcr your story becomes. Don't force the players to ani marc your crentioo .cents in yuur srory a$ drnmatic. wh<"D players dcxribe rheir charncters' rcawons to events rother than explainine what they intend to do. or can sionply be a period during wh1ch " 15n't neces· ••ry to roleplay every moment. Such a unil helps rhc Sror. you shouldn't avoid it alto· eerher. he culls over one o(his henchmen and begins ro bernre's Necropolis. It should have irs own existence from rhc characters. The more you give each scene an exciting bcginnins. When you begin roleplaying a Drone who noats up ro them nnd reenacts her stran· gula<ion.while the characters are wmching.

player gets the same chance lO do something. for example. (lnd corrclaring everyrhingcan seem a little uicky. ronmental conditions and how they might affect the scene. Sometimes this will be a wrap·up of the lasr turn. go :uound the table in order of initia<ive (see below). e-ach charocter should be able co do one rhing. u\Vait a minute. After everyone has taken a ... However) a.1n organi:e rhings when Lhe action gets hot. rolls that they require special nrles to en· chy gongs and sec that the Renegade at the end of the alley sure everything runs smoothly.swell. Even if doing so might not make complete sense. Additionally. play proce<-ds with the third and subsequent actions in order of initi::uive.. each player should be given about the same amount of rime rode· scribe what she wants her character to do. let someone climb a rrec while someone else fires a guo. and hear complainr:s like. or it is lost.isc. \Vhi1e a character may delay his accion.. or using wh:)tcvcr consistent merhod you like..g. •Describing the Scene At the beginning of each turn. )0 the distance. The better you've organized a scene.spirited. He may cake no more than one action at this time. have each player explain what her ch"racter scene. Still.. Turns during an action Going in reverse order of initiative (if rhc players made scene nrc usually very short. you hear Hicmr. Action Scenes 10 •Decision Stage . Many different tys>es of actions can occur in an action initiative rolls). after all. Though you need nor go exacrly by the following stages. If you wish to be panicular1y free. but he has to divide his dice. as not call for initiative rolls. Each rum. The players need to roll for initiative (see lnioimive. After nil charncrcrs have completed their first (or only) aclion. he must perform it before the rest of the char· ac-tc~ move on to their next action. you should describe the scene from the characters' perspecrive.ccond action. :1Cters. eliminate the initiative roll alcog:erher and have the c::haraclers net in what. characters with more actions may cake their second ac. one was over there!'' You may also w~mt co clescrihc rhe cnvi . look over this list to get ideas abom how you c. You might. the character takes the dice from the action at which rhe charncter is least 1killed (the one with the smallest Dice Pool) and divides that Pool tlmong . races and featS of danger common to ad· vcnrurc swrics. When you get to yourself. Make intends to do <tnd how she intends to go about it. and ~cts first).s in a tum (such as dodging and shooting a gun). you can have rhe players describe to you what their characters intend ro do rhat turn. as above. even if you assign a difficulty of 10. bm do not acruallydcscribc what will happen. This son of constant description is cssenrial if you want to avoid confusion. after she has heard everyone else's actions.ll the actions he wishes to perform. This is your chance ro organize and arrange things so that all goes smoothly when the players begin ro inreract wirh rhc environment you have created. simply go around the t:tblc from well as what cover is available and how far it is from the char· left to right. Q{hem. be· low) ro dctcnnine tl1c order in which their characters will ace.. ally mkes a minute. A character with multiple acrions rakes his first action during the normal order of initiative (unless he deliberately delays). :tgt~in in order of initiative. while shooting a gun takes only three sec· onds. He wins the initiative and times whe n adrcm1linc is racing and pac~ sprintS toward the fence.. In espc<:ially complicated simations. making it clear to all players what occurred. If you did sure you cnrefully describe where everyone is in the scene. You may want to sug· gest what the characters' opponentS might be about to do. Adrenaline makes people do amazing things. These are seems to have nociced rhem . you didn't say an~·. or in order of character Wits. the more smoothly ir will go a ncl rhe more fun everyone will have. character can always use dice to dodge. R3in.e. even though in nonnal circumstances climbing a cree usu. and then go co the next person. tion. lasting only three seconds or so. ler a character do ne3rly 3nything she cares to rry. Organizing an Action Turn Jusr as rums organize a scene. In general. you will probably not need to subdi· vide turns unless they are action turns. you •hould usc the tum structure pl'etty loosely. Multiple Actions A character can perform mulciple acrion.. You should make your descrip· tion as interesting as possible. give each player an opportunity to state an action. as long as he has dice left in his Pool. leaving open all sorts of possi· bilities for characters' actions. What are you going ro do?" ing is fast. wind and smoke can affect the difficulties of rolls. t:here are different stages within each turn. any scenes me so full of actions and dice eve1·order you wish . you will have ro describe the scene again To splir a Dice Pool among different actions.. descl'ibe the actions of the non· player chMacters. starring with the player who rolled the lowesc initiative (the chtm\cter \\'ith the highest initiative spcHks lasl. Action scenes are rhe fights.. In one rurn.

" • Initiative At the beginning of most scenes. you need to summarize everything by describing what happened and translating all dice rolls into description. You can make the process as simple or as complicated as you like . "With a great burst of speed and a daring leap over a garbage can. and the number of successes needed. difficulty 6.n · ~esolution Stage This is when the players roll tO see whether their chara. Firearms or any appropriate Ability). Melee. if you intend ro let the opponents have a free shot at the charae~crs. you race down the alley after him.. The players roll dice to attempt the actions they described in the preceding stage. Or. but you've wounded him for three Corpus.his gun jams. 11 You manage to hit the bad guy for three Corpus Levels of damage. At the end of rhe rurn. however. Next tum. l11c difficulty depends on how well the ambush was set (usually 8 or so). However. bur he only needs three more co get over the fence. Everyone involved makes a Wits+ Alertness roll (or you can have them roll Wirs +Brawl. "If you want to catch him before he gets over the fence. A lxnch on an iniri:. Sometimes it will be obvious who goes firs1. In combat.You then decide how you want to resolve rhe action what kind of roll each pl~yer must make. 11es act simultaneously. Rolling for initiative is the best way ro decide the order in which players will rake their turns for the remain· der of the fight. You need to score six successes to calch up with him. Thedifficuh:y is usually 4 -characters with the most successes ac1 first.. and you do so for each of the opponents. you need to figure ou1 who goes firs£. you should not simply spring the foes on the players.e. Your hand stings. you'll ha"e a pack of whining jackals on your hands. Chamcrers who fail act after chose who succeed{.g. Don't simply say. . the difficulty of the roll .uive roll means the. Let them make Perccpti01\ rolls (di(ficult ones) ro see if characters notice some· rhing just before the bad guys open up. you will be able to make a grab at him before he gets away. In a normal sicuation. plot and story. you need to make a Dexterity + Athletics roll. you sweep across with your fist and strike him in the head. or he stumbles and cannot punch or dodge. "After ducking away to the left. such as when an ambush was set or when one combaranr is clearly <:-aught by surprise."{( last. char~crer does not ger to act that turn . The number of successes the players score indicates the number of dice they can roll on their first actions (usually dodges). each player makes an iniciative roll. you see a Hierarchy coach pull in around the corner of the alley." Get more C"' Phic and say. Othenvisc.cters succeed or fail.-.

She can still take her nee ion at the end of the tum. he must make a Stamina roll (difficulty 8) to heal.>. suggestions of what sorn of things can happtn during the scene. to a lesser ext em . he can stop roll ing. If she jogs.1lnnce when rhcre is glass on the ground or bullets nrc raining down. or. she may move 12 yards + Oexcericy. thereby yielding her tum. but movement is rhe only action alloweJ to rhe char:~crer in that tum. she may move seven yards. Physical dra· mntic systems are the most numerous1 be· Cllusc rhcse actions are impossible ro resolve rhrough roleplaying alone. 2 Easy c limb: a tree wi<h many stout branches 4 Srmple climb: a cliff with many handholds 6 Straigh tforward: a tree with thin bmnchc:s 8 Treacherous: \'Ct)' few handholds I0 ExrTemely difficult: a nearly sheer surface . she may move lOyards + (3 x Oexcericy). Note that ag· gravoteU wounds cannot be healed in this manner. so he needs five successes to get to the to.way from a conflict or enco~lnter.IIC actions characters can take without making rolls are: • Yielding: The c har:~crer allows the ptrson with the next highesr inidotive to take his action. yields as well. Climbing When a character auempts to climb any sort or surface (a tree.xterity + Athletics. If every· one. The difficulcy dep<nds on the sheer· ness of rhc clrmbing S<trfuce. In some sirua· tions. Samuel Is trying to climb n 25-foor wall. • Healing: The character may usc her Parhos to heal wounds to her C<>rpus nt a rare of one per successes to get tu where he wants ro go. Social and Men· to I systems can be simulated by the players. No roll is r~uired to move. it can be hazMdous to jog or run. Each success indicores rhat the character has climbed five feet. incluuing her opponents. the cype of surface being climbed and.Jahng Actions 1be four b. . ask the player to roll the character's O. • Moving: The character may move by walking. If she walks. If she runs. pnysical The•e systems describe physical :octions and confront~· tions-dromatic situarions in which Physical Attributes pre· domin:nc. she must dodge unless she is not in the Oeld of Ore or otherwise hindered. ro pur it simply. cliff or building). She muse not take any other actions chat round. the weather conditions. Once he occumulntes cnou. A failure Indicates the character is unable to make any progress during the turn. lf :. and a roll might be required to maintain b..l character wants to run n. jogging or running. For example. Dramatic Systems !$Ctibed below arc a variety of different systems co resolve ac· tiocu."l. A bmch indicates the char:~cter falls and can· not acain attempt co climb without expending a Willpower point. a bunch of ways to make rolls. just use rhe>e •ys· rcnu . If you prefer co roleplay through dramatic scenes. if she wishes to move. no one does any· thing chat turn.

When the character nuokes the roll. There are two componcnrs w shadowing. 5 Break open a mcrol fore door 650 lbs. she needs three successes on the Willpower roll to do it.rou'll juor have ro follow my directions.IC· rcr is rhere. Shadowing c:m be conducted on foot or in vehicles. It is a simple roll. or a Strength+ Athlet· ics roll if it is a horizonral jump and the character gets a decent running start. or she falls. lift Dice Pool Feau I Crush a beer can 401bs. wait. This sys<em works on the same basis as automatic successes. TiluS. so the charac· tcr gelS only one chance to make it.what• ever the demands of the story require.~t space).. nm S=ngth. she succeeds automatically.pursuit A character's Strength is ofren u. The difficulty for a jump is almost alwa)'$ 3 (un· less there are difficult weather condnions or there is a narrow landin. such :u a taxi driver .. though it can vary according ro the surface condi· tions.cter roll Dexterity+ Athletics (difriculry 6) for each tum of headstart he has. 2 Break a chair 100 lb.. 15 Tilrow a <ruck 6000 lbs. without an Ability. it is based on Willpower. Each roll means that a certain amount of time is spent. The pursuer might only want to catch up halfway.. Type of Jump Feet per Success 2 Vertical (up) Horizontal (across) 4 Thi.. Tilis number is eirher determined by the Story· teller (this is the preferred method) or by having the pursued cha.s simple sysrem is used when o ne characlcr attcmprs to catch another. No. 3 Break down a wooden door 250 lbs. the structure of the object being lifted. 6 Throw a motorcycle 800 lbs. sometimes the task h:u to be performed oneself. Rolls can even be made if someone else is driving. Flip over a small car 7 900 lbs. ~epair Oetting something fixed is not always as easy as roking it to the garage. he can rry togrnw!e the fleeing person (sec the comb:n mles). this ne<-ds robe done 35 discreetly as possible. Tilere arc no panial successes in jumping. This system can be fun to u~e during combat. If the character's Strength equals or exceeds the difficulty of the cask she is attempting. a left!" o( where . Electronic malfunetion Fining in new part 10 Repair stalled cor 5 Tough auto repair 10 System overhaul 20 Technical glirch 2 sna~owing Sometimes a characler will want to follow someone. in ordtr to get a better shot ar rhe fleeing character. 9 Punch through a cement wall 1200 lbs.d alone. j umping requires a Strength roll. Once he docs. Each success lncreases the character's cffec<ive Strength by one step on the chart below (to a maximum offive steps). A botch indicates tlun the device is somehow damaged in the attempt. but I can't remember the oddress . a certain number of successes must be collected. the character either succeeds in one roll. 13 Throw a car 4000 lbs. 12 Break a met>~llamp post 3000 lbs. 8 Break a three-inch lead pipe 1000 lbs. lle(orc the job can be considered complete. Difficulty Job II of Successes Simple mechanical «-pair 4 3 Sokk:ring job 2 . One opponent starlS with a ccrmin num~r of successes. and Storyteller whim. In order robe led somewhere interesting. as one char• acter dcspcr•tcly tries ro start the car while the others (end o(f the Hierarchy's lxlrghem."I'm sorry. however. Throw a van 14 5000 lbs. Titat is wh•r shadowing is all about following someone without the pursued knowing the chan. This number of successes must be achieved by the other char· acrerbeforehecancatch up. Only i( the J if· ficulry is higher than his Dice Pool must she make a roll. 4 Break a 2' x 4' 400 lb. When a character wishes tO fix any sort of mechanical implcmenr. Tite difficulty" deter· mined by the complexity of rhe r:uk (see the chan below). II Punch through I' sheet meCII 2000 lb. Add up rhc number of successes ~chievcd. The Storyteller calculates how many successes arc required to make the jump. but wants to nip over a car... usually between rwo and 20. i( the characrer has a Strength of 4. he must roll ~xteriry +Repair.keeping track the subject is and making sure he doesn't sec his tail. 10 Rip open a steel drum 1500 lbs. (or actions where bn~re force is all that matters. The difficulry is alrr>O$t always 9. Take a right at the comer.

but can try ag3in next rum. and each odditionnl success also makes it more difficult (or the subject to spot the shadower. TI1ough the Perception roll is the mosc important aspect ol shadowing.ubject is con· vinced he isn't being followed und no longer looks behind him. roll Perception + Investigation (or Streetwise).<es is re· quircd co follow the subject all the w:Jy co his destination. even if he Is actively looking. A bilure indicates that the characttr has temporarily lost the subject. the difficulties of all rolls for the pnir are increased by . The difficulty is normally 6 (though it con vary ftom 5 to 9 depending on the rhickness of crowds. but this can be modified by up to three points in either direction dcpcndln. for Instance). or she has a car accident. The base difficulty is the subject's Per· «1>lion + Alertness. a Stealth roll muJir olso be made to see if the subject notices he Is being followed. see below).: on the circumstances (empty strc<:l5 or thock crowds. see the chart below to see how alert the subject is to the met that he is beinu followed. but she is 10 involved in shadowing that she gets into tro<~ble of her own -a gllng tries to beat her up. Successes can be accumulated from turn to tum. If rhe subject Is alerted somehow (by the sh. Successes Suspicion I Hunch 2 Suspicion 3 Ncar·cerrainty 4 Positive knowledge 5 The shadower has been spoiled Buddy System: Two or more chnracters can share shad· OIYing responsibilities by trading off.. perhaps). Each success indicates chat che tal'f(et has been followed for " rum. A botch indicates chat the character has not only completely lost the subject. The player must roll Dexterity + Stealth (or Dexterity+ Drive If the char· actcr is in a vehicle). The difftculcy is the Stealth+ 5 of the shadower. Each tum the Pcrceprion roll os made. llowever. ocher· wise. relative •pecds of vehicles. A single success indicares the shttdower is not detected. she mils in co an open manhole.-cond time. A botch means the . A certnln number of succcs. and •~ather conditions). If she fails a S<.dower's failure on the Dexterity + Stealth roll) or simply looks to see if he is being followed (oor of habit. Lhey mom have prcvimosly worked/trained together in this rechnlque. Failure means that nothing out of the ordinary os seen and the "suspicion value• of the subject decreases to <ero. nnd the chase is off (unless she can think of a 1\ew npproach).The chamccer attempting to shadow must make a Perception + lnvescigation (or possibly Streecwise) roll. A botch indicates thechar:tctercomp!erely rcvcnls herself and rhc subject now knows he is being followed. Each success on this roll indicates n higher degree of suspicion. the Stealth roll must also be made. she hns lost the subject completely. A failure indicates the subject becomes suspicious and starts to glance surrepti· uously over his shoulder (and may make Perception rolls of his own.

A Perception + Stealth roll can be made if the player wants to estimate how many successes will be needed. However. as well as its maneuverability.~ys on the road. rhe subject can't ttccumulate successes for very long. doing a 180° rum. The player must roll Dexterity (or perhaps Perception)+ Drive. or wheeling about to block a road. Dice rolls in chases an: made not only tO see how fuse a driver goes. This is most often the Safe Speed. but can be much less depending on how complicated or tight the maneuver is. Es· sentially. but also co see if she sc. she must roll Dexterity + Stealth (difficult)' of the guard's Perception + Alertness). such as spinning around a tight cor· ner. Snea~ng When a character attempts to hide in shadows or sneak up on a guard. and then designar. Each vehicle is raced for irs maximum safedriv· ing speed. which makes it much harder for the subject to spot shadowers. trading off when· ever her partner gives the signal. Anyone who is on watch or actively looking for intruders can be considered a guard. The com· plexity of the maneuver and the speed of the car determine the difficulty.' another. One player shadows for a turn or more. Stunt Driving This system Is used to determine the outcome of nearly any 'l'P" of automobile chase or maneuver. one character makes a special maneuver.~ off. TI1e sneaking character needs to collect a certain number of successes in order to make it to where she wanes to go. the vehicle's Mancuvcrabilicy rating dictates the maximum number of dice rhat can be rolled. aldwugh she will nor always be able to decelerate enough to avoid a crash or collision. One vehicle is notal· ways as fast or maneuverable a. A character can make special maneuvers in ocdcr to catch or lose another vehicle. The difficulty increases by one for every LO mph the vehicle exceeds that speed while performing the ma· neuver. The driver decides how fast her vehicle pcrfonns the maneuver. and the other character must copy that maneuver by rnaking the same or an approximate the det<1ils of the chase often depend on the make of the vehicle (see the chart below).one.e a speed at which it can be completed at that difficulty. Failure of any sort on a Stealth roll indicates detection. . You should ~ive each maneuver a basic difficulty frorn 2 to 7. the difficulry of this feat is usually 7. If the pair swirche.

-s how attempt to explain himself. fast-Talk F::. It is a simple roll. if that oorr of thing isn't common. or even an attempt to fast-talk back. To nurc can be used. ereoioility This system is used when a character attempts to con· vince someone she is relling rhe truth: for example. you may wish to adjust the difficulty accordingly.Six-wheel truck Buo 18-whcclcr Sedan Mini~van Compact Sporty COm(XlCt S(Xln coupe Sponscar Foonub One left unused.that might even get her started into roleplayin:g the speech verbatim.:mt for throwing rot. only angry.s the cha racter. The player must make a Manipularion +Leadership roll. you need to r" n attempts at fast-talk in a man- Oration ](a player wants hercharocter to give a speech. Manipulation or Ap· pe:mmce ro ll. A failure indicates the crowd ignore.. A botch indicates that the target doesn't get confused . Successes Crowd Reaction They listened. For this reason. but you will 8 have to develop your own ntles for that if you wish to include it in your chronicle. The player should at lease describe what her character says and maybe reci(e a memorable phrase .sr ~ralk is a means of verbally bro wbeating and confus~ ing someone into submission. A failure indicares rhe character le-arns norhing of value. its willingness to hear what rhe oraror . when she attempts to persuade a Hierarch magistrate she is not lying or tries to convince a police o((iccr of her identity. The number of successes indicates the a mount of information obtained (see the chart below). you can use this system. Manipulation + Subterfuge is the most common roll for such a feat. so never fo. 4 5 Interrogation 6 6 lmerroga<ton can be used in a number of different situa· lions. not torture. Each success indicates a higher de· gree ofbelievabilir:y. TI1cynearly always require a Charisma.lCe car 60 70 70 70 70 100 110 130 140 100 110 120 120 130 140 150 170 240 3 ncr consistent with the rnood o f your game. The difficulty is the other oubject's Intelligence +Subterfuge. It is a form o ( questioning. and a botch indicates the character is caught in a lie (or the subject think• he has caught her in • lie). A failure indicate> disbelief. The numher of successes indicHu. The d ifficulty is the target's \Vits + Strcetwisc. with tht succeos or failure of a particular oodal ploy instead resolved through roleplaying. rhe StoT)•teller should often make the roll for the player. Successes Interrogation I O nly a few mumbled facts 2 Some relevant facts 3 Much interesting information 4 The subject talks on and on 5 Everything of import is discovered 9 10 ~ocial These systems involve social interaction ~tween people. A botch. O fren rhese systems are be. lt can be as slaphappy or as deadly serious as you like.. the subject lies. Rcp<:atcd rolls might be necessary to confuse the target.·ce your players to do oo. Lower the diffl· culty by one to three if the character io telling the truth (it does make a difference). Success indicates that the target becomes confused and is likely ro agree wirh the subjecr. so the player has only one crack at it.-d the crowd is (~e the following chart) . booing begins). and the target can try to interje<:c something . Willpower points can be expended to resist fast·ralk.u least momentarily. O ration is often very dif· ficultto roleplay. Charisma or Appear:mce can somerimes be substimtcd.says. but aren'r excited 2 Tile character has convinced them somewhat 3 The crowd is won over 4 The crowd is completely enthralled The crowd io in the p3lmof the charocrer's hand 5 . j ust use this sysrem. A bmch indicates the character is going to be attacked (or.or worse. and its pcnch. The difficulty depends on the mood of the crowd. Five successes indicate the subject is corn~ plttt ly convinced. indicates the subject tells the charocter nothing and will never tell him anything . If the orator has any son of reputation. Fast·talk attempts by che character will never again work o n him. The player makes a Charisma + leadership roll. but doesn't actually want to recite it. Failure indicntes that the attempt has faltered. though intimida~ 7 lio n is cenainly employed. :. The player mahs a Manipulation+ Intimidation roll (dif· ficulty of the v ictim's Willpower). As Storyteller. ten vegetables (difficulty is usually 7).

