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Wraith

This document provides an overview and lexicon for "Wraith: the Arising," a roleplaying game supplement that allows players to take on the role of wraiths (ghosts) in the World of Darkness setting. It combines new ghost rules with elements from previous editions. Key terms defined include Affinities (small supernatural powers), Anchors (people or things binding a wraith to the land of the dead), and Numina (arcane powers of the dead). Various factions known as "Concords" are also outlined, such as the Order (who enforce the rules laid down by Charon) and Freewraiths (who reject the authority of the Order).

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Arthur França
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0% found this document useful (0 votes)
930 views370 pages

Wraith

This document provides an overview and lexicon for "Wraith: the Arising," a roleplaying game supplement that allows players to take on the role of wraiths (ghosts) in the World of Darkness setting. It combines new ghost rules with elements from previous editions. Key terms defined include Affinities (small supernatural powers), Anchors (people or things binding a wraith to the land of the dead), and Numina (arcane powers of the dead). Various factions known as "Concords" are also outlined, such as the Order (who enforce the rules laid down by Charon) and Freewraiths (who reject the authority of the Order).

Uploaded by

Arthur França
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Wraith: the Arising

by

J. Edward Tremlett and Chris Jackson

with art by

Taz Jurs and Lost Soul

This is a "patch" designed to make player character Wraiths in the new World of Darkness.
When the patch is completed, players will have a combination of: the new ghost rules; the old
rules and some of the backdrop from W:tO 2nd ed; some of the backdrop and innovations
from Orpheus and Exalted: the Abyssals; and a new imagining of the world of the dead for the
World of Darkness.

The patch's rules are based on the new rules for Ghosts, as given in The World of Darkness.
However, they depart from the text in order to present Ghosts as more than just antagonists,
as well as to give them more freedom than they're currently granted. The broad outlines of the
new ghosts will be turned into fully-formed, playable characters, complete with templating for
mortal {or other} characters who die and can't completely let go of their lives.

Lexicon

General Terms:

Affinities: Small supernatural powers that are the "deathright" of every Wraith, and allow them
to go about their ghostly business. It is said that Numina are natural outgrowths of these basic
abilities, but hard facts are hard to come by in the world of the dead.

Anchors: People, places and things that were massively important to Ghosts and Wraiths
during their life, or else formed an integral part of their death, and are keeping them from
moving on.

Angst: The permanent power of the Shadow. The more Angst a Shadow has, the more powers
it can offer a Wraith in Shadowstate, and the more dice it can offer a Wraith to "help" on a roll.
Also, the amount of Angst forms an upper cap on how high a Wraith's Morality can go.

Arisen: The state of being a fully-aware Ghost, as opposed to a Sleeper.


Art: A specific Numina power. All Numina have one "Basic" Art {*}, which forms the backbone
of the Numen in question. Various different applications branch out from that core
understanding, going from ** all the way to *****, and possibly even beyond...

Artifacts: A catch-all term applied to functional objects that come from beyond The Barrier.
They all seem to be made of black metal, and are molded in a strange, baroque fashion, so that
they appear somewhat alien. Some are even "alive," in a sense...

Asleep: Used to describe a Ghost who is unaware of being one, either because she's still a
Sleeper, or has Woken Up but hasn't been told the truth yet. Also used as an insult towards
foolish or stupid Wraiths.

Barrier, The: The invisible "wall" that separates the world of the living, which Ghosts and
Wraiths inhabit, from The Spirit World beyond. Some entities - such as Reapers, Ferrymen and
The Damned - are capable of crossing from the Spirit World to here, and back again. Ghosts
and Wraiths can only make the trip once, though, and are never seen again.

Believers: A loose "Concord" of Wraiths who firmly believe that Paradise waits beyond the
Barrier. They tend to be a fractious bunch, but most groups of Believers tend to agree on
listening to the Ferrymen, Resolving their Anchors and upholding the Injunction.

Charun: The Emperor of the Underworld, leader of The Ferrymen and soverign king of all
Wraiths. He laid down the Injunction in the wake of the Sundering, and bid his Ferrymen to
form The Order to be His voice in the land of the dead.

Concord: A social group of Wraiths who hold certain, shared - or enforced - beliefs on death
and their role in it. Some are very loose confederations, split into competing groups who are
"together" only because of mutual enemies, while others are very unified in view and action
{in theory, anyway...}

The Concord: (1) The timeperiod following the forming of The Order by Charon's agents. (2)
The Order is more properly called The Concord, which is why the other Concords are refered to
as Concords.

Consort: A mortal that a Wraith has spiritually "bonded" with, by expending effort and energy.
Certain Numina are easier, or at least less-costly, to perform on or around a Consort, and a
Wraith can extend her senses out to sense the environs of the mortal. A Wraith can also use a
Consort as an "Anchor" of sorts, allowing her to travel far from her real Anchors without the
penalties normally associated with that.
Corpus: The "physical" substance that makes up a Wraith's body, and a measure of their
Spiritual togetherness. Corpus is formed by a Wraith's residual self-image, which usually
conforms with how they saw their body in life. Altering one's Corpus in a radical fashion
requires the use of Numina.

The Damned: A Ghost or Wraith completely lost to goodness and sanity that has become an
insane, amoral and evil thing. When someone becomes one of The Damned, she disappears
across The Barrier, and then comes back across to indulge outrageous and murderous drives.
Wraiths rightly fear such creatures, and are under standing orders to destroy them.

Dark Walkers: Cunning and vicious killers from beyond The Barrier. They seem to be Ferrymen,
when seen from a distance, but are given away by the fact that they can't talk. They seem to
exist just to try and destroy Wraiths and Ghosts, but tend to flee from the Ferrymen.

Day of Dominion: The prophesied time when The Barrier shall break down, and the Spirit
World shall be opened to the dead once more, so that all may come to the Underworld, and
Paradise, under the reign of Charun. Also known as Dominion Day.

Essence: A Wraith's spiritual power, which she can use to heal herself and fuel her Numina. A
Wraith with no Essence has no energy, and must either spend a point of Corpus to gain back a
point of Essence, or else get to an Anchor to replenish herself.

Essence Pool: The maximum amount of Essence a Wraith can carry within her. A Wraith's
Essence pool is made up of whatever she has in the Essence trait {equal to starting Willpower},
plus one for each dot she has in Anchors. So a Wraith with an Essence of 5 who has a full 10
dots in Anchors can have up to 15 Essence. It is possible to go above that number, in certain
circumstances, but these are almost always costly and dangerous.

Ferrymen, The: Enigmatic and powerful beings who claim to come from the other side of The
Barrier. They appear to Wraiths and speak of a better place that lies on the other side of the
Barrier - a realm of final peace and deliverance. They call upon Wraiths to let go of their
Anchors and follow them back to the other side, but few heed their call.

Ferrymen are also known to destroy the Damned on sight, and have a great deal of skill and
prowess - and strange, black weaponry - to bring to bear for this unpleasant task. No one has
ever seen a Ferryman lose against one of the Damned, no matter how large they may be, or
how many there are.
Freewraiths: A loose "Concord" mostly comprised of Wraiths who think the Ferrymen are lying
- or at least not telling the whole truth - and The Order are a bunch of fascists. Others just
want to live by their own rules, rather than the Injunction. Some fight the power, some lay
low, and others just thumb their noses at "the man."

The Fugue: The dreamy, half-awake state that a Sleeper endures while still in her Shroud.

Ghost: More or less what it sounds like - the spirit of a deceased person that is bound to the
land of the living for some reason. This term can be used to include Sleepers and Wraiths,
along with other creatures which exist in the same, ethereal state.

Haunters: A Concord made of those Wraiths who think their true purpose is to frighten the
living. They delight in scaring, driving off and even slaughtering the living - sometimes for pay,
and sometimes because they like it. Their activities do not make them popular with other
Wraiths.

The Injunction: The five rules handed down by Charun, Emperor of the Underworld. All
Wraiths are supposed to follow this code, and The Order and The Ferrymen uphold it as best
as they can. Meanwhile, some Concords break it as a daily course.

The Land of the Dead: The reality that Ghosts and Wraiths inhabit, which lays beside the land
of the living.

Messengers: A Concord made of Wraiths who believe that have been tasked to save lives. They
act as invisible (or very visible) guardian angels and saviors for mortals.

Numen (pl. Numina): One of the arcane powers of the dead.

The Order: This Concord - the first - is a quasi-religious society that hews to, and enforces, the
Injunction. They see themselves as the shepherds of the dead, and servants of Charon. Others
have less charitable opinions.

Ossify: A strange, creeping physical and mental paralysis that happens to Wraiths who "give
up." Fully Ossified Wraiths often resemble statues, and are considered to be "Sleepers" in
terms of the Injunction.
Paradise: What awaits on the other side of The Barrier, in the Spirit World, according to both
the Ferrymen and the Believers.

Pardoners: A martial Concord that see themselves as warriors of the soul. They patrol in search
of Wraiths who need their spiritual aid, ever on the lookout for The Lost and The Damned. And
they'll save you, whether you want it or not.

Projectors: Living beings who can send their souls out of their bodies, and into the land of the
dead.

Reapers: Strange creatures from beyond The Barrier who hunt Wraiths and Ghosts, seemingly
for sport. Any souls they capture are taken back across The Barrier with them, and are never
seen again. Reapers almost always carry Artifacts with them.

Shadowland: A place where the worlds of the living and the dead are so close that they
actually overlap. Shadowlands can be both naturally-ocurring and purposely-created, and can
be made by man and ghost.

Shadowstate: A state of being where the Wraith's Shadow actually helps her out by placing its
Thorns at her disposal.

The Shroud: The flimsy, ethereal membrane that covers Sleepers from head to foot. No one is
certain if it is the cause, or a byproduct, of the Fugue. Removing the Shroud from a Sleeper
wakes her up, and some Sleepers have been known to Arise on their own.

Sleeper: A Ghost still in her Shroud. They are in a dreamy, half-awake stupor, and are not fully
aware of their surroundings. Sleepers aren't always aware that they are dead, and repeat
certain moments of their lives over and over again. They can respond to stimuli, but tend to go
back "asleep" once the excitement dies down.

Solitaries: Wraiths who don't belong to a Concord, or steadfastly refuse to join one. They tend
to be unpopular, and looked upon as poor cousins.

The Spirit World: Whatever lies beyond The Barrier. The exact nature of the Spirit World is
subject to fierce debate, especially amongst Believers and The Order. The Ferrymen refuse to
talk about it, other than to say that Paradise awaits there.
Storm: In terms of the land of the dead, a Storm is a terrible, near-volcanic eruption from the
Spirit World, where dangerous winds and legions of The Damned spill out of holes in ghostly
reality. These do a lot of damage, and are thankfully rare. The only way to protect oneself from
a Storm is through the use of Numina, in a Shroud, or Ossified.

The Sundering: The great Storm of ages past that pushed The Spirit World away from the land
of the living, and created The Barrier. Everything that has happened since The Sundering is said
to have taken place during The Concord.

Tainted Essence: The free-floating power that the Shadow collects for Itself. These can be used
to fuel Its powers, and offer dice to "help" Its Wraith. If the amount of Tainted Essence ever
goes past a Wraith's Morality, the Shadow has a chance to trade it all in for a dot of permanent
power, known as Angst.

Thorns: Powers the Shadow can use to affect ghostly reality around the Wraith. These are
often used to confuse the Wraith - making her doubt her senses, or distrust her friends - so
she'll rely on the Shadow, instead.

Wraith: A fully-aware Ghost, and the protagonists of this particular game. They are fully
fleshed-out characters, as opposed to Sleepers, who function under much stricter parameters
{and much simpler rules}. Most Wraiths were once Sleepers, but woke up due to one reason or
another.

Old Form:

Atran (pl. Atranes): The name the middle-management priests of The Order use amongst
themselves.

Arcanos (pl. Arcanoi): The old name for a Numen (pl. Numina), which dates back to the Old
Times.

Charontes: An ancient term for The Damned, most often used by The Ferrymen, or those who
work closely with them.
The Concord: The proper term for The Order. It has slowly fallen out of favor due to every
other socio-political faction amongst the dead also being refered to as Concords. Sometimes
refined as The First Concord.

Haruspex: One who is skilled in using the Numina of Fate.

Lucomun (pl. Lucomones): The name the highest priests of The Order use amongst themselves.

Truna: An ancient name for Essence.

Underworld: The more "proper" name for the Spirit World, used by Ferrymen and the priests
of The Order. Most Wraiths prefer to use "Spirit World," since it sounds more gentle.

Modern Slang:

Boo -Job: Trying to scare the living. This is most often used in the context of getting someone
else to do it for you: "I offered to cast lots for him if he did a boo job for me."

Dark Angels: The Ferrymen, according to people who don't trust them.

Day Trippers: What Wraiths tend to call Projectors.

Do-Gooder: A derogatory way to refer to Wraiths who go around Waking Up Sleepers. This
title is applied whether the Wraiths in question are acting from unselfish motives or not.

Frighteners: The most common nick-name for the Haunters, and the only one they have no
problems overhearing. Repeating the others in their presence is asking for real trouble...

G.D.I (God-Damn Independents): Often used to refer rudely to Freewraiths and, increasingly,
to Solitaries as well.

Halo Hunters: A name applied to any Wraith who does a lot of good for the living, seemingly
overcompensating for sins real or imagined. Often applied to the Messengers.
Juice: The street name for Essence, most often used by those trying to refuel themselves.
"Damn, I need some more Juice."

Meat Puppet: A mortal that is the "property" of someone, via Bios, Regis or some other
Numina.

Rabble: People who don't belong to The Order, according to loyal members of the first
Concord.

Shotgun Priests: One of many rude name for the Pardoners, who do tend to live up to it. In
fact, it's said that they started the name's use, themselves.

Soul-Gestapo: One of the less rude names for The Order, often used by people who see the
First Concord as fascists.

Walking Dude: A recent term for a Dark Walker. Also used to refer to a Ferryman, girded for
war, that's headed your way.

The Wall: Another way to refer to The Barrier, common amongst Wraiths who died during the
Cold War {or Pink Floyd fans}.

Zealots: A rude name for the Believers, usually applied by people who don't believe in Paradise
and/or hate the Ferrymen.

Chapter One: Dead to the World

"Nothing Gold or Good Can Stay"

Ghosts

Inner Structures

States of Not Being

Outer Realities

The Final Obstruction

There's a house in the middle of Skylark Street, and they say that it's haunted.
Not that anyone could say for certain. No one lives there, no one goes there, and no one even
looks at it if they can help it. It's the sort of place that doesn't invite inspection, if you get what
I mean.

The story goes that, long ago, a man came home and found his wife with her lover. He'd been
married for years, and hadn't suspected a thing. And then one day he forgot his satchel on the
way to work, and came back just in time to catch them in the thick of things. Caught red
handed, you might say.

What happened next depends on who you ask. Some versions say he killed her lover, some say
her lover killed him. Hell, some folks think her lover went mad and killed them both, running
out of town before anyone could call the police...

There's all kinds of gruesome, sick stories about that place, and what happened there. But no
one wants to find out for sure, since the place makes you want to be far, far away from its
front door.

So no one lives there. No one goes there. No one even looks at it, if they can help it. They say
it's haunted, and just leave it at that.

And that's just the way I like it.

"Nothing Gold or Good Can Stay"

The coldest and saddest fact anyone has to face is that there must be an end to things.
Nothing is forever: buildings crumble, flowers fade, friendships die, love goes away. Even
mighty nations must someday fall into the dust of ages, leaving only trace records, legends and
questionable history behind.

And as the mighty nations go, so must the people who made them.

No, mankind is no exception to the stark reality that everything was made only to end.
Mortality is but a fragile, temporary condition at best, and though many may try to cheat
death - and some, indeed, do - there is no true escape from the ultimate limit of death. Sooner
or later, all things must lay down and not get back up again.
But no one wants to accept this.

If asked for an honest answer, most people will say that they believe in a life after death. The
alternative is too terrible tocontemplate. Who can truly imagine nonexistence? Who can really
say that they look forward to not being able to look forward to anything? To never think, to
never feel, to never remember another thing, ever again?

It is madness to dwell upon the idea for too long.

So we cling to the hope that there is something beyond death. Our religions promise us some
sort of continuance. Some say we can dwell with the Gods in an unending paradise {or might
be forced to suffer in an unending hell}. Others say we can come back, time and time again,
until we finally get it right. There are countless variations, and perhaps some of them are
correct.

But there is another, even more universal theme.

Almost every culture that has ever existed has believed that souls can get lost on their way.
The reasons they are made are unique to each worldview, as are their limits and purposes.
Perhaps they have been taken too soon, or in bad circumstances. Perhaps they are angry at
their loss, or need a final closure to truly know. But the general idea that there are souls who
are denied rest, judgment or peace is frighteningly common.

Common it should be, for ghosts are very, very real.

Ghosts

Everybody has a Ghost

Everybody has a Ghost who sings like you do

Yours is not like mine

But it's alright, keep it up

Ghost - Live

Creation Songs
What makes a ghost? There are as many answers as there are ghosts to testify to them.

For some it is a case of unrequited love that has never been resolved, and cannot be put away.
For others, a horrible accident or vicious murder cries out for redress, or recognition. Some fall
prey to terrifying madness, however silent or obvious, while others succumb to old age, or
sickness, or a strange, fatal irony. Even those who die in peace in their sleep might have cause
to come back, for one reason or another.

There is no true formula to predict what lets one soul go on and holds another back - no exact
science of the soul. Some say it's choice, some say it's chance, and some say it's a cosmic
conspiracy. Still others say it's all a matter of Fate, which lies somewhere between those three
boundaries.

Whatever the reason, there are times that the soul does not depart from the world the way
that it should. The most precious and painful things left behind, and the feelings they
engender, deny these souls full flight from their mortal coil. These great and weighty things are
known as Anchors, and they hold the soul down as surely as any chain, prohibiting the peace
their final journey into death should bring.

What is left behind, fettered to these Anchors, is a spectral mockery of what once had flesh, a
voice and a will of its own. It is a shadowy echo of what was mortal: a stillborn voice,
whispering in the darkness, and begging - however unconsciously - for the attention of the
living.

A ghost, for want of a better word.

Sleeping Reason

Drifter - Sleepwalk

Drifter - Sleeptalk

Awake to who is following

Drifter - Siouxsie and the Banshees


Ghosts are drowsy, stunted things, endlessly repeating key moments of their lives over and
over again. Wraiths call them Sleepers, for they seem to be sleepwalking through their
undeath. Most aren't aware that they are dead, and even those who know this fact are barely
aware of their surroundings, their situation or their own strength.

This half-awake state of being is known as the Fugue. Those who have some insight - however
limited - into these matters say that it is caused by the shock of dying. And a ghost might yet
outsit an eternity without ever recovering from it, for it is all-encompassing, and powerful:
draining away conscious thought and lulling the Ghost to "sleep" as surely as opium.

Sleepers will respond to certain things, such as being attacked, or having their Anchors
threatened. But once the threat is gone, or the excitement goes away, they go right back to
whatever they were doing before they were interrupted. They may completely forget that it
happened, or may conveniently remember it again when something similar happens. Such are
the vagaries of the Fugue.

There are a few ways out of this state of affair. Sometimes the directed outpouring of emotion
towards a Ghost, or one of her Anchors, is enough to bring her around. Exceptionally strong-
willed Ghosts have also been known to bring themselves out of the Fugue by working through
the unreality of their current situation, or forcing themselves to ask questions about the
passage of time, and their relation to it. And sometimes Ghosts just wake up, as though the
Fugue were nothing more than a long and luxurious nap.

But there is a more direct - if somewhat brutal - way to wake up a sleeping ghost: removing its
Shroud.

All ghosts are trapped inside a Shroud, which is a flimsy, ethereal membrane that covers them
from head to foot. No one is certain if the Shroud is the cause, or a byproduct, of the Fugue. All
that is known for certain is that its presence is integral to keeping the Ghost Asleep, and
removing it, then, is the surest, most direct way to Awaken a ghost, thereby creating a Wraith.

And when it's over, and the Wraith is fully aware of what she's "gained," it's quite
understandable why many of them wish they'd stayed Asleep.

Means of Demise

The first division in undead society - at least past the matter of being Asleep or Awake - is
caused by the last moments of every Wraith's mortal life.
The means by which one dies mark the dead in ways that are both indelible and
unquestionable. They provide Wraiths with with the source of their Deathmarks, and an
affiliation towards certain Numen. And they also make each Wraith stronger in one regard, yet
weaker in another, as though they were caught in some kind of spectral balancing act.

Those slain by Violence are something of an angry breed, hence the nickname of "Ragers,"
"Redfaces" and "Bruisers." They know too well the cost of anger, and yet they are marked with
an odd propensity towards it, reflecting in an increase in their strength. They also become
attuned to either controlling fear in others, via the Numen of the same name, or channeling
their rage and pain through the strains of Kinesis. And their anger will become all too clear if
they are presented with a close reminder of how they, themselves, died, as they may slip into
Shadowstate without meaning to.

Meanwhile, those who succumbed to Sickness or Starvation are conversely granted an


increase in their stamina, as if to make up for their bodies' failure. These dead are known as
"Sickies" and "Plaguebearers," even if they starved to death, due to the horrid miasma of
disease and sickness that surrounds them. The experience of having died in this all-too-earthly
fashion lends them an affinity towards either the Bios or Embody Numen, as they have either
gained an insight into the workings of the human body, or forced themselves to be for so long
that Embodying now seems second nature.

The ones taken by Old Age are often referred to as "Elders" or "Grandparents," when they're
not being derided as "Antiques" or "Old Farts." Having forced themselves to live as long as they
did increases their resolve, just as having gotten so old makes them more attuned to the Bios
or Decay Numen. But they also face the danger of giving up too easily, or falling into a deadly
rut - leading to easier Ossification if they're not careful about it.

Happenstance takes many a victim, and grants them an increase in their dexterity as if to make
up for the whole thing. They are also granted affinities with Kinesis and Fate, which may give
them a better chance the next time around. However, all "Accidents," "Whoopsies" and "Slip-
Ups" are also cursed with suffering physical flashbacks to their deaths, both on important
anniversaries and in eerily similar circumstances.

The "weirdoes" and "lunatics" who died due to their own Insanity are not often popular, even
if they might have a talent for the much-needed Castigate Numina as a result of wrestling with
their inner demons. This may be because they can also have a talent for the Fear Numina,
instead, or perhaps because their mania followed them even unto death, in the form of a post-
mortem insanity that can never be healed. The fact that their composure is raised to help
counter this handicap is often lost on those who would judge them.
Also unpopular are those whose deaths are a Mystery, even to them. Bereft of Deathmarks,
they stand out like sore thumbs, and could develop a talent for any Numina at all - including
ones that are hard to come by, or possibly even unique. Their wits have been sharpened by the
uncertainties of their death, but they will need them, for they are compelled to seek out any
new evidence of what may have happened. And once the mystery is solved, their proper
Deathmarks appear, and they can no longer be referred to as "blanks," "enigmas" or
"questions."

But the most unpopular of all are those who died due to the hand of Fate in action - mostly
because no one but the "Touched" know who one another are. The "Condemned" sport
proper Deathmarks according to how they died, but the why of it revealed only to one
another, in a special Deathmark only they can see. The hand of Fate upon them makes them
more manipulative, perhaps because they are more attuned to how the world works, and they
can have an affinity for either the Fate or Embody Numen along similar principles. But that
hand can also be very controlling, and many of the "Puppets" find out that it can control them
just as easily, occasionally turning them into automatons and sending them off on some
unguessable errand.

Inner Structures

"You see... I keep thinking Greg's died, I've died. This has to be Hell or some Tibetan Bardo
experience... and I keep thinking... if I was going through some sort of weird afterlife
Purgatory? Would I know it?"

Officer Slade, from The Filth - Grant Morrison

While all Wraiths must start out as Ghosts, the change from one to the other is quite
spectacular. The two beings still share many similarities, but also diverge in important ways -
so much so that some are convinced that Ghosts are a separate species altogether, and that
the act of Waking Up is more than just a burst of self-awareness. How else to explain that a
Sleeping Ghost appears much like a mortal, when seen from the vantage point of the Wakeful
dead?

In terms of their similarities, Wraiths and Ghosts both have Anchors: people, places and things
that hold them back. Both spirits gain power and stability from their Anchors, and a Ghost
cannot exist without them. Likewise, a Wraith with no Anchors quickly disappears into the
Barrier, never to be seen again {except, perhaps, as one of the Damned}.

The difference between the spirits is in the numbers and limits of their Anchors. Ghosts are
barred from moving too far from their Anchors, but Wraiths have a wider field of action. They
are inconvenienced by their separation from them, rather than prohibited outright, and can
teleport to their Anchors through force of will.
Ghosts also tend to have but one Anchor, while Wraiths may have several. It seems that the
process of becoming a Wraith also "Awakens" one or more other Anchors that were dormant
up until that point.

Both Wraiths and Ghosts are made of up of Corpus: firm but pliable soulstuff that forms a
reflection of the Wraith's own self-image.

Some appear more comely than they did in life, while others appear thinner, fatter, stronger or
weaker. If a Wraith saw herself as being uglier than she was, then whatever features she didn't
like about herself will be slightly exaggerated. Likewise, if she saw herself as being prettier than
she was, her favorite aspects of her body will be slightly accentuated in her favor.

The differences are most often cosmetic, though it's not unknown for people to be slightly
stronger, faster or more observant in death than they were in life. However, it is possible for a
Wraith to radically change her appearance using the Shaping Numina, or various other means,
and these changes are often substantial. Wraiths can impersonate other Wraiths, and make
weapons, armor and other objects out of themselves by consciously rearranging their Corpus.
They can even invest these objects with an existence separate from themselves, which is how
most things in the Deadworld came to be.

Deathmarks

There are other, more noticeable changes to a Wraith's Corpus, such as the odd, tell-tale
signatures the manner of their death marks them with. These signs are known as Deathmarks,
and while they can be Shaped away, or hidden by other means, a Wraith's "default"
appearance always has these features.

Violence: The final act of violence against the person takes permanent and exaggerated form
on the Wraith, forever marring her body. The "blood" from this wound continues to drip, but
dissipates before it reaches the floor.

Sickness: The symptoms of the fatal malady are exaggerated, and permanent. Those who died
from Jaundice have yellow skin, and those who died from fevers are sweaty and seem to
radiate heat.

Starvation: Those who died from hunger or thirst are thin and gaunt, with skin stretched taut
against the bone and eyes sunken deep in their sockets. They also look extremely hungry.
Happenstance: The wounds from the accident that killed such Wraiths stay upon them. But -
unlike those who died from Violence - these wounds do not bleed, burn or break, except when
the Deathmark's owner suffers a flashback.

Insanity: Wraiths who died as a result of their own madness have the unblinking, glassy stare
of the lunatic.

Mystery: Those who have no idea how they died are unique in that they have no physical
Deathmarks whatsoever. Only when they discover what killed them will the marks manifest, if
at all.

Old Age: Wraiths who died from advanced age, or some of the "natural causes" such a state of
being brings about, have stark white hair and a gray tint to their skin. They also have cobwebs
about their bodies, as though they were falling victim to Ossification.

As for those who were Fated to die, they display one of the marks above, appropriate to the
manner in which they left the world. However, they have another, truer mark: a strange,
indescribable sigil upon their forehead that seems to change from moment to moment. This
true mark is submerged, however, and visible only to others who were taken by Fate as well.

Both kinds of spirit are intangible and invisible to the living. They can walk right through walls,
floors, ceilings, speeding cars and bullets - though not the ground - as though they weren't
there. Some say this is because they're spirits, while other, more scientifically-minded Wraiths
have posited that the Dead are in a different molecular state. Either way, Wraiths have to
Manifest, or use various Numina, in order to be seen by the living, or to have any true physical
contact with them, and take damage from their attacks

Wraiths and Ghosts share certain powers, which have been referred to as Numina since time
out of mind. However, where a Ghost's Numina are halting, limited things that seem more of
an afterthought, Wraiths have access to a frightening array of powers. Some Numina are
rather common, and seem to come naturally - if anything can be said to be natural to the
undead - while others are more arcane, and require study and a great deal of practice to fully
master.

Both kinds of spirits can harvest and store a form of spiritual energy known as Essence. This
energy can be used to power their Numina, and can also be used to heal their Corpus. Wraiths
and Ghosts can collect Essence by being in close proximity to their Anchors, or when someone
remembers them. But Wraiths have other ways to gain Essence, and other things to spend it
on as well. Wraiths also tend to have much larger stores of Essence available to them, though
this is largely dependent on the strength of their Anchors.

Wraiths also have access to small but potent abilities known as Affinities. These ghostly senses
take advantage of Wraiths' status as dead, entropic entities, and let them see weaknesses in
objects, flesh and the soul. They also allow for a small measure of foresight, both into their
own immediate future and the far-off future of another, and allow them to keep track of their
Anchors.

Ghosts cannot use most of their Affinities, most likely because they are Asleep, and unaware of
their true potential. One important exception is the ability to Manifest, whereby the gulf
between the living and the dead is breached by the spirits, allowing them to appear in physical
form. Ghosts have a fairly limited repertoire when it comes to Manifesting, while Wraiths have
a few choices on how fully they want to be felt, seen, or heard.

Shadows

The mirrors always tell the truth

I love myself for hating you.

Everyone I Love Is Dead - Type O Negative

And then there is one, final way in which Ghosts and Wraiths differ: the malign, split
personality of the Wraith, known as the Shadow. These inner monsters wake up right
alongside the Wraiths they belong to, and are quite unhappy to have been brought around to
consciousness. So they spend their time trying to get their Wraiths to go back "Asleep" -
willingly if they can, forcefully if they must.

Some say the most ironic thing about being a Wraith is that the most forceful advocate for a
final, peaceful rest is also the most spiteful, hateful thing a Wraith will ever encounter, outside
of the Damned. The Shadow detests the Wraith for existing past her death, and wishes death
and destruction on the Anchors that hold her back. It loathes other Wraiths for giving her aid,
companionship or a new purpose, and laughs at the promises of something more than this.
Indeed, it hates the entire world for allowing the cruelty of extended, post-mortem existence
to be heaped upon her, and it, and would not hesitate to destroy it all if something ever gave it
a chance.
In short, the Shadow is the enemy; It exists to deceive, disenchant and destroy. It can use its
special powers, known as Thorns, to trick its Wraith. It can also use them to tempt her into
certain actions, or offer them to the Wraith for a short time {and a high price}. Failing that, it
could talk the Wraith into giving up completely, or engineer the destruction of her Anchors.

Given time, the Shadow can lull a Wraith into a state of horrid delusion - known as being Lost -
or else become so powerful as to destroy the Wraith, one fraction of her being at a time. Such
deception and power take a long time to accumulate, but as it's been noted, time and again,
Wraiths and their Shadows have nothing BUT time.

There is help available against the Shadow, but it is often as questionable as the Shadow, itself.
Pardoners are especially skilled at dealing with them, but their ministrations are often intrusive
and unwelcome, and are always painful. Ferrymen are also a source of salvation, but it's hard
to persuade them to give it; They seem to take the stance that some souls are not worthy of
their time.

States of Not Being

Watch me bleed - bleed forever

Watch Me Bleed - Tears for Fears

To be a Wraith is to be a spiritual echo of what once was. And though it's true an echo will last
longer than the sound that originally made it, it tends to get weaker and more diluted as time
goes by. As above, so below.

To the dead there is no question of the heart and mind ruling the body or not - they ARE the
body, and the body is them. Wraiths are thought and feeling wrapped inside ghostflesh, ever
in danger of being undone from without or within. And while Wraiths might be a little hardier
than most, even they have their limits.

Body is Soul

A Wraith's appearance is largely dependent on how "together" she is: a combination of how
she's feeling, how much Essence she has in her, and the overall strength of her Corpus. Given
all that, a Wraith might change her looks fairly often in the same day, even without consciously
Shaping herself.
A Wraith tends to wear her emotions on her sleeve, unless she's very good at hiding them.
Those who are upbeat and happy appear brighter, as though they were out in the sunlight,
while a Wraith who is dejected or upset seems dark, as if caught in the shadows. Those who
are sad seem wet and clammy, as though they'd soaked themselves with their tears, and those
who are angry seem hot to the touch, and may even steam with rage. And so on

Wraiths with a lot of Essence seem to move faster, and glow with an inner light that
illuminates their features and stands out against their Deathmarks. They also have more color
to them than your average Wraith, which is still considerably muted when compared to the
world of the Living, but is a welcome change from the normal dull palette of the Deadworld.
Those with very little Essence to them are duller than usual - almost colorless, in fact - and
seem to move slower, even if there is no real reduction to their speed.

Corpus, meanwhile, is measured in two ways by Wraiths: how much they have at the time, and
how much capacity they have for it. Those with a fairly normal capacity are solid in
appearance, while those who aren't are translucent, transparent or practically invisible,
depending on how little room they have for Corpus. And while those with a fairly full "tank"
have distinct features, those who have lost most of their Corpus are fuzzy, indistinct or unclear,
as though they were losing cohesion due to damage. This lack of clarity is on top of whatever
other damage might have been done to the Wraith, such as losing a limb, having been raked
across the face by claws or burned severely.

Soul Damage

A Wraith's Corpus is a bloodless sack of soulstuff - one intangible to most of the slings and
arrows from the Land of the Living. However, when faced with dangers from her new world, a
Wraith's body proves as malleable and fragile as the flesh she left behind at death. Wraiths can
be punched, kicked, cut, mashed, sliced open, dismembered and burned, just as any mortal.
And while they are in no danger of having bones broken, bleeding to death, or suffering the
loss of a vital organ, the pain caused by their equivalent remains as acute as ever.

That said, it is difficult to destroy a Wraith through the application of brute force alone. Only
the most serious kinds of damage, done in an overwhelming amount, can utterly destroy a
Wraith on the spot. All other kinds of damage done to them might indeed shred their bodies to
nothing, but they will reform near their closest - or most powerful - Anchor within the hour,
provided they can overcome their Shadows' attempts to keep them from reforming.

Denial and Dissolution

Whenever a Wraith is dropped down to zero Corpus, that poor soul is in for an unpleasant
time. She must literally wrestle her Shadow for the "right" to come back - a process that
requires her to expend energy and square off against her darker side. This awesome battle of
wills is known as Resurrection, and the Shadow's efforts to block it are referred to as Denial.

Those who succeed in their Resurrection reform in part, using their Anchor as a base to rebuild
themselves from. If they overwhelm their Shadow's attempts to Deny them, then they can fully
return, just as they were. However, if they reach a stalemate with their dark halves, they must
either concede the Denial, and try again -which is risky, and time-consuming - or else spend
additional energy to force themselves past the deadlock, losing a piece of themselves as they
do.

Those who are Denied in this must marshal both time and energy and try yet again, until they
either succeed or run out of energy. Those who run out of energy are destroyed, as surely as a
Wraith whose body was overwhelmed by severe damage. And those who take too long may
come back to discover that days, weeks, months or even years have passed them by

As previously mentioned, Shadows can damage their Wraiths' Corpus in another, more direct
manner: they have the power to force a Wraith's very being to fall apart. This action, known as
Dissolution, is not an easy thing for a Shadow to do, and they can only do it a little piece at a
time. However, the process becomes easier once the Wraith has already lost a fraction of
herself to Denials, certain Numina, or other perils of the Deadworld.

Ossification

The further I get from the things that I care about

The less I care about how much further away I get

Fear of Ghosts - The Cure

A Wraith's essential oneness of body and soul can produce physical effects that are not merely
cosmetic. Perhaps the most pitiful is being spiritually "frozen" by an extreme lack of inner
drive. This state is known as Ossification, and it can strike anyone, at any time.

Over the years, a Wraith may tire of the endless, seemingly-pointless expanse of time that is
life after death. If she doesn't recognize that this is a problem, and gives in to ennui, boredom
and depression, she may find herself slipping away. Hours will slide by as swiftly as minutes,
days will pass with little note, and she will question the need to do anything ever again. After
all, what would be the point?
Wraiths who succumb to this line of thinking find that their bodies are a willing accomplice to
the crime of soul-surrender. They begin to reject Essence, which makes them feel dull, gray
and unmotivated. Then their Corpus gradually turns as white as marble, and becomes just as
unyielding and immobile. Cobwebs form in the air around them, binding them tightly to
wherever they chose to make their final resting place.

And if they do not snap out of their funk, and no one intervenes, such Wraiths one day close
their eyes one last time, and fall back Asleep.

It's important to note that a Shadow cannot cause a Wraith to Ossify. It can, however, steer a
Wraith towards that state of mind by judicious use of its Thorns. {It can also pull the Wraith
back from the brink, and set her back into motion, but why would a Shadow want to do that?}

Letting Sleepers Lie

While this seems like a horrible tragedy - and perhaps it is - it's not irreversible. A Wraith on
her way towards Ossification might snap out of it, and come back from the brink. And it is
possible to revive a victim by pouring great amounts of Essence back into her, even if she's
been Ossified for centuries.

The Order, however, prohibits these actions. They believe that some Wraiths just can't handle
the hand that Fate has dealt them, and are clearly better off this way. Besides, once a Wraith is
Ossified, she's in no danger of becoming one of the Damned; Those whose Anchors are
destroyed simply collapse into a pile of dust and cobwebs.

In keeping with that philosophy, the Ossified are considered to be Sleepers, as per the
Injunction - "Wake Not the Sleepers." All such unfortunates are gathered up by The Order, and
taken away for safekeeping. In Order Temples across the Deadworld, there are vast chambers
full of ancient statues who once walked, talked and wept - a sobering reminder that one's
unlife should be as rich and productive as possible.

Getting Lost

I'm not crazy - Institutionalized

You're the one who's crazy - Institutionalized


You're driving me crazy - Institutionalized

Institutionalized - Suicidal Tendencies

Another danger of the mind and body being one in the same is what the Shadow can do to a
Wraith's senses, body or immediate circumstances. If left unchecked, it can completely rewire
how its Wraith receives information, putting her into a sinister, virtual reality known as being
Lost. And a Lost Wraith is a serious hazard, both to herself and to others.

The living speak of delusions: seeing and hearing things that aren't really there, or failing to see
things that are. But while those illusions might be tricks of an unbalanced mind, to the dead
they may be everyday occurrences, spawned by their Shadows. These tricks are known as
Thorns, and much like their namesake they are painful and entrapping.

Most of the illusions a Shadow can make with its Thorns are of short duration, only. However,
it is possible for a Shadow to make such a trick last for much longer, and then keep it going, so
as to really fool its Wraith. And as a Shadow gains in power, it can keep more and more Thorns
going at once, eventually getting the Wraith to a state where almost all she perceives, says and
does is a product of her Shadow's will.

Wraiths who have reached this sorry state of affairs are referred to as Lost. They are rarely
pleasant to be around, as they may look grotesque and invite trouble on themselves. They
might interpret all friendliness as hostility, and all offers of help as sordid, demeaning
suggestions. They may even start to see friends as foes - and foes as friends - and lash out
against anyone who tries to bring them out of it.

It is for this reason that the Pardoners are so extreme in their methods. They won't tolerate
any dissembling, as they know it could be the Shadow covering up a cry for help, and treat all
their flock as though they were in need of desperate scourging. They figure it's better to have
been a little overzealous in a situation that didn't call for it than to be criminally kind to
someone needing tough love.

Damnation

All they want is your heart and soul

They want your tears to fall


All they want is your purest sin

They want to welcome you in

Walking with Shadows- Gary Numan

All Wraiths have a preternatural fear of The Damned - not only because they are so hostile
towards Wraiths {ravenous might be a better word} but because they know that behind every
fanged maw and taloned hand is a face that was once just like their own. Each and every one
of their deadliest enemies were Wraiths, and they are an ever present reminder of what
happens when the Shadow wins.

One might wonder, then, why so many Wraiths succumb to Damnation? It should behoove
anyone with a sense of self-preservation to look well upon the Damned, and consider their
own position.

The answer is a sad one: the more power a Shadow has, the more its Wraith becomes like it.

As the Shadow grows stronger, it is able to subtly influence the Wraith's thinking. It starts out
with small, little decisions, such as whether to lie, but eventually goes up to much larger and
darker sins. And as these dark acts weigh upon the Wraith, the Shadow gets stronger still.

Before long, the Wraith reaches the point where she sees less and less reason to care about
keeping her dark side in check. Aren't their goals essentially the same, now? Aren't they stuck
with one another, thick and thin? "Detente" becomes the watchword, rather than "victory,"
and cooperation with the darkness becomes a daily convenience rather than a frantic act of
dire emergency.

By this time, both halves of the personality are on near-equal footing, and there is precious
little difference between the Wraith's point of view and the Shadow's. One day she will ask if it
really be that terrible to be united with their inner darkness, once again. And after that it's a
slow but sure spiral into Damnation - one that only the greatest expenditure of self-will, or the
most powerful acts of a Pardoner or Ferryman ,will halt.

And even they cannot reverse the damage that's been done. "Once fallen, always scarred."

Peace With Honor?


I realize that the prognosis sounds horribly bleak, my brothers. But we must ever remember
that our darkness is merely a reflection of ourselves, and our true reaction to this condition of
shadow and whisper.

No, we were not meant to be in this state of affairs, and the Shadow would remind us of this -
harshly and brutally, if need be. But we have the intelligence to direct it in the direction we
need it to go, do we not? We have the drive to persevere, do we not? And do we not have the
wisdom to know a good idea from a bad one, thanks be to God?

To leave this condition with some sort of dignity, we must become one with the Shadow, once
more. We know this for a fact. The question, then, is whether one shall rule the other, or the
two shall become one, and we may truly walk alongside the Angels into Paradise.

- Father P. Gant, Believer of London, God's Flock

Outer Realities

How could we not see this approaching? What trick of topography is this, that lets the
sprawling monster hide behind corners to leap out at the traveler?

It is too late to flee.

Perdido Street Station - China Miéville

Wraiths have a wider range of action than Ghosts, but they remain tied to their Anchors, which
dissuades wide travel. That said, it isn't unheard of for Wraiths to explore the far corners of
their world, either on their own or by creating a Consort and riding someone - or something -
around the planet. In fact, some Wraiths with well-protected Anchors go "Skinriding" all the
time, jaunting from place to place so they can say that they have, indeed, seen everything.

Simply put - anywhere one of the living can go, so can a Wraith. They can walk the poles, swim
in the sea, traverse the deserts and jungles and climb through the mountains and valleys. They
can even soar through the air or dive to the depths of the oceans, provided they can get a ride.

And some have even hitched rides aboard spaceships in near orbit, though the pull of their
Anchors makes such a trip little more than an extreme stunt
Here and There

When speaking of what they left behind in death, Wraiths tend to make a distinction between
the world of the living and the world of the dead. The former is the Land of the Living -
sometimes known as the Liveworld - while the hazy realm they inhabit is often called the Land
of the Dead, the Deadworld, the Deadlands, or any number of other, less cozy terms.

In truth, the notion of there being separate lands for the living and the dead is a misnomer:
both occupy the same world at the same time. It's just that Wraiths are one step "beyond" the
people, places and things they left behind, and are unable to interact with them without using
their powers. And even then, with their Affinities or Numina turned full on, that interaction is
temporary and draining, and serves as a harsh reminder of what's been lost. So they prefer to
think of it as two separate realities, even if they are one and the same.

To a Wraith, the Liveworld - and, by extension, the Deadworld - is a pale reflection of what
they remember. Everything and everyone they once knew is still there, barring their
destruction, demolition or death, but what was left behind seems more than a little off.
Everything there is hazy and indistinct, as though the Wraiths eyes were watering up or out of
focus. The colors are washed-out and flaccid, motion is seen as a blur, and the Sun is a dull disk
in the sky, even on "sunny" days. Smells are muted, sounds are distorted and taste is simply
not an option, here.

In fact, the only things that are sharp and clear to Wraiths are their own Anchors and their
fellow Wraiths: even Ghosts in their Shrouds seem as much a part of the cloudy landscape as
the living. While this state of being makes it relatively easy for the Dead to tell one another
apart, it also makes for a depressing and discouraging view of the things they left behind.
Anchors seem so close, and yet so terribly far, far away.

To be a Wraith in the Deadworld is to exist alongside the living, but to be unable to enjoy
anything of the former life. Their intangibility keeps them from touching anything in the "real"
world, and it's a rare human who can see or hear them. It is for this reason that many Wraiths
take up "riding" people or objects, or else learn the lower levels of the Embody Numina. They
just want to see, hear and touch the world, again - to experience it as it was truly meant to be,
once more.

And the fact that this makes the loss even deeper than before is not lost on Shadows.

Consorting With the Dead

One exception to the rule of appearances are Consorts: mortals that Wraiths have spiritually
"bonded" with, using Numina or the expenditure of Essence to do so. It's easier, or at least
less-costly, to use Numina on or around a Consort, and they can be used as temporary
"Anchors" as well.

To Wraiths, Consorts appear to be as 'real' as Anchors. In fact, they appear so 'real' as to often
be mistaken for other Wraiths, too, which leads to unintentional comedy as the Wraiths try to
talk to them. Especially if the Consorts talk back

Interestingly enough, those mortals who can hear or see the dead - often referred to as
Mediums - do not appear any different that ordinary mortals. This also leads to unintentional
comedy when the Mediums speak to the spirits, and the Wraiths don't realize they're being
spoken to.

The Catacombs

They had streamed up the aisle between the high pews to the trap-door of the vaults which
yawned loathsomely open just before the pulpit... I followed dumbly down the footworn steps
and into the dark, suffocating crypt.

The Festival - H.P. Lovecraft

While they may have the run of the world, Wraiths also have a special place all to themselves.
Under the ground of the Deadworld is a sprawling labyrinth of untold lengths and depths,
existing alongside the subterranean buildings of the living, and bordered only by the oceans
and seas. This endless maze of tunnels and chambers is known as the Catacombs, though there
are those who refer to it as the Labyrinth, as well.

The Catacombs appear to be much like what the name would imply: a spectral echo of any
place that the living may have placed their dead. The shafts and passages run and twist,
leading explorers into burial chambers, mausoleums, temples, tombs and crypts. Some of
these grottos appear to be exact replicas of famous burial places - such as the necropoli of
Egypt or Rome - while others have only ever been seen in dreams of fancy, or terrible
nightmares.

All a Wraith has to do to enter the Catacombs is to find an entrance, which is sometimes quite
a trek if she doesn't know where the nearest one is. It's not possible for Wraiths to slip into the
ground as they can slip through walls, floors or people, for some reason, so these entrances
are the only way in, and also the only way out. It's not even possible to go underground via a
subway or parking lot and walk through the wall, there.

It can also be tough to get in those entrances, sometimes. The Order, convinced that the
refuge was created by Charun for their use, always posts a guard, and they only allow in those
who belong to their number. They tend to allow the Believers in as well, as the two Concords
have an ancient pact of neutrality, but the fine print of this Understanding differs from city to
city, depending on their local relationship.

{The Order's guards also get out of the way of anyone escorted by the Ferryman, even if
they're Haunters or Freewraiths...}

Wraiths use the Catacombs as meeting house, place of worship - for those so-inclined - and
sanctuary from the Storms. The Order most often has its Temples down below, in the largest
and most grandiose of crypts, while Believers are mostly content to take smaller, more humble
lodgings.

They say that wonders beyond imagining lurk around the myriad corners of the place, along
with horrors equally unthinkable. However, as Wraiths are as bound by the pull of their
Anchors while down in the Labyrinth as they are while above ground, very few care to explore
for too far, or for too long.

Grave Goods

Under most circumstances, the only things that come across into the Deadlands are those
things that had a soul: people, in other words. All objects that are found amongst the dead are
either things made from Corpus - via the Shaping Numina - or Artifacts brought over from
beyond the Barrier.

That said, it is possible - however rare, these days - for objects to come across into the world of
the dead. To do this, they have been buried along with the dead, and done so in order to be
specifically used by their previous owners. So long as the object lasts in the Land of the Living,
a ghostly "echo" of it can be found in the Deadlands, ready to be used by whomever would
take it up. But as soon as it's destroyed, rots or crumbles to dust, it fades away, never to be
seen again.

Such items are known as Relics, and they are extremely rare and valuable commodities. And by
some quirk of dead physics, they only ever turn up in the Catacombs, making the exploration
of the unmapped reaches something of a niche industry for Wraiths.
Dead Weather

Being one step "beyond" the world of the living doesn't make for much in the way of comfort.
The good news is that Wraiths are in no danger of being soaked in the rain, blown away by a
tornado or buried under ten feet of snow. The bad news is that they can never feel the warmth
of sunshine on their faces, never have a delightful breeze blow past them, and never truly
appreciate the change of the seasons. From their vantage point, it's all a dull, lukewarm blur
that they can't indulge in.

That's not to say that the Deadworld doesn't have its own, unique weather patterns, though.
Every so often, for reasons that are not fully understood by anyone - except perhaps the
Ferrymen, who warn of their approach - the Land of the Dead shakes and shudders, as if
caught in a fevered dream, and the air comes alive with the fury of a Storm.

These thankfully rare eruptions from the Spirit World bring with them terrible, ripping winds
and hordes of The Damned. Visibility drops down below zero, even in a "mild" Storm, and
between the predators, the razorwinds and the sheer confusion, any Wraith caught out in it
will be lucky to get out in one piece. Any Wraith caught out in a bad Storm is most likely
destroyed.

The only sure way to protect oneself from the ravages of a Storm is to be down in the
Catacombs, or inside an Anchor. However, whenever a Storm is on, it is impossible for Wraiths
inside its area of effect to instantly teleport to their Anchors. Those unlucky enough to be
caught out in one must either use certain Numina, or voluntarily Ossify themselves, in order to
survive.

And as for those in the Catacombs, the innate power of the maze may keep the Storm's winds
out, but the Damned may go anywhere they like

A Sicker Option

One of the many oddities about the Deadworld and its relations to the Land of the Living is
that Ghosts in their Shrouds are completely protected from Storms. It's as if they weren't there
at all, and this is most likely caused by the special properties of the Fugue, or the Shroud they
wear.

So it's not unknown for a Wraith caught out in a Storm to find the nearest Ghost, tear off her
Shroud, and put it on herself for protection. While this maneuver doesn't completely spare her
from the ravages of the winds, it does keep most of the damage at bay.
It also keeps The Damned from tearing her to pieces, since they tend to settle for the newly-
awakened Wraith her Shroudtheft created...

Shadowlands

I know not how it was - but, with the first glimpse of the building, a sense of insufferable gloom
pervaded my spirit There was an iciness, a sinking, a sickening of the heart - an unredeemed
dreariness of thought which no goading of the imagination could torture into aught of the
sublime.

The Fall of the House of Usher - Edgar Allan Poe

While the inhabitants of both worlds are most often kept from one another, there are areas
where their separate realities overlap, and their inhabitants are back on equal footing, once
again.

The most obvious area of overlap is a physical place that happens to be an Anchor for one or
more Wraiths. While inside such an Anchor, the Wraiths it belongs to have an easier time
Manifesting and using their Numina to affect the mortal world. Such Anchors - known to
Wraiths as Haunts - give rise to legends of haunted houses or forests, and provide shelter
against deadly Storms.

There are also places of tangible overlap, known as Shadowlands. They are dark and blighted
places, each one representing some taint on the landscape. They can be caused by massive
atrocity, stark depravity, generations of murder or the unleashing of foul magics. It is also said
that they can be deliberately created by Wraiths, but if so, the exact means are a well-kept
secret.

In a Shadowland, the living can see and touch the dead, and vice versa, and things no longer
look hazy or indistinct to Wraiths. However, everything else outside the area - such as the sky,
the Sun and Moon, and other far-off places and things - still appears as "normal" for Wraiths.

People or things from the Liveworld that enter a Shadowland don't appear hazy or indistinct to
Wraiths. Likewise, the dead look perfectly human to the living, though any alterations to their
form caused by Thorns, Shadowstate or the Shaping Numina can be seen. Objects from both
worlds can be brought into the Shadowland, and used by anyone there - living or dead - but
they must return the way they came: the grave does not relinquish its possessions, and the
living have little place amongst the dead.
That said, there are those mortals who can use the unnatural energies of a Shadowland to
their own uses. They often go there to make contact with Wraiths, or enact rituals that allow
them to enter the Deadlands. Some even parley with The Damned for malign, selfish purposes.

Common wisdom is to avoid mortals who enter into the Shadowlands, but - as with life - it's
uncommon for such wisdom to be heeded.

The Final Obstruction

There is but one limit to a Wraith's travel in the Deadworld - or, more properly, out of it: the
boundary between it and the Spirit World, otherwise known as The Barrier.

It is said that once, long, long ago, the Spirit World was as much a part of the world as
anything else. People could go from the realms of the living into the realms of the dead,
provided they were willing to make a long and arduous journey to do so. And it was not
unheard of for the dead to make the return trip, though it was rarely for long - death is, after
all, a very jealous owner.

All that changed with the Sundering, though, and now the Spirit World is off-limits to Wraiths.
Between the world shared by the living and the dead and the Spirit World is an invisible
obstruction known as The Barrier, which forms the single boundary for all the dead. It is all
around them, like a blanket they can never slip out of, but could rise up and strangle them at
any time with a Storm, a Reaper or one of The Damned.

Of course, the Barrier is not completely impenetrable. Some inhabitants of the Deadworld
traverse it all the time. And these entities have been known to take Wraiths and Ghosts back
with them, willingly or forcibly, for their own, unguessable purposes. But while they are able to
make the journey with seeming ease, no Wraith who has tried to follow them has ever been
seen again.

"No Wraith?"

Oh, I went there, once, I did, I went through the Barrier, Gears came back, I went there and
Gears came back, Spiderman came and took me through, metal legs and steel teeth and all,
reaped me, he did, raped me, reaped me, took me to the place where they all come from,
Spidermen, heard the eggbeaters whirling in the sky, saw the black smile of a sky up above,
dark angels pissing on us between the teeth, stolen moon sky, broken teeth stars, hungry
clouds thinking heavy thoughts and flattening the world underneath, Spidermen took me,
made me not me, Gears came back, Dark Mother Machine took me in her coils and corners,
took me back inside her, operated on me in her love surgery, fucked me and made me the
machine I am today, what he is today, I am, he is, I was, he is, I went through it, Gears came
back, I went through it, Gears came back
- "Gears," First Prophet of the Mother Machine, Believer of Tulsa.

The Great Unknown

Through the Barrier lies the Underworld. This is what The Order proclaims, what the Believers
preach, and what the Ferrymen will say little or nothing about. That is not in dispute, except by
those with a gift for sad denial.

What is in dispute is the exact nature of it.

The Order says that the Underworld is the realm of Charun, His fellow Gods and Goddesses,
and those worthy few Wraiths who serve them faithfully. They speak of a long, dark river that
leads to the gates of the great city of the dead. And they speak of the rest, respite and
surcease they shall all find there, when the cares of their lives are lovingly taken from them,
and they can at last have the peace of mind they crave. One day, the Barrier will fall, and the
shores of the river will lap at their feet, ready to carry them home.

The Believers generally agree with this idea, but they differ in what face the city of the dead,
and the Gods to tend it, wear. Many Believers base their views on monotheist religions, and
expect Paradise to be akin to Heaven, as interpreted by Christianity, Judaism or Islam. They
expect to find God on His Throne, with the angels in tow, and think the Damned have been
sent by the Devil to destroy those weak in faith. Other Believers follow older, Pagan creeds
that have a different God - or Gods - on that throne, and a different way of spending eternity.

As for the Ferrymen, they won't say what awaits, other than to call it Paradise and encourage
Wraiths to resolve their Anchors so as to travel there with them. Their silence about what
awaits is never explained, except to say that blind faith is the greatest weapon against the
Shadow.

That and patience - silent and sure.

Chapter Two: Dead Society

"Welcome to The Rest of Your Death"

The Necropolis

Ghostly Society
The Concords

History and other Myths

Transcendence

(illus. by Taz Jurz)

When I was alive, I was alone, and I liked it that way.

Maybe it's because my parents were such assholes. Maybe it's because I couldn't make any
friends in school, or college. Maybe it's because everyone I worked with turned out to be
stupid, or no one I wanted to associate with.

So I lived alone, and I liked it.

Sure, I was lonely, sometimes. Who wouldn't be? But every time I tried to get close to
someone I fucked it up royally. I was okay for a one night stand or a staff party, but that was
about it.

Any longer than that and I found myself wanting to punch the other guy out, or call the 'date'
on his bullshit. Any longer and it was like I was drowning in the other person. I didn't know
what to do when the conversation stopped, and I was just staring into space, thinking of how
to get away from the table...

So I lived alone, and I liked it.

But then I got old alone, and I died [Link] when I got here, faced with my Shadow, I found
out what loneliness really was.

I don't like being alone, anymore...

"Welcome to The Rest of Your Death"

So you were Asleep.


You were dead, but you didn't know it. You wandered around, doing what you thought you
had to, probably scaring the crap out of enough people to fill a classroom while you were at it.
And hey, maybe you got your old house put on the National Registry of Haunted Houses?

Not bad, my friend. Not bad at all...

...but now you're Awake, and you're in Hell.

Oh, you think I'm exaggerating? You just Woke Up. I've got years on your ass, my friend, and
take it from me when I say you should have stayed in bed.

'Cause now you get to find out that as bad as being alive could be, it doesn't hold a candle to
being dead. Oh no.

Being dead is worse - much, much worse.

You've got all kinds of problems, now that you're Awake. Your Anchors need looking after, that
little voice inside your head wants to fuck you up, and every time you turn around the Damned
are trying to kill you all over again.

And then there's the crazy Pardoners, trying to save you one minute and kill you the next. And
then there's the Reapers... maybe a Dark Walker if you're really unlucky.

And then there's those Storms, right out out nowhere, trying to take you back down to Hell
with them. Or else screwing you up so bad that you wish they would have erased you from the
face of the Earth...

Make no mistake - this place wants to kill you.


Yeah, well, you could just stay here. You wouldn't be the first Solitary S.O.B. I met that made it
on his own. Wouldn't be the first to just up and disappear, either.

But take it from me when I say that you are gonna need friends, my friend. Damn are you
gonna need friends.

And let me tell you about your first friend and worst enemy, and that's this whole city, right
here. Best friend and worst nightmare, all in one.

You can find new friends there, but you'll find problem people, too. You can find shelter, there,
too, but that's half the reason those problem people want to be your problem. And when you
got a problem, you can find people to take care of it for you, but maybe someday you'll be
someone else's problem, and then they'll get your number.

Yeah, that's the city. It'll help you when you need it, and it'll cut you when you get too close.
But without friends, you're nothing, here.

Solitude is Suicide.

So how's about you take that chip off your shoulder and come and meet some people? I mean,
what the hell have you got to lose... other than what's left of your ass if you stay here by your
lonesome?

Hey, at least shake hands. Maybe you'll like them, and maybe you won't, but if you don't then
there's no harm done. It's not like we're gonna twist your arm to make you stay. Hell, you
might not have the chops to keep up, anyway...

Yeah, that's the spirit. Come on. They're just down the ways, here, holed up in the warehouse
you got told never to go play in when you were a kid.

Ever wonder why...?


The Necropolis

Silent streets and vacant halls,

Ruined roofs and towers and walls;

Hidden from all mortal eyes

Deep the sunken city lies:

Even cities have their graves!

Amalfi - Henry Wadsworth Longfellow

In ancient days, the dead were interred in large, sprawling graveyards that were almost
separate cities unto themselves. The Greeks called such a place a Necropolis - a city of the
dead. And sometimes the dead were laid down in places so far from the living that this name
was quite apt, indeed.

To the modern dead, a Necropolis is the city as inhabited by the dead. It is a self-contained
kingdom of the dead: cut off from all but the closest neighbors, and effectively alone. All the
Ghosts and Wraiths, and all the things they do with one another - or against one another -
happen here.

This is where the Haunts and Citadels stand, and where the Domains are laid down, or ignored
This is where the Catacombs can be entered, and the Shadowlands avoided. This where the
Storms erupt, where the Lost lurk and where the Damned attack the unwary.

This is where it all happens, safe from the eyes of the Living.

The city is not always the best of friends to the dead, but it's often the only real protection
they have. And so, they have adapted to it, in order to fit their needs.

Dying by Numbers

Given how decentralized and fractured the Deadlands are, it's almost impossible to get an
accurate census of how many Ghosts and Wraiths inhabit it. The Order has, over the ages,
come up with some general numbers, but they are considered to be more of a guess than an
observation.
It is estimated that, out of 100 people who die, only one is sufficiently held back enough - for
whatever reason - to become a Ghost. And of those who become ghosts, only one in ten is
capable of Waking Up on her [Link] would mean that, in a city of 50,000 people, there
would be 500 Ghosts, and only 50 Wraiths.

Obviously there are problems with these numbers. The lack of so many Ghosts can be
explained by the Reapers, who seem to cull the weakest amongst them. But these numbers
cannot take into account the Sleepers who are Woken up by someone else.

In reality, after various forms of attrition, there may turn out to be one Ghost, and ten Wraiths,
per 1000 people. And that is still not counting Wraiths who have outlasted their peers by
decades, or centuries, or all the Ossified Wraiths down in the Catacombs.

Suffice it to say that each Necropolis is unique, and can have as many Wraiths and Ghosts as it
can handle.

Safety in the City

Haunts

Citadels and Temples

Domains

Outside the Bounds

Safety in The City

The Old City murmurs: Rest with me ... My streets are flecked with strange, sharp shadows,
and sometimes the Shadow of Death falls upon them, but if thou wilt not fear, thou art safe.

Leaves from the Diary of an Impressionist - Lafcadio Hearn

Most of the living, their imaginations stoked by creepy movies and spooky, "gothic" tales, tend
to assume that ghosts are far away from them.

Such people believe that ghosts are caused when people die badly in old, forlorn places that
no one chooses to live in. So they think the dead live only within creaky old mansions, haunted
forests and deserted cemeteries, all out in the overgrown, mostly-forgotten countryside.
Their modern, vibrant cities are seen as "safe," with their neon lights, glowing signs and police
around every corner, whether you want them there or not. Death may happen in the cities and
towns, but ghosts stay far, far away.

But nothing could be further from the truth. In fact, while one can find ghosts - and Wraiths -
in lonely places, well out of the way, the majority of the Arisen are to be found in cities and
towns. And they are not merely confined to the old, decaying and corpse-ridden areas of those
places, either, but can be found out walking the streets, just as though they were alive.

There are three general reasons for this, all of which are applicable to almost any Necropolis.

Staying Safe

The Deadlands are simply not safe to be in, at times. The Damned are a constant threat, as are
some of the more violent Lost. There is also the everpresent danger posed by Reapers, who
have an uncanny knack of knowing when a Wraith is by herself. Or Dark Walkers. Or Storms.

And that's saying nothing of certain Concords, who like to brutalize "Solitaries," or attack small
groups of their rivals for one reason or another. Some of the more violent or militaristic
members aren't above making trips out to the boonies to look for "new meat."

What does living in numbers offer? Help, mostly: help watching your Anchors, your Shadow,
and your back. Help with essential goods and services that you just won't get outside of a city,
unless you're really lucky. Help surviving the Storms, the Reaping parties and other, stranger
threats than no one's ever been able to put a name to.

Those who remain alone, either in the deserted places or even in the heart of the city, might
just be able to hack out an existence. And those who do are amongst the toughest and most
frightening of Wraiths to be found. However, for most of the dead, "solitude is suicide": those
who stand apart don't tend to stand up for very long.

Staying Active
Ghosts can, due to their being Asleep, carry on solitary existences, doing the same thing over
and over for decades, or even centuries. However, once they Wake Up, doing the same thing
often becomes boring, and boredom leads to Ossification if it isn't alleviated, somehow.

By seeking out company, Wraiths can not only try to assuage their loneliness, but also find new
things with which to keep active. Just having a Circle of friends - or at least allies - is enough to
make a difference. And being part of a Concord or Unity may give meaning, or at least a job, to
one's dead existence.

There's also the social life that the Necropolis provides, in and of itself. While the
"entertainment" might not always be to one's taste, there's always something going on,
somewhere. You just have to find it, and have the right friends to get in on the party.

Staying Sane

Every Wraith has her own ways of keeping it together, but being in the city offers two
advantages that being outside doesn't: the living, and help with Shadows.

Being surrounded by living people is something of a double-edged sword. On one hand, the
separation from the Liveworld is daunting and discouraging at best, and disheartening at
worst. On the other hand, the ability to Manifest, coupled with Riding, or the use of other
Numen, can help bridge that gap.

By creating helpers - and possibly even friends - amongst the living, loneliness can be further
eased, and human aid can be secured. It's possible to find such partners, willing or otherwise,
out in the sticks, but the possibility of finding the right partners increases in areas with denser
populations.

As for Shadows: at its core, a Shadow seeks to end a Wraith's "torment" by getting her to give
up. The best way to do that is to convince the Wraith that her existence just isn't worth
continuing, and Shadows have numerous powers - known as Thorns - that they can employ to
trick, fool and confuse the Wraith, with the ultimate hope of backing her into a corner she
can't see a way out of.
As a result, Wraiths need to be amongst others of their kind, so that they can have a "safety
net" of social contacts. If things start going weird, strange or really bad, then they can check
with their friends to be certain they're not just imagining things. If they are, then they'll know
that the Shadow needs some harsh medicine, and if they aren't, maybe they all can figure out
what to do about the problem.

The Soul Police

Another reason to stay in the city, as opposed to being outside of it, is to have constant access
to the Pardoners.

Inside the cities, the martial Concord is on near-constant patrol, looking for Wraiths whose
Shadows are getting too powerful. Many Wraiths resent the Pardoners' heavy-handed tactics,
but given their near-monopoly on being able to deal with Shadows, they tend to be the only
thing standing between them and Damnation. And so they put up with the constant intrusion
into their "lives," if only to stave off their inner demons.

While it's not unknown for Pardoners to make "mercy trips" into the wilderness, beyond the
urban sprawl, they don't do it that often. And when they do, it's usually because they hear that
some Lost soul is making too much trouble. In those cases, the "mercy" they bring is both
violent and final, and not many Wraiths want to be met on the way to or from such a mission.

Haunts

There was something provocatively fascinating in the tree-girt, decrepit pile before me, for it
spoke of the graces and spaciousness of a bygone era ... As I mounted the broad stone steps to
the low porch and the carved and fanlighted doorway I felt distinctly nervous...

Medusa's Coil - Zealia Bishop

So-called "Haunted Houses" are most often the setting for most ghost stories. Spectral
literature is rife with old mansions, lonely roads and condemned tenements where untold
horrors took place, and multiple tragedies occurred. Their attics are full of wispy presences,
their basements are filled with long-buried corpses, and anything could have happened on the
floors inbetween. Anything at all.

Such places just feel wrong. There is a palpable feeling of dread, as though anything could
happen at any moment. The rooms alternate between crushing silence, and being filled with
sounds that shouldn't be made at all. Suspicious liquids pool on the floor, faces appear at the
windows, and doors have a habit of opening and closing all by themselves...

The living say these buildings are haunted. They say that the boundaries between life and
death are reduced, and anything could be waiting - and watching - in there. So the living wisely
avoid them, or enter them only with the utmost care, lest they disturb something best left
alone.

The dead like it that way.

The Importance of Haunts

Haunts have both a practical and social importance to Wraiths. On one hand, they provide
protection from Storms, can be used to harvest Essence, and make a nice, quiet "home base"
to operate out of, given that the living prefer not to go there. However, the lure of a haunted
house might attract ghost hunters, psychics and other mortal nuisances, so this degree of
separation can bring trouble as well.

In terms of Wraithly society, Haunts form the "building blocks" of Domains, by which a
Concord's general strength within a Necropolis may be judged. The more Haunts a Concord
has, the greater its "share" in a city, and the less likely other Concords are to openly challenge
its right to rule. Gathering and keeping Haunts, then, is a primary political goal of most
Concords within any city.

Types of Haunts:

There are three types of Haunts, each of which provides certain advantages and disadvantages
to the Wraiths who live there.

Ghost Haunts
Possibly the most common sort of Haunt is a place that's home to one or more Ghosts. It may
or may not be an Anchor, in and of itself, and might or might not contain any Anchors. But it is
the place that the Ghost seems compelled to haunt, and that's enough to keep the living away,
as well as serve as a source of Essence.

Wraiths who reside in such a place - often called a "Haunted Mansion" by younger folks - have
to walk something of a tightrope act. On one hand, it's free room and board, and they don't
have to do much of the upkeep, thanks to their "landlord." They also don't have to worry
about their own Anchors being compromised by their presence, there.

On the other hand, a lack of personal Anchors means that the place might be useless in a
Storm, unless the house, itself, is the Ghost's Anchor. Plus, the residing Ghost is capable of
noticing them if they make too much noise, or drain too much of its Essence.

If the Ghost decides it's had enough, and picks a fight, it might be powerful enough to give
them some real problems. Of course, once it's frightened them off, it's probably going to go
back to Sleep and forget the whole thing. But it might Wake up, too, which causes its own set
of complications - most notably, the possible need to get a new Haunt.

There's also the danger of Reapers stopping by, hoping to catch some easy prey. If they find
out the place is crawling with Wraiths they might break off and molest someone else. Then
again, discovering a mother lode of ghostflesh might be enough to make them chance an
attack, or go back where they came from and bring more Reapers along for the hunt...

Wraith Haunts

Another, more "proper" type of Haunt is one where a Wraith has one or more powerful
Anchors in the building, or else the building, itself, is the Anchor. Such places provide
protection and a source of Essence, but must be defended at all costs, lest the Anchor be
damaged by the living, or something else. The Wraith's direct ownership comes with the need
to manage the property, and see to its upkeep.

There are also cases where a single house, or apartment, might be the Anchor of several
different Wraiths. These "Shared Haunts" are quite valuable, as a lot of Essence can be gained
there by several different people, and more hands are available to keep it safe. This makes
them more secure from takeovers, and less likely to be raided by Reapers, or the Damned.
On the other hand, a shared Anchor does not always a happy Circle make. Such Haunts are
sometimes brimming with tension, hurt feelings and outright hostility to one another. There's
also the danger of someone getting Lost on the premises, and no one realizing it until it's too
late, and the afflicted is trying to burn down the house.

Shadowhaunts

There are also those dark blots on the psychic landscape that produce metaphysical overlap
between the world of the Living and the Dead. These Shadowlands can be anywhere, but as
they are most often caused by generations of suffering, or a great burst of horrid atrocity, they
tend to be centered on places where people lived. And these are, perhaps, the archetypical
"Haunted Houses" that have given rise to those ghastly stories of old.

Most Wraiths choose not to live in these "Shadowhaunts," unless one or more of their Anchors
are inside of one. Those Shadowlands without Anchors provide no Essence, and while the
Storms will not rage inside of them, the Damned are often drawn right to them, sensing the
ability to deal with foolish mortals.

{Then again, Reapers won't go anywhere near a Shadowland, for some odd reason, which
makes them good places to fall back to if all else fails.}

Unusual Haunts

Musty old houses, drowning pools and creepy graveyards aren't the only places that people
die in, or get attached to.

There have been records of Haunted trains, airplanes, submarines, boats, subway cars and
other such vehicles. The "L" in Chicago reportedly has a battery of Ghosts and Wraiths
attached to various trains. They even say that the Titanic could be its very own Necropolis -
and a powerful one at that - but no Wraith's ever been down there to look.

There have even been stories of: Haunted doll houses, where the Wraiths all assumed tiny size
and lived amongst the doll furniture; Haunted videotapes, whose Wraiths fattened like ticks off
of the emotions being "watched" gave them; Haunted beds that offered dreams of passion, or
heart-stopping fear; and Haunted animals, who lived much longer than they should have, and
were always at the center of terrifying occurrences...

