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WIGHTS

AN RPG ABOUT REVENGE FROM BEYOND THE GRAVE

Author
Łukasz Kołodziej

Translation from Polish


Janek Sielicki

With the help of


Kamila Zalewska-Firus, Paweł Bogdaszewski, Tytus Rduch,
Reiko Fardreamer, Krzysztof Stępień, Aleksandra Szczypka,
Patryk Majczak, Kaja Kamińska, JBee Kowalczyk,
Maciej Sznurkowski

Art
Jacek Kuziemski, PRAIRAT_FHUNTA, 683848

Based on
Lasers & Feelings, John Harper 2013

License
CC BY 4.0

Version
1.1EN, November 2021
CONTENTS
Introduction 4
Characters 5
Character creation example 10
On Wights 12
The Narrator 14
Gameplay example 16
Checks 18
Check Example 20
Game Aids 21
Inspirations 27
Character sheet 30
INTRODUCTION
The Theme
Wights is a role-playing game about people who returned from the
dead to exact revenge on their killers.

Participants
The game is designed for 2 to 6 players. One of them is the Narrator,
the others are Players.
◈ The Players create their characters and use their character’s
abilities to exact revenge.
◈ The Narrator creates challenges, which make completing the player
character’s task more difficult and exciting.

What you need


To play you need this manual, six-sided dice, paper, and pencils.

Triggers and Player Comfort


Wights is a game for adult participants. It often touches upon topics
such as death, revenge, violence, and sex. Before playing, all
participants should agree on how deep they wish to explore such
topics.

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CHARACTERS
Character Creation
In the game, each player controls the actions of their Wight –
someone who has returned from beyond the grave to exact revenge
for the wrongdoings suffered while alive. Each Wight is different,
therefore before you start, each player should decide what makes
their character special. To accomplish this, each should choose one
Memento, one Nemesis, one Totem, and one Fetish, as well as
determine the Approach and Equipment, and fill in other details.
Chapter Game Aids should be quite helpful here. At the end of this
manual, you will find the character sheet, where you can put all this
information down, but actually, any piece of paper will do – or even
some notes on your smartphone.

Memento
Each Wight lost their life – and something more. Something they are
never going to get back. A loss the Wight cannot get over.
Something that evokes longing, despair, and anger, something that
drives the Wight toward the only thing left: revenge.
Choose a Memento for your Wight and think about as many details
as you see fit. Having the same type of Memento (or even exactly the
same) is a great way to form a connection among several Wights.

◈ Beauty ◈ Money
◈ Faith ◈ Power or authority
◈ Love ◈ Reputation
◈ Memories ◈ Talent

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Nemezis
The Wight’s tribulations have but one cause. Someone with so much
power, influence, and resources that they can go unpunished.
Someone above the law. Someone not easy to get and punish.
Choose a Nemesis for your Wight and think about as many details
as you see fit. Having the same type of Nemesis (or even exactly the
same) is a great way to form a connection among several Wights.

◈ Corrupt politician ◈ Influential mafioso


◈ Duplicitous priest ◈ Mendacious businessman
◈ Egocentric celebrity ◈ Ruthless soldier
◈ Immoral lawyer ◈ Serial killer

Revenge
Every Wight approaches revenge differently. Some just want to
kill their Nemesis. Others wish to take back what was theirs.
Some seek justice and want to see their Nemesis face trial.
Sometimes a Wight does not know what they want to do to the
Nemesis until their fingers are wrapped around the killer’s neck.
Occasionally, a group of Wights (called a wake) has to decide the
fate of their common Nemesis.

Totem
A mysterious creature is responsible for the Wight’s resurrection.
Something that noticed the pain and the anger. Something that
guided the soul from the depths of Hell and now leads the Wight
through the dark streets. Something that gave the Wight their power
and made them into the tool with which the guilty are punished. An
unremarkable creature that’s always somewhere near.

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Choose a Totem for your Wight and think about as many details as
you see fit. Having different Totems in the party ensures a wide
range of abilities at players’ disposal.