The plnycr muse roll the appropriate Amibme + Pcrfor• mance (or Expression). inter>persing each roll with role· playing."Jluincappreciarion Vit. then )'0<1 shOt•ld ignore this sysrcm and roleplay it out. This system is used whenever" dmmctcr gives any type pedormunce. More successes thai\ five might be required to win over the c. whether it be comedy.Jiarc scnsarion Mimcle.. 11111gn11mopus Se~uction Seduction is nn ummtuml mc:ms nrcalnlng Intimacy with anmhcr person. you can m. music.·ds durinJ:. and cnn be formal or informal. The character can spend as many rums "'she would like on the speech.orous applause &static reactioll lmmt. he will nor succeed a< all. The difficulty is the WitS+ 3 of the '"hJCCt (the player gainsa bonus of one ro rhrce dice if lr'$ " s. A failure indicates a lackluster. If you want 10 spend some time on it. Opening Line: The player rolls Appearance+ Subterfuge. This sys<em Is designed to replicme the ac· rlvities of a dominant person over n more submissive one. o( 2 J 4 5 6 7 Me-diocre Average Good Superior Exceptional Superb Brilliant Polite applause Approval G<.1ch rum. minus one to .rowd complerely.. 111c number of successes indicates how moved the audi· encc is (see the chart below).cvcrnl rolls. and Ull less a person su<:<:c4. acting or storytelling. because every s<ep Is cnrefully smged nnd renl feelings are not shared.. If the emotions and motives :ore true. The difficulty is bused on how receptive the audience is. the difficulty increases by one e. These successes determine the artisric merit or technical verisimilitude of the pi~'Oc.ood line. A seduction 1nkcs place in sC~fJC.<. A botch indicates a miserable perfor· mance that cannot even be finished .the instrument breaks or the character is booed off the stage. It can be on a sroge or in a nightclub. eminently forgettable perfonnance. the player may make :.1ke It an extended acrion. cnch consecutive stage.If the speech is vital to the story. however. afrer rhe rhird tom.

roleplay· ing bonuses cornc into play here. rurns. After that. The difficult)• is RescMch is often the only way for a character to proceed based on weather conditions. Each sue· rhcm. This can make it very difficult for a wraith to decipher his dreams. rion. Each turn is usually about five minutes long. The This system enables a character to search for something more important the information contained in a dream. The difficulty is based upon the ob· scurity of the information. The player might want to continue r~search after gaining a par{ial success. this knowledge is often shrouded in mys· terious symbolism and obsct1re references. n. Dreaminterpretation Among wraiths. Dream In~ area. This system is ust-d to track people and things by follow· ing the physica I trails rhey leave. a lower numberof successes could warrnm a hint orclue bolism >lnd personal myths. Difficulty Accessibility of Information 2 Generally available 4 Widely documented 6 Accessible 8 Difficult to find 10 Incredibly well concealed 1l1e number of successes determines how much the char· acter discovers.o. continued research rakes longer than the initial search. usc your imagination. Witty Exchange: 1l1e player rolls Wits + Subterfuge. Not all dreams have information hidden within object is concealed (it is usually between 7 and 10). a fourrh roll takes a month. The difficulr. to keep cess indicates that more is found. If this is desired. Have rhe player roll Percepmore thoroughly it will be hidden. It is e.e player of a wraith who decides to figure out the deeper meanings of his dreams must roll Perception + Enigmas. to the next stage of a story. The player rolls Perceptioll + Strectwise (or Investigation. O ne success might mea11 that o11ly the most obvious facts are found. lead the player through the search it.y after a place to conduct re· search has been found). rich with bizarre sym· wam:. de<idcs the difficulty of the task and the number of successes needed tO unravel the hidden mcanit\g within n recurring dream.~es might mean that the full (a11d maybe truthful) story is uncovered.ion (or sometimes an appropriate Knowledge Abilir. The Storyteller decides the difficulty of this roll. aod mkcs r. Stof)•tellers should spare no effort from you. Each success over and ~bove the base adds an extm die to the roll on the next stage. and let her succeed automatically if her description is terpretation can become an extended action. the exact number depends on the length of the trnil. if applicable).c: At chis point.ove to a pri . Don't Sometimes. inn newspaper office or through com. lnrimacic. Research is The character needs to succeed for a certain number of a great way to let a character with high Intelligence show off. Each success lowers the difficulty of the gare m:~ucrs in a library. Basic research usually takes only an hour .y is rhe Intelligence + 3 of the subject. They arc employed in situations where dmma is caused nor so much by the action as by psychological lension. A character may have to investi· but averages around 8.. a fifth roll takes a year. If the character Search Track ~e~earch . 10 or even 20 successes might be required ro find all the available dara. next roll by one. the difficulty depends on how well the rhe roll will be.asy to see how some research projects can take years or even decodes to complete. Again. of successes is required to find a deverly hidden objecr. If the player· 1vants a third roll. the in a confined area. vate area and become physically intimate. Mental These dramatic systems deal with the use of the mind and Mental Attributes. The players will appreciate solving. The Swryreller derai led enough. As much as possible.he focus off ftiSt·paccd action. More in-depth research (and a second roll) rakes one complete day. and thus the more dif(icult tion + Investigation. thus encouraging roleplaying and a degree of puzzle when designing important dreams. based on the ob· scurity of the drtnm and i t'S importance lO the character.that's the first roll. step by step. dreams often con cain important informa- The player rolls Intelligence+ lnvesrigar. However. Again. If you Dream$ should be rnysterious things.rhree if it'< a smpid one).1l1e difficulty is the Perception + 3 of the subject. Have her describe to you where she looks. Some rimes a certain number them guessing. Unforrumrtcly. terrain and the age of the trncks. Each success after the fir~t adds an mra die w the roll on the next stage. give bonuses and penalties for roleplaying. No roll is required. Conversation: The player rolls Charisma + Emparhy. a Storyteller may decide to have a recurring let her succeed if she doesn't specifically search in the right dream haunt a certain character. hut go ahead and let the players roll anyway. while five succes. the couple may m. Depending on the precise information sought. like a room. puter files in order to obtain needed information. further research rakes a week.

1t her character is using an action (or p. and those who borch do not get to take actiolls at all. The character with the most succeMes acts first. the Sta<yteller nc«<s to invent something cruly awful. We have made every effort to create a >ystem m1e to the dynamics. The difficulty to dodge melee ur brawling attacks is a bose 6. .things like Uzis and sawed-off shotJ:UnS. while characters who rolled fewer successes take their actions in de· liCendlng order of successes. whether the rorget dodges and how much cl. A character can even subtract succcsscs from d1fferenc opponents. everyone needs to decide whnt weapon to use. The required roll is Dexterity + Ood~c. sht: can try again.trr of one. Rcmcmbcr ro have players decln1'e whill actions rhey wont their characters to cake during the cornbar turn before going to the Attack Stage.anything from leaping behind a wall tO shooting a warning. .tu~e combat can sometimes get a liule sticky. simply by declaring "Dodge!" before the opponent makes on attack roll. In fact. divide rhe cum into three stages . • A bmwl describes a hand-to-hand battle fought with bare hand5 -unarmed combat. Stage One: initiative This smgc organizes the rurn and is where characters de· clare their uctions. At this point. Th. The •·oils made in combat determine whether or not an attack succeeds. However. Increased by one for each opponent after the first. such as In confined quarters or when the character has bcen surprised. thoogh they ral:e somewhat lo~r than that ro resolve. Opponents normally need to be within sight of e. each success subtracts one success from the attacker's roll. the character loses the trail. though this means dividing successes between (or among) them.Initiative. Opponcnu need robe within r. Each player must dec lore what his character is doing in as much derail as the Storyteller requires. If o botch is obtained. the one with the highat Dexterity goes first).11 cum. As with all action scenes. she has the uprinn of dodging. bcc. culty Is one hi~ her. This stage is where the success or failure of an action is determined. Rewvoir Dogs Combat In Wraith aucmpts tn capcure the drama of violent confl ict without downplaying the grim reality of what is going on. Attack and Rewlutlon . Ch~I'3Cter$ can take a number of different actions.misses a roll. Some situations may prohibit a dodge.1ch other to engage in a lircfight. age rhe t~rget suffers. which a characn:rcan perform at any time as long as she has dice left in her Pool. this time. brtak his nose with the buu of -your gun .anything from broken bottles co darkstcd axes. melee and brawl. then nor only does the attaCk fail. limitations and viciousness of real combat while srillleavlng room for the unique dements wraiths bting co it. however. The Roll: There arc three differcnr types of ottack rolls. • For firearms combat. but rhe difficulty is usually modified only by the circumstances of che nt• tnck. rnll Oex· tcrity + Brawl. Any time someone arcacksa make it c:JSicr ro keep track of things. a ployer may announce at any rime th. by dividing her Dice Pool) to dodge.. Some characters will act simulm· neously because they rolled rhe same number of successes (or. A character's actions hoppen when it is her turn tO act. • A lircfight is any type of arm«! combat using projectile wcapoJU .ouching distance to engage in a bmvl. If no successes arc obtained. C haracters make initiative rolls using Wits + Alertness (difficulty 4. if :~ny. A player splitting hls character's Dice Pool must declare how many dice he is allocating ro each :K:· tion. the type of combat determines which one to use. if the Storyteller chooses. Opponents need to bc within one or two yards of each a<her co engage in melee. The only exception ro this is the dodge. O nce it cocs "bove I0.'" well as something of iu potentiol impact on the target. Whire.ose who gain no successes ar all on this roll~ last. • Melee refers to fighting with hand weapons. roll Dexterity + Melee. • For hand-ro·hnnd (without weapons) combat. The number of dice rolled might be modifie-d by rhe &un's race of fire or d1e usc of a scope. comb:u ntrns begin with an ini~ tiative roll. the diffi . Stage Two: AttacK The attack is the meat of the comb. There nrc three types of comb. the character fails his >ltluek and inflicts no damaJ:e. all of which usc the same basic system yet have some minor differences. The weapon 0< atmck used by the attacker determines the base difficulty of the mil.m. Combat f some a.uhole swm ro think he's Chorles Broruon.". • For melee {wirh weapOns) combor. roll Dexterity + FirC>rms. AlmO>tllll comhar turns are around three -onds long. but something nasty happens to the attacker. They are: forefight. though S10rycellers can vary this roll if they so desire).Mr.

ss reduces inflicted damage by one. the character is back under full cover. t he Storyteller musr interpret what luck has decreed. the difficulty for the new ac· lion increases by o ne. Each success removes one of the opponent's successes. Difficulty Terrain 2 By moving back lull( a step. 4 Full cover within diving distance (one yard) 6 Full c<>vcrwicl>in runningdistancc (thn:c y•rds) 7 Panial cover within n1nningdistance (th!'C<' yards) 8 Flat and featureless. After such a dodge attempt. c. The target rolls Smmina (difficulty 6). The following modifiers delineate manyofthe variables that affect combat. "Yes. no cover (the character dives to the ground) StageTnree: ~esolution [)uring rhis srage. the character usually ends up behind some sort of cover or.:1ge (difficulty 6) . for though t he dice never lie. Soak: A target may make a roll to see how much damage she "soaks" because of her natural hardiness.1ch succe. The difficulty to dodge during firefights is determined by the proximity of cover. Each success causes the target to lose one Corpus Level. General Complications • Changing Actions: If a character changes her declared action after the turn has srartcd. the difficult\' depends on the availability of ne:>rb1• cover behind which a character can dive to avoid get· ring hit. Damage: Each weapon or arrack allows the wielder to roll a certain n umber of dice in order co inflict dam. Others find that ganging up on one foe in a brnwl never hurts. and the Storyteller describes what OC· curs in the turn. each success scored with a firearm (after any dodge) adds one die to this damage roll. the Storyrdlcr . Exception: Damage and soak rolls arc two rolls in Wraith that am not be botched.In fircfights.should o nly allow the character to change her declared action if events have made it impossible. Additionally. I know I said my character would . Generally. characrers determine rhe damage in- flicted by their attacks. lying on the ground (if there is no cover to be found) . Smart combatants head for cover as soon as bullets start fly· ing. at the very least. The Resolution Stage is a mixture of game ~md smry. Complications A number of factors de{ermine whether an atrack hirs. Melee and brawling successes do not add ro the damage.

ns docs shooting wh ile moving at any speed foster than a wulk (such ns firing ouc [he win~ dnw of a speeding car). docldngout from around a comer to shoot may increase the difficulty by one. thechamcrermay add nvodice to her Dice Pool in addition to the dice added for Perception. the tart. • C. though cover protects.IVCn on the Forc:mns Chort Is the we. but that Renegade jun used Outrage on rhe g:. it must >pend 1he en! ire ncxr rurn shaking off rhe effects of the debilir:n ing arrack.:t may""' be moving ar a speed f. and irs Dice Pool for defensive nclions (i. l11e r. On the other hand. • Srunning: If.. and during this time the character can do llOlhing but oim .nmces can complerely prevent ~ny rerum fore.. If the gun has a scope.tsrcr than a walk.! (rounJ duwn). sllOill mnde at targets within a yardo(the attacker arc consi<lcrcJ "pouu·blank". and in Mme rare ins. Twice tlmt "'"~"' is the 1\uthc'>t ohc wc:opon can shoot.s mnk!" • Immobilization: If a mrgct is imrnobilizt-d (e. rhe difficulty for the at· rack mil I• decre<md by two. d1c difficulty of :o point-blank shot is 4."' have theordofficuhles inci'C:l<ed by one.e target may nor arrack. Additionally. it can also hampc:r n:tum f' takes time and Jllltieoce ro aim. dod~in~) is halve'<. is tied up or Otherwise pantlytt-d). aiming rakes one nom per die added.locMl'L mind taking a few shots in rerum. a target loses a greater num· ber of l lcalth or Corpus Levels than its Stamina rating.1pon's medium tM!l\'. Cover increases the diffocuh y of :m ouack b)' a vnrinblc amount.wer: Intcllogcnr charoctcrs usc cover to protect them· selves from enemy fire.-d and the arrnck succeeds mnomati~lly. firefig~t Complications • Ran~c• Getting dose to one's foe is n ~ood idcn if nne ~. n. but sdll smo&&les. if the rorget is completely immobilized (e. • Aiming: A character may add her Perccptioll rating to her Dexrcriry + Fircanns Dice Pool if she spcncl• rome aiming. Shorgul15 and SMCs cannot be aimed. The scope honuscan beaddedonlyonce-nfterthe initial three dice added .. Cover Difficulry lying flat +I Behind pole +2 Behind wall +3 Only head exposed +4 • Movement: Shoocinc ::at a moving mrget increases the difficulry by one (or even more). However. For instance. the character re• cclves no modifocr for shooting at this range..Embody inside the car.'C &.ml.g. in one tum. depending em hnw much of the character's body is still out in the opell. However. held down by somc•mc). SllOill whhin rhi< "'"1. However.. while watching a shootoutthrough the cmcb on a barrered wall probably prevents~ ch~mcter from Aring back :u all.e. then no roll is r<-quin.

Rntc: maximum numhernfhullet:4 or Uucc•rO\Ind bur. Scmi-•utn Finnchi law-12 (12 • u e) ·t Archaic Pbtol (17rh Cemury) Rimlock Duell Pistol Archaic RiRc (1 7th Century) Brown Bess Flintlock Rille 1 6 7 8 50 I 1 lttt 20 J 1ttt 75 N 1 2 R:mgt: ThiJ Is the practical range of the g·un in yards. though n character can only fore on full-auto once per tum (and must reload to do it again). the n:coilalways catches up with the gunman.s is consklcn:d n lunw·nmwc shot..h. Also.Js:C' you. Lt.1 (. mak1ng Lhc gun ready to fire. • crooobow takes five rums ro rolmd. Using th~ rules. firearms C~art Concealment Pathos Use 6 p 1 2 6 J 20 4 17+1 p 5 30 3 7+1 J 8 8 200 I 5+1 N 2 7 4 25 3 30+1 J 2 6 4 50 3 32+1 T 3 7 7 !50 3 42+1 N 2 6 8 20 1 5+1 T 3 7 8 20 3 8+ I T 3 Difficulty Damage Runge Rate 6 4 12 3 7 6 35 7 4 8 Rifle RemlllitOn M-700 (.. the we:1pnn misfires and may the first round (two for the sco~ and one for Perception).on be held In rhe chamber.45 ACP) um) Shor~:un. Oloclc·l? 9mm Pl$tol. ofcourse. however.oolver. .. A chonncter ml\y nre on a target at up lO double the li$ted range. unlike a firearm.. doc:s not add auack successes to rhe dam. Rull Dexterity + Fireonm (difficulty 6) ro reload..~ Dke Pool. difficult to con· rrol and even harder to aim. • Targeting: Aiming for a •pccific location (gun hand.e hidd~n on one's penon at all. If )'OU cachicve more than ri\•e 5\1<:~!11 ym• mny flre cwo shot~ in one round. it is ~nni. A charncrcrcan fore a maximumnumbttof shOtS equal to the rate of the A<"'arm. llvy..'tS the 1:\U"' con fire ln I'ISincle rum. ttt Thc:sc: archaic "·capons mu>t be rtlood<d meti<uiO<J5Iy or rhty will mllfir<. the maximum number to which thedifficultycan be raised. t lndotes tht gun is a>pable of mree•round buna. The rate docs not upply to fuiJ. the most damaging armck a fircann can make. Coi\Ct~lnlent: P • can be hidden in a pocket: J • can be hidden inside a j3c:keri T • can be hidden inside a Lrcl\chc. a char.. ful~auto fin: ond Spni)'O. The recoil ~nalty is cumularive.44 ma Piaol. thi.oar: N =. Smnllt Type Clip ial) Re.·mnor he ·n. Thus. the attacker 1tnloods rhe full conttnu of a gun's ammunition clip within a very short time span. Ten is.. • Multiple Shots: If a character wants to roke more than one shot In n rum. • Full-Auto: The full-auto option i. The + i indioues that a buller c. he must divide his Dice Pool into two or more actions. the difficulty incre. Additionally. for each additional shot after the flror...nblc to fore two or more three· round burotS in a single turn. However.30-06) SMG. H''Y· Colt Anacond. the gun becomes a bock me bronco.octcr adds twO on rhe third shot and three on the fourth. the ch:tmcter conrinua aiming as outlined or spray fire.Si~gP220 (. I( you bocc. . tt Tht cr"""""'.c.1ses by one. the henrt) increases the difficulty by two. lt is 110( usually wise to snap off shots blindly. Clip: The number of bulle" rh•• con be held in one clip or in the hmel.

while that of a rear attack Is lowered by rwo. but she can use a swocd or axe. Melee Complications • Parry: A charncn~r using 3 melee weapon may ck'Ct ro parry an attack.t$ one from an opponenl's number of attack successes. arrow or bullet unle&s the de· fender has an Arcnnos that provides special protection (such as the Martialty power). .. the recoil incrcas. rhe di((iculty is raised by three from the recoil. The player divides any successes gained on the attack roll evenly among all targers in the covered area. Roll: Dex + Melee . Reloading takes one full action and requires the character's full conccnrrnr. • Spray: When on full-auto. • Three-Round Burst: The semi-auto option is the middle ground bc[\vccn the full-auto and single-shot options. • Multiple Opponent$: If a character is bauling multiple opponents in close combat. Roll: Dex + Mekoe Difficulty: 6 Damage: none Actions: Special • Disarm: This maneuver is • n atrempr to knock the we~pon from an opponent's hand. Full-auto fire is pcrmi&sible only when a weapon has more than half irs clip remaining. kicks or blunt weapons. she chen roll$ the weapon's damage.on {and Dice Pool). Whenever a character uses the full-auto option. a block con be perforn1ed at any lime. the player may only assign one per rarger until they are used up. Blocks may be made only against fons.~ge. If che auacker mils fewer successes than there are targtcs.-cial Acdons: I Brawling Complications • Block: A chat:. only half rhe $liCCesses affect him.Difficulty: +I Damage: SJ)<. if she scores more successes than the opponent's Srrength rating. A botch on a party roll usually means th31 rhe f"lrtying weapon is knocked from the character's hand. " choracrer can decide to spray across an area insrcad of focusing on ol\e foe. The charac<er rolls Dexter· ity + Melee. add one to the weapol\'s 1\0rmal difficulty. Like a dodge. so long ns the character still has dice in her Dice Pool. using her weapon to block the blow. incrcnscd by one per yard covered by the spray {In addition tu orher modifiers).<e. A burst gives the . A borch usually means the character drops her own weapon. • Aank and Rear Attacks: TI1e difficulry ol • fhnl a<· tack Is lowered by one.ICter can elect to block instead of dodge. A spray uses the extm IOdice given by full-auto fire. The difficulry ol a dodge roll '*"i'"'' u spray is increased by two.. three bullets are expended per u. llowever. rhat chnmc~er's atrnck and dodge difncultles are increased by one per opponent (to a maximum of 10). and has some of the srrengths and weaknesses of borh.•p Club Knife Foil •I +2 +3 Saber Broadsword Difficulty 4 4 Damage Conceal p Strength Strength +I T Sucngrh + I J 5 Snength +3 T 6 6 Strength +4 Strcngrh +5 T N 4 MeleeandBrawl Complications +I + +Z +2 + 1/extm shot +3 +10 +1 +3 s+1 +10 A chnrnctcr gers I0 additional dice to roll on the attack. She rolls DexteritY+ Melee (di((iculty 6). As implied by the option's name. so long as the character still has dice in his Dice Pool. The player then assigns any Ideover successes. bur rhe attack has a base d1fflculty of 5. Roll Dexterity+ Brawl (difficuhy 6).:s the d1fficulty by one.firefignt Complications Difficulty +I on Melee Weapons Table Dke ·2 +I We:apon S. However. If at least three successes are scored. like a dodge. he depletes the entire clip of the weapon. she des1rcs. If only one target is in che $prayed area. This attack nlso empties rhe clip. thw increasing the chance to hit and cause dam. A character cnnnm parry with a weapon as small as a knife. A blocking actio!\ cannot block a sword.~tracker three additional dice on the anack roll. the opponent Is disarmed. E:lch success subtr~C. a party can be performed at nny time.

the di(ficulty and damage modifier may be adjusted (Storyreller's discretion).r re· quires the combatants to make opposed Strength+ Brawl rolls. Any character struck by this attack loses his attacks for the cunent rum. He inflicts one Corpus Level of damage on himself for each success fewer than three.. the opponent is thrown off bal· :mcc. weaving around in circles doc~ not build sufficient momentum. she falls to the ground. but he musr n. The character can move his full running distance. the atp tacker can immobilize him. Roll: Dcx + Brawl Difficulty: 6 Damage: none Actions: Special • Body Slam: A character charges forward. each success scored on rhe atcack roll above the minimum adds one to this base. she can begin to inflict harm.. difficulties for the rest o( her accions this turn are in . The damage from a kick is never aggravated. [n the next round. Also. bodies were nor meant to be used as bauering rams. he falls to the ground and is treated as though he has no dice left in his Pool. neither gains the upper hand this turn. this maneuver fails.t. if the opponent does nm succeed in a Dexterity+ Athletics roll (difficulty of the atrocker's successes + 3). If the attacker scores more :successes rhan rhe opponent's Strength. Roll. she is knocked down and must spend an action getting to her feet. A charncte:· needs three successes to unbalance an opponent. If the attack succeeds. Roll: Dc:x + Brawl Difliculty: 7 Damage: Special Actions: I • Grapple: An attacker can tty to grob a foe.. hoping to immobilize him and subsequently crush him.ach success subtracts one from an opponenes number of at . Continuing to grapple during each rum after the fir. lfboth score the same number of more successes may immobililC the other. Roll: Dex + Brawl Difficulty: 7 Damage: Str + I Actions: I . Depending on the circumstances. creased by two. mck successes. \Vhoever accumular. hurling his weight into his opponent. If the attacker misses altogether (by failing the Dexterity + Braw[ roll). The base damage done equals the 3tt3cker's Strength.m in a straight line. If the attacker does not score ~It least three successes. It is possible to damage oneself with this attack. Del< + Brawl Difficulty: 6 Dam:lgc: Strength Actions: I • Kick: A kick can range from a very simple front kick to aerial spins.