Citadels and Temples

Lo! Death has reared himself a throne

In a strange city lying alone

Far down within the dim West,

Where the good and the bad and the worst and the best

Have gone to their eternal rest.

The City in the Sea - Edgar Allan Poe

As social creatures, Wraiths need some sort of central meeting place. They need somewhere
that they can meet, talk, do their business or just relax, and it would be best if this took place
in a secure environment. Meanwhile, the more pious - or dutiful - amongst them also need a
place to pay homage to their Gods

Such places are generally known as Citadels and Temples, and their ownership is hoarded by
the Concords as signs of strength, and sources of power. Under normal circumstances, these
structures provide a framework for the social structure within a Concord. And when the
Storms hit, everyone who's far from their own Haunts heads for their own Citadel, both to
keep it safe from the Damned, and possibly save their own lives.

Citadels

The front door was hard and heavy,

It shut behind me on the house of ghosts.

I flattened my feet on the pavement

To feel it solid under me;

The Dinner Party - Amy Lowell

By The Order's definition, a Citadel is the largest, strongest and most powerful Haunt inside a
Necropolis. Such Haunts become their above-ground "headquarters" within a city, and stand
guard over their own Domain. Ideally, The Order's Citadel would be within sight of the
entrance to the Catacombs, and oddly enough it often is...
If Haunts are the sort of places that most of the living want to steer clear of, then Citadels are
the sort of places where no one but the mad, bad and dangerously-driven make a trip to. The
Echoes from such a place are usually awful enough to make even the most hardened
antiquarian, architect or photo-hound turn in their tracks and seek better sites to visit. And if
the Echoes aren't enough, a few applications of Fear on the premises will take care of most
pesky mortals right away.

Unreal Real Estate

That said, it's not unknown for some of those mad and bad types to like it like that, and take
up residence - official or otherwise.

How the Wraiths who own the Citadel deal with the matter varies from Concord to Concord,
and Circle to Circle. But those who prefer to follow the Injunction tend to humor their
"downstairs lodger," and leave her to her own, peculiar goings-on. On the other hand, if those
goings-on might gain the attention of mortal authorities - or be too terrible to blithely ignore -
they might step in to protect the sanctity of their meeting place.

As for those who don't pay the Injunction any mind, the downstairs lodger had better watch
her step...

Other Concords have tended to keep the name "Citadel" to describe their own, general
gathering places, but not always. And while their Citadels might the strongest and most
powerful they can lay claim to, they often prefer to find ones that are "out of the way,"
instead, so as to not invite unwanted attention. It all depends on what's available, what works
best for everyone involved, and whether the people who actually "own" the Haunt - since it's
their Anchor - want folks tromping in and out of their home.

An especially powerful Concord may have more than one Citadel within a city, but most have
at least one. Whether that one, solitary Citadel as powerful as they'd like it to be or not is
another matter entirely - sometimes you have to take what you can get, and be glad of it.

Marketplaces

Sometimes, certain Concords - most notably the Freewraiths - will set up "neutral ground"
Citadels, which are open to any and all. Such places are known by various names, but are often
called Marketplaces, whether or not there's any actual commerce going on or not. All
Concords are usually welcome there, and the only steadfast rule of such a Citadel is that
conflict is not permitted.

Marketplaces tend to be open-air Ghost Haunts that a Concord has claimed. They might also
be enclosed spaces, such as a wide, abandoned warehouse, half-collapsed steelmill or a
cavernous, near-empty church: the bigger the building, the better the Market.

Sometimes the Marketplace is convened underground, in the Catacombs. However, such


gatherings are open only to those who "own" that city's Catacombs, and those they allow in.
As such, they are "Marketplaces" in name only, and are therefore limited in what sort of goods
and services one can purchase there. {Freewraiths tend to call such one-party gatherings "flea
markets."}

Marketplaces may also be convened in Wraith Haunts, rather than those "leased" from a
Ghost. In such cases, the Anchor's owner is often directly in charge of the Citadel, regardless of
what status she may hold in her Concord. Her word is law in all things, and has the backing of
her entire Concord should someone decide to be a problem.

It goes without saying that such Wraiths tend to be rather powerful, in and of themselves. So if
a fight should break out, it might already be long over by the time the rest of the Concord gets
there.

Citadel Etiquette

Every Concord has their own way of handling matters within a Citadel, but a general rule of
thumb is that the Citadel is the extension of the Concord's will. All rules, guiding ideas and
standards of behavior are in full effect, and those who break them there - of all places - may be
punished more severely than they'd be if they broken them somewhere else.

Members of other Concords are generally not allowed in a Concord's own Citadel, any more
than a Wraith would let a stranger into her own Haunt. This also goes for times of Storm,
though it's not unknown for the Wraiths inside to relent and let in a desperate stranger, "just
this once."

Some Concords do allow visitors to enter, so long as they're on fair-to-decent terms with the
visitors' Concords, but this courtesy cannot be counted on. Those who extend this trust often
insist on the visitor having some reason for being there, and some of the more paranoid will
see that she's accompanied at all times.

Waifs and Strays

Solitaries and the newly-Awakened are almost always welcome, so long as they are brought in
by a member of the Concord, and look like they have "potential." Everyone in a Concord had to
start at the ground floor, after all.

If such "strays" prove unsuitable they can always be shown the door, or possibly steered
towards a Concord better-suited to their temperaments. {Unless they really piss someone off,
in which case they might never be seen again.}

Temples

They come from miles around

In avarice and love

To suckle on the blood

Of some forgotten god

Dead in the Water - David Gray

If Citadels are gathering places for "secular" purposes, Temples are places where Wraiths
attend to the veneration of their Gods. Some Concords are more steadfast in these religious
notions than others, and see maintaining such centers of worship to be as important - if not
more important - as keeping Citadels. Meanwhile, others don't see the need, or make do with
small shrines, mobile icons or the like.

Temples don't tend to be Haunts of any kind, but it isn't unknown for a highly spiritual Anchor -
such as a church, or mosque - to be put to sacred purposes. That said, most "Temples," as
Wraiths reckon the word, are to be found in the Catacombs. There, in the nooks and crannies
of the underground labyrinth, the dead go to pray amongst the ancient reliquaries and burial
chambers.

As for the appropriateness of such found places, they say that if you go underground looking
for something, the Catacombs will give it to you - eventually. You might have to crawl on your
hands and knees, or get lost for days to find it, but sooner or later a place of worship suited to
your tastes will be found.
{And once you've found it, going back there sure seems a lot shorter, not to mention easier.
The labyrinth is funny, that way.}

Domains

This is my house

Welcome is here

This is my house

Welcome to me

This is My House - Gary Numan

To the Dead, a Domain is an area that's "owned" - or at least claimed - by certain Concord. In
this case, "ownership" implies that the Concord has either gained a monopoly on the Haunts
within their Domain, or has earned proper Tribute {or at least an understanding} from Wraiths
of other Concords whose Haunts fall within that area.

The word Domain is also used to describe the area - most often a Haunt - that a Wraith, or
Circle of Wraiths, have claimed as their own. Their claim usually comes from the area being
their Haunt, which may be an Anchor Haunt or Ghost Haunt, but the Domain may also be an
area that they've taken control of through other means.

In either case, their Concord lays claim to this Domain through the presence of its Wraiths, but
may or may not consider that land theirs to do with as they please. Some Concords are very
liberal with the notion of "owner's rights," while others - most notably The Order - insist that it
all belongs to them.

As Haunts form the building blocks of Domains, gathering and holding Haunts is the primary
goal of many Concords within a Necropolis. This activity has become known as The Game of
Houses, though no Wraith is absolutely certain why this name was put upon it, or when. It's
just another one of those things which make enough sense for Wraiths to take it for granted,
and cause enough headaches to leave well enough alone.

Tribute

What does a Wraith do if one or more of her Anchors is in another Concord's Domain? If she's
lucky, they might let her have visiting rights. If she's not, they'll expect some kind of payment
for the "privilege" of free movement in and out. This payment is known as Tribute.
In general, The Order, the Messengers and the Believers are generally nice about letting other
Concords' Wraiths visit their Anchors, so long as they behave themselves. However, they may
have prohibitions against certain Concords: the Haunters are a favorite target of all the above,
and may be forced to pay Tribute, or be barred from coming in altogether, depending on how
the relationship in that Necropolis is.

The Freewraiths, on the other hand, are highly territorial, and demand Tribute at every turn.
The Haunters tend to destroy anyone who comes into their Domain, so Wraiths with an
Anchor in Haunter territory should see about having it moved - if they can.

Meanwhile, the Pardoners are generally allowed to go where they will, as no one dares to tell
them they can't. {Except, of course, the Haunters...}

Importance of Domains

A Concord's strength within a Necropolis is mostly judged by how large a Domain they can
comfortably hold. Ideally, a Concord would have a sizable area of the city - if not most, or all of
it - under its direct control. Other Concords may be content to have a small but well-
established corner of it, but general wisdom holds that, for Domains, "bigger is better"

There are three key reasons why: Safety, Security, and Essence.

Safety from Storms

Wraith Haunts are the only real, guaranteed protection against Storms. While knowledge of
the Castigate Numen can fend off the winds, and what comes with them, those who aren't
lucky enough to have learned these Arts need something to hide behind.

And when a Storm breaks, there's no certainty that rival Concords will let other Wraiths into
their Haunt, either. One can always try to teleport to one's Anchor, but the Damned have ways
to home in on anyone traveling in this manner during a Storm, and can follow along, or at least
mark the location for "fun" at a later date. Given that, most Wraiths would rather bang on a
stranger's door than bring the enemy to their own.
Security All Around

They say that the best weapon is one that's so fearsome that it never has to be used, as others
won't attack for fear of seeing it in action. Having enough Haunts to eke out a sizable Domain,
then, inflates a Concord's standing enough that it appears strong, even if it isn't. This often
keeps Concords from attacking one another, thus maintaining the peace.

Haunts also give Wraiths a redoubt full of energy in case they are being attacked. So long as
they can keep the enemy outside - which isn't always impossible, thanks to certain Numina -
they can fight a purely defensive battle with a ready store of energy. They only have to outlast
the zeal of those outside, or hold the door until the calvary arrives.

Essence, Essence, Essence

The more Haunts a Concord has, the more opportunities it has to tap - and store - Essence.
This can only be good for a Concord's Wraiths, who may have a highly-varied diet, or need to
consume a lot of it. It also comes in handy during emergencies, such as Storms, invasions of
Reapers or all-out war between Concords

Having a large supply of Essence also increases the ability to comfortable trade Essence with
other Concords, in exchange for favors or certain, exotic blends. Not everyone has ready and
full access to the emotions of Essence they need, after all, and sometimes one has to put one's
pride aside and buy what's needed.

Tapping the Vein

It isn't unknown for a Wraith - or an entire Concord - to covet a Ghost Haunt simply because
it's a rich source of a certain kind of Essence. The more unusual it is, the more likely it is that
someone will need it, or someone will crave a whiff of it. These factors translate into a lot of
favors - or an abundance of "cheaper" Essence - in return.

40 Acres and a Citadel

In most Necropoli, The Order and the Freewraiths hold the most territory between the two of
them. Some say this is mostly because the two Concords hold one another in such disdain, and
have designs on one another's holdings. Therefore, they play the Game of Houses for keeps,
knowing that any sign of weakness shown to the enemy is just the excuse they're looking for.

There are times that the Believers form the third major player in the Game of Houses,
depending on their relationship with either The Order or the Freewraiths. If they count one or
the other as a strong ally, they tend to stay out of it as much as possible. If they get no respect
from either side, however, they do what they must to survive.

The Haunters and Messengers often eke out small parcels of area for themselves. The
difference is that, while the Haunters claim territory and stay there - and keep outsiders out
with a vengeance - the Messengers use their Domain as a "home base" of sorts. {Some
Haunters do this as well, it should be pointed out.}

As for the Pardoners, they do not play the Game. They have no time for it, and no patience for
any who would force it upon them.

The Lay of the Land

The Order, who are sticklers about keeping their Domains right and proper, aim to maintain an
"ideal" Domain.

Such a Domain would have its Citadel right in its center - and very close to the entrance to the
Catacombs - with an even distribution of strong, well-defended Haunts around its edges. A fair
number of smaller, but still potent, Haunts would be in the areas inbetween. And the
boundaries of the Domain would be marked with special signs, known as Terms, every so
often.

Needless to say, this is not always achievable, even for The Order. Many Domains are top-
heavy or lopsided affairs, while others look like highly-gerrymandered political districts of the
Living, with narrow corridors going around dangerous territory or recently-annexed Haunts.

Terms of Separation

The ancient, Roman custom of marking one's property by putting down small statuettes -
known as Terms - at the boundary corners has been retained by most of the Concords. These
decorations may seem something of a wasteful extravagance to some, but they also spare
Wraiths from the ignominy, and possible danger, of walking into the wrong part of town. They
also add a certain level of intimidation, much like a sign saying Keep Out! does for the Living.

Terms can be functional as well. Some of them are able to verbally challenge those Wraiths
unknown to them, or start up a terrifying shriek that can be heard for blocks if they're not told
the password. Others act as the eyes and ears of the Concord, giving a reckoning of who's
passed into and out of their territory, or keeping a lookout for a particular Wraith. The really
fancy models provide constant visual input, requiring teams of Wraiths to sit in the Citadel
doing "monitor duty," but these require too much Essence to maintain for long periods of
time.

The Order's Terms tend to be long "stones" made of Corpus, with the Hammer of Charun
inscribed upon them in bas-relief. The eyes in the skull of the hammer blaze a fiery red by day,
and an eerie green by night.

The Believers' Terms are often made to resemble tokens of their faith, such as Crosses, icons,
protective sigils, verses or the like. A more ecumenical Term would be a goblet with the image
of a holy light - or star - floating above it, which provides illumination of their borders at night.

The Freewraiths, meanwhile, often make their Terms out of Wraiths who have displeased
them. These unfortunate souls are fixed into tortured positions, with the list of their crimes
written upon them. And their skulls are set "alight," so that they can be seen both night and
day.

Those are the Terms that can be seen. The Messengers rely on their mastery of the Regis
Numen to keep others outside of their territory - erecting emotional "stop signs" every so
often. The Haunters do much the same with Fear, though they're also known to make very
baroque and frightening Terms out of the pieces of those who came in, anyway...

Oversaturation

Another problem with the "ideal" is the Injunction, or at least The Order's overzealous
interpretation of it.

As The Order sees it, having too many Haunts in one area goes against their prohibition against
interfering with the Living. While the emotions of mortals provide meat and drink for the
Dead, they have to have some respite from being frightened out of their wits. To ignore this is
to risk driving the living mad, or to an early grave - doing the Damned's work for them, or
creating more Ghosts to look after.

The Order is also very keen to avoid problems with mortal ghost-hunters. Psychics, Projectors
and other superstitious busybodies may notice the strong Echoes in more than one location,
and start to connect the dots. And while the Concord might be able to repel an attack on a
Haunt from another Concord, getting rid of a mob of spiritualists intent on "purifying" the
house is another matter entirely - especially if they can't be killed.

The Believers tend to follow the lead of The Order on this one. And while the Freewraiths
could care less about the Injunction - they have their own laws, thank you - they can also see
the wisdom of maintaining as discreet a profile as possible. Meanwhile, the Messengers are all
about being witnessed by the living, but prefer to do so while being some distance from their
own Anchors, so as to avoid being mobbed by the faithful, or targeted by the jealous.

... But Then, There's the Haunters

So how is it that we can drag an entire section of town down into the dirt of death with us, and
not worry so much about it? That is an excellent question, little ghost. Here is my answer...

Do you see the old woman in our front room? That stinking, incontinent wrinkle in the easy
chair, before the television? You might ask how could she live here, in this house, with an
entire Circle of Haunters? Surely she would have run away ages ago? And surely the rest of the
Meat in this part of town would have joined her...?

But, you see, she can't.

She's stuck here, little ghost. She has nowhere else to go. There's too much money involved in
moving, and too much money involved in going to that rest home. Her children have
abandoned her, her husband rots in the boneyard, and everyone around her is afraid to know
her because at some point, she's going to die, and then they'll feel obligated to do something
for her.

Do you see what pathetic little things they are, now? Islands of humanity, lost in the crowds
and kept separate from one another by fear. They'll talk to complete strangers for hours on
the internet but don't dare get to know their own neighbors.
So we don't have to "tone it down," here, little ghost. We don't have to worry about being
discovered. They know we're here, and they don't dare antagonize us because there's
nowhere for them to run to.

And if they decide to try... well, an example needs to be made every so often. Especially when
we need some recruits.

Acquiring Haunts

If the surest way to strengthen one's Domain is to gain more Haunts, then the surest way to
maintain dominance - if not equilibrium - in the Game of Houses is to constantly acquire them.
This is why getting new Haunts is one of the primary activities that Concords engage in, even if
they don't care to play the Game that often, or that well.

Taking control of Ghost Haunts

If members of a Concord find a Ghost Haunt on their own turf that doesn't have any obvious
signs of someone else owning it, they will most often take it for themselves. Once someone's
run back to the Citadel to make certain they aren't claim-jumping, they can then elect to keep
it, or else offer to sell or lease it to other Wraiths who may want it.

If that Haunt happens to be in someone else's turf, however, the would-be owners have to be
very careful. It's best to try to take control of Ghost Haunts that are right next to the boundary
laid down by the Terms, so the Concord can send a large group of Wraiths into the Haunt to
repel the inevitable attack.

If they can hold it for a lunar month, it's theirs, and the Terms can be repositioned accordingly.
But 28 days can be a long, long time.

Membership Drives
If the Haunt is the Anchor of a Wraith, and the Wraith isn't a member of a Concord yet, then
the best thing to do is to sign that Wraith up for membership. Once she joins, that Haunt
becomes part of the Concord's holdings, which will be reflected in their overall Domain.

If a Wraith already belongs to another Concord, her Haunts transfer over to the new Concord if
she switches sides. Needless to say, this can be very problematic for the losing Concord. This is
why many Concords often go out of their way to make certain their members are at least
satisfied - if not happy - with how things are going.

{This is also why some Concords bind their members through various means, so as to keep
side-switching to a minimum.}

Outright Theft

If a rival Concord has a claim to a place that another group of Wraiths simply must have, for
whatever reason, they can try to occupy it. This involves getting a large group of their people
together, taking the Haunt by force, and holding onto it for a Lunar Month.

Between the fight to take the Haunt, and the fight to hold it, this maneuver can be a costly
proposition. It's usually only done by the most powerful Concord in a Necropolis against the
weakest, who may turn out to have hidden resources - or considerable allies - that the bigger
Concord didn't count on.

D.I.Y.

So supposing a Wraith really needs to lay claim to a Haunt, but can't find an unclaimed one,
and doesn't dare try to steal one? The answer is to actually make a Haunt on her own, which is
about as labor-intensive as it sounds, but can pay off big dividends for all the effort.

Certain uses of the Anchorage allow a Wraith to make permanent Anchors, which can then
become Haunts. Meanwhile, the Decay Numina can let Wraiths treat objects - and entire
buildings - as Consorts; So long as the Wraith is willing to pay the upkeep, there's no reason
the Haunt can't stay haunted for the near future.
You Keep What You Kill

There is another way to acquire a Haunt, but it's a very unethical proposition, not to mention
risky on several levels. But if there's someplace a Wraith just has to have as a Haunt, then all
that Wraith has to do is make certain a Ghost takes up residence there. And the surest way to
do that is to actually make the Ghost in question - a practice the Haunters are notorious for
doing.

There is no way to absolutely guarantee that someone will become a Ghost - much less a
Wraith - after they die. That said, it has been observed that there is a close correlation
between how much ghostly activity someone endured before they died, and their increased
chances of becoming a Ghost, themselves. That's the reason why "haunted houses" tend to
have multiple Ghosts at work.

So if a Wraith was to scare the living hell out of a mortal, and then do away with her after
delivering the fright to end all frights, chances are good that the mortal would become a
Ghost. And if the mortal was very attached to the house she died in, it would most likely
become her Anchor. The house then becomes a Ghost Haunt, with all the promises and pitfalls
thereof, and the Wraiths who created it can call it their own.

Until the Ghost Awakens, at any rate...

Outside the Bounds

On a long and winding grey paved street

Your breath the only friend

Chattering others surrounding you

You're going out again

Roll Call - Peter Murphy

As previously mentioned, Wraiths don't like to be outside the cities, if given a choice. The
Necropoli present many dangers - especially the dangers of one's fellow Dead - but also
provide advantages that the wilderness cannot compete with. And that wilderness has its own
risks, most notably a relative lack of Haunts and an overabundance of spiritual predators.
That said, there are Wraiths who are known to leave the safety of the Necropolis, or else keep
to its outskirts. Some of these have their Anchors far from the bright lights of the city, and
have to wander far outside its bounds to tend to them, or take full advantage of them. Others
prefer to keep to the edges of the cities, just outside the boundaries laid down by the
Concords.

And there are also Wraiths who stay away from the Necropoli altogether, scavenging an
existence in the areas no one else cares to enter, unless they absolutely have to. Meanwhile,
the Believers take to those roads for spiritual purposes, just as the Pardoners are known to
occasionally go on an errand of "Mercy."

These Concord members tend to return, though - provided nothing out there keeps them from
coming back. For there are many Wraiths who leave and are never seen again, and many who
come back with their souls much worse for the journey.

Just Visiting

Wraiths may be aware of the dangers that wait outside, but they'll leave the city to visit an
Anchor anyway. That's because they always feel the need to get back to what matters most -
their Anchors - and find themselves heartsick for them if they don't make some kind of
contact. The Anchorage Numen can alleviate some of the nagging feeling that Anchors cause,
but it's no substitute.

So if most of a Wraith's Anchors are in the city, but she has one out in a suburb or - worse - the
countryside, she can't neglect it in favor of the ones close-by. Sooner or later she will need to
go and see it, for herself, if only to partake of the Essence it provides.

The reverse can always be true as well: some Wraiths have most of their Anchors out in a small
town, somewhere between the Necropoli, but have at least one in the city. So they'll have to
come in too, sooner or later, at which point they run the risk of being labeled "Solitary" - or
worse - by the city Wraiths they encounter.

The Edges

Every city has a "line" around it, even if it's not so visible. The people who live in that city come
to recognize that line as the place where the city ends, and something else begins. It might be
where the brownstones and brick buildings peter out into newer - or older - houses, or it might
be where the sidewalk ends and the prairie begins. This is the edge of the city, where one thing
ends and another begins, or there's just nothing there at all.

It's not unknown for a Concord to take territory that goes over that line. Indeed, many groups
of Freewraiths prefer to hold Domains that slink out to the far corners of the Necropolis, just
to deny The Order - or anyone else - the chance to take it. Often times, there's not much out
there to take, but the Freewraiths are ancient masters of making do.

But in many cities, that edge is well-marked by the Dead, and rightly avoided. They place the
largest, most imposing Terms of all along those boundaries, and sometimes even post an
actual guard to challenge any who would go out, or come in. And even those Concords who
don't care to put anyone on the firing line at least keep that end under watch.

It's there, in that null boundary zone, where the Barrier first becomes uniformly easier to
breach.

That's where the Damned tend to creep into the Necropolis and lay their nests. That's also the
place where the Reapers send in their hunting parties - slipping into the city as quietly as they
can before the stark violence of their hunt breaks their cover. And that's where the Dark
Walkers begin their trek into town, seeking that special someone to take back with them, or
kill outright.

Who stays in such a place? The Freewraiths and Solitaries, mostly.

Freewraiths have superior numbers to call upon, as well as a yen to prove themselves in a fight
against something truly nasty. The Solitaries, on the other hand, enjoy the privacy that living in
a spiritual minefield can provide. As long as they keep a close eye out, and are ready to hide
when trouble comes around, they can probably survive.

The Wilderness

Past the edge of the Necropolis is the Wilderness. Such an area is called that even if there's a
well-populated, busy street leading to a thriving suburb that winds away, rather than a
downgraded road heading for desolate country. If it lies outside the Necropolis proper, then it
might as well be the dark side of the Moon as far as most Wraiths are concerned: one should
not venture out into it by oneself, and any Circle who goes there should be prepared to fight or
flee back to the Terms at any moment.

In these places, where actual Wraiths are scarce, the Damned lurk like cunning spiders and the
Reapers lay their more baroque traps. There are also stranger creatures out there: great beasts
not seen outside of nightmares that come through the Barrier, wreak untold havoc and then
disappear, sometimes taking unfortunate Ghosts and Wraiths along for the ride.

Any Wraiths who live out here need to be crafty, tough or well-hidden - preferably some
combination of the three. What few Haunts there are tend to have several Ghosts and/or
Wraiths in residence, huddling together for safety in the face of a singularly hostile
environment. And what few strangers make it out that far are viewed with either high
suspicion or massive relief.

Tourist Traps

So if you should happen to

Come to our little town

It might be wise

If you didn't hang around

Tiny Town - Dead Milkmen

Small, mostly-isolated towns and burgs are rapidly becoming a thing of the past in "developed"
nations, thanks to interstates, highways and other forms of rapid transportation. However, the
Dead aren't always able to get out of town, and the Concords aren't always able to visit, much
less establish any kind of long-term presence. As a result, small towns in the Wilderness tend
to be as "backward" to Wraiths as they can be to mortals.

The common story goes a little like this: once, a long time ago, The Order, while on Pilgrimage
with the Believers, set down roots in a developing town. The representatives couldn't stay,
obviously, so they left the Wraiths they found with the rudiments of The Order's ways. They
then left the town to its own devices, figuring that it could blossom into a full-fledged
Necropolis over time, and they - or someone else - could visit them again later and see how
they were getting on.

Unfortunately, no one did, and the next time anyone from a Necropolis stopped in - anywhere
from 50 to 100 years later - they discovered that things were seriously askew. The Injunction
had been perverted to serve selfish ends, or simply not followed at all, and the Gods were not
being properly venerated, or were completely ignored. The prohibitions against Shaping were
flaunted in plain sight, Domains were not laid down, nor respected, and the strong took
advantage of the weak. Anarchy ruled this town, and the only justice to be found was in
barbaric revenge.

Of course, the representatives of The Order and the Believers tried to lay down the law, once
more. But this got them attacked and run out of town - even by the ones they tried to save
from others' savagery. They were lucky to escape in one piece, and no one has ever gone to
that town since. Charun only knows what may have happened there in the meantime...

That tale can be applied to any small town far enough outside of a Necropolis that not even
Pardoners or Freewraiths will venture there. They also say that the Believers have left marks
around certain places to inform their brethren to keep going, and seek no shelter there - not
even for a Storm.

And that would most likely be because there are worse cases on actual record. There are small
towns almost bereft of Ghosts and Wraiths, where Reapers make regular forays to take
ghostflesh back across the Barrier. There are also tales told of places where the Dead are ruled
by the Damned: conned into thinking them angels and saviors, they gratefully submit to being
harvested, and do their dark bidding without question...

The Concords

I'm all dressed up with nowhere to go

Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive

Goin' to a party where no one's still alive

Dead Man's Party - Oingo Boingo

Concords are worldwide, well-established groups of Wraiths who follow a common


philosophy, and seek the same general goals. These goals may be political or spiritual, violent
or pacifistic, helpful or selfish, but they all come back to the same basic need: finding - or
imposing - sense and order upon the Deadlands, or their Wraith's own relation to them.

Given how fractured and disjointed Deadlands' society can be, it may be strange to think of a
Concord as a worldwide organization. They may share a common history - however obscured -
along with a philosophy that sets them apart from the others, but a Concord's priorities, rules
and by-laws may differ greatly from Necropolis to Necropolis. And as they are in no danger of
having someone "greater" than themselves come into town to usurp them, they can do pretty
much what they like.
That said, the fact is that the Concords are as large as they say. It's just that they cannot
pretend to have any real power or influence within a city that directly results from however
widespread they might be. As with so many other things in the Deadlands, it all comes back to
the Necropolis, and what its inhabitants are willing to do to hold onto their corner of it.

Time and Tide

As The Order's history would have it, the Concords - more specifically, The Order - were born in
the wake of the Sundering, as a way to organize and rule over those Wraiths left behind.
Naturally, The Order claims the mantle of being the first Concord, or at least the first large
group of Wraiths to use that name. And they still see everyone else as pretenders or usurpers,
regardless as to whether they are allies or foes.

Other Concords, such as the Believers, say that they pre-date the Sundering, itself, and have
only changed their name - and a few modes of operation - over the ages. Still others have only
come about in comparatively recent times {if you consider five centuries or a millennium to be
"recent"}, or claim to have changed greatly from what they once were.

Unfortunately, with the Storms being what they are, Deadlands history is little better than a
sheer contradiction in terms. For all anyone knows, everyone's understanding of what took
place could be somewhat mistaken, if not sheer fantasy. And since the Ferrymen will neither
confirm nor deny - much less correct - the record, everyone is left to wonder what really
happened, and where it all truly came from.

Order and Purpose

Some might ask why the dead would bother to join an organization at all, much less create
one. They already have their Anchors to deal with and Essence to gather, and can get help
from their Circle - who cares for territory, politics or prestige?

The first answer is simple: barring the Concords, there is no overriding organization that
Wraiths are expected to slip into. Some of the more forward-thinking {or backward, as the
case may be} Necropoli might play at having a leader, or a ruling council, but most are too
caught in the Game of Houses to see the wisdom of such a move. Without the Concords, there
could be no order at all, and the spectre of mere anarchy tends to frighten Wraiths more than
the prospect of endless turf wars.

There is also the fact that Wraiths are creatures of passion and purpose. Should they lose one
or the other, they may stumble in their tracks, and lose sight of why they're bothering. Such
directionless Wraiths are in danger of being Lost, or slipping into the troubled, uncertain
slumber of Ossification - either of which claim far too many of the dead.

So, in order to create purpose, and companionship beyond the bounds of a mere Circle, the
Dead often allow themselves to be organized. They may find purpose and truth in the
Concords, or they may merely submit to the rules and rituals of the larger group in order to
have something else to do. But while such activities may not be the best cure for loneliness,
despair or the oncoming weight of the ages, it's better than sitting alone in a Haunt and
wondering if you're going crazy.

The Concord that Isn't

While the Solitaries are listed below for the sake of the reader's convenience, they should not
be considered a Concord, but rather something of a social phenomenon amongst the dead.

"Solitary" is something of a catch-all term, used to describe those Wraiths who either haven't
joined one of the other Concords yet, or refuse to get involved in dead society. They often link
up with one another for mutual protection and friendship, but a lack of cohesive goals and
philosophies make them little better than an extended Circle.

Believers

Do not give into the nightmare of disbelief, my friend. Do not give into fear, or loneliness, or
anger.

God has not punished you, nor abandoned you. You are simply being tested, as are we all.

Come with me, and with God's help we will aid you in passing this test...

(illus. by Lost Soul)


Both the Deadlands, and the state of being that is presented to the dead that dwell there, do
not match what was promised - or threatened - by any mortal religion or belief system. The
closest anyone can come to it is the Catholic concept of Purgatory, and even then it's more of
an analogy than an exact match. There is just no accounting for this horror of an existence, and
no certain way out of it, either.

The Order claims that this is the way it's been since the Sundering, and that all Wraiths should
accept it, and join them in their ways. The stark lack of any other, higher form of validation -
along with the Order's impressive sense of organization - leads some to turn to this way of
thinking. Others fall into despair or atheism, while still others are turned to darker, more
sinister alternatives.

However, there are also those who see this incongruous situation is seen as a test of faith, or
cause to regain it. Those Wraiths who hew to the rock of faith - however seemingly denied in
this place - often fall in with the Believers: Wraiths who seek to leave the Deadlands, and enter
Paradise, by Transcending beyond it all.

Freewraiths: Too angry, and too tied down

Haunters: Little better than the Damned

Messengers: Good-intentioned, but too tied down

The Order: Admirable in their dealings, but wrong

Pardoners: Overbearing and militant madmen

Solitaires: Lost sheep in need of salvation

Overview

By their own reckoning, the Believers predate the notion of Concords, themselves. They have
their genesis in the ancient temples and groves of the dead, where those who were tied down
to the world were tended to by those who could have gone on to Paradise, but did not. Such
activities were highly looked upon by Charun, and His Ferrymen, and those who denied
themselves rest until these others, too, could travel with them were high in His sight.

In the wake of the Sundering, and the blocking of passage to what lay beyond, their mission
changed. With the help of the Ferrymen, they sought to create passage for those who would
step through the Barrier, rather than waiting for the promised Day of Dominion. Such a task
was arduous and difficult, to be certain, but the Ferrymen gifted them with the understanding
of Anchors, and guided their hands as best as they could. And so did the Believers begin to
seek Transcendence, so they might all rejoin Charun, and dwell in Paradise with Him forever.
While that idylic past is where the Believers might have come from, the reality, today, is
slightly different, and therefore more fractuous. The Concord still believes that Paradise lays
beyond the Barrier, and that a Wraith must turn her back on the ties that bind her to the world
to reach it. And they still solicit - and receive - the aid of the Ferrymen in their goal to escape
the Land of the Dead.

But the shape of that Paradise, and the God - or Gods - that dwell there, are no longer
uniformly agreed upon. The rise of monotheistic religions, and the splintering of the old ways,
has led to the balkanization of the Believers. While they are still one Concord, there are as
many viewpoints on what lies beyond the Barrier - and what else a Wraith might need to
believe to get there - as there are individual groups of Believers. And this has caused them to
break apart, and seek distance from competing groups, lest religious disagreements turn to
open violence.

Can't We All Just Get Along...?

It would be nice if just being a Believer was enough to erase centuries of internecene religious
strife, or do away with a person's distrust and dislike of other religions. Sadly, this is not always
so: there's room for conflict on both sides of the living/dead divide, and sometimes it can spill
over, causing generations of conflict.

For example: Muslim Believers don't always mix so well with Christians and Jews, to say
nothing of Buddhists, Hindus or other polytheists. The feeling is often shared in full measure,
especially by Wraiths who had a firsthand taste of hard, violent religious intolerance in their
lifetimes. And then there are those whose beliefs can only be characterized as strange, weird
or too "out there" to be taken seriously.

In such cases, careful avoidance and tactful silence are the watchwords for peacable
cohabitation. But some hotheads and zealots aren't happy unless they're getting payback for
ancient slights, or upholding "the word" by attacking disbelievers.

Oddly enough, the Ferrymen don't intervene all that often when their Believers start attacking
one another. They will, however, lend their strength - and presence of being - to those clear-
headed individuals who stand above the fray and call for peace and calm. Sometimes.

Organization

In spite of having the most diverse mix of Wraiths you could find in any Concord, and pushing
themselves apart to avoid conflict, the Believers are the most "together" of all the Concords in
terms of contact between the Necropoli.
This is because of their mastery of the Anchorage Numina, which allows them to leave their
Anchors far behind in order to go on Pilgrimage. While they're on the way, they also check up
on like minded groups of Believers in other cities, and see how they're doing. In this manner,
information is shared between groups of Believers, and some semblance of a higher order is
maintained.

The "higher order" is nowhere near as tightly organized as, say, the Catholic Church. But it's
enough to send needed personnel from Necropolis to Necropolis, send entire groups to one
another's aid, and have an occasional Conclave to discuss matters of faith. So other Concords
know that picking on the Believers without just cause is a foolish thing, both for what they
might do to their Anchors, and because knocking the locals over might actually bring help from
the outside...

That said, different groups of like minded Believers don't tend to form large, networking
organizations that span cities. The offers of aid and people are done on a temporary basis,
both to avoid creating the illusion of temporal power - thus fastening them even more to this
world - and in the interest of staying near one's Anchors.

There are some exceptions, but these are often courtesy of relatively young Wraiths who
haven't quite understood the point of the exercise, yet.

The Understanding

By ancient compact, the Believers and the Order are allied with one another, in times of peace,
war, storm and other emergency. In exchange for their helping to uphold the Injunction, and
extending their services when things go severely wrong for a Necropolis, the Believers are
allowed to do what they will, and given free rights to the Catacombs.

No one can say for certain where or when this compact - known as the Understanding - was
signed, much less who wrote it up, or where the copy might be kept. However, the Order
readily admits to this being a fact, as do the Ferrymen if asked. And most Believers
acknowledge the Understanding, as it's nothing the more civic-minded amongst them wouldn't
do, anyway, and gives them a privilege denied to most other Concords.

{It also allows for a Wraith to leave The Order to join the Believers, which is all but unheard of
with other Concords.}

Sometimes, however, the Believers don't choose to recognize the Understanding, or have it
denied them by a less than pleasant Order. In those Necropoli The Order might go out of their
way to harass and bully their rival Concord over this matter. And, oddly enough, the Ferrymen
rarely intervene in this case, either.
Titles and Duties

Groups of Believers are called by many names, depending on what belief system a particular
group espouses. For example, Christian Believers tend to call themselves Churches, Flocks or
Bodies, while some claim more exacting - or grandiose - names, such as the 7th Street
Adventists of Brooklyn, or Las Vegas' Church of the Neon Redeemer.

When a Wraith first joins a Group, she is known as a Supplicant. Once she has proven her
dedication to the Concord by undergoing The Removal, she is accepted as a full member. The
title given to a member differs from Group to Group, though Seeker, Parishoner and Pilgrim
are fairly common. Others just identify themselves as Believers - what's the point of a fancy
name?

The Believer in charge of a particular Group most often takes the name associated with the
faith that Group holds: Priest, Father, Rabbi, Imam, High Priest, and so on. Some of the more
non-denominational groups prefer the term Shepherd, Prayer Leader or Reader.

The duty of such a person is, unsurprisingly, to lead; Her Group is her flock, her example is the
one they follow, and their spiritual welfare is hers to oversee. She decides who may join, and
who must go, and sets tone for the Group's "life" of worship and praise.

While the sins of the individual cannot be fully blamed on her, if there is any trouble she often
has to be the one to answer for it. As a result, her right to punish infractions of their beliefs, or
the Concord's tenets, is considered absolute. The worst punishment is often to be cast out,
though some Groups have devised more painful ways to deal with sinners.

Trumped by the Scythe

That said, no Shepherd should ever mistake "leading" for "complete autocratic rule."

The Ferrymen won't answer direct questions of faith, or what lies beyond the Barrier, and
won't {usually} take a hand when conflict erupts between Groups. But they will intervene
when they see someone abusing their position of trust in the Concord. If the legends of The
Order are to be believed, that is one of the few things they retain from the Old Times, and they
are very serious about enforcing it.

There are many tales of a Ferryman appearing to grab hold of a charlatan, and dragging her -
kicking and screaming - back through the Barrier with him. Then the Ferryman returns and,
with only the pointing of a long, metal finger, designates the new leader of the Group. {And
you will never find a more humble and pious Shepherd...}
In some of the larger Groups, the Shepherd is joined by a Prayer Leader, who acts as a
secondary voice of authority and praise, and leads the Believers in their rituals. This may have
evolved out of the ancient practice of expounding on points through scripted dialogues, with
one person asking questions and the other giving the answers.

It may also be simple logic: the Shepherd can't always be everywhere, looking after her flock,
and an extra pair of eyes and ears is always a help. That said, a Shepherd should always be
careful, as the Prayer Leader sometimes covets the Shepherd's position, and may act against
her in order to acquire it - a practice that the Ferrymen don't find actionable, oddly enough.

Members

The Believers tend to attract people of strong faith and unshakable beliefs, as well as those
relatively weak-willed people who need something strong and unshakable to hang onto. There
is room for all seekers at the doorway, and even if a would-be Believer is knocking at the
wrong door, most groups are kind enough to send her towards the right one. Usually.

Most of the Believers are either extremely young Wraiths, seeking to make sense of what's just
happened, or clinging to a faith that seems to have been negated. The rest of the group is
made up of Wraiths who've spent some time in the Deadlands, and possibly in one of the
other Concords {most likely The Order}. But then, some of the oldest Wraiths in the Deadlands
are Believers: still trying to make the trip across the Barrier, or volunteering to remain behind
and help others reach the same understanding they did.

Almost any Deathmark can be found in the Concord, given what a widespread and powerful
force for good - and ill - mortal spirituality can be. However, there seem to be a large number
of Fate's children in the Believers. This is most likely because many Groups believe these
Wraiths have been touched by the hand of their God, and they would be foolish to turn them
away, or treat them badly.

Beliefs

In a short phrase, the chief belief of the Believers is that they believe.

They believe that there is a God, or Gods, or some Divine spark of being. They believe that
Paradise lies beyond the Barrier, and their Divinties await them there. And they believe in
seeking Transcendence, so they might leave this world and travel to Paradise, where they
belong.
Unfortunately, the way between lies beyond the Barrier, which is anathema to any Wraith. The
Adversary and Its agents lurk just behind it, waiting to tempt the faithful astray and destroy
their souls. And any who enter the Barrier before they are fully prepared, by Resolving all their
remaining Anchors, will be instantly destroyed by the sight of the Divine.

The answer, then, is to prepare both mind and soul for the journey, so that they may truly
Transcend. The details of the best way to accomplish this differ from Group to Group,
depending on the finer points of their doctrine, or lack thereof. But it's generally understood
that Resolving one's Anchors is a major part of the process.

One Paradise, Two Thrones

The Order also believes in Paradise, but the primary difference between the two Concords -
other than The Order's waiting for Paradise to come to them - is who is in charge of things
there.

There are a few Groups of Believers who hold to The Order's ancient religion, which may
explain the existence of The Understanding. But these Groups are few and far between, mostly
to be found in Europe around the Mediterranean Sea.

Tenets and Truth

The Concord has two tiers of belief: what an individual Group of believers holds to be
theologically true, and what the core tenets the Concord preaches, and practices, as a whole.

When dealing with Group beliefs, there are about as many different sorts of beliefs as there
are Groups of Believers out there. Their theological codes largely depend on what a Group
sees as truth, or lies, and what they consider their moral directives to be. Sometimes these
ideals are in conflict with the core tenets of the Concord, and sometimes they work either
hand-in-hand, or at least side-by-side.

A common theme throughout Group doctrines is that being stuck in the Deadlands, rather
than being allowed to go on to Paradise, is intentional on the part of the Divine. There's always
a question as to whether this state of affairs is a punishment for sins, a refinement of the soul,
or some, final test to prove a Wraith's worthiness to pass on. But everything that is here, in the
Deadlands, is here for a reason - including the dead.
As for the Concord, they have four core tenets. These may vary slightly from city to city, mostly
depending on their relationship with The Order, but there's usually not that much variance.

* Seek Paradise

This is the highest charge and first priority of any Believer. The act of dying - or being killed -
has taken from life, and the Deadlands are a sad mockery of what they left behind. Their true
place is beyond all this, where Paradise awaits, and where the others have gone. They should
be there, and with help of the Divine, they will get there - one footstep at a time until the giant
leap of faith that is Transcendence.

* Heed the Ferrymen

The Ferrymen come from beyond the Barrier, as messengers of the Divine. They cannot speak
of all they know, for they have been silenced by their master {lest His words, spoken through
them, shatter those poor souls who hear it}. But they may advise those who seek their master,
and will always be there for those who believe - especially when it comes time to try for
Paradise.

* Resolve Your Anchors

Anchors are not tools - they are traps. They exist only to hold the dead back from what lies
beyond, denying Paradise to those who desperately need to be there. But ripping them from
those who are spiritually unprepared to face the Divine only strengthens the Adversary, who
devours these souls' fragments whole. One must mentally and spiritually remove these chains
one link at a time, so as to achieve a moral and loving divorce from the lost life.

* Uphold the Injunction

This commandment always winds up at the bottom, and sometimes is not there at all,
depending on whether the local Order is treating the Believers with respect and friendship, or
anger and rivalry. While many Believers see the wisdom in the Order's dictates, even if - as
that Concord claims - they came from an ancient, pagan God, they also see them as possible
distractions. The goal is not to destroy the agents of the Adversary, but to avoid even meeting
them, so as to not be tempted by what they have to say. {And as for awaiting the Day of
Dominion, no one ever got anywhere by lying around and waiting for God to find them.}

Rituals
Almost every day is a ritual of sorts for a Believer, who tend to see their new existence as one
long prayer to what they revere. This prayer should be performed in thought, word and deed,
so they may spend as much time as possible seeking what lies beyond.

That's not to say that the Believers are religious robots, tending to the holy from one sunrise to
the next. But they are aware that the Divine sees them all the time - not just when they're on
their knees or in their places of worship. Each idea and action must be weighed in the balance
of the heart and the soul, lest one fail the trial that the Divine has placed down.

The exact nature of a Believer's rituals depends on which group she belongs to. It may be as
simple as worship services once a week, or they may need to be shut away from "the world" in
a quiet place of contemplation, venturing out only to tend to their Anchors, or handle things
that can be dealt with no other way.

That said, there are a few rituals that most Groups of Believers use. The names may differ, but
the idea is the same.

* The Removal

When a prospective member "joins" a Group, she is called a Supplicant and initiated into the
ways of the Deadlands as seen by the Believers. Every Group has their own criteria as to what
makes an acceptable member, and if the Supplicant proves herself to be worthy of a chance at
things, they will offer her a place. However, before joining she must prove her dedication by
undergoing The Removal: the Resolution, via Anchorage, of an Anchor of her choosing.

How this is done is up to the Group, but most often they ask the Supplicant to tell them of
what the Anchor means to her, and why she wants to be rid of it. If they agree that the
answers are real - even if they don't agree with the reasoning behind them - they will link
hands and lend their strength to the Supplicant as the person leading the ritual lessens, and
then Resolves, the Anchor.

If the ritual is successful, they welcome the new Believer to the fold. If it failed, then they will
wait for a period of time and offer the Supplicant another chance, provided the
disappointment hasn't made her quit, or brought out a side of her personality that proves her
unsuitable for the Group.

* Resolution
A Resolution is something like a Removal, only it is - if all goes well - the last thing a Believer
ever does as a Believer. It involves the Wraith Resolving her last Anchor, before her peers, and
achieving Transcendence before them all. A successful Resolution involves her leaving that
Anchor behind, and vanishing, while failure ends with her going nowhere at all.

A Ferryman must be present to help facilitate this ritual. However, he does not do anything
more than ask the Seeker if she is ready, and offer a hand to the beyond. The first, middle and
last steps must be taken by the Seeker, but if she can push herself towards the fall he will catch
her, and walk her through the Barrier with him.

* Pilgrimage

Thanks to their understanding of the Anchorage Numen, the Believers are able to travel far
from their Anchors. This allows them to visit sites that are holy to their faith, or hold some
special significance to their Group. They prefer to walk to these places, if they can, but
sometimes "cheat" and take advantage of modern transportation if they feel time is against
them. Sometimes Groups take a Supplicant along so the Removal can be done in these holy
places, and sometimes they travel there just so a Resolution can be performed.

* Conclave

Every so often, Groups of like minded Believers will converge in a chosen location to work,
pray and debate religious issues together. Such gatherings - which can last anywhere from a
few days to a few weeks - are known as Conclaves. The relative strength and success of one is
judged by how many Ferrymen wind up attending, and if they impart any wisdom to the
gathering. Some Groups of Believers use this as a time to perform Removals or Resolutions,
relying on the goodwill of the many to help the process along.

Haunters

Why do you scream, so? In another time, you would have gladly given me your loved ones to
ask for this blessing.

But see? I give it to you freely, because I must, and because you so cleary need it.

Your loved ones would have understood, little ghost. Even now, with their mouths stilled by
death, they silently rejoice in the favor you will now receive.
Here it comes...

(illus. by Lost Soul)

The Haunters are often seen as the enemy: murderers and monsters - possibly even traitors.
Their stated goals are so contrary to what that the other, major Concords stand for that
outsiders wonder if they are being deliberately provocative, and their activities are so
dangerous to the soul that it's wondered if they're trying to commit suicide..

But never, ever openly. The fear the Concord leaves in its wake is a hideous, palpable thing
that very few care to challenge. And as they tend to keep to themselves, in those parts of the
city unfortunate enough to have been claimed by them, all but the most foolhardy souls are
happy to leave well enough alone.

And so the Haunters are left to their cursed enclaves - all alone with the mortals unlucky
enough to live there, with them.

That's just how they like it.

Believers: Victims of a lie too large to destroy

Freewraiths: Honest in their dealings, and their fear

Messengers: They have their place, and we ours

The Order: Victims of the Liar, Himself

Pardoners: Mad dogs who must be put down

Solitaires: Some are called, few are chosen

Overview

The Haunters' past is tightly-bound to the ancient myth-cycle of the Goddess Mania, who was
both the guardian of the Underworld and the muse of insanity. In Classical times Her visage
was hung upon doors to ward off evil, and poets and philosophers sought Her favor, claiming
that insanity granted by the Gods was far greater than the sanity of Man.

The antecedents of the Haunters were those spirits who performed Her works at Her
command. They were the Maniae - the venerated long-dead spirits, whom Mania oversaw in a
special, privileged sector of the Underworld. They acted to protect those who venerated Her
and kept Her mysteries, and sought out mortals worthy of Her divine favor.
But then the Sundering came, and everything changed. Mania was blocked from leaving the
Underworld, just like all others who'd been down there at the time - God or Spirit. She could
not contact the Maniae who had been left behind, and they could not contact Her, either.

Eventually, Charun's Ferrymen found a way to leave the Underworld, and then return back.
When news of what had happened above came, She petitioned Him to allow Her and her
remaining Maniae back to the surface with the Ferrymen. She wished to be an active part of
His Concord, for mortals would still need Her divine insights if they were to properly venerate
the Gods.

But Charun refused Her this; He had always been jealous of Her insight, and the popularity it
gave Her amongst the living and the dead. He was more than happy to have Her confined to
the Underworld with the other Gods, where He could keep them all under His hammer.

Mania was furious, and sought the help of other Gods to defy the rule of Charun. Some of
them offered Her aid in escaping, but most turned their backs upon Her, for they were too
cowardly to openly defy the Emperor. She could only truly count on the aid of Her Maniae,
who obeyed Her every word.

So Mania and these few, other Gods conspired to learn the new skills of the Ferrymen, while
the Concord was in its infancy. And one day She and these Gods gathered each last Manes to
her, and traveled up to the Lands of the Living, escaping the City of the Dead.

But the way was arduous - even for the Gods. None of her Maniae survived the journey, and
most of the divine beings She traveled with were destroyed by the terrors they encountered
along the way. And even with their might combined, the few survivors were barely able to
break through the Barrier at the end.

So it was a severely weakened Mania who appeared before her faithful, and was shocked to
find that they had grown lazy and indolent away from Her influence. They had set themselves
up as willing members of Charun's new Concord, and had hewn to the words of His Injunction -
going so far as to help the Ferrymen hunt down and punish those Maniae who still performed
Her will, rather than His.

Her rage was legendary. Even though She was weakened from Her trying, terrible journey, She
hunted down and slew each traitorous, backsliding servant. She slaughtered Manes after
Manes until only those who had stayed loyal to Her yet remained. And from those few, She
crafted a new, more loyal following, and taught them some measure of Her divine magic, so
they might inspire madness and fear in Her stead.
Mania did this reluctantly, for it is not proper for mere Spirits to own the power of the Gods.
But She knew She did not have long to remain amongst them: the journey, and her rage, had
so diminished Her that staying upon the skin of the world was becoming much too difficult.
She delayed Her fall to the Underworld as long as She could, but knew it was only a
postponement of the inevitable.

Thus did She gather Her followers together, one last time, and give them Her final instructions.
Until She could return more fully, they would hold to these new codes She had given them.
And they would stay here, in Her place, until each Manes had passed a certain span of time,
and were no longer able to interpret Her will. Such dutiful servants could sink into the
Underworld and join Her, but the rest must remain behind.

Some of her followers asked how this could be possible - how could mere spirits travel to Her,
when the journey here had almost destroyed Her? And She promised them, one and all, that
not only would She ease their passage, but one day She would return.

Yes, she would return, for Charun could not hold onto His power indefinitely - here or in the
Underworld. One day He would lose His allies, His support, and His power. And on that day,
She and the other Gods would come back, bearing His hammer in one hand and His head in
the other.

And then, just to prove Her intentions, She and the other, weakened Gods joined hands one
last time, and performed a great working amongst them. The ground shook, the air split open
with Charontes, and another great Storm came rushing into the lands of the Dead - one that
tore down all the Ferrymen had built up, and forced them to retreat.

This new Storm had the effect of giving Mania's followers a more even landscape to work
within, which had been Her intention. And it had also created new paths through what lay
beyond, so that Her worthy followers could one day join Her.

But She had only a few moments to bask in their glory and praise, and She then sunk into the
Barrier. Spent of all power, She fell down once more to the City of the Dead...

That was the last time the Haunters have seen their Goddess, except as representations of Her
face, or when they work Her will upon the world. They hold tightly to the words She taught
them, and the commands She placed, knowing that there will be no salving Her wrath if She
should return to find them slothful or disobedient.

And the world is much better for their diligence.


Coming Home

Unlike most other groups of Wraiths, the Haunters are not terrified of the idea of falling
through the Barrier. They don't want to go through it until it's their allotted time to go, as they
fear the penalty of having failed Mania. But when that time has come they're more than happy
to let go of the Deadlands and sink into the Underworld, just as their Goddess did so long, long
ago.

This involves them letting go of their Anchors, either by becoming so full of Angst that their
connections snap and they fall away, or having their links to them permanently cut. That act
usually forms the climax of their Falling Ritual, where the Haunters of a Necropolis gather to
hear the last words - and gather the treasure - of a Haunter who has been made ready to meet
Her Goddess.

They also place great value in martyrdom. If they exhaust themselves in a great work of faith
and devotion, they are considered to have fallen right into the waiting arms of Mania.
Likewise, immense favor awaits those who die in combat against the Ferrymen, as they are the
greatest foes of the Haunters {and the most likely to destroy them outright with a single blow}.

Conversely, they have only pity for a Haunter who is destroyed at the hands of the Pardoners.
They may hate the shotgun priests as much as the Ferrymen, but, much like the Damned, they
are seen as more of a rabid annoyance than a truly worthy foe.

Organization

The first thing that Haunters will tell their new recruits is that they are not a Concord - they are
a Calling.

The difference is not merely semantic: "Concord" has come to mean any large, socio-political
grouping of Wraiths across the Deadlands, however disjointed and uncommunicative it may
be. As the Haunters see themselves as a religious order, and hate the idea of petty politics
getting in the way of their veneration of Mania, they desire to distance themselves from even
the slightest appearance of being like The Order or the Freewraiths.

{Plus, their distaste for the notion of the first Concord - The Order - is so overpowering that
they refuse to give it the "honor" of thinking themselves its linguistic equal.}
That said, the differences between the Haunters' Calling and the other Concords is slight. They
are as fractured as the others, and just as vulnerable. And they have no central body of
authority, either - who amongst them would dare to usurp their Goddess' place?

It is true that they tend to be more uniform in their beliefs than other Concords - other than
The Order. But even that isn't a guarantee that what goes on in one city will be an exact mirror
of what goes on in its immediate neighbor.

Alliances

A group of Haunters within a Necropolis is referred to as an Alliance. They use these words
because, just as they see themselves as part of a Calling, they recognize that everyone must
agree to come together and worship - it cannot be forced. Once a Haunter has joined the
Alliance, she had better tow the line, though.

The Alliance works within a Domain, as do the other Concords. However, they claim ownership
over everything and everyone within it, which includes not only the Deadlands and its Haunts,
but the Liveworld side of their Domain. This means they also "own" all mortals who live and
work within it.

They also claim dominion over any Anchors that might be in the zone, and deny all passage -
in, our or through - to outsiders. If a Wraith has an Anchor in a Haunter's Domain, she had best
see someone about sneaking it out, somehow.

The Road to Madness

There is no mistaking a Haunter Domain for anything else. Those who manage to make it past
the Fear wards at the borders - or the horrid, still-screaming Terms - soon find themselves in a
nightmarish landscape. And if they don't turn right around and leave as soon as they realize
their mistake, there is a good chance that they will become a part of that landscape, forever.

Almost every foot of the Domain is decorated with some grotesque, Shaped icon of the
Haunters' dark faith. Tiny representations of their past victims hang from strings of ghost
viscera, whimpering as they sway in the dead wind. Previous intruders are ensconced in jails
and gibbets made from their own bones and flesh, and left to scream and beg at horrors only
they can see. Every so often, a large statue of a long-gone and {in}famous Haunter adorns a
corner or square, providing inspiration to the current crop.
And if all that wasn't enough to inform a fool that she's gone too far into the wrong Domain, a
life-size mask of the face of Mania hangs from every building there. Each one's crazed eyes
move to watch the intruders' progress, and more often than not, these masks are linked to a
central one back in the Alliance's Citadel. This is part of why intruders are found and
"welcomed" so quickly.

The Pit

An Alliance operates out of the strongest, most imposing Haunt they can find within their
Dominion, which they refer to as a Pit.

This term hearkens back to ancient times, when it was believed - sometimes correctly - that
the Maniae came up from the Underworld through a sealed pit in a town's center. On various
occasions throughout the year, the high priests of these cities would roll away the stone that
covered the pit, and let the Maniae out. It's the same idea, in modern times, except that -
thanks to the Goddess' last orders - no mortal may ever claim dominion over them again.

Pits should be horrid and sickening affairs: the more insane and degenerate its past, the better
it is to act as a conduit to the Goddess Mania. As a result, Haunters tend to hole up inside
corrupt prisons, cursed mansions, abandoned sanitariums and the like. If these places come
with their own Ghosts, it's a bonus, but if they don't the Maniae can always see about making
one or two, or maybe three...

In downtown areas, the Haunters favor oppressive apartment blocks. If it's the sort of place
where people might move into a room less than a week after the previous occupant killed her
entire family with a shotgun, and then blew her own head off, they'll want it. And, as with the
above examples, if they can't find such a place, they'll make one.

The most sacred spot in a Pit is referred to as the Gateway. It is a Shaped representation of a
stone-lined, open pit, set in the floor of the largest or most frightening room in the building. It
is here that the Alliance holds its Induction and Falling ceremonies, with the new or soon-to-
be-gone Haunter standing in the center of the Gateway.

This House is Cursed


Unlike most other Concords' central Haunts, the Haunters prefer to have mortals sharing the
space with them. It's something of a game for an Alliance to see how far they can push their
"roommates" before they crack, and have to be replaced. Conversely, some see how long they
can keep the mortals completely oblivious to what's going on, to the point of prohibiting the
use of any Numen on them at all.

Titles and Duties

The leader of any Alliance is known as either Grandmother or Grandfather, depending on


gender. The leader is usually the Haunter who's been "dead" - a Wraith, not a Ghost - the
longest, but it sometimes goes to the most powerful member of the Alliance, irrespective of
age. Popularity, general support and a complex network of owed favors also factors into the
Alliance's decision, which is made by open group vote when the position becomes vacant.

In some Necropoli the spot is given to the most insane Wraith amongst them, instead. In these
cases, the Alliance is usually truly ruled by three self-appointed Elders, and the Grandmother
or Grandfather is merely a figurehead who plays the part of Mania during their Mysteries.
Sometimes this addled figurehead is trundled in front of other Concords as their "negotiator,"
thus frustrating outsiders all the more, and keeping them even further away.

Priests of Madness

Rank and file Haunters refer to themselves as the Maniae {singular - Manes}. The word has
drifted somewhat from its true meaning, but they are still "of Mania," and that suits their
purposes just fine. "Haunters" is merely the name they give to outsiders, who don't need to
know the first thing about their beliefs, Mysteries or origins. Calling another Manes a
"Haunter" is done either as a diminutive jest or an insult, and new members of the Calling are
often referred to as Haunters until they've earned some respect.

Haunters who have won the respect to be called Maniae often take a use-name once they've
been accepted as such. These names tend to be stern and authoritative, or baroque and
gruesome, or some combination thereof. Once a use-name has been taken, no Manes in a
Necropolis can ever call herself that again, so that a Haunter's deeds will live on well after her,
without ever being diluted by imitation, or disgraced by an incompetent successor.
Sacred Rites

The Calling exists for two reasons: to punish those who defy the will of the Gods, and to give
Mania's gift to those who truly deserve it.

This means that Haunters are constantly on the lookout for people who stand guilty of
breaking divine laws, and those who have earned the right {or "need"} to be driven insane. On
a good day, a Haunter might find both in the same location, and can reward one by severely
punishing the other. But more often than not they have to stand around in their Domain like
spiders, and wait for a chance fly to get caught in their web.

Who has earned the right to madness? The spectrum has two ends: the obsessed visionaries
who crave it, and the dull and boring non-entities who desperately need it. Granting it to the
former is a sign of divine favor, done both to reward those who think outside the static box of
reality, and to help push them to even greater heights. Giving it to the latter is sometimes seen
as mercy - however horrible their subsequent actions might be - and sometimes considered
necessary to balance out a lack of the former, especially in these over-medicated times.

Who deserves punishment? The Haunters often like to joke "everyone" - after all, no one is
innocent - but they truly frown on those who deny the existence and power of the Gods {or
any God, for that matter}. Those who damn them, blame them for ill luck or laugh at those
who believe are also asking for a come-uppance, as the Haunters see such persons as perfect
opportunities to make the faithful hew closer to their beliefs.

But then again, if they're low on Essence, or wanting to try out a novel use for one of their
Arts, there are any number of other rules that ignorant mortals can be found guilty of, and
punished accordingly...

Whose Rules, Again...?

The Haunters say they enforce the will of "the Gods," but which Gods - and which rules - can
and do differ from city to city.

Ancient taboos, such as those against incest, dishonoring your parents and violating the dead,
are generally fair game. However, many Haunters feel that they are free and clear to make the
mortals under their dominion adhere to certain religious prohibitions that have been long-
since forgotten, or done away with. And if the mortals under their charge are ignorant of these
laws... well, ignorance is no excuse.
That doesn't give the Maniae carte blanche to scare or kill everyone who forgets these rules,
though. After all, if they enforced the Saturnalia, who would be left sane in their part of town
other than Pagans and obsessed Latin students?

But making a visible, critical example of the right person at the right time is much more
important than any concept of "fairness."

Members

Haunters tend to have one of two things in common: they're either not quite right in the head,
or they're incredibly angry {those who are literally insane with anger are considered a real
prize}.

Most of their members died from violence or because of their own insanity, which makes for
violent impulses and "divine insight" that other Concords are distinctly uncomfortable with
{not to mention a possible Affinity for Fear}. The Haunters find such people, and tell them that
it's not only okay to use their Numen to frighten, hurt and possibly even kill mortals, but that
they're supposed to be doing it.

Frighteningly enough, that right there is all it takes to get many prospective Haunters off to the
Pit for a looksee. And once they're there, they either join up willingly - all too often, at that - or
are given a one-minute headstart to run for the border before the Alliance comes after them.

Recruitment

So if no one can get in or out of their Domain, how do the Haunters find recruits? It's simple -
they cheat.

For one thing, they say that no one else can come in, but they don't say anything about them
going out. Haunters often perform clandestine snoops through outsider territory, and keep an
eye out for possible recruits while they're in the Freewraiths' Markets. The consequences for
being caught are severe, given that the Pardoners are always on the prowl for them, but
finding new members is important enough to risk it.

And for another thing, the Haunters often make their own members. Those who go mad and
commit suicide thanks to Fear still die from their own insanity, after all. And while you might
think they'd be angry for having been brought into death like that, by the time the Haunters
are finished talking to them, many are surprisingly keen on the idea of joining up.
There's also the fact that sometimes new recruits just come to them, somehow sensing that
paradise waits behind the screaming Terms and bone orchards. They are rarely disappointed
with what they find.

There are a lot of bold Haunters, but not many old ones. The Calling believes that, much like
mortals, Wraiths can only truly hear the will of the Gods for so long {seven times 12 years, in
fact}. After their 84th year of being a Wraith, it is believed that the Dead are made blind and
deaf to these divine signs, and such persons are considered incapable of living in the Gods'
favor.

But most Haunters don't get even halfway to 84 years as a Wraith before they are genuinely
tired of the Deadlands, and barely able to control their own Shadows. As such, many "middle-
aged" Maniae seriously consider Falling, or seeking the Goddess' favor through an extreme act
of self-sacrifice. And if any are so gauche as to refuse either of these honors, their colleagues
are more than happy to help them see the light.

Hazardous Faith

One might wonder how a Haunter could do the sort of things their Calling asks of them for
long enough to lose sight of the Gods' will. Wouldn't they be completely Damned after just a
few short years in an Alliance - especially without the Pardoners to handle their Shadows?

The answer might shock outsiders, provided they hadn't been paying attention. Many of the
Calling's members died from Insanity, which can provide an Affinity for Fear, but also for
Castigate. So the Haunters often do have members who can use that particular Numen.

This is as well-kept a secret as anything else the Haunters do within their Domains. If a city's
Pardoners knew that their enemies had access to "their" Numen, they would most likely damn
all caution and invade the Haunters' Domain at once.

Beliefs

The Haunters' first duty has always been to reward the deserving with the the Gift of their
Goddess, Mania. They recognize that mankind is restrained by reason, and held back by the
chains of sanity. Those who dare to go beyond those iron walls, and seek to dream unfettered
and free, should be allowed this favor, and given the divine insight they desire.

The Haunters also recognize that mankind is corrupt and weak - possessed of a fragile moral
fiber, and given to severe ethical lapses. Without leaders they fall into barbarism, and without
laws they turn on one another like starving dogs. Only the fear of punishment for disobeying
their leaders and laws keeps the masses of humanity in check, and even then just barely.
Therefore, the Haunters have taken on a second duty: to keep the mortals in line. They do this
by providing constant reminders of what happens to those who defy the will of the Gods, or
break their rules.

They believe that all Wraiths should be engaged in this activity, as they are one step "closer" to
the Gods by dint of being dead and aware. They despise The Order - and, to a degree, the
Believers - for seeking to halt this, and respect the Messengers for being bold enough to take a
hand. {That doesn't make a Messenger any less of an Outsider, though.}

* All Must Heed the Will of the Gods

This goes without saying, but it should be emphasized that the Haunters apply this to
themselves as well. They expect total and complete obedience to the Grandmother - and,
through her, Mania - from all members of an Alliance. Those who start to backslide or openly
doubt are counseled or invited to leave, and those who do not do what they're told can expect
to be severely punished for their transgressions.

Divine Punishment

Those who fail are chastised by their friends. Those who speak out or against are silenced by
the group. And those who disobey - in thought, word or deed - are punished.

Being forced to give up all stored fears and nightmares to the group, and having to re-
assemble one's personal collection all over again, is a common penalty for small infractions.
Having Anchors damaged or removed entirely is the next step up, sometimes followed by
being Shaped into something one personally fears, or locked in a traumatic memory/nightmare
loop.

But those who persist in open and constant disobedience will most likely become a Shaped
object, and be used to decorate the Domain. In fact, the Calling believes the best material for
the likeness of Mania comes from someone who knew of Her laws, and yet disobeyed them.

And they always need new masks in Her image.


* Some Must Suffer That Others May Learn

This sweeping proclamation is what gives the Haunters their mandate to frighten, maim, hurt
and kill the living. They feel it is much better to make a few, extreme examples, so that the
majority can see the penalty for their crimes, than be "merciful" and encourage lawbreaking.

* No One Is Innocent, All May Suffer

The Haunters must be ready to derange or murder anyone they must in order to perform their
duties. There is no room for mercy, kindness or sympathy - there is only duty, and it must be
done. So while they might drive a rapist to suicide through the apparitions of his long-dead
victims, one day, they might have to take the head from his one, living victim and stick it on a
weathervane the very next day for some other infraction.

* The Brave Deserve Her Favors

This is also self-explanatory, though it should be pointed out that the divine madness of Mania
is not the same madness the Haunters bestow upon lawbreakers. The deserving are filled with
amazing visions and vast vistas of possibility, to the point where their minds are literally
somewhere else - someplace the rational mind can neither see nor fathom. Those who earn
their ire, however, are broken under the weight of their guilt, phobias or bad memories, and
left white-haired and gibbering.

* One is All and All is One

Haunters take the notion of being allies with one another very, very seriously, which is why
they call themselves an "Alliance." They are too small to be divided by fractures, and what they
do is too important to allow personal disagreements to spoil it.
So while they may have disagreements, they do not allow petty problems to divide them.
There is no more room for open dissension amongst the group than there is for gross
disobedience. And while they are often harsh and uncompromising with their newer members,
they can never punish them without reason, nor harm them without cause.

The other side of this belief is that Haunters will always stand with, and alongside, one
another: if you pick a fight with one member of the Alliance, you have picked a fight with all of
them. And even if defending one Haunter from a Ferryman fully-girded for war is likely to get
them all killed, they will still rush right for the enemy to protect that one Haunter.

* The Concord Must Be Defied

By "The Concord," they mean The Order, which was synonymous with Concord when Mania
gave Her final orders. Any who are following their Injunction are following the words of
Charun, the liar, and not the words of all Gods. And if they are listening to the words of the
Ferrymen - however advisory - then they are hearing His voice from afar, and still following
lies.

So they do not pay any heed to The Order, its rules and rituals, or its cursed Injunction. And
they do not hew to the words of the Ferrymen, though they know that there is little chance of
any of them - or indeed all of them - besting such a creature in open combat. They must do
what they were bade to do by their Goddess, and any who would stand against them must
either be avoided, or punished.

Note that Mania, in Her maddened wisdom, said "defied" and not "deposed," or "destroyed."
She knew that The Order would always have greater numbers, and that the Ferrymen would
always be with it. So She bade Her servants to stay apart from its sheeplike masses, disobey its
rules and keep its adherents far, far from their sight.

And if any of those adherents should be foolish enough to come calling... well, there's other
things that need Shaping besides Her image.

Rituals

Much like The Order, the Haunters have many rituals - both great and small - to mark the
passage of their days. They have a ritual to greet a new member in the faith, and a ritual for
deciding if a mortal is worthy of insanity. There are rituals for learning a new Path of Fear, and
new Arts within that Path, not to mention other Numen that the Goddess Mania would find
pleasing.

Some rituals are public, and some are private, or to be experienced by only a few people at
once. The following are among the major rituals of the Calling, and it is expected that all
Haunters be present for them.

* The Induction

When a new member joins the Haunters, she is blindfolded and presented to the entire group
in the Gateway. The Grandmother stands beside her, dressed {and sometimes Shaped} in the
aspect of the Goddess Mania, and asks all there to reveal the Mysteries of the Goddess to the
new member. This is done orally, and in unison, while the Grandmother places the occasional
dream, memory or nightmare inside the would-be Haunter's mind to act as a visual aid.

Once this is done, each member comes before her, places her hand upon the new member's
forehead, and says "I am Manes {member's name here}, a servant of the Goddess, and your
new friend." This goes down the line until the Grandmother's turn, at which point she leads
the new member through a series of ritual questions.

When the questions are answered to the Grandmother's satisfaction, she removes her mask of
Mania, and assumes her normal form. She then removes the new member's blindfold, and
formally introduces herself: "I am your Grandmother, a servant of the Goddess, as are we all,
and as are you, now."

The ceremony is sometimes finished by everyone going outside the Pit, finding the first
lawbreaker they see and letting the new member perform her duty upon that unfortunate
soul. This is mostly done to gauge the skills and inventiveness of the new member, so that
Haunters with similar skills and outlook can take her under their wings, but sometimes it's
done just to make sure she was serious about what she said during her Induction.

* The Presenting of The Mysteries


Every so often, the Haunters perform a strange sort of morality play in which ordinary mortals
are used as unwitting actors. These Mysteries pit the participants' virtues and ethics against
their vices and inner drives - not to mention the other participants - so that the Maniae can see
what happens.

A common practice is for the Calling's members to find a group of people who are completely
and utterly beyond saving, and slowly twist each person towards fulfilling a certain "part" in
the Mystery. They let it build up ever so slowly, and then, right at the boiling point, they find a
way to keep the mortals from leaving the stage, and invite the rest of the Alliance to come and
watch what happens.