◈ Bat – the Wight can use echolocation.


◈ Cat – the Wight can enter anywhere they want.
◈ Dog – the Wight can always find the thing they know the scent of.
◈ Moth – the Wight can move and act noiselessly.
◈ Rat – the Wight can hide so well that no one can find them.
◈ Raven – the Wight can fly.
◈ Snake – the Wight’s bite kills immediately.
◈ Spider – the Wight can move on any surface.

Fetish
Death and return to life leave a mark on the Wight. It manifests as a
quirk that draws attention to the Wight and causes trouble.
Choose a Fetish for your Wight and think about as many details as
you see fit. A wide range of Fetishes makes the party interesting and
diverse, but a common Fetish often allows players to create unique
relationships between the characters.
◈ Bone collector – the Wight surrounds themselves with objects they
associate with death (urns, obituaries, crucifixes, candles, wreaths,
hourglasses, scythes, etc.).
◈ Crypt dweller – the Wight prefers to stay in places associated with
death (cemeteries, graveyards, hospitals, morgues, hospices, funeral
parlors, museums, etc.).
◈ Deadly addiction – the Wight abuses substances that would kill a
living person (tobacco, alcohol, drugs, caffeine, etc.).
◈ Deathmask – the Wight paints their face in a way associated with
death (death metal corpse paint, Mexican sugar skull, sad Pierrot,
gothic vampire princess, mortuary makeup, etc.).

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◈ Funeral suit – the Wight wears clothes they associate with death
(black smoking, studded leather, gothic lace, white kimono, etc.).
◈ The keening of the damned – the Wight can't stop listening,
singing, or playing music associated with death (doom metal, funeral
marches, classical music, brain-killing techno, etc.).
◈ Unaccepting – the Wight tries to be close to the places and people
important when the Wight was alive (they wander near their old
home, pass old friends in the street, write letters to family, etc.).
◈ Unlife on the edge – the Wight enjoys doing things that would
likely prove fatal for the living (they drive really fast, dive without
proper equipment, run across rooftops, walk in the middle of a busy
street, etc.).

Approach
Wights can overcome challenges with either SEX (in the broad
understanding of the word: by asking, enticing, inspiring,
fascinating, giving; using agility, charisma, empathy, or cunning) or
VIOLENCE (in the similarly broad understanding of the word by
threatening, scaring, harming, destroying, taking; using their
strength, endurance, ruthlessness, or persistence).
Choose Approach for your Wight and decide on its scope by
assigning a numerical value to it: from 2 to 5.
◈ A high value means that your Wight is better at overcoming
challenges by using SEX.
◈ A low value means that your Wight is better at overcoming
challenges by using VIOLENCE.

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Equipment
Wights treat material goods as means to exact revenge. Having
beautiful outfits, deadly weapons, secret hideouts or just a lot of
money is pointless unless it helps the Wight punish their Nemesis.
Your Wight begins with a few dollars, a set of clothes, a melee
weapon (one heavy or two light), a firearm (one shoulder arm or two
pistols), and a hideout (which you can exchange for a motorcycle).
Describe those items in as much detail as you wish.

Details
You can name your Wight, write their backstory, describe their
appearance, make a picture or dress up as your character – do
whatever you feel will make you more connected and help other
players understand what's your character about.

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CHARACTER CREATION EXAMPLE
Kate creates her first Wight ever. She has about 30 minutes, this
manual, a copy of the character sheet, and a pencil. Other players are
nearby, so Kate can briefly discuss details, common themes, and
share ideas. The Narrator is also with them and Kate can always ask
them for advice.

Memento – Kate decides that her Wight lost power: she was a CEO,
and getting there took years of climbing the corporate ladder.