The damage from n punch is never aggr:tvated. The Storyteller 0\01' adjust the difficultY and/or allow extr:t dice if the attacker decides the rype of punch •he wishes to deliver: h<JOk.mage Special Actions Strcn~th Sucngrh +I Strength Armor A character with body armor can add dice to her smk rolls.m~ Oifficulty: 6 O:unage: ~ Actions: I Brawling Cnart Difficulty Maneuver Roll Body Slam Grapple Oex +Brawl Dcx +Brawl Kick Dex • Brawl Dex +Brawl Punch 7 6 7 6 o-.1n fully reflect the voriety of slrun· tions encountered Oil the bauleficlrl . players should remember that rhe StOryteller is the uhi· m~ue :ubiter in such situadons. go back to the stan· dard manCU\"ef$ given above. no mles c. . there arc very few sets of relic armor in the Underworld Armor Class Armor Rating ellS$ One (n. Armor is nuoinly used by morrals.-inbeed ~) I Class Twn (armor T-shirt) 2 Class nuee (vest) 3 Class !'our (flak jacket) 4 Cl"ss FIVe (full suit) 6 Penalty 0 0 I I 2 freeform Comoat (Optional) The Storyteller should be flexible when arbitrating com· bat situations. Certain rypes of annor rcsrricr body motion and thus pcnahze the character's Dcxreriry rolls (all rolls invuh•ing rhis Attribute have rheir difficulties raised by an amoum equal to the pen· airy). etc. Roll: Ocx + llr. For their part. 1\0t create ccmOict between the players >nul the Srory· teller. Different rype• of body armor have different armor tot• ings. n1cy arc broad enough tO handle most siruarions. which (Ire the number o( cxm1 dice rolled on a soak roll. jab. :md hl'r word is (inal. haymaker. The Storyteller should feel free tO let the players devise mles for special >itua<ions not covered by any of the existing combat maneuvers.• Punch: The attacker balls her hand into a tight fist ond swings it with all her might. !(bickering or slowed combat results.. freefonn combat is meant to add depth to 1hc game.

a hamstring has a higher difficulty be· ause u anns for .ack against him. II\ some instances. .There: should only be two dice rolls involved in any comloot maneuver: an anack rolland a damage (oreffe<:t) roll. Sometimes the difficulty is an opponent's Ability+ 4.. An exception to this rule is a movement-based maneu. (see below). ~uccesses Generally. whether by dodging. All dll-. ><och as when a character tries to crappie an opponent (he wou ld need more successes than his oppconem's Strcn~th score). a set number of successes is required. only rhe attack roll is made: there Is no separate damage roll. A h:md-to-hond attack is made with a Dexterity+ Brawl roll. or. See the panicular Arcan05 wrlte·up for derails. ~e~iste~ ~oils Snmclimcs u chnrncter can resist an an. an opponent's Attribute plus an Ability (such as Wics + Omwl). Intimidation or Subterfuge). dam· age is 1hen rolled. rarely. performing an evasive action or using ano~ler maneuver. If the maneuver is dcsign<-d to fool an opponent. while a melee tltlack is made with a Dexterity + Melee roll... If the effect Is to fool or confuse an opponent. Tioc exception to this is resisting Arcanos.~n to detennine damage and adjust from rhere fnr sp<:ciool conditions. The Storyteller should decide whether a romboranr •hould receive a resistance roll. If a character Is trying to outsmart or fool an opponent. Difficulty The difficulty for a maneuver is usually 6. Damage (Effect) Use ~le Brawling Ch. Characters can r«lst Arcanos atmckJ without splitting a Dice Pool.:ts from the maneuver should be fill'"ed chrough these two rolls. but this can be raised or lowered depending on the maneuver's complexity or prteision (for example. the ~neml rule i> thnt each success on the at<ack roll subtracts one die from the opponent'> Dice Pool. The resistance roll •·ill ofton ""!Hire the combatant to split his Dice Pool if he also ~'llncs ro attack that nom. In which case rhe constant modifoer Is nor11secl. the diffi· culty is usually the opponent's Wi~ (or Perception) with a + 4 conStanr modifoer. In this case. the roll could instead use Manipulation plus an appropriate Ability (such as Brmvl. however.1 certain area). nn mmck need• only one success to hit.

swin~ing from a chandelier. There ar~ 50m~ exceptions to rhis rul~. .< rule whenever poosible. the Storyteller might allow her to swing from a chandelier oud attock without having rn split her Dice Pool. Movement: Normally.Multiple Actions: As always. 212). a character will hav~ to split his Dice Pool ro ~norm multiple actions in one rom. the Storyteller should use the Automatic Succcs. How· ever.shbuckler movies and practiced th~ flamboyant moves she has seen.. T he Storyteller can allow movement· based maneuvers to be p~rformed with the following guidelines. A simple roll to de<ermine leaping disronce has a difficulty of only 3 (see Jumping. while • leap from a hurtling train omo a running horse may have a difficulty as high as 9. then ~ Dexttrity + Arhletics roll may also be required. The difficulty depends on the complexity of the m•neuver. If a charncter has se~n many sw<. such as leaping. If a charncter is ~rfonning 50me acrobatic feat. In the interest of dramatic license. a charncter may not move and at· tack in the snmc action.. etc. TI1e churncrer must split his Dice Pool between the acrobatic roll and rhe attack roll. pg.

I need . ntftcrs with her. don't you? She has your car keys. the hair on the back of her neck prickled. (5( Wordlessly. The Centurions Skin ride the bounetrs. Things that go bump in the night. 4.of play Notes he Requiem was filled with breathers. TI>e Storyteller feels forgiving coda1• and lets Welldy cloeed. "Shut up!" Wendy said. "Hello. clapped. Mouse appeared up in the matiun) . She Any klwr· doesn't have much time left.r movements. That's nor crazy? You're dead.... a voice that she could hear Oakland Cemetery {see Necropolis• Atlanta for more infor· even through the poundillg music. "I need her. but these Centurions have been attuning these "Oh! Welldy.. cause it is also a Haunt 3. artifact pair of keys. Mouse used his Ricker Arcanos ro ger rhere." would be hard. Normally this or something. Sweet Wendy.. "So? Yeah. "What . does it?" "You know where she is. invcstigate goings-on in Oakland. She drifted in the sounds of the techno· 2. She's crazy." (4) Wendy llarrowed her eyes. At that moment. 161 . Spectres. Crazy isn't morLals lo them for some time. "Beasties. Mouse.. She almost turned away from him.1 she hcnrd Mouse's laugh. gotta to give him style points. "Give the girl a cigar. totally absorbed in the lights. and clapped her small hand over his mourh.xplosion playlna: on the stage. that's not a nice thing LO say." Wendy said. "lucy? Why do you want her?She rhinks she'• a goddess 6. benscies?'' Mouse smiled. n goddess. Why do )'OU want to knowr- Mouse cupped her chin lightly. Gmvcs upon graves. A nasty·nasty." He $Wiveled reptilian eye$ in her direction. Some· one to . delicately.! know where she is." "Doesn't mean I have to be bored. The player has invested five llackground points in an alld there. He looked toward the strobes and laughed. She had seen this strategy used in nightclubs before. Note that Requiem is a popular place for wmiths be· cariously balanced on the highest beam. Obviously. she pointed down. and then noticed the shadowy auras sur. roonding three of the bouncers. His straight razor gleamed as he snapped it 5. do<!n't sher' Mouse smiled a thin. Mouse squintc-d hard to see in Lhc darkness. She felt the movement of Fate shift 11. Saints preserve us!" he screamed. you dance.! was wonderlna: If you'd seen Lucy. adjusted to the Shadowlands. pre· I. l know for a f•ct that you arc. against her. You\·e industrial e. [2) His voice seemed to grow louder as Wendy's ears have a Wits + Fatalism roll to ovoid the impending danger.t. and she could even see the hilt of a sword this time. wicked smile. Wendy loan<-d the keys ro lucl'· !he music and he. We're nil craty.'iS: not grea. and laughed manoacally. Mouse is t:~lking about the spectres who hang our in A quiet voice called to her. Wendy's player rolls the dice ~md scores one sucoe. can your· [3) Wendy shrugged. Wendy danced by herself In the rafters. Centurions are Skinriding Into the Requiem. "Can't do much without your keys. Look at how ful when rhey have to raid clubs looking for people.. the Storyteller lets Wendy catch the first half of the plot "Wendy. Nasty creatures. all three were possessed by Centurions. Titcy find the mtuncmcm usc· bad. stepplna carelessly here }. [I) She danced. What's up?" Still .

The gladius shimmering cold and sharp.7. He lunged into the shotgun blast. The rest of the body twitched as it fell to the stage below. then be broken. (121 She jumped into the alleyway on the odtcr side... That's my ba/ry. she thought. As she braced hc.. [9] Cennorion tries desperately to soak this daffia8C. she fell to the pavement below. I. and snw the Cohort adv•mclng on her. and held out his hand to Wendy. . <rying to s. Whenever it called to her. . and the tingly feeling of the clcc· tricity stung her M she moved through the club's wiring. it always imbued a reddish tint to hereya and hair. She turned. He rolls his Strength +Argos and cuts open rhc Shadowlands to allow h imself ac· trust him as she listened to a far-off voice. We. and Wendy has a chance to ~et away. Alertness for initiolivc .tgainsr rhe Cenwrion ~nd wins.u hold her fast.rsclf for the fall. 8.ndy screamed as she felt the power of the Ccnturio. this is the pest. (131 Her Doe Martens splashed in a pile of greenish fluid. and her eyes 12. They had alrl!'•dy grabbed him from the Tempest.I don't wanno go in there. He had been mken by surprise. Wru that what I rc• ally toonted w dul Blnsro of soulflre from the dance floor inter· rupred her reverie..rms (diff'lculty 6) nnd scores a you . srill in· corporeal. Of course. but to no avail. •b'<'in. hi• playing or by using the simple rolling system in the book. then the Shado"' is in control." The Centurion had a pair of manacles in his other hand. Wendy expends a Corpus Level to ". 13. at the cmck. I'm Into this . This isn't going 10 tuor. I'm going the wall. Battered trash cans lay strewn in front of her. This is done through roleone of <he Centurions rising slowly to the top of the club. Wendy then rolls her damage: eight and Wendy doubted his intentions.. and past her. so they can't Mouse shrugged his shoulders. bur he lirtle games. whopping three successes. She plunged through the wall. So what lucy had said was dice plus three dice for her cxrra success equal$ II dice! Yikes! true. Wendy chology. (Ill Suddenly Wendy was back in control.• [8] 9.. [7] She took it. her Shadow has the Par· turned and vanished inro rhe Tempest. his face a death's head with Shadow has a Relic Shotgun as a Thorn: it only manifests when fires for eyes. as with one fluid motion decides that keeping the pace of the scene is more Important. She felt the steel and mor• tar as she passed through it. He slashed it through the air. nnd his backup was too busy Skinriding to notice. opening a hole down w the Tcm· rhc Shadowlands to enter the Tempest. TheCenrurion Is ripped and chains!" Why was she so nervous! Couldn't she talk her apart by the scattershot.. He's not sure if the roll is correct.. handed. The Shadowguide player is trying to use reverse psy· He grinned as he ~ized Wendy's Shadow. "He s•ud that he can't w:lit to play in the Tempest wanrs ro keep her from escaping. Come now . He's hoping to get Wendy to die In the club. She turned and ran. Heretic. hoping to wrench the gun from Wendy's hands. and the Storyteller moves oo. and then back at Wendy . Wendy's Shadow takes over. There is no roll• she said. scoring six successes ngainst difficulty 6. cnt Archetype. and flaming birs of his plasm streamed out behind him. 11. You will follow me to the Cimdel. "I'm nor into whips He scores no successes on his soak roll. Mouse flashed Wendy an apoi<Jt:etic look. isn't her' Mouse whispered." she said. so he shook her head. Wendy whirled as the Centurion landed on the rafter. He saw I0.1me Tempest that gives Wendy the jitters. (10] The Centurion froze. l won't harm then rolls her Dexterity+ Firea. to have to. trembling. The manacles are made of Stygian metal.. The with Shoo-Fly and his Circle. Wendy (playing her dominant Shadow) rolls Wirs + "Cease and desist.>hasc" through srarred rogo wild . "What's he sayingr• cess.. "He's b. Obviously. No one messes with Daddy's girl. She'd been brande-d a Heretic after she'd sraned running She rolls them... shaking in the middle of a Cohort of Centuri· ons. He frantically reached our. Her Shadow £ent cold waves of approval. In chains. The Storyteller quickly rolls to see If Wendy takes The darknw within her broke free. He looked at Wendy. She You must be properly registered. way out of this! She felt a sharp pain in her chest... she drew a shotgun from the empty air and pumped it one· Wendy doesn't 01ke damage. Mouse usa h10 srraight razor to rip open a crack into Mouse nodded silently and opened his straight razor. "I'm not into )'OUr damage for the full. evaporating in midair. "I don't think so. Mouse gave her a pleading look.

An nrroganr Centurion walked slowly toward her. so he uses rhe dramatic moment as an excuse to have a little fun himself. Manacles fell to the ground. and the story continues . A body fell. shaking with rage.. One long leather boot slammed Into rhe Centurion's neck. drawing a pair of manacles. and the sound of n shotgun being pumped echoed down the alleY""'Y· Some Centurions were gonna pay . Lucy kicked. he took out his blade and ~All swinging his sword in an intrlcme pattern in front of him.• 14.he hisS<Xl. A silver locket gleamed in 1he darknC$$. rwisting them hchind her back. The Storyteller grab<'! some miniatures. Mouse screamed in outrage. . l-Ie grabbtd her arms roughly. Scrcmning from the darkness. As the other soldiers panicked. [14] Puzzled.tir of car keys.. beck· oning to the rest with a delicately gloved hand. Lucy stood over the fnllen Centurion. snarled and slashed. Lucy arrives!!! just in time.. Then a shaft of moonlight caught something falling from above. and Wendy grabbed her keys Mshe rolled behind the rrash cans. landed on the ground nt the Centurion's feet. A combat ensues: this time the Storyteller moves throu~:h the action wid>out rolling. descellding from above like an angel of mercy. A p. shadowy nlld indistinct. "Fight me ... he st:med to place the cuffs around her wrists. Lucy made her entrance. l-Ie only wants to use this scene to set up a fight. As she uied to summon the will to move. "You wanna fi~ht!" . and shredd«< plosm sprayed on the walls. too. players reach fur combat dice. " Only cme nf tlte Centurions scayed in formation with the gtO\IJl. the Centurion looked down .and immediately paid the price for h is deci· sion. As her black cloak swirled in the darkness.


all Spectres possess a resemble monsters. Many Spectre$ are weak. lhcy arc mkcn over by [heir Shndows nnd b<:. and the more informacion that Spectre re· ceives. Will· r~uc SpectreS hear. Such Speer res are called Shades. Abiliric~ 11/7/3. An~:-n 8.1lly human.onH: rcccpmcles fnr rhe power of Obliviorl. Manipulation 3. Two kinds '"'"' commonly Interact with wraidrs: the near-mindlc. but some are virtual ~recently corrupted) appear b05ic. Shades are hungry gho•rs wirh lirrle guiding intelli· gence: tht)' have tremendous cunning. Corpus 7 abo use Nihils to eavcodmp on rhe Shadowlands.. Oexrertty }. In· tcnn for the con\lpted entities who dwell in the Tempest and tclligcnce 2. &ckgrounds 3.c. Malfeans commonly spy on the Shadowlands simply by sending a few Spectres into an arta.• Antagonists ~~ectres ~e Army of Darkness When souls are lost to Oblivion and chot><e to embrace its power.< brought rher~ . Everything that the subordi· Artributcs 6/4/2.. Shades appear in many fonns: some of them (the more even pathetic. Sramina J. Suggested Attributes: Strcngrh 3. rhe greater iu link to Oblivion. Appearance 0.' •re wrnlths who have succumlx:d to the Shadowlnnds (unles. it COO$UOIC$ them.. The more powerful agiven Speare JS. 11ltte arc many differtnt species of Spectres: it is a c:uch-:>11 Charisma 0. Shades and the terrifyingly intelligent Oowclgangers. while others have &cause of the fact tl>at Oblivion eo<rrses l>ccn damaged and twisted by the chaos ufObliviun muil they tluough Ulcir pl•sm. All of Lhcm rmliarc a cold. Perception 4. the Malfean hears. C~aracter Creation . however. It is said rhat Spectres can power 0. They serve and worship ir even as c•m'r sray for long) because they do not poi»e>S Ferrers. nat hive-mind. and arc quite clever in seckrn~ rhe sustennnce they need. block phospho· form ofgroup telepathy -a sort of couun~V rescence: the mys uf Oblrvion. ond even then Lhcy Oblivion. Shades can neither mnnifcst in [he living world nor visit pcctrc. Wirs I serve Oblivion.

(A Shade's Perception is >~lwny. The encapsulated wraith b usually calfied orr inro rhe Tempest to an unccrrain doom.) Suggested Abilitits: Regard It$$ or who or what they wert in life. Use of this power eo5ts three Angst points. n successful auack must occur. If the Shade succeeds.The Shade can attack a wraiths Fcn<'I'S directly. They also h. however. Shades have succumbed to rheir btstial nnrure and usually have at k. Use of this power cosrs five Angst points. All Shades cnn fly unh indered through the Tempest and have the abiliry ro locate entrances to the L1byrinth. but some carry knives or clubs or some sort. the Shade covers the target completely and musr be destroyed to free tile targer. This power is most often "Pathos Dmin".harp because oritspredatory nature. Shl!des are generally loathe to do this.The Shade can attaek twice a cum. 223) The round afler grnpplin~t the target. (See Combat Manerwm. oneoftloc wraith's Fet· tcrs is reduced by one. Alertness:>. • Bind . infecting 1he wrnirh's Passions with the cold of Oblivion.The Shade can •nuck a wraith's Passions directly. Some Shades use thos power to conceal other Shades wrrhin them. Then the Shade rolls its An~. Most Shades have only one power.1ve the ability tO sense a wraoth by its amount of inner Pathos: those wit!> !. • Numbing the Heart . but usualll' doesn't wield In an opposed roll against the wraith's Willpower.lftheShadcsucceeds. bursting open at the appropriate moment. thereby summoning one to flve more Shades. Relics: Shades usually don't have relics.Shades are incredibly hung!)' creanores and require the warmth of emotions to withsmnd rhe chill of the Tempest. The Shade must flr>t make a succtS. . First.The Shade can do aggravnrcd damage with a bite: Strength +2. • Pathos Om in -The Shade can drain one point of Pathos per success on art anack roll.Sful attack. one of rhe corgct's Passions is reduced by one.. Dodge 2. • Ectoplasmic Tentacles. Pathos points arc converted directly to Angst poinrs for the Shade on a one-for-one basis.'m-The Shade can scream onto 1heTempest. although some of the larger Shades have up to three.. S~a~e rowers • Shark's Teeth. • Rend the lifcweb . Bn"vl 2. pg. nml Stealth J. Usc of this power costs three An~tst poirm. Use of this power costs five Ani!$! points. • Spectral Scrt.The Shade must first successfully grapple his GJ'l:et.. Powers: Shades have various special powers (see btlow).'!"Cat amounts of Pathos (7+) bhnc like fire in the Tempest's darkness. Then the Shade rolls its Angst on an opposed roll againsl the wrnilh's Willpower. bccm1se [hey might attract the aucmion of a ravenous Malrean..

ond knowledge of many Wl':lith A rca nos. Their pur· pose is tO alert their keeper whenever someone's death falls in the purview of one of the Seven Death lords. and they usually have low Willpower. and even that is no L nlwa\'S accurate. Use of the Castigate Arcanos will abo dm-ct a Shade·p:tra· site.rhos. Some Malfeans may never have been human at all. but genernlly lethargic. Intimidation 3. Doppdgangers should be created a. Malfeans ore ancient Spectres who have consumed other Spectres nnd wraiths. Doppelgangers continue to g:othcr P:. powerful. AppearanceO. • Chameleon Para<ire.although nO{ all Doppelganger> automatically pns· leSS the level of Moliate or rhc Thorn thor ollows them to aswmc 110moone else's form. Keening 4 (primarily Dirge and C re· •ccnde>) Willpower: 4 Angst: 7/S Corpus: 6 'Equipment: Barghest Muzzle . n.• Hound the H arrowed .«. bloaccd. 1llcy will obey any order given by rhctr keeper.'Oted ogents. in the depths of the Labyrinth. The only way ro rell if a wroith is a Dop~lganger is to use Cascigo. In recent years. Some wrniths say that entire colonies of Specrres live wirhm them. The Others Many orhcr species of Spectres live throughout the Tem· pesr.1rghesrs can attack savagely when ordered to. who clusrer about rhem in rhe Tempest. Perception S. Brnwl 2.y spent our of rhe Tempest. 1llcy arc so gigantic rhar rhey defy description through normal Tl':lits. Storyteller Notes: Dop~lgangcrs make excellent villains. Doppelgangers More dangerous ro wrairhs in rhe Shadowlands are Doppelg:mgers: wroirhs whose Shadows have consumed them. Su Ion& as it remain. intellect and individual ~r· :.te on hinl. Because Doppelgangers are not without personality. especially how to recognite their common tricks and predatory panems. and utterly inhum~n.•. Oblivion has nor yer heen completely consumed them. 'llle Shade may then demch itself. even unto death. not unlike bloodhounds. bur their Angst is alwa)OS 10.< quiescent. This power CO':. A Doppcl&nn{. Wirs 3 Abilities: Alermess 4. called "braces. the Sh3de can follow the •nith whe~ver it power nllows n Shade to at· 13Ch iuelfinconspicuously to a wraith.urh ro only slightly more than animal-level in· relligence. Unlike moS< Specrre. thctr name lmpliu. the Hierarchy has begun using braces of barghesrs to track iu enemies. Doppelgangers still maintain the appearance of nonnal-lonk· ing wraiths.led" wnh a device of Stygian metal that negates all higher thnughr processes. In the process. and many Ncphwrncks are servants to the Malfcans. Malfenns are at tended by Nephwr•ck• and huge douds of Shades. inOicting one Corpus Level of damage on iiS host in the prncc. and rhe Malfeans have considerable use for these most fa. Malfeans are incredibly powerful.Smmina 5. they enjoy 355Uming the sha~ of other wraiths .lntclligencc I. disfigured aml lobotomized by rhe Hierarchy. the Shade can arrempr ro oo • Wl':lith's Psyche capture ~my Willpower or Parhos spent and convert it to Angst lor iu own u~. re· ductng the wr. and arr:1cl: anyone neMby for one to five huns before vanishing into the Tempest.t into the labyrinth. Doppclgongers have ~r· sonnlirico. Malfeans are distinguished from Shades by their vast power. A. Attributes: Strength 4. The roll to do so is Dexter· ity+Stenhh (difficulty of the wr4ith'> Pcrccpuon + Alenness). but they are normally servile Cte'dturcs. Manipulation 3. and In the Void: there arc as many different kinds of Spectres as there are twistc't! souls in the Underworld. Darghests roam the Shadowlands in packs. In the process they have been reduced to the level of animalistic servitors. 8. Doppelgangers still have Fetters thm tic rhcm to the liv· ing world. although usually through soul-wrenching means. even into the Shadowlnnds.ey have a dislike for Pa· thos tinged wilh love or any other posiLivc cn•ociun. Tile Shade can also act as "tars" (or a Malfean. A Doppelganger >a dcvolv<'t! i• ofrcn called a Nephwrack.>er will often try to evoke a wraith's Shadow during these conversations. A Doppelganger's usefulness m~ ~spy C\ICnwally runs out as its will crodu under the force of Oblivion nnd its appearance degenerates. Dexterity 2. rhcy can acLUally have discourse wirh rhe c haraecers.b five An~& poinrs m use1 pillS one Ang:n per d:. free will. Barghests Elnrghests arc wraiths who have been cnsl:tvcd. &rgh ests have been "mur. nonn:ol wrairhs." and arc usually attended by one or more keepers.onaliticlJ. While in the Labyrinth. Tracking 5 Arcanos : Argos I. The roll to do so is Dexterity +Alertness (dif· flculty 9).The Sh. A litht oourcc held up rn rhe wraith's O>rpus might dettet the pres"""rlthe Shade-pnrnsite: roll Perception + Occult (difficulty l).>de cnn nttach itself 35 it fnlls through the Tcmpe. The Ferrymen are familiar "'ith ma& kinds of'Speares and can teach wmiths about them. Lhc)' have grown enor~ nu. CllarismaO.