Such spectacles are usually reported as "3-Hour Massacre at Local Restaurant," "Supermarket
Rape-Torture-Murder Spree" or "Entire Family Dead at Each Other's Hand" on the news. The
authorities do the best they can to keep the really terrifying details out of the respectable
papers, but the tabloids and undergrounds go wild with the suppressed information.

And the entire city shudders and looks over its shoulder, wondering how real the "real" world
really is.

* The Feast of Mania

In ancient times, at various times of the year, the high priests would roll away the stone that
covered the Pit of the Maniae, and let them out of the Underworld. Faithful mortals put
tribute directly under the face of Mania, which adorned each house as a ward against evil, and
held feasts on behalf of the Goddess and Her spirits. They would also bake bread in the image
of those spirits {also called Maniae} for Her emissaries to enjoy.

No one - other than modern Pagans - has followed those traditions in over a thousand years:
no stones are rolled away, no Maniae are baked, and the face of the Goddess has been
replaced by other things.

However, the Maniae still hold their Feasts.

If the Haunters of a Necropolis believe that the wickedness or disbelief of their Domain has
gotten too high, their Grandmother can call for a Feast. No one bakes them bread, anymore, so
Fear and nightmare are their new meat and drink {along with the Essence they can harvest
from their Arts}. And they no longer feel like they have to be given the mortals' "permission" to
have a party, either.

They usually wait until the Dark of the Moon to actually hold it, as the Concords are out
walking their boundaries, and the Alliance can be ensured of total privacy. But they can do it
whenever they feel they need to, just as they can have as many Feasts in a year as their
Grandmother feels are warranted. It's something of a fine line: if they hold too few then the
living forget, but if they hold too many it spoils the crop.

During such Feasts, the Haunters don't need to wait for someone to break a law or defy the
Gods. Instead, they work their arts on whomever first catches their eye, and give that mortal a
damn good scare. If they can find a lawbreaker in action, then so much the better, but they
won't go specifically looking for them on Feast nights.

The only hard rule of the Feast of Mania is that no mortal may be killed - at least not on
purpose - and no one driven completely insane. After the Feast is over, the Haunters go back
to their usual ways, but during the Feast night the mortals under their dominion can at least be
ensured of surviving until morning.

But if they decide they can't take anymore around 4 AM, and reach for the pills, anyway, then
whose fault is that...?

* The Falling

The final act in the tenure of a Haunter is expected to be her rejoining the Goddess in the
Underworld. It usually takes place when the Haunter is one close step away from being
completely filled with Angst, or has grown so weary with her duties that she can no longer
perform them with care and joy. If she can secure the permission of the Grandmother - who
speaks for Mania on this issue - then she may announce her Falling.

This is done at the Gateway, with the Haunter standing in the middle of it, and the
Grandmother directly behind her. When she feels she is ready she allows the Grandmother to
place her hands upon her, and all other members of the Alliance join hands with the Falling
one as well. It's common for two Haunters with Castigate to be the ones on either side, so that
they can give her some last morsels of Tainted Essence, and help her on her way.
As the Haunter states her name, and a recording of what she has done, she passed her stored
memories, fears and nightmares to the rest of the assembled Concord, so that all might share
of her contribution. The Grandmother, meanwhile, makes copies of these things for herself, so
that they may be kept in a central location for the Alliance to share.

If it's timed right, the Haunter's last and most cherished thoughts are spread around the group
just as she fills up with Angst, loses her connection to her Anchors and falls through the
Barrier. As she goes into the waiting arms of the Goddess, below, the Alliance breaks the chain
of hands and rejoices, calling her name and venerating Mania, as well as other Haunters who
went down before her.

Feeding the Darkness

So what do Haunters with Castigate do with their Tainted Essence when they're not giving it to
a Falling friend? More often than not, they share the "wealth" with other Haunters, in order to
keep everyone in balance.

Haunters believe that Tainted Essence is not, in and of itself, a bad thing. It is proof that
actions have consequences, and a humbling reminder that no one should think themselves too
powerful. To forget consequences and dream of power is to commit hubris, and they are all
too aware from their Mysteries - and their duties - of what Hubris brings.

So while their Castigators take Tainted Essence from those who need to keep their Shadows in
check, they don't take as much as they could - just enough to avoid Catharsis, Dissolution and
the like. The rest is passed around to other Haunters who request it, so that they might have a
small reminder to be modest while doing the work of the Goddess.

Messengers

Don't let them frighten you by asking why it is that you do as you must.

You merely must tell them what happens if you do not intervene.

Or show them.

(illus. by Lost Soul)

Some Wraiths awaken in the Land of the Dead with a very strong desire to make a difference.
Perhaps this is left over from when they were alive, and perhaps it is new - a response to a
death they didn't earn. And, as they cannot protect other wraiths from wrongful deaths, they
must instead turn their attention back to the Land of the Living, even though the Order's
Injunction prohibits them from intervening.

These wraiths are well suited to joining the Messengers: a seemingly-altrustic Concord whose
stated purpose is to protect the living. They are self-appointed guardian angels, following a
code of behavior given unto them by the Gods. They are tasked with protecting life - all life -
and go about their duties with the reverence they are due.

But no one should mistake reverence for pacifism. When the Messengers speak of their sacred
vows they are sincere in their beliefs - not merely spouting pretty words. And they will fight
with divine fury to see those beliefs carried out.

For there are angels of vengeance, too - and of death.

Believers: They have pretty dreams, but death is the reality

Freewraiths: Taking a stance is respectable, but they are children.

Haunters: If only they weren't already dead...

The Order: The Living are more worthy of protection than the dead

Pardoners: How can they save our souls when theirs are already damned?

Solitaires: We were all lost, once. Some may yet be found.

Overview

The Messengers' Concord was formed shortly after the Sundering - the time when the realms
were split apart. Because the gods could no longer speak to the living, and the dead could no
longer travel so simply to the realm of the gods, a communication channel was needed, other
than through Charun, who censored and controlled the flow of information.

Some god, or goddess, perhaps desperate for the communication that they needed to keep
themselves flourishing, sent The Book out into the Land of the Dead. Inside The Book was a
description of Regis, and a statement of The Code. The wraith who found The Book, a member
of The Order at the time, became known as the First Prophet, and turned her attentions to
spreading the message as far as its merit would take it.
The Order tried to suppress this information, as they viewed it as a usurpation of the power of
Charun and The Order. However, the Ferrymen, subtle as they are, observed this, and
whispered warnings about what might happen if this knowledge was suppressed. So The Order
relented, and hoped the new group - which they called a cult - would die out of its' own
accord.

However, it didn't. Slowly but surely, the message was spread - first by the First Prophet, and
later by her Messengers. And thus, the Concord was formed.

Many of the original Prophets - those who heard the message from the First Prophet - were
chased, harassed, and brutally assaulted by various other Concords who disagreed with their
Message. According to the Messengers, the First Prophet Ascended after being attacked by a
group of Pardoners who felt her words were the words of the Damned.

{The Pardoners, of course, vehemently deny this.}

The Ferrymen

Every Messenger who knows the true history of their Concord agrees that every Messenger
owes the Ferrymen a profound debt. Indeed, their organization owes the Ferrymen for its very
existence. And yet, each Messenger tends to be rather cool to the Ferrymen: their authority
isn't even recognized by the Messengers.

This is because the Messengers hold the god or goddess who sent them The Book in much
higher esteem than Charun. In fact, they hold each other in higher esteem than the emissaries
of Charun, wise though they may be. This is not hubris so much as a recognition that they have
allied themselves with a different power, and work to spread this power's aim above all others.

The Ferrymen still have very little to say on the matter, though they still advise against the
destruction of Messengers simply based on their affiliation. Perhaps they know something
about the future of the Messengers that they have yet to reveal? Or perhaps they just admired
the verve and passion of the First Prophet...?

In this, as in all things, the Ferrymen offer no explanation.

Organization

There is no clear, official hierarchy amongst the Messengers: no chain of command, and no
pecking order. Any Messenger who needs help will need to convince his peers to assist, rather
than simply being able to command newer, or weaker, Messengers.
{Note, however, that this doesn't mean that informal ranking systems do not spring up in
communities. But these are specific to that community, and doesn't spring from any external
authority.}

Messengers all have very similar goals, to be sure, but they each choose to go about them in
different ways. As a result, most of the Messengers in a Necropolis act independently. Each
selects some territory, and sets out each day to keep it safe.

Sometimes this territory is a small group of individuals, sometimes it may be as large as a


whole neighborhood. Each Messenger takes what he feels he can protect, and he takes the
territory he feels most needs to be protected.

Haunts

Mystically bound to help each other, and to protect the living from crossing over into the Land
of the Dead needlessly, the Messengers don't typically scatter too far from each other. Most
Necropoli will have a single Haunt set up as a base for all of the Messengers who are working
in the area, or simply passing through. And if they commonly number more than five, multiple
Haunts will be set up around the Necropolis in a sort of Safe-House arrangement.

These Haunts are equal parts message-board and hideout. When the Order catches wind of a
Messenger who has spent too much time disobeying the Injunction, they will most likely lay
low in the Concord's Haunt, rather than their own.

Another function of the Concord's Haunts is to house the wandering Prophets which pass
through eventually. Since there is a very slight formal hierarchy, the Prophets' messages are
accepted based upon their merit. Those who speak words of wisdom and can teach useful
skills are kept around.

Some have tried to impersonate a wandering Prophet, and by doing so gain access to much
more detailed information about the workings of the Messengers. Those who have often find
themselves chasing at their own tail, racing after a deep structure underneath the "facade" of
nonchalance that pervades the Concord's organizational scheme. Many of these are then
found out, and steps are taken to re-secure the Concord's Haunts.
The Words of the Prophets

Messengers who have achieved the status of "Prophet" are a rare and mysterious sight in the
Deadlands. They wander from Necropolis to Necropolis with ease, seemingly unhindered by
the pull of their Anchors or the threat of the Damned. And, perhaps more amazing, they seek
no special favors or authority for their position: they seek only to illuminate their fellow
Messengers, and answer puzzling questions as best as they can.

No one in the Concord is quite sure how the Prophets become Prophets. Some say that when
one has memorized and understood the entirety of The Book {no mean feat, given how long
and complicated it is} one hears the words of the First Prophet, and is summoned across the
Barrier to a special audience in which even more is revealed. Some say that those who impress
the God or Goddess who delivered The Book are called, even if they aren't Messengers and
have never even seen that holy writ. And there are other, even stranger stories...

The truth is known alone to the Prophets, and they cannot say how it occurs, stating that, as
The Book says, all must find the path in their own way. The only advice they give is to follow
The Code, and "be true, above all things."

There is one general certainty: all Prophets are total masters of Regis - possessing Arts, and
possibly entire Paths, that no one has a name for. They are frightening indeed when they
choose to use their skills in that Numen, and it is a foolish Wraith who seeks to challenge such
a one.

Titles and Duties

Just as there is no clear, official hierarchy amongst the Messengers, there are no official titles
amongst a Necropolis' Messengers, and each Messenger is equal. Even the Prophets cannot
command - only advise. All decisions are made by a majority vote, counting only the
Messengers who are affected.

That said, the Messengers may use various titles to refer to each other based on their
preferred strategy. There are "guardian angels" who pick a single person to defend,
"hoodlums" for those who will protect a neighborhood, and so on.

Messengers all have two primary duties. The first of these duties is to follow The Code.
Messengers are supposed to be following The Code in all aspects of their existence, working
towards its ends with verve and gusto.
The second duty is much more pragmatic. The Messengers are supposed to enforce their
control over the Regis Numen. Regis is a gift from higher powers to allow the Messengers to do
what is right, not a toy for other wraiths to play with as they see fit.

The Hand

While it is true that there are no official heirarchies of the Messengers, there are some wraiths
who feel that they must take on additional duties for the good of the Concord. These wraiths
are known as The Hand, and they almost universally died through extreme violence, or in
situations of incredible tragedy. It is these wraiths may accept the additional role of being
angels of vengeance amongst the living.

Messengers agree that taking life is generally bad, but The Hand is given the license to do so.
They become "angels of death" with the knowledge that the people whom they targett have
performed such vile acts - and with no sign of redemption - that it is plainly much better to
simply destroy them and be done with it. The most common tools for the job are the Embody
and Bios numen, all the better to reach across and do the deed right.

Most Hands - sometimes called "fists" - do not pursue the more physical side of their duties for
long stretches. When they do they go on a bit of a bender - one which often ends with the
destruction of many of the worst criminals in a given area. They then "retire" for a short while,
and live the life of a normal Messenger again.

Members

The Messengers have a strong tradition of gaining new members who were very active
advocates for change in their lives. They attract the sort of people who protest every war, and
help run fund raisers for community centers to keep kids away from gang violence. Other
recruits come from people who are victims of violence, and who wish to protect their living
relatives and friends from the same fate. Those who wish for payback most often do not join
the Messengers, due to their supposedly anti-violence stance.

Most of the wraiths in the Concord are not terribly young, nor terribly old. It takes time to
come to grips with one's death and become accustomed to wielding the powers necessary to
be an effective Messenger. Also, given the lack of hierarchy, a wraith needs to spend time
discovering the Concord, rather than being talked to by wraiths specifically tasked with
recruitment.

Those Messengers who last a long time are most often very capable defenders, having been at
it for a long time. Though, that having been said, many don't last that long, as they fail a few
times too many and eventually give up the ghost, so to speak.
Many Deathmarks are represented in the Messengers, but most of them are very small
numbers, in comparison to the major two: Mystery and Fate.

Mystery folks often end up in the Concord because their capability of developing Regis puts
them at cross purposes with the Messengers' goal of controlling the use of that Numen for
good ends. These wraiths are typically given an ultimatum, often in the form of "join us, or
regret it". Fate is the second most common deathmark in the Concord, as they will join up if
they decide to do their part to help keep people from dying before their time.

Beliefs

To be brief, the Messengers predominately believe that there is some inherently sacred quality
to the order of existence which they must protect.

As to why there is this order, that is up in the air, but each Messenger knows, on some level,
that the circle of life, or the wheel of dharma, or whatever they may call it, is a sacred process
which must be kept moving smoothly, and free of interruptions.

The Code

The Code is a group of beliefs passed on from the First Prophet at the founding of the Concord.
Since then, Regis has been used, in a ritual, to imprint these beliefs on each and every
member. This is not so much a stripping of the wraith's will as a constant reminder of these
universal truths which inspires and guides the wraith towards good actions and deeds.

* Death Has Its Purpose, and Must Be Respected

To put it bluntly, there is an order to things. There is a time to live, and a time to die. It is the
role of the Messenger to prevent deaths before their time, but to stand aside when it is right
to do so, for those who die can have a greater effect than those who live past their life's
natural span. The Messengers all know that they couldn't do what they do if they were still
alive, so there are definitely benefits to dying, at times.

* The Dead Must Serve as the Voice of the Gods


Living humans have a much weaker connection with divine truths than the dead do, and the
messages that are being sent by other Concords don't fit with what the Messengers wish to
make happen amongst both living and dead society. Therefore, the Messengers must send
their message out to the living however they can. This will mostly include warnings and truths
revealed after a person has been saved, as they are very open to suggestions then, or it may
come in a more overt form. The Messengers are not intended to be preachers, but they also
should not have to keep saving a live human who just won't learn his lesson.

* The Dead Must Protect the Secrets of the Gods

Regis is a powerful tool, as well as a gift from the divinities for the use of the Messengers.
Other wraiths, then, shouldn't be able to just use it as they will. Most Messengers don't run
around stomping on any wraith that knows the Numen, preferring to stick to punishing those
who use it too blatantly, or harmfully. However, there are some fanatics who will object to the
Regis Numen being used at all by anyone who doesn't belong to the Concord, for fear that they
may misuse it and because they desire to protect its secrets.

* All Life is Sacred, and Must Be Protected

A warning for more spirited Messengers, this tenet of the Code says that even vile members of
the living still deserve to live the full duration of their life. Some Messengers are a bit inflexible
about this tenet, whereas others feel it ought not be in the Code (see below). However, it is
present, just as it was handed down from the First Prophet, and so it must nag at the back of
their minds. This also provides further impetus to protect those who should not die yet.

* The Good of the Many Must Overcome All

This is a spur to action, despite all those who would stand in the way of what is right. This is
why Messengers flaunt the Injunction and interact with the Land of the Living. The good of the
people they save must come before all of their cares, before all worldly opposition. Some
Messengers fail, and this is undoubtedly a tragic proposition, but this aspect of the Code
makes them even more doggedly determined to succeed than just their moral fibers demand.

Even Him...?

There is some concern as to whether the last, or second to last, aspect of the Code is more
important, specifically in terms of those who wantonly murder and destroy. Obviously this
person is a terrible danger to many. Therefore, does the good of the many who are in danger
come before everything, or does the villain's sacred right to live until his time is up trump that?

There tend to be two answers to this question. Mostly, it depends on individual preference,
but a Necropolis with a strong Messenger presence may have decided on an official policy for
the area.

If the wraith decides that the right to life trumps the last tenet, then the human must be
allowed to live. That doesn't mean, however, that the Messenger in question must do nothing
to end his reign of terror. The Messenger, with his Regis arts, is in a perfect position to flood
the mind of the villain with a full awareness of what he has done, a full knowledge of the harm
he is causing to himself and the world. Some of the victims of this are driven mad. Many more
eventually decide to stop, if for no reason other than to end their mental anguish and torture.

If the wraith decides that the good of the possible victims trumps the evil human's right to life,
then the answer is very simple: yes, he can be killed. Certainly, one life will have ended before
it's time, but it is simpler to patch up that little snip in the weave of life than it is to fix the
incredible snarl that may be built up should he be allowed to live.

And this is where the Hand comes in.

Rituals

The Messengers, being typically a very individualistic bunch, rather than a well structured
Concord, have few rituals that they will observe frequently. However, those rituals that they
do observe are very important, and detaining a Messenger from the completion thereof is a
very drastic offense.

Additionally, almost every Messenger ritual is a private ritual. Since the Messengers can't
count on having enough others to help them at the appropriate time, they structure the rituals
so that a single person is all that they take. However, groups can undergo the rituals together,
and the bonds between a group that does this are often very strong, as they see each other at
many very important moments.

The four most important rituals to the average Messenger are:


* The Scribing of The Code

When a wraith wishes to join the Messengers, this is the ritual he undergoes. The first step is
for the fledgling to seek out a Messenger who can take him in and induct him into the
Concord. Next, the Messenger he seeks out asks for the initiate's name, discards it, and then
gifts him with a new name, derived from one of the tenets of The Code, such as Life-Is-Sacred.

After this, the newly renamed initiate must follow the Messenger around during his duties for
96 days. During this time, the initiate must speak out as a staunch advocate of whichever tenet
he is named after. Once the Messenger feels that his initiate has served enough time with a
particular tenet, he repeats the renaming ceremony, naming the initiate for a different tenet.

At the end of the 96 days, the initiate is renamed once again with whichever name he chooses.
This is most often his old name, but not always. At the end of that, final renaming ceremony,
the new Messenger is asked to recite The Code, while advanced Regis arts are used to imprint
the words in the back of his mind, so that they spring up whenever the new Messenger acts
contrary to them, flooding his mind with guilt.

After this, the mentor and the new Messenger bid each other farewell. This could be as
ritualistic as a recounting of bold deeds and a grand ceremony, or as simple as a handshake
before they both walk off in separate directions.

* Gratitude

Gratitude is a celebration which occurs whenever a Messenger Ascends, either through her
own actions, or by being helped along by a Ferryman. The first of these is much rarer than the
second, but they are both very rare occurrences.

The first day of the ceremony is a celebration of the accomplishments of the Messenger in
question. His exploits are shouted to the wind, written into song, painted into pictures,
whispered in the darkness, or any other way which the celebrating Messenger feels is
appropriate.

On the second day, the celebrating Messenger goes about her daily life as if she was the
departed Messenger, protecting the departed's territory as if it were her own.
On the third, and final day, the celebrator goes back to living her own life, but acts more like
the departed wraith. At the end of the day, she records, in some fashion, a lesson which ought
to be learned by the actions of the Ascended Messenger.

* Grief

This ritual is much like Gratitude, but is a mourning for those wraiths who fall through the
Barrier. The three days proceed in the same fashion, but instead of celebrating the merits of
the departed, their faults are desecrated, denounced, and berated. And instead of acting like
the departed, the celebrator is supposed to act like themselves, taking care to avoid the faults
of the departed. The lesson learned ought to be recorded in the same fashion.

* Rejuvenation

Two hundred seventy days after a Messenger's Scribing or his most recent Rejuvenation, he
must partake of this ritual.

The ritual itself is very simple. The wraith must immerse themselves fully in a body of water,
and, upon emergence, they must recite the Code.

The ritual represents a rebirth. The wraith must be reborn, and, once again, confirm his faith in
order to carry on as a Messenger. Those who don't, find that the Code will be more present in
their awareness, constantly repeating itself in the back of their minds. The longer they wait
before undergoing Rejuvenation, the louder it gets.

Pardoners

What? You think you have rights, here? You think this is unfair?

Welcome to death, lady. We don't have time for rights or fairness, and you don't have time to
waste talking about them, either.

Like it or not, you're in a war zone, now. There's just me and mine standing between you and
Damnation.

So you don't have to like us, but you will do what you're told. Now.
(illus. by Lost Soul)

It's not too trite to say that Wraiths tend to have a love-hate relationship with the Pardoners,
who are the undisputed masters of the Castigation Numen. Everyone with any sense - or an
understanding of being Lost or Damned - is grateful for the martial Concord's interventions.
But the way the stern warriors of the soul about their business leaves a lot to be desired: "if
only they weren't so... harsh?" seems to be a common refrain amongst their charges.

The Pardoners, however, do not care what their charges think. Their views are unimportant
when compared to the horror of being Lost, or Damned, and their concerns are meaningless in
the face of the big picture. And if ordinary Wraiths cannot see that picture from where they
are, they have the Pardoners to thank for that - if they're lucky, their charges will never see
have to see the world through the Pardoners' eyes.

For to defeat the enemy, one must understand it. And to properly understand the enemy -
within and without - Pardoners must make a terrible bargain with it, through their Shadows.
They have willingly sacrificed a part of their souls to the Darkness in order to better fight what
lies beyond the Barrier, and hold no illusions that the war can ever be won.

But as the consequences of surrender are simply unthinkable, they soldier on...

Believers: Well-intentioned, but misled and ignorant

Freewraiths: Not so 'free' that they won't submit

Haunters: Damned in training - shoot on sight

Messengers: Well-intentioned, but dangerously misguided

The Order: Misled and hypocritical, but tend to know their place

Solitaires: Save them if you can - shoot them if you must

Overview

The Pardoners say that they have always been together, in one form or another. In ancient
times they were gentle healers who learned the arts of Castigation, and sought to teach them
to other lost souls such as themselves. Some eventually went on to the Underworld, as they
grew weary of their task, but many chose to remain behind so that others might benefit from
their ways.

But being gentle and kind to their charges created too many mistakes. The numbers of the
Damned grew too large to be managed, or repelled. Worse still, Emperor Charun - not a God,
but a Wraith {some say the first} - became horribly Lost over the ages. None of his healers
dared brave his wrath by forcing him to abandon things that placed him in spiritual jeopardy,
and they could only salve his soul's wounds and hope he came around.

The result was the Sundering. One horrible day, Charun became Damned, and the hordes of
Charontes and Dark Walkers he now commanded were sent aloft to rape the worlds of the
Living and the Dead. Thankfully, some of the true Gods took pity upon the world, and placed
the Barrier there to prevent the disaster from growing any worse.

But the Wraiths would not believe that their Emperor - their God - was now the enemy. When
the Ferrymen {now corrupted Dark Walkers} broke through the Barrier and announced The
Concord, the healers opposed them. But the newly-corrupted creatures declared them
Anathema, and banished them from the cities. And those who would not willingly leave were
rent limb from limb by the monsters, as an example to others.

In the wilderness, the healers were forced to see their failure, and put aside the path of mercy
for one of war. They became the army in opposition: warning Wraiths of dangers that the
"Ferrymen" represented, and defying their rule at every opportunity. And they learned the
secret names of the Dark Walkers, so that the creatures dared not attack them directly, for
they could send them back to Hell at any moment.

When The Concord was put to an end by the true Gods, the Pardoners cheered the end of the
false Ferrymen's rule. However, they cheered alone, for the Wraiths they had helped "liberate"
still refused to believe that Charun was corrupt, and were still enraptured by the lies of the
Dark Walkers.

The Pardoners offered their help to the fledgling Order, in the hopes of working hand-in-hand
to create a new society. But The Order rebuffed them, and paid more attention to the Dark
Walkers - now forced into "advisory" positions by the Gods - than the warriors of the soul. In
spite of all the Pardoners had to offer, they were turned away.

The Pardoners became enraged at his betrayal, and pledged that they would do what needed
to be done in spite of this "Order," rather than with or alongside it. Ever since then, the
Pardoners have walked their path alone. None dare make demands of them, nor stand in their
way.

And those who have cause to defy them soon learn the folly of it.

Wither Shaping?
Unlike some other Concords, the Pardoners hold the secrets to two Uncommon Numina:
Castigation and Shaping. The Freewraiths are also masters of Shaping, which has led some to
wonder if there was ever a connection between the two groups.

The Freewraiths hold that they shared their talents in Shaping with the Pardoners. This was in
exchange for their Castigationary services, back when they were all fighting The Order,
together. But as that version of "History" doesn't quite match up with what the Pardoners hold
to be true, they don't pay it any heed.

The Pardoners believe they developed Shaping along with Castigation, back when they were
healers. It came from their perceived need to heal both soul and body at the same time. Once
they became warriors, their skills with that Numen were simply turned to a more martial bent.

Organization

Like most other Concords, the Pardoners are a broken entity. Each Necropolis has its own body
- known as a Chapter - but they are concerned only with their own welfare, and not those of
other cities. There's no sense in splitting off and providing a weaker front to the enemy: If the
Chapter two cities over falls, their charges will just have to look to The Order for their souls.

That said, there is a central authority of sorts to the Pardoners, but it remains an informational
one. A group of ancient, dedicated researchers known as the Curia maintains the Shadow
Library, somewhere in Italy. Their purpose is to collect all known lore about Shadows and the
Damned, as well as tactical information, uses of Castigation and anything else that could be of
value.

Should another event like the Sundering take place, or a Storm completely erase all
information from the minds of Pardoners, it is hoped that the Shadow Library will remain as
testament to what they learned, and what they did. It may be a vain hope, but the effort must
be made.

In the meantime, Chapters may send emissaries to the Shadow Library to request information,
or deliver it. The members of the Curia are not eager to let anything out of their grasp - much
less let people walk out with it in their minds - but if the situation is desperate enough, they
may yet relent.

Chapterhouses
The Chapter is based out of a Haunt known as a Chapterhouse. They prefer it to be as strong
and scary a Haunt as possible, so as to keep out both the living and the Storms. However, they
prefer that the Haunt be a Ghost Haunt, and not "owned" by any member of the Chapter, as it
would be compromised were that member to fall to the Enemy.

Every Chapterhouse has a Chapel, which is where the Pardoners go to have their Tainted
Essence leeched from them, and be given their orders, lessons or tactical briefings. There is
also a Foundry, where the Pardoners work their Shaping on the carcasses of the Damned they
bring back.

It's also common practice to have a "Reservoir" locked up in the house, somewhere. This is a
chained, gagged and lobotomized Damned who acts as the dumping ground for their Tainted
Essence. If the Chapter's careful, a Reservoir will last for decades before finally needing to be
replaced. However, once they lose their usefulness, they tend to explode, which means that
watching the Reservoir for leaks is a constant duty.

As the Pardoners do not bother to play the Game of Houses, they maintain their Chapterhouse
anywhere they like, much as they do their individual Haunts. No one from the other Concords
bothers to give them much of a hassle, if any, and no one in their right mind would try to take
it from them, either.

... But There's Always One, Isn't There?

The enmity between the Haunters and the Pardoners is legendary: they hate one another
more than Freewraiths hate The Order, and the Pardoners actually detest the Haunters more
than the Dark Walkers.

As far as the Pardoners are concerned, the Haunters are traitors: little better than the
Damned. They've been given the gift {or curse} of a second chance, and they waste it by doing
half the work of the Enemy. And if that wasn't bad enough, they're constantly trying to get
new members, too...

So the Pardoners treat the Haunters just like they treat the Damned. They won't listen to their
pleas or hear a word about mercy. They won't even bother to Castigate them - what would be
the point? The only thing they're "good" for is termination - preferably with as few bullets as
possible.

The Haunters aren't above making trouble for the Pardoners, since they know they have a
measure of safety in their own part of town. And it's only the danger of high attrition, and the
way the Haunters tend to be "Contained" in one corner of the Necropolis, that keeps a Chapter
from marching on them outright.

But whenever one of their members spies the other, the guns and Arts come out. Neither one
stops until the other is destroyed. And then they do something really memorable with the
body, just to say "This is what you get" to the other side.

Titles and Duties

Each Chapter is ideally overseen by two Pardoners: a Master and a Commander. The
Commander, sometimes known as the War Chief, holds supreme tactical command over the
Necropolis, and is charged with teaching Pardoners the Arts of their war, and sending them on
their rounds. The Master oversees the spiritual welfare of the Chapter, and has the final say on
who may join, and who must leave.

The Commander and Master are considered of equal rank. They are not allowed to overrule
one another's decisions, and may unseat one another only if their counterpart is proven to be
treasonous, or spiritually compromised. Three witnesses must attest to the truth of this matter
for it to be considered actionable, and if the Chapter agrees that a replacement is warranted, it
is done.

However, when this occurs a new Master or Commander must be selected from the body of
Pardoners who did not serve as witnesses. It usually goes to the most senior Pardoner that
remains, but it's not unknown for a relatively new member who's proven herself in the field to
get the nod. And if the Chapter accepts her, she's in.

Rank and File

Ordinary Pardoners are known simply as Pardoners, though ones who've been doing it well for
a long time are sometimes nicknamed Honorables {As in the Honorable Brother Anger}. Some
prefer to be called Purifiers, Absolvers, Sin Eaters or Warders by their charges, and fellow
Pardoners, but this is very unofficial.

Upon joining, each would-be Pardoner is known as a Postulant. She is also given a name that
reflects her greatest failing, as seen by the Master {Postulant Zeal, Postulant Diffidence,
Postulant Ignorance, etc.}. The Postulant does not have to agree with this assessment, but
until she shows herself worthy of the Proving - and survives it - she will be called that name by
every Pardoner in the Chapter.

Following her Proving, the Postulant is now allowed to call herself a Pardoner, and known as
Brother or Sister. She is also to choose a name that she thinks indicates her greatest strength,
or something she wishes to overcome within herself {Brother Hatred, Sister Mirth, etc.}. Her
old identity no longer exists.

Marching Orders

The chief duty of all Pardoners is to go out into the Necropolis and Purify it. Each Pardoner is
given responsibility over one particular area - and possibly assigned a Postulant, or
Brother/Sister Pardoner, for help - and expected to keep tabs on every Wraith in that area.
Ideally, they will visit each person at least once a week, but sometimes that's just impossible,
and they have to settle for once every two, if that.

As there are always far more Wraiths than Pardoners can comfortably handle, they tend to
take a "slash and burn" approach to their rounds. If someone's ailing, they might take the time
to fix them, but if they're too far gone to save they might just shoot them and get it over with.
It seems terribly harsh, but they prefer to spend what little time that have saving those they
can, rather than struggling with someone who let themselves go too far to do much for them.
Sometimes war can be cruel...

Pardoners are also expected to keep an eye out for the Damned, Reapers {who are Damned,
by their estimation} and Dark Walkers, who could be lurking anywhere. They don't tend to get
into confrontations with "Ferrymen" if they can avoid it, since other Concords have been
brainwashed into thinking them their friends. However, if they have a chance to spread the
truth about the monsters, they will.

The Walk

Pardoners are known to go out into the Wilderness, beyond the city's bounds, and minister to
Wraiths out there. They don't like to do it, since they're too far into enemy territory to get help
if things go wrong. But since the enemy is within and without, that's no real excuse.

While out on Long Patrol, as they call it, the Pardoners' usual "slash and burn" techniques are
in full effect. Wraiths who are borderline are more likely to be put down than helped out, and
those who can be helped are given a stern lecture about needing to be more careful.
Members

Pardoners tend to fall into one of three niches: intense people with something to prove, those
who are intensely driven to help others, and those who are intensely - some would say too
intensely - curious about the Darkness. The Concord can make use of all these people, though
the latter tend to not last for long in the field. Still, someone has to compile the information for
the Chapter's War Journal, and often times it winds up being the would-be researchers.

Most Pardoners tend to be "middle-aged" Wraiths who've been Awake for at least a decade or
so, but those are the survivors. There aren't many "old" Wraiths in the Concord, due to the
increasing strain of the job, and the young ones have a rate of attrition that can best be
described as shocking. In fact, many Pardoners don't bother to get on a first-name basis with
their assigned Postulants because they're so likely to lose them within a month's time, if that:
"hey, you" will do until they've proven their mettle.

Recruitment is a constant process, and is done while on rounds. They keep an eye on all the
recent arrivals, and look for Wraiths who have a high degree of willpower and/or resistance to
their Shadows {what some call the Eidolon}. Common sense, a willingness to obey orders and
combat training are also good things.

They also keep an eye out for those who seem to have a knack for the Castigation Numen.
Such worthies are all but forced to join, in order to keep the number of "non-combatants" with
that power to a minimum. And those who don't get with the Pardoners' program find things
very uncomfortable in the Necropolis from then on out.

Due to this, there are a lot of people who died due to their own Insanity in the Pardoners,
given their possible Affinity for Castigate. Sometimes the victims of Mystery are in higher than
normal evidence too, as they might come into the Deadlands with a handle on that rare
Numen. However, the largest proportion of Deathmarks is that of Violence - a phenomenon
that need not be explained too much, except to point out that getting one's own back is as
good a reason for joining as any.

No Fear, No Fate

Two things that the Pardoners don't want is anyone who makes a habit out of using the Fear
Numen, and those whose deaths were attributed to Fate.

The distaste for Fear is due to its close association with the Haunters. The Pardoners spend
most of their time ordering their charges not to use that sort of Numen, as it practically
spoonfeeds Tainted Essence to the Shadow. If their own number were seen to be using it, that
would look really bad. And they don't need any Traitors, either - not in this kind of war.
The last one is the sort of policy that has as many explanations as there are reasons for asking.
The general consensus is that Fate - as both Numen and cause of death - is seen as the
province of The Order, who learned it from Charun and the strange Gods they venerate. So if
Charun's gone bad, who's to say that the Condemned aren't just that? And when you add in
the fact that they can be taken over anytime, anywhere, you have a real liability on your
hands.

However, it's a hard policy to effectively police, since only those who were chosen by Fate can
truly tell one another. But if they learn they've got one of the Touched in their ranks - most
often when they are remote-piloted at a key moment - Dismissal follows immediately
thereafter. Whether it's followed by a volley of fire depends on how much the disgraced
Pardoner knows.

Beliefs

The primary, overriding ethos of the Pardoners is simple: We Are At War

They are at war with the Darkness, both within and without.

They are at war with its soldiers: the common Damned, the mysterious Reapers, and the
turncoats in the Haunters.

They are at war against the Dark Walkers - both those who disguise themselves as "Ferrymen,"
and the ones who can't, anymore.

And they are at war with wayward Wraiths who allow themselves to become Lost and
Damned.

There may be "non-combatants" in this war, but there are no civilians - only soldiers of varying
rank and file. Those whom the Pardoners refer to as Charges are there to take orders, lest they
too fall to the Darkness. And those whom the Pardoners refer to as the Enemy are there to go -
preferably straight back where they came from, with several bulletholes in their head{s}.

There can be no middle ground: no compromise, no surrender. There is only victory or defeat,
and the consequences of defeat are far too terrible to contemplate.
Marching Orders

The Concord has other beliefs as well, all of which derive from the special nature of their War.
They drill these into Postulants while they teach them swordplay, marksmanship and the
secret Arts of Castigation. And seasoned Pardoners often repeat them, over and over again,
while they're out on patrol; They say it both clears and clutters the mind, confounding the
Shadow's attempts to ruin the exercise.

* Soul Is Sword And Shield

Body is soul, to the dead, and both become highly malleable when Shaped. And at the same
time, the integrity of the soul is all that stands between death and Damnation. This is why
Pardoners are often encouraged to imagine their entire body - and soul - as one great weapon,
aimed at the Enemy.

* To Understand The Enemy Is To Defeat It

Admittedly, this is something of a misnomer: there is no defeating the Darkness, as it's too
great to truly defeat, much less destroy.

However, they can thwart it, push it back and hold the line. And the best way to do that is to
arm oneself with knowledge. If you know what the Enemy wants, you can anticipate its moves,
and act accordingly. But without that knowledge, you're fighting blind - swinging at literal
shadows.

* Some Can Be Saved, Others Cannot

The Pardoners exist to fight the Enemy, and cannot take the time to save everyone. If they are
battlefield medics of the soul, they have to be ready to perform triage, and give the bulk of
their attentions to those who aren't too far gone, or at least show some hope. And they have
to be ready to dispatch those who are too far gone, lest they cause harm to others on their
way down.

This is one of the reasons why Pardoners don't get too emotionally attached to the Wraiths
they minister to. In fact, they are exhorted to imagine shooting each and every new Charge in
the face whenever they first see them, and repeat the mental exercise with each subsequent
encounter. This acts to remind them that everyone is expendable in this war - even the
Pardoners, themselves.

* The Fewer, The Better

Knowledge is dangerous in the hands of the untrained or untrustworthy. As such, no one


outside the Pardoners needs to know anything more than certain key facts. Namely, that
Darkness lies within and without, Wraiths are at war with that Darkness, the Ferrymen are
compromised, and surrender to the Shadow is treason.

Any Pardoners who tell "non-combatants" more than that are walking dangerous ground. Any
who tell them the Concord's truest and darkest secrets - or spread the knowledge of
Castigation - are traitors. And treason has but one penalty, to witness their actions against the
Haunters.

* We Are Expendable, Knowledge Is Not

Every Chapter maintains what is known as a War Journal: a record of everything they have
done, seen and learned in the fight against the Darkness. Every Pardoner who finishes her
rounds for the day is supposed to write down at least something, and on a "good" day the
Chapter might get a full page or two out of each of its members.

The idea is that, should a serious Storm hit, or their Chapter be wiped out, the record of what
they learned would be retained. A Pardoner on a Long Patrol, or someone from the Curia,
might come by their ruined Necropolis and collect it, and the knowledge will be passed on in
its own way.

Enjoy the Silence

Speaking of the importance of knowledge...

Those who are in on why the Pardoners hate the Ferrymen, and why they call them all Dark
Walkers, sometimes ask why Ferrymen can talk but Dark Walkers can't. Surely this proves that
not all Ferrymen are Dark Walkers, and vice versa?
The Pardoners have an answer for this. Once, long ago, they knew ways to learn the secret
names of the "Ferrymen," and could banish them from the Deadlands, and back through the
Barrier. This is the reason why the Dark Walkers could not hope to defeat the Pardoners,
during The Concord, for it would take but a word to cast them back down to whatever Hell lies
beyond.

Unfortunately, the methods of learning the secret names - and the names, themselves - have
been lost over the ages. And while the banishments were powerful, they were only good for so
long: the Dark Walkers could eventually crawl back up to the light, after hundreds of years.
And many of them have...

But such was the power of the names' use that any "Ferryman" who was struck down by one
was rendered silent forever more. They remain unable to do so much as speak their own
name, or any other word.

So the Dark Walkers who can't talk are the "Ferrymen" the Pardoners banished, untold ages
ago. And the "Ferrymen" who can talk are the ones they didn't get to around to throwing
down.

But give them time.

Rituals

The Pardoners don't have time for many rituals. Much of their daily schedule is based around
going out on Patrol, training Postulants, and then - if they have time - tending to their own
needs. Some Pardoners can find a way to balance all their obligations at the same time, but as
this isn't always possible, the less "social nonsense" they have to put up with, the better.

However, there are important milestones in the career of any Pardoner, and Chapters tend to
take these moments and make them into Rituals. Not every Chapter does a massive ceremony
with everyone there: sometimes it's just the Master and Postulant, or Commander and
Pardoner, as the case may be. But some Chapters recognize that having your elders and peers
adds a certain esprit de corps to the proceedings, or at least scares the hell out of people who
need it.

* The Naming
The first major step in any Pardoner's career is when she first comes before the Chapter as a
Postulant. She is introduced to the Chapter, person by person, and then made to swear, on the
War Journal, to remember the beliefs of the Concord at all times. Once this is done, the Master
gives the Postulant her "Name," and either assigns her to a Pardoner for training, or asks for a
volunteer to do so.

* The Proving

Once the Postulant has progressed up to a certain point - exactly where depends on the
Chapter's own views - she is eligible to undergo a trial by fire, against the Darkness. This
consists of her being chained and gagged, as though she were a Reservoir, and allowing the
members of the Chapter to use her as one. In the meantime, she is read key parts of the War
Journal, and taught certain secrets about Shadows, and how they can be bent to one's will.

The idea is to strengthen the Postulant's own Shadow, so that she truly understands what
she's to be fighting against. The process may take anywhere from a few days to a week or two,
and is overseen by a Master, who constantly checks her progress. After the point is reached,
the Postulant is released, checked for signs of spiritual damage, and then asked for her new
insights into the nature of the Enemy.

Those who impress the Master become full-fledged members of the Concord, and are allowed
to choose a new name for themselves. And from that day forward, they are either Brother or
Sister, and may refer to themselves as Pardoners.

* The Dismissal

War is harsh, and wartime discipline must be equally harsh. Those who engage in treason are
destroyed, and their parts used to make weapons for the fight. However, those who engage in
less serious offenses, such as constantly breaking the rules, flagrantly disobeying orders, or
engage in seriously questionable activity may receive a different sort of punishment - expulsion
from the ranks.

The ritual is known as Dismissal, and often involves all members of the Concord, even if they
don't include the others in Naming or Proving. The charges are read to the Pardoner in
question, and she gains one last chance to answer them, or offer evidence to the contrary. If
she fails to convince the Commander {who always brings these charges}, the matter is left to
the Master to decide.
Depending on the severity of the charges, and the weight of the evidence, the Master may
elect to nullify the proceedings, put it to a vote, or simply declare the person Dismissed.

In case of a vote, those who wish the Pardoner to be gone need only turn their back on her.
Once the vote is taken, if the majority rules for Dismissal, the Master must follow suit, at which
point all Pardoners turn their back. Only the Commander is not allowed to vote, and only she
must remain facing the Pardoner - if only to level a gun at her head, tell her to leave, and then
make sure she does.

Dismissal brings not only expulsion from the Concord, but also surveillance by the Pardoners. If
they receive word that the ex-Pardoner is calling herself a Pardoner, using Castigation, or
conspiring with the enemy, they will destroy her. Some of the less-noble members of a
Chapter might use this as an excuse to settle old scores - something that is frowned upon, but
rarely punished in and of itself.

The Mission

It is, perhaps, a sign of the desperation of their war that those who fail the Pardoners are
sometimes given a chance to redeem themselves, rather than be permanently cast out. This
redemption comes in the form of undertaking a dangerous task, and is known as The Mission.

At any point in the Dismissal, the accused Pardoner may declare herself guilty, and ask for a
chance to redeem herself. Alternatively, the Master may forgo her decision, or calling for a
vote, and offer this form of redemption to the Pardoner. There is no forcing her to do this - it
must be voluntary, or else it's just another order for her to screw up or disobey.

Missions often involve taking a very Long Patrol, out to a fallen Necropolis, and reporting on
what happened there, and why. They may also be asked to make a journey to another
Necropolis with some of the War Journal {never all of it}, so that they can add to it, and send it
along to the next one up the road. Some Missions even involve the harrowing journey to the
Shadow Library, there to speak with someone of a question of great import.

Those who accomplish The Mission as ordered, within a set period of time, are allowed back in
as full Pardoners. They are considered to have redeemed themselves, whatever their crimes,
and no one is to speak of those incidents again. Those who fail, however, presumed lost to the
Enemy, fully Dismissed or destroyed for treason, depending on the circumstances of how they
failed, and why.

Note that genuine traitors are never offered a Mission: there is only one thing to be done with
them, and it happens in the Foundry.
Solitaries

No, really - I don't want to join your gang. And I don't want to hear the initiation speech,
either. I'm just passing through, and that's all I'll ever be doing here.

You leave me alone, and I'll extend you the same courtesy. Deal?

(illus. by Lost Soul)

As long as there have been Wraiths to have a society - of sorts - there have been Wraiths who
do not wish to belong to that society, or remain largely unaware of it. The latter can usually be
blamed on naivete, and is often fixed by dragging such Wraiths off to the nearest Haunt to
meet some new "friends." But there is little cure for chronic malcontents, loners, or those who
refuse to bow to anyone - no matter how well-meaning - and thusly eschew membership in
the Concords.

Such Wraiths are referred to as Solitaries, and tend to be considered the dregs of Deadlands
society. In fact, even the most rulebound members of The Order would rather deal with a
Haunter than one of these loners - at least you know what you're getting with one of the
Haunters.

But while the Solitaries are without Concords, and don't hold to any specific organizational
patterns, it would be wrong to write them off as complete loners. They do fraternize with
other Wraiths - most often one another - and seek social contact, help and kinship. They just
do so on their terms, and not anyone else's, which makes most of the difference.

Overview

Legend has it that the first Solitaries were headstrong Wraiths who utterly refused to follow
the words of Charun, as spoken by the Ferrymen during the time of the Concord. Some
versions of the tales say that they refused to believe the Ferrymen truly spoke in His name,
while others say that they had no desire to bow to anyone, and might have even spat in the
face of Charun, Himself.

As it was, they could only spit in the face of His servants, but that was more than enough. As
punishment, they were declared outcast, and banished from the early Necropoli. Rings were
permanently bound around the base of their thumbs, so that all might know them, and none
were allowed to sell to them, buy from them, nor give them shelter or aid of any kind. To even
speak their names was to commit treason against the Emperor.

This state of affairs only lasted as long as the Concord, as the "New World" soon crushed
Charun's proxy rule underfoot. But while His laws were soon reduced to suggestions, Charun's
disdain for those who would not join the first Concord - later called The Order - was to transfer
over to all Concords as they evolved, or were created. And to this day, Solitaries are still
reviled, or at least avoided, for their refusal to kneel to the Ferrymen.

While these stories are quaint, they don't explain why members of Concords who would rather
die all over again than kneel to the Ferrymen - much less Charun - seek to avoid the Solitaries
as well. The more realistic explanation is that, given how Wraiths see social contact with one
another as essential, those who willingly cut themselves off from society are seen as crazy and
untrustworthy, if not Damned waiting to happen.

Get Lost, Weirdo

Of course, the surest way to keep someone outside of the circle around the fire is to tell them
they're not welcome, which is part of what perpetuates the Solitaries. If they're already on the
social black list for having told someone "no," then why bother to join up with anyone else?

Such close-minded attitudes on the part of other Concords helps continue the cycle of
avoidance that Solitaries find themselves caught up in

Solitary culture tends to be made up of small knots and whorls of Wraiths, all living
independently of one another. These groups often hole up in small Ghost Haunts, nestled in
the extreme peripheries of the Necropolis, where the only regular visitors are Pardoners on a
mission of mercy, Freewraiths seeking Essence or the genuinely curious. Some of them do
congregate around an Anchor, but realize that doing so will just make them stand out all the
more, thus bringing unwanted attention from Concord recruiters.

Solitaries in a group are often close to one another in post-mortem age, and when they died.
This is because most people, if presented with a choice of companions, tend to want to face
death with those they share a cultural understanding with, rather than a hodge-podge of times
and places. That said, it's not unknown for a few younger Wraiths to hook up with an old-
timer, or a group of more experienced Wraiths to "adopt" a newcomer, but these are
exceptions rather than the rule.

There's no absolute sense of hospitality at work when new Solitaries come into a group: its
members generally have to carry their weight, and share the load, if they want to stay. Being
accepted, then, is no little deal, and this helps create a bond of loyalty and trust within the
group. {It goes without saying, though, that the loyalty and trust can sometimes be grossly
misplaced, on either end.}

Members

Solitaries are a widely-varied bunch, but most of the ones who stick with being "loners" for any
period of time tend to have one or more things in common: a notable distrust and/or disgust
of Wraithly society, an extreme dislike for being told what to do, or crippling anti-social
tendencies. Of the latter, little needs to be said, other than such Wraiths often accounting for
tales of "hermit ghosts," most of whom disappear into the wilderness for lengthy periods of
time.

A significant number of Solitaries are young Wraiths, most of whom were taken by violence or
accidents, or are unsure of how they got into the Deadlands. The sense of betrayal, unkind fate
or utter uncertainty can keep a Wraith from feeling at ease around would-be "friends" who
want them to join a Concord. After all, how do they know it wasn't some kind of scam to bring
them here? {A question that, in the case of the Haunters, may not be complete paranoia...}

As for those Solitaries who've been around for a long while, a number of them actually do
become Solitary by name and inclination. These Wraiths tend to cut off contact with others
altogether, and coming around only when they need something. And as they tend to be more
powerful than most, it's rare that they truly need anyone else, which makes their
reappearance into the Necropolis something of an event.

Not that they tend to appreciate the attention...

"Honorary" Members

There are small towns, outlying suburbs and unincorporated areas where the Concords have
never been able to establish a real presence. Those towns' Wraiths have their own ways of
dealing with "life" after death, and may or may not have a social structure all their own. But in
the eyes of the other Concords, anyone who isn't in a Concord is a Solitary, which makes these
Wraiths Solitaries... even if they aren't.

This only becomes a problem if one of these "Solitaries" has one or two Anchors inside a
Necropolis, and must come inside it once in a while to visit that Anchor. Once she's
encountered, and unable to account for who she's "with," she's in danger of being tagged as a
Solitary, and treated accordingly.

Beliefs

If the Solitaries have a central belief, amongst their many different viewpoints, it would
probably boil down to the Luciferian credo I Will Not Serve. Their distrust and/or disgust of
other Concords may be what marks them as Solitaries, but it's their unwillingness to dance to
any tune other than their own that keeps them that way. They may one day "see the light,"
and join up with a Concord, but until then they will stay with the other outsiders, well beyond
the bounds of "civilization."

History and Other Myths

I believe that imagination is stronger than knowledge, that myth is more potent that history.

from The Crow

As long as mankind has recorded its past, that past has been replete with ghost stories.
Therefore, it only makes sense that the Wraiths' own history would stretch back that far. And
it does, indeed - but it is stretched rather thin, and this makes for a number of problems.

The official history, as recorded and maintained by the Order, goes back to the days of ancient
civilization: back to a time when Gods walked the earth, and great heroes performed amazing
feats in their name. The Order prides itself on having assembled the largest amount of
historical material possible, and the Necropoli that house those priceless artifacts are
considered fortunate indeed.

However, the official history those documents tell is far from complete, and not to everyone's
liking. It hinges itself on the veracity of one source - The Book of Old Times - and that
document is missing entire stanzas. And what is there still has glaring omissions and deep
mysteries, not to mention many "conundrums" that may be nothing more than ancient lies
{though the record keepers of The Order are never open to such talk}.

Disparate Records from Diverse Hands


While The Book of Old Times may be the "official" history, according to The Order, it is not the
only such history to be found - far from it.

Almost every Concord has their own version of history, which either plays up their role within
it, or else makes the other Concords out to be less noble than they would like. Some versions
even directly contradict The Book of Old Times, which angers The Order to no end.

Urban Legends:

Past the "official" history of times past - and no one is really certain when this all may have
happened - there really isn't a universal "history" of Wraiths. This is because, much like Wraith
society, all history is local, too. What happened in the Deadlands of Rome a thousand years
ago bears little meaning to the Wraiths of London, New York or Tokyo. However, it matters
immensely to the Wraiths of Rome, as they have to live with the direct consequences of that
day, and what came from it.

As if to make up for the lack of complete confidence in the most universal, Wraithly history,
The Order of each Necropolis goes out of its way to keep its own historical record. All goings-
on of import are recorded faithfully, and without much side comment, so that future
generations of archivists can judge for themselves what happened without having to decide if
the author was being ironic, sarcastic or understated.

This makes for very dry and boring reading, but its accuracy is legendary - especially on the
personal level. All members of The Order are encouraged to keep journals, and make them
part of the archives {minus extremely personal or salacious details, one would hope}.

The Lady Vanishes

There is another reason why The Order maintains such voluminous histories on the local level:
memory is not only fallable, in the Deadlands, but it's all-too mutable, too.

History has been seen to change, due to the reality-warping nature of Storms. It isn't so much
the events that change, as it is Wraiths' memories of those events that are altered. And while a
Wraith whose Shadow is playing tricks on her might be able to get help from friends, or a
Pardoner, it's no use if everyone in the Necropolis has also had their memories tinkered with.

While such changes to group memory are usually small and trifling, larger Storms can cause
major changes to the timeline. Indeed, entire events, places and even people have vanished
from the memories of an entire Necropolis, never to be remembered again.
As a result, having an exacting record of what goes on is a must. After each major Storm, the
Temple of The Order is often swamped with people who want to make sure they didn't forget
anything important. And sometimes it plays host to those whom no one can remember
anymore, too.

What follows is a short summary of the remaining text of The Book of Old Times, along with
the actual stanzas, themselves, broken down into their individual sections.

{There is also, in the interest of equal time, a rebuttal by a well-known Freewraith.}

The Book of Old Times

The Book of Old Times comes to us from scores of fragmented, individual copies of its
contents. Bits and pieces of the ancient story have been found on crumbling scrolls of
soulstuff, caked-over walls in the catacombs and everywhere inbetween. And it has been
painstakingly assembled, translated and poured over through the ages, just to make certain
that it's as correct as can be.

The oldest copies are all written in Etruscan, as one might expect, given the genesis of the
Gods of The Order. More "modern" versions were set down in Greek and Latin, with one later
copy written in Germanic Runes. Given the importance of the subject matter, and the wide
variance in the narrative that occurs in later copies, anything written in pre 4th century BCE
Etruscan is considered to be the most accurate. However, even contemporary copies have
been prone to variance, and The Order has had to go with consensus, and hope they are
correct.

The Book of Old Times consists of five chapters, which have thirteen stanzas apiece. The most
complete chapters are the first and third, while the fourth is missing one stanza, and the
second is missing four. In both cases, it seems that the stanzas describing Charun's fight with
the "new world" have been lost, which makes it hard to understand the scope of the conflict.

The fifth chapter is both the most fragmentary and the most disappointing. Only six full stanzas
have been found and confirmed, and of those missing, it would seem that most of them are
prophetical in nature. While we know, courtesy of the rites of The Order, that Charun and the
Ferrymen will come back on the Day of Dominion, the signs that point to that time have yet to
be satisfactorily unearthed.

"Why not ask the Ferrymen?"


That's an excellent idea, son. But it's been tried before. And, just like most things you try with
them, it's failed.

Oh, it's not that they don't know, I'm sure. It's just that they just won't answer the questions, is
all. You can put it as simple as you like - even get it down to a simple 'yes' or 'no' - but all you
get is that stony, hard silence of theirs. That and the feeling you might want to stop wasting
their time...

I did get an answer, once. Not quite what you might expect, though. I'd been trying to get
Germanicus - that's the one in Westminster Abbey - to just tell me if I was barking up the
wrong tree or not. And when he refused to so much as look at me, I finally lost my temper, and
said 'how the hell are we supposed to know any of this is true at all, eh?'

And he turned around, real slow like... looked right at me... and said 'have faith.'

Yeah. Just that and nothing more. Went right back to ignoring me. Bastard.

The Chapters:

The following is a summary of The Book of Old Times, broken down into chapters for ease of
comprehension, and without much in the way of critical comment. Sheer volumes have been
dedicated to uncovering, rewriting, reconstructing - and, of late, deconstructing - the ancient
history of the dead, and to skim even the top five of each theory and countertheory and
present them, here, would threaten to confuse the beginning reader.

In Ancient Times

There were Ghosts, in ancient times - indeed, it would seem that every soul, upon death,
became a Ghost of sorts. They were permitted to walk in their sleep, and go about their
business as they saw fit. But when they Awoke they were taken away by the gentle hands of
the Gods, and their Ferrymen, and taken down the River of Death - also known as the Black
River - by the Ferrymen.
The destination of their journey was the great City of the Underworld. There they were
brought before the throne of Charun, there to say of their lives, their deeds and their ends.
Those who met with the Emperor's approval were escorted to the paradise that awaited, there
to dwell in rest and splendor for an eternity as his subjects. Those who failed to impress him,
however, were destroyed.

The Sundering

But the ancient idyll was not to last. The Gods came to Charun to tell him that something was
changing in the world, and to seek his aid against an "evil star." This change was apparently
prophesied by no one, and even Vanth - who sees all that is and all that will be - was quite
violently prohibited from seeing what would happen.

We are later told that the world is going from old to new, but we are never told what that
really means, due to the loss of four entire stanzas. All we know is that a man died, and that his
death created "a new world."

With the death of the "greatest idea" came the birth of another, and a mighty Storm - the
greatest ever - raged across the world for a "season." The Damned {Charontes} made merry in
the world of the living and the dead, and even grew so brazen as to attack the City, itself.

The Concord

The great Storm pushed the worlds of Life and Death away from one another. Between them
came the Barrier, which blocked easy passage between the two. Charun had clearly been
forced out of his previous position as lord of the dead, and he sent the Ferrymen to try and
breach the surface, to see what remained.

The Ferrymen eventually got through the Barrier, though we are not told exactly how they did
this. They reported to Charun that the dead now "went somewhere new," but those who
Arose were left behind, and not accounted for. Worse still, those souls that remained behind
were somehow kept from following after the Ferrymen.
Needless to say, this angered Charun, and he sought the advice of Vanth once more. She told
him that looking after the forgotten dead "was his mandate made plain." Thus did Charun
proclaim the Concord, taking a year and a day to come up with the simple rules of its
governance, with help from Vanth, the shades of old and his Ferrymen.

The Injunction

At Charun's instruction, the Ferrymen went once more to the surface to proclaim the Concord,
and rule in his stead. They were to be the arbiters of his law, and maintain order - most
notably the Injunction - amongst the Arisen. It is from these days that The Order springs from,
though the leadership was given unto the Ferrymen, and not mere Wraiths.

However, the "new world" was displeased by this turn of events. Storms and the Damned were
let loose upon the world to show its displeasure. Due to a missing stanza, we are not certain of
how the conflict came to a head, except that Charun clearly "acceded to the new world's
demands." At the same time, there appears to have been some kind of compromise: the "new
world" says that the dead may "chose" to follow Charun, but Charun - and, by extension, the
Ferrymen - may not directly interfere.

The Day of Dominion

The last chapter of The Book of Old Times is the most savagely incomplete, with only six
stanzas remaining in full. This is extremely unfortunate, because the narrative is just getting to
the signs which signal the "approach of the day" when it cuts off. All we are told is "By the light
of the..." which could mean almost anything, and has led overly-enthusiastic members of The
Order and the Believers to tidy their lives up at every bright astronomical event.

What we do know is what will happen after Dominion Day. The Barrier will fall, and the Black
River will come back, and with it the Ferrymen. The "new world" will be knocked down by a
return of the old, and those who have kept the Injunction will be allowed to follow the
Ferrymen to Paradise, and Charun.
In Ancient Times

In the beginning was the Word

The Word was Light - the Light was Life

The Gods found them Good and Gold

Nothing Good or Gold Can Stay

In ancient times we trod our paths

Our lives were hard - our lives were short

Heroes were born and lived great lives

Even great heroes must someday die

In death we all became one race

All rivalries gone - all strife set aside

We were set within our caves of stone

We were given our likeness for the new world to come

In our own ignorance many would dwell

Some stayed asleep - some would arise

Those who came to their senses were welcomed

Heralds of the Gods urged us to go on

We walked to the Black River, one and all

Kings with their peasants - friends with their foes

The Ferrymen came to take us away

In their reed boats we were ferried to a far shore

The Ferrymen took us away from our world

As we were taken from life - we were taken from light

The Black River went down deep into the earth

Not all the passengers survived the long journey


The river stretched on, black league upon league

The way was hard - the way was unsure

At the end of this journey was the Underworld's City

At long last we beheld the city's front gates

The gates were strong, and hid the City behind them

Divine Aita stood by one side - Great Persepini stood by the other

Each one of us had to walk between these two Gods

Not all those who tried were allowed to pass on

After these ordeals we had one last remaining

This was the most terrible - this was the most wonderful

Each one of us had to kneel before Dread Charun

Not all those who did were allowed to rise

Dread Emperor Charun to whom was given the dead

Wise Charun who led us - Dread Charun who judged us

All the Gods knelt before him and spoke of their deeds

As the Gods did, so did we, and then we were judged.

On his black throne Emperor Charun listened to all

They spoke of their lives - they spoke of their deaths

They told of their deeds and begged to be his subjects

Some he spared, the others he destroyed

Those who yet remained were bade to stand

Dread Charun had judged them - Wise Charun had judged them

Those who yet remained were deemed fit to serve

Paradise awaited them beyond the black throne

There in the Underworld a garden stretched out


It was the size of the city - it was hidden by its walls

All there who dwelled did so with glad hearts

All dwelled there forever, as Emperor Charun's subjects

So did these things happen for ages untold

So it was in the beginning - So it was assumed to be for all time

But sometimes what is meant to be is not what the Gods would wish

Sometimes what is to be is not made plain until it occurs

The Sundering

For long ages did things occur as they had

The living became dead - the asleep became arisen

Those who arose were ferried to the Underworld

Those judged worthy would enter Paradise there

These things occurred as they were bade to occur

Dread Charun was the judge - Wise Charun was the leader

The Underworld swelled with the dead of the world

Paradise grew to house every soul

The Gods came before Charun, kneeling to him

They appeased his wrath - They lauded his wisdom

They spoke of a strangeness in the world above

They spoke of times changing, and a new order to come

The Gods pleaded with Charun to stop this evil star

Dread Charun he raged - Wise Charun he considered

He promised them his hammer would be at their side

He promised them he would see this thing through

So did Dread Charun seek the wisdom of Vanth


She who sees all that is - She who sees all that comes

But she could not see what was yet to come

A great hand blocked her vision, striking her down

So did Emperor Charun seek the wisdom of Shades

All those in his gardens - All the wisemen and kings

But they had no idea of what this could be

They thought only of Paradise, and had forgotten the world

So did Emperor Charun gather his Ferrymen

Those who brought him the dead - Those who plied the Black River

He bade them to go into the world above

He bade them to discover the face of this change

...

And when it was over, the sky shook and bled

The blood was like ashes - The blood was like fire

The world as it had been known was torn asunder

A new world was created with the death of this man

So did the understanding come to die

What was once the way - What was no longer so

The death of one great idea was the birth of another

With the death and the birth a new Storm was let loose

The Concord

The role of Gods and of men had been changed

What once was ceased to be - What was left was made low

The greatest of ideas had died and been reborn

The greatest of Storms was to rage by its side


The Storm raged for a season, and all was made waste

The asleep were spared - The Arisen were devoured

The Charontes frolicked in the cities of men

The Black River was carried away by the winds

The Underworld was attacked on all sides

The Charontes grew bold - The Charontes waxed fat

The Gods and the Shades stood side by side at the gates

The walls did not fall, nor buckle nor crack

At the end of the season the Storm came to an end

All that had been was gone - All that was left was ruin

The Underworld was buried by heaven and earth

The Black River no longer reached up to the light

Upon death there would be no more ferrying of souls

The new world had claimed them - The new world had won

The dead were no longer beholden to Charun

The world had been remade and him left outside

So Emperor Charun gathered his Ferrymen to him

Those who had not perished - Those who followed him still

He bade them return to the surface once more

And to tell him of what they discovered up there

The journey was more difficult than they had imagined

The Black River was stopped - The road was made hard

But they soon learned the way to go through the barrier

One day they were able to fulfill his command


They told their Emperor of the new world above them

They spoke of its changes - They spoke of its ways

They told Dread Charun of the new way of things

The told him of how the dead went somewhere new

But the dead were not always taken away

As before some were sleeping - As before some arose

And those who arose were now left behind

The new world had not thought of what to do with them

These lost souls were now trapped and had no resolution

The old world was blocked - The new world was shut

The Ferrymen said not a one could come hither

Their unfinished business lay too heavy upon them

Emperor Charun was angered by this

He asked of their succor - He asked of their welfare

They said these dead were lost to the Charontes' tortures

They said there would be no rest for these pitiful ones

These were the words that the Ferrymen spoke

Dread Charun he raged - Wise Charun he pondered

He consulted with Vanth, whose eyes were now clear

And she told him that this was his mandate made plain

So did Emperor Charun declare this new age the Concord

The old world had fallen - The new world was broken

He would see to it these dead were all cared for

He would move heaven and earth for these souls


The Injunction

The new world had been made in haste and abandon

Not all souls were cared for - Not all souls were claimed

Emperor Charun was enraged by this new world

He swore that he would make these things aright

For a year and a day he sent his Ferrymen on journeys

He bid them go far - He bade them return

He charged them to learn all they could of this new world

He charged them to bring all this knowledge to him

For a year and a day he consulted his Shades

He spoke to priests - He spoke to old kings

He asked them what they could tell of good laws

He asked them what he should say from afar

For a year and a day he consulted with Vanth

She who sees all that is - She who sees all that comes

He asked her to tell of this new world's last hour

He asked her to tell of his return to dominion

In the year and the day he pondered The Concord

He decided its rites - He decided its laws

He decided what order to set upon the dead

So they might one day come to Paradise

For that year and that day he wrote down his Injunction

He kept this thing simple - He kept this thing plain

Emperor Charun wrote these words that were certain

Emperor Charun said these things in his name


Kill Not The Living

Save The Lost - Destroy The Damned

Wake Not The Sleepers

Await the Day of Dominion

Emperor Charun bade his Ferrymen leave

They should go to the surface - They should go to the dead

They should see to the creation of a new order

They should bring the Injunction to those up above

And so did the Ferrymen obey Dread Charun

They brought about order - They brought about law

They ruled this Concord in his name

Throughout the lands above there was peace

But the new world was unhappy to see this

Who were these usurpers? -Who were these dead kings?

The ground opened up and great Storms were unleashed

The Charontes were set loose once more upon men

...

So Charun acceded to the new world's demands

No more Ferrymen would rule - No more souls would be lost

If the dead chose to follow Charun's rule so be it

But there would be no more direct interference

So spoke the new world, but the damage was done

The arisen had seen - The arisen had learned

Those above cared not for them, but Emperor Charun did

So the lost souls made the Concord go on to this day


The Day of Dominion

Emperor Charun bid the creation of the Concord

His Ferrymen were bid to rule - His Ferrymen ruled well

The new way of things rent this all asunder

But though Charun abdicated, the Arisen ruled in his stead

And so shall this Concord be maintained

The order shall be maintained - The Injunction shall be upheld

The Ferrymen shall now advise, but not rule

And those who fulfill their duties may follow them yet

The lot of the new world is hard upon you

The way is not easy - The world is not well

Your inner darkness conspires against you

The darkness below seeks to swallow you whole

But Vanth says these things shall not endure forever

She who sees all that is - She who sees all that comes

She says there will come a day when the new world will fail

And the old ways shall return once more to men

On that day of Dominion shall the Barrier fall

The Black River will return - The Black River will flow

Those who have Arisen may follow the Ferrymen

Those who have kept the Injunction will be in Paradise

This shall be the great Day of Dominion

Dread Charun shall return - Emperor Charun shall rule

The lie of the new world shall be swept aside

The lost souls shall be once more given a home


By these signs shall you know the approach of the day

By the light of the...

An Opposing View

Jesus on a crutch, I've never heard so much happy-crap "all get along" nonsense in my life or
my death.

All the gods paying fealty to Charun, the demon back-breaker of the Etruscans? Charun putting
down his big, bloody hammer to write up four commandments and tell us all to be good little
ghouls and ghosties and things that go Boo in the night?

Gimmie a fucking break! Next thing you'll be telling us that Countess Bathory was Cinderella all
along.

It not only goes against all common sense, but it goes against everything we know about
Etruscan myth cycles. Charun was just a rather ugly bit of hired muscle, not the one running
the show! And as for the Charontes, they were supposed to be his servants, not his enemies...
you getting the picture yet?

No? Well, let's try this on for size: we've been lied to since before day one. Everything we've
been told is a big old pile of shit. There is no Charun, there is no Paradise and there is nothing
beyond the Barrier but the Damned. Maybe Hell, if you believe in it. And that might explain a
lot, come to think of it...

The Injunction? Fuck that noise. It was made out of whole cloth by the Order to keep control
over the population. They have the Ferrymen as their proxy agents and secret police, and
everything the Ferrymen can do is some weird smoke and mirrors crap the Order keeps to
itself for obvious reasons.

And it's worked, hasn't it? All the good little boys and girls who need a pat on the head from
wire mommy and big, bad dad fall into a straight line, and they've duped most of the Believers
into buying the party line, too. Even if they can't get the Zealots into the lock-step part of the
program, the Ferrymen have got them so doped up on religion that they're not going to make
too much trouble, are they? One contrary word from Ferryman Franco and they're all prostate,
begging forgiveness from the proxies of the big bad Demon Emperor.
And considering the reality-warping nature of Storms, and all the time that's gone by, and how
hard it is to last for more than a century without getting Damned or turning into a fucking pillar
of dust and cobwebs, it's no wonder no one can testify to the truth anymore. There's no
accurate records, no witnesses and no one left to say otherwise except maybe for some of the
really old and Ossified folks all moldering down in the Order's sepulchers.

Which kind of explains why they're all there, under lock and key and not to be disturbed,
doesn't it?

"Coraline" - Freewraith of London, Stand-up Philosopher and self-described "All Around Pain in
the Arse."

Transcendence

Then I heard a voice from heaven say, "Write: Blessed are the dead who die in the Lord from
now on."

"Yes," says the Spirit, "they will rest from their labor, for their deeds will follow them."

- Revelation 14

The other day, when preparing a sermon for new members of our Flock, I found myself at a
curious impasse: how does one describe Transcendence?

I have been privileged enough to see ten people be taken away, with the angels, before my
own eyes. I have been witness to other, less canonical "disappearances," as well, and have
reason to suspect that others of my acquaintance have found their own way through the
Barrier, and beyond. And the more I research the stories that I hear, every day in our city, the
more I believe that it isn't as "simple" a matter as we, or the other groups of Believers I'm
familiar with, would believe.

My Brothers and Sisters would prefer that I did not speak of these other things to new
members, much less to anyone in our Flock, because they are not scriptural. But when even
scripture must be extrapolated from, and then re-interpreted in the face of an unfamiliar
reality, what do we have to go by but our own eyes and ears?

And how can we deny that our Angels, whom some call Ferrymen, minister even to non-
Christian Believers in this place? It would seem that scripture is merely a path to glory, but not
the only one.
So I have decided to speak, once I know what I must say. To that end, I have decided to
chronicle what I know of it, and what I suspect to be true. And, while I realize that my own
biases and viewpoints will color it, I will also say what others have said on the matter as well.

What is Known

I witnessed my first Transcendence within a month of joining the Believers, which was only a
few days after Brother Simon had removed my Shroud. I was only a novice, but he encouraged
me to take part in the ceremony of Sister Bernice, who was on the sheer cusp of being taken
away. It is a memory that I've cherished ever since.