Nemesis – Kate decides that her Wight lost power because of a


mendacious businessman. More precisely: a rival woman, who
didn’t get the same position and, unable to accept the beating,
arranged a nasty accident for Kate’s character. The Nemesis’s name
is Michelle Lacroix. Paul, another player, also chose the
mendacious businessman for his Nemesis. After a brief conversation,
Paul and Kate decide that Michelle could have destroyed more than
one life. Paul’s and Kate’s Wights will have the same Nemesis,
which should improve the cooperation between the undead.

Totem – Kate decides that her Wight returned to life thanks to the
snake Totem. She wants to make sure that once she gets Michelle,
nothing can save her. Another player, Monica, also chose the snake
Totem. The narrator asks whether one of them would like to choose
another Totem, which would broaden the range of the party’s
abilities, but both players are sure of their choices. After a short
debate, they even decide that both Wights have exactly the same
Totem – the same snake – because they like having such a
connection between their characters.

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Fetish – Kate writes that her Wight has a deadly addiction or even a
few. All her life she had a really healthy lifestyle, so nothing would
disrupt her career. She ate healthy food, stayed fit, avoided
substances, but now she can smoke and drink as much as she wants.
After all, she’s dead anyway.

Approach – Kate thinks her Wight will be better at solving problems


and overcoming challenges by using SEX. It matches her idea of a
charismatic person, someone who knows how to manipulate and
wins thanks to their cunning and charm. Kate doesn’t like half-
measures, so she sets the Approach at 5. Her character is going to
be as beautiful and smart as possible, but rather weak physically.

Equipment – Kate decides that her Wight begins the game with a
black kimono, a katana, two pistols, and a motorbike. It's going to be
a black sportbike with a willow-green snake on the side.

Details – Kate writes that her character’s name is Aimi Sato. She’s a
petite woman with long, black hair and a lucky kanji character on
the right shoulder.

That’s it, Kate’s Wight is ready to play. When other players finish
making theirs, the game can begin.

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ON WIGHTS
How does Wight body work?
Wight bodies resemble those from before the death, but they are
young, able, and disturbingly beautiful. They don't grow old, never
tire, they don't need air, food, or sleep. Diseases, poisons, or drugs
have minimal effect on them. Injuries that would kill a human on the
spot only slow Wights down and they will probably completely heal
in one night. Blowing a Wight up, turning them to ash in a forge, or
pouring tonnes of concrete onto them gives you more time, but only
their Nemesis can destroy a Wight once and for all.

How does Wight mind work?


Wight minds resemble those from before the death, but they are
poisoned by the terrible, unassuageable longing for the lost Memento
as well as by the overreaching need to punish the Nemesis. Both
affect the Wight's memories and influence their decisions. Each case
is different, but a sight of their Memento always throws that Wight
off balance and the same goes for meeting one’s Nemesis.

How do Wights react to occult rituals?


Religious objects (amulets, crucifixes, holy books etc.) are repulsive
for both Wights and Totems (like rotten meat to humans), but apart
from that, they’re generally harmless. Although at holy places
Wights and Totems feel terrible, they can overcome that feeling and
even get used to it. Rituals performed specifically to banish or
destroy a Wight or a Totem are harmful (the same way firearms or
being thrown into a forge are). Like in the case of conventional
damage, sooner or later, the Wight and their Totem come back.

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What happens after the revenge?
If a Wight manages to punish their Nemesis, their suffering ends.
The Wight has no reason to stay in the mortal world and anytime can
ask their Totem to guide them into the afterlife. If a Wight wishes,
they can stay for a while, but only to help other Wights. If that’s not
the case, sooner or later the Totem forcefully sends the Wight away.

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NARRATOR
Before the game
The Narrator’s agency begins when players start creating their
characters. The Narrator should help, advise, clear doubts, and find
connections and relations between the characters, as well as defuse
potential conflicts. Just make sure that the character creation process
goes smoothly and in a nice atmosphere, so at the end, the group has
a colorful and tight team of bloodthirsty living dead. During this
process try to gather as much information about the characters as
possible: learn about their Mementos, Nemeses, Totems, Fetishes,
and last but not least, the players' expectations for the game.