Any belief or practice that protects humans from wraiths docs so in one of two ways: it can actively Forbid them or It CM passively Ward them. the mona! must personally believe that rhe riroals will work. if she is a cynical or hardened person who does not believe in the supernarurol. . forbi~~ance Forbiddance hwolvcs driving a wmirh from an area. the wmlth must leave the area as soon as possible. Warding Funerals. incense smoke and offerlnas: humanity uses a plethora of means to fend off the supernatural. The mortal enacting the Forbiddance rolls Willpower (di((iculty 7). humans have fought the shadow of death. Nore rhar a morral must have the knowledge ro enact rhese rituals (Occult 3 or higher). In times when humanity responded more to myth thon w science. or forgotten. humans can use their Willpower Trait in ccrmin ways to inhibit and affect wraiths. and superstitions still work for those who ore willinu to invest their Willpower In them. rhe wraid\ may wraiths. Still.Antagonists The power of life ver since the dawn of hum~niry. however. llecause human willpower is directly opposed co death. Because of this. the presence of iron fence. A wraith mwt spend one Willpower point per success on the Forbiddance roll to stay in the area.~. human willpower has become anathema co death irself: indeed. refuted. a rusty nail over the doorway. wards. Otherwise. the Forbiddance roll is opposed by the appropriate Arcnnos roll . she may not use Forbiddal\ce or Warding. the practice of pressing two coins imo the eyes of the dead. Since the Industrial Revolution these rcmedi<:. rhese remedies proved effective n~air. A wrnith m:~y coomer this activity by aucmpting to frighten or unnerve the mortal using his own Arcanos: In this case. The followlna spells. m~ny people can stay alive through use of their willpower alone. Furthermore. Once the morrol's at• tent ion is focused clsewhert. mortals who find themselves haunted or hounded by wraiths would do well to remember their grandmother's remedies against them. or a glass of &y rum and water. salt water.< have been ridiculed.

N01c that if a wraith chooses to aunck the focus of the Warding with Arcnnos (like Ourrage or Embody). Innocence Tn1c innocence is rare in the Wurkl The mortal rolls his pcnnanc:nt \Vallpowcr (difficulry 7) and spends at lc. requiring the u:.\V:ordmg os more of a passavc defense.uly inapo.osr one rempomy Willpower to enact the warding. A morrnl can use such foci ro prl)(cct nn oren. from iaurusion by wraiths. exhausted.c o( an Arcnnos like Moliatc (to Oow under a door or ohrou~h a crack) or Argos (using Jump). Still . Even children in the Gothic· Punk world lose their innocence qu ickly. a mounI who h yuung und free of cxpc. usually n building or otherwl~ permanent mucture. extinguishing the incense). and the mortal's permanent Willpower ~<ore equals the diffoculty for using Arcanos to penetrate the l11us.1sed on the ancient lore u~d to protect the area: it could be a rusty iron nail.<ihk I'll find in ""Y adult. The number of successes !<()fed on this roll indicates how long the warding lasts (see tht Warding Chan).•n somehow render ohe focus ino(X'ratlve or ineffective (causing rhe nail to van· i~1.:ricncc is innocent. All warding has a !pecifoc focus b..hcs 10 be seen.or unless the ~mith wh. It is impossible ro expend n Corpus Level and phase through a Worded oren. rhey connot feel them or see them exetpt when they 3rt drunk. Entering the area is ncorly impossible. bun'ling in~ censc. disnopring the salt circle. nr ~1mc mhcr means. Innocent humans can often sec wraiths in the Slm<k>Wiands. and only when the Innocent one has a quiet moment during which he is not .s uncon~ sciously. A Wunlctl nrc:1 is very solid in the Shndowlands. the Wao-ding must be renewed over time or it dissipates. the wraith an effectively end the Warding if >he c. This usuallyoccursonlyar noghr. or otherwise weakened . it is m. one's innocence lam until one lc:wes rhe things of child· hood behind. ~e fading of Oeat~'s image Mortals cannot sense anything but the simplest of impulses (rom u wrnith's pn:scncc: though they uvoid wmith. Essen· ocolly. in most cases. a ring of snit.

Most innocent ones will not m:ccssarily react to the wmith with fear: pare of lhc nature of innocence is a belie( Lhat unc is im . The pi res. Don't believe wltm you /tear Don't believe whtu you see Whm you jtur clou 'Ot<T eyes esting charncters in an innocent's daily life.. wise beyond their years. innocem mCnlllls need not know ancient lore Tl:rtullian actively 8earch for people suppo<Lxlly P"'"-'scd. "leave me alone!" or "Get out of here!" have against "the V.a mons.. Such exorcisms vary sonoewhao FAr removed from mortal concerns thar rhcy revert tO a stnce of from practitioner ro practitioner. Gypsies. Many wraiths have . and some children even do Termllian Wt'S rt very early Chri:!!Lian wrirer who w. nmy see a wraith for what he i:s The Sons of Tertullian . All Tenullians are trained cxorcosrs whn employ exorcism A linn! norc about innocence: many of the insane are so :u their main tool of :mack.nn do it.-~mccl things brbcd on wh.) Tertullians take the word..but for rhe mosf p. They may forbid a the worst of sins. "Acrobat" long conversations with children.ter.och or rouch them. and the instinctively know that they c.1rt. but their ceneral mien Insane)." ·n. Some chil· dren. wrnith tO appro. the inno. In gencraJ. (This docs nut genc. mortal -death holds no fear for the innocent. wraiths arc simply inrer.'Ord of God.. but that imitating God w:ls cem abo hold a strong power over wraiths.U2. the same effect.peak o ur and c:t!toal words. You can feel the enem.c Son• of In pr~ctlce. destroying all wraiths and other "devil spawn. and arc experts ar applying the torture tt'Chniqucs ourhned ." and mt<SI therefore be posseM«<.< of rhe Molltus Molleficantm to hc:on. the StOI')'teller rolls the Perccprlnn of the innocent character (difficulty 6). even Pcrhap< because of their lack of fear of death. or may command them to The Sons of Tertullian arc holj• warriors committed to leave a place.COilccntrntmg on anything else. lly apply to Malkavian vam· nnd demanding on the supposedly p<>Sscssed victim.u rheir wr:tith •'friends" tell them tn do. and sometimes simply those faithful who . those in order w perform Forbiddance and Warding: they do nor who claim to speak with the dead (p•ychlcs. rhat t ht Devil would hide his evil in seeming goodness.going so far as to heal some people.. but all arc ph)'liically hrutal innocence.

r to die. the brothcn believe they are rran<parted to Heaven it• self. J~e Sect of Saint james Tllo1r&h ro. including rhe development of elixirs of health and other alchemical devices. T~e Arcanum The Arcanum is a secret society focusin~ on rl1c accumulation nnd assimilation of occult inform:~rlon. vampire. Alrhough many scholan debate the authenticity of the the seer acceprs its reachirw uuerly.TI\c all-male membership of the seer (which numbers no more rhan 99 member$ at any time} follows the reachings of Saint James. using rhei. and none can sway the brothen from their chosen to send its members into rl>c Underworld ro face the enemy.pons created by mort. including faerie. which is what many of rhe Arcanum's memben ultimately seel:. These powen are considered divine. success in its studies of life and death. Three of the largest are locared in Boston. repilll!. Even those who are wraith-ridden often die in the exorcism's wake. and sevcml times the seer's teachings hnve nearly been declared heresy by the rest of the order. raughr that ll\lly vinuous men would kill themselves so that they might enter boldly imo the kingdom of Heaven. &holan of the Arcanum focus on a Vllriety of occult ar· cas. The scroll records rhat God. and rt<ISO!l chaf• .1ls. although $UGh devices have proved useful in delaying the onset of aging. he must flnt prove himself worthy of the honor. cr. 1l1e rext goes on w say rhat rhose men who commit righteous suicide would be saved befor< all orhen at rhc day of Judgment.. When the weapon is prepared •nd rhe brorher has proved his worth beyond a shadow of a doubt. th<1' arc: among the most powerful wea. lOa limired ex[ent. However. and Terrullians capable cl such divinution arc highly respected among those of the onlcr. Alas for those not wraith-ridden. A small percentage of Tem1lli•n. London. Even many members of the Inquisition question the methods of the Sect of Saint James.ctive if a wrairh nuly is Skinriding an individual. Their methods are crude." -Ralph Waldo Emerson.rrle against the crearures of darknCIIS into the Devil's realm itself. they are by no means a true cure for aging. Through rhe application of specially prepared holy wnter. the Tertullians are unable to tell whether a victim is truly po~~Scsscd by • wraith orsimplypsycl\ic. Once completed. where they immediately set about dewoytne :u many wraiths as they can before they are themselves destroyed. The brothers of a cross are spiritually bound together through a powerful blessing. Specifically. \~ f(ff w rncrh he ouO. . its members argue that jesus himself commit· ted suicide by allowing his own death and that he even now sits at the right hand of God. Unfortunately fa< rhe objectS of their vigorous exorcisms.rld. most of which involve che use of certain biCIISed artifacts capable of alerting them to such a possession. the brother is inducted into ngroup known as a ''cross/' made up of (our to eight brorhers. The Tenullians have other wcaporu at rhe~r disposal. werewolf.dltrtin..r specially prepared weapons.. the sect follows a peculiar venion of rhc dictat<"S scr down in the Secret Book of James. It was founded in the late 1880s by a combination of mages and human scholars seekini occult lore of all kinds. but can be surprisingly ef!. as its membe1·s reason rltat most people 1trc unnble to undenmnd Lite greater rrurhs the Arcanum is dedicated to unlocking. and such patients almost never survive the This is done by facing all manner of dangerous foes and learning all available Information regarding wmlths. The Sons have a variety of methods to ferrer our wraiths possessing mormls. It often rakes more than a year to manufacture such a weapon. bur feel juslified m the~r actions as they are pro••iding the individual with achancearsalvation. The seer has developed prescribed ritua. the nor-so-render min· inrations of the cxorcisrs become ever more violent. The memben of the sect believe Ll1ey have a sacred duty to kill themselves and take rhe b. Only those TerruUians who prove themselves most worthy (and fanatical} are invi red ro become membcn of the seer. The rirual !!an5poru the newly dead brothen to the Underwo. Massachusem. They staunchly avow their claim that they are following the words of their lord and master. Thtr• Cllllll! a mice wirhour reply ""Tu rnnn 's pmlirion to be Sll{t. "Sacrifice" The Seer of Saint James is a very small a11d radical subculr of the Sons ofTertullian. into d1e Shadow lands. and Georgetown in Washington D..C. and wraith lore. etc. However. Upon their destruc· tion. The Arc.. he inStructs the brorher to create a weapon of righteousness with his own hands. The Tertullians find such deaths somewhat regrenable.~ are capable of more advanced loons of exorcism.lf the newly dead victim becomes a wraith upon death. Before any member 1s allowed to make such a journey. providing they fought honombly. 1mtil the wraith le"ves the person's body. England. When the head of the sect believes a brother's mind and soul are sufficiently prepared. The Arcanum has many chapter houses set up throughout the world. rl1c Tcrrullians simply all!ume she was the "pos· iCS!ing spirir" ~nd attempt to ''kill" her for n second time. one of the recenrly discovered Gnostic Gospc. through his disciples. but 5till promising. These weapons can r•ke many forms (althou&h they are all edged weapons} and are highly individuali:ed. The memben of a cross then commit suicide.1num has had limited. some Tertullians can sec. The Arcanum does nor reveal itself to the world at large.

The Circle's manifest purpose is ro discover the true na· ture of death. Members of the C.! tO sacrifices (of the living and the d. the Benonc. If one of the llenanclanri is ever caught away frnm her hody ar sunrise.cholars1 visionaries. Of all Skinlands societie-s. The Arcanum usually hires frcelancer. -Anne Sexton. ~ Benandnnti has found her way b~1ck ro her body on her own o(cer &nonths or even years in the Shadowlnnds.d) in order to g. however. braver al night. The schol· ars have one of rhe largest bodies of factual lore on the Under· world in all the Skinlnnds.nnndanti believe wraiths are evil souls who must be de· srroyed. Benand.rcle view the legtndaty Orpheus as a hero who discovered a way to transcend both life and death. however." tms. fused and must be cncoum~-d ro move on. The now-soulless body becomes comarose. and Euthanatos death mages. Officially. There are also other nomors that some members of the Circle have made paces wi th certain Underworld figures. Each Benandanti carries a piece of his birth Caul on hi> ~rson ao all times. arc quue adepc at tracking and tn'lpping wrdiths and orher spiritual entities. hounring rhe black air. Without a piece of his birrh Caul. the )'OUng mortal may become a member of this suange society.often among the Renegades or Heretics. she becomes u11ppcd in wr:11rh form.The scholars of the Arcanum have vasr libraries.s of one ty~ or another to capture wraiths. though not scholars.. putd ing physicians.ue. usc his powers. a Benandantl can· not. ~rforming ex~rl ments on the realm itselfas well as its inhabitants to determine if there is a way for one's spirit to move beyond the need for both life and death. The Hiemrchy wishesro put an end to the Orphic Circle. If a Benandanci is present at the birth of such a mortal and/or can obtain a picoce of her birth Caul.Jnnti themselves can rr. while other members heheve rhe souls are merely con• The members of the Orphic Circle are a varied bunch of s. Half-forgotten legends state that from sundown ro sunup. The Benandanti comprises humans who were born with a still-intact Caul. T~e Orp~ic Circle l ltave gone uw. the Circle HlHinwins a stance of strict neutrality ia\ such matters. 1l1c Circle is an ancient organiza· tion (currently tocoling approximattly 300 members) thattak<> care to keep its existence hidden from other beings.<s<d witch. and believes such knowledge could be used b)• the Renegades or the living. but su~h a return IS r. actually parricipa£ing in ••assassinations" nf other wraiths. vampires of che G iovanni Underworld . It is concerned about the ereat deal of knowledge the Circle ()OMCSStS. .wtl ro the Underworld. Orpheus was the only mortal known ro journey into the Un· derworld and rerum again lnro the rtnlm of the living. In addition. sups)o6· cdly cartying the sacred tomes that outlined the great Mysrer· its themselves.<e. this group most aswredly has the best grasp on both the physical and political nature of the Underworld. rumored to he very effective at battling spirit crcamres. What the Circle plans to do with this inform•· cion is unclear. including their fennel swords. but the most persistent rumor m\·olves a plan co rip away the Shroud rhar now separates the world of the living from the world of the dead.. "Her Kind" The llenandanti arc a human ~iety wh~ members have the power ro see wraiths. labora· tories.ntl ofttn begin their wrairhly existence in positions of power in t. Membeo·s o( the Circle are often willine co experiment with anythin8 from dnoj. Tht Arcanum also has certuin ~associalc member$ who. wlm find no me<iical C<Juse for such nn occur· t\!ncc.lin even a shred of useful information.. Many A. aJ . On rare occ:tSions. llenandanti wraiths often bring powerful relics and artifacts with them. The Benandami borh study and fear wraiths. Some members of the Circle even clainl that O rpheus journeyed inro rhe Underworld speciflcally to find knowledge. their chaprer ho\t!eS comain the largest collccrion nf rrap~d wraiths in the livin~ lnncl!t Members of the Arcanum ure scholars ancl seldom attempt n'uch active invcstigauun of rhelr own.. The Lady of Fate also employs a number of Benandanti wraiths. Many acolytes of the Circlt scout the Under· world.. and a great deal of money at their disposal.

. Vnmpir<. Garlic and running t. h 15 lmponanc to know where the vampires are in roor city..- orol muo·t:ols r:orhcr rhan actually posiS<!~ them.the Giov~nni clan is spe<:ifically quite powerful."S must avoid fire and sunlisht.. and Trtmere wmpires. Ncon~llcs: These are [he youngest v:tmplres.-c. Bcc:no~~e a vampire who has recently fenned on blood is usuolly much stronger and faster thall a ononnl. f-or example.tusc nconares are prolific 10 the C-ities and usu· ally w:mtler Into plac. you must keep tmckof the vnonpire's current Blood Pool (the number of"Biood l'uims" rhc vmnpirc h~s consumed recently). Areanos: The Arcanos ratings in the listings don't accu• rnoel)• represent che full scope of vampire powers. They rule the coucs w11h frighteningly complex schemes th~t usu~lly rtquire hundreds of years to eome to fruition. A vampire may 'IJC"d Blood Points to increase Physical Amibutes temporarily.s where wraiths dwell. because these !Ubsr•nccs cause them extreme pain and innice terrible dam· 'I>"'· They nrc unaffected by crosses or holy Items unless the individual who uses them has True Faith.V3mpires move ~s freely through the mortal world as wraiths do through the Underworld. &:cause they dwell in m. sleek. Wraiths are most likely tO encounter these \'30\l>irC).they study paths of magic" I knowledge and secret rituals rhar allow them to affect ghom and wraiths. Giovanni. though some are places where wraiths alkJ elwel l.ater have no effcc. u~ may nlso spend a Blood Point to heal one nonaggravatcd wwnd. MiUW vnmpircs can sec wraith5 who are i n th e Sloaduwlnnds hy looking in the eight place and mcempcing co perceive the wrniths' auras. The vampires of the Tremcre clan also know the secrets of che occult and of Thnunmtur~y . for its members study the mllj:iC of the dead and have learned hnw ro summon SpcoorCl< and wroichs from the Sh~dowlands. hauchcy. You should use more approprl:lte vrtmpire Disciplines i1\ your gumc if you own Vampire• The Masquerade. and whm they arc doing. Below are some statistics for young. old.t on them. a vampire's . quick. Certain "clans" of vampires (they artcxgnniz<od into clans based on the bloodline of rheir founder) h. Many of the legends about vampires are a liule more power over wrniths chan others do . They are the "teenagers" ol v~mpire soc iety. who havt no< )'Ct reached 100 years of unlife. Puppetry" Arc~lnOS rcprcM:nts nn abiliry ro con. bt.Creatures ~ampires owcrful.

Abilities 13/9/5. Etiquette 3. which prote<:lS them against wraid\S. Arhlctic. Other than that. Blood Pool 20 Suggested Attributes: Assume ratings of at lc. sunglasses Elders: Elderli arc rhe princes of their urban tcnlms and often dominate a city's politics. Suggested Abilities: Trcmcre rarely have Occult ratings ofless than ). Subterfuge 4 Suggested Arcanos: Puppetry 4. Blood Pooi iO Suggested Attributes: Assume ratings of at IC3st 2 in all Attributes. Argas I (En· shroud) Equipment: Fashionable clothing. Expression I. Suggested Abilities: Alcrmess 2. Backgrounds 12.. the more powerful Tremere know a ritual called Ward versus Spirits. sword cane Tremere The Trcmcrc arc scholars of magical lore and rituals. Stealth 3. Intimidation 2. Charucter Creation: Attributes 10/5/3. Streetwise I. Dodge 3. Giovanni 11le G iovanni are a clan offamastically wealthy vampires whose primary intere.s I. Occult 2. Brawl 2. you can use the above listings to repre· sent them.there are a (ew Giovanni who are not vampires.'HS are business and necromancy. Subterfuge 3 Suggested Arcanos: Puppetry 2. Willpower 8. Backgrounds 7. and thus have considerable in· he rent powers. Backgrounds 7. Arcanos 7. Keening 2. Suggested Abilities: Alertness 3. Blood Pooi iO . Arcanos 4. and 2 in Physical Attributes. Streetwise I. Occult I. Ath letics I. Argos I (En· shroud) Equipment: O utdated but expensive clothing. They literally only make vampires from other members of their orlgi· nat mortal (amity . Willpower 7. Charucter Creation: Attributes 10/7/5. Abilities 21/9/5.and many havespecialited Knowledges like Spirit Lore. tinred glasses. switchblade. Etiquette I. they may ahio make potent allies . Elder vampires have survived between 300 and 1000 years.. Brawl 2. Melee I. and are usually proficient in the vampire Discipline Auspex. which allows them to see wraiths. but rhey are prmected by their vampiric family. Abilities 21/9/5. Willpower 7.1st 4 in So· cial. Intimidation 4. Keening 4. Dodge I. Giovanni have p. Of course. Melee 2. Arcanos 4. They are aware of the existence of wraiths and will take steps to protect their abodes from them. pocket watch. The Trnits below represent a typical Amcricnn or European elder. 3 in Mental.'ISSed down wraith lore throughout the ages and should be considered the single greatest vampiric threat ro a wraith's existence.Cbaructcr Creation: Attributes 7/5/3. Stealth 3. In fact. Expression I.

ifeweh I Equipment: lmm:1cul~ce lralian suit. nucd in levels just like an Arcanos. ""the Garo. just as predators ~~toard their territorial bo. Enqueue 3. And:. ger.rcd Attributes: Assume ratings of at least 4 in all Mmtal Attributes and 2 in oil Physical and Social Attributes. Athleric.oguord rhe foresu and moor. Subterfuge 3 Suggested Arc~nos : Puppetry 3. Level Two gives the G iov:mni the power to summon ghosts.••ill» (this is also re. Stealth 4. Su~e~:ested Abilities: Alertness 3.. Jn general.. Necromancy is a ~wer th~[ nllows a Giovanni ro 1mmipuhuc wraiths. VICIOUS defense it is. 1 Werewolves The wilderness of the World of[}•rkncss is not a safe plllCe. a Gi0\ llnni musLow1l 01'c of the wmith's Fetters before she c:m affect a wro irh.s from humankind. ror more information o n Giov:lnn i spednl powers. 1l>e forst level of Necromancy lclli a Giovanni sec what a ll'<<lllly dc'Cl"llSOO onorrol last saw. Onlate antique dog . Finally. Oodgo I. Streetwose 2. .. level Five allm•~ rhc Giovanni ro extract a living person's spirit from htr body: this effectively turns her Into a cempornry wraith (possessinR no Arc:mos) with her body as a Fetter.. l. this can be re• ~stcd with the Argos Arcanos. lr . Bmw! 2. Keening 2. level Four bcU(m'S rhe row·cr w force a ghost to remain in a spteific art-a in the Shadowlands and not enrer the Tempest.Intimidation 3. consult the Vampire Players Guide. Level Three bcsrows the power to command .< I. Expression !. but this power can ~ resisr«< •·ith Willpower. All G iovanni know at lcasr one level of Nccrumuncy. Argos I. Rolcx wotch Spcci:tl Power: N~.istible with Willpower).Sugg. Ocruh 4.. Melee I.ondaries againso c<Mnpenng mv:><lcrs.:croumncy..

