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Merits and Flaws

Secret Death: +2 or +3:

When your wraith died, she died in such a way that no one ever found her body. As a
result, no one has listed her as officially "dead," thus beginning a large paper trail of
death certificates, canceled credit cards and insurance policies, etc.

In the +2 version, your character's absence has been noticed and a search for her
whereabouts may have been instituted (ST and Player's discretion as to how this
goes). This may leave the wraith with some explaining to do when the need to do
something official happens. In the case of the +3 merit, your character's disappearance
was not even registered. Except for some unpaid bills, she could pick her life back up
again with no major problems.

Pale Aura: +3:

When embodied, the aura of your wraith is a steady, pale thing as opposed to a
ghostly, flickering one. This makes it easier to fool those who can read auras. It can
even help a wraith blend in to Vampiric society, at least from a surface inspection;
there are still those nagging questions about who her sire was...

Easier Attunement: +4:

Getting the Quick used to your character's attentions is easier than it is with most
Wraiths. For any Attunement, the number of temporary Willpower points that would
have to be spent would be one less, but, no matter who it is or how close the mortal
was to the character, at least one point of temporary Willpower must be spent for the
Attunement to take place. This Merit can also be used for other Arcanoi requiring
Attunement, such as Puppetry and Inhabit.

Clean Complexion: +5:

Unlike most other Proctors, the effects of Embody usage are either only evident in
certain places, most notably NOT the hands or face. With this merit, the dapples can
be hidden by relic or artifact clothing or have their effects muted by judicious
Moliation: the marks could used to make a dappled skirt, for instance. The dapples
will still continue to grow and become more noticeable in time.

Botched Moliation: -2 to -4:


The same flaw as in the Wraith Player's Guide, but worse because the botched
Moliation will appear on the wraith's body when Embodied. The exact penalty to
social situations should be decided by the Player and Storyteller. Wraiths who take
this flaw cannot substitute their Manipulation for their Appearance when Embodying.

Psychosomatic Shock: -3 or -5:

When embodied, Wraiths normally have their full corpus level embody right along
with them, and can lose up to that amount without any dice penalties. However, a
wraith suffering from this problem is so wrapped up in the idea of being "mortal"
again that she loses dice when wounded, just as a mortal would.

For the -3 flaw, subtract six from the levels of permanent corpus the wraith has left.
The result is how many Bruised levels she has. Any damage done within Bruised
causes no dice penalties. After that, the scale is Hurt -1, Injured -1 , Wounded - 2,
Mauled -2 , Crippled -5, and then Incapacitated, where all dice are lost. If the levels of
permanent Corpus are less than ten, the wraith will have fewer Bruised levels, and
may even start at Hurt, or worse, if her Permanent Corpus is low enough.

For the -5 flaw, subtract six from the levels of permanent corpus the wraith has left, as
above. However, instead of putting the result into Bruised, they are placed into
Incapacitated. The wraith will only have one Bruised level before going into the
normal progression outlined above, but will have a certain number of Incapacitated
levels to go through before being dissolved. If the levels of Permanent Corpus are less
than ten, the subtractions are made starting with the Bruised level, as above, and will
put the wraith at a damaged Health level.

Those wraiths who have less than 10 levels of permanent corpus, no matter which
level the flaw is taken at, will have an appearance that mirrors the way in which they
died when they Embody. The severity of the appearance will depend on how much
Permanent Corpus has been lost: a person who was run over by a truck might look a
little bruised at 9 Permanent Corpus, but would be a squished, dragged, crushed and
dripping red ruin at 5. The exact appearance, and any penalties to social situations, are
up to the Player and the Storyteller to decide.

A wraith who is Incapacitated can take no action requiring movement or a dice pool.
The wraith may still use Pathos to heal herself of normal injuries, as outlined on page
232 of Wraith: The Oblivion 2nd Ed.. Aggravated damage cannot be healed in this
fashion.

Wraiths who take this flaw cannot substitute their Manipulation for their Appearance
when Embodying.
Alternate Arts
These are special techniques that the Proctor's Guild has developed over the years.
Some were intermediary steps towards better Arts, and some were experiments that
"failed" but were written down for possible use. The likelihood of any Wraiths outside
the Guild knowing or being taught these Arts is highly unlikely.

(These Arts are unofficial. Be sure to check out the ones listed in Wraith: the Great
War, too. Unless stated otherwise, all difficulties are equal to the local Shroud.)