Sister Bernice was an astonishing sight to behold. She had Resolved most of the things that she
had left behind, and had carefully peeled away most of the connections between herself and
that one, last thing. And as she was fasting in preparation for the day, she was so dark and
lightless that she seemed a human stain compared to the rest of us. In fact, when I first met
her, I thought I was seeing a shadow, as bad as that sounds in a place like this.

But unlike so many others that I have seen in a similar state, she moved with great vigor and
energy. Her smile was radiant enough to light the entire room when she was introduced to me,
and when she prayed with me for God's favor in her ceremony, I felt a power inside her that
I've only ever felt with those who've been ready to Transcend. It was as though she were
already standing next to God, even though the ceremony was hours away.

Many Believers I know have to take the ceremony to the Angels, but ours always comes to us
when we need him. That time was no exception, and it was also my first time meeting one of
the Ferrymen. I remember that he scared me, because he looked more like a demon than
anything else. But Brother Simon counseled me that, in times of war, the Angels must be as
terrible as their enemies, and God has terrible enemies, indeed. {That has never assuaged my
fear, I'm sorry to say}

When the ceremony came, there was a sense of anticipation and hope, mixed in with more
than a little dread. While Brother Simon didn't say it then, and indeed never did, I've come to
recognize that the dread accompanies our fear that the ceremony might all be for nothing. All
too often, one of our Flock has gone through the long, slow process of Resolution, and sought
God's wisdom and guidance every step of the way, only to falter at the last moment. I've seen
it happen many, many times, and it is a terrible thing to see someone go so far, and then fail to
take that last step.

After an hour of silent prayers and solemn chants, Sister Bernice stood and made her way to
the Angel. He {I never like to think of them as 'it'} held out his hands to her, and asked her if
she was ready. That was the first time I'd heard his voice, and it was so like thunder, splitting
the air, that it almost made me stop in the chant.

Her reply was like a gentle breeze in comparison: yes, she was ready. She was ready to meet
God. She had made her peace with who she'd been, and what she'd done. She had no regrets
and no last wishes. She was ready.

Was she ready to meet his judgment? the Angel asked, and she said that, yes, she was ready
for that, too.

Was she finished with her old life? the Angel asked, and this was the important part of the
ceremony, because it was the part where she had to let go of that one, last attachment to her
life.

We all stood, clasping hands and making a chain of faith and power. Brother Simon walked us
all behind her, and placed his hand just barely upon her, so that we could give her the last bit
of energy she needed to make the cut.

As we did, the darkness that had been upon her rolled away, and she blazed with our
combined power. She threw back her head and gasped in ecstasy, and I could see that she was
reaching out, in her mind, to that one last thing that had held her back for so very, very long.

She shuddered a few times, wracked with the effort. And she shook her head as though she
were fighting off a fever. She might have even cried out, once or twice, but it is hard to be sure
if I remember that, or if I think I remember that.

I wanted to cheer her on, or say "God be with you," but Brother Simon had expressly forbade
it, much for the same reason that only he placed his hands upon her, and just barely at that:
any weakening in concentration might be disastrous, and a sign of love or friendship or
fellowship from even one of us might make her wonder if she was really ready to go or not.

But she was. There came a moment of perfect calm across her face, and she stopped struggling
altogether. Her body began to flicker and ripple as she lost hold over this world, and it was
only the excess power around her that was keeping her together. Either that or the Angel, who
stepped forward, with a hand outstretched, just out of her reach.

He asked her if she was ready, one last time. And she said yes. It was all she could manage to
say, but she meant it.
And she stepped forward, flaking away more and more with every inch of movement, and took
his hand with both of hers. He clasped his other hand right on top of hers, and walked
backwards to where he'd been. Each step made her seem less and less there, but it was as
though she was changing, and not merely falling away.

And then they both just walked into nothingness, as though turning a corner the rest of us
could not see. Sister Bernice had Transcended, and we all fell to our knees in joy, thanking God
for this day, and praying for her soul.

That was the first Transcendence I ever witnessed. I have been through dozens of ceremonies
since, and the vast majority of them have failed for one reason or another, which fills me with
some doubt. But I have also seen nine others succeed, all in much the same way, both in our
Flock and other Flocks who share our beliefs. And that cannot help but fill me with hope...

But my hope is always tainted with the need to understand, much like my belief is always
strongest when I have something solid to put beneath it. Hence this essay, if I am being
completely honest.

{And to be more honest, would I have been one of those people who would have needed to
see the holes in Jesus' hands, feet and side before I believed it was Him, back from the dead?
"Blessed are those who do not see, and yet believe." I have seen, and I believe, but why do I
feel like I need to know more before I can really be at ease?}

What is Believed

When people from other Concords ask we Believers what we believe, we often say
"Transcendence." And we often say this as a short form for all our own diverse, and sometimes
contradictory, beliefs. But it's more true than we know: as Christians, Jews, Muslims,
Buddhists, or any other faith, we may hold various beliefs, but as Believers, we hold to two
truths: we have faith that there is something beyond all this; and that we must conquer the
drawbacks of our condition in order to go there.

Of course, the rhetorical and literal Devil is in the details. I will skip a discussion of all the
different groups of Believers I have encountered, both friendly and hostile, over the years,
because that would be an immense volume indeed. Even just amongst fellow Christian
Believers I have encountered such wide variances in my travels that I am sometimes amazed
we all came from the same wellspring of belief.
Reasons for Staying Behind

What must we do to Transcend? To begin to answer that, we have to ask how we came to be
here in the first place. I find that it comes down to three general beliefs, and I will try to
present them in as neutral a language as possible:

1: This is punishment: For some reason, we have displeased the powers that reign. Many
believe this is Purgatory, or some kind of equivalent, while others believe we are in Hell, or
stuck between alternatives. We have to redeem ourselves, somehow, in order to leave
through the door that Transcendence creates.

2: This is accident: For some reason, we wound up here, and the powers that reign cannot or
will not get us out of here. Most of the time this is seen as our fault, somehow, but it's not a
punishment, and is instead something we got wrong, or failed to do. We have to either get it
right, or overcome the challenges this existence creates, in order to leave, via Transcendence.

3: This is design: For some reason, the powers that reign either put us here, or this is all part of
the plan and we fit into this part of it. Some feel that this is a waiting station between
incarnations, in which the former life is to be cut loose, while others have more intriguing
ideas. We have to discover why we "qualified" for life, here, in the Deadlands, so that we can
find the way out of it.

I have also met Believers who feel that our time spent as Wraiths is a reward, or an
opportunity. But I tend to relegate these ideas with the same people who think God was
incarnated as a certain science-fiction writer, or the like.

{It's not very ecumenical of me, but I have to set some boundaries on what I will or won't
accept, and I think I'm at least partially justified in denying the lunatic fringe. And anyone who
would think of this state of being as a reward definitely qualifies.}

Things Keeping Us From Leaving

After we have established that division, we also have to ask what it is, other than perhaps the
will of the powers that reign, themselves, that holds us back.
The general, overwhelming consensus amongst the Believers I have met is that it is those
things that we are tied down to, from our lives, which keep us from our final destination: our
"Anchors." The Angels have said this to us, and it fits in with our observations and experience.

Simply cutting these Anchors away, or destroying them, is not enough. A Wraith whose
Anchors are no more will herself last no more than a second before falling through the Barrier.
And any who fall down that way are taken over by the Adversary, and become Damned. {And
there is a great deal of debate as to why that is, but that is cause for yet another treatise, yet
another time.}

But a Wraith can Resolve her Anchors, too, and by "Resolve" I mean that they come to terms
with them, emotionally and spiritually, so as to lessen the connection one careful step at a
time. Wraiths who can perform this difficult, spiritual task can Transcend, God willing, and this
is what I have seen.

Resolution can be done through our understanding of Anchors, and many of us use the
Anchorage Numina for that purpose. But it is a draining and difficult thing to accomplish, and
can be dangerous if used incorrectly.

Resolution can also be done "naturally," over time, which is what most likely accounts for
Transcendence amongst Concords who do not share our views. And while it is a lengthy
process, it is without direct risk, other than the risks associated with Anchors, in themselves.

Other's Factors

But, as I have said, the Resolution of Anchors is but one road to take. In spite of the Angels
tending to be clear on the need to Resolve Anchors, there are competing theories and beliefs. I
do not share them, but I must report on them, here, in order to be fair. And for all I know, they
may have a kernel of truth to them, for Believers on these other roads have had their brethren
Transcend as well.

One theory is that we must come to terms with the darkness inside ourselves, which many call
Shadows. They say that only by meeting this tempter in spiritual warfare, inside the heart, soul
and mind, and either besting it, or cooperating with it, can we overcome this reality. Those
who are able to wrestle the inner demon into submission, or else join with it, are said to be
seen as two forms fighting within one, and then ultimately becoming one, and disappearing
shortly thereafter.

{Our Flock holds that, as we are still children of God, the Adversary cannot be inside, or
personal. It must be considered to be outside and, therefore, ultimately impersonal. However,
this belief of ours does not negate others' beliefs, and it cannot explain why it is the Pardoners
can do what they do. So I remain open-minded, and counsel others to be as well.}

Another theory is that we must strengthen our own, inner sense of God's "voice," which some
call the Holy Spirit, or Inner Spirit, and others the Eidolon. This soft, still voice is what speaks to
us in our time of need or emergency, and gives us comfort. It is also the voice of conscience
and control, right and justice.

Those who cultivate the Eidolon are said to become amazingly peaceful and beatific. They
often act as though Ossified, and may not move nor speak for months at a time, but are yet
lively and active when roused. And one day, they simply say their goodbyes, turn a corner, and
are seen no more.

{Again, our Flock is open to the voice of God, but we do not feel its "cultivation" is worthy of
our efforts. God speaks to us when He will, and remains silent the rest of the time. To try and
make that voice grow is to be selfish of His presence, and invite tricks of the Adversary. But,
yet again, this does not explain how those who "cultivate" their kernel of the Holy Spirit can
defy the Adversary so well. So I remain open-minded on this point, also.}

Past that, there are other combinations. Some believe that we must neglect Anchors in favor
of the holy voice, and use that voice to subdue the Devil. Others believe we should seek peace,
or victory, over Satan in conjunction with the timely severance from our Anchors, so that we
achieve victory just as the very last string is removed.

Still others believe all three things must be pursued, along with other factors that I have
decided not to list in much detail, here, such as: obeying the Four Spiritual Laws, the Seven
Heavenly Virtues, or other, more mystical {and less Christian} codes of behavior; the advanced
study of magic, or certain Numen; making bargains with pagan deities, the Angels or God
Himself; pilgrimages into the far depths of the Catacombs, there to find the lost passageways
to Paradise, and so on.

Other Concords

As outreach counselor for our Flock, I have had the pleasure {though at times, with some
individuals, it is more of a burden} to speak with other Concords of our Necropolis on the
subject of Transcendence. And while it would not be fair for me to say that all members of a
Concord, everywhere, are just as the people I have spoken to, here or elsewhere, I have to go
with what I have heard, and have seen.

I find that some of the people I speak with are at least open to talking about the notion of
Transcendence, whether they agree with it or not. However, most others are closed against
even speaking of it, and would rather talk about anything else. I have even had people
threaten to destroy me just for saying "the t-word," though I'm happy to say that I was able to
defuse the argument by walking, and sometimes running, away.

I suspect that some of the reluctance to talk is because they think I'm trying to "convert" them.
{It is not really my aim, but the perception is hard to shake, especially amongst The Order and
the Freewraiths.} But I also sense that there is a sense of psychological danger involved, as
though they fear to think of it, as pondering a release, but getting no closer to it for the
pondering, may make the Adversary's taunts and tricks all the worse.

Going from worst to best is probably the most expedient way of handling this part of the
discourse, which means that we must speak of the Haunters.

Haunters

The Haunters that I have met seem unanimous on the point that Transcendence is a lie. In fact,
their disdain and denial of its existence seems almost monomaniacal, and I have had to end
many conversations with swiftness, and sometimes even direct flight, when I gently insisted
that I had seen it happen. Those who did not try to kill me for the seeming insult insisted that I
was mistaken, and had been fooled by the Angels {"Demons," to them}. They would not
elaborate on that point, either.

Why the hostility? I can only suspect that, as most of them came to a tragic end, and fell in
with a group who use that tragedy as a reason to behave like monsters, they have turned their
backs on God. The fact that God's hands are often against them may add to that, for when
have you ever seen a Haunter and an Angel in good company?

But I find that to be a simplistic explanation. And nothing in life, or death, is ever simple.
The Order

A step up from the Haunters' utter disbelief, The Order also disbelieves in Transcendence, but
only officially, and only self-willed Transcendence. Their superiors prefer not to use the word,
for fear of angering the Angels.

They believe that, when their Day of Dominion comes, all will "Transcend": the Angels
{"Ferrymen," to them} will come to take them off to Paradise, and their Charun, on that Day.
They need only wait for the Day, and the fact that some of them have been waiting for a very
long time {and many more await in the Ossuaries, under the city} does not dissuade them.

The Order does, however, recognize that the Ferrymen sometimes take one of their own
through the Barrier, and do not bring them back. When this happens, they say that the person
has been "blessed by Charun" for some great deed. I find this confusing, because their own
history says that the Ferrymen aren't supposed to be doing things like that.

{I have to say that it puzzles me that the Angels would support such blatant Paganism. Perhaps
they are only waiting for someone to Resolve his Anchors and rededicate himself to Christ, and
then whisking that one away to Paradise. But this is strict conjecture on my part.}

But in the end, maybe, to invoke Michael MacDonald, Transcendence by another name is just
alright with The Order. This is most likely why so many of our Concord has joined us, or at least
one of our other Groups, after spending time in The Order. Some seek a return to their old
spiritual beliefs, after wallowing in the paganism of the The Order for so long, while others
seek a more pro-active route to Transcendence. Either way, we are happy to have them.

The Freewraiths

What can I say about the Freewraiths, except to say that they are, indeed, truly free about the
subject. While they have as much reluctance to talk about it with me as any other Wraith, the
reluctance does not seem to stem from outright hatred of the concept, or fear of what their
superiors might think.
That said, I have gotten at best only a partial understanding of their views on the subject,
which seem wild and contradictory. One Freewraith spoke of finding immense favor with their
patron deity, who may "set us free, even in death." Such persons simply vanish at the apex of
their glory, sometimes with witnesses and sometimes without.

Another spoke of strengthening the will to its utmost, so that victory over the Shadow could be
had. This approach is akin to the Pardoners' views, and some of our own, and may have some
merit. On the other hand, the same person was so self-assured of the righteousness of his
many vices and sins that he even tried to tempt me into an unnatural act.

Yet another very intriguing, and less spiritually-dangerous, conversation I had involved
discovering the means to leave the Deadlands by reaching an absolute understanding of
Shaping. This Freewraith even claimed to have known Wraiths who Shaped themselves into
Transcendence, which she said was like watching someone "fall into themselves so far" that
they simply winked out of existence.

{She was still following the clues they left behind, and hoping to join them. Sadly, the next time
I returned to the camp, years later, she was gone, having "died" fighting a pack of the Damned.
And she left no clues at all.}

That said, the Freewraiths I have known tend to disdain the Angels almost as much as the
Haunters do. They also often seek our help in strengthening the ties to their Anchors. So for all
their freedom, they are still lost sheep.

The Messengers

The Messengers are very open to the notion of Transcendence, given that it's right at the heart
of their own Concord's liturgies. However, they believe, much like The Order, that it cannot be
achieved by the individual's own effort {with God's help, of course}. They believe that they
have to earn it by doing good works, even in their condition, without heed for self-
preservation, selfishness or self-advancement.

And they do, indeed, try to earn it! I applaud their attempts to keep our city safe and healthy,
insomuch as they can without breaking the Injunction. Indeed, the fact that they have to weigh
any intervention, and the favor of the Angels, against being too visible or obvious, thus
incurring their censure, is worthy of high praise.
I only question only their ultimate sense of what "selfishness" is. One doesn't do good things in
search of heavenly reward, but does them because they are right, and trusts in God to know
His own.

{They agree with me in principle, but then go right back to seeking their "reward." But then, in
all honesty, how can you not have the thought of God's approval in the back of your mind?}

I also find it sad that some of them are willing to bow in fealty to the Gods of The Order, and
Charun's fellow Lords of the Underworld. But, as with The Order, the Angels seem to favor the
Pagans with their presence. So I must withhold judgment until I have all the facts.

Those who are either led through the Barrier by the Angels, or are seen to disappear in a bright
flash of holy light, are said to Ascend. Not many do, but those who are thusly glorified are
indeed paragons of virtue, if the stories told of them are to be believed.

The Pardoners

I have saved the Pardoners for the last for one reason: while they may not always be the
"best" about Transcendence, as some of them are very close-minded about how to get there,
and they tend to distrust the Angels almost as badly as the Haunters, I know a great deal about
their ideas. This is thanks to a wonderful friend, and fierce debating partner, that I once had in
their Concord. His name was Brother Warmth, and we were "set up" by our respective
superiors in the hopes of enjoying closer cooperation in our city.

Brother Warmth was named that because his smile was enough to melt your heart, even when
you were angry with him. I am told that the Pardoners all take some name, either to
underscore a shortcoming, name an aspiration or promote something that brought hope and
love to others. In that sense, I suppose he could have been Brother Pride, because he was very
stubborn about his views, or Brother Sacrifice, because he felt he owed his long-gone mentor a
debt for saving him from the Damned. But he was well-known for the warmth of his smile, and
that is why he chose the name he did.

What did we talk about? [Link] did stay away from certain matters that we were told
not to discuss, but past that we had no barriers, and often confided in one another well past
professional matters. And so did I learn a number of encouraging, and disquieting, things about
the other Concord.

Much like some Groups of Believers, the Pardoners feel that the darkness of the Adversary is
inside of us. Some of them believe that this is an outcropping of the Devil, taken root in our
hearts and minds. Others believe that the Shadow is just a strange reflection of our worst
excesses, given strange life and power in this place.

Either way, this darkness can only grow in this place, and the Pardoners see their role as
checking the growth. He made the allusion to a gardener, who might prune leaves and
branches, kill weeds and deal with potato bugs. If the garden is neglected, nature will run riot;
Sometimes one must be cruel and firm to be kind.

{I asked him if others might advocate burning the bush to the ground, and he had to admit
that, yes, a few of his brethren were that "dedicated." Needless to say, that touched off an
argument, which boils my blood to this day as we never resolved it. I can understand their
views on why they are so blunt and brutal in their methods, but I find their casual attitude
towards "breaking" people to be... well, I could go on at length. I will stop.}

Transcendence, then, can only come when the Shadow is completely outwitted, effectively
neutered or utterly eradicated. There are many paths to these ideal states of being, which they
call "being Purified," but they seem to revolve around improving the Eidolon {his word},
approaching the zenith of their Numen, or else completely excising the aspect of one's
personality that the Shadow devolves from. Failing that, Pardoners can seek a second death in
battle against the Damned, or perform some act of martyrdom so great that they are seen to
explode into Purity, and then disappear.

I asked if any of them believed in merging with the Shadow, as some Believers do. Warmth
almost screamed in horror at the thought, but in a later conversation he admitted that he had,
indeed, heard of it. Such Pardoners were part of a rare "heresy" that tended to crop up in Asia,
every so often, and he didn't want to go into any details.

But one thing we often argued about was the nature of the Shadow, itself, and the role it
played in Transcendence. I refused to budge in my insistence that Anchors have to be let go,
and he refused to acknowledge their total importance, saying that they were just one tool in a
Shadow's arsenal.

The real secret, he insisted, was self knowledge: understanding your other side so well that
you could, in yet another metaphor, wrestle it down to the ground and keep it from bothering
you. If you put it into a really good headlock you could make it do what you wanted, rather
than the other way around. And if you fought it "to the death," and won, then you could
achieve Purity right then and there.

I was incredulous, but he winked and told me that he'd seen it happen. And he would be
happy to let me watch it in action, too, if the opportunity ever arose. He wouldn't go into more
detail than that, though, and we had to end the conversation there.

As for Brother Warmth, he never got to show me that "little secret," for he was destroyed at
the hands of the Damned not too long thereafter. I am told that he put up a fight that you
wouldn't have thought him capable of, but in the end he was just one Pardoner against entire
swarms of the Adversary's legions. He died saving others, which was how he would have
wanted to go out.

{That does not assuage the sense of loss I feel, though. I would give almost anything just for
one more argument with him, even if I had to lose it. I loved losing religious debates to him
more than I love winning them with other people.}

As for the so-called "Solitaries," I find them to be as individualistic as some of the Freewraiths I
have met. Some are open to the idea, and may join with us in time, if they feel they can stand
the company. And some are not open to the idea, and tend to kick dust upon our shoes.

I can only pray for them, and hope that they find the truth they need to hear.

The Barrier, and Beyond

And then we come, at last, to the most questionable part of this essay. It is a subject that we
know little or nothing about, save that we should desire it, because it contains all our hopes
and dreams. But there are so many unknowns involved that I find myself uncertain of even my
uncertainties: just when I think I know what I don't know, more information {or rumor} comes
to taunt me.

What is Paradise? I call it Heaven, and expect to find God on His throne, and Jesus by his side.
Still other Believers see it as other things, or just as an ideal state, or metaphor for a
destination.
Meanwhile, the Order calls it the city of Charun, and expects to find their Emperor on his
throne, hammer in hand. God only knows what the Haunters think they'll find on the other
side, or those monstrously-deluded people who kneel at the feet of the Damned, or those so-
called Dark Walkers.

Can Paradise really be all things to all people? The Angels deal fairly with all who deal with
them, in spite of their religious leanings. Some of the more open-minded {or is that 'unable to
make up their mind'?} Believers say that there is truth in all forms of belief, and the Angels are
here to facilitate the quest for that truth. Perhaps Paradise is just a metaphor for being at
peace, at long last.

But, more importantly, what is inbetween here and there? What is the Barrier, really? And
what will we find there, when we finally step through it?

On one hand, there are the Angels, who use it to vanish from one place and reappear in
another, and then walk us into it when the time comes. But then, the Damned also come from
there as well, though only the strongest of their number can go through it with anything
approaching ease. The rest must wait for the Storms that harry them through the Barrier in
immense, deadly numbers.

Seen in that light, I am almost tempted to say that the Barrier is God's way of both denying us
rest, until we have let go of our Anchors, and yet protecting us from further harm.

And yet the Reapers that hunt us, as though for sport, also come from there as well, and seem
as adept as the Angels at using it to get around. And the Dark Walkers... and those Storms!
How can the divine and the infernal come to us from the same door?

Perhaps the Barrier is more of a two-way street, leading both to Heaven and to Hell. It would
explain why both good and evil can come through it. And as for why God would allow evil to
come through it at all, we are back at the old question of why He allows evil to exist in His
world. And that leads to yet another, long essay.

{A better question is why the Angels don't rescue those lost to the Reapers. I've asked, and
they won't do it. They won't even respond to questions why, other than to say it is already 'too
late.' Just that and nothing more.}

And so, once more, we are faced with a conundrum: we seek that which we cannot define with
absolute knowledge, and will have no way of knowing if we were right until we find it. And the
way is so hard, even with so many signs, and a trail well-laid by so many who have gone before
us. It is indeed that undiscovered country, and for all our maps and legends we have barely
begun to truly understand the way.

In the end, I can only speculate, and hope that my speculation in no way leeches away from my
ability to believe, or to have faith...

"Faith." What does it mean to have faith? I thought I had it in sufficient quantity when I lived,
only to find myself here.

Christ spoke of the faith the size of a mustard seed, but how much is that? How much is
enough to leave? How can it be that we can walk with angels... talk to them, no less... and yet
be so far from the Kingdom of God?

I just want this to end. I want to be done with this world. I want to see my wife and children
again, and live with them forever, as I was promised. I want to clasp hands with Brother
Warmth once more, as I have hoped I could do.

I just want to go to Heaven. I want to see my Lord, on high, and have Him tell me that I did
good, or at least did the best good that I could. I just want him to at least acknowledge my
presence, directly, even if it's only for a second...

But every day I spend here, in this place, I find myself falling further and further from its gates.
The ceremonies are mere motions and my prayers with others only words.

Even when I teach others what I know I feel no joy, and no sense of duty. I just feel tired while
I'm doing it, and then happy when it's done. Even the greatest smile of a student is no balm for
my soul, anymore.

God help me. Please, please help me. Just a sign to guide my way to you... a star to light me in
this darkness...

- From the Journal of Brother Samuel Ryans {missing, presumed Lost}

No Easy Answers
Much as there is no real way of saying what lies beyond the Barrier, neither is there any real
way of saying what Transcendence actually is. Such matters go beyond dice rolling and exact
rules, and cut right to the heart of a game about horror and hope. What does it mean to hope
so much - to trust, even in the face of so much horror - that one can let go of all things holding
one back, and step away from the remnants of life, itself?

Earthly religions and philosophies have been trying to come to grips with the questions of
living and dying - and what they actually mean - since time out of mind. As one might expect,
almost everyone has a different answer. And to echo a song quoted earlier in the book, "yours
is not like mine, but it's alright - keep it up."

So, no, we won't be offering system mechanics for finding meaning in death, or letting it all go.
And we won't be spilling the beans on what really happens when someone goes through the
Barrier with the Ferrymen, or on their own {if that is, indeed, possible}. Such matters should be
decided by the Storyteller, in keeping with the game she wants to run, and her players want to
play.

This section has, hopefully, given a lot of ideas and background information, but it's no real
guide - just another legend to a map that's no longer there. So long as everyone's having fun
on the journey, that's what's really important.

Character Creation

"By pouring my blue ink into them, I made the ghosts turn visible. To say that the task is simple
or without danger would be insane. To dare disturb the angels."

- Jean Cocteau

In order to take a mortal and turn it into a Wraith, jump ahead to Step 5. Otherwise, follow the
bouncing skull...

Step One: Concept

This is exactly as presented in The World Of Darkness, pg 34, but be sure to think of the
following important questions:
* What did the character live for?

* What were her goals?

* What was the character proud of about herself?

* What did she hate?

* What did she believe about an afterlife?

* How and when did she die?

* How old was she when she died?

* How long was she Asleep? How did she wake up?

* How did she join her Concord, if any?

* What would she give for peace, or does she care?

Step Two: Select Attributes

This is exactly as presented in The World Of Darkness, pg 34, and explained on pp. 42 - 51.

Step Three: Select Skills

This is exactly as presented in The World Of Darkness, pg 34, and explained on pp. 54 - 87.

Step Four: Select Skill Specialties

This is exactly as presented in The World Of Darkness, pg 34, and explained on pp. 54.
Step Five: Add Wraith Template

Once all the preliminary stuff is out of the way, you can start giving the character things that
are unique to the dead, and the world they inhabit.

Death: There are seven different ways to die, each giving an Attribute bonus, a Numina
affiliation and a drawback.

Pick a death, based on your character concept, and write it down in the upper part of the
character sheet under "Death." Then adjust your character's stats accordingly.

Violence: "I was killed."

Strength +1

Affiliation with Fear or Kinesis Numina

May go into Shadowstate involuntarily if they are presented with certain situations

Sickness/Starvation: "My body wasn't strong enough."

Stamina +1

Affiliation with Bios or Embody Numina

A sickly miasma causes them to lose dice from Presence and Manipulation rolls

Old Age: "My body gave up."

Resolve +1

Affiliation with Bios or Decay Numina

May Ossify if they remain inactive for too long.

Happenstance: "I had... an accident."

Dexterity +1

Affiliation with Fate or Kinesis Numina

Can suffer physical flashbacks to their death


Insanity: "My mind failed me."

Composure +1

Affiliation with Fear or Castigate Numina

Must begin play with a mild "Derangement" that can never be fixed

Mystery: "I don't know what happened to me."

Wits +1

Affiliation with one Common or Uncommon Numina of choice

Are compelled to seek out new evidence concerning their deaths

Fate: "I died because I was meant to."

Manipulation +1

Affiliation with Fate or Embody

Run the risk of becoming a puppet of Fate

Concord: a Wraith may join - or be forced to join - a group once she wakes up. Being a part of a
Concord gives a perk for being a part of the group, but also has a drawback attached to it. As
they say, "Only death is free, here..."

Pick a Concord, based on your character concept, and write it down in the upper part of the
character sheet under "Concord." Then adjust your character's stats accordingly, starting with
a free dot in Status for that Concord, to reflect at least being a member. Note that "access to"
means that your character may take dots in the Numina or Background in question at
character creation, but these must be purchased normally.

There is a seventh "Concord" known as Solitaries: those who have no Concord, either because
they don't want to join one, or haven't been able to, yet. Truly alone in the world of the dead,
they receive no bonuses, but have no drawbacks, either.

Believers: "There is something more than this, my friends."

Those who hold that Paradise waits beyond the Barrier, and listen to the words of the
Ferrymen for guidence

Access to Anchorage Numina


Must start game with no more than 7 dots in Anchors

Freewraiths: "I'll do my own thing my own way, thank you."

Those who think the Ferrymen are con artists and The Order is bullshit, or just want to live by
their own rules

Access to the Shaping Numina

Have Freewraith "colors" permanently marked upon them

Haunters: "We're not here for the living - they are here for us."

Those who delight in scaring, driving off and even slaughtering the living - sometimes for pay,
sometimes because they like it.

Receive three free dots to put into Allies, Contacts, Mentor or Retainer - all Haunters, of course

Must do whatever they're told by their superiors or be severely punished for it

Messengers: "If we would be seen as higher beings, then let us act like them."

Guardians of life who act as invisible (or very visible) angels and saviors for mortals.

Access to Regis Numina

Are mystically bound to protect all human life from unecessary harm

The Order: "We uphold the Injunction for the good of all."

Quasi-religious society that hews to - and enforces - the Injunction given unto the dead by the
Ferrymen.

Receive five free dots in Allies, Artifact, Contacts and Eidolon

Are mystically bound to uphold the Injunction, and are expected to give up 1/10 of all they do
for The Order

Pardoners: "I'm here to save you, whether you want it or not."

Warriors of the soul, ever on the lookout for The Lost and The Damned, and making sure other
Wraiths don't turn into them.

Access to Castigate and Shaping Numina

Begin play with an extra point of Angst and three extra points in Thorns

Anchors: Wraiths are held back from whatever lies beyond the Barrier by their Anchors:
people, places and things that were massively important to them in life, or else formed an
integral part of their death.
Anchors give special powers to Wraiths, but also demand care and attention. A Wraith with a
few, weak Anchors is nowhere near as powerful as a Wraith with many strong ones. And
without any Anchors at all the Wraith cannot stay in the world; She will fall through the Barrier
into whatever lies beyond, never to be seen again.

Every Wraith starts out with ten dots to place into Anchors, unless they're in the Believers -
then they get only seven. Pick a person, place or tangible object, assign a number of dots
between 1 and 5 to it, and write down the primary emotion that the Wraith associates with
that Anchor.

"The Knife I Was Killed With {Fear}: 3" would be an example, as would "The Streetcorner
Where I Died {Terror}: 2," or "My Girlfriend {Love}: 5."

Numina: Every Wraith starts the game with five points to put into their Numina. Two points
must go into the Numina Affiliation that corresponds with the Wraith's death. The rest can be
placed in any Common Numina, or an Uncommon Numina the Wraith's chosen Concord allows
for.

Notice that Numina of level ** and above have prerequisite requirements in the form of
previous levels of the Numen in question. Also note that Wraiths cannot take any Numina
above level *** at this time.

The Numina are:

Anchorage (uncommon): The ability to make new Anchors, and to affect and manipulate both
your own, and those of others.

Bios (common): Manipulating the bodies of the living, either to heal, harm or change them.
This also includes possessing them, either for the long or short term.

Castigate (uncommon): Forcing Shadows to behave and give up their power to you, or letting
them loose...

Decay (common): The ability to animate, break or fix inanimate objects by slipping into them
and taking over.
Embody (common): Forcing your Corpus back into the land of the living, either to better
interact with mortals or scare them silly.

Fate (common): Learning the way things will be, or changing the course of fate, itself.

Fear (common): Seeing the memories and horrors of both living and dead, and turning them -
or your own - against others. It also allows Wraiths to enter and change dreams.

Kinesis (common): Telekinetics, power over motion and the ability to turn anger into action.

Regis (uncommon): The ability to make both wraiths and the living obey your desires as though
they were their own, or follow your commands, even unto death...

Shaping (uncommon): Reforming your Corpus - or someone else's - to shapeshift it into


anything imaginable, as well as manipulating Essence to suit your own needs.

Angst: Every Wraith starts the game with one dot in Angst, which is recorded on the Morality
chart by putting an X through the 10th level. The possibility of having a Morality score higher
than 9 is lost to Wraiths as a result of this, and every time a Wraith's Shadow increases its
power by gaining another dot of Angst, another potential level of Morality is lost: going down
from 10 to 9, then 8, then 7, and so on.

Players may, at Storyteller's discretion, elect to take up to two more dots of Angst at character
creation in order to purchase Experience Points: five Points per dot of Angst taken. This would
reduce the Wraith's maximum Morality to 7 if two dots of Angst were taken, as the 9th and
8th level of Morality would be lost to the Shadow. This option is not open for mortal
characters who become wraiths by applying the template - it is meant to represent a character
who's been a Wraith for some time, and has lost ground to her Shadow.

Step Six: Select Merits

This is mostly as presented in the The World Of Darkness, pg 34, and explained on pp 108 -
117.
If you're making a Wraith, it would be a good idea to not take Merits that would indicate
having a living body: Iron Stamina, Iron Stomach, Natural Immunity, Quick Healer, Strong Lungs
and Toxin Resistance are right out.

Also remember that most Social Merits can be directly applied to either dead or living society.
In order to have, or keep, Social Merits that deal with the living, the Wraith must be able to
keep contact with those she left behind.

Exceptions to that rule are Resources and Status. Resources represents wealth and possessions
in the living world that the Wraith still has access to - such as a bank account that hasn't been
cleared out yet - or has hidden away, somewhere. Given the nature of dead society, there is no
Wraithly equivalent to Resources.

In order to have Status amongst the living, the Wraith must still be "alive" in their eyes. Taking
the Secret Death Merit is required for this, and if it's ever completely compromised, the mortal
Status goes away. In addition, no Wraith can ever have a Status above ** amongst mortal
society: the higher up a person is, the more scrutiny is given to them, and the act becomes too
hard to pull off.

If you are applying the Wraith Template to a dead mortal character, you may take dots from
Merits that simply do not apply anymore {or that you wish to drop}, and shunt them over into
new Merits. Some restrictions and caveats may apply {a living **** Retainer is now worth * in
Memoriam, for example, giving three dots to stick somewhere else.}

Wraith-based Merits include Artifact {* - ****}, Eidolon {* - *****}, Memoriam {* - *****} and
Secret Death {* - ***}. Status for Wraiths {* - *****} applies to Concord, only.

Step Seven: Determine Advantages

This is mostly as presented in the The World Of Darkness, pg 34, and explained on pp 90 - 105.
Defense, Initiative, Size, Speed and Willpower are all determined as listed there, and a Wraith
starts the game with a starting Morality of 7. A Wraith also picks both a Virtue and a Vice.

Important changes are:


Shadow Type: The Shadow is a perverse extension of the Wraith's own Morality: a result of the
shame, horror and/or self-disgust the Wraith feels when she goes too far in following her inner
drives. The Wraith's player should pick a Shadow Type that corresponds to her Virtue or her
Vice, and record the free Thorn that comes with it.

Thorns: The Shadow has the power to affect ghostly reality around the Wraith - making her
doubt her senses and distrust her friends. These powers are often used to confuse the Wraith,
and make her rely on the Shadow for "guidence." However, the Shadow can also offer to let
the Wraith use these powers against others - after a fashion - to their mutual benefit.

All Shadows get one free Thorn that goes with the Shadow Type, and receive three dots to
spend on other Thorns at this time.

Corpus: Wraiths are not alive, in any real sense of the word, but they tend to have a residual
self-image that conforms with their body in life. As such, they determine Corpus - which is a
reflection of their spiritual "togetherness" - by adding Stamina and Size.

Essence Pool: All Wraiths have a certain amount of "storage" for Essence. This is a reflection of
the strength of their Willpower and the power they share with their Anchors. Wraiths usually
cannot have more Essence than they have room in their Pool, but there are exceptions {usually
risky and dangerous} to this rule. And as time goes on, a Wraith might become powerful
enough to increase her Pool...

To calculate the Wraith's starting Essence Pool, add the number of Dots in Anchors {10 at
Character Creation} to the Wraith's Willpower score. Mark that down by the Essence bank on
the Character Sheet. Then roll a single die, and add to the result however many dots she has in
the Memoriam Merit: this is how much Essence the Wraith has at the start of the game.

Tainted Essence Pool: If Essence is the free-floating power Wraiths gather from their Anchors,
or what they can skim or siphon from the Living {and other Wraiths}, then Tainted Essence is
its darker opposite. This is the power the Shadow collects for Itself, as the Wraith goes about
her business.

Just as Wraiths have a certain amount of "storage" for Essence, Shadows are also limited as to
how much power they can carry. This is fixed at ten for all Wraiths, and is recorded in the
Tainted Essence bank, right next to Morality.
To determine a Shadow's starting Tainted Essence, roll one die for each dot in Angst the
Wraith has at character creation, minus one die for each dot the Wraith has in the Eidolon
Merit. Each success gives one dot of Tainted Essence.

Backgrounds

It is absurd asking me to behave myself... quite absurd. I must rattle my chains, and groan
through keyholes, and walk about at night, if that is what you mean. It is my only reason for
existing.

The Canterville Ghost - Oscar Wilde

Artifact {* - ****}

The term "Artifact" is used to describe objects that come from the other side of the Barrier.
They seem to be made of black, oily metal, worked and tooled in a baroque - or utterly alien -
fashion, and can often be heard to moan or whisper nonsense, as though they were "alive."
Some even say that they are...

Artifacts are freely brandished by Reapers, Dark Walkers, or the more intelligent Damned.
Ferrymen carry them, too, but have a habit of not letting Wraiths hang onto their dropped
goods for very long, if at all. Sometimes they just appear out of nowhere after a Storm, though,
which is why Wraiths will brave streets filled with wounded, straggling Damned to see if
today's their lucky day.

Unlike Shaped objects, Artifacts do not run out of power, or charges: so long as they are intact,
they will continue to function. However, some of the more powerful Artifacts may require a
Wraith invest Essence, Corpus, Willpower or other things into them, and refuse to work until
they are "fed."

Artifacts also make good trading pieces: they are worth between one and two Immense Favors
per dot.
Artifacts may or may not have an obvious function, but all of them have some sort of power,
which is what determines their costs, as follows:

* Minute Object - Basic Art - 2nd level Art

** Minor Object - 2nd - 3rd level art

*** Intermediate Object - 3rd - 4th

**** Major Object - 4th to 5th

***** Treasure - 5th or beyond

Keep in mind that starting characters would probably not have access to anything with a rating
higher than ***. Such powerful items are greedily snatched up by the powers that be, and
jealously hoarded so that they can hang onto their positions.

Eidolon {* - *****}

Just as a Wraith has a Shadow, dragging her down, so does she have a counterbalance, holding
her up. This font of inner direction is known as the Eidolon, and while all Wraiths have it to
some degree, some have a better sense of its being there, or have developed it to the point
where it is like a shield. Some even say they can hear it talking to them, though what it says
rarely makes any sense.

In most cases, Wraiths can't consciously use this Merit. It's more of a defense against their
inner darkness: taking dice away from the Shadow's rolls, or adding dice to a Wraith's rolls to
resist a Shadow's Dirty Tricks.

The Eidolon has one direct use, though most Wraiths are loath to use it because it's so costly. If
a Wraith learns that she is Lost - or suspects that she is - she can spend one permanent dot of
her Eidolon to disrupt everything her Shadow has done to her. All the Thorns and illusions are
wiped away in a burst of purifying light.

The Wraith doesn't automatically learn what was done to her. However, the Shadow is
knocked unconscious for an entire week by this sacrifice, which may give the Wraith enough
time to find out.
Memoriam {* - *****}

Wraiths can gain Essence from more than just their Anchors. Those who were loved - or
loathed - with great passion during their lives, and strongly remembered after their deaths,
can harvest that feeling.

Once per Story, a Wraith may devote herself to soaking up the ambient Essence created by
those who remember her. She doesn't have to be around around who does, or near anything
that serves to remind others of her life - or death - but she must do nothing but focus on that
emotion. Even a non-taxing conversation, or trying to mentally puzzle something out, is
enough to disrupt this concentration.

If she does this for a Turn, the Wraith gains one Essence for each dot she has in this Merit. If
she does this for an entire Scene, she gains five Essence for each dot in the Merit.

Secret Death {* - ***}.

Not every Wraith is known to be dead. Some people die in secret, while others were so
unknown and ordinary that no one missed them when they were gone. And this can be a boon
for those who enjoy messing about with the Liveworld, as they don't have to invent a new
identity to move within it: they're still listed as "there."

Those with the Secret Death Merit have a number of dice taken away from any attempt to
discover their exact condition. Each dot removes one die from the search for the truth.

Should someone get through these defenses, and learn the truth, the Merit is reduced by one
dot. And should that someone - or someone else - publish what was learned on a citywide
basis, the Merit is wiped out.

Status {* - *****}
For Wraiths, the Status Merit reflects their standing within a Concord. This is a measure of
both rank and respect the Wraith has earned within the group. Status doesn't mean anything
outside of a Concord: members of one Concord who try to throw their weight around with
others are asking for trouble.

Rolls using Status are made according to the rules presented on pg. 117 of World of Darkness.
The negative modifiers listed there can apply to Wraiths as well.

A Wraith's Status also determines what sort of "Resources" she has, both in terms of Shaped
material possessions and Favors, at the start of the game. For each Dot in the Merit, she has
either the equivalent of one Immense Favor that she can call in, Shaped items that would add
up to one Immense Favor, or some combination of the two {Two Big Favors and Two Big-Favor
Shaped Items, for example}. A Wraith with **** in the Status Merit has one Sacred Favor at
the start of the Chronicle.

And If It Should Go Up?

Note that this reckoning of Favors and items is good at the start of the game. Once it gets
going, and favors and items trade hands, Status is unaffected.

{However, those who skimp on payments, and write checks they can't cash, will soon find their
Status being ripped to shreds by the Magistrates. Wise Wraiths pay their debts - especially to
the Freewraiths.}

Mechanics

Affinities

Anchors

Consorts

Damage and Healing

Deathtypes

Essence

Haunting
Morality

Affinities

All Wraiths have access to senses that go far beyond the normal ones allotted to mortals.
Wraiths call these low-level powers Affinities, and use them fairly often as they go through
their unlives. It's said that all Numina are natural outgrowths of these Affinities, but no one can
say for certain.

Most Affinities are rolled using only Attributes. Certain Affinity rolls can be modified by various
factors, which are listed along with each. Most often these are Anchor Ratings, if the Affinity is
being used on an Anchor.

Anchorsense:

Being emotionally tied to an Anchor creates a strong bond, indeed. And while this bond is
sometimes chafing and uncomfortable to an "Awake" Ghost, it gives a Wraith a certain
advantage: the ability to check up on that Anchor from anywhere by using the Anchorsense
Affinity. By taking no other action, and thinking intently of an Anchor, the Wraith is able to
sense the immediate surroundings of it - inside and out - as though she was the Anchor.

This Affinity is limited by the physical environs of that Anchor. Someone with a pen for an
Anchor might see the entirety of the room if it's on a desk, but if it's in the desk, then all the
Wraith will see is the drawer. On the other hand, it might be able to hear voices from around
the desk, smell smoke from a fire, and so on.

All five "mortal" senses work with Anchorsense, as do other Affinities {such as Deathsense} but
the Wraith cannot use any Numina from a distance. If she wants to put a scare on someone
stalking towards her prized bowling trophy, she'll have to get to it, somehow.

While the Wraith is using Anchorsense, she is not aware of her body's own surroundings, and
will have to end the effect to sense what's going on around her. If she's attacked, however, the
effect ends and she's brought roughly back to her own body.

Cost: None

Dice Pool: Wits + Anchor Rating


Action: Instant.

Dramatic Failure: Not only is the Wraith unable to sense what's going on, but the connection
to the Anchor is disrupted, as though the Wraith had an emotional door slammed in her face.
This stuns her for one Turn, and prevents her from trying Anchorsense on that Anchor until she
goes back and visits it, either by normal travel or spending a point of Willpower to teleport
there.

Failure: The Wraith's senses extend towards the Anchor, but then fade out and return to the
Wraith's own immediacy.

Success: The Wraith's senses reach the Anchor, and then emanate out from it as described
above. The effect lasts until the Wraith chooses to turn it off.

Exceptional Success: Not only do the Wraith's senses emanate out from the Anchor, but the
connection is so strong that when the Wraith ceases contact, she maintains a low-key
connection for a number of Scenes equal to the total amount of successes. Any particularly
strong stimulus that happens around the Anchor will be immediately sensed by the Wraith
{strong odors, shouted voices, a noteworthy sight, etc.}

Deathsense:

Wraiths are creatures of loss and decay, and can sense the slow onset of entropy in objects. As
such, they can see the flaws, cracks and fractures that have yet to appear, and know how long
it may take for something to finally fall apart. This Affinity is usually applied to one's physical
Anchors, but it can be useful in other circumstances as well.

In order to use this Affinity, the Wraith must either be in direct contact with the object, or
using another Affinity to "see" it {such as Anchorsense}. She then spends one Essence, unless
the object she's using it on is an Anchor, in which case it costs no Essence at all. She may do
nothing but perceive the object, and if she's interrupted by so much as a loud noise or attempt
at conversation, the Affinity automatically fails.

The Storyteller should ask the player for one crucial piece of information that the Wraith wants
to learn by using this Affinity. A single success will deliver this piece of information, and further
successes will provide even more. An exceptional success provides a flash of the object's
ultimate fate, though whether this can be averted or not is debatable.
If this Affinity is used by a Wraith on her own Anchor, she may add one die per dot in that
Anchor's rating. If she's using it on someone else's Anchor, however, one die is taken away for
each dot in the rating. And if the Anchor of another Wraith is shared by several different
Wraiths, use either the average rating of the Wraiths, or the Anchor rating of the closest
Wraith - whichever is higher.

Cost: 1 Essence {Zero if the object is the Wraith's Anchor}

Dice Pool: Wits + Composure {+ or - Anchor rating, if applicable}

Action: Instant

Dramatic Failure: The Wraith sees the exact opposite of what's truly there. Items about to fall
apart look unusually resilient, while sturdy buildings seem ready to fall down. This delusion will
persist until another Wraith has a successful look at the same object, and convinces her of her
wrong conclusions.

Failure: The Wraith cannot perceive anything about the item.

Success: The Wraith learns the general condition of the item {Excellent, Good, Bad, Poor,
About to fall apart, etc.} and can learn one extra detail about the item per success. The Wraith
learns the one thing she really wanted to know first, with all other information coming in as
the Storyteller sees fit to give it. Things to be learned include its true age, stress limits,
expected lifespan, and obvious {or hidden} weaknesses, etc.

Exceptional Success: The Wraith not only learns all the above information, but comes to know
the item so intimately that she gains foresight into its ultimate fate. This comes as a glimpse of
its future destruction, revealing what happens to it, and what - or who - is responsible. If this
occurs when a Wraith is looking at her own Anchor, the preknowledge of that Anchor's
destruction stuns her for an entire Scene.

Foreboding:

Foreboding is unique amongst the Affinities in that Wraiths cannot choose to use it. All that
the dead know is that, every so often, they catch a glimpse of something's future or immediate
importance, or else perceive an accident - or surprise attack - just before it happens.
The Haruspexes of The Order say that this Affinity is every Wraith's first glimpse of the Gods'
will. Other, less religious sorts say that it's just another expression of the dead's sensing of
cold, harsh inevitabilities. Either way, wise Wraiths learn to watch for these moments of
cosmic awareness, and react to them as best as they can.

The Storyteller is the one who rolls for this Affinity, and need only make the roll if she feels the
story warrants it. In the case of accidents, or future importance, the roll is generally
unmodified, though a truly spectacular accident or future might call for a Modifier of one or
two dice. In the case of surprise attacks, the Storyteller should make the attacker's roll ahead
of time, and subtract half of its successes from the Wraith's Wits + Composure pool, rounding
up.

This Affinity only activates once, whether at the start of a combat or to herald future
importance of someone or something. If the Wraith doesn't pick up on the clue, for whatever
reason, it's gone.

Cost: None

Dice Pool: Wits + Composure {- 1/2 Opposing Successes, rounding up}

Action: Reflexive

Dramatic Failure/Failure: The Wraith simply fails to "see" whatever's coming, or that the
person, place or thing she just passed by had any greater purpose in things.

Success: A Wraith gets the feeling that something bad is about to happen, and can prepare
herself in a small way, such as getting ready to duck or move backwards. All successes the
Storyteller received on the Foreboding roll can be applied to the Wraith's Defense score to do
this. In the case of future importance, the Wraith senses that there's something vital about a
person, place or thing, but will not have an idea why unless she uses the Fate Numina on it.

Exceptional Success: The Wraith not only senses an oncoming accident or attack coming, but
knows exactly what is about to happen. This gives her a free, full Turn to do something about
it, as though she'd won Initiative in Combat. In the case of Future Importance, the Wraith
doesn't just sense that something's important, but receives a glimpse of exactly why. The
vision only gives the ultimate result, though: why, how or when must be discovered by other
means, or else one day at a time.
Ghostsight:

The Order preaches that "The Dead shall know their own." This is especially true when it
comes to seeing the dead within the living, or the inanimate objects they can take over. All
Wraiths have the ability to see past the surface of people, places and things, and perceive a
ghostly entity lurking within. Likewise, all Wraiths can passively block that sight when engaged
in the act.

Wraiths using the Ghostsight Affinity must be within a few feet of the person or object to be
looked at. A Wraith must spend one Essence to start looking, and may not be interrupted
during this time. The roll is passively modified by the Resolve of the Wraith or Damned being
searched for, with the onlooker's dice being taken away on a one for one basis.

Cost: 1 Essence

Dice Pool: Wits + Composure {- the Resolve of the possessing entity}

Action: Instant

Dramatic Failure: The Wraith receives wildly incorrect information, seeing a host of the
Damned in the statue instead of a harmless Ghost, or believing the person has never been
ridden at all when she's actually been a shared Consort for quite some time.

Failure: "Ghost? What Ghost?" The Wraith sees no trace of a possessing Wraith, and can't tell
if the person or object has ever been ridden.

Success: The Wraith sees that a spectral presence is inside the person or thing. She can't see
what the Wraith looks like, unless she knows her personally, but can tell if it's a Ghost, a
Wraith or one of the Damned. She can also tell if a person or place has been ridden, but can't
tell by whom - or what - or how long ago. She can also tell if the person's a Consort, though not
for how long, or by how many entities.

Exceptional Success: The Wraith can see right through the person, place or thing being ridden
as though it wasn't there, and see whatever's inside as clear as day. This won't help her
identify the possessing entity if she doesn't know who it is, but she can at least see what the
entity looks like. She can also tell how long ago something was ridden, and see what the
possessing entity looked like. In addition, she can tell how long the person's been a Consort,
and how many Wraiths or Damned have used her in this capacity.

Lifesense:

Much as Wraiths can sense the slow onset of entropy in objects, so too can they see the march
of disease and decay in the living. People have their flaws, cracks and fractures, too, and
Wraiths can use the Lifesense Affinity to see how they're "falling apart." And much like
Deathsense, this Affinity is most often used on one's living Anchors, in order to make sure
they're okay.

In order to use this Affinity, the Wraith must either be in direct contact with the person, or
using another Affinity to "see" her. She then spends one Essence, unless the person she's using
it on is an Anchor, in which case it costs no Essence at all. The Wraith may do nothing but
perceive that person, and if she's interrupted by so much as a loud noise or attempt at
conversation, the Affinity automatically fails.

The Storyteller should ask the player for one crucial piece of information that the Wraith wants
to learn by using this Affinity. A single success will deliver this piece of information, and further
successes will provide even more. An exceptional success provides a flash of the person's
ultimate fate, but - as with Deathsense - it's debatable as to whether this can be changed,
shaped or averted entirely.

If this Affinity is used by a Wraith on her own Anchor, she may add one die per dot in that
Anchor's rating. If she's using it on someone else's Anchor, however, one die is taken away for
each dot in the rating. And if the person being looked at is the Anchor of several different
Wraiths, use either the average rating of the Wraiths, or the Anchor rating of the closest
Wraith - whichever is higher.

Note that the Affinity won't give an exact, clinical diagnosis of what's wrong with the person,
only a general indication of her health, along with a few insights. For example, a Wraith may
learn that a person's kidneys are working harder than usual to process the abnormally high
amount of sugar in her blood, but if she doesn't understand that this is a symptom of Diabetes,
the insight may be wasted. Wraiths will have to either use the Bios Numina, or else combine
their insights with a working knowledge of medicine, to fully comprehend what they see.

Cost: 1 Essence {Zero if the person is the Wraith's Anchor}

Dice Pool: Wits + Composure {+ or - Anchor rating, if applicable}


Action: Instant

Dramatic Failure: The Wraith sees the exact opposite of what's there. Cancer patients at
death's door look "a little peaked," while people in the bloom of health seem ready to keel
over any second. The Wraith will persist in this delusion until another Wraith informs her of
her error, or common sense kicks in {such as when the "healthy" cancer patient vomits up half
a lung}.

Failure: The Wraith cannot gauge the person's health.

Success: The Wraith learns the general condition of the person {Excellent, Good, Bad, Poor,
Dying, etc.}, plus one extra detail about the person's condition per success rolled. The Wraith
learns the one thing she really wanted to know first, with all other information coming in as
the Storyteller sees fit to give it. Things to be learned include other maladies, pre-existing
conditions, possible complications, developing ailments, how the disease was contracted and
the like.

Exceptional Success: The Wraith not only learns all the above information, but comes to know
the person so intimately that she gains foresight into her ultimate fate. This comes as a
glimpse of that person's final moments, revealing what happens to her, what - or who - is
responsible. If this occurs when a Wraith is looking at her own Anchor, the preknowledge of
that Anchor's death stuns her for an entire Scene.

Manifestation:

Stories of ghosts appearing to the living are amongst the oldest told, and not without good
reason. While not every Wraith has the talent to learn the intricacies of the Embody Numina,
all Wraiths - and Ghosts - have the ability to make themselves seen by the living by
Manifesting. And while it's not as potent - or as long-lasting - as the Arts of Embody, the
Affinity can do wonders in a pinch.

The process is rather simple: a Wraith simply has to will herself to be seen, and it happens,
regardless of any other actions being taken. Wraiths can choose how fully they want to make
their presence known, and spend Essence accordingly before they begin. The successes scored
on the roll determine how long the Manifestation lasts.
A zero-Essence Manifestation is more of a 'weird feeling' than anything else. The Wraith makes
its presence known via cold drafts, brief emotional swings, fleeting smells and raised hackles
on the back of the neck. She cannot use these 'weird feelings' to make noises, however.

With the expenditure of one dot of Essence, the Wraith appears fully, but has no substance,
looking much like a humanoid, vaguely-recognizable cloud of ether. Her features look much as
they did in life, regardless of how much she's been Shaped. She can point to things or people,
but she cannot touch them, and while she can move her lips she cannot make a sound. She
also cannot be harmed, except by magic, magical items, or things that have been Blessed.

With two dots, the Wraith has substance and speech, once more, but remains a weak shadow
of her true self. She is now quite recognizable to any who knew her in life, though she looks
pale and clammy. Her Physical Attributes are all reduced to one dot, and her semi-solid flesh
treats any damage that gets past her Defense as though twice the number of successes were
scored. Magic, magical items and Blessed objects cause Aggravated damage.

Manifestation is modified by three factors: Anchors, Belief and Faith.

A Wraith within ten yards of an Anchor can add its Rating to her Presence + Strength when
rolling to Manifest. Also, the Essence cost to the Wraith is one less in these circumstances.

As for Belief and Faith, those modifiers follow the same progression as the Chart on Pg. 210 of
World of Darkness.

Cost: Variable {0 - 2}

Dice Pool: Presence + Strength {+ nearby Anchor, if applicable}

Action: Instant

Dramatic Failure: Not only does the Wraith not Manifest, but the psychic shock ot being
deflected from the land of the living bars her from attempting to Manifest, or use Embody, for
a day and a night.

Failure: The attempt fails, but the Wraith can try again next turn.

Success: The attempt succeeds, and the Wraith appears for one turn per success.
Exceptional Success: The Wraith grabs hold of the land of the living so firmly that she is able to
reside in it for longer than usual, Manifesting for an entire Scene.

Passion Sense:

Essence is everything to Wraiths: the spark that animates them, the energy that drives them,
and the power that moves them, day after day, through this mockery of life. Without the
passion to go on, they are adrift, and without the power that passion creates - or the power to
feed it, at least - they risk losing their grip.

The constant need to keep Essence in their systems has led Wraiths to develop a "nose" for
seeking it out, which has been called Passion Sense. The most common use of this Affinity is to
find Essence when they're running low. This is possible because the power created by passion -
Essence - creates eddies and vibrations in the air of the Deadlands, which can be tracked.

All a Wraith has to do to track down Essence is concentrate for a turn, and then extend her
senses out into the air around her, seeking these minute disturbances out. A single success will
give the Wraith a general direction, and a sense of how much Essence can be found there. An
Exceptional Success would give a psychic impression of the place or person - caused by the
eddies - and a near-exact understanding of what awaits.

This Affinity can also be used to gauge how much Essence another Wraith has on her, or how
much passion a mortal can provide. The user of this Affinity must be at least within
conversational distance, and spend a turn looking at the other person. A single success gives a
general indication {low, middling, full} while an Exceptional success gives an exact accounting,
right down to what sort of Essence she's full of and where she got it, or why the mortal is so
keyed up.

Wraiths being scanned with Passion Sense can resist it, so long as they know it's being done.
They must spend a dot of Essence and roll their Resolve + Composure to counter the onlooker.
The living may also resist, provided they know the Wraith is present and scanning, but they
must spend a dot of Willpower to do this.

In both cases, the Wraith doing the looking may do nothing else but send her perceptions out
into the air, or watch the other Wraith. If she's interrupted by so much as a loud noise or
attempt at conversation, the Affinity automatically fails.
Also note that this Affinity cannot be used to guage the level of someone's Tainted Essence -
that belongs to Soulsight, below.

Cost: None

Dice Pool: Wits + Composure vs. Resolve + Composure {If Contested}

Action: Instant.

Dramatic Failure: N/A

Failure: The Wraith's senses extend out, but go nowhere, preventing her from seeing what she
was looking for.

Success: If feeling the air for Essence, she gets a general direction and some idea of how much
is there. If looking at another Wraith to gauge her capacity for Essence, she gets a general idea
of how much Essence the target has. If looking at a mortal, she gets a general idea of how
much passion that mortal can generate.

Exceptional Success: If tasting the air for Essence, the Wraith gains a perfect psychic
impression of the place or person, and a near-exact understanding of how much Essence - and
what kind - awaits. If looking at another Wraith, she gets an exact understanding of how much
Essence she holds, what flavors and where she got it. If looking at a mortal, she sees how much
passion the mortal has, and why she feels that way.

Soulsight:

Wraiths are very sensitive to emotion and desire, given that they are kept "alive" - or at least
active - by strong emotions. And they are also very sensitive to negative and self-destructive
impulses, given the presence of the Shadow within them. Through the Soulsight Affinity, they
are able to use their enhanced senses to detect the feelings, wants, needs and inner
darknesses of others.

In order to use Soulsight, the Wraith must be within a few feet of the Wraith or person. She
then spends one Essence, unless the person she's using it on is an Anchor of hers, in which
case it costs no Essence at all. The Wraith may do nothing but perceive the target, and if she's
interrupted by so much as a loud noise or attempt at conversation, the Affinity automatically
fails.

The Storyteller should ask the player to identify the aspect of the target's psyche the Wraith
wants to look at {Emotions, Desires or the Shadow}, and for one crucial piece of information
the Wraith wants to learn. A single success will deliver this piece of information, and further
successes will provide even more information about that aspect. However, successes cannot
be split amongst aspects: all information learned must be about one part of the target's soul.

Wraiths can resist this, so long as they know they're being scanned. They need only spend a
dot of Essence, and may roll their Resolve + Composure to counter the onlooker's gaze. The
living may also resist, provided they know the Wraith is present and scanning, but they must
spend a dot of Willpower to do this. Some Shadows are also able to block the roll on "behalf"
of their Wraith; See the section on Shadows for more information.

Cost: 1 Essence {Zero if the person is the Wraith's Anchor}

Dice Pool: Wits + Composure {+ the Anchor Rating} vs. Resolve + Composure {If Contested}

Action: Instant / Contested

Dramatic Failure: The Wraith receives wildly inaccurate information about the target.

Failure: The Wraith sees nothing, as though she were looking at a complete blank.

Success: The Wraith sees the foremost feeling or desire of the target, or the current activity of
the Shadow. Each success past the first gives an additional piece of information about that
aspect of the target's psyche. Desires are explained one piece at a time, emotions are broken
down and elaborated upon, and the Shadow's abilities are revealed one by one.

Exceptional Success: The Wraith not only learns everything about the viewed aspect of the
target, but comes to know the target so intimately that she gains foresight into that aspect's
most defining moment. The second the target's defining emotion knows no equal, her fondest
desire is made real, or her Shadow finally triumphs is shown in a brief vision. Why and how are
shown, but the exact chain of events leading up to it are left tantalizingly blank.
If this occurs when a Wraith is looking at her own Anchor, the preknowledge of that Anchor's
happiness gives the Wraith a chance to roll that Anchor's Rating, and gain a dot of Essence for
each success. The preknowledge of bad times, on the other hand, gives her Shadow a chance
to make the same roll for Tainted Essence. And should the Wraith see another Wraith fall to
her Shadow, the experience scars her so badly that it gives her Shadow a dot of Tainted
Essence.

Anchors

Anchors in General

Anchors at Character Creation

Anchors in Action

Anchorsense Affinity

Regaining Essence from Anchors

Regaining Corpus from Anchors

Anchors in General:

Wraiths and Sleepers are held back from whatever lies beyond the Barrier by their Anchors:
people, places and things that were massively important to them in life, or else formed an
integral part of their death. Someone with a waggish sense of humor once called them
"deathlines," and the nickname has stuck.

Anchors give special powers to Wraiths, but also demand care and attention. A Wraith with a
few, weak Anchors is nowhere near as powerful as a Wraith with many strong ones. And
without any Anchors at all the Wraith cannot stay in the world; She will fall through the Barrier
into whatever lies beyond, never to be seen again.

As pointed out in The World Of Darkness, Ghosts are limited in their range of action by their
Anchors. Sleepers can't venture away from an Anchor more than 10 yards per dot in Power.
For them, the length and breadth of their Anchors is the whole of their world. They can
teleport from Anchor to Anchor by spending Willpower, but they are unable to walk the
distance between.

This only truly applies to Sleepers, though. Wraiths, being fully "awake," are able to act outside
the box their Anchors would place them in. They can perceive the world around them clearly,
and may choose to go out into it for their own purposes. And not only can they teleport to
their Anchors, but they are able to use the Anchorsense Affinity to check up on them from
afar.

However, they are still highly impeded by the pull of their Anchors. And there are extra costs
and risks involved with venturing far from them - most obviously the threat of their
destruction.

Advantages of Anchors:

For Wraiths, Anchors represent stability, mobility and power. Wraiths use their Anchors to
regain Essence, and to heal wounds, but there is much more than can be done with them.

For one thing, a Wraith's Essence Pool is directly tied to how strong their Anchors are. A
Wraith with many strong Anchors has room for a lot of power, while a Wraith with a few weak
ones is a sorry sight indeed.

Wraiths can also use their Anchors to travel great distances in the blink of an eye, and take
others along with them. This trick is also good for ducking a fight, or fleeing from a particularly
nasty opponent, and has saved many a Wraith from certain destruction.

And a Wraith's proximity to her Anchors allow her an easier time using her Numina on the
Living, and appearing to them. Wraiths aren't prohibited from doing either thing, of course,
but it's much more strenuous while away from one's Anchors.

Dangers of Attachment:

On the other hand, being so intimately tied to Anchors brings its own share of problems. The
most obvious one is needing to protect them at all times, but there are others as well.

Unlike a Sleeper, a fully-awake Wraith can travel some distance from her Anchors. However,
the further away she goes, the less able she is to function, due to the strong emotional pull the
Anchors exert over her. This inability to think - and act - straight can be overcome by force of
will, but only temporarily.

Yet another danger is the fact that Anchors are indelibly marked as being part of the realm of
spirit - a malady Wraiths refer to as "Echoes." While the signs of being claimed by a Wraith
aren't totally obvious, they're enough to bring human ghost-hunters and do-gooders sniffing
around. And a Wraith has enough worries of her own without having her own Anchors betray
themselves.

And, of course, there is a final danger: if a Wraith ever loses her last Anchor, she disappears,
doomed to fall through the Barrier. No Wraith has ever been there and come back, and except
for what those Ferrymen who come across have to say, no one can be certain of the truth. All
that is known is that The Damned always come from there on their obscene expeditions back
into the world, so whatever lies beyond the Barrier can't be all sweetness and light.

Letting go:

It is possible, with time and effort, to gradually loosen the hold on one's Anchors. The process
requires coming to terms with one's loss, and slowly, painfully letting go of one's former life.
This must be a conscious decision on the part of the Wraith: Shadows cannot make a Wraith
let go, though they can always arrange events so a particular Anchor is destroyed.

There are those who believe that something greater than the land of the dead lies on the other
side of the Barrier, and they - along with the Ferrymen - often exhort their fellows to loosen
their hold on their Anchors. Most Wraiths consider this the equivalent of a second suicide, and
ignore them as cranks or madmen. But Wraiths who've been around for a while can't help but
feel that they, too, feel a gentle pull away from the things that held them back after death.

However, since their Shadows seem quite keen on sending them in that direction, too, they
tend to ignore it.

Anchors at Character Creation:

Every Wraith starts out with ten dots to place into Anchors. Storytellers might be willing to
allow a player to trade in dots in Anchors for extra Experience Points, to reflect a Wraith who's
been Awake for decades, or even centuries. But that's entirely up to the Storyteller as befits
her Chronicle.

When choosing Anchors, the player picks people, places or tangible objects for the Wraith to
be attached to. Concepts, philosophical ideas and organizations or movements the Wraith left
behind can't be used as Anchors, because they, in themselves, are not physical, or are
hopelessly spread out amongst far too many people to hold onto.

The player then decides what the primary emotion behind that Anchor is: when the Wraith is
in the presence of it, what does she feel? Love for the child? Hate for the workplace? Fear for
the murderer? Nostalgia for the toy?

Then the player assigns a number of dots between 1 and 5 to each Anchor, depending on how
strongly the Wraith feels about it. A massive obsession or strong, pure emotion would be
around a 4 or 5, while a minor fixation or uncertain feeling would be a 1 or a 2. The 5th dot in
an Anchor costs 2 dots, rather than one.

Note that the size or strength of the Anchor should not be reflected in the dots; A huge,
"haunted" house could have a rating of 1, while a wedding ring could have a rating of 5.

Finally, the player marks this information down on the Character Sheet, under Anchors. "The
Knife I Was Killed With (Fear): 3" would be an example, as would "The Streetcorner Where I
Died (Terror): 2," or "My Girlfriend (Love): 4."

Anchors in Action:

As stated previously, Anchors provide both advantages and drawbacks for the Wraiths who
have them. All Wraiths are generally aware of the advantages, though some of the drawbacks
might not be readily apparent. And this is yet another opportunity for the Shadow to cause
problems.

Travel: Wraiths can teleport to their Anchors at any time by taking a full turn to concentrate,
and then spending a point of Willpower. They can use this ability to carry other Wraiths, or
things, off to her Anchors, but there is a limit to how much can be taken. A general rule of
thumb is that a Wraith can teleport an amount equal to her own Size along with her for free,
but each increment thereafter requires another point of Willpower.
For example: if Fred is Size 5, he can bring another Wraith of Size 5 along with him with no
troubles. If another Wraith of Size 5 or less wants to come along, however, he'll have to spend
another Willpower point to do it. And so on.

Teleporting to an Anchor usually counts as an Extended Action, as it takes a full turn to


concentrate on the Anchor. That said, it is possible to teleport as an Instant action. However,
this costs the Wraith an automatic point of Lethal damage, due to the system shock. Also: if a
Wraith is being grappled by an opponent of equal or less Size than the Wraith, that opponent
will vanish right along with the Wraith, and appear next to the Anchor along with her.

A Wraith can venture anywhere up to mile from an Anchor for each dot in Willpower she has.
Once she passes this barrier, however, she can feel her Anchors pulling her back. This pull
makes itself felt as a sense of growing unease, insecurity and dread - much like wondering if
you left the gas stove on.

The moment a Wraith passes her limit, she is subject to a -1 Modifier on all rolls involving
Numina, and Mental, Physical and Social Skills, due to that sense of being too far away. She can
spend a point of Willpower to alleviate the nagging doubt for a Scene, thus removing the
modifier, but it will come right back at the end of that Scene.

And it gets worse: after a full day of being away from the nearest Anchor, the -1 Modifier
becomes a -2 Modifier, and then a -3 on the next day, a -4 on the day after that, and so on. To
add insult to dread, expending Willpower only removes one from the Modifier for a Scene:
someone with a -3 Modifier will be at -2 on all rolls for a Scene if she spends Willpower, and
then it's back up to -3.

Numina: A Wraith's connection to the world of the living also limits the kind of power she can
bring to bear upon it. It's not impossible for a Wraith to use various Arts on the Living, or their
world, while away from her Anchors. However, it requires more effort than usual, and not
many Wraith are willing to expend that effort so frivolously.

The limit to a Wraith's use of Numina on the Living is equal to ten yards per dot in Anchor
rating. If a Wraith wants to use her powers on the Living, or their world, while beyond that
barrier, she can. However, this costs a point of Willpower per Art activated, as it requires that
the Wraith concentrate to feel the link to the mortal realm. {This cost is above and beyond any
other Willpower requirements a specific Art may require}
Manifestation: Being in the presence of an Anchor makes it much easier for Wraiths to
Manifest to the living, and less costly as well.

If a Wraith is within the same field for easy use of Numina on the Living {ten yards per dot in
Anchor rating} then her player may add one die per dot in Anchor rating after the first to the
roll. For example: if Bloody Mary wants to appear and scare the crap out of an onlooker at her
*** Haunted Clump of Trees, she gets two extra dice to roll.

As for the costs involved: being within the same zone gives a Wraith a power boost, negating
the first dot of Essence they would have to spend to Manifest. This means that a Wraith can do
a no-Essence and one-Essence Manifestation for free, and only pay one Essence for a two-
Essence Manifestation. This bonus is applied regardless of the Anchor's rating.

Echoes: A Wraith's attachment to an Anchor affects the Anchor in certain ways, even when the
Wraith isn't anywhere near it. A dead killer's favorite knife often seems more threatening than
a normal one, for example, and a person who has a dead relative or lover looking after them
might seem somewhat fey {or, for want of a better word, haunted}. And as for a "haunted
house," the place could be plagued with cold drafts, clammy rooms, inexplicable noises or
stark, white silence.

Ordinary mortals might just shrug the oddness off as nerves, strain or an overactive
imagination. Those who are schooled in the occult, or well-versed in battling it, however, can
use these clues to help discover a Wraith's Anchors. It's no substitute for investigation,
observation and research, but it might help to confirm one's suspicion that something - or
someone - is "just not right."