although d1erc is a 14th "lost tribe.•nd c. and a tribe of technol· ogy fetishists calk."' respect rhc spirir world and wish. Abilitie. experienced Onrou shamans have certain powers that affect wrdiths. Backgrounds 5." the Black Spi· ml Dancers.ins in ancient Egypt. The Storyteller would be within her rights simply to allow 3 Storyteller character mage to accomplish a range of given ef· feet$ within one or two areas of expertise. The enigmatic Eurhanaros have the closest dealings with the dead. the Black Fu· ries are n tribe composed only of women. and they wage o war over realiry iuelf. such as the Technocmtic Void Engineers.r tum (except for damage caused by silver. Occult I. a werewolf adds three dots to all l'hy•i01 l Attributes. except in Physical AttributCJI.but Cllnnor regenerate it quickly. Some mystic Restlw: claim thnt mages f<-ar a force called "Paradox." Some mages. Powcn. If you have Mage: The A&cension.). a tribe of wnndcrcrs whose death-lore stretches back to their ori~. Dodsce 2." They have such deep ties to nature spirits that they regularly bind them into objects. while the Fianna arc all o(Cehic descent and celebmte their Celtic-bas<. called "Dreamspeakers. However. the most dreaded of which is the Crinoo form. l11cre ure also rwo Native American tribes.the Um· bra . use the Spheres and Arete from that book Instead. such as the ability to exorcise wraiths from d1cir Ferrel'$. Bmwl3. Others. to commune wi<h the Restless and then depart. can regenera<e one Health Level pe. using Arcanos to represent mage magick is problematic at best.The Oarou are a mce of wolfcn shapechangel'$ who claim a culruml heritage stretching far into the mists of prehistory. Willpower 8 Suggested Attributco: Assume mtings of 2. Oarou are ex· pcrr wnrrlo~ and shamans. the source of all evil ac• cord in!: ro rhe Oarou. Athlet• ics 2. wolf and wolfmnn (Crino.. -Donald Tyson." most usc subtle tnctics and quiet magicks. Suggested Abilities' A lcrmess 4.-d culture. Enigmas I.k oc the teeth and claws of a supemarur:ol entity). where you can nssume ratings of 3. Mages genemlly prefer to work their art with as little fnn· fore as possible. but their purposes disturb ever\ the most ruthless wraiths. electricity.except silver . few Garou have ttuck with the spirits of the dend. the effecrivenes.•lled the Wyrm. seek to stamp our anything <hat does not fit inro their ideo! vision of reality. There are a variery of mage factions. and in this role 1hey mete ou1 a violent jusrice against any who tmnsgrcss their Limny. and a host of intermediary forms.! the Glass Walke!'$. creatinG magical anif•cu. they themselves can pass into the Shodowlands for short periods of time and work potent death magicks. Ri11Ull M~ Mages are enlightened humans who con bend reality ro their whim. (Werewolves can soak aggravated dam· age. werewolves provoke reactions of unconuol· !able fear in mundane humans who wlmess them in wolfman form. Stcah h 3 Special Rules: Werewolves have three main forms. fire. While some mages do nor seem to c. cnusM and goals. Animal Ken 3.~re about this so-called "Paradox. Whether these workers of magick are friends or enemies of the Restless depends largely on cnch individual mage. emblnered over rhe los. In addirion. the Onrou nre divided into different tribes. or n powerful arrack of pu<e magickal force inOiccs aggravated damage if It sco<es three or more successes (two levels per socce5S over the second). the legendary half-man/half-wolf fonn. Medicine I.s in war. In all fonns.icalabilities ore gifted to them by nature spiriu. fighting for something they call"Asccnsion. They see themselves as the defenders ofGaia. Give the mage two to six dice to roll for this.soflhe magic. While many nrc limited in their successes the mage rolled -very litde with one. metaphysical being c. but fire. Cull urally. When in wolfman form. for the most part. the El!rth Mother. They cnn sniff out the taint of this beast on their enemi~. but ~lolly in the Crinos.• 15/9/3. l11e Garou h:lVe dose ties to the spirit world . For instance. some fe~v achieve near-godlike levels of powor. Poweni: Mages have a brood range of powers to call upon. Character Cn:arion: Amibutes 7/5/3. Intimidation 2. however.) The Oarou'• ma~. The first two are quite mundane. . noticeable effects with two. They arc Incredibly resistant to damage nnd can ulmost insmntly heal what damage they take . a fair amount with three..l11eir legendupeak o( a monstrOUS. &&'Jinsr which they hnve no defense. The Stride!'$ know many different methods ofentering the Underworld and gaining prophetic lore fro1n the dend. These abilities mnge from conrrol over the elements to massive strength o.except that delivered by a silver ThMC effects would have difficulties of 5 ro 8. 13 in number.m easily enter this world via a process they eall "stepping sideways.nd awesome prowes. and they usc this "&ench" as justifk8lion to destroy any who stand against them.s of their lands to the Europeans. In addition. The com1pt Nephandi also mrcmpr to rap the ener· gies of the Underworld.: All On roo can assume a variety of forms: human. Most maetck does not inflict aggravated d~mage. The glaring cxccp!lnns to this are the Silent Striders." which cancels their magick or destrO)'S mages utterly. great success with four and exception al success with flve or more. Mages M<Wc is seldom specurcular because it seldom needs w bt. mogic. nnd is immune to dice penalties for being wounded.k would depend on how m. Each tribe ha• its own ide miry. wolf. dependinG on the power of the mage. which joined the Wyrm long ago.

The cannon inflicts one Corpus Level of aggravated damage per succ<Ss the mage rolls on a Dexterity + Firearms roll. Drive 3. Science 4 Suggested Areas of Expertise: Forces (elements). Repair 4. Because the Dream Realms border on Arcadia (the faeries' homeland) as well as the Underworld. Expression I. Eut~anatos Mage Suggested AbUities: Alertness 2.The two mid· level mages below represent a Tradition adept of the Euthanatos and a Void Engineer ghosr-humer. Spirit Goggles (Level I Device): allows the hunter to sec into the Shadow lands with a successful Wits + Alertness roll (difficulty 4). Athletics 2. poisot\ Void Engineer Suggested Abilities: Alermcss 3. nenchcoat. Spirit. Abilities 20/8/3. Willpower 8. Although wraiths do not usually enter faeries' schemes or stories. Dodge 2. -Susan Cooper. Prime (the keystone energy of creation) Equipment: Disrupter Cannon (Level 4 Device): fires blasts of Prime energy linked to Spirit magicks. Musrrhe youngest open the ok!est hills. lnvesrigation 3. "Silver on the Tree" Faeries are beings composed of magic and spirit. many faeries ha. when rhe year roo dies. Empathy 2. Life (magicks of living things). a number of wraiths (primarily those of Celtic heritage) are rumored to travel through the Dream Realms to . Melee 4. Both have a degree of morral and magickal skill and may have skilled allies or retainers of some sore. knives. ritual accessories. Etiquette 3. Good for 10 shots. Loose clorhing. which disrupt wraif:h. Character Creation: Attributes 4/6/9.•e alliances with spirits of the dead dlrough ancient pacts and agreements. Magick Dice Pool 12/5 Suggested Attributes: Assume ratings of 2 in Physical Amibures. Backgrounds 10. Linguistics 2. Subtem•ge 3. Spirit (to see or interne< with the Rcsrless) Equipment: Dark practical clothing with many pockets. Enigmas 3. and 4 in Memal. 3 in Social. Occult 4. Firearms 3. Also. scientific P'•:traphcmalia changelings (faeries) On me day of me dead. Firearms 2. there arc several dark fey (particularly a group called the Knights of the Poisoned Rose) who rravel back and forth be· tween the Sunless Lands and the Summerlands as a matter of course. Computer 4. Steal<h 2 Suggested Areas of Expertise: Entropy (magicksofbreak· ing things down).s. Dodge 3.

. stayed behind for reasons of theirown. l'ondtmonium. Abi lities: 13/9/5. Changelings usually appear os young. unaffiliated psychics. Others 1l1ere arc many other possible antngonim and ollie• for wrairhs: Black Spirul Dancers.scs under hi lls and in the deepest oceans.Arcadoa. .. af· 1cr the ancient prnctice of exchanging a faerie child with a human baby. snow and ice. ChangelinJJ> Clln and dn die. Gh06ts and faerie-s sllllrc many characteristics: both are creatures born nf spiri< and composed of magic. Patho. Of course. and Phamasm 5. the remaining fatries grew insular. For further infomtation on how to intt· grate other supernatural beinl}' into your Wraith campaign. Moliate 4. and conscrvarive. or elderly humans. however.< (nor changtlings) generally have Argn. Bmh feel rhe wcighr of reollry as it tries 10 erode their very existence. Corpus 7. Faeries are generally feared: because they are creatures of spirit. Both mwr congregate in forguuen places. taking refuge In ancient halls and fortrc. Keening and using Phantasm for their pleasure.lf they are somehow cut o(f from rhe fundomenral power o( the fey. Change lin!}' genernlly spe· clallze in one area (usually Phanrasm. Keening 5. mnsr rneries fled E. can also become wr:1irhs. 8. Pentex RS(Cnts using wr. a faerie allied with Winter would have powers of cold. or Moliatc) and Are genernlly not as powerful as true facro. manipu· lative medium$. they can c. 1l1ey arc noble. assume noble faeroe.these faeries are called changelings by true faeries.:rlcs. Many fru. True fey appear in thousands of shape$..-come so tainted with human blood that they have forgotten their faerie heritage . There. Angst 6/6 Powers: To o:ranslore the abilities of faeries into Arcunos. Lifeweb 3.asily make attocks across the Shroud. ere. and. Willpowtr 7. adolescent. they serve some faerie nobihty •• banshees. Keen• ing. forms. During the Inquisition. anJ tcxwrcs. Amihures: 7/5/3. colors. For example. powerful. It i• mmored <hat some faeries have lx. and unearthly.< 4. sradc. certain Silent Striders and orher wt rewolves.~rth for Arcadia. see the Wraith Storyteller's Screen. When the Shroud laid its suffocating power across the world. Both are affected by the morral world in various way$. ~II faerie powers must be united under a specific affiliation or potentiality. irhs for "juice" in some o( their vile manufacturing plants.

. By inserting it in the soil above a buried body. A flask of Li. Artifacts can only conmin a certain amounr of Pa[hos. ir is ~id. approve agreements. The wraith can use a point of her own Parhos in place of the arrifacr's. Maintaining Artifacts Each usc of nn artifact's power requires the expendiwre o ( one poinr of rhe Pathos stnr(. "Ave Dementia.he coys ill che aerie come out to play. Renegade-s pursuing forgotten forms of magic found" way to remove the hatred they kept inside them· selves and distill it into a potable form..: item. will burn for one dn)'· The smoke from rhe Amnc will waft in the dirCC· tioll of the Haunt. he will feel a brief.. It is rumored that long ago. To receive such an item.that is. Beaside Candle(level2) Common Wayfaring through the Uoderwnrld can often rc. to wax-and-feather wings chat allow a wraith to Oy. skeleton's key (kvel2) This lock pick is not used to open doors. Possessing a Skeleton's Key is a serious crime in rhe eyes of the Hierarchy.he c~1nh and uncover the enemy's ~orpse. In facr. Aftec· it has "1\celed" for one day. yet excruciating pain as his l-"eltea· is violated.-d by those rare few skilled in the arts. Whether they're still capable of this is Artifacr:s arc onc~of~a~ kind items.o soak up the rcsomml Pnssion stored within a Haunt .ult in a Cic·cle of wraiths getting hopelessly lost.msferring Parhos from the wraith's own Corpus it\lO the ar· tifact. Arcifacts are rare and ancient items. when lit. po· tent weapons and special tools are built to specifications and sold for very high prices. When all the Pathos inside an artifact is expended. Masks of office. They were When betraying the Renegades or the Hierarchy. he will slowly bleed it through his every action and gesture. though the artifact is still con~ sidered "enchanted" and may be recha. an ethi · cally challenged wr~irh may need a bit of advice Oil whac to .. - M arionene.. can '"ke" rnngiblc form. However. and each has its own powers and limitations. This careful system of seals and iclenrification has since broken down in the Shadowlands because of the general ~nar· chy there. a wraith will usc a seal to . ir will open r.s. The possibilities are endless. Funneling Pad'los into an artifact is simply a matter of cr. to a love potion capable of overwhelming any wraith with emotion. Now. Sealof Citizenship(kvell} Book of lies (level2) In the nncient days of the Stygian Empire. Such artifacts are neither common nor easy co conctali many c. Mascer Artificers. They lwce ic whe11 you lock chem away .. the wraith ca.quid Hate usually conrains from one tO three points of Hate Pathos. that action will also be tainted with hatred. but flasks filled with Liquid Hare are still secretly bought and sold in Hierarchy bazaars. to a headman's axe that always aims for the head. the pro· cess is never easy. used to sign documents.g a piece of Underworld mythology. invest part of their essence into artifacts created in the Underworld. 1 flask of liquid kate (level I) Emotion.. oppression oc·suffering. and iclen~ify oneself and one's JX>:iition in Lhc Hierarchy. citi!ens were given these seals as symbols of their citizenship. been allowed r. As soon as the Pathos is <pent ro ficcl an Arc. properly distilled. A A"sk can be refueled by burying it under the ground in an area minced by sufficient: intolerance.~. owning an artifact means ownin. All artifacts ac·e empowered by the energies of the soul.rged by channeling more Pathos inco the item. Refueling the candle at the Haunt will re· srorc ic. prove" that he is of the Hierarchy.-d in can be used to lead " Circle of wraiths back co their Haucn. n. If the enemy is another wraith. commonly known as arcifact:s. Occasionally. which is determined when the artifact is created.1n be traced by the essence within them. ·nte candle. It only requires concentration and a few seconds to do so. It allows the user w vinhnc the tomb o( an encrny. only the Anacrcons possess chcse seals from Stygia but many Freewraichs have begun using disct1rdcd and stolen seals as rneans of marking what is theirs. bigotry. The rype of hate that rcfolls the flask will resemble rhc hate that is stored there. after a wraith has consumed rhar hate. open special locks. a wraith must perform some great service or defeat some powerful ghoSt. While new artifacts may be fashion(. Within the Shadowlands thete are powcdul "magical" devices.e Bedside Candle is one J>O"Sible solution to this.n no longer use rhe arrifacr's powers.. Artifacts vary in form from • magic !iword that curses opponents.

do. u~ of this mosk oCOUk. The locks on these chains range from meof Argosahn06t immediately after hisd~th. fears and failures of rhe w~yfMer. If the wayf. w·alk alone into the Tcmpc:n. the Storyteller advises the player (hopeful ly in priv~te) on a possible course of acrlon. and 5 10 dice overcome his Shadow.sked." Souln re is a resource among the l lierarchy. Site and Shape Shard (pocket-su<-d) Prism (portable) Cone (luggable) Sphere (vehiclc-mounred) Great Sphere (nationary) Artifact Level 20 I 2 JO 3 40 50 5 Nnudri's Embrace [evel: variable. A wraith in Nhudri's Embmce who attempts ro use ir ro his destination.: been known to collect "Lucky Pennies" as a resulr of rhb.s the Tempest and reach his destination. no questions a. n. A wmith who has offcr<-d him. but few succeeded.'Sting a p<>Mible course of action. nnd 1nuchincs. the Hierarchy Clllls rhe collected enerAY "soulfire.c wrnirh c:~n open the book at any rime (prefembly in private) to gain a bit of advice on what to do ovtrcome the virtue of rcsiuance in tht chains. forged of jet-black steel. ~nd some of the ropes used by M""ters of Araos 3 7 dice hove become holy objects. arc used m bind wraiths. wcnponry. each holdzng n different amount of Pathos: luxury Narcissus' Mask [evell) Titis anifacr makes the wearer oppear absolurely. Soulfire (level: Variable. A wraith may wear a Narcissus' Mnsk for up to • day at a time without any ill effects.s face co become gradually more featureless until h is eyes and mouth are just slits and his face is polished to a mirror sheen. After th•t. he could walk across unlock them). This Pathos is channeled through str&I'I(C ebony crysralline rods aod collected in massove black prosms. rhc ritual reduc~ the Angst of the Shadow by flve and allows if the Arcanos is specifically focused o n them. Leve.. They resist destruction by Arcanc>S and inhibit a It is rumored that a young suicide wamcd ro learn the art wraith's powers. Many tried m emulate this ritual. He stumbled upon chanical (in which c:~se rhey can be picked) to magical (in n most unusual ritual: by raking the rope with which he hanged which case one must know the proper pa.-st. There arc a limired number of them: they nre mined out of the Venous Stair near Srygia. stun· ningly beautiful: during the time he wc:ars It.~ ~n extm three dice on a SubterfuAc roll. he will begin to lose Appearance poinrs ar the rate of one per four hours the mask is worn. who use. . Over time. The chains gee o boi)US of two dice for resistance fl~ht uff the Shadow are reduced by two.'$ a wrairh•. Om-of-game. see below) The Hiemrch1• reaps ucmcndous amounrs of Pathos en· ergy fTom the souls it collccrs. Many mortals flnd the idea of findmg or losing a penny or two to be a rnrher insignificant event. the wayfarer to cnn. he gains an effec· rive Appearance score of 5. He later revealed that alone in the Tempest. As the prisms flU up.<elf to the Heretics made be gmced with a Book of Lies if he is particularly promising.word or thoughr to hinuclf:ond throwing it into the Tcmp<. or 6ifhis Appearance is already 5. and even tltcn the wraith can never be fully restored to his prcviow beaury.l Resistance could trul1•explore thedepdtsofhisShadowand. bener understand it. see below) Nietzscnean Tig~trope [evel3) 11>csc chains. Soulfire i' dispensed into smaller. ln-gnme. however.mdunlly dim as they lose power. however. they begin to elow from within and cost shadow> much like fire: because of this radiance. Ooly judicious use of Moliate can fix damage done in this fashion. The experi· opposed wll versus rhe character's Arcnn06 whc11 she at<cmprs ence Is similar tu a Harrowing. The Shadow player will derail nil the The Storyteller rolls the resistance of the chains as an rccenr doubts. These crystals arc reusahle: many wraiths cnn pick up a few olx>li fmm rhc Hierarchy just by returning soulfire crys· mls. spheric" I blnck crystals rhnt glow from within when full and t. TI1erc arc severn! sites and shapes of th<-sc crystals. I Jdice This philosophical journey has been studied in some cults 2 5 dice o{ the Hcrcrics. but the difficulties of nll rolls to to usc an arc. byconfTont· ing 11. A few wraiths hav. The Book of lies will eradicate !Orne of the initiate's Pathos (two pomrs) in exchange for~ brief ~ge SUM<.1rer wins. the chamctcr gain. he Arcanos mu. luc~ pennies Qevell) Numerous small objccrs ger 1061 ench day. The user of • Nietzschean Toght· 4 8 dice rope must cnncL a rima I.< it to fuel!!$ Arcan06.

and the degree to which he ignores the sound depends on a roll of Intelligence. Silken Lust is a type of fabric woven from a plasm of unknown origin. These poor souls revel in the continuous effecL\ of this illicit sub· stance. but after that. but they can be spent wisely by ingenious wraiths. where it will land with a small "ping. Evoking the effect usually takes a full day. the wraith will Silken lust [evel2) .A Lucky Penny is capable of passing from the Underworld to the Skin lands without much difficulty. is under no stalls.) If rhe penny comes up heads. it will eventually drift inco the Underworld again. the mortal will feel a brief shiver of terror and investigate. on a botch. it will fade into the Underworld after one scene and can be retrieved by the wraith. Mirror of lucretia (level3) Lucretia Borgia. however.. She was able to confronl and Castigate her Shadow by summoning a shard of it into a reflective surface. it will disappear and later be found by a morral. If the pem1y comes up tails. Heretic Craftsman are rumored to have dis~ covered the secret of crofting mirrors rhat can emulate her talent. the mortal will completely ignore it. where it may be found by another wroith. A wroith can toss a Lucky Penny into the real world. Some Renegades have been known m weave entire garment~ from Silken lust.. Lucky Pennies are fairly rare. (With four successes. if a morral nips the coin later and it comes up tails. This is represented in the game by having the player di· rectly confront and argue with her Shadowguide to make barSilks are a popular commodity in Hierarchy merchant gains with her Shadow. and she would talk back." A nearby morral will be distracted for a brief moment by the sound.·pus will slowly gain both Pathos and Angst. A wraith wh<> drapes the silk across her Co. a wraith can empower the device with a shard of her own Shadow. more precious. gain three poims in both categories. Her Shadow would whisper to her. The Shadow. after death. but sometimes a dealer can find something that's a little obligation to listen. was rumored to have long conve!Sations with her dark side. She can then reason with it and even bargain with it. By spending a point of Angst and three points of Pathos. Despite this.

.• ice appears as a waoch without hamb.Nasque of Tragedy (levell) 11le Masque of Tragedy is" l)•pe of disg>oise used co hide~ wrairh's rn. ornck of ohe passage of time in ohe . Bo~ia Dollhouse (level4) lucretia Borgia carried her love of imrig>oc worh her IJe. Alrhough lucretia's (X'rsonal dollhouse is unique. the masrer of emotional dis· guise. n1e CtC~tOr of this relic must sha(X' his own plasm (or the plasm of another wraith) to form the musculature. Once ohe approprime rioual is performed. pain or need. She musr be careful. che wr:tith wearing the Wings of Ecst"Sy eains rhe power of flight..k of Noghr adds three dice co ohe user's Srealth Dice Pool and ncos as cwo levels of armor (two dice added to soak) :og:oin" ohe damaging effects of Nihils und fashoon :t col· lcction of animare voodoo dolls. is rumored tO have gone mad by using one of thc~c masks.tin mS~ghr inro the activities of one's enemies.hapccl like the skeletal Strueturc of a hird'< wing.sume that rhe wearer is driven by grief... yond the grnve. she will plummer ro rhe ground.. By misonc her Paohns abcwe 8. A wraith wearing chis device appc<1rs ro h:we a P~rhos of 10 and may falsify his rrue p11rpose.. A wrnuh who wears it never lo. losing ont Corpus Level. if her Pathos drOpS bduw 8 whtlc she is in the air. A llerctic cct·cmony is used to empower the <loll>. the feathers of dead bird> me gathered and affixed tO a framework of Stygian metal . Unless she scores ar leaso three successes on a Dexoeriry +Athletics roll. She then h:od a Hcrct ic crnfn. sion that fuels it. The Clo. The only eleoncntmissing is ohe p. she will also break her legs :md be unable to walk for une day. lmlrotlons nrc known ro exi>t. Other wmiths will n. however. cloa~ of Night [evell) This dark cloak is woven from eoilingstmnds ofNihol>. one c:m emotions.. \Yings of Ecstasy [evel4) To craft Wings of Ecstasy. h can be used to shelter nooso of a wr:tioh's body. rhc dolls will \\'fonder the hallways of the clollhousc cmul~ting the nctlvltlcs of rhc wraiths to whom they t're attuned. She commissioned a ralemed defecoor from ohe Hiernrchy to fashion a dollhouse made from ohc wood cl spectral trees. Bernh:\rt. Weapons Eternal Timepiece [evell) This de. By wmching the farce enacted on ohe doll house.