During the game


Unlike the Players, the Narrator does not need to prepare anything
before the game. Once the characters are ready, the Narrator just
begins to ask questions and seek answers together with the Players.
Usually, you start with questions such as:

What year is the game set in? Which city? Which neighborhood?
Where are the Wights now? What are they doing? What are they
saying? What are they thinking? Which Nemesis do they want to
deal with first? How are they going to do this? What blocks their
way towards this goal?

Initially, Players may be shy and self-conscious. The Narrator must


work with them, cheer and encourage, provide options, invite to
create interesting answers, and make sure that everyone has an
opportunity to add something. And when they see an opportunity to
complicate the situation, the Narrator should introduce an engaging
challenge, an opponent; and then ask the Players how their Wights

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react to such a problem. Each question and answer, each failure and
success should add to the story and move it forward, improve or
deteriorate the characters’ situation. And that’s how you play this
game. By asking questions and finding the answers – together. You
literally play to find out.
If someone lacks for ideas, they can Check the Game Aids section of
this manual. It’s filled with suggestions, inspirations, complications,
and keywords you can use during a game session. But if the Narrator
has doubts regarding a Wights ability to do something or a failure
could complicate the story in an interesting way, it’s time for making
a Check. More on Checks in the next chapter.

After the game


The game ends when all Nemeses have been punished. Depending
on the number and imagination of participants, this can take from
one to several meetings, each a few hours long. After each meeting
and after ending the game, the Narrator should thank everyone for
playing and ask what they liked and what should be improved, which
questions were engaging, and which were unnecessary. This
encourages teamwork and will make your next game better.

Challenges
The Narrator’s task is to create challenges, not solutions. The
latter is definitely the Players’ domain, and no Narrator should
expect their players to solve problems the same way the Narrator
would. However, should Players make reckless or risky decisions,
their Wights should suffer full consequences.

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GAMEPLAY EXAMPLE
The following section illustrates how you can begin a game of
Wights and how the game session develops. Four Players (Kate,
Paul, and Monica) and their Narrator (Jack) are about to begin their
game. First, they decide that they don’t want overly bloody scenes
and if someone feels uncomfortable, they should signal this to the
rest of the group. The Players have their characters ready, they
briefly presented them to the other participants, muted their phones,
the Narrator opened a beer and they begin.

Jack: OK, which year is it?


Paul: 1999?
Monica: Why not.
Kate: Sure, I’m fine with this.
J: Excellent. What city are we in?
M: Chicago!
J: Everyone agrees? Great. We are in Chicago in 1999. Where are
the Wights now?
K: Hmm, let’s say we’re at a pub.
P: Okay, but it’s a sleazy place, not in the downtown.
M: A biker’s place?
P: Yes, that’s it! And let’s call it Highwayman’s!
J: All right, is anyone else there with you?
M: The bartender, for sure.
J: Good point. Do you know him? Like him?
K: Yes, that’s Jeff, I know him from before I died.
P: There are probably a few patrons there too.
J: Bikers? A gang? Or rather lone wolves?
M: A gang sounds more interesting.
P: Sure, it’s a gang, then.

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J: [Notices an opportunity to cause some problems] Hmm,
intriguing. What if a huge, bearded guy with a cue stick came over to
your table and gruffly told you to beat it because it’s not a place for
stray dogs?
M: I don't even look at him. I have more important problems than
the barking of dirty warmbloods.
P: Same.
J: What if he slams the stick on your table, spilling beer on you
shouts: I SAID BEAT IT!
K: Then I get up and hit him so hard that he lands on his friends’
table.
J: He’s a huge man and you’re rather weak. You think you can do
it? Time for a Check!

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CHECKS
What are Checks?
Check means rolling a few six-sided dice to Check whether a Wight
managed to succeed in doing something.

When do you make Checks?


Always when the Narrator isn’t sure whether the Wight can do
something or when they decide that potential failure may develop the
story in an interesting way.

How do you make Checks?