For every dot in an Anchor's rating, past the second, there is a +1 Modifier to any roll made to
locate "something odd/supernatural" in the vicinity. Storytellers should insist that only those
with sufficient scores in Occult or Academics {Religion/Parapsychology} can make this roll
without heavy negative Modifiers, if they can make the roll at all.

A Wraith can, if in the proximity of a Anchor, spend a point of Essence and a point of
Willpower to "turn off" the Echoes for a Scene, thus dropping the positive Modifier from the
onlooker's roll. It won't negate any supernatural powers used on the Anchor, but it will make it
less apparent to anyone who's looking that the Anchor isn't just an ordinary person, place or
thing.

Anchorsense Affinity:

Being emotionally tied to an Anchor creates a strong bond, indeed. And while this bond is
sometimes chafing and uncomfortable to an "Awake" Ghost, it gives a Wraith a certain
advantage: the ability to "check up" on that Anchor from anywhere by using the Anchorsense
Affinity. By taking no other action, and thinking intently of an Anchor, the Wraith is able to
sense the immediate surroundings of it - inside and out - as though she was the Anchor.

This Affinity is limited by the physical environs of that Anchor. Someone with a pen for an
Anchor might see the entirety of the room if it's on a desk, but if it's in the desk, then all the
Wraith will see is the drawer. On the other hand, the Wraith might still be able to hear voices
from around the desk, smell smoke from a fire, and so on.

All five "mortal" senses work with Anchorsense, as do other Affinities, but the Wraith cannot
use any Numina from a distance. If she wants to put a scare on someone stalking towards her
prized bowling trophy, she'll have to get to it, somehow.

While the Wraith is using Anchorsense, she is not aware of her body's own surroundings, and
will have to end the effect to sense what's going on around her. If she's attacked, however, the
effect ends and she's brought roughly back to her own body.

Cost: None

Dice Pool: Wits + Anchor Rating

Action: Instant.

Dramatic Failure: Not only is the Wraith unable to sense what's going on, but the connection
to the Anchor is disrupted, as though the Wraith had an emotional door slammed in her face.
This stuns her for one Turn, and prevents her from trying Anchorsense on that Anchor until she
goes back and visits it, either by normal travel or spending a point of Willpower to teleport
there.
Failure: The Wraith's senses extend towards the Anchor, but then fade out and return to the
Wraith's own immediacy.

Success: The Wraith's senses reach the Anchor, and then emanate out from it as described
above. The effect lasts until the Wraith chooses to turn it off.

Exceptional Success: Not only do the Wraith's senses emanate out from the Anchor, but the
connection is so strong that when the Wraith ceases contact, she maintains a low-key
connection for a number of Scenes equal to the total amount of successes. Any particularly
strong stimulus that happens around the Anchor will be immediately sensed by the Wraith
{strong odors, shouted voices, a noteworthy sight, etc.}

Regaining Essence from Anchors:

There are four ways a Wraith can regain Essence from her Anchors. They range from extremely
safe, and mostly automatic, to extremely risky and strenuous.

All Wraiths instinctively know that these options exist, though they might not know the
dangers involved with some of them. And this is yet another chance for a wily Shadow to try
and get some Tainted Essence via a poisoned suggestion or two.

There is also a limit to how often a Wraith can try to gain Essence from an Anchor. A Wraith
cannot make more Essence rolls in a Scene than that Anchor has dots in its rating. The more
powerful the connection between the Wraith and the Anchor is, the more power she can
harvest from it.

Proximity: By resting in the presence of one of her Anchors for a Scene, she suffuses herself in
the emotion behind that Anchor. She can regain one dot of Essence for each dot she has in
that Anchor at the end of the Scene, but only if she does nothing more mentally strenuous
than contemplate or meditate in that time.

No roll is necessary for this.


Sympathy: If the Living feel the core emotion that binds a Wraith to her Anchor while in the
presence of that Anchor, the Wraith may attempt to soak up that feeling. This roll can be made
regardless of whether the mortals in question felt that emotion on their own, or if the Wraith
"helped" them along.

Cost: None

Dice Pool: Manipulation + Anchor Rating

Action: Instant.

Dramatic Failure: The Wraith cannot try to pull emotion from the Anchor for an entire day.
Also, the Shadow can make a Tainted Essence roll, using half the Anchor's rating, rounding up,
due to the wasted chance and/or effort.

Failure: Nothing happens, and the Wraith may try again so long as the mortal is feeling, but at
a cumulative -1 Modifier due to the frustration of failure.

Success: One dot of Essence is given to the Wraith per success.

Exceptional Success: The Wraith not only gains a dot of Essence for each success on the roll,
but also reaches such a degree of connection with the mortal that the Wraith may now
consider her a Consort.

Potency: By gently pulling the strong, ambient emotion from the Anchor for a turn, she can try
to get a faster replenishment of Essence.

Cost: None

Dice Pool: Manipulation + Anchor Rating

Action: Instant.
Dramatic Failure: The Wraith cannot try to pull emotion from the Anchor for an entire day.
Also, the Shadow can make a Tainted Essence roll, using half the Anchor's rating, rounding up,
due to the extreme frustration the Wraith now feels.

Failure: Nothing happens, and the Wraith may try again, but at a cumulative -1 Modifier due to
the frustration of failure.

Success: One dot of Essence is given to the Wraith per success.

Exceptional Success: The Wraith not only gains a point of Essence for each success on the roll,
but also gains back a point of Willpower for the heady sense of self-affirmation this gives her.

Larceny: By violently ripping the emotion right out of the Anchor, the Wraith can get a larger
than usual replenishment of Essence from it. This is highly dangerous, however, as it may
reduce her connection to the Anchor, thus decreasing both her hold on the world and her
overall pool of Essence. This is usually only done by a Wraith in extremely dire need of power,
such as when Ghost Hunters are on the verge of destroying her Anchor and there's nothing
else she can do.

To perform this, the Wraith spends a point of Willpower, and a roll is made using Presence +
Anchor rating. Each success gives an amount of Essence equal to the total rating of that
Anchor: If Bloody Mary rolls Presence 2 and the 4 dice that go with her haunted chapel, and
gets a 2,3,5,6,8,9 result, she gets 8 Essence from the roll {4 dots in that Anchor x 2 successes =
8 Essence }.

This method of gaining Essence from Anchors is one of the few instances where Essence gain
that exceeds a Wraith's Essence pool does not result in wasted successes. The outpouring of
emotion is so primal and powerful that the overage can be kept by the Wraith, however
temporarily. This extra, "stolen" Essence is highly unstable, and bleeds away at the rate of one
dot per turn, above and beyond any expenditures the Wraith may incur.

Cost: 1 Willpower

Dice Pool: Presence + Anchor Rating


Action: Instant.

Dramatic Failure: The Wraith cannot try to leech or pull emotion from the Anchor for an entire
day. Also, the Shadow can make a Tainted Essence roll, using the Anchor's full rating, due to
the extreme frustration the Wraith now feels.

Failure: Nothing happens, and the Wraith may try again, but at a cumulative -1 Modifier due to
the frustration of failure.

Success: A number of dots of Essence equal to the Anchor rating is given to the Wraith for each
success.

Exceptional Success: As with a success. Also, the extreme confirmation of the Wraith's
connection to the Anchor means that she doesn't have to test it, via the roll described below.

The savage removal of raw emotion from the Anchor threatens the Wraith's connection to it.
Immediately after the roll to take the Essence, another roll must be made using the Wraith's
Resolve + Anchor's Rating, to see if the connection holds. This roll is modified by -1 for each
success scored after the first on the original roll.

To go back to Bloody Mary, again: she has a Resolve of 3, and her player scored two successes
on the initial roll, which means that she must subtract one die from the normal 4 associated
with her chapel, leaving only 6 dice to test the connection with.

Dice Pool: Resolve + Anchor Rating

Action: Instant.

Dramatic Failure: If the Anchor had more than one dot, then its rating is dropped to one, which
decreases the Wraith's Essence Pool accordingly. If the Anchor only had one dot remaining, the
Wraith either disappears into another Anchor to undergo a Harrowing, or vanishes completely
if she has no Anchors remaining. In addition, the Shadow can make a Tainted Essence roll,
using the Anchor's previous rating, no matter what fate befalls the Anchor.
Failure: The Anchor's rating is decreased by one, which also decreases the Wraith's Essence
Pool by one. If the Anchor only had one dot remaining, the Wraith either disappears into
another Anchor to undergo a Harrowing, or vanishes completely if she has no Anchors
remaining.

Success: The Wraith's connection to the Anchor is tested, but holds.

Exceptional Success: The Wraith's connection to the Anchor not only holds, but is spectacularly
reconfirmed. The Anchor's rating is raised by one dot, which also raises the Wraith's Essence
Pool by one. This new dot can take the Anchor's rating above 5, if that's the case.

Regaining Corpus from Anchors:

Wraiths have the same healing times as Mortals, when it comes to Bashing and Lethal damage.
And they are usually able to heal damage to their Corpus by spending Essence.

However, sometimes Wraiths are dangerously low on Essence, and need to retreat to an
Anchor to heal up. And Aggravated damage is so severe for Wraiths that it can't be healed
except by using one's Anchors to do it.

A Wraith can use any of the methods detailed in Regaining Essence from Anchors to heal
Bashing or Lethal damage. Instead of each success giving a dot of Essence to the Wraith's
Essence Pool, the power is used to knit the Corpus back together. Any Essence that goes above
and beyond what's needed to heal the wounds goes into the Essence Pool as normal.

Bashing is healed on a one success for one Corpus basis, while Lethal costs two successes per
Corpus. Aggravated requires three successes per Corpus, plus an extra expenditure of
Willpower for each Corpus healed in this fashion.

As with regaining essence, a Wraith can make as many rolls in a Scene as the Anchor has dots
in its rating. Again: the more powerful the connection between the Wraith and the Anchor, the
more power she can harvest from it.

Note that with Proximity, a roll is still unnecessary. However, the Wraith must still be
completely at rest for this to work, regardless of whether she's healing Bashing or not.
Consorts

She comes to me only at night, when I'm halfway to being asleep. She crawls beside me, in my
bed, and whispers sweet things in my drowsy ear. Her kisses are like a breath of fresh air on
my lips. Her hands are clouds that move over and within me...

Oh yes, we make love, my lover and I. But she slides inside of me. And when we are done we
sleep together, just like that - nestled inside each other like wooden dolls.

She shows me such wondrous and amazing things, in my dreams. She leads me through the
gates of slumber and takes me far away...

Oh, I wish you could see these things. I wish I could do them justice. I thought I knew beauty
before, but never like this.

I thought I knew love, too, but I was wrong.

They say I'm mad to love the dead. I say I'd be mad not to.

Why can't you just be happy for me...?

- Patient AB-366, Starkmoore-Raven Mental Institute

Mortals who have the privilege - or misfortune - of being given the special attentions of a
Wraith are generally known as Consorts. They are also sometimes called lovers, bitches, toys,
victims, thralls, servants or hired hands, depending on the relationship between the Wraith
and her Consort. It's also common to put "meat" in front of the term, as in "meat-lover" or
"meat-toy." {This is done to keep them from being confused with Wraiths, who have toys,
lovers and servants of their own.}
An older term for a Consort is etera - "servant" - though it's a rare Wraith, and usually one
from The Order, who chooses to evoke this archaic phrase. They say that once, long ago,
Wraiths were encouraged to maintain vast numbers of etera amongst their descendants, who
worshiped their ghostly ancestors like gods. But this is often scoffed at by modern Wraiths,
who wonder how anyone could have managed so many Consorts at once...

Wraiths take Consorts for many reasons. Sometimes it is a short-term relationship to allow a
Wraith to use her Numina while away from her Anchors, or travel some distance from them.
Sometimes they wish to keep tabs on a particular mortal, or go do some damage at a place - or
on a person - that the mortal frequently goes to. And if all else fails, they make good
emergency shelters when a Storm hits.

There's also a measure of protection a Wraith can provide a mortal while she's Marked, which
is why Wraiths often make Consorts of friends and acquaintances from their lives. But there's
danger for those mortals, too, which is why The Order isn't keen to have its Wraiths keeping
Consorts in the first place.

Making the Mark:

A Wraith doesn't have to make a special roll to make a Consort, unless she is using Anchorage
to do so. All she has to do is expend 5 extra Essence, or 1 extra Willpower, while using Numina
on that mortal, and she gains at least partial "ownership" over that individual. Each use of
Numina that counts towards making a Consort must be done at least 24 hours apart from one
another, though the Wraith is free to perform other acts upon the mortal in the meantime.

The number of times extra Essence and/or Willpower must be expended to create a Consort
depends on how close the mortal was to the Wraith in life. A complete stranger would require
five "loaded" uses of Numina to be done upon her, while a friend might take three, a close
family member two, and a child, lover or spouse could only require one. {Storyteller's
discretion in all matters.}

The Wraith can, if she chooses, expend a dot of Permanent Willpower while using the Numina,
instead. This gives her full ownership over the mortal right then and there, but few Wraiths are
willing to go to that kind of trouble: not only is it expensive, but it carries the risk of
Ossification {see below}.
After the final application of Numina, the mortal is a Consort. She now appears as "real" to the
dead as other Wraiths, and Anchors, though she can't see other Wraiths - or Ghosts, for that
matter - unless they Manifest to her. She also gains a special sigil upon her forehead, visible
only Wraiths, that is known as the Mark: it identifies her as the property of the Wraith that
made her a Consort.

Marked

The Mark is a sigil that is unique to each Wraith. No one else has the same Mark, and it is
supposedly impossible to force the Mark to look like that of another. {It is whispered that
some truly old Wraiths know a way to do it, though.}

Marks can be "read," but not without effort. If a Wraith wants to know whose property a
Consort is, she must touch the Mark and spend a point of Essence. This gives her a mental
image of the Wraith who Marked the Consort, and perhaps a sense of her personality - at the
time of the Marking. Unfortunately, it also lets the Consort's owner know that someone asked
after her, which is why reading a Consort's Mark is often known as "knocking" {or "ringing," to
modern Wraiths}.

Only Wraiths - and perhaps Mediums and Projectors - can see the Mark. Even the Consorts
who bear them cannot see them, unless the Wraith chooses to make it momentarily visible.
This costs one Essence, and causes the Wraith's Mark to flare, as though it were lit up just
under the skin.

At the Storyteller's discretion, other supernatural beings with sensory powers may be able to
detect the Mark on a Consort.

Note that more than one Wraith may lay claim to a single person at the same time, though this
can have disastrous effects for the Consort. A mortal who's "owned" by more than one Wraith
bears all their Marks upon her forehead, and suffers from all their Echoes {see below}.

A Wraith can choose to end her relationship with a Consort any time she chooses. All she has
to do is spend a turn in concentration, as though she were using Anchorsense, and will that it
be done, and it is. It doesn't cost the Wraith anything to end it, but there is a danger of
Ossification {see below}.

There's also a social stigma to those who "drop" their Consorts on a regular basis. Some see
them as highly stylish and urbane, like a rich mortal who never wears the same suit, or pair of
shoes, twice. Others see them as vain and wasteful, if not highly callous.
Owners Manual:

Consorts mostly behave like slightly-limited ** Anchors, except that they don't add to a
Wraith's Essence Pool, and won't save her from falling through the Barrier if she loses the rest
of her Anchors.

Those caveats aside, Wraiths that claim Consorts gain a number of advantages, along with a
few disadvantages, for their pains.

Advantages are:

* Anchorsense: a Wraith can extend her senses out to sense the environs of the Consort, just
as though she were a ** Anchor. When doing this, the Wraith's five senses register everything
the Consort does, as though she were the Consort. This sensation is not unlike the Possession
Basic Art of Bios, only without actually being there.

*Numina: Wraiths can use Numina in the presence of a Consort without having to pay an extra
dot in Willpower. The Arts can be used on the Consort, or else around her, but no more than
twenty yards beyond her person, as though she were a ** Anchor.

* Manifestation: Wraiths can manifest to, or around, Consorts with less effort. They get one
extra die for the roll, as though the Consort were a ** Anchor, and the first dot of Essence they
would have to spend is negated. As with Anchors, this means that a no-Essence and one-
Essence Manifestation is free, and only one Essence need be paid for a two-Essence
Manifestation. Wraiths can also choose to Manifest to the Consort only, and not others
nearby, for the same Essence cost.

* Travel: Wraiths can follow along after a Consort, as though she were an Anchor, without
suffering the usual modifiers for being so far away from her real Anchors. However, she can
only venture up to twenty yards away from the Consort, or else she feels the pull of her
nearest Anchor once again. Wraiths can also spend a dot of Willpower to travel to her
Consort,, as though she were an Anchor.

* Essence: A Wraith can gather Essence by being in the presence of a Consort, using any of the
means listed in Anchors. The Consort is treated as a ** Anchor, which limits how much Essence
can be gained. Wraiths should also be very cautious about using Larceny, as failure on the roll
to maintain the connection completely severs her from the Consort.

* Healing: Wraiths can heal herself inside the Consort, as though she was a ** Anchor.

* Storms: Wraiths can slip inside their Consorts and hide while the Storm rages around them,
so long as the Storm could be deflected by a ** Anchor. If it's stronger than that, the Consort
isn't much help.

Disadvantages are:

* Echoes: Much like any Anchor, there is a sense that the Consort is "touched" by the
supernatural, which adds a modifier to rolls to detect that something is truly odd about her.
How much of a Modifier it is depends on how close the Wraith was to the person at the time
of her death: a complete stranger has +1, while a beloved, lifelong spouse or favorite child has
+3. And for each additional Wraith past the first who claims the Consort, another +1 Modifier
is added on.

* Letting Go: A Wraith can sever the connection between herself and the Consort anytime, as
stated above. However, if she's below half of her Willpower when she does it, she has to roll
against Ossification due to the loss of time and effort the dropping represents. And if she
gained the Consort by spending Permanent Willpower, then she has to make the roll no matter
where her Willpower may be at that moment.

* Sympathy: The connection between the Wraith and the Consort is both spiritual and
physical. If the mortal has damage done to her, the Wraith feels it - point for point, type for
type. While this doesn't do damage to the Wraith, she does suffer any dice penalties the
Consort does, up to and including being Incapacitated.

* Death: Should the Consort die before the Wraith can sever the connection, the Wraith goes
into a Harrowing without the Shadow having to spend any Tainted Essence. And if she used
Permamnent Willpower to make the Consort, she must make a roll against Ossification once
she gets out of the Harrowing - even if she rolled an Exceptional Success for the Harrowing.

May Break - Handle With Care


As a Consort's horror, pain and death is reflected back upon the Wraith, it's usually not a good
idea to use dangerous or maddening Numina in their presence. If they go suicidal, or start
having shocking lapses in self-control or self-preservation, the Wraith might be able to sever
her connection to the Consort just before she dies. But that's still a massive waste of time,
energy and effort.

To try and avoid this, Wraiths often use their "Consorts of Convenience" as Trojan Horses. They
walk alongside them into someplace they really need to be, do their damage once the
Consort's out of sight, and then do their best to keep the Consort from even knowing about
what went on. This isn't always possible, but it's a lot better than letting loose right in front of
the poor dope.

As for more long-term Consorts, Wraiths often try to let them know what's going on - or a
highly doctored version of it, at any rate. If they can help the mortals understand what the
stakes are, they may not only gain willing partners, but get their Consorts to bend their sanity
and morality around to the Wraith's needs. How can it be "murder" if they're doing away with
the bastard who killed the Wraith in the first place?

Damage and Healing

Wraiths' bodies are made of an odd, bloodless soulstuff referred to as Corpus. While Corpus is
firm and solid, it is also as fragile as the flesh Wraiths had in life. And while they are in little
danger of being destroyed by most wounds, they are more than capable of feeling pain.

Wraiths follow all the rules on taking damage from The World of Darkness, pp. 171 - 181, with
the following notations:

* Wraiths are not subject to Deprivation, Disease, Drugs, Electrocution, Fatigue, Poisons and
Toxins or Temperature Extremes.

* Wraiths aren't as incapacitated by pain as mortals are. They begin to lose dice from their
pool only when the second-to-last box of Corpus is marked, and they suffer a -1 penalty. The
last Corpus box gives a -2 penalty.

* Wraiths do not suffer the Incapacitation rules on pg. 173 - 174, and are in no danger of
"dying". If their Corpus is all marked out, they dissipate and must go to a nearby Anchor to be
Resurrected within the hour, provided they can beat their Shadow's Denial. {See below}
Now I Destroy You...!

Some kinds of attack are so devastating and severe that no Wraith can withstand them, and
being dropped to zero Corpus truly does mean the end. Most of these attacks fall under the
mechanic of Aggravated Damage, though some special kinds of attacks - usually by Ferrymen
or the Damned - can destroy a Wraith outright.

If a Wraith is brought down to her last point of Corpus through Aggravated Damage, she will
be destroyed if the final blow damage more than, or equal to, three times her remaining
Corpus.

So if Robert is maimed by a weapon that does Aggravated Damage, and he has two Corpus left,
his would-be killer would have to do six or more levels of damage to him in order to truly
destroy him. Any less, and he will simply reform at his Anchor - provided his Shadow lets him.

Dissipation is the complete or partial evaporation of the corpus as the Wraith's physical form is
rent assunder, and the Wraith travels to the nearest Anchor to Resurrect herself. In cases
where the evaporation was partial, a "cocoon" is left: a hollow or hideously emaciated body
that has no spiritual aspect to it whatsoever. No one is really certain why cocoons are left
behind, but they can be Shaped into useful objects as surely as any Wraith, which makes the
after-battle looting that much sweeter for the victors.

Healing

Wraiths heal Bashing and Lethal damage in the same time as mortals, as per the rules on pg
175 of The World of Darkness. Unlike mortals, medicine and first aid will not help a Wraith.
Their bodies "know" how they fit back together, and will eventually do so, but this process
cannot be rushed except through use of the Shaping Numen.

Wraiths can accelerate this process by using the energy gained from their Anchors, however.
Rather than using their emotional energy to fill their Essence Pool, they can replenish their
Corpus instead. Details on this process can be found in Regaining Corpus from Anchors.

Wraiths can also spend Essence to instantly heal Bashing and Lethal damage to their Corpus.
Wounds are seen to zip back up again, limbs reattach themselves and spilled organs slop back
into the body, closing the rent behind as they go.
Healing Bashing damage in this fashion requires one Essence per Corpus regained, and Lethal
requires two Essence per Corpus. This instant healing can be done while active, such as when
engaged in combat, but it must be the Wraith's only action that turn. Also, the Wraith can only
spend up to her Stamina in Essence per turn to instantly heal - the Corpus can only handle so
much stress and shock.

Fooled You

Given that Wraiths can't always heal damage in one go, and must not attack while instant-
healing, a common tactic is to fall down "dead" {that is, stunned}, heal on the ground, and
then get back up once one's opponent has passed.

This kind of low trick - known as "playing dead" - often works with new Wraiths or stupid
brawlers, but seasoned warriors are all too aware of their bodies and how to get around their
limits. This is why such Wraiths won't frown on stabbing a seemingly-prostrate opponent, and
why most fights inevitably end with the victor standing over a dissipating Wraith.)

Note that Aggravated damage cannot be naturally nor instantly healed. The soul-jarring
wounds caused by such damage are so serious that they can only be healed by spending
Essence gleaned from an Anchor, while in the presence of that Anchor. The Wraith must spend
three Essence and one dot of Willpower per dot of Corpus regained, and it takes a Scene per
dot of Corpus, during which the Wraith cannot do anything physically strenuous at all.

Resurrection

Most of the time, being dropped to zero Corpus need not destroy a Wraith. So long as she has
Anchors that connect her to the lands of the living, and some Essence left within her, there is a
good chance she can come back - a process known as Resurrection. She will have to fight her
Shadow to do this, but should this inner battle - known as a Denial - be successful, she will
reform by an Anchor within the hour.

When a Wraith is dissipated, she falls into a dreamlike state, much as though she had
reentered her Fugue, and floats towards an Anchor. Wraiths tend to head for the nearest
Anchor, but if they're more or less equidistant from more than one, they will unconsciously
head for the largest one.

Most Wraiths say that they spend this "dream" reliving their death. Others are subjected to
reminders of personal failure, relived tragedies and other, even more nightmarish scenarios.
These are all courtesy of the Shadow, the better to prepare the Wraith for its attempt at
Denial.
The dream usually lasts for no more than ten minutes, though it may feel like forever. At the
end of it, the Wraith is "greeted" by her Shadow, who is seen to be standing between her and
the Anchor. The specifics of the conversation that follows vary from Wraith to Wraith, but they
essentially follow the same pattern: the Shadow would very much like the Wraith to just give
up and die, and the Wraith - unless she has truly had enough - wants to keep going on.

Once the impasse is clearly reached, the Shadows's Denial begins. Should the Wraith succeed,
she pushes past the Shadow, reforms ever so slightly - one Corpus - by her Anchor, and must
either use its energies, or her own Essence, to heal herself from there. Fortunately, the
exertions of the Denial are such that her Shadow is kept from harassing her at all for a day and
a night.

If the Shadow succeeds, the Wraith is blocked from Resurrecting herself at that time, and must
go back into the dream until she can try again. During this time, the Wraith cannot regain
Essence from her Anchors, but does not need to spend Essence to keep going.

With each subsequent successful Denial, the time the Wraith spends in the dream becomes
longer, and her dice pool smaller. This cycle continues until she either succeeds, fails or gives
up. A Wraith who fails or gives up ceases to exist, fulfilling her Shadow's need for silence.

1st Denial

An hour

2nd Denial

12 Hours

3rd Denial

A Day

4th Denial

Two Days

5th Denial

A Month

6th Denial

Six Months

7th Denial

A Year
8th Denial

Two Years

9th Denial

A Decade

10th Denial

A Century

11th Denial

A Millennium

12th Denial

???

Cost: 1 Essence for the Wraith, 1 Tainted Essence for the Shadow

Dice Pool: Intelligence + Presence + Angst vs. Resolve + Composure + Eidolon

Action: Contested

Dramatic Failure: If the Wraith suffers a Dramatic Failure, she is either destroyed or instantly
Damned, depending on how powerful the Shadow is.

Success/Failure: If the Shadow fails, the Wraith pushes past it to her Anchor, and can begin the
process of Resurrection. If the Wraith fails, she is pushed back into the dream for the period of
time indicated on the chart above. Once that time is passed, if she has enough Essence she can
challenge the Shadow again, but loses one die from her pool per successful Denial. If she does
not have any Essence remaining, she is destroyed.

Exceptional Success: If the Shadow scores an Exceptional Success on the roll, it gains a point of
Angst for such an amazing assertion of its will. If the Wraith scores an Exceptional Success, she
gets back her full Willpower for such a spectacular assertion of her desire to go on.

Deathtypes
Something in me - Dark and sticky

All the time it's getting strong

No way of dealing with this feeling

Can't go on like this too long

Digging in the Dirt - Peter Gabriel

The first division in undead society - at least past the matter of being Asleep or Awake - is
caused by the last moments of every Wraith's mortal life.

The means by which one dies mark the dead in ways that are both indelible and
unquestionable. They provide Wraiths with with the source of their Deathmarks, and an
affiliation towards certain Numen. And they also make each Wraith stronger in one regard, yet
weaker in another, as though they were caught in some kind of spectral balancing act.

Deathmarks: Noticeable changes to a Wraith's Corpus that are a signature of the the manner
of their death. These "Deathmarks" can be Shaped away, or hidden by other means, but a
Wraith's "default" appearance will always have these features.

Numen Affiliation: Most Wraiths have a choice between two Numen to have an Affiliation
with. This means that they pay less Experience to learn Arts in that Numen. They also may
reroll two dice, rather than only one, for each die on a Numen roll that comes up 10.

Advantage: Upon dying, Wraiths get a one-dot bonus in a particular Attribute. This can take a
Wraith above 5 dots.

Disadvantage: All Wraiths also gain a nasty reminder of their death. Sometimes these are
negative Modifiers to certain rolls, and sometimes these are general conditions.

Death Trigger: The connection between the Wraith's current existence and the ghastly half-life
of her time as a Ghost is more than just a bad memory of time lost. If the Wraith sees a
particularly harsh reminder of how she died, her Shadow will take advantage of the psychic
shock to attempt Catharsis. And when this happens, the Shadow may make its roll as though
its Angst were 2 higher than it actually is.
Violence:

Those slain by Violence are something of an angry breed, hence the nickname of "Ragers,"
"Redfaces" and "Bruisers." They know too well the cost of anger, and yet they are marked with
an odd propensity towards it, reflecting in an increase in their strength. They also become
attuned to either controlling fear in others, via the Numen of the same name, or channeling
their rage and pain through the strains of Kinesis. And their anger will become all too clear if
they are presented with a close reminder of how they, themselves, died, as they may slip into
Shadowstate without meaning to.

Deathmarks: The final act of violence against the person takes permanent and exaggerated
form on the Wraith, forever marring her body. The "blood" from this wound continues to drip,
but dissipates before it reaches the floor.

Numen Affiliation: Fear or Kinesis

Advantage: Strength +1

Disadvantage: May go into Shadowstate involuntarily if they get extremely angry, or have an
act of extreme violence done to them, their friends or their Anchors.

Death Trigger: Seeing someone die like they did, unless they intentionally cause the death.

Sickness/Starvation:

Those who succumbed to Sickness or Starvation are conversely granted an increase in their
stamina, as if to make up for their bodies' failure. These dead are known as "Sickies" and
"Plaguebearers," even if they starved to death, due to the horrid miasma of disease and
sickness that surrounds them. The experience of having died in this all-too-earthly fashion
lends them an affinity towards either the Bios or Embody Numen, as they have either gained
an insight into the workings of the human body, or forced themselves to be for so long that
Embodying now seems second nature.

Deathmarks: The symptoms of the fatal malady are exaggerated, and permanent. Those who
died from Jaundice have yellow skin, and those who died from fevers are sweaty and seem to
radiate heat. Those who died from hunger or thirst are thin and gaunt, with skin stretched taut
against the bone and eyes sunken deep in their sockets. They also look extremely hungry.

Numen Affiliation: Bios or Embody

Advantage: Stamina +1

Disadvantage: A sickly miasma of disease or look of terrible hunger causes them to lose dice
from Presence and Manipulation rolls. These rolls all have a -2 modifier. Fellow sickies are not
affected by this negative modifier.

Death Trigger: To see someone die from the same disease or condition. If the Wraith helped
cause the infection, the roll is +2.

Old Age:

The ones taken by Old Age are often referred to as "Elders" or "Grandparents," when they're
not being derided as "Antiques" or "Old Farts." Having forced themselves to live as long as they
did increases their resolve, just as having gotten so old makes them more attuned to the Bios
or Decay Numen. But they also face the danger of giving up too easily, or falling into a deadly
rut - leading to easier Ossification if they're not careful about it.

Deathmarks: Wraiths who died from advanced age, or some of the "natural causes" such a
state of being brings about, have stark white hair and a gray tint to their skin. They also have
cobwebs about their bodies, as though they were falling victim to Ossification.

Numen Affiliation: Bios or Decay

Advantage: Resolve +1

Disadvantage: May Ossify if they remain inactive for too long. All their Ossification rolls have a
-2 penalty unless they were being active at the time.

Death Trigger: Seeing mortals give up to mortality and old age without a fight. If they know the
mortal well, it's +1.
Happenstance:

Happenstance takes many a victim, and grants them an increase in their dexterity as if to make
up for the whole thing. They are also granted affinities with Kinesis and Fate, which may give
them a better chance the next time around. However, all "Accidents," "Whoopsies" and "Slip-
Ups" are also cursed with suffering physical flashbacks to their deaths, both on important
anniversaries and in eerily similar circumstances.

Deathmarks: The wounds from the accident that killed such Wraiths stay upon them. But -
unlike those who died from Violence - these wounds do not bleed, burn or break, except when
the Deathmark's owner suffers a flashback.

Numen Affiliation: Fate or Kinesis

Advantage: Dexterity +1

Disadvantage: Can suffer physical flashbacks to their death. Anytime she sees someone die
exactly like her, pass the place of her death, or comes upon the anniversary of her death, the
Wraith must roll her Resolve + Composure or spend a Scene reliving the whole thing.

Death Trigger: Seeing people die because of a stupid accident that could have been prevented.
If they could have reasonably helped to prevent it, but didn't, it's at +2.

Insanity:

The "weirdoes" and "lunatics" who died due to their own Insanity are not often popular, even
if they might have a talent for the much-needed Castigate Numina as a result of wrestling with
their inner demons. This may be because they can also have a talent for the Fear Numina,
instead, or perhaps because their mania followed them even unto death, in the form of a post-
mortem insanity that can never be healed. The fact that their composure is raised to help
counter this handicap is often lost on those who would judge them.

Deathmarks: Wraiths who died as a result of their own madness have the unblinking, glassy
stare of the lunatic.
Numen Affiliation: Fear or Castigate

Advantage: Composure +1

Disadvantage: Must begin play with a mild "Derangement" that can never be fixed. Pick one
from The World of Darkness, pp. 96 - 100: ideally, it should have something to do with how the
Wraith died, though not always.

Death Trigger: Seeing people surrender to insanity, whether permanent or temporary. {Unless
the Wraith caused that insanity, of course.}

Mystery:

Also unpopular are those whose deaths are a Mystery, even to them. Bereft of Deathmarks,
they stand out like sore thumbs, and could develop a talent for any Numina at all - including
ones that are hard to come by, or possibly even unique. Their wits have been sharpened by the
uncertainties of their death, but they will need them, for they are compelled to seek out any
new evidence of what may have happened. And once the mystery is solved, their proper
Deathmarks appear, and they can no longer be referred to as "blanks," "enigmas" or
"questions."

Deathmarks: Those who have no idea how they died are unique in that they have no physical
Deathmarks whatsoever. Only when they discover what killed them will the marks manifest, if
at all.

Numen Affiliation: One Common or Uncommon Numina of choice

Advantage: Wits +1

Disadvantage: These Wraiths are compelled to seek out new evidence concerning their deaths.
If they find out any new evidence concerning their deaths - even a hint of it - they must make a
Resolve + Composure roll at -3 to avoid dropping everything and following that lead up.

Death Trigger: To be harshly confronted by the fact that they don't know what happened to
them.
Fate:

The most unpopular Dead of all are those who died due to the hand of Fate in action - mostly
because no one but the "Touched" know who one another are. The "Condemned" sport
proper Deathmarks according to how they died, but the why of it revealed only to one
another, in a special Deathmark only they can see. The hand of Fate upon them makes them
more manipulative, perhaps because they are more attuned to how the world works, and they
can have an affinity for either the Fate or Embody Numen along similar principles. But that
hand can also be very controlling, and many of the "Puppets" find out that it can control them
just as easily, occasionally turning them into automatons and sending them off on some
unguessable errand.

Deathmarks: Those who were Fated to die display one of the marks above, appropriate to the
manner in which they left the world. However, they have another, truer mark: a strange,
indescribable sigil upon their forehead that seems to change from moment to moment. This
true mark is submerged, however, and visible only to others who were taken by Fate as well.

Numen Affiliation: Fate or Embody

Advantage: Manipulation +1

Disadvantage: The Fated run a constant risk of becoming a puppet of Fate. Anytime the Story
calls for it, the character will be hijacked and made to do something. The player will not know
what this is, and the other Wraiths will have to discover this on their own - provided they know
anything's happened at all.

Death Trigger: The same trigger as however they died: those who died because of violence will
have the violent trigger, and so on.

Essence

Oh come with me, eh come with me

Concur and swallow me

Explode secrete your tender


Let's scream out like the sea

The Sweetest Drop - Peter Murphy

To Wraiths, unlife is a careful balance between hope and horror - a balance maintained by the
strength and well-being of their Anchors, and kept aloft with the Essence those Anchors
provide.

A Wraith who is filled with Essence feels "alive," in a sense. She is full of energy and boundless
potential, and glows as though lit from within. Conversely, a Wraith who is low on it, or has
none, feels the full weight of her death, and is sluggish, morose and dull-colored. There may be
no actual difference between the two Wraiths, in tems of what they can do - barring a lack of
Essence to fuel it - but they feel worlds apart.

Gathering and maintaining Essence, then, is of primary importance to a Wraith. She feels the
need to be full of it - or at least mostly full - the same way a mortal feels the needs food and
water. And while a Wraith can go without Essence, having too little of it in one's body may lead
to Ossification.

Ways and Means:

Wraiths gain Essence from:

* Direct Contact: Wraiths can take Essence that's given by others, or stored, by certain uses of
the Shaping Numen. They can also take advantage of fields of ambient Essence, though these
are sometimes rare.

* Anchors: Being in the proximity of one's Anchors - or that of another - gives a certain amount
of Essence per hour. Access to one's own Anchors can give more options to harvest Essence,
some of which are more risky than others. See Anchors for more details.

* Scaring the Living: Any time the dead interact with the living in such a way that the mortals
know, without a doubt, that they've been haunted, the strong emotions created feed Essence
to the Wraith. See Haunting for more details.
* Taking it from Others: Those who have the Shaping Numen are able to leach Essence - and
Corpus - from other Wraiths with a touch. The Numen also provides ways to take it directly
from the living, or other spiritual entities encountered in the Deadlands.

Wraiths spend Essence to

* Keep Going: Wraiths - ever-aware of their unnatural condition - must spend one Essence at
the stroke of Midnight in order to keep going the next day. This is an automatic expenditure,
and those who have no Essence at Midnight lose a point of Corpus, instead - a wound that's
treated as though it were Aggravated.

* Fuel Numina and Affinities: Wraiths sometimes must use Essence to fuel their innate and
learned powers. Sometimes the use of Numina can lead to Essence being regained {See
"Scaring the Living," above} but more often than not it's lost in the use.

* Heal Quickly: Wraiths heal Bashing and Lethal damage in the same time as mortals, but can
spend Essence to heal the damage to their Corpus right then and there. Also, Aggravated
damage is so serious to them that it can only be healed by spending Essence gleaned from an
Anchor.

Going Over:

A Wraith tends to start "life" with ten dots in Anchors, but can go up to 10 plus her Permanent
Willpower without danger, courtesy of the Fetterbound Art of Anchorage. This also means that
a Wraith can have an Essence pool of 10 plus twice her Permanent Willpower without danger.
Once this limit is breached, however, it becomes harder for a Wraith to handle her now-
increased Essence pool - Corpus has its limits.

To safely absorb Essence above the danger limit, the Wraith must roll her Stamina +
Composure. Each dot of Essence to be absorbed takes one dice away from this roll. Success
means all Essence is absorbed, Failure means the Wraith suffers a level of Lethal damage for
each dot of Essence she tried to take in. Dramatic Failure gives a level of Aggravated damage
for each dot of Essence.

Example: Xavier, a powerful Wraith of The Order, has a Stamina of 4, a Composure of 3,


Willpower of 7, and a total of 23 levels in Anchors. This means that his Essence Pool could go
up to 30 {23 + 7} but he can only handle 24 {10 + 7 + 7} Essence safely. And if he's at 24
Essence, and stands to gain more, he must roll 7 dice {4 +3} minus one for each dot of Essence
he stands to gain. As he stands to get four extra Essence, he must roll 3 dice.

Haunting

It is absurd asking me to behave myself... quite absurd. I must rattle my chains, and groan
through keyholes, and walk about at night, if that is what you mean. It is my only reason for
existing.

The Canterville Ghost - Oscar Wilde

While any Wraith can gain Essence from Anchors, or absorbing it from other means, Wraiths
can also gain Essence by haunting the living. It's quite a gamble, given that they have to spend
Essence to try and gain more back. But they say that there's nothing better than the Essence
gained after you scare someone so badly that they turn pale, swoon and wake up with grey
hair.

Meanwhile, the Haunters say there's nothing better than frightening someone so badly that
they die - horribly - right then and there. The fact that their sinister Concord does it on a
regular basis, and the awful messes it leaves behind, is one of the many reasons why this
behavior is frowned upon.

Still, many Wraiths reason that they were given these terrifying abilities for a reason. And
needs must when the Devil - or a lack of Essence - drives...

Keep Out, Meatbag

Any time a mortal has a Numen used offensively upon them, they must make a Resolve +
Composure roll to avoid fleeing the area. {Possible modifiers are listed below.}

Whether the mortal turns around and calmly walks out of the house, or screams, wets herself
and dashes far away depends on the characters, of course. But the result is the same: the
strong emotional states of fear, shock, terror or horror that are generated create a buffet of
energy for the Wraith to dine on.

In the meantime, the mortal will not willingly return to the location for at least a day, and if
trapped, she must spend the time trying to find a way out. The Wraith is free to use other Arts
on the mortal to gain Essence in this time, but once a specific Art's gained the Wraith some
Essence, she can't use it to gain Essence from the same mortal for another 24 hours.

"Offensively?"

There's a lot of wiggle room around this concept, so as to not tie down Storytellers and
empower Rules Lawyers. Suffice it to say that not every use of Bios is meant to scare the living,
but some Numen Arts can really only be used to terrify.

However, note that the use of the Manifestation Affinity is not offensive, unless the Wraith
Manifests in such a way that she cannot be mistaken for human, and then chooses to scare
and/or attack the Mortal. And if the Wraith stacks her Manifestation with certain, terrifying
Embody Arts, then it's fair game for a roll.

A Banquet of Fear

After the mortal has rolled Resolve + Composure, compare the successes on the Wraith's
Numen roll and the mortal's roll to avoid fleeing.

If the Wraith received more successes than the mortal, subtract the mortal's from the
Wraith's, and pay the difference back to the Wraith in Essence. If it was a tie, the Wraith gets
nothing.

On the other hand, if the mortal received more successes, she now has a +1 Modifier to her
roll when dealing with that Wraith's attempts to scare her off using that Art. And if it was an
Exceptional Success, the Wraith cannot hope to use that Art to scare that mortal again - the
meatbag has become immune.

Cost: None

Dice Pool: The Wraith's Numen Roll vs. Mortal's Resolve + Compsure
Action: Contested

Dramatic Failure: N/A

Failure: Nothing happens, and the mortal now has a +1 Modifier to her Resolve + Composure
roll when that Wraith uses that Art against her in the future.

Success: One dot of Essence is given to the Wraith per success over the mortal on the Resolve
+ Composure roll.

Exceptional Success: The Wraith not only gains a dot of Essence for each success, but also gets
a point of Willpower back for the "moral" victory over the mortal.

Possible Modifiers:

* The mortal has a Willpower of 7 or higher: +1 for 7, +2 for 8, and so on

* The mortal is armed with knowledge about the Wraith, and has some idea of what to expect:
+1 to +3

* The mortal has faced that Art from that Wraith before, and persevered: +1

* The mortal has been frightened by that Wraith before: -1 to -3, depending on how badly.

Morality

A Ghost cannot improve her Morality, and is doomed to unconsciously watch it slip slowly
away over the years. Such poor creatures may end up Damned before they even know the
meaning of the word.
Wraiths, on the other hand, are able to maintain, and even improve, their Morality as time
goes by. However, the ravening voice inside their heads can grow more powerful in that time
as well. And the more powerful the Shadow becomes, the less a Wraith is able to raise her
Morality above a certain point; A Shadow can even force a Wraith's Morality to go down a
notch, if it gains enough power to overwhelm it.

The basic rule is that the extent of the Shadow's power forms an upper limit to how Moral a
Wraith can be. For example, a Shadow with an Angst of 3 would keep a Wraith from ever
improving her Morality past a 7. And if that Shadow's Angst grew to 4, the Wraith's Morality
would be shoved back down to 6.

Wraiths mostly follow the Morality rules on pp. 91 - 94 of The World of Darkness, with the
following exceptions:

* Wraiths do not get Derangements, and any Derangements that were had at the time of
death are folded inwards, to become quirks of the Wraith and aspects of the Shadow. {An
exception to this rule are those who died from Insanity, as they begin play with a "mild
Derangement." This cannot be healed, but it cannot get any worse, either}

* When a Wraith loses a Degeneration Roll, she loses a point of Morality as normal. Should the
Wraith then lose the roll to check if she suffers a mental imbalance because of the experience,
the Shadow gains a Tainted Essence-free shot at a Harrowing, just to see if it can gain a dot of
Angst in the mental confusion that follows. {See "Harrowings," in the Chapter on Shadows, for
more information}

* A Wraith can, with Storyteller permission, add a Modifier to her Degeneration Roll if she acts
in pursuit of her Virtue unless her Shadow type is connected to her Virtue. If that's the case,
then she cannot add a Modifier, even if the situation would otherwise merit one.

Shadows

Shadows in General

Types of Shadows

Angst and Tainted Essence

Thorns

Shadowstate
Dirty Tricks

Shadows in General

Can you look outside your window

without your shadow getting in the way?

Building a Mystery - Sarah McLachlan

Mortals have the possibility of gaining a Derangement if they lose control of their minds, or fail
a Morality roll. Wraiths, on the other hand, start the game with a Derangement of sorts. And
this Derangement is the Shadow.

The Shadow is every Wraith's worst nightmare. It is a sentient outgrowth of the worst, most
self-destructive parts of the Wraith's persona. It starts out annoying, and gets steadily worse as
time goes along: becoming more powerful, more tempting and more dangerous with each
passing year.

The Shadow is a perverse extension of the Wraith's own Morality: a result of the shame, horror
and/or self-disgust the Wraith feels when she goes too far in following her inner drives. The
person who seeks Justice may lose control and become The Vigilante, willing to smash all sense
of law and order to get revenge. Meanwhile, the Lustful person may fly into a rage when a
potential partner says "no," and become The Violator.

At early stages the Shadow is just a tendency towards certain kinds of behavior, but as the
Wraith's Shadow grows, it becomes more and more dominant. It starts talking to her, making
improper or high-minded suggestions, and altering her perceptions of reality in such a way as
to get the Wraith to do what it wants. And the more the Wraith complies, the more powerful
the Shadow gets

After enough wear and tear has taken place, the Wraith lives in a mentally confused state, and
is known as one of The Lost. Such a Wraith is beset by constant illusions, impulses and
suggestions, and these persuade her to act out her Shadow's desires. Such Wraiths tend to live
in a world of their own, unable to tell Shadow-spawned fantasy from reality.
With some outside help, or a courageous display of self-knowledge and personal resolve, a
Lost Wraith might be able to come back. But there is a point where she will be completely lost
to goodness and sanity, and will become an insane, amoral and evil thing that lives only to
indulge its outrageous drives.

Wraiths call such monsters by the name of The Damned, and rightly fear - and destroy - them.

The Book of Truth and Joy

Untold ages ago, the Pardoners discovered an incredible thing: a collection of scrolls, written
by one of the more literate of the Damned, that described with horrible detail the mindset of
Shadows. The creature had called its masterwork The Book of Truth and Joy, and while the
Pardoners found much truth inside its demented stanzas, they found little joy to accompany it.

While the book was written from the viewpoint of one particular Shadow Type - and debate
still rages as to which one it was - its worth in understanding the "mind" of Shadows is
incalculable. Everything a Pardoner needs to know about what a Shadow is, what it wants, and
intriguing glimpses as to what it can and might do, are there. And Pardoners have used its
teachings to anticipate or second-guess Shadows ever since.

Copies of this book are available to Pardoners, but there are few copies, and the waiting list to
view it is quite extensive. It is a lucky Necropolis that has its own copy - all others must petition
that city's Pardoners for permission, and they are most often turned down for purposes of
security.

There is only one, complete and unexpurgated copy, other than the original scrolls. Some of
the sections of the book were so spiritually destructive that any who read them went Lost, and
then Damned, in short order.

After losing all the original translators, and a number of nigh-experienced veterans, to the
pages of the book, the Pardoners who oversaw its transcription locked that copy away, and
ordered new, less-explicit versions to be made, instead.

That single, unexpurgated copy of the book is somewhere in Italy, under constant watch. The
guards are never told exactly what they're guarding for fear of their being tempted to read the
proscribed sections.

Types of Shadows

I am the voice inside your head


{And I control you}

Mr. Self-Destruct - Nine Inch Nails

Just as every Wraith is unique, so is every Shadow. Every soul must beat its own, individual
path to Hell, or whatever nightmare lurks beyond the Barrier.

That said, there are some general "types" of Shadow, each of which operates within certain
parameters. These types correspond to the recognized Virtues and Vices of an individual's
Morality, and act as a deranged outgrowth of one of them. This is most often the side of the
personality that the Wraith did not appreciate in life, but it can also be a dark reflection of the
preferred side of her personality as well.

Death is nothing if not ironic...

The Heart's Thorn:

Each Shadow Type has a particular Thorn that is unique to that Type, and these special powers
are referred to as Heart's Thorns.

Unlike other Thorns, they don't cost Tainted Essence to activate, and won't give the Shadow
power over the Wraith. They instead give the Shadow a chance to get Tainted Essence directly
back, even if not in Shadowstate, by offering dice to their Wraiths.

Once the Wraith's Angst is powerful enough for Thorns' physical blemishes to manifest outside
of Shadowstate, the Heart's Thorn is most likely to show up first. It's not unknown for another
to jump to the head of that line, though. It all depends on the Shadow, and how it views itself
and the Wraith it's been shackled to.

Heart's Thorns cannot be purchased or gained by Shadows - they come with the Type, and are
not interchangeable.

Certain Considerations
A Heart's Thorn allows the Shadow to offer extra dice in certain situations, which must
correspond with the goals of the Shadow's Type. One die may be offered for each dot of Angst
the Shadow has, but Shadows don't have to offer over all the dice they could. How many dice
are actually handed over is for the Wraith and her Shadow to discuss between them, but once
the decision is made and agreed to, these tainted dice are duly given so long as the Wraith
actually follows through.

Should the Wraith follow through, then the Wraith can use these dice in her next roll to do
something they've agreed upon. All the dice the Shadow offered must be used at this time.
And the Shadow gains a dot of Tainted Essence for each Tainted Die that comes up '10' -
including any '10's scored on the re-roll - as this result affirms the Shadow's self-esteem. {It's
recommended that the Tainted Dice be of a different color than the rest of the dice in the roll,
just to make keeping track easier.}

Shared Convictions

Heart's Thorns do offer a shared advantage, should the Wraith choose to invoke them in
Shadowstate. These powers tend to affect other Wraiths in the same way the Shadow would
like to affect the Wraith, herself, or else they cause other Wraiths to behave the way the
Shadow would prefer them to act towards the Wraith.

When the shared aspect of the Heart's Thorn is used, the Shadow gains Tainted Essence, just
as though it were a normal Thorn. She makes the appropriate roll, as listed in the rules for the
Heart's Thorns, and the Shadow gets a dot of Tainted Essence whether the power works or
not. These shared powers may last for a turn, a Scene, or another passage of time, depending
on the Thorn.

The Best Defense

Heart's Thorns also offer another advantage to the Wraith - that of being protected against her
own tricks.

Should another Wraith with the same Shadow Type attempt to use her Heart's Thorn on the
Wraith, she will detect it instantly, and may elect to go into Shadowstate to try and block it.
And unlike most Shadowstates, the Wraith may enter it without needing to ask her Shadow's
permission, though this gives the Shadow an automatic dot of Tainted Essence for the
violation.

Once in the Shadowstate, the Wraith may roll for the Heart's Thorn, which gives the Shadow a
dot of Tainted Essence as normal. Each success takes away one of the other Wraith's successes
to affect her. In fact, should the Wraith's successes exceed the other Wraith's, then the effect
is broken for all who would have been affected.

The Martyr

(Charity)

I'll give everything I have to save you!

If charity is the noble impulse to give of yourself to others, the Martyr turns this simple
kindness into a sick, self-destructive parody.

Whether it stems from feelings of worthlessness, or an unreasonable fear of one deity or


another, the result is the same: a Shadow who thinks that only through extreme self-sacrifice
can one be truly worthy of existence. And the Shadow constantly preaches this truth to the
Wraith, hoping to get her to think much more of others than of herself, to the point where she
not only neglects her own well-being, but seeks to make herself worse just to make the others
better.

Those who are overcome by the touch of the Martyr often look grotesquely messianic, or else
take on the appearance of a raggedy pilgrim, star-eyed ascetic or complete wretch. The
pathetic strangeness of their appearance puts them at -2 in all social rolls, except those that
require the onlooker or listener to feel pity.

Heart's Thorn: No Greater Love

The power of the Martyr stems from self-sacrifice, and the Shadow can offer dice to help the
Wraith perform an insane act of it. This might include such things as taking on an extremely
superior foe {or far too many foes} to allow others to escape, or defend a Necropolis, or else
bargaining as many favors as possible from a buyer while selling everything for the Wraith's
favored cause.

The shared power makes others doubt their own intentions, and wonder if they, too, should
lay down their lives on behalf of the Wraith. Each success on the Wraith's Presence + Angst
takes away one from the Defense scores of each opponent in hand-to-hand combat range for
the rest of the turn. Those who wander out of the Wraith's range get it back, until they return
to it, and those who wander in lose it, until they wander out.

The Zealot

(Faith)

You will see my way, dammit!

Those who are possessed of faith may believe many things, but perhaps none of their
convictions are as amazing as the understanding that all things have their place in the world.
No matter how wonderful or terrible, each event has meaning, and a place in the plan of God
{or the universe}.

But those who are zealots go a step further - and a step too far - by "knowing" full well what
the plan is, and seeking to see it done perfectly, and by their hand. No matter what the Truth
is, there can only be one perfect version of that Truth, one path to it, and one way for it to be
expressed. And there can be no questioning it, either: the Truth is the Truth, and all else is
heresy, apostasy, unpatriotic, politically incorrect or flat-out evil.

The zealot Shadow is unafraid to define it in those terms, and desires only to see the Truth set
on high over the broken backs of the wrong and misguided. As such, those who manifest the
look of the Zealot exhibit eyes that are either wild with fiery, violent passion or frozen with
cold, cruel certainty. The iron sense of their conviction makes others extremely uncomfortable
around them, and puts them at -2 on all social rolls, except amongst those who share the
cause - whatever it may be - or are temporarily allied to it, and in dire need of certainty.

Heart's Thorn: The Only True Course

Just as the Zealot lives to uphold the Truth against those who would defy or question it, so
does the Shadow aid the Wraith who does the upholding, and does not question it herself.
Extra dice is granted in the course of illustrating, preserving or expounding upon that Truth, so
long as the Wraith does not question the Shadow's interpretation of it {and, more importantly,
how to go about acting on its behalf}

The shared power extends the Shadow's benefit to fellow crusaders for the Truth. Any who
join the Wraith in her actions to uphold the Truth can gain extra dice to perform any act that
furthers that goal during the Scene. The amount of dice given to the Wraith's followers is
determined by rolling Presence + Angst, with each success giving each follower a die that may
be used on any one roll.
The players of the followers {or the ST, as the case may be} can determine for themselves
when these dice are used, but once used, they're gone. Note that, unlike the tainted dice
handed over to the Wraith by the Shadow, no Tainted Essence is gained for a score of '10.'

The Complicated

(Fortitude)

I never do anything nice and easy...

Those who exhibit the Virtue of Fortitude gain their strength from having their convictions
tested, and coming out the other end the better for it. Those who are addled by the
Complicated Shadow have a voice that is constantly urging them to truly test those
convictions. The saying 'Keep It Short and Simple' is anathema to such a Shadow, who thinks
that shortness is for the meek and craven, and simplicity is for well, simpletons, obviously.

This Shadow wants to see the Wraith constantly doing mental, physical and social gymnastics.
It urges the taking of unnecessary risks, performance of ridiculously over-the-top stunts, and
enacting of incredibly complex and/or hare-brained schemes in the prosecution of the
Wraith's duties or trials. And it won't be happy until the Wraith's done it all, and then some,
with a style and flair that could have rivaled a Greek hero.

Such exertions may benefit the Wraith, but more often than not it only gets her the reputation
for being a scenery-chewing windbag with no credibility. As befits such a belief, anyone
overcome by the Complicated appears to be adventurous to the point of sheer foolishness, or
cunning to the point of audacity. And they suffer a -2 to all social rolls with those who are
rightfully unimpressed by such stupid risk-taking or Byzantine intrigues.

Heart's Thorn: With Panache!

Those Wraiths with a Complicated Shadow have to jump through hoops to get their extra dice
- literally. This Shadow will only aid the Wraith if she agrees to do things in as complicated a
manner as possible, and the Shadow has a lot of really good ideas on how to make it that way.
{Note that the Shadow's ideas aren't guaranteed to fail on their face: the Shadow wants the
Wraith to succeed, but only so she can one day go out with a real gang, instead of a whimper.}

The flip side of this is the shared ability to confound the minds of others, so that they can do
nothing more than stare in gape-mouthed shock at the Wraith's actions. Those hit with the full
force of With Panache! are reduced to little more than befuddled zombies, and some go as far
as to applaud the Wraith who out-wits, out-dances or out-guns them.
To do this, the Player rolls Angst + whatever Attribute is most appropriate {Presence, Strength,
Dexterity, etc.}. Each success takes away a die from the onlooker's pool to react, whether the
appropriate reaction would be physical, social or mental. The effect lasts for as long as the
Wraith is performing her antics, plus one turn.

The Deluded

(Hope)

Someday my prince will come...

Hope is much like Fortitude, except that those who hope must inspire others not to give up. In
that sense, the Deluded Shadow is a little like the Complicated one, except that where the
Complicated are called to extreme action to see things done, the Deluded believe that
everything will turn out okay, so they don't have to do a damn thing.

To be Deluded is to believe that not only is the entire world good and moral, but that its agents
of good are everywhere, and will leap to the Wraith's rescue when things get tough. Such
Shadows are always telling their Wraiths to just let things take place on their own, and not
worry about it. Prince Charming and the Warrior Princess will charge over the hill on white
steeds at the last moment, every time - why break a sweat in worry or effort? And they
encourage the Wraith to get others to understand this as well.

The symptom of the Deluded is the look of delusion, itself. Such Wraiths seem eternally starry-
eyed and helpless, bumbling around on a wing and a prayer. Such Wraiths suffer a -2 on all
rolls to perceive their environment, or dangers lurking there, because they are so caught up in
the delusion that others must help them that they don't care to notice much at all.

Heart's Thorn: Good Things Come

The Shadow wants the Wraith to look after herself while others handle the problems, and
offers extra dice so she can stand her ground - or hide, if need be - while waiting for the
calvary.

These dice are handed over only on the understanding that the Wraith must do nothing to
actively improve the current situation: evasion and hiding are amongst the activities the
Shadow will support, while fighting back is not. The Wraith also gets extra dice to give an
impassioned speech encouraging others to wait for aid, keep the faith or remain hopeful that
they will be delivered from these trials.
The shared power of the Deluded is to project a feeling of victorious euphoria upon others.
Those so affected feel that they feel they've already "won," by dint of being who and where
they are now, and aren't in much shape to do anything more. Each success on a Manipulation
+ Angst roll takes away either one level of Defense or one die from any pool to locate, fight or
deal with the Wraith in an active manner. This lasts for a Scene, and those who take the full
force of the delusion tend to spend the time celebrating their "victory" instead of doing what
they can to secure it.

The Vigilante

(Justice)

Nothing gets in the way of what's right. Nothing.

Those who hew to the Virtue of Justice believe that what is right must triumph over what is
wrong, even if seeing it through causes great risk to the one who pursues that justice. The
Vigilante believes in much the same thing, only this Shadow believes that all other notions of
right and wrong - and the lives of others - are not as important as seeing that one wrong put
right. The weight of the world rests on that one sin, however long ago, and the Shadow will see
all things burn if need be.

Such Shadows always tell their Wraiths that laws and rules are for other people, and not her.
She's on a mission, and anyone and anything that gets in the way is expendible, or forfeit. But
each step taken towards the Shadow's desired MO puts the Wraith on a slippery slope, indeed:
next stop, oblivion, preferably with the target going down for the ride, too...

Vigilantes look like machines made out of meat and bone. All traces of emotion are gone from
their faces, long since burned away by the horrible deeds they've committed, and the need to
get harder than before just to keep going. Those who exhibit these symptoms are at -2 on all
rolls involving Empathy, and they are at -2 on all rolls to influence others with a Morality above
6.

Heart's Thorn: Righteous Anger

The Vigilante does not want to hear the words "caution," "compassion" or "mercy" - they are
anathema in relation to what drives this Shadow. It will gladly hand over dice to the Wraith so
long as she acts without any of these three words getting in the way. The more she overreacts
to the situation, and the more permanent the damage she stands to do, the happier the
Shadow is.

The shared power extends the Shadow's benefit to those who join the Vigilante's Wraith in her
quest for rough justice, so long as they, too, are overreacting. Those accompanying the Wraith
gain a certain amount of dice, which is determined by rolling Presence + Angst. Each success
gives each follower either: an addition to their Defense rolls for the rest of the Combat; an
addition to their Attack rolls for the rest of the combat; or dice to perform a single extreme
action, done in the name of "the cause."

Note that, unlike the tainted dice handed over to the Wraith by the Shadow, no Tainted
Essence is gained for a score of '10' on these extra dice.

The Coward

(Prudence)

Don't do anything, just yet! Let's wait a while... yeah...

Prudence is the understanding that restraint may not provide the same huge "rewards" as
risky, unethical behavior does, but it provides better ones, for the conscience is clear and the
way unfettered. Cowardly Shadows take this notion to an unhealthy extreme by second, third
and fourth-guessing each and every situation they get into just to make sure they're doing "the
right thing."

Such Shadows tend to sprout from some long ago moment of indiscretion, or the crippling fear
of having one. They are paralyzed by the spectre of making a mistake, and over-analyze all
angles to any given problem. By the time they're absolutely, positively 100% sure that it's the
right thing to do, then the opportunity - and the moment of truth - is often long past, and they
will have done nothing at all.

{Of course, they are sometimes quite right to suspect it's a trap... but no one likes the person
who always cries "wolf!"}

The cowardly are nervous bundles of sweat and shaky, sideways glances. They often look like
they're on the verge of hysterics, since anything could go wrong at any moment, and we'll all
be doomed. All proactive sorts find them to be annoying wet blankets, and they are at a -2 to
try and explain their concerns to others, as it comes across as so much defeatism and paranoia.

Heart's Thorn: Doublecheck It All!

Prudence is the watchword of the Cowardly, and it will offer its Wraith dice for any roll that
involves taking extreme stock of the situation at hand. These can be used for research,
investigation, perceiving the immediate area, checking up on people, or anything of the sort.
The Shadow won't be happy until the Wraith is as freaked out about the possibility of *gulp!*
doing something as the Shadow is, though, and if the Wraith's researches are starting to make
it sound like the idea might be a good one after all, the Shadow immediately freaks out and
refuses to hand over any more dice.

The shared power makes other Wraiths feel some of the paranoia and hypersensitivity of the
Shadow. The player rolls Manipulation + Angst, and each success takes away a die from
another's pool to examine the situation, or make a decision as to what to do next. Those who
freak out from the full effect of this power tend to collapse into a corner, shaking and quaking
at the fear of making the wrong move, just now. This lasts for the rest of the Scene.

The Restrainer

(Temperance)

New and different is bad, BAD, BAD.

The Temperate believe that all pleasures have their place in the greater scheme of things, and
that moderation is the key to good and responsible behavior. The Shadow who Restrains its
Wraith would agree with this, but is also rather narrow-minded when it comes to things that it
can't vouch for yet.

As such, the Restrainer is something akin to the Cowardly Shadow, except that where the
Coward doesn't want to take any risks, the Restrainer doesn't want to risk anything new, or
outside its experience. Things it can already vouch for are fine, if done with moderation, but
the shock of the new is too much for the Restrainer to handle. Who knows what dangers this
or that might bring, and how much they may upset the balance?

The Restrainer doesn't want the Wraith to go out on any limbs while in persuit of her goals,
and admonishes her to stick by what she already knows. It will offer lots of suggestions on how
to go about doing what needs done by using what they already have, or know, and don't want
the Wraith to learn anything new. Who knows what that might lead to?

The Restrained look as though they are shocked - shocked! - to discover that things have
changed from when they were kids, or alive, or last in town. They have the appearance of
having sucked on one too many sour pickles, and turn off those who are willing to live a little.
This puts them at -2 on all rolls involving their suggesting a plan or action, and gives them a -2
modifier on all rolls to understand someone else's plan if new ideas are on the table.

Heart's Thorn: Stay the Course

The Restrainer will offer dice to the Wraith only if she sticks by tried and true methods of doing
something, which is most often what the Shadow suggests. That the suggestions might be less
than helpful in the long run goes without saying - the Restrainer is a Shadow, after all. And the
moment the Wraith says "well, now that I think of it, maybe we should do something
different," the dice stop coming.

The shared power extends the Shadow's distaste for new and changing circumstances to other
Wraiths. Those who are fully affected by this look like they've blown a mental fuse, and are
unable to do more than stammer as things happen around them.

The player rolls Resolve + Angst. Each success either takes away a success on another's roll to
adapt to something the Wraith is doing {such as a debate, or put up a fight when the Wraith
steals something from her} for the rest of the Scene, or else reduces the Initiative score of the
Wraith's opponents, on a one for one basis, for one turn of combat.

The Jealous

(Envy)

I'll take that right fucking now, thank you...

Those who are riddled with Envy are never satisfied with what they have, and are more than
willing to covet - and steal - their neighbor's things, positions and lovers. However, most who
suffer from this Vice are careful enough to not get connected to the theft, or else find some
perfectly legal {or socially acceptable} way to take what they want. The Jealous Shadow is
unwilling to be subtle or sneaky about the matter: it sees something, and if it wants it, it takes
it - end of story.

A Wraith with such a Shadow is always being tempted to do away with byzantine intrigues or
complicated plots and plans, and just reach out and take what she wants. "Wealth is the only
reality," whispers the Shadow: "Theft the only true currency, and those who cannot hold onto
what they want to not deserve to have it... not like us."

The Jealous pretty much look it: shifty, desirous eyes and all. Their hands always seem one
brisk movement away from being in your pocket, or around your lover, and they seem to pay
too much attention to where you put your valuables. They are at -2 on all social rolls against
those who have something they want, as the fact that they're spending more time looking at
the pretty than the people they're talking to is clearly evident.

Heart's Thorn: All for Me

As would be expected, the Shadow makes dice available to the Wraith in the course of just
stealing, taking or seducing what - or who - she wants. Plots, plans and intrigues are not
acceptable uses of these dice: the Wraith must make little or no room for not being discovered
in the theft {though sneaking around might be a good idea, so as to get the bauble without
being stopped}.

The shared power, then, is the ability to cloud the desires of another to the point where the
Wraith can talk her out of what she most wants, and get her to hand it over to the Wraith.
Each success on an Angst + Appropriate Attribute {Strength, Wits, Presence, etc.} roll takes one
effective die out of the Willpower pool of the person being spoken to in this manner. The
effects of the power are cumulative, and once the person is down to zero effective Willpower,
she will hand the thing right over without a qualm, and spend the rest of the Scene sitting in a
stupor, uncaring of her loss.

The Pig

(Gluttony)

More! More! More!

Of all the Shadow Types, the Pig is, perhaps, closest in viewpoint to the Wraith it belongs to.
Those who are gluttons indulge themselves at any expense - including others - and don't care
about anything else, so long as their gross appetites are sated. Needless to say, the Pig agrees
with this epicurean viewpoint, and acts as a spiritual enabler as the Wraith explores new vistas
of stuffing herself silly.

The Shadow would like nothing more than for the Wraith to wallow in her appetites like a
horribly corrupt Roman Emperor, demanding everything and denying nothing. A perfect day
would consist of the Wraith lying back, and not needing to lift a finger to have what she most
desires brought around to her, in excess. And while being dead means that certain pleasures
are more difficult to procure, the Shadow is nothing if not full of ideas on how to get it here, or
bring the Wraith there.

Wraiths who exhibit the symptoms of the Pig look disgusting: they are often rolling with fat,
and unsightly blemishes and warts that might indicate an STD or two. {Wraiths can't catch
them, of course, but tell that to the Pig}. They are -2 on all Social rolls, except when leading the
willing into depravity or gluttony.

Heart's Thorn: Bacchanalia

The Shadow knows what it wants, and knows how to get it. Extra dice will be given to the
Wraith in the pursuit of their shared, gargantuan appetites, so long as the Wraith is willing to
undertake a choice morsel or two on the Shadow's behalf. Lending dice to tempt others into
joining at the table, or arranging for the banquet, itself, are also within the Shadow's purview.
As for the shared power, the Wraith is able to get others to join her in shared gluttony. A
Contested roll is made, with the Wraith's Presence + Angst pitted against the others'
Composure or Resolve {whichever is most appropriate} + Eidolon. Those overcome by the
Wraith's persuasion must join her in whatever she's doing, and can only break free with the
expenditure of 1 Willpower and a sucessful Morality check. If they don't succeed in this, or
don't care to try and break free, they run with the Wraith on her wild spree of gluttony for an
entire Scene.

The Hoarder

(Greed)

I want it all, I want it now, I want it forever

The Hoarder is akin to the Jealous Shadow, but is - arguably - much worse. The Jealous suffer
from envy, and steal what things they desire without restraint. However, an envious Shadow
can be choosy in its desires, and pick its thefts. A Hoarder simply wants everything, even if it
really doesn't need what it's taken, just to have it all.

Such a Shadow is always driving its Wraith on to take more, so as to add it to her holdings, and
get bigger rooms for the holdings once the collection gets too large for them. And the Wraith
must not let any of it go once it's there: if she needs to get something, she shouldn't deign to
pay for it with her hard-stolen things - she should just steal it, swindle it away, or otherwise
claim it as her own. And, as with the Jealous, the Wraith shouldn't take many steps to hide the
theft.

Hoarders' symptoms are not physical, but spiritual: they literally exude an air of avarice and
covetousness. Those who deal with them get the distinct feeling that they're after everything
they have, and they would be right. This causes a -2 on all social rolls with everyone - even
their fellow Hoarders, as they know their own sins far too well...

Heart's Thorn: Gimmie Gimmie Gimmie

The Shadow wants the Wraith to take everything she sees: lock, stock and barrel. Dice will be
handed over to aid in such wholescale pilfering, so long as no massive precautions are taken -
other than sneaking about - and the Wraith leaves not so much as a flinder lying in the room
when she's done. Saying "oh, that's too much" or "But I don't want that" is the surest way to
get the Shadow to withhold its aid.

The shared power allows the Wraith to make others aid her in this demented goal through
their "cooperation." The player rolls Presence/Manipulation + Angst {whichever is more
appropriate} and each success takes away a success on another's roll to stop the Wraith from
doing what she's doing. Those who've been completely neutered by the Wraith's gleeful smile
and nimble fingers often stand with their hands in the air, and remain where they are for the
rest of the Scene.

The Violator

(Lust)

I'm not taking "no" for an answer, tonight.

Lust is an overwhelming craving for something - or someone - that cannot be sated except by
having it, again and again. Lust can sometimes end in violation, as some will not be stopped in
their quest to have what they crave. For the Violator, however, violence, manipulation and
force are the tools of first resort, rather than last.

Such Shadows know what they both want, and want the Wraith to go get it - now. There is
nothing to be gained by delaying the inevitable, especially when every minute spent waiting
could be a minute spent enjoying what they came for. Worse, it tends to egg the Wraith on to
even lower depths of behavior, and tells her that they really wanted it like that, anyway.

Violators appear to be overbearing and pushy, and tend to be very single-minded about their
particular desire. This might make them look like a lech or a junkie, and their leering and naked
desiring puts them at -2 in all social rolls, except for those who are seeking the same thing, or
happen to like that kind of approach.

Heart's Thorn: Submit

The Shadow will give over dice to ensure that they all get what they want, no matter what it is,
as long as the Wraith makes no attempt to be subtle about it. Doors should be kicked down,
dealers beaten senseless and would-be "lovers" given no chance to escape.