. however.. Samhain. ~elvet Glove (level4) The appeanmcc of this relic is deceptive. Some of the most import~nt of these days arc derailed below. however. When the sword is drawn from its scabbard. or Halloween as it is often called. On All Hallows Eve. has three dice of countermagick against any use ofa mage's Time Sphere. l. for it is said to be easiest to collect Pathos and artifacu at this time of the year.. ccrmin days that arc obscrv(:d b)' all wraiths. ttnd other special days. However.ted by different Skinlands two points he inflicts. The Broad . The Psyche can still choose to spend Pathos to heal. if the Shadow o( the wielder becomes dominant. so too do the dead . From d~wn of October 31sr m dawn of November 1st w"'iths may do as they please. is one of d1e most important times in the year for wraiths. Such cracks can suck unwary wraiths into the world of the living. . At this time. Of all days. In general. the wielder's Shadow will offer to aid the sword's wielder in battle (giving the wielder five extra dice in Melee).uking sols( ices. A souled weapon is considered permanently charged with Pa· rhos until it is used. All Hallows Eve All Hallows Eve. The Inha bitants of the Underworld are unsure as tO why this ebb and flow takes place. However. at which point the Pathos drains from the soulfire crystal and inco rhe weapon. Although it is frngile and embellished with lace. Many of the holidays celebrate dates on which the w~lls between the worlds of the living and the dead are at their thin· nest. sword of Damodes is an example of this principle. if these ener. if the wielder desires. Certain da}'S are noted onh' by followers o( the Hierarchy. A w"'ith striking with the glove (a mere slap will do) gains an extra four dice of damage incombar. and the Far Shores. The wielder will then suffer one point of Corpus for Mis~rables As living peoples throughout the ages have kept a calendar m:.mortal world . Minwcs inco ho~trs and the hours into 'Jtors Nothing changes. the Sea of Souls in Srygia. equinox<. Common destinations for such pilgrimages include Haunts in the Skinlands. rhe Angst of a wraith c~m be consumed by a otccd to avenge himself on enemies. Various Circles of wraiths ttlso observe other feasts for the dead celeb. wraiths ofcen make pi lgrimagcs of one sort or another. This freedom a. The Day of the Dead Although the living have many feasts and celebrations for the dead. Souleo Weapons (level: varia~le) The Hierarchy has developed a technique for affixing soul fire crystals to weapons so that they do not require Pathos from their wielders. dif(iculty 7. s. the touch of a relic Velvet Clove brings unspeakable anguish. e. adds one point of damage for each point of Pathos expended..unhain is the time when the veil beneath the worlds of the dead ~nd the living is at iu thinnest. wming through the )'ears. Pistol Level l Rille Level 2 Machine Gun Grennde uming. . they can Uamn a wraith. wraiths view such festivals merely as opportunities to harvest gre3t amounts of Parhos from willing living vessels. although it seems to be some· how connected to the phaSt. gics arc not mastered. Explosives c. nothing ever could Round and round and bock where you began .. There are.. The weapon inflicts Strength+ 5 damage and. the dead themselves mosr commonly hold a ccr· emony on the first new moon in autumn. Some relic weapons chan· nel dark cncruics into combat prowess. tr<tpping them there until dawol or November Ist. wraiths are free to interfere in the realm of the living. turning.Victor Hugo. The calendar of the dead var· ies somewhat from group to group. Such a weapon is called a 1'souled'' weapon. Possession of souled weapons is forbidden to all except Hierarchy soldiers and other special officials.--s or the moon and the position of the EMth in the heavens. .m ttlso he ••souled" co provide the energy to fuel the explosion. it will take over in battle. may nullify a vampire's Celerity (three dice.-s. while Renegades and Heretics hold celebrations and vigils of their own ar other times.nd the appear· ancc ofstrange 14Cracks" in the Shroud between the worlds cause many of the morral myths regarding this night.'S one level of vampiric Celerity). Broadsword of Damocles (~vel4) Many times. and cannot be attacked more than once in a norn by a wcrewol( using Rage.tch success rcmovl.

but wroiths who success· fully confront their own failings often do seem ro purge them• selves of at least some taint.. Wher· knomarks Western Area .. draping strands of Spanish moss do their part in oblitcr· atlng the bright energy of the trees. little Five Points is more grim. wraiths believe they can purify themselves and come closer tO Transccndence by diving into the Tempest and facing their pel'$0nal nightmares. but on a Sat· Bass High School .een dme. burnouts. tottoos and attitude try you'll see while approaching LS. the school has been shut down for some time. howe\•er. a section of Atlant:l. we'll approach it basic information for a beginning chronicle from the west. You'll find apathy and poverty as well. however. the Restless also gather. Such journeys are very dangerous. little five points: ASetting for Wraith ever the living congregate.This is one of the largest buildings urday afternoon. intolerant. wraiths may pass freely through territori« and domains in which they would normally fear to rrcad. but creaking Oooro and old buildings make the msk a little easier. Many of The bright paint covers the decay of the buildings.c inOuencc of the that is.. reduced the Shroud to 8 by day or 7 by nil(ht. except the bcr of goths in Liule Five. TI\e buildings have fallen inro an extreme State of disrepair. rhc cncouragemellt and dis· and pagan books. and the pretense of "life" cannot hide the presence o( death. Atlanta. Runaways. many wn1iths observe a temporary Pax. Aside sellingdnog panophemalia. fringe members of $0Cicry.they're all here.sed. dru~ addicts. covering a lot of ground b1• train is quire easy. little Five PomtS is considered to be the rher. If a wraith can get access to a car (b)' Skinriding a driver. or time of peace. Tall trees b'IOW everywhere. In other parts of the city. undNground comic books. Several fields of weeds a nd kudru can also be found along the way. Suburbia can be a difficult place to find Pathos. and increasing num· ion. so the dead shouldn't ei· ln our world. against jaywalking frt'qucndy here. the nexus point of the trnln lines.~ area ha. Older wraiths feel right at home . everyone is wclcome . proach Little Five.most of the two·story hnUJses have a deOnite i9th-century feel to them. In the World of Darkness. how• ever. and that there Is a great danger of losing oneself forever during such events. Here you'll meet the Restless of Little Five Points.. the unins run 3( regular timts. goy and lesbian fiction or alternative fash· couragement of vurious places of business. Ne'v wrnirhs tend to make the mistake of confusing Little five Points with Five Points Station.Wraiths claim that during total eclipses of the sun the powers of the Shadowgrow. there ore small groups of wraiths who espouse the philosophy thOt one must give one· self over to the Shadow during such eclipses." net as excellenr landmarks to the area. "'well as ideas for advenrurcs. Most of the living huve no compulsions Necropolis. In Little Five. Euclid Avenue is the easiest way for new wrniLhs to ap. Wraiths should use caution. Information on other Euclid Avenue runs through the cemer of LS. In the Underworld. n. Geography The Little Five Points area.. the acoustic guitars. With a linle pr-•cticc. Inhabiting a car itl!clf or just geuing into his section includes a sample setting foe one). New Age from the atmospheric changes. the liberal attitude of tbi. The walk from the train smrlon to Little Five leads through a rather sedate neighborhood. stores might have trouble dead has slightly changed rhc ambience of the stores. it. During total eclipses of the moon. indeed. On our Wraith: the Oblivion. and they're all waiting to be . During such eclipses. where all wraiths may freely meet and no combat or Pathos· thefts are to occur. Mosr morwls tend to ignore m drive it away. !klow you'll find tour of the dead side of Little Five. the homeless . Traffic is parts of the ci ty can be found in usually rather light. A few key stores and locations you can't get anywhere else . is accessible by the city's MARTA (Metropoli· mn Atlanta Rapid Tmnsit Authority) woin system. however. the area is also accessible by Morclund Avenue. drawn b\• the passions of rhe living. and rhc auton"'ated doors m~ke &cning on and off rhc train much easier than rrying to board a bus. drivers don'< slow "bohemian" secrion of Adanta. It's a ploce ro get "essentials" down for invisible pedestri"ns. TI1ere's an effort to exude a facade of liveliness and creativiry. near Inman Park and Rcynoldstown. However. if you're considered a "freak. The area is filled with the living by day and almost empty ar night.. lest the pent·up Shadow grow too strong and unleash Itself at some unfor. Many of Ad:mta•s wraiths are grntef\11 (or mass rnmsiL. To prevent such an occurrence.

which he uses to draw diagr." Low· budge< produc· tions arc alw:tys in progress. Around 10 o'clock. oddl)' enough. are over b) :·•bnut nine o'clock. A fc\v nnmhle stores ore wonh mention· ing. a small coffeehouse is nanlc. nm: much progress seems to be tuking place. Each compclltO< w:1lks onto <he srage and does hi> rendi<ion of <he mosr amus· ing or emotionnl sc~nc he suw the cl::ly heforc. One of the wraiths has auun<'ti himself ro a piece o(chalk.Next Joor i. vtgerorian foods.OC runaway• who come co Atl:mca. including a number of Enfan1>. so srrangc symbols appear on the chalkboard> in the middle of the night. . Four Humours. Theaters . Thcsrore's wonh a good lnu~h . Soy milk. Two room!i in rhe.slumi others f1nd that notion lud icrous. The residents of Buss High tend to wm n blind eye to any runaway whn winds up with a Skinridcr.nhcr U'{. One section of the $tOre ha>the hesr sclccrion of hlnck candles In the area.erher for a competi<ion. Urban Primiti"e. Tite build me Is also uS<'d b1• some o( the tCi:n:O).'' l)Ut. a recent jou rney to thC' Par Shores lub rc~uhcd in hitn forgetting how co write in Enuli>h. Tu help rhem om. Nb squcrs often hang out in the back room ru pick up" few (lOinters. Thi$ way. TI1e police rarely go ln<ide (oddly enough) .ed by two mdcpendent theaters.-cdge clothin)! srorc. Some rcsiclenr$ b. 1 Colquitt ano Eucl io TI1e illtersection ofColquiu ami Euclid is ju!t to the north o( Urban Pri1ni1ivc. the "Sev· enth Sr•ge" and rhe "Euclid Playhouse. three of the rc>tdcnrs acr as "tMchers" nnd even hold cla»c> in rhe classrooms. Unfol'llt· nntcl)'. The f)\\'nerssell more than just doLhcs. although they won'r tum """'Y the occasional Rcnqr.Across the meet from the lugh school.the locals rc(cr co ir: as undergoing "renovntiOal.. of course.lieve that spiritual cncr~l' is buiiJmg m rhe gym· n:1.~ siuns wirh anyone d eslrh\g body pic1·cings ur lltlltJ()S. many of the dead of Little Five keep up with rhe local scene.b:lck nllow private sc:. lkrwecn IS nnd 20 wraich~ can be found in the threc-stury building at :my given thnc. TI1e tench· ers are able to ~iv<! advice ro rhe newly deceased . un1rc::ued ••egerohle< and other foods can be found here.s a health fnnd srore. The school hos slipped far cnO<tgh inro a scatt of decal' that it now funclions as a Haunt for the local Restless. Some of the wmiths g. ::~nd most of the ~how:.African~ American cuhurc meets '90s mve in this cuuing. and to en• sure that their liulc piece of Arlanra isn't threatened by any foolishly desrmcrive Enfant1. The Haum rends to attract mnny discnchmucd Rcsde.the people who frequent ir rend ro die despite their nuLnttonal neuroses.Kic pack (so long as they're discr~t). Most of the wraiths here spurn tics w cichcr rhe Hiemrchy or the I lcrctics. a daily ruual rakes place.from a slighrly biased viewpoint.nns on rhe chalkboards.\5.

benches. and people whom the news media have dubbed "slackers. !)$ychorropia..This popular hangout recently changed irs focus from bookshop to coffeehouse. Gene holds rituals in the gymnasium of llAA1 High after the sun goco down. patio scats for people eating ice cream and pju. '50s propagando. On the left side of the b. Gene. visitors see jugglers. wraiths ntay en· countN a Silem Strider werewolf who reportedly brings rnle< from the spirit world. Some current n1· mors in the mortal world say that she's either going on "visionquests" in the distant casr. All three n1mors are correct. a Castigator who uses his drums as a focus for his an. The gallery. Only the dead arc nllowed inside. is a rather slender. shirtless bongo-drum play· er8. but walking around little Five heavily armed is a little roo extreme even for the locals." Some of the local gorhs find it fascinating. the employees try ro open a few minds as they widen a few eyes with indus· trial-strength coffee. Among the regulars at the Crossroads. p<1le fellow. Between the Zone and the plaza is " Jorge building that has been used as a rcstaurdnt by three different ownerS in rhe last two yearS. New Age music plays continually. is currently showine a collection of renderings of "death-imag. mainly because she's rarely ever there. and the nighr shift come< ln. and an an g-dllcry. One wraith who regularly docs this is Red Feadlcr. The new owner is even more unusual. They're rather relaxed about dealing with mos1 weird people. after a little bit ol influence. New Age or occult subjects (as well as a modest selection of Black Dog games).fuses ro believe in the concept of "inventory. the window hns been replaced to provide a greater degree of privacy for both stores. There's a coffee shop. Crossroads . During the day. but would-be hunters waving fireanns and rhrcat· ening to kill invisible tourists will wind up in jail very quickly. vendors of everything from hair wraps to cheap patchouli and perfumes.~ck wall is a large mirror In a window frame. a dead an student who usually keeps !liN on the local art scene and rhe locnl drug culture. and he holds a se. ranging from environmentalism and gay rights to marijuana lecaliz:.hc seance on Friday.1nds and political gatherings. Pawn Shop . He docs acrually come out during the day.mce ever friday nighr in his store for a few of his friends.TI1rce thrift . the Shroud in the video store Is a 6. Thrift Stores .Across the streer is a r"ther unusual pawn shop that keeps its supply of pistols and Uzis a shon disrnnce away from the ~rial Killer tradilllt cards and underground com· ics. so along with the foreign films. the curtains arc drawn. and the store do. The owner of the store is always referred to rather crw•i· cally. anime and science fiction he USIIally rents.• Now it has ooe of the !. Wind chimes.rores. The cops are also used by Jameson as pan of his Hicrnrchy duties (see below). In fact.Gargoyle'• -This used to be a somewhat wild clothing store until it got a linle "encouragement.Behind the Crossroads is a small video store. Ar sunset. The owner of one of them re.:s its best to keep up with the needs of the local pagan community. Tile owner. Ray Gunn Video. The only parr of thiutore that currently sells books is a small room in the back. $treet music inns.a. In the Zone. a few doten people can be found hanging out. ery.. frisbees and kiruar< adjacent to rhe Zone." The activiru deal with a variety of issues. Doring t. a piua place.A lavender sign with painted crystals advcr· tises this purveyor of New Ase and pagan marcrials. Near the comer of Euclid and MorelAnd is a triangular. and a Malkavian vampire calling him· self Devon Null who "feeds" on an unusual section of the Internet." so wraiths who get the permission of rh c local Restless often Inhabit and create some rather unusual relics. The ren of the store is now a coffeeshop. This partly explains the calming inOuence of the Zone. Red Feather isn't a Native American. or raising money tO buy out the abandoned club nearby. the store is locked up. He doesn't realize thar he's being watched while he's performing them . he's rarely seen nt night. crysrnls and dreamcatcherS hang in the window. The thrift Stores close around 6 P. Magenta . One of the wroiths who hangs our here quite a bit is Neon (li$ted below). The coffeehouse currendy tl1ere is slowly going . a notice board advertising local b. or for Ray at any time. The window used to prtH'ide a dear view inro a video store behind the booksmre. Gregory LDavis plaz~ One the other side of rhe thrift stores is an area wirh a small plaza. ccyin11 to out·c<lOI one another. although he did take his selection of obscure and !)$ychcclclic films with him. most of the bonks deal with fantasy. The store gets its name from its m~ema d~-cor. Rnymond Gunn has a very aGdvt interest in the occult.. He fervently believe< dlat both his store and the Crossroads are haunted. a T·shirt place and a store that sells Deadhead ()lltaphemalia. Some of rhe local ghosts find it hilarious.M.reese collections of goth f:tshion in the cicy. The old owner was bought out. rhere are usually one or two police officers ncar rhe Zone. In addition. Now that the ownerS ofborh stores have been bought out. living a life of ribaldry in California. Paranoid mortals can bo1• guns here (If they can wait a week before picking them up).1· tlon and Native American issues. parklike area with plenty of shade trees and park benches. activists handing out Oyers. l·le's just a 40· year-old white guy who does a rnther weak job ol rt)ing to act like one. In· side. During the day. Rny deals under the counter in some more eso· teric items. A few wraiths hangout near the bongo players and have a son of spectral jam session.

~enega~es There's usu~lly one pack of Rencgndcs hiding in the school l ime. but the owner has been di5COIIrnged from doing so by some of his "nocturnal" custom~rs.o nomoi$ rhot rhe m)'Sterious owner of Ma~nm is inreresred in it. The store's owner is an insomniac.A few don. The srore lsn'r afraid ro be a lirrle more hard-core than most of the shops in other ports of Atlanta. There are mmo!$ th3t the pro~rty is available at a low price. Only a few members of rhe various factions are present at any given time. a comic shop nnd record store feeds the voracious appetites of die-hard fans. Across rhe street from the restaurant/coffeehouse is an· other row of buildings. Madame ]unkmao . They olso know rhat the Restless of little Five won't turn the on away. Ethiopian. A variety of food is ovoilable.. Freedom of Thought .One major spot for touriscs is Ma· dame Junkman.•• • • •• • • out of bu>incss. factions As smted e~rlier. :md nn Ethiopian restaurant. he often has someone reading O\'cr his shoulder. The srore almost moved away at one pnont ro seek a better locotion. 11le local Restless often get inro arguments about which tide rhey should make h im re~d on ~ny p~rticular night. as loco Is and rourists try on rhe lat· Clit fashions while wraiths try on locals anJ tourists. Mexican and Jamaican food. a number of rcnauranrs and stores are open during the day. 11le wmiths of . Of course. he halfheanedly reads through 10 to 20 comic books a night. a huge alternative clothing store. The Hierarchy knows it could sweep In and mke our rhe Reneg:odes. including vegetarian. ahhough rhere are al. most of the wraiths in little Five Points hold allegiance to no one. a Narive American book· store. and he often walks rhe three blocks from his nearby loft to rhe store lare at night. About 15 to 20 of them are presenr in the high school at any rime. Aroun~ t~e Corner Pasr Greg Davis PIMa. Skinriding is a favorite :ocrh•iry here. 11tey try nOt to nnunt rhcir :1Crivitie-S 1 m:linly t\t nny JliVCil because rhey don't wanr to be considered "criminals" by the Hierarchy. By andleloght. including a feminlsr bookstore. down. bur rhtre wouldn't be much point. a shoe store •pcciall:lng In Doc Martens.

Strectwise 2. rersonalities When you're characters flut come to Little Five. l11is is mrhcr un· usual for the neighborhood.Bass High would put up resistance just for having their indc. Law 2 AIC:lno. Dodge 2. In· timldation 2. One of them is a sleeper agent for the Heretics who has been slowly infil· tratinR local wraith !OCiety. Suki Lost Runnwny Demeanor: Survivor Nature: Child Attributes: Stre!lgth 2. There's a sort of ongoing truce between the Hierarchy "cop" and the IOC<ll deoc!. Stamina 3. Of course. the lliemrchy would send someone worse in his piHcc. a mortal preacher hos been seen wandering through Little Five for an hour each day. but bccuusc he doesn't yell nt or hnmss anyone. Wits 4 Abilities: Alertness 3. He can summon four Enforcers in about 10 minutes. and he quietly hands out religious tracts. The device doesn't block out all si~hr. pendence challenged.oring one of these is increased 10 5. vacuely humanoid figures cloaked in dark· ness. Br•wl I. The Preacher Man quietly walks up to anyone he thinks needs guidance. Rather than strictly enforcing the Hierarchy's laws.ocrivities that are "exrraneom" to the ~rfonnance of an Enforc~r's duties. Dexterity 4. Appearance 4. Recently. Brawl J.: Ar. Moliate 3 Passions: Serve the Hierarchy (Pride) 5. C harisma 1. jameson knows if he brought in the big guns. Manipulation J. jusc . Dexterity 2. Punish crimi· nals (Anger) 4 (pill$ one point of personal Passion). Manipulation 4. Perception 5. which could threaten the secrecy o( wraiths' Influence in the city. If the leader of a squad o( EnforceB needs his grunts to be oblivious to misconduct or wishes to engage in illc~r•l acriv1· tics as he performs his job. thc'Y'Il no doubt want to mcer a few of the locals. Heretics Only two cultists are present in Linle Five. The other has found a host to as· sist him in his duties. Appearance 2. there'd be war. The Enforcers are misty. Perception 1. he's pretty rnuch tolerated in the morral world. the Hierarchy Amfker investing power in the rehc def'iltes what is "exrraneous. Cbarisma 3. Srreetwise J. Subterfuge 2. Hierarchy The only permanent Hierarchy repr=nrative is jameson (listed below). but only if the Enforcer's activities arc part o{ an active invesrig:ttlon. Jnmcson does have oock·up available if he ever really needs it. Stealth J. Stamina 2. One o( the reacheB is secretly recruiting (and corrupting) souls for h is faction. a series of mystic gest ures will pre• vent che Enforcers from witnessing rhe event.. Fireanl\$ 1. he prefers merely to report extreme activities. Castigate 1. Melee 2. Dodge 3. There's only one permanent Renegade in the Haunt. sevenll of whom are listed below. Subterfuge 2. He'llalso leave a few pamphlets lying about ar "sinful" places. Intelligence 3. Three dice are added 10 Investigation. Athletics 2. The li~ng Enforcer Attributes: Strength 4. Wirs 2 Abilities: A lermess 2."11te Perception of an Enforcer wc. Pathos: 6 WUipower: 5 Anglit: 3/3 Artifact: Blindfold of justice (2) Use of this artifact is a sign of Hierarchy shuck rroops. Investigation 3.:os I. and each weaB a relic blindfold ro assisc in carrying out duties. Intelligence 2. The local dead know that If they took out jameson. Stealth 3 Backgrounds: Allies I Willpower: 3 .