Basic Ability: Living Senses

This Art provides a shortcut for the fledgling Proctor who wants to see the lands of the
Living without the horrid miasma of Deathsight getting in the way. Though the
Wraith is not "Embodied," per se, the Wraith is able to use her highly-attuned senses
on the Skinlands side of the Shroud and not be beset by the normal gloom and doom
that Wraiths must wade through. It may not be the most utilitarian Art, but it does
bring some relief to those who need a kind reminder of what their lives were like,
once.

System: The player rolls Perception + Embody. Each success gives the Wraith one
turn of being able to hear, see and smell (but not taste nor touch) the Skinlands as they
appear to mortals. The Wraith is not Embodied for this, so only those beings who
could already see a non-Embodied Wraith would see her at this time. Also, while this
is in effect, the Wraith's senses are cut off from the Shadowlands, making her
effectively blind and deaf to any Wraithly threats.

* Flicker Flash

Some have sworn that, just for a moment, they saw a vision of a dead friend or
relative, standing right before them. This Art allows for such a thing to happen: a
doppler image of the Wraith appears in the Skinlands for a split second, right where
the Wraith is standing. While it's not enough time to convey much of a message or
communicate in any sense of the word - much less invoke The Fog - it has its uses:
particularly in scaring off weaker-willed Quick...

System: The player rolls Strength + Embody. Success means that she has made an
image of herself appear in the Skinlands, however briefly. This is not true
embodiment, and any damage that might be done to the image only causes
Incorporeality in the Wraith.

This Art does not cause The Fog, due to its brevity. However, if the intent of
"flashing" the mortals is to scare them, then each success past the first on the roll
subtracts one die from the witnesses' pool to resist fear, or the like.

Flicker Flash costs 1 Pathos, and if the intent is to scare it generates 1 Angst.

* * Will O' the Wisp

Legend and folklore tells of small, floating motes of light that lead mortals to their
doom, or get them lost. A Proctor using this will manifest as a small, hazy ball of
indistinct light, making her body a beacon of sorts for mortal onlookers. It's also
useful for eluding capture in the Shadowlands, provided one turns down the
luminosity.

System: The player rolls Charisma + Embody. Each success is one turn that the
Wraith will Embody as a small, glowing ball of light of varying size and intensity.
The wraith can sacrifice size for brightness, becoming a very small ball that creates
enough light to read by, a larger but hazy glowing, circular cloud, or a wide, oddly-
circular patch of peculiar phosphorescence that is barely detectable.

While using Will O' the Wisp the Wraith can move at the rate of a slow-walking
person and can go no faster, and can float off the ground only as high as she normally
is tall. She cannot manipulate anything in this form nor speak. She has as many levels
of Corpus as she normally does, but must make a Stamina roll at a difficulty of 6 any
time she's hit to avoid sputtering out, ending the Art's effect. When Embodied in this
form, the wraith can attempt to hide from Shadowlands pursuers by becoming the
large patch of odd phosphorescence. The pursuers roll Perception + Awareness roll
against the Wraith's roll of Manipulation + Stealth.

Will O' the Wisp costs 1 Pathos

* * * Apparition

This Art is a lot like the commonly-taught Phantom Art, but where a Phantom is a
fuzzy, hazy and translucent figure, an Apparition is a crisp, three-dimensional and
clearly-defined presence. Mortals seeing this will not be subjected to The Fog unless
they know the Wraith to be dead.
System: the player rolls Charisma + Embody, and manifests for one turn per success.
No matter what the Wraith has Moliated herself into, she will always look as she
pictured herself while alive when using Apparition. Likewise, any attempt to use
Moliate while using Apparition breaks the Embody effect immediately. As with
Phantom, the Wraith cannot touch anything, but can speak.

Apparition costs 2 Pathos.

* * * * Phantom Object

Wraiths who Moliate themselves into inhuman forms - solid objects, demonic figures,
large monstrosities - cannot use Embody. At least that's what the Proctors all say. The
truth is that it is possible, but it's a secret that the Proctors like to keep to themselves.
This may account for sightings of famous monsters, driverless vehicles or everyday
objects that appear and then disappear, like directional signs which lead travelers to
the wrong neck of the woods...

System: The player must make a Manipulation + Embody roll against the local
Shroud. Each success grants one scene that the Moliated Wraith may be Embodied.
Objects can be damaged just as though the wraith had taken human form, and any
human who sees a teapot or road sign start bleeding plasm will be subject to The Fog.
Monstrous shapes or horrid beings also cause one to succumb to The Fog.

Phantom Object costs one Pathos for small objects, two for human sized ones, and
three for anything larger.

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