The shared power is the ability to take another's will to resist away. Each success on a
Presence/Manipulation + Angst roll takes one effective die out of the Willpower pool of the
person the Wraith's fixated upon {either for herself, or what she has to offer}. The effects of
the power are cumulative, and once the person is down to zero effective Willpower, she will
let the Wraith have what she wants, and spend the rest of the Scene largely yielding to the
Wraith's desires.

* Ulp... *
It goes without saying that this sort of Shadow's urgings might lead to some RP situations that
are outright distasteful for most players. A Violator with taste for heroin is one thing, but the
Violator who desires someone's Anchor, or another Wraith - especially another player's Wraith
- may lead to a bad time had by all. Especially if the Heart's Thorn is employed.

On the the other hand, it may serve as a springboard for some very good and interesting
stories. And maybe your Troupe doesn't mind these kinds of things? If so, who are we to tell
you not to explore this facet of the game?

The best advice is to Know Your Players, and their limits. If forced sex {however removed} and
its emotional and physical consequences are things that you and your players would rather not
play around with, then don't allow a player to take this kind of Shadow - period. Either that or
get her to channel the Shadow's lusts into a different, or unusual, direction.

The Primadonna

(Pride)

If I don't lead, there is no dance. Period.

Pride leads a person to believe that she's right by dint of being herself, and everyone else is
either with her - and thereby right - or against her, and wrong. The Primadonna believes this,
also, and takes it a step further by firmly believing that the world does revolve around her.

The Shadow wants the Wraith to feel as though she's the life of the party, and the cornerstone
of the society. Nothing should happen without her say-so, and no one should make a move
without her approval. The Shadow has declared itself king of all it surveys, and wants the
Wraith to step up to the throne, where she obviously belongs. And the Shadow will be happy
to advise from right behind the throne...

Primadonnas carryt themselves regally and proudly, so much so that they seem to have their
nose stuck clear in the air and walk an inch above the ground. It's more in the motions that
anything else, but it shows, and the sickening sense of self-importance puts them at -2 in all
social rolls, all the time: no one likes a snob, and that goes double when she thinks she's in
charge, too.

Heart's Thorn: It's My Party

The Shadow is happy to fork over dice for anything that a Wraith might need to make herself
the center of the circle and life of the city. Whether this is for fighting or for fun, social or
physical - or even mental, as the case may be - the Shadow can be counted on to help out.
However, the Wraith must never listen to others, or take advice from anyone, because she is
always right and needs no such aid from anyone.

The shared power gives the Wraith the ability to make others fawn over her, and hang on her
every word. Each success on Presence/Manipulation + Angst takes away a die from their rolls
to see her for the cad she is, and those who are really besotted by her will just follow her
around for ages, like a wagon train of yes-wraiths. Sad, really.

The Lump

(Sloth)

I just wanna sleep... just let me sleep... *snore*

Those who are slothful tend to be lazy, and want others to do everything for them, allowing
them to skate through life - or death - with minimal effort. The Lump goes beyond this by
asking why the Wraith should do anything at all. If this Shadow had its way, the Wraith would
just lie there and let it all happen around her.

This Shadow doesn't believe that anything could be more important that sleeping - or trying to,
at any rate - and wonders why the Wraith even bothers to get up and out of her digs in the
morning. What's the point? Death is an exercise in futility that can be handed by other people.
What could be more important than doing nothing at all?

Wraiths who bear the symptoms of the Lump seem... well, sleepwalking for want of a better
word, and maybe they are. Their eyes are barely open, and they move as though their next
action is going to be to collapse onto the nearest flat surface, stretch out and catch a nap. They
suffer a -2 to all rolls to react to changing situations, which includes Initiative in the case of
combat.

Heart's Thorn: *Yawn*

The Shadow doesn't want the Wraith to do anything, but recognizes that things need to be
done. So it will fork over dice to help the Wraith influence other people to do things for her, or
else do what needs doing without her. This "influence" could be a social roll of some kind, or a
Numina of one stripe or another. Under no circumstances will the Shadow give the Wraith aid
to actually do anything physically, though - not even to save time later.

Their shared power is the ability to make others fall into a stumbling stupor, as though they
had Lumps for Shadows, themselves. The player rolls Presence + Angst, and each success takes
a die away from the pools of other Wraiths to do anything against, to, or around the Wraith.
Those who are completely gobsmacked by this shared power tend to drop everything, curl up
into a comfortable ball and have a "cat nap" on the floor.

The Rager

(Wrath)

You're all gonna pay for this! Everyone!

The Vice of Wrath sees a person possessed by the urge to take her frustrations out on
everyone, and everything, that looks at her funny. Folks ruled by this Vice smack their
televisions when the signal goes bad, and smack other people when they get uppity with them.
Where this differs from the Rager is that, rather than waiting for something to go wrong, this
Shadow has so much pent-up wrath that it wants to take it out on those nearby with little or
no provocation. And once it gets going, it won't stop until the rage is gone, which may be
several broken bodies later...

These Shadows are the sort of thing they write "X-rage" articles about: road rage, air rage,
sports rage... you name it, they're a cause of it. That's because Ragers want their Wraiths to
take their pain, anger and hurt out on others. One little thing goes wrong and everyone nearby
may pay the price for this transgression. And even if nothing went wrong just then, there's
always an excuse: someone "looking at me funny" is enough to get a fist flying into their face.

Worse still is the Rager who has a legitimate gripe. The act of revenge will not only claim the
person who did the deed, but anyone and everyone connect to them: friends, family and
people who were just nearby at the wrong moment will suffer for this Wraith's pain. It's a
frightening thing to see a Shadow like this at work, and a constant job to keep it under control
- provided the Wraith cares to.

Ragers look, and act, angry: their eyes burn with impending violence, and their movements are
shaky and over-exaggerated, as though they might lose their shit and start swinging at any
second. They are also very poor judges of others' character, since all they can see is hate.
Those who have this symptom suffer a -2 to all Empathy rolls, and a -2 on all social rolls, except
in dealing with those who are ready to break some heads, themselves {as long as it isn't the
Rager's Wraith they're after}

Heart's Thorn: All Will Suffer

The Shadow is all about dealing pain and suffering to those who cause it unto the Wraith, no
matter how slightly. It will hand over dice to see this done, so long as the Wraith's reaction is
massively past the bounds of legitimate response. The Shadow won't hear any pussy-eating
bullshit about 'backing off' or 'taking a breather,' either - one whimper of regret, remorse or
concern and the gravy train stops cold.
The shared power is the ability to stir up an angry mob. Any who join the Wraith in her frenzy
of destruction can gain extra dice to perform any act that furthers that destruction during the
Scene. The amount of dice given to the Wraith's comrades in hate is determined by rolling
Presence + Angst, with each success giving each accompanying person a die that may be used
on any one roll.

The players of the other Wraiths {or the ST, as the case may be} can determine for themselves
when these dice are used, but once used, they're gone. Note that, unlike the tainted dice
handed over to the Wraith by the Shadow, no Tainted Essence is gained for a score of '10.'

Angst and Tainted Essence

Give me life

Give me pain

Give me myself again

Little Earthquakes - Tori Amos

Angst:

Angst is the permanent power of the Shadow. The more Angst a Shadow has, the more powers
it can offer a Wraith in Shadowstate, and the more dice it can offer a Wraith to "help" on a roll,
via the Heart's Thorn.

Also, the amount of Angst forms an upper cap on how high a Wraith's Morality can go. Should
a Wraith's Angst ever reach 10, the Wraith becomes one of the Damned, and is no longer a
playable character.

Collecting Angst

Angst can usually only be gained by a Shadow's succeeding in a Harrowing, as detailed in


"Harowings," under Dirty Tricks.
Using Angst

A Shadow's level of Angst is an indication of:

* How many Thorns a Shadow may have active at once under normal circumstances. A Shadow
with two or fewer dots of Angst may have one Thorn active, a Shadow with three may have
two Thorns active, a Shadow with four may have three, and so on.

* How many Thorns a Shadow may have active during Shadowstate. When the Shadow and
Wraith have agreed to pool their efforts, one Thorn may be offered per dot of Angst.

* How many Dice the Shadow can offer while using the Heart's Thorn. Each dot of Angst
allows for one Die to be offered, up to a limit of nine per roll.

* How many Tainted Essence the Shadow can spend to negatively modify the Wraith's
Ossification roll.

* If the physical symptoms of Thorns are present or not. Once a Wraith reaches four Angst, a
Thorn's symptom - most often the Heart's Thorn - manifests. At five Angst, two Thorns'
symptoms appear, three symptoms appear at six Angst, and so on. If the Wraith has any
Eidolon, each dot is subtracted from the Shadow's Angst when making this determination,
delaying the inevitable manifestation of the Wraith's growing inner darkness.

Tainted Essence:

If Essence is the free-floating power Wraiths gather from their Anchors, or what they can skim
or siphon from the Living, and other Wraiths, then Tainted Essence is its darker opposite. This
is the power the Shadow collects for Itself, as the Wraith goes about her business. And it is the
bane of every Wraith who values both her sanity and her continued existence.

Shadows cannot have as much Tainted Essence as Wraiths have Essence: their potential pool
starts out at ten, and can go no higher or lower. Any time a Shadow would stand to gain so
much Tainted Essence that they would go above ten, the extra energy bleeds off uselessly,
taking the form of wisps of dark energy that can only be seen by those sensitive to such things.

If a Shadow's Tainted Essence ever goes past a Wraith's Morality, the Shadow has a chance to
trade it all in for a dot of Angst, via a Harrowing. This has the effect of lowering the Wraith's
moral ceiling, possibly even knocking away a dot of Morality. And this, in turn makes it that
much easier for a Shadow to get another dot of Angst, and so on.

Collecting Tainted Essence

Shadows cannot collect Tainted Essence the same way that Wraiths collect regular Essence.
Instead, they have to gain it by tricking their Wraiths into giving it to them, one dot at a time.
It's slow going, but there is a point where the Shadow can have the Wraith eating out of Its
hand, and once that point is reached it's often straight downhill from there.

To gain Tainted Essence, Shadows must:

* Agree to enter Shadowstate with the Wraith, offering the Shared power of its Thorns to be
used at the Wraith's behest. When a Thorn's power is thusly used in Shadowstate, one Tainted
Essence is gained, regardless as to whether the roll to activate it is a success or not. In addition,
if that roll is an Exceptional Success, then one Tainted Essence is gained for each success past
the first. And if the Shadowstate should be extended, the Shadow gains an additional dot of
Tainted Essence for each Scene past the first.

* Use the Heart's Thorn on the Wraith's behalf, outside of Shadowstate. This Thorn allows the
Shadow to offer extra dice to a Wraith for certain rolls, and any time one of those dice comes
up '10' on a roll, a dot of Tainted Essence is gained. {Note that the Shared power of the Heart's
Thorn acts like a normal Thorn - a dot of Tainted Essence is gained every time it's used}

* Get the Wraith to feel the Virtue or Vice that goes with that Shadow's Type to the point that
the Wraith either feels it extremely, or acts on it without hesitation. Should that happen, the
Shadow can roll one die for every dot of Angst it has, and each success gives a point of Tainted
Essence.

Spending Tainted Essence

Tainted Essence can be spent to do things as well, though a few of these expenditures give the
Shadow a chance to win it back.
Shadows can spend Tainted Essence to:

* Fuel the Shadow's powers, which are known as Thorns. Most Thorns require one point of
Tainted Essence to activate, but some require more than one, and others require that extra
points be spent to keep the effect going.

* Fuel the Wraith's Numina, or heal damage, as though it were regular Essence, should the
Wraith ask for help. In this case, the Tainted Essence is spent, but the Shadow can try to win it
back with interest by rolling one die per Tainted Essence given over. One success gives the
Shadow back all the Tainted Essence it let the Wraith borrow, and each success past the first
gives an additional point.

* Negatively affect the Wraith's Ossification roll. Each dot of Tainted Essence spent takes away
one die.

* Attempt Catharsis or Dissolution, as detailed repsectively under Dirty Tricks.

* Try to gain a new dot of Angst, as detailed in "Harrowings," under Dirty Tricks.

Thorns

In the end you will submit

It's got to hurt a little bit

Perfect Kiss - New Order

Thorns are the powers that the Shadow can use against the Wraith, mostly to get her to see
things the Shadow's way. These can be used in carrot-and-stick fashion, but more often they're
used to trick the Wraith, alienate her from others, or get her to do things the Shadow wants
her to do. Even a clumsy application of these powers can soon have the Wraith eating out of
the Shadow's hand, but the truly masterful use of Thorns is a scary thing indeed.

That said, it is possible for the Wraith to reap some benefit from its darker half's bag of tricks.
While in Shadowstate, the Shadow can allow the Wraith to use some of its powers against
others. These Shared Powers are usually the same trick that the Thorn would do against the
Shadow, but not always.
Using Thorns

Symptoms

List of Thorns

Using Thorns

Under normal circumstances, a Shadow doesn't have to roll in order for a Thorn to work. The
Thorn activates once the Shadow pays the Tainted Essence required, and stays on either for a
scene or for however long it takes for the Thorn to take effect. Once the time runs out, the
Shadow can continue the Thorn's effects by paying Tainted Essence, again, or choose to let it
go away.

Extended Play

Shadows may attempt to radically increase the time period of a Thorn. This requires a roll, and
costs more Tainted Essence to attempt, but if it works the Shadow can delude, confuse and
alienate the Wraith for much longer than normal. This goes a long way towards the Shadow's
goal of getting its Wraith Lost.

In order to do this, the Shadow decides what it wants to have the Thorn do, and spends three
times the normal cost to activate the power. It then rolls Permanent Willpower + Angst against
the Wraith's Permanent Willpower + Eidolon in a Contested Roll. Each Success scored over
Wraith's total keeps the Thorn active for a day and a night, doubled with each success after the
first. An Exceptional Success keeps the Thorn going for a lunar month.

Cost: 3X normal for the Thorn

Dice Pool: Resolve + Composure + Angst vs. Resolve + Composure + Eidolon

Action: Contested

Dramatic Failure: N/A


Success/Failure:

If the Shadow fails, nothing happens - the Thorn doesn't even go off as normal, and it has
wasted its Tainted Essence

If the Wraith fails, the Shadow succeeds and the Thorn is active for a day and a night for the
first success, doubled for each success thereafter. {One success = one day & night, Two
successes = two days & nights, Three successes = four days & nights, etc.}

Exceptional Success:

An exceptional success for the Shadow gets the Thorn going for lunar month.

Symptoms

I am a brother to dragons

and a companion to owls.

My skin is black upon me,

and my bones are burned with heat.

Job, 30:29-30

The darkness within the Wraith shows up when the Shadow is brought to the fore in
Shadowstate, and begins to appear once the Shadow grows in power. These manifestations of
the Shadow's abilities are known as Symptoms, and Wraiths are terrified of them showing, as
they not only attract harsh treatment from Pardoners, but make other Wraiths less likely to be
friendly to them. They also cause problems in their own way by making some things more
difficult for the Wraith, due to the deformity or unpleasant aura they create.

Whenever a Wraith enters Shadowstate, the Symptoms of all her Thorns show up, even if the
Shadow hasn't made them all available for use. There is no way for a Wraith to hide them,
either - it's all part of the deal when you clasp hands with your Shadow.

Thorns also begin to show up when the Shadow is strong enough. Once Angst reaches four, a
Symptom appears right on the Wraith - usually the Heart's Thorn - and a new Symptom
appears for each new dot of Angst gained thereafter. The Wraith can spend a dot of Willpower
to cover up one, and only one, Symptom for a Scene, along with its modifiers.

Note that the possession of the Eidolon background delays this, negating a dot of Angst for
each dot of Eidolon the Wraith possesses. However, no amount of Eidolon will hide Symptoms
while in Shadowstate.

Stacking Symptoms

Having the Symptoms for all your Wraith's Thorns be clearly visible can be a real drag at times,
to put it lightly. This not only has the effect of making the Wraith look utterly monstrous and
terrible, but seriously impedes any attempts to be friendly with others, or receive kind
overtures from strangers, much less allies.

Players may wonder if certain Modifiers would be lessened, or removed altogether, by other
Modifiers. The general answer is no: the losses are supposed to be cumulative. Thorns are
nothing to laugh at, and the hideous nature of what they do should be emphasized.

However, Storytellers are free to wheel and deal with their players if they feel the penalties
are too harsh. For example, the losses to social rolls can be taken in average, or the losses
restricted to the Symptom that takes away the most dice.

List of Thorns

Some people say I lie to you

If I do, it is like the Storyteller lies

As he hides reality in order to reveal it

So do I lie to show you the truth

The Book of Truth and Joy - Anon.

The following are general dark powers that Shadows have access to. They can begin the game
with any of the ones here {at least, any that the player can afford to buy} and can purchase
them later, with Shadow Experience.
Note that this is just a sampling of the more common ones that Wraiths have observed, over
time. There may be dozens, or even hundreds more. Not even the Pardoners have been able
to catalog all the different ways that Shadows can trick or harm their owners.

Thorns

At the very least, the entries for Thorns will include the name of the Thorn, the cost to buy it at
Character Creation, what it does - both against, and "for," the Wraith - and the Symptom it
produces.

Unless stated otherwise, all Thorns require one Tainted Essence to use against the Wraith, and
give the Shadow one Tainted Essence when used for the Wraith, in Shadowstate.

Note that the Heart's Thorns, and their rules, are presented with the Shadow Types, here.
These powers come for free with each Shadow, and cannot be purchased by other Wraiths'
Shadows.

Also note that, unless specifically mentioned, Wraiths cannot use Shared Powers on the
Damned, or Dark Walkers. Something about these creatures' own, special powers negates the
Shadow's abilities.

Where's All the !@#$'n Mechanics?

Please be aware that we're not going to list complete powers for each and every one that we
present. We will instead present some suggestions for some general rolls, which should be
enough to get W:tA Storytellers going.

This has been done with deference to White Wolf's fair use rules, along with the fact that (1)
most STs can come up with their own, and (2) players won't have all the answers just because
they read the netbook.

Speak Evil (3)

This Thorn forces the Wraith to say something against her will. As a general rule, it can be no
longer than what it would take a single, moderate breath to say. These things are usually
hateful and spiteful, but often have a faint ring of unintended truth.
Shared Power: The Wraith's Shadow floods her mouth with negative energy, and they can
focus that power into a deadly scream. Roll Presence + Angst, and all Wraiths within ten feet of
her front and sides take a level of lethal damage per success to hear the soul-shattering
scream. {Decrease damage by one die for every foot past ten}

Symptom: The Wraith's mouth becomes hideously ugly, to the point where no one likes to
watch her speak. Possibilities include distended and/or discolored lips, missing lips, jagged and
discolored teeth, rotten gums dripping blood, ichor or pus, etc. All friendly Social Rolls are at -2
dice due to this handicap.

See Evil (3) *Can be Taken Twice*

Shadows are able to selectively edit a Wraith's senses, and this Thorn is often the first one
taken towards that goal. This Thorn can also be purchased twice, with the second level giving
the Shadow a new twist on the power.

For each application of the first level's power, the Wraith cannot see one thing. It could be as
simple as an incriminating piece of evidence, the identity of someone, or even a person, or
other Wraith {though that person's actions will show up, causing confusion}. There is no size
limit to the thing not seen, and Shadows can disappear entire buildings or landscapes.
However, the item to be masked must be a singularity: Shadows cannot mask over an army, a
gang of Freewraiths or a pack of the Damned.

At the second level of the Thorn, the Shadow can elect to edit the thing seen, rather than
make it disappear altogether. A sick junkie on death's door will appear to be in the prime of
health, a cat will look like a dog, a person will seem to be slightly angry to see the Wraith,
rather than very pleased, etc. This application "keeps time" with the object so altered, so that
the illusion is complete, but the aspects cannot be changed again without spending more
Tainted Essence. However, the Shadow cannot create things out of thin air - only alter them.

Note that both levels of this Thorn will work on Anchors, which makes it very dangerous. In
this case, it can be used in tandem with the Anchorsense Affinity, showing things to be "fine"
or "bad" for an Anchor, even from far away.
Shared Power: At the first level of this Thorn, the Wraith can edit her own appearance in the
sight of others, making a small and weak Wraith look immensely powerful, making her hands
appear to have grown huge guns via Shaping, or making her appear to be a Dark Walker. The
effect is very realistic, and each success on a Manipulation + Angst roll gives the Wraith a die to
put towards a subsequent Social roll {such as Intimidation}.

At the second level, the Wraith can make herself - or something she has on her person -
disappear from the sight of others. Each success on a Manipulation + Angst roll takes a die
away from onlookers attempts to find the Wraith, or whatever she's hidden from sight.

Symptom: Wraiths with this Thorn have very ugly and creepy eyes: bulging, beetling, sunken,
discolored, goo-dripping, "blind" or perhaps entirely "absent," leaving only worm-ridden, sore
pits. The Wraith is at -1 on Social Rolls for the first level of the Thorn, and at -2 for the second.

Hear Evil(3) * Can be Taken Twice*

A worthy companion to See Evil, this Thorn allows a Shadow to selectively edit a Wraith's
hearing. It can also be purchased twice, with the second level giving the Shadow a new twist
on the power.

For each application of the first level's power, the Wraith cannot hear one thing. It could be a
cry to duck, or for help. It could also be a tiny detail of an important order, or a lover's last
goodbye. An entire conversation could be mooted using this Thorn, however the voice - or
noise - must come from one source. The Shadow cannot mask out the shouted approval of an
entire group of people, merely one individual amongst the crowd.

At the second level of the Thorn, the Shadow can edit what is heard, rather than make it fall on
a deaf ear. A speech of praise is turned into an angry denunciation, and vice versa, and one
word can be substituted for another in an entire conversation. This application of the power
"keeps time" with the source of the sound, so that there are no gaps in the illusion. However,
the aspects cannot be changed again without spending more Tainted Essence, and as with See
Evil the Shadow cannot create noises out of nowhere.

Both levels of this Thorn will work on Anchors, and can be used in tandem with the
Anchorsense Affinity.
Shared Power: At the first level of this Thorn, the Wraith can edit what others hear. A cry to
attack will sound like "Retreat!" instead, and cries of "leave him alone!" become "kill him!"
Each success on a Manipulation + Angst roll takes away a die from the affected's ability to
detect the ruse.

At the second level, the Wraith can make herself - or something she has on her person -
completely silent. Each success on a Manipulation + Angst roll takes a die away from onlookers
attempts to hear her sneaking up on them, or going past them.

Symptom: Wraiths with this Thorn have grotesque ears: twisted, long, animalist,ic, uneven, or
just not there at all. The Wraith is at -1 on Social Rolls for the first level of the Thorn, and at -2
for the second.

Alternate Reality (5)

This Thorn only comes into its own when a Shadow succeeds in Catharsis, but it is a very
powerful tool for the Shadow. Normally, when this happens, the Wraith falls into a coma, and
is aware only of being disconnected from her senses. With this Thorn, however, the Wraith is
entirely unaware that Catharsis has happened, and is instead presented with a realtime
simulation of what's "happening."

This Thorn costs three Tainted Essence to start, and lasts as long as the Catharsis does. While
it's active, the Wraith is fed a distorted picture of reality, but one that looks and feels so real
that she can't doubt what she's experiencing {unless the Shadow goes too far, or forgets
something}.

Shared Power: When used in conjunction with a Wraith in Shadowstate, they are able to take
control over another Wraith's senses. A successful Manipulation + Angst roll fools a single
Wraith into seeing, hearing and sensing what the Wraith wants her to.

Wraiths aren't often as adept at micro-managing another's senses, though. If the Storyteller
feels that the deception has stretched the point of credibility, the other Wraith can roll her
Intelligence + Eidolon in a contested roll against the successes of the activation roll. If the
victim meets or exceeds the number of successes rolled to start the Shared Power off, the
effect crumbles, and she not only sees reality as it is, but understands what went on while she
was "under."
A single application of this power gives the Shadow two Tainted Essence, and lasts for a Scene,
unless interrupted.

Symptom: Some people just look insincere, as though their inability to tell the truth - or see
the world as it really is - was warping their appearance. The Wraith who manifests the
Symptoms for this Thorn has the seedy, distrustful look of a cosmic used car salesman, and has
severe problems being taken seriously. The Wraith is -3 on all Social Rolls to convince others of
the truth of her statements, or get them to go along on a plan.

Worse, even those who know the Wraith is telling the truth have a hard time making the
"facts" match with what the Wraith says. All attempts for them to remember what happened
as the afflicted Wraith retells it are at -2, because the field of disbelief and confusion is so
strong. Their own versions of "what happened" may even vary greatly between themselves...

Anorexia / Bulimia (3)

Makes wraith think she's too fat or too thin.

Shared Power: Adds dice to defense {fat armor or thin speed}.

Symptom: Looks stick-insect thin or morbidly obese, losing dice from Social Rolls.

Bad Penny (3)

Pulls an object out of a bad memory of the Wraith and taunts her with it, breaking her
concentration at key moments.

Shared Power: Lets the wraith do it to others, subtracting dice from their rolls.
Symptom: The object floats around the wraith, and can be heard to say telltale hints about the
bad memory, causing unfavorable attention and/or embarrassment.

Bully (3)

Shadow can force the Wraith to take one single action she doesn't want to do.

Shared Power: Adds to all social rolls in which the wraith's trying to scare or bully people.

Symptom: Takes dice away from friendly social rolls because the wraith looks so darn mean.

Dark Manacles (3)

Takes away a Wraith's action.

Shared Power: Allows the Wraith to get an extra action.

Symptom: Wraith seems to be wrapped in black, inky chains that restrict her movements,
lowering her Dexterity pool.

Fumblefingers (3)

Takes 3 dice from Dexterity rolls to manipulate things, aim, etc.

Shared Power: Either adds dice to melee attacks, or adds to Defense, due to whipping around
in combat.
Symptom: Long, rubbery arms that reduce Social Rolls due to how silly the Wraith looks.

Ill-Starred (3)

Negates one success per Tainted Essence spent, prior to the roll.

Shared Power: Lets the wraith face off against others in a Contested Roll, removing successes
from their rolls prior to the roll.

Symptom: Things go subtly wrong around the wraith, removing one success from all rolls
made, whether to help her or not. Rolls made to harm her are unaffected.

Bile (4)

Gets wraith too angry for her own good, and makes her vocalize it for an entire Scene.

Shared Power: Can deliver "poison" by a bite attack.

Symptom: Fangs, and the Wraith looks as though black, poisoned blood runs under her skin
through raised, grotesque veins.

Brute (4)

Crashes into people and things, if running, as though larger that she is -3 dice.

Shared Power: Adds dice to defense armor and/or Strength rolls

Symptom: Look really big and hulking, scaring others away


Face Dancing (4)

Makes the wraith look hideous to others, or appear to be someone entirely different than who
she says she is.

Shared Power: Lets the wraith change appearance so convincingly that even Shaping and
Soulsight cannot detect duplication.

Symptom: Wraith's face warps out of shape constantly, both revealing her true feelings for
others and making her look hideous.

Plagued (4)

Gives Tainted Essence to any Wraith she touches.

Shared Power: Forces other Shadows to use their Thorns in the Wraith's favor.

Symptom: Hands drip with clear, gooey slime, making Dexterity rolls more difficult.

Soul Armor (4)

Makes it harder for the wraith to gain Essence from others' emotions.

Shared Power: Gives the wraith two more defense.

Symptom: Makes the wraith's skin look knotted and lumpy.


Voice of the Damned (4)

Can call the Damned out to play against the Wraith.

Shared Power: Can summon up the Damned to attack, though control is not always assured.

Symptom: Talk comes from the wraith in black, miasmal breath, dropping dice from social rolls.

Bad Reputation (5)

Shadow can gain Tainted Essence every time someone remembers the Wraith unfavorably.

Shared Power: Sucks Tainted Essence away from other Wraiths' Shadows and turns it into
Essence for the Wraith to use

Symptom: Makes all Wraiths who see the Wraith "remember" all the bad things the Wraith
ever did, even if they aren't real, or didn't happen quite that way.

Castigator's Shield (5)

The Shadow can use this to partially shield itself from the gaze of Soulsight or Castigation,
making it harder to see the Shadow for what it is.

Shared Power: The Wraith can hide from the Damned in plain sight {but not Dark Walkers}

Symptom: The Wraith's attractiveness is in constant flux, making her more attractive at some
times, and less so at others. Worse, it often has a way of attracting the "wrong" people, and
turning away the "right" ones - often at the same time.
Shadowstate

And the woman said, The serpent beguiled me,

and I did eat.

Genesis 3:13

All Wraiths are capable of making a faustian bargain with their Shadows: asking their darker
halves to allow them use {if not exact control} of the same powers - or variants thereof - that
the Shadows, in turn, use against them. This might not seem to be that great of a bargain,
especially when one considers the cost, but there are times when having that little extra trick
up one's sleeve can make all the difference in the world.

If the Shadow agrees, then it and the Wraith enter "Shadowstate," whereby the Wraith brings
her Shadow up to the fore and uses some of its powers as she will. And doing this not only
makes the Wraith look the worse for it, as the Thorns' symptoms will appear, but it also
strengthens the Shadow each time these dark powers are used.

Pardoners often warn their flocks not to engage in Shadowstate all that often. But the fact that
Pardoners, themselves, seem to use it quite often tends to take the bite out of such
prohibitions. And their claims that they can handle it - thanks to their own, unique skills -
sounds an awful lot like a two pack a day parent lecturing their children about not smoking.

Starting Downwards

To enter Shadowstate, all the Wraith has to do is either ask the Shadow for its "help," or agree
to the Shadow's offering of the same. This is not a sure-fire thing, though: just because the
Shadow offers doesn't mean the Wraith has to agree, and just because the Wraith asks doesn't
mean the Shadow has to relent. Either side can withhold cooperation altogether, and try to
use it as a bargaining chip, and in fact most smart Shadows do.

Such Shadows demand that theWraith agree to certain terms in exchange for the service.
Often times, they will ask for things to be done while in this particular Shadowstate, but others
are willing to leave a debt hanging, and expect it to be handled in the meantime. And if the
Wraith doesn't follow through, then the Shadow might just leave the Wraith to her own,
hobbled devices the next time she needs Its aid. {It might arrange for some very bad things to
happen, too, just to teach that creep who's the boss}

"And What Thorns Would Madame Care For...?"

Wraiths don't tend to know what their Shadows can do, and their Shadows don't like to admit
it, for obvious reasons. While there's something to be said about letting your Wraith know you
can mess with their eyes, as it has them running around in circles wondering if they can trust
anything they see, they may also learn to be wary, and tell their Pardoner if they suspect
anything odd. And that just won't do.

That's why crafty Shadows tend to couch their offers of aid in as bland or cautious of terms as
possible, and don't give their Wraiths direct control over the Thorns at all. They don't tend to
say "Hey, I can make all those guys over there see, or not see, any one thing I choose, which
includes you," but instead "I can blind them for you," or, better yet, "I can distract them."

All the Wraith has to do, then, is 'point and shoot,' while the Shadow handles the small details,
and relishes a measure of Tainted Essence for its pains. In fact, it's a lot like using a handgun:
you don't have to understand how it all works to know that if it's loaded, and you aim it
correctly, pulling the trigger hurts someone.

That the gun, in this case, also aims a spiritual bullet back at the user's soul is a point that all to
often falls on deaf ears...

Shadowstate Mechanics

No roll is needed to enter Shadowstate. All that is required is the comittment of both parties -
usually - and Shadowstate begins. It then lasts for the entirety of a Scene, or until the Shadow
decides to pull out.

When in Shadowstate, the Wraith's appearance will change to reflect the Thorns she has, even
if the Thorns aren't all being used at the time. Whether the change is gross or subtle depends
on the Thorn in question, but all modifiers are in effect. This exhibition cannot be covered up
at all, and has the unfortunate side-effect of making the Wraith appear to be Lost, or possibly
even Damned if the Thorns are bad enough.
For each dot of Angst the Shadow has, one Thorn can be committed to the Wraith's benefit for
the duration of the Scene. If the Wraith only has one dot of Angst, the Shadow usually prefers
to use the Heart's Thorn. That doesn't mean the Wraith can't ask to have another one used, or
that the Shadow can't suggest another.

Usually, a Shadow's use of Thorns requires the expenditure of Tainted Essence. However, each
time a Thorn is used in Shadowstate, one Tainted Essence is gained, regardless as to whether
the roll to activate it is a success or not. In addition, if that roll is an Exceptional Success, then
one Tainted Essence is gained for each success past the first.

While in Shadowstate, a Shadow cannot use its Thorns against the Wraith, and cannot attempt
Dissolution or a Harrowing until Shadowstate ends. It can, however, attempt Catharsis, and
does so as though its Angst were 3 higher than normal. It can only attempt to do this once per
Shadowstate, no matter how many Scenes it is extended for.

Any Extended Thorns are still in effect, but the Shadow cannot alter them in any way: if the
circumstances change, and the Wraith figures out that something is just not right, then too bad
for the Shadow. {However, with all else that's going on, it's not very likely that your average
Wraith is going to have the time to figure that out.}

Shadowstate is supposed to last for a Scene, but it can be extended out, one new Scene at a
time. As before, this has to be agreed upon by both the Wraith and her Shadow. However,
unlike the first Scene, this extension gives the Shadow one Tainted Essence per extra Scene
agreed to.

Also note that, as previously mentioned, the Shadow can stop the Shadowstate any time it
cares to. This is most often done if the Wraith reneges on her promises, but sometimes
Shadows just like to see their "better" halves squirm under extreme duress, or see a golden
opportunity to have them done away with once and for all. Crafty Shadows claim there was
some kind of outside interference - and sometimes they're not lying, either...

Dirty Tricks

I am here to be your friend

Why else would I make you feel small?

I am here to show you the truth

And in the end you will love me


The Book of Truth and Joy - Anon.

Besides Thorns - and the Heart's Thorn - Shadows have other, harsher powers that they can
bring to bear against the Wraiths they're shackled to.

Unlike Thorns, there is no benefit to be had to the Wraith from these abilities. These dark tools
are for the Shadows' use only, and bring only pain, ruin and decay to Wraiths. Smart Shadows
use them very carefully and sparingly, given their tendency to backfire, but the right gamble at
the right time often pays off in harsh dividends.

Catharsis

Harrowings

Dissolution

Catharsis

I know what is best for you

I have always known these things

That's why I've pulled your strings, tonight

You must learn to listen to me

The Book of Truth and Joy - Anon.

The Shadow doesn't just have to rely on tricks, trade and being a nag in the backseat. It can,
with luck - or proper timing - take over the body it shares with the Wraith. This state of being,
known as Catharsis, isn't easy for a Shadow to pull off. That doesn't stop them from trying,
though.

In order to enter Catharsis, the Shadow must spend a three dots of Tainted Essence, and roll
its Angst against the Wraith's Resolve + Composure + Eidolon. Success means that the Wraith
slips into a coma of sorts while the Shadow takes over the body for a Scene per success scored
over the Wraith's successes. Failure means nothing happened at all.
While in charge of the body, the Shadow can do anything the Wraith can do. It moves the
body, speaks with the Wraith's voice and appears perfectly normal. It can spend the Wraith's
Willpower and Essence, and gain them both back, and it can use her Numina and Advantages
as well. It cannot, however, use its Thorns, spend Tainted Essence to fuel Numina or heal, or
attempt Dissolution {or a Harrowing, for that matter}.

Taking Over Easier:

Under normal circumstances, the Shadow doesn't have a very good chance of succeeding
against the Wraith. These chances are lessened even more by the Wraith's possessing the
Eidolon Background.

However, there are some circumstances when the roll is much easier, and Wraiths need to be
very careful of them:

* Shadowstate: When in Shadowstate, the Shadow can make the roll as though its Angst were
three higher than it is. It may only try this once per Shadowstate.

* Death Triggers: All Death Types have a specific "Trigger" that cuts through the Wraith, right
to the core of her being, and gives the Shadow a slightly better chance to take over. In these
cases the Shadow can make the roll as though its Angst were two higher than it is. It may only
try with this increased chance once per day, even if the Wraith encounters Trigger after
Trigger.

* Various Modifiers: The Storyteller may decide that something the Wraith does makes her
especially susceptible to Catharsis, just then. This might be anything from giving into the
Shadow's ideas a little too readily, or going dangerously close to the Shadow's Type in thought,
word or deed. Such Modifiers should ideally range between +1 and +3, depending on the
severity of the Wraith's indiscretion.

Cost: 3 Tainted Essence

Dice Pool: Angst vs. Resolve + Composure + Eidolon


Action: Contested

Dramatic Failure: N/A

Failure: Nothing happens, and the Shadow has spent Tainted Essence for nothing.

Success: The Shadow takes control of the body, as described above, for one Scene per success

Exceptional Success: The Shadow takes control of the body for an entire day and night {24
hour period}

Harrowings

I have such amazing things to show you

A lifetime's worth of mistakes and fears

Every little error you've made

These puppets are mine to control

The Book of Truth and Joy - Anon.

A Harrowing is a hideous psychodrama that plays out inside the Wraith's senses, where the
Shadow tries to assert dominance upon on the Wraith: showing her that it is right, and she is
wrong. The Wraith must find some way to persevere through this, or else lose to the Shadow,
who becomes that much stronger for its dark victory.

To begin the Harrowing, the Shadow must spend almost all the Tainted Essence it has, taking
itself down to one. However, note that in the case of a failed roll to stave off mental
imbalances, following a failed Degeneration roll, a Harrowing occurs without the Shadow
having to spend anything: see Morality for more information.

When this happens, the Wraith is immediately plunged into a catatonic state, and "wakes up"
in the bizarre, nightmare reality the Shadow has created for her. The Shadow then brings to
life an odd and twisted morality play, giving the Wraith a choice to embrace the Shadow's
point of view, or else sucumb to its power.
In game terms, at the climax of the Harrowing, the Storyteller rolls the Wraith's Presence or
Manipulation - whichever is higher, or more appropriate - plus the Shadow's Angst, to
repesent the Shadow's side of the matter. The Wraith's player then rolls her character's
Manipulation or Composure - whichever is higher, or more appropriate - plus the Wraith's
Eidolon. No Modifiers are allowed on this roll.

A failure on the part of the Wraith means that she chooses poorly, or submits. A failure by the
Shadow means that the Wraith saw past the lies, or stood firm. Either way, the Harrowing
ends, and the Wraith is brought back to her senses - however befuddled they may be - either
better or worse for having gone through the ordeal. Meanwhile, the Shadow is exhausted by
the effort, and cannot say or do anything for a day and a night.

If a Harrowing should result in a Shadow's Angst going up to 10, then the Wraith immediately
becomes one of the Damned. The connections to her Anchors are cut, and she falls through
the Barrier, screaming with the joy and relief of the Shadow. The character is no longer a
suitable player character, and the ST should take possession of the sheet.

Cost: All the Tainted Essence in the Shadow's pool, minus one

Dice Pool: Presence/Manipulation + Angst vs. Manipulation/Composure + Eidolon}

Action: Contested

Dramatic Failure: N/A

Success/Failure:

If the Shadow fails, the Wraith succeeds, and leaves the Harrowing feeling vindicated,
regaining a dot of Willpower for her trouble. If she was Lost, she is no longer so.

If the Wraith fails, the Shadow succeeds and gets another point of Angst, and if the Wraith was
Lost, she remains so. In addition, if the gaining of another point of Angst should overlap the
Wraith's current Morality, then that dot of Morality is lost, forever.
Exceptional Success:

An exceptional success for the Shadow not only gets ita point of Angst, but gives back one
point of Tainted Essence per success past the first. Wraiths, meanwhile, not only come "back"
if they were Lost, but also regain two dots of Willpower due to the extreme self-affirmation of
the experience.

Diceless Options and Inspirations

Note that the roll to resolve the Harrowing is not entirely necessary: Storytellers are
encouraged to take this matter beyond dice, and allow the day to be carried by good
roleplaying on the part of the Wraith. They can simply judge the matter to be a success or
failure for the Wraith based on how the player chooses, and why.

More details on Harrowings, what you can do with them, and how to pull them off, can be
found in: Wraith: the Oblivion 2nd ed, Wraith Player's Guide, Shadow Player's Guide and The
Sea of Shadows.

For the purposes of Wraith: the Arising, don't pay any attention to the rules for Target
Harrowings or Destruction Harrowings: these distinctions are obsolete in the WOD 2.0 setting.

Dissolution

You have asked me why I do these things

Why does the gardener clip the tree?

I only want what is best for you

Removing your branches is sign of my love

The Book of Truth and Joy - Anon.

Should illusions, harsh realities, temptations and the maddening interplay between them fail
to do the job, Shadows have one last trick up their sleeves to destroy their partner in
existence. They can, by ultimate force of dark will, cause the Wraith to lose large pieces of
herself, or her Anchors.
This is known as Dissolution, and while it can be effective, it is also quite expensive, draining
and risky for the Shadow to attempt. However, if the Shadow can somehow succeed, it will
have scored a massive victory against its Wraith - one that she may never fully recover from.

In order to activate Dissolution, the Shadow must have 10 Tainted Essence in its possession. It
then decides whether to attack one of the Wraith's Anchors, or the Wraith's Corpus. It is
generally easier for Shadows to weaken a Wraith's Anchors than to dissolve chunks of her
Corpus, but that doesn't stop some Shadows from thinking large.

Once the decision is made, and the Tainted Essence spent, the Shadow makes its roll: pitting
Manipulation + Angst against the targeted Anchor's Rating + Eidolon, or the Wraith's
Permanent Corpus, + Eidolon {if applicable}. As with Harrowings, no modifiers are allowed on
this roll.

Successful applications of Dissolution are devastating: gobs of the Wraith's Corpus catch fire
and burn down to nothing, for an effect not unlike someone being splattered with acid. The
damage may be cosmetically healed, but the loss of Corpus cannot be healed, or fixed with
Shaping; She will now seem less substantial and distinct for her pains.

Anchors so affected are corroded, decayed or cracked within seconds. Living Anchors suffer
accidents, or are stricken with strokes, heart attacks or other swift and debilitating illnesses.
Buildings catch fire, public parks are overrun with locusts and monuments are backed into by
18-wheelers. And while the damage to the object or person may be fixed, or healed, the
connection to the Wraith is still gone.

Cost: 10 Tainted Essence

Dice Pool: Manipulation + Angst vs Anchor Rating + Eidolon/Permanent Corpus + Eidolon

Action: Contested

Dramatic Failure: N/A


Success/Failure: If the Shadow fails, nothing happens, and the Shadow has spent ten Tainted
Essence for nothing. Also, the Shadow may do nothing against the Wraith - not even speak to
her - for an entire week. If the Shadow succeeds, then one dot is removed from the Anchor or
Corpus rating.

Exceptional Success: If the Wraith scores an exceptional success against the Shadow, then not
only is the Shadow silenced and neutered for a week, but it also loses a dot of Angst.

However, if the Shadow gains an exceptional Success, then not only was the one dot removed
from the Anchor or Corpus rating, but each success past the first returns a dot of Tainted
Essence spent on the roll.

Numina

Numina in General

Anchorage

Bios

Castigate

Decay

Embody

Fate

Fear

Kinesis

Regis

Shaping

Numina in General

From the panes a green mist swirls

Is it a shadow of reflection?

This apparition, in moonbeams bathed,

A voice like wind though trees beckons

Haunted - Type O Negative


Organization

In stark contrast to the stunted powers of Ghosts, the Numina of fully-awake Wraiths are
multifaceted, complex things.

All Numen start from a relatively simple Art, which is known as the Basic Art. Once this power
is understood, a Wraith can then branch out into one of many Paths: different
"understandings" based on the central concept of the Numen. How far along a Wraith is on a
particular Path, including the Basic Art, is her Path Rating.

Example: Charlie has a total of five dots invested in Anchorage. He has the Anchorage Path of
Protection at **** and the Path of Creation at **. Since the first dot is the Basic Art, he didn't
have to pay to re-learn it to start learning Arts on the Path of Creation - he just put a dot
towards Creation, giving him a total Path Rating of ** on the Path of Creation.

Numina can also double back on themselves in the form of Crossover Arts. These advanced
techniques require a Wraith to have gone so far along two or more Paths, so that they can
learn an Art that requires the concepts of those Paths to work.

Example: Lisa has the Bios Paths of Control and Change at *** each. This allows her the
understanding needed to learn the Swarm Crossover Art, as the prerequisite Arts are Path of
Control *** Sleepwalk and Path of Change *** Pull.

Crossover Arts are purchased at a special rate, as explained in Experience.

Ghostly Workings

The general idea behind Numina rolls is Attribute + Attribute + Numen Path Level. For example,
the roll for Anchorage's Early Warning Art is Intelligence + Wits + Anchorage: Path of
Protection.
It is an Attribute roll because the use of Numen is partially-instructed, but mostly-instinctive. It
goes well beyond the vale of Abilities, and into the realm of what is felt or seen, rather than
what is known. A Wraith doesn't have to understand physics to push herself into the Liveworld
via Embody, and doesn't need to have much medical knowledge to sense that she's harming
her ride via Bios, either.

It also means that Wraiths who become more knowledgeable in a particular Numen also
become more adept at using it, at least within a particular Path.

Most uses of a Numen require at least a token amount of Essence to fuel them. Some do not
require Essence, but these tend to be Basic Arts. Very powerful Arts will require more Essence,
possibly up to five or more dots. And some Arts require Willpower - especially if they require
the Wraith to put something of "herself" into someone, or something, or to make an effect
permanent.

No @!#$'n Mechanics Again?

As with other things, not all the mechanics are to be given out. Only the Anchorage Numen has
been spelled out in full, both to give an example, and because of the importance of Anchors in
the game. In all other Numina, only the Basic Art will be completely explained.

This decision has been made in deference to White Wolf's Fair Use rules. Storytellers are free
to extrapolate the rules from what's been given, as best fits their style of play.

Roll the Bones

When rolling the Basic Art of a Numen, use the level of the highest Path attained in that
Numen.

Whenever using an Art in a particular Path, the highest level attained in that Path is the level
rolled to activate the Numen, rather than that of the highest Path gained in the Numen
altogether. This reflects the fact that there are different techniques, ideas and concepts
embodied in each Path.

Example: To use Charlie again - he has the Anchorage Path of Protection at **** and the Path
of Creation at **. When using the Ping Art {Creation **}, he will add two dice to his Intelligence
and Manipulation for the roll, rather than four. When using any of the Arts in the Protection
Path, however, he will add four dice. And when he rolls the Basic Art for Anchorage - Distant
Presence - he will add four dice to his Intelligence and Presence, since he has the highest
amount of dice in the Path of Protection.

When rolling a Crossover Art, use the average of the Paths needed to have the Crossover Art,
rounding up.

Example: John wants to use Pilgrimage, an Anchorage Crossover Art that requires Path of
Protection ** Early Warning, and Path of Creation ** Ping. He has up to **** in the Path of
Protection and ** in Path of Creation, which means that he will roll his Strength +
Manipulation + 3 dice - the average of 4 and 2.

Group Casting

If a Wraith needs help performing a certain Art, she can enlist the aid of others who know it.
This makes it a little easier to do it, but it costs - and may penalize - all involved in the working.

To do a group casting of an Art, everyone involved must be in physical contact with one
another. Everyone helping the Wraith who is using the Art must spend one Essence to link
their will with hers, whether the Art requires Essence or not. If the Art also requires Willpower,
they must contribute a dot of that as well. And if the Art gives Tainted Essence, they all receive
however many dots the user gets for performing it, as they are all complicit in the act.

Each extra Wraith linked up in the effort contributes one die to the effort. However, there is a
limit to how many others can help: the mind and will of the Wraith who is actually using the
Art is only able to channel so much energy at once. There cannot be more Wraiths directly
involved in the group casting than the user has dots in Permanent Willpower - including the
user, herself.

Example: Brother Stubborn and a group of Pardoners are out in a Storm, and want to group
cast **** Ward of the Damned, so as to have a better chance of surviving the event.
Stubborn's Willpower is 6, and there are 7 Pardoners with him. He can have 5 of the Pardoners
join him, all of whom must contribute one Essence and one Willpower, as the Ward requires
both to fuel it. This action gives 5 extra dice to the roll.
Tainted Essence

Some uses of Numina cause Tainted Essence to be gained, and some contain the possibility -
but not the guarantee - of its accrual.

These gains tend to be caused by Arts that force another to do something, or else take
something away from another - lessening their hold on the world, and control over
themselves. And some Arts require a Wraith to manipulate or befriend her Shadow, or use
powers from beyond the Barrier, ensuring that some of the negative energy rubs off on them.

In those Arts that have the potential, there seems to be a "moral" choice made by the user,
which either causes or does not cause Tainted Essence to be gained. There is always a lot of
debate as to whether morality fits into the grand scheme, or if it's just a matter of aiding in
another's impediment - or destruction - that causes negative energy to form.

Affiliation

Wraiths have the capacity for an "Affiliation" with certain Numina, depending on their Means
of Demise. Whatever happened to them scarred their souls in such a way as to make certain
powers of the dead easier to learn, and slightly easier to use {if their luck holds out}.

Wraiths who have an Affiliation for a Numen pay less Experience to learn Arts in it. They also
may reroll two dice, rather than only one, for each die on the roll that comes up 10. This
means that it's easier for them to get Exceptional Successes.

Anchor Limits

A Wraith's proximity to her Anchors limits her use of Numina on the Living. She can use
Numina on the Living without additional effort while near her Anchors: ten yards per dot in
Anchor rating.
If a Wraith wants to use her powers on the Living while beyond that barrier, she can, but this
costs a point of Willpower per Art activated. This cost is above and beyond any other
Willpower requirements a specific Art may require.

Whispers and Rumors

The listings that follow are but a sample of possible Paths and Crossover Arts. There could be
other Paths, and countless Crossover Arts to be learned.

There may also be powers well beyond the range of normal Wraiths {*****} though no one
but the oldest of Wraiths can say for sure if these "Hidden Arts" are real, or just rumors.

And the Damned may have their own, twisted variations on Numina as well, though not even
the Pardoners are certain of the shape of these "Dark Numina."

Anchorage

{Uncommon}

Anchorage is the ability to manipulate Anchors, without which a Wraith cannot exist for long. It
goes without saying, then, that Anchorage is one of the most powerful Numina in the
Deadlands; Its understanding is jealously guarded, and its use is very expensive to hire.

One fully schooled in the Arts of this Numen can protect her Anchors from harm, make new
Anchors and repair preexisting ones. It's also possible to whittle away the connection between
a Wraith and her Anchors, which is what makes this Numen both enticing and frightening to
many Wraiths.

The Believers are the undisputed masters of this Numen. They use their expertise in it in order
to seek Transcendence, primarily, but often use it to negotiate terms with The Order and the
Freewraiths. It can also be used to keep others - most notably the Haunters - at bay.

Unless specified otherwise, Anchorage Arts can be done for either the Wraith's own Anchors,
or for another's.

Paths
Anchorage has three recognized Paths:

Path of Protection: {Also called Shielding} Arts that allow a Wraith to strengthen and look after
her Anchors, or those of another. Its users are known as Shieldwraiths and Guardians, amongst
other names.

Path of Creation: {Also called Generation} Arts that allow a Wraith to make Anchors -
temporary or permanent - for herself, or another. It is practiced by Generators and Splicers.

Path of Separation: {Also called Resolution, or Smiting} Arts that allow a Wraith to disconnect
her Anchors, or those of another. This can be a gentle, cathartic disconnection, or a rude
tearing away, but the harsh removal tends to accrue Tainted Essence. The Scissormen who
employ it are both feared and revered.

Those Who Know

All three of the known Paths are generally understood by the Believers, and called by various
names amongst their Concord. They are willing to teach the Path of Creation to outsiders, for a
price - or certain territorial considerations - but prefer to keep both Protection and Separation
to themselves.

Meanwhile, the Messengers are well-versed in the Path of Protection, though how they
wrested its secrets from the Believers is a mystery. Some members of The Order have learned
the Path of Creation, bought in return for various "understandings" they give to the Believers.

Whispers

They say that true masters of Anchorage are very frightening, indeed. They are purported to
be able to crack and shatter a Wraith's connection to her Anchors without having to be in
contact with them - just by looking at her. They also say that they can heal Anchors just as
easily, or make an Anchor from halfway across the world - based on a really good description -
and then teleport to it.
They also say that The Damned have their own, twisted version of this Numen. Some say this
allows them to know when a mortal is destined to die, so they can be right there to take her
soul. Others say they can make hideous bargains with the Living, or enslave the Dead.

And there is some evidence to support the idea that the Damned can watch - and follow -
Wraiths teleporting back to their Anchors, either to escape a Storm or a pack of the Damned.
Unfortunately, a distinct lack of survivors of such attacks leaves the evidence spotty, and
unsupported...

Basic Art

* Distant Presence

The stepping stone of all Anchorage Paths, this Art trains the Wraith to maximize her
connection to her Anchors. After she makes contact with an Anchor, she can use Numina on, in
or around it, even from a distance. This Art also allows a Wraith to turn an Anchor's Echoes off
from afar.

System: The Wraith must first establish contact via the Anchorsense Affinity. Once this is
achieved, she must spend one Essence to bridge the physical distance between the Anchor and
herself, and roll Intelligence + Presence + Anchorage. Each success on that roll allows for a
maximum number of successes on subsequent Numina rolls on, in or around the Anchor.

Example: If Julia scores three successes on her Distant Presence roll, and scores four successes
on a subsequent roll to activate a Fear Art on a snooping human, only three successes on that
Fear roll are counted.

Only one success is necessary to turn the Anchor's Echoes off, but a point of Willpower and
Essence must be spent to do this, as normal.

Path of Protection

Have no fear. I am holding your things here, close to my heart.

And they will bend, but not break. On this you have my word.
The need to protect one's Anchors from harm is one of the chief concerns of all Wraiths. Those
who study this Path of Anchorage can rest assured that their Anchors are more secure than
others. They can also rest assured of having a secure source of income, as Wraiths are willing
to pay well for such protections: the Shieldwraith of any town is a wealthy one, indeed.

All the Arts on this Path can be used on another Wraith's Anchors, but the Wraith who owns
those Anchors must be present, and willing to have them done, when the Art is used.

** Early Warning

This gives the ability to place an 'early warning system' on an Anchor, thus alerting the wraith if
a clear danger is looming. Ideally, the warning gives them at least enough time to teleport back
to the Anchor, and possibly even time to activate Anchorsense, and then Distant Presence. The
Art also allows the Wraith to place Willpower and/or Essence into the Anchor as a "down
payment" on a future teleport.

System: If making a "down payment" on a future teleport, the Wraith need only be in physical
or spiritual {Anchorsense} contact with her Anchor. She may either place a Willpower point
into the Anchor, or three Essence, in order to charge a future teleport to that Anchor. A charge
may be redeemed at any time within a Lunar Month of its being placed in the Anchor - after
that, it dissipates. An Anchor can have no more charges than it has dots in rating.

As for the early warning, the Wraith must place a point of Essence within the Anchor, and then
spend another point of Essence, rolling Intelligence + Wits + Anchorage: Path of Protection.
Each success past the first grants the Wraith a turn's warning that the Anchor may be in
danger, though she will have to use Anchorsense - or go back to the Anchor - to determine
exactly what is wrong. This effect lasts for up to a Lunar Month, and then dissipates, and must
be recharged.

*** Cloak of Concealment

Any Wraith with sufficient Anchorage might be able to sense the location and strength of
another's Anchors. This Art partially shields an Anchor from such deliberate viewing by
Wraiths, and also partially blocks their Deathsight and Lifesight viewing as well. The Art
completely negates the ability of The Damned to find these Anchors, as well, even with a single
success. {It does not, however, lessen the power of Echoes}

System: The Wraith must be in physical or spiritual {Anchorsense} contact with the Anchor in
order to use this Art. She places two Essence into the Anchor, and rolls Dexterity + Composure
+ Anchorage: Path of Protection. Each success negates any successes on others Ping, Twang,
Lifesight or Deathsight rolls to detect the Anchor, or learn anything about it. The effect of the
Art lasts for a week, and must then be renewed.

**** Shield of Self

This Art allows a Wraith to create a "physical" connection between herself and an Anchor, so
that any physical damage done to it is done to her, instead. This is meant to be more of a
guard against sudden and accidental damage, so that fragile objects are not broken into pieces
- and people killed - before the Wraith can get back to them. However, the Wraith can place
her body between the Anchor and sustained, heavy damage, so long as she's willing to take
the pain, or can heal it.

System: A Wraith must be in physical contact with the Anchor to initiate the use of this Art.
The Wraith must place three Essence, one Corpus and one willpower into the Anchor. She then
rolls her Resolve + Stamina + Anchorage: Path of Protection. Each success past the first grants
a week in which the Wraith and the Anchor are physically connected to one another {one
success gives a day}. She can then go as far away from the Anchor as she'd like, and the effect
will hold.

One of the advantages of this state is that the Wraith need not spend Essence in order to use
Anchorsense on the Anchor. She needs only concentrate for a turn, and then make the roll as
normal. This also allows her to use Anchorsense on the Anchor of the other Wraith, using her
own Wits and the Anchor's rating for the roll. Further, the doing of any damage to an Anchor
protected by this Art immediately plunges the Wraith into Anchorsense - as though she'd
Succeeded on a roll - so that she may see what is happening.

So long as the Art is in effect, any damage done to the Anchor that exceeds the Durability
Rating, or Defense, will be done to the Wraith instead: point for point, type for type. Note that
Aggravated Damage will supersede the Durability of an object as normal, and the Wraith may
not use her Defense to escape the damage.
The Wraith may spend Essence to heal herself, of course. However, she may not end the Art
on her own, unless she's protecting her own Anchor. If she lays herself down on the line for
another, she's stuck with the decision for as long as the effect holds out.

***** Shield of Will

A further improvement on Shield of Self, and the highest pinnacle of the Protection Path,
allows a Wraith to create an unseen shield around an Anchor. This shield will deflect a certain
amount of damage, or at least make it more difficult to damage something, or someone.
However, it isn't completely invulnerable.

System: A Wraith must be in physical contact with the Anchor to initiate the use of this Art.
The Wraith must place five Essence and two Willpower into the Anchor. She then rolls her
Stamina + Manipulation + Anchorage: Path of Protection. Each Success acts to negate a
Success from an otherwise-Successful roll to damage that Anchor, and such is the strength of
the Shield that it may even be used to block Aggravated damage. Once each Success is used, it
goes away, reducing the supernatural shield around that Anchor.

Example: Valerie has gained four successes on her Shield of Will roll, and is using it to defend
her beloved bicycle, which would normally have a Durability of three. A vandal is trying to
break the bike by slamming it up against a wall, and gets five successes. That would normally
be enough to harm it, but two of Valerie's four successes are activated, inexplicably protecting
the bike from harm. Valerie's bike now has two successes left.

Valerie also rolled three successes to protect her kid brother, Billy, who's made some enemies
at school. The bully trying to punch him out at class change has an attack pool of five, and Billy
only has a Defense of three. The bully rolls both remaining dice, and succeeds with both, but
these Successes are removed by the Shield of Will - for some weird reason, the punch misses.
Billy now has one success left to protect him.

The protection lasts for a Lunar Month, at which point any unused Successes dissipate, and the
Art must be renewed.

Path of Creation
So they wanted to send you a message, huh? Well, let's send them one right back - you don't
cave. Not to them.

Not when you've got me there to pick up your pieces, anyway.

The most in-demand of all the Anchorage Paths, the Path of Creation is sought out by Wraiths
who have, over time, lost connection to their Anchors. It is also invaluable for giving Anchors
back to a Wraith after they have been severed, either by uses of the Path of Separation, or
other, darker alternatives. So-called Generators can also create easier Consorts, or temporary
Anchors for themselves and for others, in case of emergency.

All the Arts on this Path can be used on another Wraith's Anchors, or used to create an Anchor
for another Wraith. Unlike the Path of Protection, the Wraith who owns the Anchors does not
have to be willing to have these Arts used on her, or her Anchors. Some Arts require that the
Wraith be present, however.

** Ping

The first step on the Path of Creation allows a Wraith to see another Wraith's Anchors.
Gathering information about another's Anchors is usually seen as a violation of privacy, but
those who need their Anchors fixed are often willing to be scanned. The Art can also be used
to perform minor "maintenance" on the Anchor.

System: To use this Art, the Wraith has to be within conversational distance of the other
Wraith, and spend a Turn in concentration, looking at her. After that, she spends one Essence
and rolls Intelligence + Manipulation + Anchorage: Path of Creation: Path of Creation, with
each success giving a detail about a single Anchor the other Wraith has. Unless the other
Wraith specified which Anchor, or the Wraith doing the Pinging has an idea of one, the
Anchors are seen from largest to smallest, and most important detail to least, respectively.

The Wraith can also use this Art to perform minor "maintenance" on the Anchor: removing
dust or mold, smoothing over cracks and dents, cheering the person up, etc. This is done by
spending an additional Essence after using Ping on the Anchor. The maintenance has no
bearing on the Anchor's actual rating, but makes the other Wraith feel a little better, as though
she'd gotten a second wind for some unknown reason.
*** Grasp of the Grave

This Art allows a Wraith to create a Temporary Anchor, making it easier to travel, escape a
Storm, use Numina on the living or Manifest while away from one's own Anchors. It also allows
a Wraith to create a temporary Consort - and have full "ownership" over that person - without
having to spend the time and Essence needed to make a Consort in the normal, "proper"
fashion.

System: The Wraith must be in physical contact with the object in question to use this Art, and
if she's creating the Anchor for another Wraith, that Wraith must be present. The Wraith
spends two Essence and rolls Wits + Presence + Anchorage: Path of Creation. Each success
gives the Anchor a level rating - to a maximum of ***** - and the effects last for a full 24-hour
period.

The Wraith can try to make the roll again in order to strengthen the Anchor. However, each
further attempt must exceed the previous roll in order to have an effect: equal or fewer
successes don't do any good. Subsequent attempts do "reset" the clock on the Art - extending
the effect out for another 24 hours.

Consorts made through this Art do not get Anchor ratings, obviously - instead, each success on
the roll gives the Wraith full "ownership" over the Consort for a 24-hour period. These people
then act mostly like normal Consorts, in terms of "ownership," Manifestation and Numina.
However, a Wraith cannot heal herself inside the Consort, nor regain any Essence in her
presence.

**** Renewed Link

One of the most sought-after Arts on this path, Renewed Link allows the Wraith to repair
damage done to an Anchor's level. It won't repair the Anchor, itself, but will repair any spiritual
damage, whether done by Anchorage or other means. The Wraith can even reattach Anchors
that were completely severed using this Art.

System: The Wraith has to be in physical contact with the Anchor to be repaired, but does not
have to have the owning Wraith present. She spends three Essence and one Willpower, and
rolls Dexterity + Manipulation + Anchorage: Path of Creation. Each success past the first takes
the Anchor back up a level.
The Art can reattach Anchors that have been completely severed, but this costs four Essence
and one Willpower. The Wraith whose Anchor was severed must be present for this use of the
Art.

No matter how good the Wraith's roll may be, this Art cannot improve upon the preexisting
level: an Anchor that was *** can only be taken back up to level *** with Renewed Link. Extra
Successes are wasted.

***** Fetterbound

This - the most powerful Art of the Path - allows a Wraith to create a brand new, permanent
Anchor for a Wraith. It also allows the Wraith to augment the levels of a preexisting Anchor.
Wraiths who are virtual powerhouses of Essence may have used this Art to create many new,
powerful Anchors, but the power is not without its risk...

System: If creating a new Anchor, both the Wraith working the Art, and the Wraith to be
granted the new Anchor, must be in physical contact with the would-be Anchor. The Wraith
being granted it must sacrifice a point of Permanent Willpower, and whatever emotion she
feels for the Anchor will become the core emotion behind that Anchor.

Meanwhile, the Wraith using the Art must spend five Essence and one Willpower. {If the
Wraith is using the Art on herself, the expenditure comes out to five Essence and one
Permanent Willpower.} She then rolls Strength + Presence + Anchorage: Path of Creation: one
success creates *, two successes create **, four creates ***, and so on. Failure gives all
Wraiths involved three Tainted Essence.

If augmenting a preexisting Anchor, the Wraith whose Anchor it is need not be physically
present - though that might be a good idea. The Wraith having it augmented doesn't need to
sacrifice anything, either. The Wraith using the Art spends three Essence and one Willpower,
and rolls Dexterity + Presence + Anchorage: Path of Creation. Success follows the same pattern
as making a new Anchor: if the Anchor is at *, then it takes two successes to take it up to **,
four to take it to ***, and so on. Failure gives all Wraiths involved one Tainted Essence.

In either application of the Art, the Anchor's levels cannot be taken up past *****, regardless
of however many successes are gained on the roll.
Go Bang

There is something an upward limit as to how many Levels in Anchors a Wraith can have, and
this is what causes the high risk of using the Fetterbound Art. It's not that having extra Anchors
is a problem, it's that the Wraith's body can't always handle all the "extra" Essence that many
Anchors would provide. The results can be rather explosive...

A Wraith tends to start "life" with ten dots in Anchors, but can go up to 10 plus her Permanent
Willpower without danger, courtesy of Fetterbound. This also means that a Wraith can have an
Essence pool of 10 plus twice her Permanent Willpower without danger. Once this limit is
breached, however, it becomes harder for a Wraith to handle her now-increased Essence pool
- Corpus has its limits.

To safely absorb Essence above the danger limit, the Wraith must roll her Stamina +
Composure. Each dot of Essence to be absorbed takes one dice away from this roll. Success
means all Essence is absorbed, Failure means the Wraith suffers a level of Lethal damage for
each dot of Essence she tried to take in. Dramatic Failure gives a level of Aggravated damage
for each dot of Essence.

Example: Xavier, a powerful Wraith of The Order, has a Stamina of 4, a Composure of 3,


Willpower of 7, and a total of 23 levels in Anchors. This means that his Essence Pool could go
up to 30 {23 + 7} but he can only handle 24 {10 + 7 + 7} Essence safely. And if he's at 24
Essence, and stands to gain more, he must roll 7 dice {4 +3} minus one for each dot of Essence
he stands to gain. As he stands to get four extra Essence, he must roll 3 dice.

Path of Separation

Some say I am your best friend. Some say I am your worst enemy. What do you think, friend?

Tell me truly - lies are costly, here...

Rightfully loved and feared, the Separation Path allows a Wraith to decrease the effectiveness
of another's Anchor, cut its links to another Wraith, or sever it completely. Used "responsibly,"
it is an invaluable tool for Transcendence. But there are those who use this Path for less noble
ends, and while the Scissormen make for good allies, they are terrible enemies.

All the Arts on this Path can be used on another Wraith's Anchors, or used to create an Anchor
for another Wraith. Much like the Path of Creation, the Wraith who owns the Anchors does
not have to be willing to have most of these Arts used on her, or her Anchors {*****
Resolution is an important exception}.

** Twang

Something of an "answer" to Ping, the Wraith also uses this Art to see another Wraith's
Anchors, and functions just like Ping in that regard. Those who practice the Path of Separation
for ignoble purposes often use this Art to evaluate another's Anchors, sizing them up for
possible blackmail. The Art can also be used to raise the other Wraith's hackles, making her
think that something is wrong with one of her observed Anchors.

System: To use this Art, the Wraith has to be within conversational distance of the other
Wraith, and spend a Turn in concentration, looking at her. After that, she spends one Essence
and rolls Intelligence + Manipulation + Anchorage: Path of Separation, with each success giving
a detail about a single Anchor the other Wraith has. Unless the other Wraith specified which
Anchor, or the Wraith doing the Twanging has an idea of one, the Anchors are seen from
largest to smallest, and most important detail to least, respectively.

The Wraith can also use this Art to make the Twanged Wraith feel distinctly uneasy concerning
her Anchors. This is done by spending an additional Essence after using Twang on the Anchor.
The feeling is gone almost as soon as it's noticed, but it's acute enough to make some hair-
trigger Wraiths teleport back to their Anchors, only to discover that nothing was wrong.

*** Clutch of the Beyond

This Art temporarily diminishes the effectiveness of an Anchor - dropping it down level by
level. Some Believers use this Art as an emergency measure if they have to travel, while others
use it to aid a Wraith in getting used to the idea of living without a particular Anchor. However,
it can also be used to deliver an unsubtle threat to a Wraith: letting her know that she's been
"tagged."

System: The Wraith must be in physical contact with the Anchor to use this Art, unless it's her
own Anchor. She must spend two Essence, and roll Dexterity + Presence + Anchorage: Path of
Separation. Each success on the roll, past the first, makes it seem as though the Anchor's level
was one less, and this can take the effective level of an Anchor down to zero. One success just
makes the Wraith whose Anchor is being affected feel violated.

The effect of the Art lasts for an entire day. During that period, the Wraith's ability to heal and
gain Essence from that Anchor, and use it for Numina, or Manifestation, is lessened. An Anchor
that has been dropped to zero still has a "hold" over the Wraith, but cannot impede her free
movement.

Using the Art on one's own Anchors garners no penalties. However, if the Art is used on
another for selfish or destructive purposes, a dot of Tainted Essence is gained for the violation
of another's Anchors.

**** Broken Link

The reverse of Renewed Link, a Wraith can use this Art to cause spiritual damage to an Anchor,
reducing its level. Believers often use this Art a little bit at a time - either on their own Anchors,
or another's - in order to lessen the connection to their former lives. But it can also be used as
a weapon against others, which is one reason why the Believers are often left alone.

System: The Wraith has to be in physical contact with the Anchor to be thusly affected. She
spends three Essence and rolls Strength + Manipulation + Anchorage: Path of Separation. Each
success past the first takes the Anchor's level down a dot: one success just makes the Wraith
whose Anchor is being affected feel violated.

The Wraith can elect to "pull her punches," and reduce the level only by so much, regardless of
the successes. However, each success that goes over the amount the Wraith wants to do
causes automatic Lethal Damage.

Example: Saul is reducing Lisa's Anchor. He wants to reduce it by only one level, but he rolls
four successes, which would take it down three levels. He stops this further damage from
taking place, but suffers two Lethal Damage to his Corpus.

As with Clutch of the Beyond, the Art should be done for therapeutic and/or kindly spiritual
purposes. If not, then the Wraith who does it receives one Tainted Essence for every level she
drops the Anchor by. That only happens if it's done to another Wraith's Anchor, though - there
is no such penalty for reducing your own.
That said, this Art is not recommended to be used to completely remove a Wraith's Anchor,
whether for offensive or altruistic purposes. Doing so gains two points of Tainted Essence
above and beyond whatever else may have been gained, no matter what the Wraith's
motivation. And this also happens if a Wraith uses the Art to sever her own Anchor, as the act
bolsters the Shadow.

***** Resolution

All Wraiths can, given time, Resolve their Anchors. However, some Wraiths don't wish to wait
for what may be several decades to gain the spiritual wherewithal to accomplish this. For them
- and others - a Resolution can be forced, but not without great risk. And while the Resolution
Art is not as harmful in practice as Broken Link, the cost of failure is dire, indeed.

System: If done for another, the Wraith must either be in contact with the Wraith who wishes
this done - and it can only be voluntary - or the Anchor. She must make a Contested roll of her
Presence + Wits + Anchorage: Path of Separation against the Resolve + Stamina + Anchor
Rating of the other Wraith. {The Anchor Rating is of the Anchor to be Resolved.} Each success
scored by the Wraith using the Art in the Contested roll, past the first, "Resolves" one level of
the Anchor.

The other Wraith may improve the chances of the roll by spending three Willpower, and
making a Willpower roll. Each success reduces her pool for the Contested roll by one, down to
a minimum of one.