Quore: "One mout follow what interests one. although he often trocs to follow other'> ideas. She's hoping that. After seeing 3 trendy mo.1th)• 2. half-American. At that S.Ja!X'nese. but you've been getting by long enough on your own that it doesn't really mauer if what you do is ''right•' or ••wrong.yint:: Hints1 You've got to survive on inntitinn. it is. she can find "' least one pe. but Suki's managed to avoid the worst pitfalls. She's never used drujlS.~re. Well. by getting them wrong. He's even convince-d himself that the store next to his is h"unoL-d. Expro. His lat<'lit interest is the occult. Now she's pa1111ing though Atlanta. Charisma 3.Abilities: Alertness 2. His cloth· ing is usually a shamerul mockery or whatever is currently in iJ~~~ fashion. and herslight despcrmion is alwnys noticeable. an explorminn nf realioy. Stamina 3. Care for some briel" 4 Image: Suki is 17. He doesn't c. She's never really been dose to anyone. Getting by on the streets was hard. Manipulation 3.h. you got any changer Hey. manl. Perception 2. he usually expresses his true selr.'lme dme. She was the tcSUit of an affair her mother had on the '70s.on who really cares. She's half.. and she'll do anything to find n steady Rtoup of friends. Even if you don't understand. Raymond Gunn Wannabe Psychic Nature: Bon Vivant Demtanor: Confonnist Al!ributes: Strength 2.. Dexterity 2.'l!ton 2.. Quote: ''I ley. Computer 2. p." History: Suki grew up in an abusive family. History: Raymond Gunn is a flake. and completely cast out from the world. but she cines be· lieve that she has a sort of "guardian angel" who looks after her. You're nor sure whnt you're doing. she's never committed a felony. Linguistics I (poor French). when you mi~inlCq)rCt the ide-as o( others. but n hnnnless one. Pcrfor· mance I. She ran UW'dY at the age of 16 and never looked back. He's camped out in communes. You cle<peratcly wam lO Or in with the "cool" people. s. Then again. That's the one hope that keeps her going.. Rolc.. Roleplaying Hints: You must fnlluw :he current fashions. and although her &ther didn't leave Suki's mother. Wits 2 . Appenronce 2.. Occult I Backgrounds: Conrncrs 4 Willpower: 4 Image: Ray is about 5' 2' and over 250 pounds. Intelligence 4. he took out his anger on Suki. Emp. he has been fascinated with the idea of ghosrs :md >pirics. you often wind up giving those ideas a piece of your o wn ''distinctive" individuality. yes! Life ban explormion of the mind.·ie about the living dead (abom 13 time> in the fihl week).111i!ed out 31 rock conctru.1livared over movie s lars ami thrown aw3)' his (or tune on the dreams of others. He's uied to be on the crest of every fadl1nn~blc W~I\'C since about 1972. follow. llumllitl' shouldn't get in rhe \Vny. Raymond's considcrin~t working ns n ''spiel· tun I ndvisor'' and believes thor he is uncovering his uiJili<y to chnnncl souls. ocnoolly.. Her clothes are alw:lysa little tom. and she's never sold hersdf. yougotanycloange! Ycm gm "cigareue. although she almost did once.

stringy hair. Strcctwtsc 3. lmelligence 3. Srom ina 3.s 3. ir'sa fim'II'J book.mns (Shotgun) 4. Dexterity 2. . Serve God. Hatll! afimny boolc! Tlvu's rig/u. Dodge I. Intelligence 2. Don't lmve time rn wash his blond. Preacher Man is " "mea1· puppet" of a desperate llcrctic cultist who uses Puppcrry to manipulate him.wvf dnnu rhedtmaof rhe lsmt~tes . StaminaJ. Preacher Man's 1:0nna stay safe. Puppetry 3 Backgrounds: Allies I. but a. Quote: "God""-"-' yoc•. Status (Renegades) I Pathos: 7 Willpower: 6 Image: Sarah rarely allows herself to be seen. with the help of someone who works for you now. Perception 2. He gave up htsllfe on the farm. Hisrory: Preacher Man almost died two )'tal$ ago.. Securil)• 2.. rnlkin' about the word of the L<wd. jesus loves you. Don't have time ro wl!Sh his sunburned skin.. and started trovclin' (rom city to chy.h(ugun and his whiskey. You were at the Lop of your cia'S in high school. Etiqueue3. Dexterity 3.vor Cause of Death: Suicide Year of Death: 1991 Demeanor: loner Nature: Devian t Anribures: Srrength can't hef/lbtllfat(g/1. Subterfuge 3. Manipulation 3. • Roleplaying Hints: You've bought into the "systctn" your whole life. You get by on your own . Manipulation 3. I fa1~ rhe lat<Rh o{Moses. jcsw loves you. D emeanor: Caregiver Nature: Martyr Attributes: Strength 2. Dodge 2. Lingttistics I (latin). Appcaroncc 4. No more. She'll always look like the sweetheart ofSil. Brawl I. Cheap shoes with holes to show how far he~ wnlktx. Don't have time to wnsh his clothes.. and srill wears her bloodstained sororit)' sweatshirt. The cultist wurks alone and is terri£ied of being discovered.Sarah Renegade Sun. put down his :. SeiCt\Ce 2 Arcanos: Argos 3. Perception 2. 1011.. Serve God.'ll\!1 Chi. Wits3 Abilities: Alermess 2. he had visions of God calling to him through a tunnel of light. After he""" hit by a car.l.' long M he can hide in Preacher Mun.lnvestigation 2. She has long blond hair and blue eyes. Intimidation 2. Occult (Fringe Religion) 2 Backgrounds: Allies I WillpOwer: 2 Image: Nice cheap suit for going to church. ChariJma 4. and it gor you nowhere. Too busy loving )""'"'· Roleplaying Tips: Obey. 'catUeonce yocr'~~<~ God. Brawl 2. Firc-. . Appc:monce 2. Charisma 3. W~rd Abilities: Alertness 2. Obey. you were the darling o( your somrii"Y• and people still treated you like your success was a way to prove Lheir usystem" was right. Enigma. Etiquette 2. S1ealth 3.

everyonelovtd Sorah. Onl1' his skillful handling of situations allows him w play off Molinte 3 one side against the other. Wits 3 If that's what it rake. Stay on the <tete~> (Desperntion) 3. I presumt! (Jig/t) Far be i1 from rru! tO Image: Jameson . Chorisma the Hiemrchy. He's tall and lanky and has ape· tiUlCt an edict forbiJJing the sponutnLOoLS combcLSiion of mortem' culiar mannerism of tw05ting the whiskers of his mutton-chop ooncu. although both the Hierarchy and Pathos: 8 the little Five wraiths wonder if he'll ever fully commit to one side or the other. Ahilitieo: Alcrtne. Angst: 5/4 uu . 3.oy lx: lcssccspcctful of the etiquette of social discourse. Now Snrnh's got someone she can use. Charon's Code broken. bur cloose draued Hierarchs lwltht tt~IJ 10 ha< onrl chorkem:d >"jl<:Ctacles. IO\'estigat< the Unknown (Curoosity) 3 Stan" (Hierarchy) 2 Quote: "R<~U:godes. Her victim's name: is Suki.< 2 terference between his superiors and the citizcnsofliule Five.c. he'll treat thecitizensoflinle Five as people. Dodge 2. His clothes nrc in the style of the 1890s. As long as the sinoarion in his district doesn't 3. though. Politic. hmm't she? History : Jameson has workc.• ro keep the peace. Co.!lra D. Sarah sees nothing wrong with the relation· !hip. He genuinely doesn't want w sec 2. but when she blew her chance at an Ivy u:ague school. Sarah wanted out . but he admirs his faults. Appear:mce 3. 3. law 3. losr the opportunity to get into the "cool" sorority. Passions: Find another boyfriend (Lust) 2. His efft· Cause of Death: Kolltd by anarchists in Northern Ireland ciency has not earned him promotions. Brawl 4. Investigation 4. he was faomic about Jameson enforcing all laws prceisel)' to the letter. he must pm on a dbplay of power Streerwlse 2.1n'r live without Sarah. and as Charon's duly appoon ltd r<J>W<Jt wti'" . hos oruosrcncc Year of Death: 1892 on "gentlemanly" behavior has prevented him from rbing in Attributes: Strength 3.History: Samh was always Mom and Dad's linle an~>el. . Stamina J." sideburns when he's worried. Intelligence get out of control. Willpower: 7 Passions: Uphold the law (Pride) 4.. Bureaucracy 2. he Demeanor: Tmditionalist began to understand rhe spirit of laws inucsd.os honor ancl01obility. Arcnnos: Argo$ I. • An. in fuc:t.. As long as her grades were fine and she didn't gtt into nouble. Keening 2. She dod her best to live up to everyone's expectations. though. Nature: Jood~. Suki's gullible cnnoogh to just about anything that Sarah sa1•s. Athletics 2.. Fircanns 2. Dexterity 3. leadership to nppcm. Suki c. Melee 2.the fast wny. and Sarah gets all the "sup· port" she needs from Suki. complerc with a mp nun JOOtr evening.c his superiors. but he often finds himself running in· Occult 2. 4.!lra mJ ass. one moose nor lnsc sight of such tion... and was humiliottd by her thoughtless boyfriend. Contacts I (Police). the model of a Victorian gcouleman. honey. and now Sarah has a few incompletes on her transcript.tigate 2. When he oaw the llierarchy Officer effect this had on those who didn't fully Ot In with the law. Manipulation 4. and thc~•'vc been surviving together for the past year. Prevent Suki's suicide (Regret) I Quote: "Ddlll D. Etiquette 4. so her but you must remain aloof from their ignom11ce. Perception 3. She's thing• . Sarah just wants to make sure her meal ticket doesn't uan. Thorns: Trick of the Light Agend:o: Sar:oh has no remorse over using Sukl.'<: Jameson is v<cy proper. Stealth 3. Despite the Shadow feels perfectly justified in leading Sarah to her destruc• rigid demands of the Hierarchy. S11bterf\lgc 2.J for the Hiemrchy for over a century. When he flrst began his career. Make sure Suki's always alone (Envy) 4.'rgannents. Her hnlf·henr~td suicide attempt gm a linlc om of cnntrol. earned 4/4 Shadow: Pusher Roleplaying Hints: Propriety is your foremost conc<rn. Occasionally. O rhers m. Lifeweb 2. l'crhOJ>S she cn11 take Suki's soul down wirh her. Serve Stygln (Honor) Baekgroundso Allies (Enforcers) 4.

. including some her Psyche doesn't know she hns. after all. Magenta has many methorls for finding hidden knowledge. sivc than she realizes. Nature: Bon Vivant To get away from rhe "re. although she does vaguely remember tionist Shadow is a bit resentful of rhat .sionary eirher. Waking from slumber in the middle of an unfumiliar realm is a bir disorienting. either.'Cruit" Jame$0n away tion. Phanrasno 1 ity for" while. She knows a lot about 3. No. nlthough she likes to chango her nppearance nnd ciOLh· see me. Usu<)' 3 'Backgrounds: Status (Renc~.litics: Alertness 2. Backgrounds: Haunt 3 Passions: Escape from Re>rliry (Fear) 3. and de.ies: Alertness 2. wanting to be a m<wie star. can rip off from the cinema will have to provide her pcn. Keening 2." Magenta has gone on Attributes: Strength 2. Famlism 3. but it does m:oke leam· ing about those re." She is a fiend for attenT horns: Shadow Coli.todcs) 3 Pathos : 7 Willpower: 5 . Her early years living in • movie theater have affected her Angst: 3/3 roste in f~rshion. skill and style. Performance 2.r..ll world. she'll only him ut wha<'s out Abilit. History: Magcnfl'l can't rtmember her realn::ttnc nnymore. So. Melee 1. Charisma 3. Perception 3.• I. ~ny movie (preferably a horror one). Thorns: Shadow Life Roleplaying Hints: Macenta is the ultimate escupisr. Stamina 3. Life Year of Death: 1975 was never really as good as the movies.. She also remember> rhe Holly· Mogenta wood party where she ended her life.. DeMille. bur because she wants to pre2. Porhnps j ameson's Perfec· She can't remember the self-destnoctivc life she followed out in California.llms a bit easier. do a damn fine job in the service of Oblivion. Occult 3 She can't remember who she really w:u. lmelligence the worlds beyond the Tempc. lnvc.Scamina 3. she spent a lot of time Cause of Death: Drug overdose M a party in Los Angeles In movie theaters. Manipulation 3. Wllrching the same films overand over.onal· Moliate 2.'1' Cause of Death: Killed in protest riotS in France Yea r of Death: 1968 Demeanor: Conformist Nature: Rebel Attributes: Strength l. queue 2. Subterfuge 3.Shndow: PerfectiOltist Think of G loria Swanson walking up to you and saying. Take Agenda: Magenta's "visionqucsts" arc a li rtle more txten. Intelligence 4. Expression 3.. Eti· there. she shies aw-•y and act$ really nlj'Ste· from rhe Hierarchy. Dexterity 4. fmuasy. Charisma many epic journeys Into the TempcSI. Leaden. Spectre Prestige Agenda: Specrre$ would like to "r<. Brawl 2. free m~! So you can't lmiiKe: Magenta Is usually dressed in the height of goth fashion.. Perfonn (Vanity) 4. Wits 2 Abi.. Perception 2. Le~detshlp 3. Appearance 3. Dexterity 2.<rigarion 2. Appearance 3." ing. although she does have a favorite form: Ma· Shadow: Oire<tor gcnta has seen 'Tht Rocky HOITOr Picture Show over 300 times. Linguistics 2. Daniel Du 'Bois Rerugacle Rtcn•ir. Explore the Un· Pathos: 9 known (Curiosity) 2. He's I(Ot eonncwons. He'd nous. I'm ready for my close-up . so any ideas she Arcanos: Argos 2.hip 2. Flighry Mysric/Mot~ )rmlae Wh en she first began her afrerlife. M~nipulation 3.1Lh never was Demeanor! Vi. Add a little goth to it. Find Losr Brorher (Love) I Willpower: 5 Q uote: "lr 's so dreamy .. Fircurrn. Tho Hierarchy makes so many miswkes. Dodge 2. "Mr. Politics 2 Areanos: Puppetry 3. Embody 4. Subterfuge 3. nor acall. bur once she gel$ it. Wlrs3 serve her "spooky mysric" facade.

like rhar. he passion· arely believed In lnsnlling h is ideas in the youth of his coun· try. Small round glasses. Clearly me Masses must be libernted. Perception 4. Not everyone q~<csrions rhe awhorir.. Intimidation 3. but you ore in a po· have a steady girlfriend . Brow! 3. Rolepbyinc 11po: Teaching at the school is JU$t a job. kitchen chemistry and freestyle anarchy. Those who cannot fit Into our uropia must be destroyed.1· rion in philosophy. Roleplaying Hints: You are inspired.. fuzzy swim trunks and sandals. " Angst: 212 Shadow: Rationalist Thorns: Tainted Touch Agenda: The entire system of oppression establl$hed by rhe HierArchy is wrong. Create! Destroy! Live! posing the srnre. Image: Buzz cut. especially if it contradicts what other people nonnally rime ro the really imponnnt ca. Occult 2 Arcanos: Pandemonium 4. Dexterity 3. irone-d slacks and dress shoes. Teach the tools of onorchy (Hatred) J Quote• "Thar's an intriguing idea. or oppression. Hounr I (art g-•llcr)•). You know.Neon Sun't<llist Artist Cause of Death: l eapt from me top of Georgoa State University while under the influence of LSD Year of Death: 1985 Demeanor: jester Nature: Deviant AttributeS! Strengm 2.or hold a job. Dodge 2.usts... Keening I Backgrounds: Allies 2. Appearance 3. Moliarc 4. The Hierarchy is forcing omers tO suf· fer in this T-shirts. Anything yuu say is You've got to tench to get by. Hi. Performance 3.or conform in any way. He usually appears to be a 19·year·old kid with glowmg n<'On hair. you seek to end the Hierarchy's History: Neon was just too cool to live . slouched shoulders. Status (Heretics) I Pathos: 7 Willpower: 6 ID13ge: Reality is an option. his canvas. I've heard 11 rarher inl<!rt!liT1g rumor about a group hiding out neorlry . . In life. in death. Teaching became a front. Subterfuge 2. Intelligence 3. Charisma 3. You've got co be really subtle. and he wants to rake up sculpting. He also seems to have access to an swearer. Now. The world is sition to find the most promising wraiths for your cell. Daniel was morked for recruitment from the first doy of his dcoch. of rloc Hierarch. Artifacts I . bur you make up for it by giving brilliant. After the third time he was fired.. unlimited supply of Salvador O. believe. Wits 2 AbilitieS! Alertness 2.cory: When Daniel began as a teacher. Melee 2. Crofts 4. Neon loves using Pondemonium and Moliate to alter himself and his environment. He was extremely good 31 It. Sramina J. he learned to be a bit more cautious. Someone had to instnoct the members of his organlz.. your cause was op. Stealth 2.. bm his most impassioned activities were as a pro· tester.. Manipulation 4. blue eyes. Passions: Tear down the smte (Vengeance) 3. Expression 4.

Lucille should lcnrn a little about re· allry. Sacrifice for others (Despair) 3 Quote: "I'm no angel. ratlike creature who loves to come out to "play"). l11cn she ~n her mission. Your r. Streetwise 2.look"' aU the conf(lnruty. Lucille couldn't "'"'d to see him fall npart. Ho w foolish she is to ~lieve in "young love.'dlme it reminds her of her own pain . Srealth I . and gave him her body and soul. pg. Dexterity 3. • Angst: 5/3 Shadow: Parent Thorns: &d Luck Agenda: Obviou5ly." Stories like that alwa)>s end in tears. Meditation 2. Keening 3 Backgrounds: Allies 2 Pathos: 9 Willpower: 6 Image: Lucille usually wears a black ro~ and sandals. Intelligence 3. Roleplaying Hints: Your life was violently taken away from you. Perception 3. Appearance 3. Dodge 3.11te Art (Joy) 5.r keeps her ~oing is helping other$ find what she lost. Manipulntiol\ 2. yo«'ll find that 0 111 real /rut. Thert he discovered the work of his "personal lord and savior. bur when he slowly turned from nn idealistic youne man ro a broken. srteiCh it like a big red balloon! You think char's crau! Look nc all lhL unJrapp.e corporillion. Lucille The Fallen •Angel" Demeanor: Caregiver Nature: Martyr Cau. She also openly wears a p. Warch over her lost love (Pain) 2.l l be open to anything! Expand yottr mind. . l-ucille was shot outside her home in Georgia. Investigation 4 Arcanos: Argos 2. Passions: Protect young lovers (Envy) 5. Empathy 4.rue love no longer wants you.1ir of wings made our of crow feathers (see "Wings of Ecstasy" under Relics. 248). If you ger em my bad side.) Agenda: Neon de<:$n't ~long. man.suosi· ties.There w~s only one option for a kid like Neon. With his abysmal grndcs and the assistance of his doting parents.1in her Psyche and her need for blissful po$$lon gave her. The world M longer cares for you.s idc her home in Stone Moun· rain. Seeing )'OUI\g lovers mocks Lucille's Shodow. and I'll tell you what's rtallJ crau. and the year was 1962. •ubservicnt thmll of a la'!.GA Year of Death: 1962 Attributes: Snength 3.~te 4. Neon wound up in an school. Her head has been shaved.the p. The one thing th. Casrig. but she still warches o••cr people. Sramino 2. Her romance cenainly d:d. Whee! Ants!" Angst: 4/4 Shadow: Freak Thorns: Shadow Famill~r (a small. Tn:e love does not conquer all. Charisma 3. In every sense of the word. Defy Reality (Impish Glee) 3. her lover was white. Lucille feels like she'll be alone for erem ity. Neon has been a die-hard surrealist ever since. She began to feel like: there was no place (or love in the world. lx. Serve Heretics (Devotion) 2 Quote: "The trt<e orrin m«. Shadow Arcanos (Moliate: the creature can distort i~:~elf into many differtnr surreal mon." Salvador Dali. Wirs 3 Abilities: Alertness 3. The only solace you'll ever find is in the perfor· rnance of your mission. ran ro her lover's side. There were only three com·· plica Lions: Lucille was black. At first she was content to "warch ewer'' her love. Why hold back? Why shouldn't he reshape the world into something that will accept him1 He's ~en shur out long enough. ptOple. Passions: Cn. reality itself does nor ac· cept his surreal visions. She dropped out of college. History: Lucille fell in love completely and to111lly when she was of Death: Shot out. Bmwl 3.

di· At the Seventh Stage. imaginary friends A six-year-old boy and hiS fumlly have moved into the nearby neighborhood.!Ort of gift for seeing the unsten. or eve I\ what he's doing. or the hard way. This is a chance ro do :t llnle \'lgi . the easy way.1mh. The show.and he's really surprised to sec the characters! He doesn't notice any n( rhe other wraiths. fire Walk With Me A new wraith in the neighborhood has the power ofPh:m· msm. The dulrdCtcn have a chance to inlcrcc. So what hap· pens when the local Restless demand that the characters do SOn'lcthing to preserve thc1r sc. Is he a chance for the chamc· ters to solve the problem. bur she appcan. Ca. Channeler Surling Raymond Gunn has discovered an llnusulll wa}' of chnn · neling the dead.10me . He's not quite sure what's going Olt. jameson.. Many of the wraiths ore clueless obom how to resolve the situation. S. bur he offers rhe chHrncren. lhe Witching Hour Gene's ceremonies ht the Bnss lligh gymnasium nrc get• ling a litde out of hand. . howeve·r~ is undergoing a few .. Salvarion does evcnru~lly oome ro Suki: .: rca. oourtesyof a Renegade gang. She's too busy making plans lions of the Empire are being upheld.. which means that the characters could gain quite 11 bit of clout by resolving iL. they'll probably want to help her. or could he be the cause of It 1 lhe Haunting of Bass High Someone h. a chance ro "keep rhe pence" by making sme the show goes on . inspection Tour it's showtime! jameson has gotten a tip: a Stygian represenmtive is go· ing to be examining the neighborhood to make sore the tr.-c:rc:cyl clu~·Hopping Magc11t~• is investing in the nbnndoncd nir. A local gang has taken over and i> using the build· ing as a base of opernrions. but he dO« seem ro h. nnd iL looks like he's rccruilins. A few cxLrcmc supcrmtturdl m:mifeip Ullions have rakcn place in rhc building.-u bought oot the high ro earn a few favorsr ~oom 666 One of the classrooms at Bass High has a new groop of inhabitants.. Perhaps n powerful entity is using him. l'Enfant terrible A very inexperienced wraith has breezed into Little Five. . .Jy to call in his Enforcers. a li11lc culr of morr:. however..we .l. "gu. The characters have one goal on this one: make the invaden' hvc:s a living hell. lante work for the neighborhood..-de. o r perhaps a Byway has been esmblishcd 10 his video store.. He's ROt nc• cess to a loft ncnr Little Five. and he's discovered that many of the people In the nel~h· borhood are having the same fatalistic dream: that the neigh· borhood is going to bum down.. 10 have some opposition." Sarah. He's found o way to summon them through the television set in his video store. resent1uive.Aoventure ioeas Salvation The ch~mcrers meet Sukl and m~y even discover her ro climinare rhe compctirion personally.. is gctlin. and fast...he fall$ in love with a S<udentat a nearby high 5ehool. the local Hierarchy rep.. The kid really likes the neighborhood . A private school is making a big show oot of rehabilitating the building. lr's rime ro cover 60mc supemaruml activity.htclub.>r(linn angel. doesn't want to relinquish her control o{ her. and he has no respc<:t for the rules.. rewrites.. a locally wriuen play is bcmg produced.. The Hierarchy would pay well for a Circle of advenw rous wraiths who could deal with the situation. rreacher Man The Heretic's plan is going n little too well.. If they have any compassion or mercy. and he's summoned up somcLhing he can't pur down. The characters have l<l teach him m me che line . so a liule haunting Is in order ..

They discovered the child hunched down in a closet covered in her own waste. . OC• cult •ymbols carved into its fur anclsomcthmg horrtble in its mouth. the plastic nn the floor was arranged SO thnt none of the blood stained the lily whue C.1r(Jet.grave epitaph in Greece They found the dog in several pieces in rhc rmshcan.r. .•~Y nl ro go into the Fifth Street alley nt night 11' .\•fc.that sometimes you can feel the crinkle of plastic under )"OUr feet. Look at what you ar~ and what awaits you. n.' This thing is aman. the hollow eyes looking out at nothing. The)' found the old mnn honging from 1he ceiling in his study.o. the • rs ~ried awa. Gaze on ~is image and leam what your own end willbe. The say thnt the library is haunted.~\.

dmnt of the Guilds
el~ of the hierarchy
R.~ven's ay

~~r~n!tf. '111lat word do fOO bring?

~~Is nas~i~

flo« uea~~
folte~eist: Who do you fear?