First the Player decides if their Wight wants to overcome the
challenge with SEX (in the broad understanding of the word: by
asking, enticing, inspiring, fascinating, giving; using agility,
charisma, empathy or cunning) or VIOLENCE (in the similarly
broad understanding of the word by threatening, scaring, harming,
destroying, taking; using their strength, endurance, ruthlessness or
persistence).
Then the Player rolls dice. Usually, one six-sided die, but you can
negotiate with the Narrator and roll two or even three if you manage
to point out helpful circumstances (the Wight's powers, equipment,
environment, allies, knowledge, etc.).

If the Wight is trying to overcome the challenge with SEX


Each dice showing the value equal to or lower than the Wight’s
Approach value means one success.

If the Wight is trying to overcome the challenge with VIOLENCE


Each dice showing the value equal to or higher than the Wight’s
Approach value means one success.

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Next, add up the number of successes on all the dice and see what
happens:

0 successes – the Wight failed! The Narrator describes how the


situation deteriorates.
1 success – the Wight barely succeeded! The Narrator describes how
the situation improves, but there is also a price: harm, loss, or
unexpected complication.
2 successes – the Wight succeeded! The Narrator describes how the
situation improves.
3 successes – astounding success! The Narrator describes how the
situation improves, and the Player adds an unexpected positive turn
of events.

Visions
A result on a die that equals the Wight’s Approach means that the
Wight’s Totem shows them a mystical vision. For each dice
showing such a result, the player can ask the Narrator one question
regarding the situation in the game (for example about the location of
the Nemesis, the number of guards in the building, or a safe
combination). The Narrator must answer truthfully.

Helping
The Narrator may allow players to roll extra dice (maximum
three) if another Player adds something new and exciting to the
scene or an unexpected complication or previously unknown
connection between the Wights. (Of course, the last one only if all
the involved Players agree).

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CHECK EXAMPLE
The following section illustrates how you make Checks while
playing Wights. The example directly follows the scene described in
the previous example. Kate wants to hit the rude biker. The Narrator
decided to call for a Check to see if her Wight manages to do so.

Kate decides to overcome this challenge with VIOLENCE. It means


that the dice must come up with a result higher or equal to her
Wight’s Approach value. The Approach value is 5, so Kate needs to
roll 5 or 6 on the six-sided die. Small chance of success, so Kate
decides to negotiate with the Narrator.
K: I prefer not to use my sword against this stray. And a shootout in
a pub full of people is a bad idea. But an unexpected punch from a
petite girl should grant me the advantage of surprise, right? This guy
probably expects that someone will get up and have a regular fight,
not a sucker punch to the stomach.
J: On the other hand: he’s standing, you’re sitting, he has a stick,
you have bare fists, so...
K: But he must be after a few beers and I haven’t had any yet! And
that must affect his reflexes!
J: All right, you’ve got a point here. Okay, you can roll two dice!

Kate does so. One shows 3, the other 6. One success means that her
Wight succeeds but at a cost. The Narrator continues the game,
taking this into the account.

J: Okay, you surprised the guy and hit him so hard that he staggers
and falls under the table where his friends are sitting. What will you
do when the rest of the gang decides to punish you for this?

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GAME AIDS
A collection of suggestions, inspirations, complications, and
keywords you can use during a game session. It helps if all
participants have access to those during a game.

Personal information
Names Surnames
Alistair, Avril, Dante, Ellen, Eric, Angelo, Black, Blaze, Connor,
Gabriel, Harley, Layla, Marco, Creed, Drake, Falcone, Fox, Jett,
Max, Natasha, Pyretta, Raven, Powers, Quinn, Reign, Sky,
Sarah, Scarlett, Selene, Sonny, Slater, Snow, Steel, Tanaka,
Victor, Wyatt, Xavier Vasquez, Vesper, Webb

Nemezis
A solid Nemesis should have two advantages and one flaw.
Flaws Advantages
Greed Army of minions
Anger A lot of money
Laziness Superhuman physical prowess
Lust Superhuman intelligence
Madness Great influence
Gluttony Widely respected
Pride Network of informers
Addiction Guarded HQ