Example: Lisa is helping Richard to Resolve a painful, and powerful, Anchor. Her dice pool { 3
Presence + 2 Wits + 5 Anchorage: Path of Separation} stands at 10 dice, while Richard's is 13 {5
Resolve + 3 Stamina + 5 Ex-Lover From Hell}. The odds aren't good, but Richard is steadfast in
his desire to lessen the person's grip on him. He spends three willpower, and rolls Willpower to
commit himself to this. He gains four successes, which reduce his pool to 9 dice. Lisa and he
then square off in the Contested roll, and she gets four successes to his two. This reduces the
Anchor by one level - a small improvement, but it's a start...

If done for the self, the Wraith need not be in contact with the Anchor. However, she still must
make a Contested roll of her Presence + Wits + Anchorage: Path of Separation against her own
Resolve + Stamina + Anchor Rating. She may spend three Willpower, and make the Willpower
roll, to commit herself to the action, as illustrated above.
The Art is often used to completely sever the connection between a previously-weakened
Anchor, so as to avoid the harsh effects of Broken Link. It is also used to give a final "push" to
Wraiths seeking Transcendence, though it's considered best if the Wraith learns the Art, and
then uses it on herself.

Use of this Art normally causes no Tainted Essence to be gained, given its therapeutic nature.
However, if the roll fails, then the attempt to spiritually divorce the Anchor causes a horrible,
dark feedback upon the soul. Not only is nothing lost from the Anchor, but five dots of Tainted
Essence are gained, both to the Wraith using the Art and the Wraith being "helped" by it.

Crossover Arts

Pilgrimage

(Prerequisite Arts: ** Early Warning, ** Ping}

This Art allows a group of Wraiths to be bound together, as though they were one another's
shared Anchor. This allows the Believers to travel great distances away from their own
Anchors, so that they may go on voyages of faith, seekings and other such quests together.

System: The Wraiths must all be touching one another to begin this Art. Only one member of
the group need know the Art, but all other Wraiths to be included must contribute one
Essence to make it work. The Wraith using the Art must spend one Essence and one
Willpower, and then roll Strength + Manipulation + Average of Path of Protection and
Creation.

Ever after, until stopped, the Wraiths act as a group Anchor, with each member past the first
giving it an effective "rating." The Art allows them unlimited range of travel and shelter from
Storms. It also lets them use Numina on the living, as though they were Anchors, and gives a
"power boost" to Manifest. However, they cannot use the Art to gain Essence, or heal
themselves.

Each day after the first, someone in the group must pay an additional dot of Essence in order
to keep the effect going. Also, the Wraiths must be within fifty feet of one another at all times:
if anyone steps outside the distance, the effect of the Art is broken, and must be reestablished.
Also, everyone takes a dot of Tainted Essence for the sudden breakdown.
The Art can only be "properly" ended as it began, with all Wraiths in the group touching one
another, and the Wraith who activated the Art turning it off.

Lifeline

{Prerequisite Arts: ****Shield of Self, ****Renewed Link}

This Art allows a Wraith to perform other Arts from the Protection and Creation Paths on her
own, pre-existing Anchors without having to be physically present. She can also perform these
arts on behalf of another Wraith - so long as the Wraith is willing - by touching her while that
Wraith is engaged in Anchorsense with the Anchor in question.

System: The Art represents a certain level of advanced understanding that comes with both
the Path of Protection and the Path of Creation. It requires no extra roll, but the Wraith must
spend an additional Willpower to use this Art in conjunction with other Arts.

The Hand of God

{Prerequisite Arts: ****Shield of Self, ****Renewed Link, ****Broken Link}

Perhaps the mightiest of the known Crossover Arts for Anchorage, this allows a Wraith to place
a geas upon an Anchor, so that none may dare attack it without severe consequences. Anchors
that are protected by this geas often seem to be surrounded by a dull, gray sheen - the sign
that none should dare harm such a thing. Few do.

System: The Wraith must be in contact with the Anchor, spend five Essence and two
Willpower, and roll Strength + Presence + the Average of her Paths of Protection, Creation and
Separation. Each success past the first provides a week of near-divine protection {one success
provides a day}.

During the time that The Hand of God is in effect, any Wraith or living person who succeeds in
harming the Anchor will have Lethal damage done unto her, measure for measure. And any
Wraith who succeeds in reducing the levels of that Anchor will also have an equal amount of
levels removed from her own Anchors, going from smallest to largest.

But while this Art is powerful, there is a heavy price to pay for invoking the divine. If anyone
should happen to attack an Anchor that is protected by the Hand, and be damaged by the
Hand, the Wraith who placed it upon the Anchor gets two Tainted Essence for their pains.

Bios

{Common}

It is whispered that the Bios Numina is one of the oldest of them all. The desire to feel what it
was like to have a body, once more, is very strong amongst the dead, which led them to re-
enter - and control - the flesh of the living. The deluge of stories of "demonic possession" can
most likely be attributed to this.

It would be highly simplistic to say that Bios only concerns itself with manipulating the bodies
of the living, though. Such is the strength of the bond the Numen creates that one can also
heal, and alter, the body one lays claim to. One can also cause harm, however, which is part of
what has given this otherwise-useful Numen such a bad reputation amongst certain Concords.

Paths

Bios has three recognized Paths:

Path of Control {Also known as Puppeteering} is the "signature" Path of this Numen, given its
high rate of distribution. Put simply, it allows Wraiths to manipulate a living being's actions:
anything from slight slips of the tongue to complete and total possession of the body, with the
"owner" lost inside her own mind. Puppeteers have a reputation - perhaps ill-deserved - for
being cruel, controlling monsters, but are invaluable for getting things done in the living world.

Path of Stasis {Also known as Healing} lets Wraiths heal injuries, cure diseases and keep people
alive much longer than they should be. Healers are considered saints when one has living
Anchors, but the Arts can be reversed to do damage, too. And serious damage, at that.
Path of Change {Also known as Mutation} teaches the Arts needed to convert the Living into
more suitable forms. The Shifters are rarely considered good company, given their tendency to
misuse their Arts. But if you need to send a very distinctive message to someone, they're very
keen for a job. {The trouble is finding them...}

Those Who Know

As Bios is one of the so-called "Common" Numina, almost any Wraith could have it, or else
learn it with little difficulty. Those who died from sickness, starvation and old age have a
particular knack for it, which is why anyone who needs the services of a Puppeteer - or a
Healer - often looks for their Deathmarks.

Finding Shifters is much more difficult, as - having taken the time to extensively "customize"
their hosts - they tend to stay in the Liveworld as much as possible. They also suffer greatly at
the hands of The Order and the Pardoners if they hang their signs out, which adds to the lure
of remaining as hidden as possible.

Indeed - the Order, as a rule, tends to consider this entire Numen to be a danger, and prefers
that its members not use it except when absolutely necessary. The Pardoners also consider it
to be little more than an exercise in Tainted Essence accrual, and strenuously urge their
charges to avoid it.

Almost conversely, Bios is one of the favored tools of the Haunters, and the Freewraiths are
known to shelter many Puppeteers amongst them...

Whispers

Bios - at least the Path of Control - is so widespread that most rumors are, indeed, fact. Given
enough Essence, it is possible to take complete control of someone, warp them into an image
of how you looked before you died and make them live for hundreds of years. What could be
more impressive than that?

The answer is "a lot more."

They say that true masters of the Numen are capable of possessing entire communities of
people, or rebirthing themselves in successive generations of animals. They are also supposed
to be able to possess people from across the world, so long as they've used Bios on them
before.

{On a more subtle note, they say such masters can completely obliterate the soul of the person
they take over, so as to remove all interference from the process. The Puppeteers are accused
of doing this as a matter of course, anyway.}

They also say that more intelligent members of The Damned are very accomplished in this
Numen, and regularly employ it in order to deal with living, or harm the Anchors of the dead.
Whether that is true or not is a matter of some debate, but the stories of Damned-possessed
Anchors are terrifying enough to send many Wraiths into the arms of the Shieldwraiths.

{On a darker note, they say that The Damned have perfected ways to raise the dead - one at a
time, or en masse - as though they were living, the better to wreak havoc in the Liveworld. This
has yet to be confirmed, however.}

Basic Art

* Possession

The Gateway to all other Arts of Bios, this lets the Wraith perform the necessary task of
bonding with the Living. It's no more difficult than climbing inside something that's alive - be it
human or animal - as opposed to something that's dead, or was never alive. But by bonding
one truly experiences what the living do, once more, which is why Possession is so handy to
have.

System: The Wraith must be in physical contact with the living being she wants to enter. She
then rolls Dexterity + Presence + Bios, and she's in. Each success on the roll takes away a die
from another's roll to try and enter the body, thus kicking her out. {She may, of course, elect to
let the other Wraith in.}

If the Wraith is entering someone else's Anchor, each dot in Rating the Anchor has removes
two dice from her Possession pool. If she's entering a Consort she's made - either through Bios
or other means - she doesn't have to roll at all, but it might be a good idea just in case another
Wraith tries to jump her claim.
While possessing a body, the Wraith feels as though she is the owner, though she can do no
more than observe what happens. Everything the owner sees, hears, touches, feels and tastes
is felt by the Wraith, with the senses of a living person. However, all Affinities - with the
exception of Ghostsense - do not work: being in the body cuts her off from the Deadlands.

This state of being also has the danger of damage. The Wraith loses Corpus every time the
living being takes damage - kind for kind, level for level - and has to rely on the mortal's
Defense. The Wraith can heal herself, of course, and may slip out of the body at any time to
avoid further damage.

Path of Control

I'm not a freak, okay? It's just that I don't wanna spend any more time dead than I have to. And
if that means I have to borrow someone... well, then I borrow them, okay? But just so I can
remember what it felt like, again.

And I just borrow. Not keep, okay?

Of course, mere Possession of a host body is rarely ever enough. Once one is feeling the real
world, again, one wants to reach out and touch it - to feel it, and savor the sensations. And if
the host doesn't like what the Wraith does, or doesn't want to do what the Wraith wants, then
something has to be done. It would be madness to be so close and yet so far...

Keeping that in mind, the Path of Control is more widespread - and more used - than anyone
would like to admit. Even those who advise others to avoid its use can often be found in flesh,
"convincing" their hosts to order steak instead of fish, or tea instead of coffee.

It's just little things, at first.

** Slip

The first step to assuming control over the living, Slip allows a Wraith to make the body
perform one quick action, or say one quick thing. "Quick" actions include pulling a trigger,
pressing a button or flipping someone off, while quick things are "Yes," "No," "Go away" or the
like. The host might not be aware of having performed the action, depending on how subtle
the Wraith is - timing is everything, here - but will always know what she said, even if she
doesn't know why.
*** Sleepwalk

The next step is forcing the body into a sleepy, half-awake state and then piloting it around, or
else taking advantage of such a state. The Art can be used when one's host is drunk or on
certain drugs, too, but there's a massive loss of coordination involved. In either case, the host
has to be gingerly handled, as one good bang, flash or harsh action will wake her all the way
up. She will have a hard time remember what she said and did while Sleepwalking, though.

**** Lost Time

This Art allows the Wraith to take the host completely over without having to put her into a
trance, or take advantage of one. The takeover is as quick as the snapping of fingers, and lasts
for as long as the Wraith is willing to pay for it in Essence, and she can keep the host from
coming to. Should the latter happen, the host will "wake up," not knowing what she's been up
to, or how she got here.

{Clever Wraiths take the living over while they're in bed, or falling asleep, and pilot them back
to bed before releasing control.}

***** Changeling

This Art allows a hostile takeover of the host body, and the Wraith can use it to take up full-
time residence amongst the living. In the process, she shoves the host's consciousness deep
into the subconscious parts of the mind, bringing her own to the fore. This puts her completely
in control of the body, and negates the need for constant Essence expenditure to maintain
control.

Time is the true enemy of the Wraith using this Art. The host will start to act as a second
"Shadow," given time: slowly becoming more awake and aware as the Wraith spends more
time in her body. After a while, she can try to force Catharsis, or work with the Shadow to ruin
it all. {Oddly enough, when it ends, she might not remember any of her time as a prisoner in
her own body.}

Path of Stasis

No, he will not die. Of that you can be certain. So long as I have what you've promised, your
friend will be cured.

But should you go back on our deal...

The Path of Stasis is the very textbook definition of "double-edged sword" for Wraiths familiar
with Bios: all of its Arts can be used to heal or harm in near-equal measure. This makes hiring a
Healer a very risky proposition, and makes the Healers themselves something of an "acquired
taste."

All the Arts here can be used to harm the host, but no damage is passed on to the Wraith,
since she is causing it via Bios.

** Minor Mending

The first Art in the Stasis Path allows a Wraith to accelerate the healing of Bashing damage that
the host has suffered, sometimes dramatically. It can also cure diseases that aren't life-
threatening by accelerating the body's natural fight against the condition.

On the other side, the Wraith can cause Bashing damage to the host: bruises flower, bones are
chipped and the skin breaks in small patches. The Wraith can also pox her host with the rapid
onset of any contagious disease the host's body has been in contact with recently. Both
applications cause Tainted Essence to be gained, of course.

*** Major Mending

An improvement over Minor Mending, this lets the Wraith accelerate Lethal damage's healing
time, and heal Bashing damage immediately. It also cures life-threatening diseases that are
external in nature - viruses and bacteria - and not internal, like kidney failure, cancer, and so
on. In the latter cases, the Wraith can slow the onset to a near crawl, but cannot completely do
away with it.

Again, the Wraith can cause damage, only now it is Lethal: bones break and splinter, and the
skin tears open in wide, bloody rents. She can also awaken a deadly, contagious disease that
the host's been in contact with, or else has been imprinted on her antibodies at some point.
Anything the host has been vaccinated against is fair game.

**** Making Miracles

This Art allows the Wraith to heal Lethal and Bashing damage immediately, and accelerate the
healing of Aggravated damage. It can also cure all diseases, whether internal or external, and
reverse the damage caused. It's a costly Art to perform, but all miracles have their price.

The flip side is that a Wraith can cause Aggravated damage in a host. She can also introduce a
disease into the host's system, and accelerate its spread to near-impossible speeds, so that
someone might be fine one moment but riddled with tumors an hour later. This is also very
costly, both in Essence and Tainted Essence, but they say the impression it makes it worth
every bit of the pain...

***** Methuselah

Who wants to live forever? A Wraith can use this Art to slow down a host body's natural
lifespan, and improve her constitution to the point where she doesn't suffer any illnesses at all.
The Art takes a lot of Essence to maintain, and a host deprived of it will quickly start to age
again. It is often used in short bursts to prolong life close to its end, so the host can have a
chance to see loved ones before dying, or do one last thing that needs doing.

It has an offensive use as well: the total and complete termination of life, either by turning it
off all at once, or accelerating the aging process to superhuman speeds. Such is the power of
this Art that it can turn a middle-aged host into a brittle, old woman in days - if not hours - and
reduce a rest home resident into a pile of bones and dust in the same amount of time.
Path of Change

Yes, it's really me, lover. I was dead, but now I'm alive again. I'm alive and I came back.. just for
you.

Look grateful.

How far will you go to take back what you had? For Shifters, the answer is shown by what they
can do to their hosts with the Arts of the Path of Change. It's possible for them to turn a
middle-aged, overweight man into a skinny covergirl, and vice versa. They can also make
various "improvements" to the human form, if they choose, though these are costly and may
be harmful.

As with the Path of Stasis, any damage done to the host as a result of these Arts is not passed
along to the Wraith. However, if the things done wind up killing the host, then the Wraith will
gain large amounts of Tainted Essence for her part in it.

** Twist

The Wraith can use this Art to make a very minor change in the host body: changing the color
of someone's eyes or hair, making her pale, moving body fat around, altering the shape of her
face, giving her a birthmark where she didn't have one before, altering the pattern and color of
a cat's fur, etc.

The change cannot be something that couldn't be natural, such as turning someone's hair
bright neon blue and their eyes pink, or giving a dog a zebra-stripe pattern to its fur. That still
leaves a lot of room for maneuvering, though.

The change usually lasts for at least a Scene, but the Wraith can expend Willpower to make it
permanent.

*** Pull
The Wraith can not only make cosmetic changes to her host, but she can now go beyond what
is "normal" for it: blue hair, pink eyes and a dog with zebra-stripe fur are well within this Art's
purview, as are bizarre genitalia, extra fingers, weird teeth and the like. So long as it does not
add or subtract from the host's Dice physical dice pools, it can be done with Pull.

As with Twist, the changes usually last for at least a Scene, but the Wraith can expend
Willpower to make them permanent. The Wraith can also impress these changes upon the
host's genes, so that any offspring it has will carry them as traits, though this is a little more
costly.

**** Alter

This stage on the Path allows the Wraith to go beyond the cosmetic, and put serious changes
on the map of her host. She can add extra limbs and joints, fashion body armor, make horns,
fangs and claws, perform sex changes, increase or decrease muscle and fat... so long as the
host will still have something close to its original shape, it can be done with Alter.

In mechanical terms, Alter can be used to add dots to Physical Attributes, or swap them
around, increase Defense or Health, or create natural weapons. These changes are costly,
though, and the Wraith has to be careful with what she's doing: too many changes may
seriously damage or kill a host.

***** Warp

This Art increases the bond between the Wraith and her host to the point where the Wraith's
Corpus suffuses itself into the living flesh around it, and becomes one with it. From that point
on, anything the Wraith can do with her own Corpus through the Shaping Numen - no matter
how radical - can also be done with the host.

However, there is a constant danger of the host's body being unable to cope with the gross
changes wrought upon its anatomy. Fatal damage may be caused if the Wraith is too careless,
and doesn't clean up after herself.
Crossover Arts

Swarm

{Prerequisite Arts, *** Sleepwalk, *** Pull}

Normally, a Wraith using Bios is only able to be in one host at a time. This Art allows the
Wraith to spread herself out amidst a swarm of tiny, like creatures - ants, bees, spiders, etc. -
so that she becomes the guiding force behind the swarm.

Unity

{Prerequisite Arts, **** Lost Time, **** Alter}

This Art allows a Wraith to take full advantage of the mind she's living in: gaining access to
memories, skills and information that the host knows. Such access is fleeting, but it may be just
long enough to save the Wraith's masquerade, or get her out of a tight spot.

From the Dust

{Prerequisite Arts, **** Making Miracles, **** Alter}

One of the more impressive uses of Bios is the ability to bring a dead body back to some
semblance of life. So long as there's a scrap of tissue left on the bone, the Wraith can reverse
the process of mortal decay back to just after the moment of death. This process is a quick but
costly thing, and will never do more than create an animated cadaver - one that needs Essence
daily to keep from falling back into the dust.

But the look on someone's face when they're confronted by a victim they dispatched, years
ago, is purportedly worth every ounce of trouble...
Castigate

{Uncommon}

Every Wraith has a Shadow, and every Wraith's Shadow seeks to harm, hinder and end the
Wraith it's attached to. This is one of the simplest - and most terrible - facts of "life" in the
Deadlands, and is what makes the Castigate Numen so valuable. Those who know its secrets
can defy the Shadow's ascension to power, control the actions of their own, and even use the
dark energy of Storms to their advantage.

Such abilities make for a powerful Numen, which may be why the Pardoners go out of their
way to make certain that only they have unfettered access to its secrets. On the other hand,
they say that they're protecting their charges from the dangerous secrets that Castigate holds.
And they may well be telling the truth... after a fashion.

Paths

Castigate has three recognized Paths:

Path of Absolution {Also known as Purification} provides the most obvious - or well-recognized
- of Castigationary Arts: the humbling and weakening of Shadows. Wraiths who've been taken
"under the wing" of a Pardoner come to know these Arts all to well, as their Purifiers use them
against their dark halves on a regular basis.

Path of Partnership {Also known as Coercion} involve techniques for humbling one's own
Shadow, either stopping its offensive actions, or making it give the Wraith certain "favors" on
demand. Such actions have the potential to be dangerous, and actually feed the Shadow, but
the Partners say they can handle it. Hopefully they're not deluding themselves...

Path of Warding {Also known as Stormweaving} relies on the connection between the Damned
and the Storms they inhabit to give a measure of safety against both. The Warders are always
good people to know, both for their ability to predict eruptions and protect against their
effects.
Those Who Know

The Pardoners see themselves as the stewards of Castigate, and do their utmost to ensure that
they alone are privy to its secrets. They will not teach their Arts to others, and will not tolerate
outside amateurs passing themselves off as "Pardoners," either. Any of their number convicted
of spreading the Numen to outsiders is severely punished for disloyalty.

That said, something as valuable as Castigate cannot be bottled up forever. The Order
maintains a few specialists in the Path of Absolution, as do some groups amongst the
Believers. Meanwhile, the Messengers seem to have gained access to the Path of Warding,
though no one - not even them - is entirely certain how the knowledge was passed on.

Whispers

Given the Pardoners' stern demeanor - and the sinister whispers their overzealousness creates
- rumors about Castigate are almost a dime a dozen.

They say that the secret masters of the Numen can create Storms if they get angry at a
Necropolis' inhabitants. They also say that the Pardoners can yank their own Shadows out of
their bodies and force them to fight on their behalf, or have beaten their own dark halves into
such complete submission that they don't have to fear so much as a harsh word.

{They also say that the Concord can spy on people they've Castigated, too, and zap them from
afar like a stray puppy if they don't like what they're up to.}

And there are deep-seated rumors of an entire, other Path of the Numen that allows for direct
control the Damned. What the Pardoners would want with such Arts is unknown, though they
say the reason the Path isn't disseminated is because its use brings a high amount of Tainted
Essence, and almost guarantees being lost to the "other side."

Basic Art

* Dark Mirror
While the Soulsight Affinity allows a Wraith to gain some information about another's Shadow,
it doesn't tell the whole story, nor does it allow a Wraith to check up on her own dark half. The
Dark Mirror Art overcomes this handicap, giving a Wraith the chance to gain complete insight
into another's Shadow, or her own.

System: The Wraith using this art must be within conversational distance of the Wraith she
wants to use Dark Mirror upon. She then spends one Essence, and rolls her Wits + Presence +
Castigate. Each dot of Angst of the other Wraith has removes one dice from the roll.

{If rolling to check up on herself, the roll is the same, only the Wraith does not have to spend
the Essence to do it. Also, each dot she has in the Eidolon Merit counteracts one dot in Angst
when removing dice from the roll. If she has more Eidolon than Angst, the excess is reflected in
extra dice added to the roll.}

The first success reveals how much Angst the Shadow has, and the second reveals how much
Tainted Essence. Successes past that point reveal such details as: what the Shadow's been up
to, what it's planning, what Thorns it has active {but not what they're being used for}, etc.

Path of Absolution

Yes, it will hurt. But the hurt you will suffer now is a hundred... nay, a thousand times better
than the hurt you will suffer later if the Shadow within you grows.

Now, are you ready...?

The sight of a Pardoner on patrol is a source of relief to some, and horror to others. These Arts
allow their users to halt a Shadow's progress, and stymie it in its attempts to dominate a
Wraith's life. But they don't come cheap, and they tend to hurt - which might not be so bad if
Wraiths didn't get the idea that the Pardoners were enjoying it, somehow...

With the exception of Purification, Wraiths cannot use these Arts on themselves.

** Penitence

Often times, a Castigator's charges are not willing to tell the entire truth about what they've
been up to. Whether this is because they went against the Injunction, feel complicit in some
crime or are deeply ashamed of something they did, or left undone, the Shadow can only
benefit from their silence.

This Art turns the tables by making honesty a weapon against the Shadow. For every dark
secret, sin or lapse of poor judgment the subject confesses to, and promises to make good on,
the Shadow loses any Tainted Essence it had gathered from that particular failing.

Such is the power of the Art that, even if the Shadow hadn't gotten Tainted Essence from a
confessed-to sin, if the Wraith makes the promised amends, Tainted Essence is lost. {However,
if the Wraith breaks her promise, the Tainted Essence is regained with interest.}

*** Pardoning

More drastic than the gentle Art of Penitence, this technique - considered the signature Art of
the Pardoners - allows a Wraith to bubble, boil and burn the Tainted Essence right out of a
Wraith. The pain and damage are in equal measure for the amount of Tainted Essence
removed, but if it's that or letting the Shadow run free over them, many Wraiths are more than
willing to take the pain.

The manner in which Pardoning is done is up to the Wraith doing it. Some prefer to lay on
hands or pray with the subject, while others seek to scourge or beat her. The results are
exactly the same.

During the process, the Tainted Essence is leeched from the subject and harvested by the
Castigator. This goes into a "Shadow pool," equal to her overall pool of Essence, and is stored
there - safe from her Shadow - for a day and a night. The Wraith must somehow get rid of that
Tainted Essence during that time, for if she does not it will start to bubble out, with one dot
per hour escaping from the Shadow Pool and sliding to her Shadow.

**** Purging

One of the more advanced forms of therapy a Pardoner can deliver, Purging lets the Wraith
take hold of another's Shadow and make it cease and desist all tricks and lies that are known
to the Pardoner. This can also bring a Wraith out of Catharsis or a Harrowing, smack the Lost
back to their senses, and even jerk a Wraith out of Shadowstate.

However, the Pardoner has to know exactly what is going on. It is not merely enough to know
that a Wraith's Shadow is using a Thorn: she has to know which Thorn, and what it's being
used to show - something that Dark Mirror won't divulge. Gaining this knowledge requires a
Pardoner to do a lot of investigation into her charge, which is not a thing that your average
Pardoner has the time to do.

It's also a dangerous thing to interrupt a Shadow when it's engaged in one of its tricks. Purging
risks the absorption of the Tainted Essence thusly disrupted, just as though the Pardoner had
used Pardoning on the Wraith. And as with Pardoning, the Tainted Essence goes into the
Shadow Pool, and stays there for only a day and a night before seeping out.

***** Purification

The Pardoners believe that the only difference between Essence and Tainted Essence is that
the latter is just as described: tainted. It is possible to remove that taint, and change negative
energy to positive, using the soul as a crucible. However, it is not a gentle thing - half of the
energy is always lost in the transfer, and the crucible burns so hot as to make the Wraith catch
fire in the process.

The Wraith must spend Essence and Willpower to spark this change. She can take Tainted
Essence from either her Shadow's own store, or her Shadow Pool, but not both. She can also
choose how many dots of Tainted Essence she wants to risk changing over.

The first success transforms one Tainted Essence to one Essence. Every other success after the
first adds another Essence to her pool. However, the second success causes a level of Lethal
damage, as does every other success after that, due to the power caused by the change.

Example: Brother Addition decides to try and change five Tainted Essence from his Shadow
Pool, and rolls. He gets six successes, which means he converts three Tainted Essence {the 1st,
3rd and 5th successes} and takes two Lethal damage {the 2nd and 4th successes}. The 6th
success is wasted, since he didn't "wager" enough Tainted Essence.
Path of Partnership

No, actually I think you're going to listen to me, this time.

And if you're really good, maybe I'll let you off easy.

Just as a Pardoner can conquer the Shadows of others, so can they conquer their own. In fact,
they can do so with precision, using the Shadow's own powers and tricks for their own benefit
without having to get their dark halves' permission.

Such Arts can be dangerous - some would say addictive, too - but a Wraith in charge of her
own Shadow is both a terrifying opponent, and a good friend to have.

Wraiths can only use these Arts on themselves, and not others.

** Darken

Allowing your Shadow to know what you're thinking of doing is a near-guarantee of disaster.
Pardoners use Darken to completely shield their thoughts, feelings, hopes and dreams from
their other half. The Shadow can still talk to the Wraith, but it can't tell what the Pardoner is
really meaning behind her words.

Darken costs Willpower, and a lot of Essence, to start up, but doesn't need much to keep going
after that. However, while this Art is in effect, the Wraith cannot use Dark Mirror on herself:
the shield created by the Art hides both sides from one another's view...

*** Defy

Once at this stage of the Path, the Wraith's control over her Shadow has increased to the point
where she can halt her other half's attempts to do her harm. The second the Pardoner
becomes aware of her Shadow attempting Catharsis, a Harrowing or Dissolution, the Pardoner
can try to stop it.
It requires Essence and Willpower, but success means the Shadow wasted its Tainted Essence.
That said, a little of the Shadow's power always comes back for the Wraith having to wrestle
her inner demon.

**** Demand

Shadows have a particular power - known as the Heart's Thorn - that allows them to hand over
dice provided the Wraith performs certain actions. Under normal circumstances, the Shadow
decides how much to hand over, if anything, and the Wraith is forced to bargain with her other
half for "help."

Demand turns the tables on the Shadow by forcing it to hand over as many dice as it can, any
time the Pardoner demands it, for whatever the Pardoner wants to use it for. This costs
Essence, and the Shadow still gets Tainted Essence whenever one of those dice comes up 10 -
even on a re-roll. But if it's that or certain disaster, most Pardoners bear the sting.

***** Daemon

Wraiths can elect to enter Shadowstate with their Shadows' permission and cooperation. This
state of being puts some of the Shadow's powers in the Wraith's hands, but gives the Shadow
Tainted Essence each time these powers are used. It also gives the Shadow a better chance at
Catharsis, which makes such a bargain risky indeed.

However, such is the power of Castigate that, at this level of the Path, the Pardoner can force
the Shadow to enter Shadowstate. She can also specify which Thorns she wants to use -
provided she knows what they are - and can extend the state out as long as she'd like. Worse
still, the Shadow cannot stop the Shadowstate, or attempt Catharsis while it's on.

This extreme feat of Shadow management requires both Willpower and a lot of Essence to pull
off. It also gives Tainted Essence right from the start, along with another dose every time the
Shadowstate is extended by a Scene.
Path of Warding

Just hold onto me, okay? Hold on and don't let go, whatever happens.

I will save us all from this - I swear.

Storms are extremely dangerous, both for what they can do to Wraiths caught out in them,
and the Damned that come along for the ride.

Pardoners can use the connection between the Damned - who are just Shadows that
triumphed, really - and the Storms they inhabit to affect the winds of the Storm. The lesser
Arts will at least save them from the physical and mental damage the winds would bring, while
those with a higher understanding of the Path can even force the winds to keep the Damned
away, or else smash them to pieces before they draw near.

** Storm Warning

Wraiths with the Storm Warning Art receive advanced warning of a Storm's approach. This
warning is usually quick on the heels of a Storm, but sometimes comes days or even weeks
ahead of time, depending on how strong the Storm is, or how good of a glimpse the Pardoner
receives.

The Art activates by itself, and costs no Essence. However, the approaching darkness gives the
Wraith some Tainted Essence as a way of saying "Hello..."

*** Stormwall

Once the Storm is upon them, Pardoners can create a small zone of clarity, into which the
Storm will not intrude. Stormwall does little more than deflect the winds around the Pardoner,
creating a space that is usually just large enough for the Wraith who creates it, and those
holding onto her when she does. Also, the field cannot be moved: once the Pardoner has
decided to place her zone, it is fixed there until the Wraith ends it {or is ended, herself...}
The only problem is that, while the Storm is held back, the Damned within it are not. They are
usually too caught up in the high-speed race of the winds to stop and examine the null spaces
they pass, but not always.

**** Ward of the Damned

A step up from Stormwall, this Art allows the Wraith to create the exact same zone of clarity,
only most of the Damned are kept out as well.

This requires Willpower as well as Essence to create, and the strength of the zone created is
what determines how powerful the Damned have to be to get in. Fortunately, even a low-
grade zone will keep out most of the enemy. {However, no Ward of the Damned has ever
stood against a Dark Walker.}

Also note that Ward of the Damned only works during a Storm, as the Art uses the energies of
that Storm against its dread riders and hangers-on. It will not keep the Damned away at any
other time.

***** Windweave

The highest pinnacle of the Path of Warding, Windweave makes the Storm winds obey the
Pardoner, both to defend and destroy. The near-herculean effort requires a lot of Willpower
and Essence to start - and garners Tainted Essence - but allows a Wraith to not only divert the
winds, but to control them however she'd like. It can be used to create a moving zone of
clarity, or pick enemies up and smash them against the ground, or each other.

A common use of this Art is to cause the winds to spin around the Pardoner at a rate of speed
far higher than the Storm, itself - keeping the Storm out at some distance, and ripping the
Damned within it to shreds when they get too close. Such a cyclone can be placed around
entire buildings, or extended out to the size of few large city blocks, depending on how much
power the Pardoner wants to put into the Art.
Crossover Arts

Dark Release

{Prerequisite Arts, *** Pardoning, *** Defy}

Wraiths who perform the Art of Pardoning store the Tainted Essence in a "Shadow Pool,"
within themselves - keeping the dark energy away from their own Shadow. Dark Release
allows them to siphon that energy away from themselves, though their Shadow always gets a
little of it on the way out.

The Tainted Essence has to be placed in something that can hold it, however. It can be given to
another Wraith, placed in a special Artifact designed to hold or dispose of it, or - as if often the
case - dumped into one of the Damned. Many groups of Pardoners have a near-lobotomized
"reservoir" chained up in their main Haunt, existing only to serve as waste disposal.

Giving it to a Wraith who doesn't want it, or doesn't know you're doing it, gives more to the
Shadow due to psychic feedback.

Storm Armor

{Prerequisite Arts, **** Demand, **** Ward of the Damned}

Normally, walking into the Storm would be an act of suicide for a Wraith, but the Damned are
able to thrive in that hostile environment. This Crossover Art lets the Pardoner "convince" her
Shadow to give her a measure of protection against the Storm, so she can walk within it
undetected, and undamaged. It requires Essence, and gives Tainted Essence in return for the
Shadow's "help."

The protection created by Storm Armor makes the Wraith look as though she's in Shadowstate
- with a vengeance. It is usually employed to perform tactical strikes or espionage upon the
enemy during a Storm, or to just "get some" against the Damned when they're not expecting
any real trouble. However, it can only protect the Wraith, herself, so there will be no tag-
alongs on these missions.
Bulwark

{Prerequisite Arts, **** Purging, **** Ward of the Damned}

The Path of Warding contains an Art - Ward of the Damned - that allows a Pardoner to keep
the Damned at bay, but only during a Storm. However, once this Art's understanding is
combined with Purging, it becomes possible for a Pardoner to create the same zone of clarity
without a Storm - keeping the Damned from entering the space created by the Art.

The procedure to start it is pretty much the same. And, as with Ward of the Damned, the
strength of the zone determines how powerful the Damned have to be to break through. Also,
Dark Walkers are unaffected by the Bulwark, breaching it with contemptuous ease.

Parting the Clouds

{Prerequisite Arts, ***** Purification, ***** Windweave}

One of the more miraculous uses of Castigate is the ability to push the Storm back where it
came from, or stop it from erupting at all. It works by transforming the dark energies of the
Storm into their opposite, which both cancels out the forward motion and knocks it back a bit.

Such an effort requires that many Pardoners - who must all know this Art - join forces to walk
the Storm back to its starting point, or else sit around its promised point of origin and deny it
entry. The more people involved, the greater the chances of success {and the less Essence and
Willpower spent by all involved}.

Nothing can stop the high amount of Tainted Essence to be gained for the effort, but the
Pardoners view this as a worthy sacrifice.

Decay
{Common}

The dead are well-known for their ability to possess and control the living, but there are fewer
tales of them being able to do the same to inanimate objects. There's no good reason for this,
though: slipping into places or things, and taking them over, is much easier for the dead to
accomplish, given the utter lack of resistance.

It's also seen as more "ethical," since the dead don't have to interfere with a living being to do
it. However, it's perfectly possible to use the Decay Numen to animate, break or change
objects before the eyes of the living, thus sending them running for the door.

What's In A Name?

Given the wide range of effects the Numen can produce, some might wonder why it's called
"Decay" - especially when one of its Paths allows Wraiths to strengthen weak objects, and fix
broken ones.

The answer is that objects that have had a Wraith Claim them have an unfortunate tendency
to fall apart: they cease functioning, break or rot much faster than they would if a Wraith
hadn't taken them on. Sometimes the difference is almost imperceptible, and sometimes it's
almost terrifying how quickly something crumbles.

Some Wraiths wonder why Mortals don't suffer the same effect. The most obvious answer is
that they're living creatures, and their bodies can heal whatever damage takes place {usually}.
Places and things can't just heal themselves, though.

Paths

Decay has three recognized Paths:

The Path of Animation {sometimes called Bedlam} is what's most often associated with this
Numen: Claiming objects in order to move them about. Shellriders do this for many reasons,
though protecting one's Anchors - or those of others - are often the main reason. But there's
nothing like walking, talking child's doll to scare a mortal, or "running" refrigerator to do more
than just scare them...
The Path of Restoration {also known as Corruption} focuses on turning back time for a place or
thing, or speeding it up. Its users are known as Custodians or Gremlins, depending on whether
they use the Path to strengthen and repair things, or weaken and break them. But while the
Path can be used to destroy things, its users enjoy a generally good reputation.

The Path of Variation, {or Deviation} on the other hand, is seen as going much too far by those
on the outside of the Numen. The Artificers who use it to change the form and function of the
objects they Claim say they're just improving things. But it's hard not to notice how baroque,
sinister and just flat-out hazardous a lot of those "improvements" are.

Those Who Know

As Decay is one of the Common Numen, its use is fairly widespread, though only one of the
Paths is truly well-known. The Order sees it as an "acceptable" way to frighten mortals away
from Anchors, so long as their Wraiths don't do anything too crazy with it {Or create too high
of a body count}. Slamming doors, creaking floors and shuffling things around just out of the
sight of the living is considered to be tolerable terror.

Those who died from old age often have a knack for this particular Numen. Some of them
suspect this is caused by their own, personal experience with advancing in years and falling
apart, thus attuning them to the spiritual wavelength of this Numen. Others wonder if there
isn't something more to it than that, but appreciate that they're the ones other Wraiths go to
first if they need a Shellrider, as no other means of demise enjoys a general Affiliation with
Decay.

Whispers

Decay is something of a stand-up Numen: if you can think of something to do with it, there's a
good chance that, given enough time and Essence, it could be done with one known Arts. That
and most Shellriders are truthful enough to give an honest assessment if something could be
done or not. And if they can't do it, they'll send potential customers onto someone who can -
it's not as if they're lacking for business, after all.

But rumors yet remain. For one thing, there are those who say that, once a Wraith gets to a
certain point with the Numen, they can control any object they've Claimed before without
even having to touch it, much less see it.
They also say that true masters of the Path of Restoration can put anything back together,
even if it's been nothing but dust under the ground for thousands of years. They say that
Artificers can draw the "soul" out of an object, and let it speak for itself, and possibly even take
control of its body. And they say that a particularly cunning Shellrider could put herself into
hundreds - even thousands - of objects at once, and control them in series, or independently...

The Damned are known to make use of this Numen as well. And if the stories are true, the
objects they Claim do not decay faster. They do, however, become extremely unlucky for the
mortals who handle them. and may even be invested with certain, evil powers that make the
bad luck worth risking...

But these remain stories, for now.

Basic Art

* Claim

Claim lets the Wraith perform the necessary task of bonding with the object or place she's
passed into. Much like the Bios Basic Art of Possession, it's no more difficult than climbing
inside something, rather than just passing through it. But by bonding with the object or place,
one can not only see the world through its eyes, but begin to exercise some control over it.

System: The Wraith must be in physical contact with the object or place she wants to enter.
She then rolls Dexterity + Presence + Decay, and spends a varying amount of Essence {unless
it's her Anchor} and she's in.

Smaller than the Wraith

Zero Essence

As Large as the Wraith

1 Essence

Average Car

2 Essence

Large Room

3 Essence
Small House / Large Office

4 Essence

Huge Mansion / Average Factory

5 Essence

Each success on the roll takes away a die from another's roll to try and enter it, thus kicking her
out. {She may, of course, elect to let the other Wraith in, which is common practice amongst
Shellriders acting in concert.} And if the Wraith is entering someone else's Anchor, each dot in
Rating the Anchor has removes two dice from her Claim pool {unless, of course, the owner's
there to let her in}.

While possessing an object, the Wraith feels as though she is the object. Without using other
Arts, she can't do more than observe what happens around it, but her eyesight, hearing and
other senses extend all the way around whatever she's in. As with Possession, all Affinities,
save Ghostsense, do not work, but there are times when they're not missed at all...

This state of being also has the danger of damage. The Wraith loses Corpus every time the
object does - kind for kind, level for level. The Wraith can still heal herself, though, and may
slip out of the object at any time to avoid further damage.

Every time the Wraith Claims something that is not an Anchor - either hers or another Wraith's
- she must roll her Stamina + Presence + Decay. One die is subtracted from this roll for each
time she's Claimed it past the first.

Failure on this roll means that the object's natural rate of decay is doubled, and subsequent
failures double it again. A Dramatic Failure means the object breaks, cracks, ceases functioning
or possibly even crumbles to dust right then and there. This disaster gives one Tainted Essence
to the Wraith for each time she's Claimed it, up to and including the one she received a
Dramatic Failure on.

Wraiths can instead elect to spend a point of Willpower when Claiming the object. This forgoes
any need for the roll, as it staves off the damage she and other Wraiths may cause by being
inside the object.

Path of Animation

Heh, you should have seen the looks on their faces. All those little, antique bells in old Mertle's
bedroom, all ringing out of sync with one another? And then when they couldn't take
anymore, they tried to leave, but I slammed the door shut and made it so they couldn't get
out. And I just kept ringing louder and louder... priceless!

Sure, it was a lot of Juice to waste on a bunch of stupid burglars, but I bet they won't be
coming back to her house anytime soon. Heh.

Shellriders are known for their ability to take control over objects, and move them about as
they will. Their Arts are often seen as a gentle means to keep things from harm - mostly by
putting them out of harm's way, or ensuring that they fall in the "right" way. But it's not
impossible to use them to put a real scare onto someone - and they will, if they have to.

Where this Path really comes into its own is if a Wraith Claims a large object, like a room, an
entire house, a mansion or a factory. She can use the following Arts to extend control both
over every object that is connected to the building, itself {doors, windows, lights, etc.}, and
eventually move objects within it as well. Controlling and moving said things about is cause for
more rolls and Essence expenditures, of course, but the results achieved are amazing.

As a general rule, the Path of Animation doesn't tend to accrue Tainted Essence, which makes
it a "safe" choice for scaring the living. However, if a Wraith uses any of these Arts to seriously
maim or kill a mortal, or drive her insane, they may wind up feeding their Shadow.

** Sudden Motion:

This allows the Wraith to move one thing {open or close a door or window, move the head on
a doll, etc.}. She can also affect the rate of speed of an object's molecules, making it noticeably
warm or oddly cool, or else create enough friction to zap someone with a very mild electric
shock, like static electricity.

***All Activity:

The next step up allows full control of an object with moving parts, so that all the moving parts
connected to that object can be moved as often as the Wraith would care to. The Wraith could
open and close all the doors in the house several times, or keep someone from opening or
closing any of them. She could also fully animate the child's doll, and make it walk across the
room towards someone, or get an object with wheels on its undercarriage {like an industrial
stove} to silently trundle across the floor when the cook's back is turned.
**** Complete Control:

This lets the Wraith move something that wasn't meant to move, and though it can bend the
rules of physics, it can't leave the ground. For example, a factory machine with no wheels
could be made to slide along the floor, but it couldn't fly at someone. And while a handbell
could be made to shake itself back and forth, and ring, it couldn't get up high enough to go into
full motion.

However, the true wonders of this Art are:

1) A Wraith can also extend control to a separate object within what she's possessing, without
having to slip from object to object and Claim it.

2) The object can be slid up walls and along ceilings, no matter how heavy it is

3) The Wraith can make the object "talk," in an odd, vibrationary approximation of the
Wraith's own voice.

***** Sympathetic Action:

This is the next step up from **** Complete Control, whereby a Wraith can extend control
over several different objects at once. She could, if she had the mind to do it and the Essence
to spare, animate every car in a factory showroom and make them "dance" around the floor,
walls and ceiling. She could also make everything in a refrigerator "leap" from its berthings, fall
to the floor, and then encircle a would-be late night snacker in a threatening horde of leftovers
and luncheon meats.

Path of Restoration
You want it to look just like new? I can do that. You want it to work just like it used to? I can do
that, too.

And, yeah... I can make it look older, too, but I prefer not to do that. It's really unprofessional.
And painful.

Well, okay... but that is gonna cost you extra. A lot extra.

And, um... don't tell anyone you hired me for it. Okay?

The Path of Restoration wears two faces - protector and destroyer. Custodians can pride
themselves on being able to recreate beauty and function, spitting in the face of time and
eventual collapse. But Gremlins can take sadistic pleasure in watching it all fall apart, one slow,
certain crack at a time.

The Arts are all the same: the only difference is in their application, and the Tainted Essence
that breaking things down brings to Wraiths who do it. There's also a danger of being caught in
the backwash when a Claimed object is destroyed, and suffering physical damage. {Most
Wraiths are able to time the breakdown perfectly, so they can get out at the critical moment.
But accidents do happen, and they aren't pretty...}

That said, the restorative powers of this Path are amazing - especially when you consider that
its users don't have to understand anything about how to really repair things in order to make
it work. The process of Claiming the object, and then using these Arts, give the Wraith an
intuitive sense of what belongs where, and how to coax things together {or tear them apart}.

The chief irony is that, for all its power, none of the Arts on the Path of Restoration can be
used to repair the damage that Decay can do. Anyone who fails the secondary roll while using
Claim has to resign themselves to having scarred the object forever, and either spend
Willpower to keep it from getting any worse, or hope they don't screw it up again.

** The Presaging:

This is something of an "advertisement" for this Path's services, and is often used as an
estimate of how far gone something is, or how new. It allows a Wraith to bring a Claimed
object "forward" or "backward" in time, one step per success. The effects last for only a few
seconds, but it's enough to let someone know how much work would need to be done to make
the object better, or how easy it would be break it.
{Note that, unlike the other Arts on this Path, ** The Presaging can be used on objects that
have been weakened by the Decay Numen.}

*** The Prevention:

This allows a Wraith to make a Claimed object stronger or weaker than it currently is. Paper
can be made as durable as diamonds, while diamonds can be made as flimsy as Styrofoam.
Weakening brings Tainted Essence for having broken things down, however.

**** The Repairing:

A step up from merely preventing damage {or accommodating it} is repairing and/or causing it.
This Art allows the Wraith to fix a Claimed object, so long as all the parts are still there, or
replacements found. The reverse makes the object stop functioning, and possibly even make
key parts disappear. As with *** The Prevention, breaking an object brings Tainted Essence.

***** The Resurrection:

A Wraith with this Art is one to be cherished, or feared, for she can - within one hour -
completely rebuild a near-ruined object, or else break something brand new down into
smashed, almost-unrecognizable parts. Best of all, only half the parts need to be there for a
resurrection to occur - such is the power of this Art that missing pieces are filled in.

Destroying things brings Tainted Essence, and if this Art should be used to destroy an Anchor,
extra Tainted Essence is garnered for this extreme act of violation towards another Wraith.

Path of Variation

Why do I do it? Because I can. And I think you would, too, if you could.
Admit it or don't. I don't care either way, my friend.

Just don't try to stop me. This is art.

The Artificers are known for their ability to rework places and things to suit their needs and
tastes. It's not merely enough for them to Claim and control something - they have to
transform it, within and without, until it matches their ideal. And they can have some seriously
odd ideas on how things should look, or perform...

As with the Path of Restoration, a Wraith doesn't have to understand how something actually
works in order to change it. And, as with the Path of Animation, there isn't too much danger of
harvesting Tainted Essence while using the following Arts. The only exceptions are using the
Arts to maim, kill or drive the living insane, or else screwing up a **** Mutation or *****
Metamorphosis roll to the point where the object becomes a broken heap of slagged junk, and
collapses in on itself. In the latter case, the combination of wasted potential and
disappointment feeds a dark banquet to the Artificer's Shadow.

Any changes that a Wraith makes to an object are permanent ones, though the Wraith who
made them can always change them back by using the same Art in reverse. Another Wraith
with the same Art can try to reverse the process as well, but must gain at least an equal
number of successes on that roll as the Wraith who changed it in the first place.

** Modification:

This Art allows a Wraith to make cosmetic changes to a Claimed object. She can change its
colors or texture, and make small modifications to its shape, so long as she doesn't change the
object's stats or performance.

*** Modernization:

With this Art, a Wraith can make more complicated changes to a Claimed object. She can
affect its Durability and Size, which in turn affect Structure and Damage. She cannot, however,
change Structure and Damage independently, nor affect the overall performance of its
mechanical and electrical parts.
**** Mutation:

Once the Wraith has gotten to this point, a Claimed object's properties can be radically altered,
as long as it retains its basic purpose. The Wraith can affect any of the object's stats
independently of one another, and change the performance rates of its working parts as well.
This allows for the creation of some amazing things, but failure brings the danger of the object
collapsing in on its own impossibilities - giving Tainted Essence to the Wraith who forced it too
far.

***** Metamorphosis:

The pinnacle Art of the Path allows the Wraith to do damn near anything she wants with an
object. So long as the parts are there, or can be converted or cannibalized from nearby {and
the Wraith has enough successes and Essence to cover it} a Wraith can turn anything into
almost anything. As with **** Mutation, however, the penalty for failure is a massive infusion
of Tainted Essence.

Crossover Arts

Deadwire

{Prerequisite Arts, ** Sudden Motion, ** The Presaging}

This relatively recent Art takes advantage of long-distance communication systems, such as
telephone and telegraph wires. Claiming an entire line network would be very expensive, so
Wraiths have learned to shellride the electric impulse, instead: turning themselves into a few
electric crackles, disappearing into a wall socket and reappearing somewhere else, almost
instantly.

There are two catches. The first is that the Wraith can only use this to go somewhere she's
been, or somewhere she knows the exact location of. The other is that they still experience the
pull of their Anchors - if the destination is outside of their limit, the pull will catch up with them
the moment they reform.
Ghost Prison

{Prerequisite Arts, *** All Activity, *** Modernization}

It's always been possible for more than one Wraith to Claim the same object at once, so long
as the first one to Claim it lets the others in. This Art goes a step further - it allows a Wraith to
Claim an object, and shove another Wraith in there, against her will. The Wraith using Ghost
Prison can then lock the other Wraith inside of the object for a certain amount of time, if she
chooses to.

This Art doesn't work as well against Wraiths with Decay: they can try to make a * Claim roll to
get out, so long as they get double the successes of their Jailer. And anyone with Ghost Prison
can just make a roll of her own to reverse the effects. However, for those who don't know
anything about Decay, this Art is a good way to keep troublemakers locked up for a while.

Ghost In The Machine

{Prerequisite Arts, **** Complete Control, **** Mutation}

Ordinarily, someone who Claims a computer can only make it to what it's supposed to, and by
going through the normal means {"typing" on the keyboard, flipping the buttons, moving the
mouse to click on the folder and read the file, etc.}. This Art lets a Wraith slide around inside its
programming and read, change or delete information, and also lets the Wraith make the
programs do things they aren't supposed to.

While they can't leave the Claimed computer and retain control over it, Wraiths can use this
Art to talk to other computers on the same network, and correspond with other, Claimed
machines so long as they're hooked in, too. Wraiths can't achieve total control over another
computer while they're Claiming the one they're in, but they can always modify some of the
computer's programs to hack into the others.
Haunted Mansion

{Prerequisite Arts, ***** Sympathetic Action, ***** Metamorphosis}

One of the more terrifying Arts that Decay has is the ability to make a Claimed object do things
it just isn't built to do. Books grow teeth and bite their readers, marble statues come to life and
grapple with intruders, staircases fall flat and slide mortals into an opening gullet in the floor
below, spiral staircases turn to iron snakes and constrict their climbers... almost anything is
possible with this Art.

The changes wrought with Plasticity don't last for too long, and are costly - both in terms of
extra Essence and Tainted Essence. But nothing says "get out" like the front facade of a house
suddenly becoming a great, fanged maw and shrieking "feed me your soul!"

Total Destruction

{Prerequisite Arts, ***** Resurrection, ***** Metamorphosis}

Objects subjected to the reverse of ***** Resurrection often break down over the space of an
hour, which can sometimes be way too slow for a Wraith. The Total Destruction Art delivers
exactly what's promised - the Claimed object breaks down in seconds.

The Object can collapse, implode, explode, rot or melt, depending on what the Wraith wants
to have happen. But for its swiftness, the Art brings more Tainted Essence than simple, left-
handed ***** Resurrection.

Embody

{Common}

At first glance, the Embody Numen might seem like a strange redundancy. If Wraiths - like
Ghosts - can Manifest without having to learn the Numen, then why bother to learn it at all?
What Embody does is allow Wraiths to Manifest as things other than themselves, or to create
different effects while Manifested. These Embody Arts are costly to use, and maintain, but
those who enjoy the use of this Numen say that it's worth every sliver of Essence and Corpus,
just to be there again. {And you should see the look on those meatbags' faces...}

Note that a Wraith doesn't have to have even a glimmer of the Shaping Numen to be able to
warp and change her body via Embody. In fact, the two Numen are somewhat antithetical to
one another, even though their thought processes are related disciplines: modifications done
with Shaping will never show up while Embodied, and Shaping cannot be used while Embodied
- not even to give or take Essence, or Corpus.

Paths

Embody is unique amongst the Numina in that there are no set paths for Wraiths to follow.
Just as every Wraith sees herself differently, so does every Wraith Manifest in a slightly
different way, slowly navigating towards mastery of the Numen by intuition alone. This also
means that there are no Crossover Arts, as each Art is its own, separate concept.

As for the names associated with the users of this Numen, it depends on what the Wraith
tends to do with it. Those who make a habit of looking after the Anchors and interests of
others are known as Proctors {or Guardians, in more modern parlance}, while those who use
these Arts to destroy them - or just the living - are known as Shades and Fiends. Meanwhile,
"ordinary," non-commercial Wraiths who happen to use Embody on a regular basis for their
own benefit are sometimes referred to as Phantoms.

Those Who Know

Embody is often innate to those who died from Sickness and Starvation, as well as those who
were chosen by Fate. And as it's one of the Common Numina, and almost any Wraith could
develop it on her own - or learn it from another - there is a wide scattering of the Numen
throughout the Necropoli. That's not to say that there are many masters of its Arts, due to The
Order's concerns about its more outré {and lethal} uses, but there are places where its a rare
Wraith who lacks any talent with it at all.
Out of all the Concords, the Haunters and Messengers are the ones who utilize this Numen on
a regular basis. The Messengers use it to aid the living, and provide them with friendly
warnings, while the Haunters take advantage of its darker aspects, and use them as a one-two
combination along with Fear.

Whispers

They say that the true masters of this Numen are virtuosos - completely bypassing the laws of
man, ghost and Wraith when they Manifest into the Liveworld.

They are reputedly able to Manifest around the living, forming a shell of Corpus, or a strangling
mask. They may even be able to take form inside of the living, either co-existing with mortal
flesh - and controlling it - or doing terrible damage with a hand in the right spot. And others
are said to be able to take full human form - so much so that they could be impregnated by the
living...

Others are said to be able to form multiple copies of their ideal self, just as Wraiths can form
themselves into swarms of small, noxious animals. These copies might be controlled
individually, or in a group mind, but no one can say for certain. Others can stretch their bodies
out to a ridiculous extreme - forming houses, mansions and entire villages out of their bodies,
so as to harvest the fear of the mortals who step inside them.

As for the Damned, it seems that this Numen is something they simply cannot learn, much less
use. They may be able to possess the bodies of the living - and the dead - via their warped
version of Bios, but they are somehow kept from forming bodies of their own. And for this, we
should all be eternally grateful.

Basic Art:

* Phantasmal Flourish

The first step towards learning the rules of Embody is learning that there are no rules - only
guidelines. Just as each Wraith is unique, so is each Wraith's path to full interaction with the
Liveworld. That said, certain techniques and understandings are very common, and while one
Wraith's favorite way of Manifesting might do the same thing as another's, they will all appear
slightly different to the onlooker.
To take this Basic Art, pick three of the following Flourishes. These now make up the abilities of
the Embody Basic Art for that Wraith. The other Flourishes may be taken, too, but must be
purchased individually as 2nd level Alternate Arts.

System: To use these Flourishes, the Wraith makes the normal Manifestation roll, and then
pays the extra cost in Essence and/or Corpus. More than one Flourish can be used at once, so
long as they make sense, and the Wraith can pay the costs.

* Ethereal Traces

Allows the Wraith to make an effect more "permanent," or leave "ghosts" of herself around
that activate if certain conditions are met. For example, she could set an effect by the doorway
of her Haunt, so that anyone who passed by heard someone whisper Get Out, or felt a sudden
chill. They might also see the Wraith "reflected" in the mirror, just once, the first time they
pass it.

This +1 Essence and +1 Corpus to make, and additional +1 willpower to set the "trap," +1
essence per charge

* Extended Visit

Allows the Wraith to be Manifested for one scene per success, rather than one turn. This costs
2 more Essence per application.

* Grave Voice

Allows the Wraith to speak while Manifested, or speak while at the Zero Essence level. This
costs 1 more Essence per application.

* Revealed Rot

Allows the Wraith to activate a secondary, Embodied form if certain conditions are met,
without having to reroll, much less re-Manifest. The successes of the roll for the first Art are
transferred equally to the secondary Art.
For example, if the Wraith is using Spectral Banquet, the primary form could be a juicy, roast
leg of lamb and the secondary form could be rotten meat. The moment a mortal takes a bite of
the lamb, the secondary form is activated, and she receives a mouthful of disgusting, rotted
slop.

That secondary form can be from other Embody Arts, so long as it's something the Wraith
knows how to do. To use the Spectral Banquet example again, the secondary form could
employ Tendrils of Darkness, and the food could be suddenly squirming with maggots. And if
the Wraith had Storm of Vermin, a literal flood of worms could spew out of the lamb and into
the poor mortal's face.

The Flourish costs 2 more Essence. The Wraith must pay the Essence costs for all Arts to be
employed up front.

* Strength of Death

This Flourish allows a Wraith to make her Manifested form stronger, so she doesn't take
double damage while Manifested, and can have up to three dots in her stats. This costs 2 more
Essence.

* Unseen Visitor

The Wraith can Manifest for any amount of Essence, or using any other Art, and not be seen,
so long as she can concentrate on maintaining a form that lets light go through it. The moment
that concentration is gone, due to a sudden distraction, engaging in a fight, being attacked
and/or wounded, or having to think about something else, the Flourish is dispelled. This costs 2
more Essence per application.

Embody Arts

Yes, there was a time when I wanted to hold you, my love. I wanted to take you in my arms
again. Kiss you with real lips. Make love to you for real. Be with you again, forever, and never
let you go.

But that was before you burned all my photos. That was a dozen of your girlfriends ago. That
was before you screwed my own sister, and left her crying in the dirt...

Oh, I'll hold you, alright.


It's an exquisite bit of cruelty that, in order to get to the pinnacle of the Embody Numen - a
fully-formed, if "dead," human body - Wraiths have to crawl through a rotting, junk-infested
playground of darker, less wholesome Arts. The fact that ***** Fully Form is buttressed by two
of the more dangerous and frightening Manifestations available to the dead is, perhaps, proof
of how many Wraiths lost their way while climbing towards the ideal.

** Will O' The Wisp

This allows the Wraith to take the misty, slightly-phosphorescent form. She can choose to
either spread herself out over the size of a small field, creating a small bank of fog or mist, or
shrink up into a floating, glowing ball. Both the fog and the ball can move at a rate up to the
Wraith's walking speed, but no further.

** Moving Shadow

The Wraith takes the form of a patch of shadow: either her own, or some other shape {or
shapelessness}, so long as it's no larger than herself. The shadow can move along walls and
floors, creep across ceilings or suddenly loom out and cover the Living.

** Ghost Writing

This old staple of traditional ghost stories has more than a kernel of truth to it: Wraiths can
Manifest in the form of writing, should they care to, but the message must be relatively short,
and the characters cannot move. The message can appear to be chalk, blood, paint, charcoal,
ink, slightly phosphorescent ooze, or whatever the Wraith would care to make it look like, and
lasts until the Wraith ends it, or the message is "cleaned up."

*** Curio

This allows the Wraith to Manifest as an object of any kind, but one no larger than the Wraith,
herself. The object may have moving parts, but she cannot move them herself. Common
examples of forms taken with Curio are creepy antique dolls, odd books, keychains, showroom
dummies, framed pictures, and so on.
*** Spectral Banquet

This works a little like Curio, except that the object the Wraith manifests as can be either
edible or drinkable by mortals. The foodstuffs can be as appetizing or unappetizing as the
Wraith would care to make them, and it "evaporates" as soon as it goes down the gullet, with
no damage to the Wraith. As with Curio, the Wraith cannot move herself while in this form.

*** Ectoplasm

The Wraith can spread herself out into a wide puddle of thin, watery liquid, or take the form of
a smaller and more concentrated wash of thick muck. The liquid can be fair or foul - but not
edible - and is often used to make mud, blood, black "water" or stranger things. It's even
possible to take the form of weak acids or glowing, unearthly slime.

**** Tendrils of Darkness

With this Art, the Wraith can take shape as an object that can move itself. As the name might
indicate, this is perfect for making a solid glob of tentacles, but it can also be used to make a
moving child's toy, a painting whose image changes when watched, and other frightening
things. The only limit is that it must be one object, though a clever Wraith can make herself
appear to be lots of things {such as a writhing patch of maggots}

**** Black Shuck

A Wraith can use this Art to assume the form of one animal, which can be as small as she'd
like, but no larger than the Wraith, herself. The Wraith gains the abilities of that animal - such
as flight, bite attacks or the like - but is still bound to the limitations of her Manifestation. This
Art is often used to take the form of a great, spectral dog, but can be used to take other forms
as well.

**** Storm of Vermin


Like Black Shuck, the Wraith takes animal or insect form, but takes the form of a pack or
swarm of them. The Wraith gains the abilities of that animal - gnawing, stings, webs, flight, etc.
- but the animals must be small ones, and the size of the pack or swarm cannot exceed that of
the Wraith.

The animal type must also be something that can properly be called "vermin," such as ants,
bees, spiders, rats, stray cats, and so on. However, the Wraith doesn't have to be bound by
their normal behavior: it's perfectly okay to use this Art to make a swarm of bees, and have it
walk about in a human shape, only to fly apart once prey is spotted...

***** Fount of Madness

A Wraith can use this Art to take an insane and chaotic form: one that cannot be fully
described as solid, liquid or gas, but pulses between these states and is in a state of constant
flux. A Wraith using this Art has the ability to shift to new forms at will, and channel the effects
of other, known Arts through the form without having to re-Manifest. The only limit to what
can be done is the Wraith's own imagination, and how much Essence she's willing to commit to
staying in this form.

***** Flowers of Evil

This Art is the next step up from Tendrils of Darkness, allowing the Wraith to manifest as
several moving objects. Each one can be as large as the Wraith, but a Wraith can only make
and command a finite number of these things without taxing her mental resources.

The Art was named in memory of one particularly nasty Haunter who liked to take the form of
a wide patch of beautiful flowers, the better to lure young boys and girls in. He would then
tangle them in his roots, and strangle them with tendrils, leaving them to rot amidst the pretty
posies left behind.

***** Fully Form

Wraiths who use this Art appear fully, slipping past the boundaries of a normal, two-Essence
Manifestation towards a better representation within the Liveworld. All the Wraith's stats are
up to normal, she takes damage as normal, and she's able to speak with no difficulty. She is,
however, cold and clammy to the touch, and looks distinctly unhealthy and pale.
Fate

{Common}

While the Fate Numen is common, its use is not as widespread as one might imagine. This is
largely because the most-recognizable aspect of the Numen - the ability to see the destiny of
things, however darkly - is understood to be difficult and painful, not to mention highly-
nourishing to Shadows. And as all it often tells its users is that they, the Deadlands and
everyone in it are screwed... well, why bother?

But while the Haruspexes of The Order preach that the Gods have already made their choices,
and will enforce their decisions, there are others who hold that the future is not carved in
steel. They claim that predestination is bogus, and that Wraiths can still exert influence over
which way they go. They just need the help of those who can see a little ahead of the curve,
and take heed of their warnings.

Fickle, Funny Fate

So which view is true? Both of them, in a way.

Fate has more than just the predetermined or "we-determined" aspect to it. Wraiths can use
Fate to discover how things will be, and to influence their outcome, both now or later. And the
results of the Arts of both Paths are often very much up to Storyteller fiat.

The problem is that Wraiths can't always walk both Paths at the same time without penalty.
The two conflicting worldviews at play in the Numen tend to cancel one another out. This
leads some to say that the Gods do not appreciate their pawns playing both sides of the fence.

System: The cancelation is both philosophical and mechanical. Wraiths can use Arts of Destiny
and Luck, or Luck and Influence, with no penalties. However, someone who has used Influence
with success recently suffers a penalty to use Destiny, and vice versa. The penalty is equal to
the number of successes they got on the conflicting roll, past the first.

Paths

The Fate Numen has three recognized Paths, though the "middle" Path - Luck - is rarely taken
to the exception of the others.
The Path of Destiny shows wraiths what will come, however darkly. The Oracles who practice
the Arts of that Path are regarded as dour, joyless creatures because of the unavoidable
futures their visions show them. However, it is said that the masters of this Path can bribe the
Gods into forestalling the future - for a while.

The Fortunetellers who practice the Path of Influence, on the other hand, say that
predestination is hogwash. They see the future as "what if" rather than "what is," and their
Arts allow them to manipulate the strings of chance and skeins of fortune, both for themselves
and others. This can bring good luck and bad to their targets, too, but they don't always have
control over what happens when.

The Path of Luck is something of a compromise between the outlook of the two camps. Its
results come without seeing the future, or directly manipulating fortune, but by just letting
things happen around them. The Finders who practice it as a Path of first resort are aptly
named, for they make invaluable informants and trackers. Just don't ask them what's going to
happen - they won't know until they see it.

Those Who Know

The Fate Numen is common amongst those who died from happenstance, as well as those who
were fated to die. Most people would rather deal with the former than the latter, given how
the Touched can be "hijacked" and made to say and do things by mysterious forces. But then,
since only the Fated truly know their own, it's hard to be sure what you're truly dealing with.

{As a general rule, however, the Fated tend to be Oracles, and the trip-ups mostly prefer the
Path of Influence. Those who died from an accident like to believe that it was just an accident,
and that they can deal themselves better fortune from here on out. And those who were
destined to get here... well, they know better.}

The Order has traditionally thrown its weight behind predestination, given its Etruscan roots,
so most followers of the Path of Destiny can be found in its ranks. Many of the Believers also
use that same Path to divine the will of their deities, however humbly. Meanwhile, the
Freewraiths prefer the Path of Influence, as their hatred of confinement and outside orders
extends to "Fate" as well.
Oddly enough, the Messengers prefer the Path of Luck, as they need only lose themselves on
the streets to find where they're needed the most.

Whispers

Those who practice the Path of Destiny have all kinds of nasty rumors about those who have
embraced Influence. They say they're the tools of the Damned, who have fooled them into
believing their current heresy. They also say that, once one goes past the "acceptable" Arts,
one learns how to seriously curse other Wraiths, or vex their second sight with false visions, or
even complete blindness.

Meanwhile, the Fortunetellers whisper that Destiny leads to a series of strange delusions,
whereby one actually sees the Gods at work. Tales are told of how the deluded can kneel
before the "architects" of their fate and offer sacrifices for their favor. {And you can probably
guess whom some of the more paranoid Fortunetellers think the "Gods" might be.}

As for Luck... is it truly possible to be so damned lucky that one could bounce back - or away -
from all troubles and trials, only to come out of the other end with no recollection of anything
bad having happened at all? Some say it's possible, and that they've seen such a Wraith at
work. Oddly enough, they can never remember that Wraith's name...

It is also whispered that the Damned are unable to use this Numen, for they have no concept
of the future or the past, and are stuck in the current moment forever. Others say that's a lie
{or perhaps true}, and that the Damned excel in placing disastrous curses upon the living and
the dead, or else extend their lack of foresight towards Wraiths, and deprive them of the
ability to use the Fate Numen at all.

Basic Art

* Foreshadow

All Wraiths have an Affinity known as Foreboding, which allows them to gain a flash of the
future, or immediate importance, of someone or something. The Affinity is a very useful thing
to have, but Wraiths have no control over it: Foreboding cannot be "used" like the other
Affinities - merely experienced. And this means that sometimes Wraiths are blessed with the
foresight to know a person or thing for what it is, and sometimes that moment of clarity misses
them completely.
Wraiths who study the Numen of Fate learn to harness the fleeting foresight that Affinity
grants, and make it work for them. Rather than just waiting for a flash of insight, they can
attune themselves to the web of destiny {or possibility, if they prefer} and force it to show
them a glimpse of what the web holds. As with Foreboding, they will most likely only get a
small inkling, but that is sometimes enough.

Note that * Foreshadow will not warn of a surprise attack: that secret remains the province of
the Foreboding Affinity. Foreshadow may alert the user to the likelihood of the target trying to
attack her, though.

System: The Wraith must concentrate on the person, place of thing she chooses to examine for
one turn, and spend one Essence. She then rolls her Wits + Composure + Fate.

With a success, the Wraith senses if there's something vital about the person, place or thing's
role in events. She gains a general sense of the role it plays {helper, initiator, critical material,
site of conflict, etc.} She will not be able to tell when these things may happen, but an
important event will be shown, no matter how far in the future it is.

If she gains an Exceptional Success on the roll, then she receives a glimpse of exactly what the
target's presence in things must lead to. However, she will only see the ultimate result of those
events: what leads up to that result is for the Wraith to discover, either through other Arts of
Fate, or one day at a time.

Fate's Window

How the glimpse of the future manifests itself depends on what method the Wraith uses to
focus her sight. The basic method has her going into a slight trance, and seeing things, but
there have been countless other ways of divining the future throughout history. So a Wraith
could use almost any method her player would care to have her use, and the Storyteller will
allow.

If a Wraith employs divinatory tools of some kind while using Fate Arts, she may gain a +1 to
+3 bonus on her rolls, depending on how appropriate the tools are to the Art being used, and
the quality of the tools, themselves. However, if she uses those tools too often, their loss with
cripple her - causing a negative modifier of equal amount. This negative modifier continues
until she either regains her tools, finds something of equal worth {and has time to truly learn
their use} or becomes used to working without them once more.

Path of Destiny

The vision is unambiguous. The signs are clear. The plan will fail.
Yes, it will fail. And there is nothing you can do about it - especially since you have already set
it into motion before now...

Well, you should have waited. And do not dare to take that tone with me! Not after all I have
suffered to bring you this prophecy.

Rage at the Gods if you dare, fool. But harm not their messenger lest you bring down their
wrath!

The Oracles' profession is a very depressing one - to be the bearer of bad news, time and time
again. Every so often they can give someone a good report, but more often than not they can
see only failure, treason or disaster. LIke they often tell their questioners, "If you have to ask
the outcome, it's already highly in doubt." On the other hand, their safety is highly ensured, as
very few Wraiths will dare to harm an Oracle - those who do risk angering the Gods of the
Underworld.

The Arts on the Path of Destiny require the Wraith to ask a specific question, either for her
own knowledge, or someone else's. She then gets an answer of varying specificity, depending
on how well she understood what she saw, or how well the question was phrased {All part of
the roll for the Art}.

The danger of this Path is Tainted Essence: much as the Foreboding Affinity may bring Tainted
Essence to accidentally see a bad future, asking the Gods to grant a vision of a bad future
brings it on as well. And the greater the negative consequences of a planned action, or the
negative things seen, the greater the amount of Tainted Essence the Oracle gains. This counts
for ** Simple Scrying, *** Focused Reading and **** Destined Undertaking.

** Simple Scrying:

This Art lets a Wraith build up from the Basic Art, and either reveal the general way of things in
the city, or what will happen in general around a certain time frame. She cannot ask questions,
but she can pick the city, or a specific time and place within it {"Next wednesday at Noon,
outside the Marketplace"}. After at least a turn of concentration, the Scrying comes into focus,
and the Wraith will see her answers.