Cr)in~o lausb~

Steadfas!, .-at~
ta;R!- ~!hin~
ratiinl. waitill!
thanteur. What do you ~n!?
Monitor. Who do you ~·atcll?
iron rollars
Black whips
rarooner: '111lo do yoo clean~e?
Sand sliining

Cra.sll and bum

Srnalll and track

"Leam rhe rn<e wpogrii/Jhy; tht monsrmu.1 and tuondtrf~<l ar·
chtt~pes are nm infide you, not inside )'Ottr consciotdncss; )'OU art

insitk rhem , rrapp~d and howlinR ro ~er our ."
- R.A. Lafferty, The Devil i.! Dead

Wroith is curs«!. There's no other way to say it. Mind
you, I don't believe in cur>es, bur you can't argue "'ith the
facts- something's goong on. Oetting this far has been a real
mimcle. Even as I write these lan words, I keep looking be·
hind my back, half expecting something ro spring.
It's been such a long hard srrug~le, It's hard to believe it's
ncnrly over. Everything thnt could go wrong did go wrong.
1•vc never seen anything like il. Contr"dcts gor screwed up,
schedules got mangled, write,. and artim disagreed and every•
unc involved argued and fought endle$Sly. There was no end
of em.rgencies. Nothing ever seemed to work our. Every· good about this project came about only with agonizing
effon. All in all, it socked.
The curse began years ago, back in the early days of White
Wolf before the idea of Vampire was even a glimmer in my
mind. At the time I was working on a brand new concept, fl
game I called Inferno, something I was very excited by.
The idea was that you played someone trapped In 1-lell,
and your the goal, basically, was to either become a powerful
demon or to escape. (You can probably sec the similaritie! m
Wraith olre11dy.) Nc..'<ilcss co say, ir '""sa grim and loothsome
setting, and I did everything I could to make it as dark as pos·
!!hie. I su~ that's really when nw predilection for dark
horror began.
Naturally, no one w:u very excited about playing a chnr·
ncrcr who would be tortured nod branded and tricked on a
regular basis - but as a favor co me, four of my friends c.::une
over for a playtcst.
We got together at the company offices (just a house) In
the early evening and quickly created characters. I had pre·
pored what I considered ro be o rother "fitting" welcome to
Hell, and was all set to make them pee their pants. 1staned
out by killing off their characters one by one in the m()S( grue·
some and macabre "'"}" I could Invent. Once they'd bit the
buller, I pulled them down Into hell. The)• came nying out of

1\'ni!L: ]be ohl~».l


the sphincter of some enormo.ascreature and new
into a pool of molten lava. E.•ch nme they cried
to crnwl om, I had fO<ol minion demons armed
with pitchforks push them back. I described
their prolonged agony in excnociaring dernil,
and reveled in my cxpmhory skills. They
nnly climbed out nfter I wnsgoocl nnd read I'·
(Let me tell you, I was on a storytelling
hi)lh. I had the playc,. completely under
my rhumb. If only they were as thrilled as
I was... )
It didn't stop there. After they
moun red a nearby precipice, n black bat·
winged demon suddenly appeared before A~~~
them. 1stood over11l) hapless victims
(all sirring on the couch) nnd began «·~~
ro chuckle my trademarked mnnic
laugh. Lenning uver them, I yelled
wirh impassioned venom about their
Impending doom- when suddenly
there "'liS a huge crush and all rhe
lights went our in rhe house.
For a few seconds, no one spoke.
No one moved. To tell the tnnh, 1 rhink

we were scared shirless- no ont knew what

to think, least of all me. Finnll}•, I fo~'\lred I'd go outside and
see what the hell had happened.
Sitting at the bottom of our ncxt·door neighbor's drive·
way was a pizza delivery cor chnt hnd crashed into a clecrric:ol
tmnsformerbox. The idiot h:odn't pur his brakes on while dash·
ing inside to deliver Ius pi::a (30 minutes or free!) and never
realited he was p.~rked on a dnmn hill.
To make matters worse, b1• the rime I got rhcre, rhe ass·
munch \\,.dS inside his car trying tO tum On the ignition. Un ..

got so weird that I began to make preparations just in CllSe ...
Stewart even made jokes about how he'd put my ashes in rhe
ink when rhe book was printed. Was someone planning to kill
tion come to life.
Damn, who needs enemies?
After I chilled out from my panic, I ran halfway down the
Strangely enough, this makes me all the more proud of
hill and yelled at him to get the hell out of the car. The moron
didn't listen, so I cried again. Finally, I went down to the car what we've accomplished. I think this game is something spe·
cia!, and some of the blood spilled in irs creation has strength·
and practically dragged him from the burning wreckage.
it and made it more powerful. I find our cre.;~rion ro be
A few minutes later, the car exploded into flames. A half
minute after that, the gas t'ank blew up with a dull thump. I beautiful, in spite of the pain (and perhaps because of It), and
tried calling 911, bur halfway through my call, an electrical I hope you do as well. I hope you get something out of it,
spike took out every phone In the house (and the fux machine something real and true.
Remember, I don't believe in curses, but if bad things start
'"well, damn it all).
In your life ... you have been warned.
Well, the whole neighborhood was without power now,
so everyone came over to watch d"te bon Ore ::tnd roasr marsh~
mallows. The big news was that the pizta driver didn't have
insurance, which didn't please me any. The firetrucks eventually arrived. It was hours before it was all done and rhe excite·
mcnt had died down.
Needless to say, the game was over for the night (well, for
eternity, acnaally). The lights weren't working, the phones
weren't working, and no one much wanted co face Mr. Demon
again, so everyone wenr home. I w·as left ln an empty house,
without power, with a car hulk in my front yard. I had some
strange dreams that night.
P.S. It just won't stop! Sutanne, my girlfriend, just woke
The next day I resolved that Mama Fare had given me a up in a cold sweat, muttering about her car. Now I'm afmid to
warning, and I packed away all my notes and called it quits go to sleep ...
with Demons and Doom. Enough strange things had happened
that I figured it just wasn't wise to go on. After they towed
P.P.S. As I slowly emerge from adolescence, I am becomaway the car, all that was left was a swarch of burned grass and Ing increasingly aware of how much I depend on others, not
a sharp, twisted lump of meralwirh bits of glass imbedded in only for my bread and shelter, but for the mana of life, the
it. I kept it as a momcnro and used it on my desk as a paper- ideas and thoughts that make existence worthwhile. The
weight. A few months later, J came up with the idea for Vam- people here at White Wolf provide just such a refuge. A spepire and the World of Darkness. Over rime, I forgot all about cial thanks ro all who are members of this fine and strange
Inferno. If only it had forgotten me.
fellowship. My affection for you knows no bounds.
When It came rime to work on Wraith (or Ghost, as it
was then known) , Mr. Demon arose from the dead. Josh
Timbrook had the temerity to suggest that I use some of
Filmography: Flarliners,The Haunring, The Shining, The
the stuff from my old game. I had the lack of sense to Haunring of Hill House, The Omen, The Nesting, The Enrity,
agree, having forgotten about the curse. Thus was rhe Dark Forces, The Uady in \'ilhire, Ghost Story, The Green Man,
curse reborn ...
Exorcisr, Po!rergeisr, The Shining, I Married A \'ilirch, Topper,

derneath the real axle I could see rhe flicker of flames.... For a
second !thought I was hallucinating. It was like my imagina-

From rhat moment on, nothing went

right. I've never had so much crouble,
pandemonium and bad blood getting a
project to rhe finish line. Now, here I am,
dle last night before we have to ship every·
rhingoffto the printers, and I'm trying to come up with clever
words. It's four in the morning, :m d chis is rny rhird try on this
essay. (You should see the gibbering I've been writing so far.)
Even i( these words suck, l'm nor starting over again. Take it
or leave it, I'm just gl;;ld it's over.
Throughout the design of Wroith, I had rhis strange feeli n ··





o ·.

HeatJen Can Wait, Tetsuo, Hellraiser, Candyman , Our Town,
Human Comedy, It's a \'iltmderful Life, \'ilings of Desire, jacob's
Ladder, Ghost, All of Me, The Fog, Alien, Ghosrlm.srers, Low
and Dearh, Comics: Sandman, Specrre, Spawn, Mage, Swamp
Thing, Hellbla<er, Deadman, Authors: Dante , William Blake,
Algemon Blackwood, lewis Theobald Ill, Joyce Carol Oates,
E.A.Poe, Mary Shelly.

~1tn muhipk ltllries m li11!d.

Or!us of ~eep 166

JtfmitiM11rei~ italics

fllfy W"lllidra~lllO

.ndpriury !ldri!s art in iloldface.

dysia M
fllpower II!
£ltha~tl\ltt m
fatal Yisioo 119

Altoolctllll 109-!10



Glow 158
Gre.fililt l>l


AwnatN Owlf 191
Ai•[ll! l!O
Al!tfnrss (a~~trll!l
Allies (~arl,oundllll
All kallow'sl!l m
Anarreoo 66
An!SI ll. 09, Ill· 1M
Artt'IOS l!a-01
Arrws fottll
l !llftl!


11na1 111

Bodrshapr 160
CaUili! Oullll
Charitiblt J111U Ill
claim II!
(OIJ Ill
(rt!(tllll~ Ill
Olll!fr Senlt 119
Dlrllllwr Ill
on Statts Ill

~tnd 1>9
~111m of ouili's l'ill!f 158
~equitA II>

~de the ~«Iron ki!hwaym
511151 chaosl61
511151 Grullio 111

interpmation U9


l.athsil Hmurt 1>0
leapof 1\l!t ~I

loalt [!Uer 156

ltd ISO
lliiAlaia Hlleri~ fnll6
lllrtiaily 119
Halerializt 118
MuS! 1>4
OMil!ratt tilt loul169
0Mivialt l6!
OuMilltt Ill
f'll/td fit<l1>4

,.,nlll&i!ON "'

Oetld foss!IWrl Ill
Oif1! Ill



P,tin in ~~ Nilld 168

lldsiclt tandltlli

kllt.llnli Ill

~de Ill

Body1o1t\tr n


!on rR'IIII (a~) 10~ Di

look of lirs m
~!Jia DollhoUSt !18
~tth 99

lnlnSutler II
81110 la~lle~,l t0l116

rllli HO

&rawl ~bili~)l!l
tawlin! !18
tawlinJ Colfliulioc.s !I!
1)'11J1ll ~
Slt alse .ltJos

weird.-!tss 161

Cltl!illf b~ht!Jlf) 104·06




Wraiiligrasp 161
Almom ll.ll1·118
Altildyp~s 101. 116·110
Itt also shadow Anhllyp~s
An!iltd ~rchdyp!) tOt 116
A1Jos larca1101IIIO·IIl

Catharsis 181


daootr Crulioi iOI-111
!lt also 1!®1tt

Attilart II. !MB

Athktin b~1ir) U4

Cltlluri~n 61

~~ns!rtic~s !19




8l~U61, !11

Se\'11 !!mol 61

14lUo Yoctlll
14lul fad 61
Splitt Sltll1d li6
Statue Ul
Stonehaod fimth 161
Soddflt ~ltll!nll68
So~ Ill
rltlpcstpeek ~~o


Allribe!es 110·111
Allunemellll~ 1
Aut011atic SIKms 91
Avani·Gltde ~~htl)~cli~U, 116
AWI!Iii!S$ ~~ilitj) Ill
II<I!IIOnd 101, m.n;

daoo!t Cttatiae ~ 101
daoo11 Ct.lctf!IO!·IOl
daoo!t ~1!1.91

~~t T•lln


~t!d« (lallcypt)IOI. 113
Di!.lra Ul
Dod~e U4
O~n! liB
Do-ainII, 40, l!
liooolldly lL ll

wlilllaur Cblll>

!Kfpdpl!lf lll



dli!d ~~all ll6
duonidt n.1941. 91

<rtl!s ~I
dia~ill! Ill

doll of NiPt 118
Colt of dwon 48

c.llid 1!4
Ccc.!or~isl ~rditlype) lOt IU


firtl!lll ~ Ill


fo~fish1 CompliuliomUD·Ul
!•lit lU

lteiiLound ll
lienol Cninebrm H. 18-19
m 11~ t.u Words
m .r~ Di!it•l wt~>
k!t!tin 1>. Jl. w. 61
l!imrtflr lUI w. 61

fi~ 41

n.s~: ollijuid kalt 16
f'! lO;
fos ~" ~;
fDt\iiYin<t 1~
free~e foills 108, 09
fmlora Com~at U4·1l6
fwii·Auto Ul
Gli~ An!IIIU

Cc!pus 99. IIi

llramatir S)'S!Illl al·lll
DrtllllnAerprtlllion 111
Dre1m llquenre 8~
Drilt ~ility} U~
DrOlll M,SI

Ctllic led l'lliD Ill
Caolesr J1
c~flslllil~rl Ui

lll!ois ll8
rdipsts liO
ri&lo., I!
Em~ody brunos) 146·118

Crtli~lity n>

Emll,ulr (lbility) U4
Enfantlt 18
liiforrer Olitnrd!J} !il
liiitmll (ab~ity) 119

Gionnni UO

nlllll r~ 111
ffiq:ltte !II!~ Ll6

Got~it-j'uk )j.Ji

Conni11rb~heljlf)IOl. 111
Ccn~ds lll

Crttp~ow H

Critic ~«~It!!I 104.111

Crulldtn 19
o.l.~j~s 4.1

lllrl of !tory
and)* 46
Dill ijn~011 ol o~sil!itn ·~
Oa~ ftlsions li'l, 181
Illy ~ tit Orad 149
O!*'JII lO, i6
O!Uid ll61

0!~1nt ~«~Hype) 104, 118

D!lltrity ~ltributel UO
11t 'olbll! D
Oict fool99
"Sfli~· Dirt reols l09

lticlll Hottn 41


Euthl111t0! w
Eu:pleof flayllH19
bperitntt chart 19>
flpmsion (a~ility)I!S
flt~t!ed Adiom 9l "

l!tllrA [!Ills faoNh) lGI

lmi!OI~it1li011 UO
inillbil ~~•nos) l~·lll

Initiative no
Injury 191·101

GaftMt ~rdtlj-pt} Jl4



lakltillicr lO


~~ bttriard UJ
5I! \l'trtl~ltl

Grtlt IIHistro.s
48. 49, lllk 14

Gria ~den II
GuiMll, ~1. U9
has\i~tr HO

ltttf!G!ltiol bMity)!ll
~limi41lion (ability} u;
fnlri!UI 61
ln~e~is•tion Milil)) 119
Ivory Quetl 46



.1-d!t We~-pt) all 113

ju~i!! 66
keenin! ~rr1nosllll·lll
tick Ul


kao•led~t~L116. U9~M


lmtors Iii


flll! 199
flillie Lrdtlj-pt) 101. Ill


lttdd;p b~ll1

r1r »

f•si·JIIk 111
fa~lism 14%0
futs ol Strenstb Ill
fll!)111n II. 44. 68
fnter IO. lt 101. 114. oa

lflill! f~~ttr~191
fire lll~~~~t 199

friXIors 146
fllppelrtB 167
Spooh 161
Uwrm OO
IIMro•iRS ll
IL"'IIlll. .lllO.llt Ill
l!t~ins 19t-199


lt•qrt lt Ill
~fe•e~ (maiiO~ 116·111
~lesi!lu W
~nl'iUirs ~bililf) IJO
~uk f,1t fGiriS 110-261

lo!ias~ Ill

t.i!lt !60

tnce 7& a.. 61 Oblivioo ll. J~ lUG tpllr. JHI ~treellise ~~i~ty) ll> Stullllil! uo ~li6 Stullmllt .OO Mil !S6 rrd*IIHII stbt l.ll.tri<101l161·16! ~lll·lll ~" ll!lfe~1 Jl.Uarr Chan lli 217 Mit!Jll Holtttea ll Moliate ~aoosl 1>8·1!6 Mooah 100·101 MGitlll!nA lll H.11 ~"· !11-lll S~a~ow ll fll. 119 1\tfres~ 99 l. !. 99. ! Notorittr w!JO!It~ m obolus II. JHl. {\uqr~ndllll Hemal Attributes IU·Ill ll!ntor (baclvmd) Ill ra& Himr. "· m ~~" !lll1Jr wcletype) 104.( [ra~y 148 HaCildel6t fltT'f m "Seati6~6S passionsl01 Ita ·.107·108 l!ioo ~Mity) no 11100\!f ll Sell . H.itrtrl lli IIIIi lit !<ln~erins 19 suless Sea 10 ~ al!4 C~apler Siren sblowmile~-pes m·tl'l ~ Cmt51 116-11 lbiow [ndr 109 Sha~O>Ju~e ll>D~ 181·184 S~a~01<ill! lU sblowlandslll9 slwood 19. DKt pool~ Mdtip!esllots lll ~arci1111s' Maslll6 r losillj l'assiCllll9& r~~ro~s 6s reiCfjltioo ~trributel Ill performaJXe~bility) 118 PtrformaJX!I116 ~ llmoosJ 16S. t ll)~lt/Hl ll)'jilt Htt~ l4 S..Ontioo11) r~m hm1101l161161 l!e111 91. " Sj'lboi"ISII ~ SJ~Itl99 seulso d. H S«t of ll.4dioos 91. I • . 118 Heal II Meai·C~aills II Hib (lhilil)lno lle&t.dltiu !lttrilctel Ill r& 11. lUI [1111i111h II [~mr i6 (1orm t~·18l Am of Comptioa 110 wltdta llarL\I~es 119 Death's Si!ilt80 Oeril's Out 181 1Jorptll1D!!f J8l fru:!!~ ~ Ill I I. !l)j ~·rer 11 llrm•ise ~~lnl1110 ltr!lljl~ ~llrib.des 14.ioa Wit)l Ill Melee ~bility) 118 Melee 118 ~C11<11NI ll!!ee CIIOifttuliell m Htlee fea~ Ul Memoria.a. U6-129 )'nitlll ~.sl06.... 99.* [!11ailll9 f~ o-.lclilll !09 sptlltin!.t!l) 110 fa! JJ [alttl. 191 firnrms durt Ul firefis~t CAimp!iratilnsUl futs of Slrtll~~ [aWe Ill fts 104 freebie~ IOl D9 Maelstrom llllljt 100 Melee WeapOGS [able Ul Hooal bea~n! 101 HocUI lit~ lmls 100 1\roed fa~ 104 Warlill! chart lli r& Snealill! lll Sa<i. jamesll1 le&K1ioa 114 Setltt ti Damajt 100 O~ic Ci~tle 1!3 ~tall8 Oat121t f.lfi~ .tyel &6 l.lsll fsJOrlli s!ab!r ~~ 198 runrnzu quill ll \tnst uo 1\lr Guanlil P.ll9 see al!4 HHitation ll!anli! Nf?handi ll ~iu~n 41 lfletoom f"'ropt ltl> ~less I~ ·. 99 lto~1elli111 li..ll illri~ules Ut-1/l Sols of dlurila ll6 r l«ilH l 'tzjlQZ 1ft Soulfire 116 Soulsll. ~j~l6 ~~lill! Diet 91 Ell1ples 96·98 ~om. ~~ II ~I ~rd!e~?f}I04.. IEIIllip ltl ~e.If4 ~9.tiii!S 91 fpjl!t Ll. 99 ~ll.'fit o.uJe of 0111 91 Sllai111 llttributesl 110 StallS tkck!oo~ Ill SteJiili (alility) 119 Slo11111~ II !tory!HUI Stlll)teRer n.n 10 Hasltt &I Masque.salil projectors II points99 ftlitics ~~i~ty) UO l'il"'try brrMJOI) 16H69 Silljlle Action 99 Skeldon's ley lt) Skills 106.18.1111 Nine [alilts and cL~s -~lit in~ uperm fds 191 Bra•lill! d. WI Occuh ~ldity) no tlljtfntrll Sri~~ larneq!f) Wll.i ~~ilj11lB ~esearc~ ~~ility) 111 ~esist!il. 111·116 fua!IOR 91 T•ll. II. m. 17 ~lti!I IIO !9!fllt IUJI·Ill ~ (il ll firtfj~ lll ~ep. 1&.dit 10.~ 2lt C~arader Cr!ation Chart 101 Uimbat S.bterlu!f (il.

19.>l Viliolllry (arrlietwel 101. 108·100 Undmorld II. ll.e ~~ 181 Jbret·~ovn~ 8u~t Ul j\~lls lJ. lO jremert 110 jroupe 99 jum 91. D9 Win!! of [(stacy lt8 '\\'innini 17 Wits (ability) Ill I'IWi Sl I'IWii Sl J.l'l .infamy 1!0 1\Jct of Ooom IW ~!low C!ll 180 ~\dow familiar 181 shdow ~ft 181 shadw jraits 180 Spectrt rre~i!e U9 jainted ~elic ISO jainted fourli 181 [riel of t!. 99. 91. J8.l9 Usury wrano~ IJO·In Yampires ll9·1ll VMOIIS Stair I) \'elrti Glo11 119 l'ictorian Eta >z. ll. IOi.110 Jfl1ldr J> jrait99 jranr«n~ence 18.l9 VoidEn!inttr 14S Wardill!m \\'talth II> Were•~lves lll·lil WitlpoT!I 9l. 58 Fthe lJ jrnklll jraditionaliu ~r~ypt) 101. UO Void ll.

. a •• ' ~os 0 0 0 0 0 0 0 0 Willpower r ca m a a c _ _ _ _ _ _ _00000 0 0 0 0 0 0 0 0 0 0 00000 0 0 0 0 0 0 0 0 0 0 _ _ _ _ _ _ _ _00000 a c o a o< Linguistics ._ _ _ _ _. Mental Abilities 00000 Crafts 00000 Drive 00000 Etiquette 00000 Firearms 00000 Leadership 00000 Meditatio!\ 00000 Melee 00000 Perfonnance 00000 Repair 00000 Stealth Intimidation Cl Charisma.. . O'l:f'G . .._ _ _ _ _. a a a . .roe acacr G~Uers fo'Oa aa cac lacaaaaa CorpUS . 0000 .. a a .. a a a a c a a " a a a 1:1 Cl Cl a: Social ----------~•oooo ..aa o a ca .. .. a a a. 0 I Medici~>e Occult Politics Science ExperieJn o a a a o c I a Q . " a . C>-OG"'"' .._ _ _ _ _ _e oooo Perception. ... cacaaaa:c:~:aaaage~a:c::~ac \ A~vantages 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 ' ..acaoac _ _ _ _ _ _ _ _ _ 00000 • a a a a o 00000 00000 00000 00000 00000 00000 00000 00000 Law 00000 00000 00000 00000 00000 00000 00000 _ __ _ _ _ 00000 0 0 _ _ _ _ _ _ _ _00000 ~~:1§)11J Bureaucracy Computer Enigmas Investigation fassions 00000 00000 00000 00000 00000 00000 00000 : a a•• kno~~ %lis ...OGG 0000000000 00000 00000 00000 00000 00000 00000 00000 ~:aaac::~ c Combat ag : a~ Weapon Difficulty Dam"lle Pathos ... 0000 ~a Cl CJ C2 Cl 0 Cl 0 0 Cl a c:a a a a a a a Cl ..._ __ _ _..Lfe: Nature: Demeanor: shadow: ~ C' a . Back~ .. a a Cl a Cl a a a Cl Death: ~~I: Attri~utes =.:e oooo Manipulation e OOOO Intelligence e OOOO Appearance e oooo Wits eoooo Ta!en~ Brawl Dodge Empathy Expression a a a · aaaa ~c rat~OS OCIC:... a ..

l .

Related Interests