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Other people
Good neighborhood Bad neighborhood
Exalted priest College student having fun
Intrusive salesperson Brazen prostitute
Pompous clerk Talkative taxi driver
Tipsy businessman Tiresome reporter
Scared nerd Hot dog vendor
Cheeky kid Coarse worker
Elder lady Emaciated addict
Lost foreigner Desperate thug

Organizations
Legal Illegal
Soulless corporations Hackers
Duplicitous lawyers Weapon dealers
Academic institutes Drug dealers
Immoral clergy Smugglers
Corrupt police Cults
Secret agencies Pimps
Dodgy foundations Terrorists
Nosy journalists Conspiracy nuts

Pests
Pigeons Dogs
Cockroaches Rats
Cats Raccoons
Mice Sparrows

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Cities
Berlin Los Angeles Prague
Chicago Mexico City Rio de Janeiro
Dubai Moscow Rome
Cairo New York Istanbul
Calcutta Paris Sydney
London Beijing Tokyo

City qualities
A solid city should have one advantage and two flaws.
Flaws Advantages
Dirty A good city transport system
Dark Few police officers
Gangs Many hideouts
Loud Nightlife
Corruption Beautiful skyline
Stinky Helpful people
Crowded Reasonable prices
Callousness Extensive tunnel network

Hideouts
Storm drain Trailer at the outskirts
Crypt at a cemetery Homeless shelter
A boat docked in a harbor Clock tower
Closed gas station A mansion outside the city
Abandoned warehouse Back of a nightclub
Abandoned hospital Back of a slaughterhouse
Tenement house garret Forgotten subway station
Under a factory Forgotten bunker

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Locations
Venues Spaces
Fast food bar Dark alley
Ethnic restaurant Municipal cemetery
Gothic cathedral Skyscraper’s roof
Nightclub Mansion’s garden
Police station Underground parking lot
Luxury apartment Municipal Park
Modern office Tenement house yard
Sleazy bar Busy crossroads
Arcade Town square with a fountain
Crowded shopping mall Subway tunnels

Weapon
Melee Firearms
Katana Machine gun
Baseball Bat Sniper Rifle
Two brass knuckles Sawn-off shotgun
Two knives Two pistols
Two nunchucks Two machine pistols
Two sais Revolver
Exotic Explosive
Whip Pipe bomb
Crossbow Grenades
Chain Grenade Launcher
Chainsaw Molotov's
Shurikens Flamethrower

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Outfits
White lab coat + cheap suit + stethoscope
Hoodie + loose pants + gilded chain
Sunglasses + tailored suit + gold watch
Sunglasses + leather coat + combat boots
Plaid shirt + clinging jeans + baseball cap
Silk kimono + paper umbrella + elaborate wig
Leather jacket + worn jeans + old neckerchief
Fake fur + wide-brimmed hat + gold jewelry
Props
Priceless art piece Classified documents
ID card A bag full of weapons
Fuel can A bag full of sports equipment
Compromising photos A suitcase full of drugs
High-end laptop A suitcase full of money
Home-made land mine A bag with dirty clothes
Toolbox Antique katana
Wheelbarrow & gardening tools Wiretap

Vehicles
Bulldozer Trailer
Truck Police car
Van Bicycle
Ambulance Groundcar
Motorbike Airplane
Speedboat Moped
Train Helicopter
Pickup truck Fire engine

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Sample complications
◈ The police intervene (or federal agents, military, counterterrorists).
◈ Hellhounds appear and try to drag the Wight back to the afterlife.
◈ An old rival appears and makes Wight’s unlife difficult.
◈ A Totem doubts their Wight’s determination and leaves them for
some time.
◈ An occultist intervenes, and they know how to deal with Wights.
◈ Bells begin to toll in a nearby church, which weakens the Wights.
◈ A fierce storm, hurricane wind, or blizzard comes.
◈ Someone films/takes photos of Wights in action and then runs for
their life.

Sample positive events


◈ The Wight discovers an excellent place to hide.
◈ The Wight finds a useful item.
◈ An old friend comes to help the Wight.
◈ The Wight finds out a useful piece of information.
◈ A troublesome foe dies in a nasty accident.
◈ The story moves to a place that better suits the Wight.
◈ The Totem increases the Wight’s physical abilities for a short time.
◈ For a short time, the Wight transforms into their Totem animal.

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INSPIRATIONS
Below you will find a list of sources that should help you create the
perfect atmosphere for playing Wights. They have been chosen for
various reasons. Some are about revenge from beyond the grave, or
just about revenge. Others illustrate the aesthetics the game is going
for. And there are those that show different takes on the living dead
and their relations with the living.

Movies
◈ Death Machine (1994)
◈ Dracula 2000 (2000)
◈ Interview with the Vampire (1994)
◈ Kill Bill: Volume 1 and 2 (2003 and 2004)
◈ Nightbreed (1990)
◈ Razor Blade Smile (1998)
◈ Spawn (1997)
◈ Steel and Lace (1991)
◈ The Blair Witch Project (1999)
◈ The Crow (1994)
◈ Yabu no Naka no Kuroneko (1968)
◈ A Nightmare on Elm Street, multiple films (1984-)
◈ Blade, multiple films (1998-2004)
◈ Friday the 13th, multiple films (1980-)
◈ Halloween, multiple films (1978-)
◈ Hellraiser, multiple films (1987-)
◈ I Know What You Did Last Summer, multiple films (1997-2006)
◈ Return of the Living Dead, multiple films (1985-2005)
◈ The Matrix, multiple films (1999-2003)
◈ Underworld, multiple films (2003-2016)

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Books
◈ Cabal (1988)
◈ I Know What You Did Last Summer (1973)
◈ Interview with the Vampire (1976)
◈ Hellbound Heart (1986)
◈ The Count of Monte Cristo (1844)

Comic books
◈ Batman (1939-)
◈ Blade (1973-)
◈ Ghost Rider (1972-)
◈ Hellboy (1993-)
◈ Moon Knight (1975-)
◈ Morbius, the Living Vampire (1971-)
◈ Punisher (1974-)
◈ Raven (1980-)
◈ Spawn (1992-)
◈ The Crow (1989-)
◈ The Sandman (1989-)
◈ Venom (1984-)

RPGs
◈ Monsterhearts (2012-)
◈ Ravenloft (1983-)
◈ Geist: The Sin-Eaters (2009)
◈ Hunter: The Reckoning (1999)
◈ Vampire: The Masquerade (1991)
◈ We Die Young RPG (2021)
◈ Wraith: The Oblivion (1994)

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Bands
◈ Closterkeller (1988-)
◈ Dead Can Dance (1981-)
◈ Evanescence (1995-)
◈ Filmmaker (2018-)
◈ Green Day (1987-)
◈ Guano Apes (1994-)
◈ Hunter (1985-)
◈ Korn (1993-)
◈ Lacuna Coil (1994-)
◈ Linkin Park (1996-)
◈ Marilyn Manson (1989-)
◈ My Chemical Romance (2001-)
◈ Nick Cave and the Bad Seeds (1984-)
◈ Nightwish (1996-)
◈ Nine Inch Nails (1988-)
◈ Nirvana (1987-1994)
◈ O.N.A. (1994-2003)
◈ Pearl Jam (1990-)
◈ Powerman 5000 (1991-)
◈ Powerwolf (2003-)
◈ Rammstein (1994-)
◈ Rob Zombie (1985-)
◈ Salem (2008-)
◈ Seether (1999-)
◈ The Cure (1976-)
◈ The Prodigy (1990-)
◈ Type 0 Negative (1989-2010)
◈ Varius Manx (1989-)
◈ Woods of Ypres (2002-2011)
◈ X Japan (1982-)

29
Character Player

Memento Nemezis

Totem Fetish

Approach

Equipment

Details

Notes

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