*** Focused Reading:


With this, the Wraith can read what will happen to a particular person in her future, near or
far. This can either someone who asks the Wraith a question on her own behalf - or someone
else's - or someone the Oracle sees and is curious about. This also takes at least a turn to
concentrate, and the Wraith must ask a specific question.

**** Destined Undertaking:

If given the details of some great plan or grand undertaking, the Wraith can use this Art to see
what will happen. The problem is that getting a vision depends on asking the right question in
the right way, and even then she might not get the entire picture - just the outcome based on
the question, itself. Calling up such a large thing requires at least a Scene of preparation and
ritual, and the Oracle cannot be interrupted during it.

***** Humbled Pleading:

It is true that, once made plain, the future cannot be avoided. It can, however, be postponed
by those who know this Art. The Oracles can invoke the Gods of the Underworld, and sacrifice
Essence and Willpower to them in the hopes of fending off a destined thing for a time.

They can also try to improve their standing - or degrade another's - in the wake of that
destined thing. But they must be very, very careful what they wish for, and why...

Path of Influence

Okay... it looks like you're spending too much time worrying about the little things to avoid
looking at the one, big thing that's staring you right in the face. You gotta stop avoiding that,
kid - it will eat you alive if you neglect it. And I think we both know that, right? Right.

Of course I'll put in a good word for you when you do, kid. In fact, I already did, just this
morning. It's all part of the service, right? Right.

I just can't guarantee the results, is all. So you be careful, kid, alright?

Unlike the dour Oracles, the Fortunetellers believe that destiny is not set in stone. They claim
that fates can be changed, outcomes averted, and the Gods talked into changing their minds
{or at least tricked into looking the other way for a short while}. The results aren't always as
neat and tidy as one might hope, but Wraiths will pay quite well to have someone pulling for
them.

The Arts on the Path of Influence involve changing the stakes of Wraiths' actions: making it
harder for someone to be harmed, and more likely to succeed {or less likely to fail} in general.
At a higher level, the Wraith using this art can hang failure over another's head, so that the
likelihood of them succeeding in their goals becomes that much smaller.

The problem is that, cheap promises aside, the Wraith can't always determine what exact
stakes will be changed. She may cast for what happens, or doesn't, but the decision as to when
it occurs isn't always up to the character to decide. The Gods have their own ideas on things,
and while they can be bribed, they cannot be forced.

This means that the Fortunetellers are often as surprised as their clients when something goes
amazingly right. However, they always take all of credit and none of the blame - unless that
was the idea all along.

** Good Guess:

The first Art of Influence is the easiest, for it gives one the ability to focus on an immediate
problem, or threat, and guess which way to go. This has the effect of the Storyteller nudging
the Wraith towards a certain, static choice {Door A, B or C} or the player electing to add to her
character's Defense for one turn. These guesses and dodges take a Scene's concentration to
"predict" - however unclearly - and can only be rolled for once a week, or when they're all
gone.

These Good Guesses then last for a week, and can be used as needed - either for the Wraith or
someone she knows. However, the Wraith must choose to do this entirely for herself, or that
someone else: she can't have more than one Good Guess pool going at once.

*** Fortune's Favor:


This Art allows a Wraith to either create successes, or to take successes away, for herself or
someone she knows. Casting this takes a Scene, and creates a Favor {or Disfavor} pool that
lasts for one day. Unlike ** Good Guess, the Wraith can have more than one pool going at a
time, but can't "double up," or add to a pool once it's cast.

The Wraith can ask to "spend" these successes, or order successes to be taken away, but the
Storyteller can always say that it doesn't work. If the Storyteller blocks it, the success or failure
returns to the pool.

Also note that, if a Wraith casts Disfavor against someone who is not intent on doing her harm
{directly, or through her friends or Anchors}, she gets Tainted Essence.

**** Gift of the Wheel:

A step up from granting favors gives the Wraith a chance to avoid general disfavor, and keep
failure from her door. The gift allows her to cast for successes - for her, or someone else she
knows - that will be used when a failure would otherwise have occurred. Four successes must
be traded in to cancel out a Dramatic Failure.

The casting takes a Scene, and, as with *** Fortune's Favor, the Wraith can have more than
one pool going at once, but cannot double up or add more to a pool after it's cast. However,
the Wraith doing the casting has no control over what failures will be replaced by success -
these are entirely adjudicated by the Storyteller.

The Gift pool lasts for an entire Story.

***** Bad Karma:

This Art allows a Wraith to give failures to someone else over the course of a Story. As with
**** Gift of the Wheel, the Wraith cannot choose when they are used, and four successes can
cause a Dramatic Failure. And while the Wraith can have several Bad Karma pools going at
once, she cannot double up or add failures to them.
However, unlike previous Arts on this Path, the Wraith does not have to know the person in
order to grant her failures. This Art works just as well on known enemies as complete
strangers, so long as she has either their true name or true likeness in hand. But if the target
has done nothing to directly harm the Wraith, her friends or her Anchors, Tainted Essence will
be gained.

While harsh, this Art has another, kinder side - a Wraith can use it to block failures from this
Art, or any on the Path of Influence. She can defend herself, someone she knows, or someone
she has the true name or true likeness of. However, she cannot block failures from herself
while she is using this Art - or any other - to cause failures, even if those failures are highly
justified, or in self-defense.

"Influence," Not "Control"

Storytellers and players might wonder why so many of the Arts on this Path take control of
Fate away from the characters, rather than giving it to them. What's the point of spending
Essence to cast favors or bad luck if they can't use the results as they desire? And why should
they take the Tainted Essence if they didn't choose when the Dramatic Failure hit?

This has mostly been done to limit some of the power of the Fate Numen. While there's always
a price to pay, the power of this Path could - if fully exploited - make a character almost
impossible to beat at anything. And where would be the fun in that?

So this is Influence, rather than Control. After a certain point, the Wraiths who use this Path
must learn to "let go and let the Gods," who consider the cast petitions for favors {or disfavors}
and weigh them accordingly. Likewise, Storytellers are urged to find a "middle way" that gives
the players a feeling of accomplishment while maintaining the mood and direction of the
overall Story.

Path of Luck

What's my deal? I say that things just happen. And I'm right.

And they happen the way they're supposed to, dig? You can't ask the world what's gonna
happen, 'cause it can't say. And you can't force the world to do what you want, either, 'cause it
won't let you.

But it all works out, sooner or later, my brother. You just gotta be open to possibility.

Come on... take a walk on the wild side.


Those who don't practice - or appreciate - the Fate Numen often think the Finders are all talk.
How much talent does it really take to just go meet people at random, or scrounge around for
something important? They say it must be a scam, and put their phenomenal luck in rooting
things and people out down to... well, luck.

Of course, it really is just that - luck. The Wraiths who practice this Path have learned to
recognize the calm, certain feeling of being on the right track. They know that you can't push
things or try to control them, but just "let it be," and things will work out.

Whether they work out for the best is always a question of perspective, but most Finders know
better than to complain.

** Coincidence:

With a Turn's concentration, the Wraith receives a vision of what's going on, somewhere else,
that has a connection with what she's interested in. The more successes she gets, the better
the sense of where it is, what it is, and who might be involved {by face, and then name}.

That connection could be direct or indirect, and seeking it out might just tell her what she
already knows. But it's a step in the right direction, at least.

*** The Walk:

This Art lets a Wraith literally bump into people, things and events that have a connection with
what she's interested in. It takes at least a Scene to walk "aimlessly" about the city, thinking
about the situation - or not - but the more successes she gets, the more she finds. This Art can
also be used to "home in" on things seen through ** Coincidence, and using that Art first adds
dice to this Art's roll.

The "Walk" can also be a "slouch," if the Wraith would rather use this Art to make people,
things and events come to find her. However, it costs more Essence, and doesn't give her the
option of running away if what she discovers gets a little too hairy.
**** Found Objects:

Some people are never, ever at a loss. Using this Art lets a Wraith "go blank" and scrounge for
something to help her out of whatever jam she's in at the moment. The more successes that
are gained, the more useful the object the Wraith turns up.

On the other hand, if there's nothing there to find at all, the Wraith will know it right away and
not waste her time searching.

***** Lucky Escape:

Sometimes the luck - good or bad - comes too fast and furious for Wraith to process properly,
or handle in the best way. This Art is something of a cosmic "Time Out," and stops her from
running into anything to do with what she's working on for a certain amount of time. It also
stops that situation from getting any more involved, for better or worse, and puts a halt to
whatever plans or plots are cooking.

Such is the power of this Art that a Wraith can escape near-certain death or disaster by using
it, so long as the fate to be averted was caused by her nosing into something. However, when
she ends the Art's effects - or they run out - the avoided doom will regroup very quickly and
head right for her.

Hopefully she'll have what she needs by then.

Crossover Arts

The Rule of Three

{Prerequisite Arts, ** Good Guess, ** Coincidence}


Modern Pagans often invoke the Wiccan Rede, whereby the good you do will come back to
you three-fold, but also the bad. This Art puts a little bite into that promise, so that those who
are in need of a pointed reminder get at least three strong hints thrown their way. They will
not help or hinder the target in her goals, but they're jarring enough to make the point.

This can be aimed at anyone whose name the Wraith knows, or that she has a likeness of, and
successes determine how strong and obvious the hints are. Fortunetellers often use this Art to
remind wayward clients to settle their debts, but that's a highly-mercenary example of its use.

Web of Fate

{Prerequisite Arts, *** Fortune's Favor, *** The Walk}

This Art causes a target of the Wraith's choosing to live in interesting moments. From the
second it is cast, the target Wraith will act as though she had used *** The Walk to investigate
something, or someone, of the casting Wraith's choosing. This is a great way to hook people up
without the Wraith being seen to be involved, but if it's used for harmful ends - or they turn
out bad - she gets Tainted Essence for her part in it.

Time's Winged Chariot

{Prerequisite Arts, *** Focused Reading, *** The Walk}

The Oracles are quick to point out that one's destiny cannot be avoided. However, it can be
sped up, which is what this Art does. Whatever good or bad thing an Oracle has seen awaiting
for someone else {never the Oracle} can be brought to that person much faster than
anticipated. If the Wraith uses this Art to speed up a disastrous destiny, she gets Tainted
Essence for having forced it.

Divine Harbinger
{Prerequisite Arts, **** Destined Undertaking, **** Found Objects}

Part of the limitation of the Path of Destiny is that Wraiths have to be very specific in their
requests of what to see. They can't ask the Gods to show them the time, date and aftermath of
the worst Storm that will ever hit the Necropolis, for example - they can only mince around the
subject. And when they finally are "lucky" enough to see that disaster, they suffer for their
visions.

Fortunately, those who practice that Path are familiar with a strange harbinger of great events,
both foul and fair. It seems that if something wonderful or terrible is going to happen, a
nondescript {but Fated, they say} Wraith known as Justinian will be there. No one is certain
why he does this, or what he gets out of it, though - once he's spotted in the crowd, Justinian
flashes a knowing smile at whoever saw him, turns and vanishes once more.

Given that behavior, Oracles use Justinian the Harbinger as a "lodestone." By making a likeness
of him, and focusing on it for a day and a night, they can gauge when he might next appear.
That way they don't have to ask 100 questions of the Gods to determine when they might wish
to see something - they need only find the harbinger, and they can ask more questions from
there.

The problem with this Art - other than how time-consuming it is - is how much Willpower and
Essence it drains from the Wraith who performs it. That and the likeness of Justinian can only
be used once, as it cracks and crumbles into soot as soon as he's spotted. And these remnants
then blow away on the dead wind so quickly that, within seconds, it's as if the statue had never
even been there.

Friend In Need

{Prerequisite Arts, **** Gift of the Wheel, **** Found Objects}

Sometimes both luck and influence are simply not enough. At times like that, the
Fortunetellers and Finders need a helping hand. That hand is Nicolo - sometimes called
Nicholas, or Nick - who will appear to perform one single, important action on the Wraith's
behalf, and then disappear once more.
Nicolo is not the real name of this person {or force, depending on whom you talk to}, but it's as
good a one as any. And while he has the power to directly interfere on the behalf of the Wraith
who summoned him via this Art, the when and how of Nicolo's interference is entirely up to
him. He may open the cell door so a living friend can escape, or he may burn down the police
station: he's kind of 50/50 between good ideas and bad.

Calling up Nicolo takes a Scene, and a measure of Essence. How long it takes him to get there
depends entirely on him - or his schedule - and what he does is up to the Storyteller. However,
should Nicolo's idea on how to handle a problem create more problems than it solves, the
Wraith who called on Nicolo will take Tainted Essence for having let him loose.

Fear

{Common}

The Fear Numen - which is far too common for the liking of some - is a terrible thing, indeed. It
not only empowers Wraiths to witness the horrid nightmares, hidden memories and secret
fears of both the Living and Dead, but to then turn those terrible things against them. It also
allows the Dead to store the bad memories, phobias and dreams that they see, so that they
may use them on others, or weave them together into a great tapestry of horror.

It is this Numen which makes the Haunters so feared by the other Concords. And The Order is
particularly loath to sanction its use, given how terrible the cost to one's soul can be. But the
Numen's power is such that many Wraiths seek to learn of it, if only to fall back on when all
other means of frightening off the Living have failed.

Funny, then, how it often becomes the first tool they use.

We're All Mad, Here

Unless stated otherwise, all the Arts of Fear can be used on Wraiths, Ghosts and the living.

Some of the Arts specify that the target may go insane if they're used. Wraiths and Ghosts
aren't in any danger of this happening, but depending on the Art being used they may gain
Tainted Essence, or suffer Catharsis. Ghosts are also in danger of Awakening if the terror
generated is enough to shake them out of their Fugue.
Paths

Fear has three recognized Paths:

The Path of Fright is the best-known of Fear's Paths, for it gives Wraith power over fear, itself.
Its users - often known as Horrorists - cause their targets to experience their own phobias, or
those of others, at varying degrees. At the very least, it's enough to take away someone's
nerve, but Wraiths can increase the terror up to the point where the fear seems to come true,
with deadly and maddening results.

The Path of Nightmare allows Wraiths to enter the dreams of the Living and Dead. The Incubi
and Succubi who specialize in this Path use its Arts to record, change and replay the dreams
and nightmares they witness. They are also known for granting the gift of sleep to the Dead,
but let the dreamer beware - their nightmares are truly terrible, and their stolen dreams can
kill.

The Path of Sorrows is practiced by the Remembrancers, who seek memories - preferably very
bad ones - for their personal collections. Their Arts allow them to copy, alter and replay
memories from the Living and the Dead, as well as Anchors. They can help others deal with
their awful memories, should they choose, but they can also use those same traumas to injure
both mind and body.

Those Who Know

Those who died due to violence or insanity can have an Affinity for Fear, given their intimate
understanding of anxiety, terror and horror. However, almost any Wraith could learn it, given
how widespread it tends to be: the Basic Art is readily available in most quarters, and there are
any number of amateur Horrorists lurking about.

That said, the Haunters see this as "their" Numen, and are not very pleased to hear of others
trying to steal their thunder - unless, of course, they'd like to join their Calling. Meanwhile, The
Order has an extreme distaste for what the Numen can do, and tries to ban its use amongst its
members. The Pardoners are also convinced it's a one-way street to being Damned - skipping
Lost almost altogether - and are extremely harsh on their charges who make a habit of using it.
The Freewraiths, on the other hand, don't see what the big problem is. In their eyes, Fear is
just a tool that Wraiths have at their disposal; So long as its risks are understood and
respected, there is no need to proscribe or ban its use.

Whispers

Those who are fully conversant with Fear and its Paths will admit that there's an odd
"sameness" about it all. However, it is rumored that once one goes beyond what is known, the
true differences between the Paths are made manifest. That one no longer needs to touch the
target for the Arts to work seems a common thread in these tales, along with the notion of
being able to remove nightmares and memories, rather than just copy them.

But there's more - much, much more.

They speak of Remembrancers who have created entire Necropoli out of stolen memories
within their minds. They say these masters can infect large numbers of the Living and Dead
with ideas and recollections they never had. They also say they can excise them from equally
large numbers, and do it with such skill that no one will ever notice their absence.

They speak of Incubi who can walk from dream to dream, as though they were stepping stones
across a stream of slumber. They say they can enter the minds of the Living through their
dreams, and possess their bodies while they doze. And some are purported to walk fully
formed from the heads of dreamers, without needing to Manifest.

And as for the Horrorists, it is said that they can command fear and fright to a terrifying extent.
They can sit at the middle of a citywide web of terror, and harvest Essence from all who feel
fear. The Lands of the Living and the Dead can be turned into an immense tableau of horror, as
everyone's worst fears become dreadfully real.

What is not a rumor is that the Damned practice this Numen extensively - it is a known fact.
And it is also a know fact that they don't have to touch their targets in order to use these Arts
{or their Damned equivalents} upon them. One saving grace may be that they seem to have
severe problems using it on the Living, but they more than make up for it by using it on
Wraiths and Ghosts, instead.

Basic Art
* Hand of Fear

The first technique any would-be master of Fear must learn is how to harvest it. By touching a
Wraith or Ghost, or passing a hand though one of the Living, the user can see into the target's
mind, and read their memories, nightmares and fears at will. And once these are uncovered,
the Wraith can absorb reflections of them into herself to glean for Essence, hold for later use,
or use right away - either against the person she took it from, or someone else.

System: A Wraith does not need to spend Essence to enter the mind of another Wraith, or
Ghost, but she must be in physical contact with the target for a turn. For targets in the Land of
the Living, she must "touch" them for a turn, overlapping them with her Corpus, and spend a
point of Essence to bridge the gap between them.

The Wraith then rolls her Intelligence + Manipulation + Fear to find a memory, a nightmare or
a fear. The Wraith can only look for one sort of thing at a time, and successes can be spent on
individual finds, or to seek a larger, more potent one. For example: if Bloody Mary gets 3
Successes on the roll, she can either find 3 trivial fears, 1 trivial fear and 1 moderate fear, or 1
serious fear.

Successes

Type

Essence Gained

Fear Modifier

Trivial

Moderate

Serious

+1
4

Terrifying

+2

Crippling

+3

Once these fears, bad memories or nightmares are found, the Wraith has a number of options
available to her:

1) She can absorb Essence from watching these things, as per the chart above. It takes one
Turn to absorb one Essence, and the Wraith must remain in contact with the Target - who
remains unaware of what's happening - the entire time. A Wraith can gain Essence in this way
regardless of the emotion behind what's seen, but it garners one Tainted Essence for feeding
on such negative things.

2) She can spend one Essence to "hold" it in her Corpus, and then use that reflection the next
turn in another Fear Art. This not only saves the Wraith from having to spend time finding
something in her own stores {see below} but can grant extra dice to the roll, as per the chart
above. If the Wraith doesn't use it in the next turn, however, she must either spend another
Essence to keep it fresh, or else it evaporates, and she has to make the original roll to find it -
or something else - again.

3) The Wraith can spend Essence to store it within her mind, and hold for later. This requires
one Essence per thing to store, one Turn's concentration, and a Wits + Manipulation + Fear roll
to pull off successfully. Success means that it's been stored, while Failure means that it's been
lost, and the Wraith has to go back to the original target and find it all over again. If a Dramatic
Failure occurs, the thing is melded into her own mind, so that she thinks it's one of her own
memories, fears or nightmares, and she takes a dot of Tainted Essence for each Success the
thing was worth {A lost Crippling Nightmare means 5 Tainted Essence}.

A Wraith can typically hold onto {Influence + Presence x 10} Success worth of things of any
combination. So if a Wraith had Influence 3 and Presence 2, she'd have room for 50 Successes'
worth of things. That could translate into 5 Crippling Nightmares, 1 Crippling Fear, 4 Terrible
Memories and 4 Trivial Fear. Should the Wraith run out of room, she can choose to jettison old
things at any time, and these can either be "gifted" to another Wraith with Fear for one
Essence, or simply erased.
Once such a thing is stored, the Wraith need not roll to bring it back up: only spend a turn in
concentration to find it . She can then either use it in a Fear Art the next turn, keep it "fresh"
upon her Corpus by spending one Essence per extra Turn outside her mind, or spend a Turn in
concentration to put it back where it belongs. But the expenditure of Essence can only be done
on a turn-by-turn basis, and if it's disrupted it evaporates, and is lost.

Path of Fright

He knew he was being bad when he looked at his father's special books. He only wanted to
look at naked people, but he didn't realize they were medical books about skin diseases. He
was only nine years old, then, and he's been terrified ever since.

Yes, terrified of skin disease. He's constantly worried about skin cancer and leprosy. When he
cuts himself he scrubs the wound raw with alcohol, so it won't become infected.

And every night, before he goes to bed, he stands naked before his bathroom mirror, and
searches desperately for signs of flesh-eating bacteria. It could eat him up overnight, as he
slept. He'd be dead before morning.

So what will he do when he wakes up... goes into the bathroom... turns on the light... and sees
this?

The Horrorists are aptly named: virtuosos of terror and horror, they use the Arts of the Path of
Fright to scare their victims out of their wits. They can turn the hardest person into a quivering,
immobile lump, unable to do more than whimper, and make the most steadfast explorer of
haunted places soil herself and run away.

In order to use these Arts, a Wraith must first use * Hand of Fear, either to find a fear or
phobia of the target, or to bring up one of the Wraith's stored fears. The fear to be used may
give extra dice to the rolls for the following Arts if it's powerful enough, as per the previous
chart. And, once used, the stored fear must be placed back inside the Wraith's mind, or else it
evaporates and is lost.

The Wraith must also be touching the target to use these Arts. However, should the roll for the
Art be so successful that the target runs away, the Wraith doesn't have to maintain contact for
the generated horror to take its proper course. She will simply have to catch up to the target
and touch her again if she wants to use other Arts on her.

Successes on the rolls indicate how long the effect lasts for, in Turns. An Exceptional Success
puts a negative modifier on a mortal's roll to avoid running away {as detailed in Haunting}.
However, these Arts all give Tainted Essence to the Wraith that uses them, due to their
harnessing of negative emotions.
Hands Off, Creep

In order for Fear Arts to work, the Wraith must touch the target. This is fine with Ghosts and
Mortals, as they most likely won't be aware of the Wraith's presence. But one might wonder if
a Wraith would be affected by these Arts, as she'd know the Horrorist was touching her, and
could presume that the terrible things she was seeing were just Fear-spawned illusions.

The answer is yes - they are still affected. Such is the power of Fear that, no matter how strong
and rational the Wraithly target's mind is, she will still be overcome by terror at what she sees
{or doesn't see, as the case may be}. In fact, even beings with supernatural senses - such as
Vampires - will be convinced that they are seeing these things.

** Apprehension

The gateway Art of this path makes the target feel the looming presence of the source of the
fear. Someone who was terrified of spiders might be given pause while poking around a
Wraith's Anchor, worried that big, ugly and poisonous spiders might be lurking in or around it.
Meanwhile, someone who was afraid of her lover's murderous ex-spouse might worry about
that person coming up the stairs while they're in bed, together. And if the target wasn't afraid
of spiders or psychotic ex-lovers, the Wraith could still use a stored fear to produce those
reactions in her.

*** Reflection

This Art goes beyond mere foreboding, and shows the target the fear, itself. The person
terrified of spiders will actually think she sees one scuttling around, while someone terrified of
the ex-spouse will see the cuckold's cold, hateful eyes looking in at the window. As with *
Apprehension, this fear can be from the Wraith's own stores, and used for the purpose of this
Art. This Art can also have the strength of what's seen boosted with extra Essence, so that
people besides the Target might actually see

**** Composition
This Art makes the fear come all too real, much like a 2-essence Manifestation. The person
terrified of spiders is suddenly covered with them, while the person afraid of the ex-lover is
accosted by that person on the street. Essence can be spent to allow others to see what the
target is seeing, otherwise the sensations are experienced by her alone.

The fears conjured up by the Wraith might do some damage to the target, but it's only likely to
be Bashing, and won't have secondary effects. A "poisonous" spider may bite, but it has no
venom, and while the ex-lover might have a gun in hand with which to threaten and pistol-
whip the target, it will not be fired.

***** Damnation:

The next step up from **** Composition makes the fear horribly and terribly real - at least, in
the mind of the target. She goes into a fugue state, not unlike that of a Ghost, and undergoes a
nightmarish confrontation with the fear. Unlike the other Arts in this path, Essence cannot be
spent to include others in what the target sees and experiences: this damnation is private, and
the target will not be aware of anything outside of it, including others' attempts to help.

While in the fugue, the target will believe that she is being seriously hurt by the fear, and
things will be so bad that she will think rescue and flight are impossible. Everything she does is
countered, and nothing lets her fight back. Unlike the other Arts, she can try to resist using her
own mind, but the odds are against this.

If the target survives the ordeal - or the Wraith lets her survive it - she will most likely be
mentally damaged by the trauma she's experienced. And if she is killed in the fugue, she will
die of fright.

This Art has another use: it can be employed to instantly end the fugue state of a Ghost, which
has the effect of Awakening her. If used in this fashion, the Wraith does not gain any Tainted
Essence.

Path of Nightmare

So you thought it was all in your head, did you? All those terrible, awful things... the ones that
made you sit up, screaming, in the middle of the night? They were all just your imagination,
huh?
Well, that might have been then, bunky, but this is now. I'm here with you, in your head. And
you're trapped here, with me, until I decide to let you wake up.

That's right. No one can hear you. No one can help you. You're with me, now...

... and you are so fucked.

Named after ancient demons who preyed on the dreams of the young, Incubi {male} and
Succubi {female} have a mixed reputation amongst the Dead. On one hand, they give the gift
of dreams to the Dead, who can no longer sleep. On the other, there's no guarantee that they
won't enter those dreams and play havoc with them for their own sick amusement.

All the Arts of the Path of Nightmare require that the target be asleep {or a Ghost in her
Fugue}. The Wraith must then not only touch the target, but actually phase into her, so as to
bodily enter the "dreamscape" within the target. It's a lot like Bios' Basic Art of * Possession, in
some ways, only it works on Wraiths and Ghosts as well.

Once inside the Dreamscape, the Wraith cannot be hurt in tandem with her host, and can end
her observation or meddling at will. However, the Wraith had best leave before the target
wakes up, or else she'll be forced out. This ejection takes place within a Turn, and she suffers a
varying degree of Bashing Damage that she can't Defend against.

The following Arts work on Mortals, Wraiths and Ghosts, though there's a danger of
Awakening the Ghost if the Wraith should have a Dramatic Failure on a roll. Tainted Essence is
only gained through these Arts if the Wraith creates a nightmare, though ***** Dreamslayer is
always cause for a great deal of Tainted Essence if a mortal target is killed by it. Wraiths and
Ghosts don't give so much, since they can just reform - usually...

** Dreamwatcher:

This Art lets the Wraith enter the target's dreams, or the Fugue state of a ghost, and watch.
The watching can either be from the vantage point of the dreamer {"seeing" the dream
through her eyes} or just outside of it, as though she were standing no more than five feet
away.

The Wraith can interact with the dreamer to a small extent, but this is limited to small talk, or
simple questions and answers. The dreamer will always assume that the Wraith's a part of the
dream, and either ignore her or go along with her presence. If the Wraith should try to do
more than that - such as attack the dreamer, or stop her from doing something - the dream
ends, the target wakes up and the Wraith will be painfully ejected.

The Wraith can also use * Hand of Fear to recall a stored Nightmare or Dream, and then use
this Art to unfold it inside the Dreamer's mind. That stored Dreamscape will supplant whatever
the Dreamer was imagining, but - as before - the Wraith cannot go too far from her side, nor
interact too strongly with her for fear of being ejected.

Oddly enough, dropping a dreamer from an idyllic dream into a horrifying nightmare won't run
any risk of waking her up.

*** Dreamwriter:

The Wraith can now interact more fully with the dreamer, and move further away from her.
She can also spend Essence to change details of the dream she finds herself in - or has pulled
out of storage - no matter how small or large. As before, turning a placid dream into a terrible
nightmare won't make the dreamer wake up, given the shifting nature of dreams.

The Wraith can now attack the target, or stop her from doing something, but can't cause any
real "damage" to her while in the Dreamscape without the dream ending, and the Wraith
being ejected. Even if the Wraith succeeds in causing damage, it's an illusion, and it will not
carry over into the dreamer's body. However, stopping a living target from having a good
night's sleep may cause her to suffer from Fatigue {The World of Darkness, pp. 179 - 180}

This Art can also be used inside the Wraith, herself. She can concentrate for a turn, find a
stored Dream or Nightmare, and use this Art to go inside it and change is as she sees fit, either
to stitch different ones together or try and increase their potency. The alterations cost
Essence, just as they would in another's dream, and such changes are permanent - there's no
"reset" button in these stored dreams.

While she's inside her own mind, the Wraith has no idea what's going on around her. Incubi
and Succubi often agree to watch over one another while performing this, knowing all too well
that a "sleeping" Wraith is a victim waiting for a crime.
**** Dreammaker:

In previous Arts, the Wraith has to wait for the target to fall asleep. However, this Art makes
the target fall asleep within a Turn, and it can be used both on mortals and Wraiths. Neither
can normally resist the pull of sleep that the Wraith gives to them, though a Wraith with this
Art can make a similar roll to try and stay awake.

Wraiths who fall asleep dream for an hour per success. As they dream, their Shadows are
subsumed back into them, so that the division no longer exists. Any Thorns that were active
turn back on where they left off once the Wraith wakes up, though.

This Art can also be employed while in the Dreamscape for the opposite effect: the Wraith can
do whatever she likes with or to the dreamer, and she will not wake up until the Wraith allows
her to do so. As before, however, any "damage" done to the Dreamer is an illusion, and has no
bearing on her true self, though someone who "dies" in her dream will suffer from Fatigue
{The World of Darkness, pp. 179 - 180}

This Art has another use: it can be employed to stop a Ghost from Awakening, so long as it's
just in time. Once the Ghost is Awake, this Art will not put her back Asleep, and the best it can
be used to do is make the new Wraith take a nap before she does anything stupid.

***** Dreamslayer:

They say that dreams can't really damage someone, but that's a lie: Dreams can turn deadly,
and Nightmares can be made to kill. This Art allows a Wraith to kill and destroy in dreams, and
its power is both appalling and formidable - so much so that the "Dreamkillers" {also known as
"Sandmen"} who regularly practice it are often banned, even amongst the Freewraiths.

By using this Art, the Wraith can do damage to a dreamer that somehow does affect the body.
Any health levels lost in a mortal's dream are lost in the waking world as well, though there
will be no visible damage done to the target's body. And if the mortal dreamer should perish in
this deadly dream, her heart will stop, and she will die in her sleep.
Wraiths and Ghosts who are dropped to zero Corpus by this Art act as is normal for them.
However, a Ghost who is thusly traumatized may Awaken once she emerges from her Anchor,
given the heavy disruption this Art will cause to her Fugue state {Storyteller's prerogative}.

Path of Sorrows

What? You actually think you can lie to me...?

Let's put it this way, honey - "I know what you did last Summer." In fact, I'm right there -
watching it happen. And I'm seeing it through your eyes.

Scared yet? Well you oughta be, bitch. I know what you did last Winter, too. And the Summer
before last... my, my, haven't we been a naughty little girl?

Now, how badly do you not want everyone to know how naughty you've been?

The Remembrancers are considered horrid and insane - and very much so. In spite of their
obvious gifts with uncovering and retaining memories, very few Wraiths choose to partake of
their services. This is most likely because the Remembrancers can also change those memories
- both slightly and grossly - and Wraiths are quite right to fear for their minds' integrity.

In spite of the name of the Path, its Arts can be used to capture and refine both bad and good
memories, which has led to the Remembrancers' running a "Memory Market" of stolen
thoughts for other, desperate Wraiths to enjoy. They are also known to work on commission -
engineering events and copying others' memories of them, so that buyers can enjoy their own,
pre-arranged spectacle.

But then, many Remembrancers use the following Arts for their own gain: blackmailing and
torturing Wraiths, and taunting and maddening mortals. There are those few amongst their
numbers who use their powers to help, rather than harm, but these "Shrinks" are often as
derided as their less wholesome cousins.

Captured Forever

One of the odd quirks about * Hand of Fear is that a copied and stored memory cannot be
changed by the Storms. Even if the original memory is changed or lost, and the
Remembrancer's own memories are scrambled, whatever she's got stored in her head is
somehow safeguarded from the ravages of the winds.

This would make them ideal record keepers, but The Order holds them in the same ill repute
as Dreamkillers. And given most Remembrancers' habits, that's probably for the best.
These Arts all work on Mortals, Wraiths and Ghosts, and they can be awake or asleep while it's
used on them. However, there's often a negative modifier while working on Ghosts, given the
shifting nature of their memories within the Fugue.

Showing traumatic memories is always cause for Tainted Essence, and if the Wraith makes it
seem to be happening to the target it's cause for more than normal.

** Replay:

This Art lets a Wraith replay a Memory inside someone's head - either for her own, private
audience, or to be "enjoyed" by the target alone. This can be done with a stored Memory or
one the Wraith finds while using * Hand of Fear, and it can seem as though it's happening
around the target, or to her. Onlookers will think that the target is reacting to things only she
can see, and will most likely think she's gone insane.

The target is powerless to interfere with the memory, and if it's happening to her, she is
caught up in it. Once the memory starts, the target must see it through to its conclusion,
unless the Wraith decides to end it prematurely. If the target is "damaged" in the memory - or
even killed - she is not actually harmed.

*** Refine:

The Wraith can take any stored memory and alter it. She can string it together with other
memories, or alter those memories into something entirely different. This can be used to
increase the potency of a traumatic memory, but once a change is made it cannot be undone.

If the Wraith chooses to * Replay it for the person she copied it from, there's a small chance
that the target will begin to believe that the altered memory is what really happened. This
depends on how long ago it actually happened, and how potent it was, or is now that the
Wraith has altered it.
**** Recall:

Non-living Anchors have a strange connection with all aspects of the Dead - so much so that
Wraiths with this Art can actually use * Hand of Fear on such places or things. And such is the
power of this Art that can be used even if the Wraith that owns the Anchor was not there
when it happened. These memories can be stored, replayed and refined as any other, though
obviously not on the Anchor, itself.

***** Repercussion:

Memories shown with ** Replay cannot harm the target, even if they end in death. This Art
changes that, and places the life and sanity of the target on the line: giving the memory such
force that the victim may suffer either insanity or psychosomatic shock, depending on what
takes place inside her head.

Those who suffer insanity gain derangements from the experience, just as those the memories
were stolen from did. Meanwhile, those who suffer damage lose health or Corpus levels, but
do not actually manifest the wounds from the memory. The damage is entirely psychosomatic,
but still powerful enough to kill.

Mortals who die from ***** Repercussion lose all brain functions - most notably autonomic -
and fall down stone dead, as though someone switched them off. And the Wraiths who used it
on them suffer a massive backlash of Tainted Essence for having taken a life in this fashion.
Meanwhile, Wraiths and Ghosts are dropped to zero Corpus, and go back to their Anchors as
normal, which causes only a little Tainted Essence to be gained.

There is a much kinder side to this Art, but few other Wraiths know of it. Remembrancers can
use this Art to help a mortal, Wraith or Ghost "walk through" the memory and resolve it, so
that it troubles them no more. Unlike previous levels of the Path, the target can change her
course of action within the memory, which is what gives the Art its power to heal.

Repeated sessions of this therapy will help cure Derangements {except for the ones "suffered"
by those who died from Insanity}, while Ghosts can be allowed to resolve whatever makes
them walk the earth. Ghosts who succeed in this most often shrug off their Fugue and
disappear forever, going off to wherever such unAnchored spirits go, but a few have been
known to Awaken and become full-fledged Wraiths.

Crossover Arts

Night Hag

{Prerequisite Arts, ** Apprehension, ** Dreamwatcher}

Wraiths can use * Hand of Fear to go rooting around in a mortal and take Essence from what
they find in her head. This Art lets a Wraith put a fearsome nightmare into a sleeping mortal's
head, and generate a slightly larger meal of Essence from the target's reaction.

Eternal Restlessness

{Prerequisite Arts, *** Reflection, *** Dreamwriter}

This particularly sick Art denies the target the luxury of waking up. The the nightmare is
twisted in on itself in an endless loop, on and on, and it will last for as long as the Wraith's
successes allow. A sick variation lets the target think she's woken up, only to be presented with
a new nightmare, and another, and another...

Mnemotechnics

{Prerequisite Arts, *** Dreamwriter, *** Refine}

The line between bad memories and nightmares is sometimes a fine one. This Art lets a Wraith
slip inside the target's head and, though a little coaxing, turn a bad memory into a nightmare,
or a nightmare into a bad memory. The former is therapeutic, as it gives the target the sense of
having overcome whatever trauma took place in the past - "it was just a dream." The latter is
harmful, as it lessens the target's grip on reality, and has her unsure of her past.
Oneirovore

{Prerequisite Arts, **** Dreammaker, **** Recall}

This sinister Art makes the target suffer from a severe case of Oneirataxia: not only can she not
dream, but she cannot remember anything for more than a second, and nothing in-depth. So
long as the Art lasts, she lives life from moment to moment, and suffers from Fatigue due to
her inability to dream.

It's not that the Wraith has actually "stolen" these facilities, so much as they've been placed
somewhere else: one of the user's Anchors. The target's mental functions are somehow tied to
that Anchor, and since objects can't really think, dream or remember - **** Recall
notwithstanding - the target stumbles every time she tries to do these things.

If the Anchor in question is severed or destroyed, the Art immediately ends, and the Wraith
who used it has her own problems, now...

Night Terror

{Prerequisite Arts, ***** Damnation, ***** Dreamslayer}

This Art functions much like ***** Dreamslayer, only the damage is no longer psychosomatic.
Thanks to this Crossover Art, the target's body will truly suffer the wounds given in the dream -
level for level, type for type. Particularly "hands-on" Incubi and Succubi like to enter dreams
and slaughter the target with sharp objects, so onlookers will see the body be carved up in its
sleep...

Soulbreaker
{Prerequisite Arts, ***** Damnation, ***** Repercussion}

The Remembrancer's response to Night Terror, this Art functions much like *****
Repercussion, only the damage suffered in the memory becomes real as well. This results in
such gruesome spectacles as onlookers seeing a target who's "remembering" her falling to her
death, only to splatter on the ground at the end. Car crashes, gruesome diseases and gunshots
to the head are also favorites.

Kinesis

{Common}

The Kinesis Numen delivers pretty much what it says it does: motion, both harmful and benign.
It can be used to increase a Wraith's speed and range of motion, and it can be used to slap the
Living and the Dead around without laying a finger upon them. Likewise, it can be used to pick
things up and move them by force of will alone.

Masters of the Numen say that it teaches the Wraith to intertwine her will and body into one
seamless thing. When in this unified state, what might have seemed impossible before
becomes quite possible - perhaps easy. If it could have been imagined, it can - with time - be
done, in spite of the Wraith's physical limitations.

Layering

When using Kinesis, there is a marked tendency for a Wraith to have a 'double image': a
shimmering reflection of herself that slides behind, or ahead, as she punches, runs, picks up
and throws. This double is known as "The Layer," for some esoteric reason, and may represent
the Wraith's ideal self in some way.

While it looks incredibly cool - and a bit intimidating - there are times when a Wraith doesn't
want to have it seen. For example, if she wanted to slug someone from a distance and not
have them know it was her, the Layer becomes a handicap. Fortunately, it can be hidden by
spending 1 extra Essence per use of Kinesis.

Some Wraiths do not have Layers present, though this is exceedingly rare. And when the
Damned use this Numen - as they are wont to do - they never seem to manifest a Layer.
Perhaps there is some connection, but no one wants to ask too many questions in that
direction for obvious reasons.
As Kinesis is "common," no group holds a monopoly upon it, or complete antipathy towards it.
The Pardoners warn their flocks not to overdo the Path of Fury, as its use is known to
strengthen the Shadow, and The Order warns against spectacular uses of the Path of Motion.
But no Concord would seek to ban it completely, given how useful a tool it can be.

Paths

Kinesis has three recognized Paths:

The Path of Fury is the dark standard by which this Numen is often misjudged. It allows
Wraiths to turn their anger into kinetic energy, and direct that energy towards others - often
with painful results. The Spooks who use this Path are happy to sell their services, but they
aren't known for their subtlety. And since its use causes the Shadow to gain power, they aren't
cheap, either.

The Path of Speed, on the other hand, is relatively harmless - or so the Slipstreaks like to say.
The Path teaches the secret to manipulating speed: increasing or decreasing it on a person, or
even a place. Slipstreaks are also known to be in two places at once, somehow, but how could
anyone keep track of such a thing...?

The Path of Motion belongs to the Poltergeists, who use it to move objects by force of will in
the lands of the Living and the Dead. As their name suggests, they use it to toss things around -
by the one or by the dozen - and create whirlwinds of objects. They can also build "bodies" for
themselves out of bits and pieces

Those Who Know

Wraiths who came to their ends due to Happenstance or Violence can have an Affinity for this
Numen, seeing as how action brought about those ends. Many like to say that those who died
by Violence gravitate towards the Path of Fury, and cultivate an understanding of some of the
more... baroque Combination Arts. But that's just a stereotype, surely.

Whispers
They say that there is no limit to how much a Wraith's fury can be tapped to wreak havoc, via
the Path of the same name. Of course, the damage to the Wraith's soul might be horrific, but
they say that if you get mad enough - to the point where you just don't care anymore - it can
be a terrifying thing. An entire city might pay the price for a dead man's rage.

There's also rumors going around about people who Speeded their way out of existence - at
least, as Wraiths reckon it. "One minute they were there, and then they were gone." Did they
make it through the Barrier? Or did something get them? {The term "speed demon" makes the
rounds, every so often}

They also say that the Wraith's Layer can be impeded or trapped by a superior opponent. It
can perhaps even be removed, which might leave the Wraith unable to use the Numen ever
again. No one has seen this happen, of course. But people do talk...

Basic Art

* Object in Motion

The first step along the paths of Kinesis requires a Wraith to reach out with either her body or
mind, exert a tiny influence on a small object, and move it a short distance. This can be done in
both the Live and Dead worlds, and can be used on an object some distance away so long as
the Wraith can see it. This Art can also be used to "freeze" the motion of something, so that it
won't fall or move, but only in the Deadlands.

System: To move an object, the Wraith's Intelligence + Dexterity + Kinesis must be rolled.
Essence need not be spent if the Wraith physically reaches out to "touch" the object, but if it's
some distance away - or the Wraith does not wish to reach for it - 1 Essence must be spent.

Success is based on how much the object weighs, and how far the Wraith wishes to move it.
One success moves one pound one inch, two successes would either move a one-pound object
for two inches, or a two-pound object for one inch, and so on.

If the Wraith wishes to hold something in place in the Deadlands, she must make an
Intelligence + Stamina + Kinesis roll, and spend 1 Essence. The object cannot have a size larger
than the Wraith's Essence Pool, and will stay suspended until the allotted time runs out, or the
Wraith pulls it down, herself.
Each success increases how long the object is kept motionless: one is an hour, two is a day,
three is a week, four is a month, and five is year. An Exceptional Success keeps it there
permanently, or until the Wraith pulls it down.

Path of Fury

I told you not to fuck with me. Now you're gonna pay.

Pay hard.

The Arts on the Path of Fury are all about smacking someone, or something, around. The
Wraith reaches out with her mind and delivers blows into the Liveworld, or across the
Deadlands: her Layer breaching the distance between worlds as easily as the distance between
people. And as her understanding of the Path grows, she can deliver harder, faster and
deadlier damage - perhaps killing with a single blow.

They say the Spooks, who specialize in this Path, like to hurt people. They say that's not true -
they just find it incredibly easy to do. And if you're going to get hired to do what you do best...
well, who are they to argue?

Look, Ma - No Hands

Much like the Basic Art of Kinesis, the Wraith has the choice of physically "hitting" the
Liveworld target, or keeping her hands to herself. The first choice costs less energy than the
other, but both will give Tainted Essence due to the destructive energy unleashed.

Likewise, as with * Object in Motion, the Wraith doesn't have to be within striking distance of
a Deadlands target to use Fury Arts upon it. This will cost extra Essence to perform, but seeing
someone across the field recoil from a blow they might not have seen coming is often
priceless.

The Layer is often seen to be wrapped around the Wraith as she punches up close, and extends
from her - like an astral double - when she shoves, or attacks from far away. In the case of the
latter, the Layer delivers its blow{s}, and then circles back to the Wraith like a fast-moving
hawk. When force is extended, the Layer holds off the target, and when the Wraith is
delivering numerous blows - as with **** Whirlwind - the Layer makes her look as though she
had many arms, one per strike.

Note that weapons cannot normally be used with these Arts, since the Layer will only cover the
Wraith's corpus. If the Wraith is using weapons she's Shaped out of herself - such as finger-
knives - then the damage will be increased to match the Wraith's change of state.
** Hard Shove

The Wraith can give someone one good push away from something, in any direction the
Wraith cares to. This doesn't often do damage, unless the person being shoved away was
running, or is built like a flimsy scarecrow.

A Wraith can also exert a continuous "wall" of force, keeping people and things a certain
distance away from someone, or something. This extended action costs energy to keep going.

*** Swift Punch

The Wraith can deliver one good crack to someone - a normal blow, but the target can't really
see coming, and therefore can't use her Defense to reduce. The Wraith can also do several
small strikes, instead, coming at the target from any direction.

Using *** Swift Punch doesn't garner any Tainted Essence unless it should maim or kill a living
target.

**** Whirlwind

A step up from the small strikes of *** Swift Punch, this allows the Wraith to do several normal
blows, or else one concentrated, deadly strike that does lethal damage. Killing a living target is
cause for Tainted Essence, but using the lethal option will cause its accrual no matter what
shape the target is left in.

When engaged in this Art, the Wraith's arms strobe through the air, the Layer creating
numerous arms ahead and behind of her real ones - a very intimidating sight.
***** Death Blow

This gives the Wraith the power to flood a single blow with intense, negative energy, doing
aggravated damage to the target. Needless to say, this is cause for quite a bit of Tainted
Essence - especially if the target dies from its wound.

Path of Speed

idontknowwhereigowheni'mgoing. ijustknowthatimmovingandthenimthere.
sometimesiloseentiredaystothespeed. sometimesithinkitsallhappeningnow.

hasthateverhappenedtoyou?

The Path of Speed is all about swiftness: running faster, leaping farther, and controlling
everyone else's ability to do the same. At some point, one's mastery of speed allows one to
appear somewhere else so fast that they appear out of nowhere, and even to be two places at
once. But are they really in two places at the same time, or just sped ahead {or sideways?} in
time, itself...?

No one but the Slipstreaks can say for sure, and talking to a Slipstreak about what she can do
makes for a surreal experience. Their Arts make their comprehension of the world hard to
follow, at times. The Layer seems to connect them somewhere else - somewhere just out of
sight - and they often think they're running, even when they're standing perfectly still...

When in motion, the Layer of a Wraith using the Arts of Speed flies both ahead and behind
them, making for a continuous, outlining loop of shimmering energy. When they're affecting
the speed of others, that outline spreads out to cover the people, or the area, being affected.

** Long Stride:

This Art lets the Wraith increase her speed and trajectory - moving faster than she should,
leaping higher and generally outperforming those around her. She is also able to perform
actions involving manual dexterity faster, in effect getting more actions per turn.
*** Speeding:

The Wraith can now do unto others, extending her control over speed to another. She can give
any effects of ** Long Stride to another, or reverse the process and make them slower, and
take away their actions. The only limit is that she cannot use ** Long Stide on herself while her
concentration is elsewhere.

**** Speed Zone:

A further fillip on *** Speeding, the Wraith can affect the speed over everyone and everything
within a certain area. She can take away from some and give to others, should she care to, but
this is more costly and difficult to achieve. This also shares the same limitation as ***
Speeding, in regards to the Wraith giving herself more actions while giving or taking from
others.

***** Bilocation:

The Wraith now has control over speed to the extent that she can "teleport" somewhere else,
almost instantly, so long as she's been there before. Onlookers might chance to see her Layer
streaking through the landscape, but those who have this Art will always feel someone using it,
nearby.

The Art has a further power: the ability to be in two or more places at once. It's almost as
though one had gained extra turns, only each turn is performed by a different "copy." Such a
feat is costly, and performing all actions simultaneously proves to be difficult, and if the Wraith
suffers horrible damage while using this Art she might collapse back into one place rather
violently.
Path of Motion

Oh, come on - didn't you ever dream of juggling antique vases when you were a little kid? It's
easy - you just think about it, and you're doing it... and adding in a fruit bowl... a beer bottle...
the family cat...

Oops. Well, maybe that was one counterweight too many.

Shame about the vases. I was looking forward to his face when he came in and saw that.

A balm to those who like to move things about without Manifesting, the Arts of the Path of
Motion Poltergeists tend to be a fun-loving lot, quite removed from the bloody-minded
portrayal they get in the popular press. There might be cause to scare the living crap out of
some Skinbag who needs it, but there's no need to go to harmful lengths to do it.

Usually...

The Difference Between

So what's the difference between Fury and Motion, if used in the Deadlands? The answer is
the outcome.

Fury can be used to hold something back, but more often than not it's releasing angry energy
in the form of damaging kinetic blows. Motion, on the other hand, could be used to harm
someone, but does not necessarily have to be so.

Storytellers are within their rights to charge Tainted Essence to those Wraiths who use the
Path of Motion to make clouds of glass shards and send them flying at small children, or
anything equally sick and gruesome.

The Layer often extends away from the Wraith, creating phantom hands that pick up the
objects in the Liveworld or Deadlands. When using ***** Broken Body, the Layer reaches out
tendrils to scoop up the objects and tether them to the Wraith's outline, so she is seen to be
sandwiched under a layer of junk.

** Pick Up:
Building upon the Basic Art of the Numen, this Art lets the Wraith manipulate, lift, push and
throw objects with a greater degree of strength and control. So long as the Wraith could push,
pull or pick up the object in life - or in death - she can do it here, too.

Meanwhile, in the Deadlands, the Wraith can use this Art to move something by remote. The
Layer slips away, picks up the object and does what the Wraith desires.

*** Ghostly Hands:

Seen as a "shortcut" to Manifestation, the Layer of the Wraith enters the Liveworld and allows
her to affect things as though she were there. This has the added advantage of being unseen
while doing it, except by the dead.

When used in the Deadlands, the Layer forms a double of the Wraith, which slides away from
her body and acts as her, elsewhere. This works fine, long as the Wraith can see what's going
on, which makes fine manipulation from a distance highly difficult.

**** Furious Flurry:

The obvious source of the poltergeists' name, this Art lets a Wraith handle several objects at
once. It can be as simple as a "juggling act" of vases, or a cloud of paperclips, kitchen utensils
or plastic toys.

This also lets the Wraith push, lift and throw something that's much too heavy for her to do so
normally, as though she'd grown several extra hands of equal strength. Only one object at a
time can be acted upon in this fashion.

This Art can be used in both the Liveworld and Deadlands.

***** Broken Body:


Yet another "shortcut" to Manifestation, the Wraith reaches out with her mind - and Layer -
and makes a simulacrum of herself using nearby objects in the Liveworld. This lets her interact
with that world as though she were there, and she can "build up" her statistics by absorbing
objects that would add to her Strength, Dexterity and Stamina. {Conversely, building a body
out of, say, tissue paper would reduce her effective levels.}

Crossover Arts

{With thanks to JL Williams for some cool ideas}

Follow-Through

{Prerequisite Arts, ** Hard Shove, ** Long Stride}

Many times, the Wraith's Layer follows behind or just ahead of the Wraith, but this shows how
a Wraith can be pulled along by it. The Art lets a Wraith land a blow - or a tap - on a far-off
target by being yanked along by the Layer, left standing right before the target. Alternatively,
the Wraith can use this Art to "duck out" of combat by landing a blow and then being jerked
some distance away.

Long Reach

{Prerequisite Arts, *** Swift Punch, *** Ghostly Hands}

Deadlands weapons won't normally work on those in the Liveworld, but this Art makes that
possible. The Layer wraps around the weapon, as well as the Wraith who carries it, and she can
then strike the living without having to Manifest.

This Art can also be used to strike Deadlands targets who are far from the weapon's range. The
Layer makes an echo of the weapon reach out towards the target.
Inertial Failure

{Prerequisite Arts, *** Speeding, *** Ghostly Hands}

This rather spectacular - and painful - Art lets a Wraith fine-tune her control over motion. For
example, she could stop a car without stopping the passengers, too, resulting in said
passengers flying through the window. Alternatively, she could make a stopped car suddenly
be going 180 MPH, with disastrous results for the passengers.

Hundred-Handed Punch

{Prerequisite Arts, **** Whirlwind, **** Speed Zone}

Whirlwind normally lets a Wraith get a handful of small 'taps' on a target. This Art lets the
Wraith exploit the art to its full potential, and score a number of full-strength blows on the
target, without having to re-roll for each one.

Cloud of Death

{Prerequisite Arts, **** Whirlwind, **** Furious Flurry}

A Wraith could use Whirlwind to create a cloud of flying steak knives. However, if she's not in a
well-stocked kitchen, what does she do if she wants to severely hurt her opponent? She can
use this Art to make even the most "harmless" objects deliver lethal damage: paperclips,
thumbtacks and toys all act like bladed weapons when charged with this Art, which gives
Tainted Essence for each use.
Guided Hate

{Prerequisite Arts, **** Whirlwind, **** Speed Zone, **** Furious Flurry}

The power of hate is a terrifying thing. A Wraith can use this Art to make a launched or shot
object become 'hate seeking': zeroing in on a target and following her wherever she might go.
Worse, this works in both the Live and Dead worlds simultaneously, creating who knows how
much damage before the target is finally struck.

Regis

{Uncommon}

The bailiwick of the Messengers, the Regis Numen gives Wraiths power over the minds of
Mortals, Wraiths and Ghosts. It gives them the means to command their actions, tamper with
their hearts and rework their minds to suit their desires.

As for their ends: the Messengers say that they use this Numen to protect life - all life. But
there are those who suspect much darker motives at work. How could such absolute power
not corrupt absolutely?

The Messengers would respond that these Arts are not without danger - for both those who
use and receive them. Wraiths who are cavalier with others' hearts and minds will suffer a
great toll to their souls: one of the many reasons their Concord seeks to restrict knowledge of
it as much as possible.

One Mind, Two Numen

Both the Fear and Regis Numen allow Wraiths to play around with others' minds. However, the
two Numen seem to deal with different "halves" of the brain.

The Fear Numen preys upon the irrational side, with its fears and nightmares, and the dreaded
memories that sometimes fuel them. Regis, meanwhile, subverts the rational side of the mind,
twisting motivations, desires and goals into new forms, and adding or subtracting the
memories that have helped shape them.

It's not the most clear and clean of divisions, but the mind has always been a mysterious thing.
And while there is a possibility that the two Numen spring from a common source, and might
join up with one another at some point, no one has ever found that juncture.
At least, not that anyone knows, or can remember...

Paths

Regis has three recognized Paths {known as Keys to the Messengers}:

The Path of Command is the Key to Action, and is used by the Heralds to turn others into their
servants: implanting both sudden orders and long-term mandates within them. These Wraiths
are rightly feared for their skills, which many say could only come from the Gods. But using this
Key risks a great amount of Tainted Essence, which is why wise Dead are very careful with it.

The Path of Memory lets the Harbingers use the Key of the Mind, so they might unlock its
doors, move about in its rooms and leave messages on its walls. They can implant thoughts
great and small, replay the memories of others, and even implant memories within the brain.
They often store and replay the best moments of someone's life for their loved ones {or, as
punishment, the last moments to those who took their lives}, but some of the more mercenary
amongst them run "Memory Bazaars" in the Marketplaces, so that other Wraiths might enjoy
salacious thoughts.

The Path of Desire, which is used by the Companions, is the Key to the Heart through its
desires. These Wraiths can alter, create and remove desires, with varying degrees of strength
and exactness. They say they do it all for the good of their "friends," but some wonder if these
Wraiths are fit to make that judgment, given how wracked with Tainted Essence they are.

Those Who Know

The Messengers hold a near-monopoly on Regis. They view this Numen as an important secret,
and have tried to keep it far from others' hands, so that they might not fall prey to its dangers.
But given their strong moral code, they will not destroy other Wraiths in order to safeguard it,
preferring to remove or rework others' memories of its use, instead.
That said, the Messengers have not been entirely successful in their quest. The Order is quite
conversant with lower-level Arts of the Paths of Command and Desire, so that they may
enforce The Injunction on their own Wraiths. There's also talk of the Haunters learning it as
well, which bothers the Messengers to no end.

Whispers

In Ancient Times the Gods alone bore the ability to see and command the thoughts and desires
of the Living. But the catastrophe of Sundering changed this balance, as it changed many
things, and the secret escaped into the hands of the Dead. And over time it has been refined
and changed by their hands, and it is now known as the Numen of Regis...

Or so the Messengers say, anyway. Others say that this kind of power could only have come
from the other side of the Barrier. And they point out the high cost of the Numen in Tainted
Essence to prove this claim.

It is said that the Masters of this Numen are very terrifying to contemplate - quite literally, in
fact. It is whispered that they can not only use this Numen on people well out of speaking
distance, or line of sight, but on people they have never seen before so long as they have an
accurate likeness, or proper name. They also say they can monitor thoughts of everyone in the
vicinity, and change people's plans, ideas and desires to suit their needs.

They also say that the Damned practice this Numen extensively, which could account for how
many Wraiths and Ghosts they enslave to their bidding. Some Pardoners swear that the
Damned can harvest lost memories from the Storms, the better to taunt Wraiths with, though
this is somewhat questionable.

{The Messengers also insist that particular rumor has everything to do with the Fear Numen,
and nothing to do with them.}

Basic Art

* Distraction
All Wraiths have the ability to look at another's beliefs and desires through the Soulsight
Affinity, but that power only tells part of the story. For example, it may tell a Wraith that her
enemy wants to destroy her, but most likely won't explain why her enemy feels that way.

The Regis Numen allows for a much greater comprehension of another's mind. With *
Distraction, the Wraith can go digging through a target's thoughts, and find the deep-seated
reasons for her beliefs, desires and plans. She can also hunt down relevant memories and copy
them, though there is some difficultly in the latter.

The Basic Art has another use as well: while the Wraith is looking through the target's mind,
the strange feeling it gives the target causes her to pause in what she was thinking and doing -
momentarily sidelining the topmost idea or desire in her mind. The Messengers often use this
side-effect to stop someone from carrying out a violent act, and the pause usually lasts just
long enough for the victim to fight back or get away.

System: The Wraith must look her Target in the eyes, which is not necessarily the same as "eye
contact" - especially when Regis is used upon the living. She must spend a Turn doing this, and
then spend one Essence, and roll her Wits + Presence + Regis.

Each success allows the Wraith to root through her target's mind and find a either 1) a belief,
an idea or a desire, or 2) a memory. These are revealed to the Wraith in flashes of vision, seen
through the "eyes" of the target, and are disclosed in order from most important/defining to
least important/defining.

A belief, idea or desire is "explained" in full for each success, though the Wraith may need to
make an Intelligence + Empathy roll to understand what she sees, unless it's really clear. An
Exceptional Success explains what the Wraith sees in no uncertain terms.

Memories are easier to interpret than desires, but viewing them in the mind is more difficult.
Each success gives the Wraith about 15 somewhat-disjointed seconds of memory if the Wraith
is uncertain of what she's looking for, and 10 seconds of fairly clear recall if she is. An
Exceptional Success jars a memory out in its entirety, so that the Wraith can see it perfectly.

If the Wraith wants to remember that memory in exacting detail, she must spend an additional
Essence, and roll her Intelligence + Composure + Regis. Success means that she's got an exact
copy of ten seconds' worth of the memory, with each success past the first doubling the
amount of time captured {20, then 40, then 80}. An Exceptional Success gives the entire
memory in pristine detail, along with a slight trace of what came just before and just after.
Once the memory has been copied, the Wraith must roll Wits + Manipulation + Regis to store it
correctly, so that she won't confuse it with her own memories, and can whistle it up whenever
she cares to, after spending a Turn to look for it. Failure means that it's been lost, and the
Wraith has to go back to the start. If a Dramatic Failure occurs, the memory escapes into her
own mind, and is lost amongst her own memories.

There is no limit to the amount of memories that a Wraith can absorb with * Distraction.

No matter what's found through the use of this Art, the target is distracted for a Turn for each
success. After the first Turn, she can try to get herself back on track by rolling her Resolve +
Composure, minus one die for each success the Wraith got past the first. If the target
succeeds, the diversion ends and she can carry on with what she was about to do. A Dramatic
Failure leaves her confused and unable to do anything for an entire Scene.

Path of Command

So let me see... you will go to work, as normal, this morning. And you will not deviate from
your routine there at all. You must give no one cause to think that you are behaving oddly.

When you leave work, you will go to the hardware store on the way home. There, you will buy
five large packages of strong garbage bags, a mop and bucket, a hacksaw and ten replacement
blades... yes, and several cans of industrial-strength cleaning agent.

Should anyone ask why you are purchasing these things, you will smile and say 'Spring
Cleaning.' Just that and nothing more.

The Heralds' Arts are very powerful things. Both The Order and the Messengers consider the
Heralds akin to the Oracles, as only the voice of a God could command so. But the ability to
command can be put to terrifying ends, even amongst the Messengers, which is why that
Concord prefers to use the Path of Command only in strict emergencies, or on those who
won't behave themselves for anything less.

Targets of this Path's Arts can be made to do things that override their own Morality, and go
against their own Virtues and Vices. They also know full well that they are being controlled, but
are usually powerless to stop it. If they do things they find immoral, their impotence creates a
horrible amount of guilt, and makes them more likely to suffer a Derangement should they fail
their Morality check.

If the actions are done instantly or repetitively, without the target being mindful of them, then
there is no chance for them to resist. However, if performing an extended set of commands
that require some thought on the part of the target {such as those performed under **** The
Goal or ***** The Power}, the target can roll to resist. Success lessens the Wraith's grip over
the target, while failure is painful, and may even cause a Derangement due to the feedback
loop it creates in a Living target's mind. Wraiths gain Tainted Essence, and Ghosts are in danger
of Awakening.

All the Arts on the Path of Command require that the target actually hear them. This means
that Wraiths will have to be well within earshot of other Wraiths, and must Manifest at a
sufficient level in order for these arts to have any power over the Living. Since Ghosts are
unlikely to hear and understand what's said, these Arts don't often work on them, unless the
Wraith has roused their interest, somehow.

Absolute Power, Corrupting

The Arts of the Path of Command are very powerful things. They're also very dangerous to the
souls of those Wraiths who use them on a regular basis, except under the most noble of
circumstances. And even then, there's a danger.

Wraiths who use these Arts to command another to do something that winds up harming the
target, or another individual, will gain Tainted Essence for having done so. The Tainted Essence
is gained in two stages: one dot when the power's used, if it's obvious that harm will be done,
and one or more dots when harm is done by the target, depending on how badly things turned
out.

There are no exceptions to this rule. Even if the person harmed may have deserved what she
got, the damage done to her weighs heavily upon the Wraith's soul. This rude fact makes a lot
of Heralds very, very careful how they phrase things, which in turn makes them more
controlling, and more likely to use several Arts on a target to ensure that nothing goes wrong,
leading to more Tainted Essence if and when it does...

And it's all downhill from there.

** The Word

The Wraith uses this Art to make a short, declarative command that the target must obey.
Commands such as "block the door," "shoot her," and "drop the gun" are acceptable under **
The Word.

*** The Action


The Wraith puts the target into a loop, doing the same thing over and over again. Commands
such as "knock on the door," "keep walking," "spraypaint your name on the wall" and "stab
your attacker" are acceptable. Successes are spent to maintain the length of time the action is
repeated.

**** The Plan

The Target is made to do several things in sequence, one after the other. If the target should
be blocked at doing one of them, and cannot find a way to overcome the impediment within a
Scene, she may shake loose from the Art's hold over her. On the other hand, she might think of
some other way to go around the blocked step, and onto the next - thus completing her
instructions.

Successes can be spent both on specific steps, and the time that the target has in order to
complete them before the Art wears off. The target can roll to resist **** The Plan once per
Scene, and gains a varying Modifier to roll if a step is blocked.

***** The Motive

The culmination of the Path of Command lets the Wraith give the target certain operating
parameters, such as "you will never, ever kill, even if your own life, or that of another, is in
danger," or "stalk, seduce and murder, with this knife, all redheads you meet in this city."

Successes can be spent both on specific parameters and the time that they last before they
wear out, and the target can act on her own behalf, once again. The target can roll to resist
***** The Motive once per situation where a parameter would kick in, such as being put in a
position to take someone's life, or meeting a new redhead.

Path of Memory

Do you see this, little man? Those are your hands, coming towards you now, out of the dark.
Yes, they are. And that is your gun, aimed at you, now. And your face, leering out the
shadows... hissing orders at your new plaything...

What's that? You don't remember this? Well, you may have forgotten him, little man. But he
has not forgotten you. Especially after what you did to him... there in the alley.

Now... what was it you said to him? "Let's play Master and Servant."

Ah, I see by your sudden panic that you're starting to remember! But let's continue, just to be
sure?

You may scream, if you like. I know he did.

The Harbingers bring the gift of total recall, though it is often more of a burden to those they
share them with. The Arts of the Path of Memory give them control over the mind's contents -
both long-term and short-term. They can place a small, passing trifle into a target's mind, or
implant a full memory. They can also remove memories, should they choose to.

Fear and Memory

Some may wonder what, apart from the need to be inside the target for Fear to work, is the
defining difference between Regis' Path of Memory and Fear's Path of Sorrows? After all, one
can use Fear on good memories, and Regis on awful ones.

The chief difference is that, while the Path of Sorrows empowers Wraiths to change memories,
it will not allow them permanently implant the memories back into the minds of their victims.
And while the Path of Memory lets Wraiths implant and remove memories, it will not let them
alter those memories in any way.

In fact, any attempt to use Fear Arts on a memory gleaned through Regis' Basic Art, and the
Path of Memory, causes that memory to disappear, as though it'd been left outside the body
too long. And any attempt to use Regis to implant a memory that has been altered by Fear
automatically fails.

It's almost as if the two Paths' Arts were created in such a way as to cancel one another out...

In order to use these Arts on another, the Wraith must be close enough to look the target
deep in the eyes - no less than five feet away. The target doesn't have to know the Wraith is
there, which is why these Arts work just fine on the Living. But if eye contact is broken at any
time, the Art fizzles.

These Arts cannot directly harm the target, but they may cause discomfort and mental
anguish. If someone is emotionally disturbed or bruised by what they see, the Wraith takes
Tainted Essence for having set the scenario up.
There is, however, nothing to be gained by sending someone on a dangerous errand via **
Repeat or *** Remember. The Wraith just puts it in their head, and if they act on it... well,
that's their own fault, isn't it?

** Repeat

This Art lets a Wraith put something small into the head of the target: an annoying song, a
small thought or some idle worry {"Did I leave the stove on...?} The thought is enough to
distract the target, and take dice away from activities requiring mental concentration. It's also
good for nudging people in a certain direction, provided the Wraith got enough successes to
seriously worry them.

*** Remember

This allows for a more involved thought to be placed into the mind. The Wraith can slip in a
mental image of something or someone, or a phrase, objective or errand. She can also place
certain pieces of information - such as a street address, password or safe's combination - that
will only unravel from the target's mind once she's close to a certain something, or someone.

**** Rerun

* Distraction allows a Wraith to find and/or copy others' memories, and this Art allows the
Wraith to run those memories through another's mind. It can also be used to replay an old
memory the Wraith finds in the target's head, and boost its clarity so it seems as fresh as an
hour ago.

The Art lasts for a Turn, regardless of how long the memory actually is: the target's sense of
mental perception is sped up as she "relives" what she sees, unable to move or physically react
in any way. Sadistic Harbingers are known to allow them to speak, if only to hear them
whimper, cry or scream in sympathy with the memories they're reliving, but that's as much as
the targets can do.
***** Replace

The culminating Art of the Path of Memory lets a Wraith permanently implant a memory into
the mind of someone, or else take a memory out. The more successes the Wraith gets to do
this indicates the skill with which it's removed or implanted, to the point where, with an
Exceptional Success, the target thinks the memory's always been there, or won't notice the
hole in her mind when something's taken away.

Path of Desire

No, Mr. Black River Killer... I don't think it's a good thing that you want to hurt people. I think
it's bad. Very bad.

And I think that, deep down, you'd agree with me, if only that awful need wouldn't keep
getting in the way. Yes, you would, wouldn't you?

Well, see? Now it's gone. And in its place is this: you don't want to hurt anyone - never, ever
again.

Now... I could make you want to go to the police and turn yourself in, too. But I think you're a
little more useful to me outside than you are in.

And you want to be useful to me, don't you? Of course you do.

In spite of their claims to help others, the Companions are not trusted by many Wraiths.
Though they insist that they only use their Arts to rid others of their destructive impulses,
there's a general feeling - gained in conversations with them - that they see themselves as
superior beings: if they are able to map out someone's desires, and see where people go
wrong, are they not better-qualified to tell people how to run their lives than the people,
themselves?

Fortunately, Wraiths cannot create a massive change in another through the following
methods. All Arts on the Path of Desire but ***** Complete Obsession are required to sit
alongside the target's Virtue, or else play into her Vice. If the Wraith doesn't take these into
account, the Arts will simply not work, or not work very well, at Storyteller's discretion.

Like the Arts of the Path of Memory, this Path's Arts require the Wraith to be close enough to
look the target deep in the eyes - no less than five feet away. As before, the target doesn't
have to know the Wraith is there, so these Arts work just fine on the Living. But if eye contact
is broken at any time, the Art stops.
These Arts cannot directly harm the target, but taking desires away is no little thing. If
someone is emotionally broken or mentally castrated by what is removed, the Wraith takes
Tainted Essence, unless she can put a desire of equal strength into the target to make up for
the loss. And if someone is sent off to do things that go against her Morality by these Arts, the
Wraith takes Tainted Essence if negative consequences occur.

** Tiny Itch

This Art allows the Wraith to place a simple need in the target's mind, or else take one away.
The Art is best seen as a step directly up from * Distraction, only with the distraction lasting up
to a Scene as the target is compelled to either satisfy a new craving, or deny it. Such things
could include the burning itch to go to get a beer, check one's email or the like.

An implanted need cannot go against a Virtue, but can play into a Vice.

*** Small Need

A step up from ** Tiny Itch, the Wraith can now plant a more involved - or more desirous -
need into someone's head {or remove it}, and make it last for much longer. This could be used
to get someone to give up drinking, or to start, or to fall in or out of love with someone else.
The effects can last for up to a Lunar Month.

This Art can't normally get a target to go against her Virtue. However, if it can play into a Vice
then there's a chance the Wraith can get the target to sidestep her Morality. If any negative
consequences should come about, however, Tainted Essence will be accrued.

**** True Passion


This Art causes the target to become fixated on their desire for someone, or something. The
Wraith can implant this near-obsession, or else remove one, or replace it with something else.
And the effects could last for several Lunar Months.

This Art can't normally get a target to go against her Virtue, either. However, if it can play into
a Vice then there's a chance the Wraith can get the target to sidestep her Morality - especially
if the implanted desire is a strong one. But, as with *** Small Need, if negative consequences
should come about the Wraith will get Tainted Essence.

***** Complete Obsession

This Art's power is such that it can override someone's Virtue - or Vice - to make them get a
hold of whatever they already strongly desire, to the point of obsession, or whatever the
Wraith wants them to obsess over. It can also be used to remove an obsession completely and
totally, though it's best to replace it with something, so as to avoid Tainted Essence for
creating a hole in the target's heart and mind.

What's more, the addition or subtraction can be made permanent, though this is a rather
costly - and dangerous - proposition.

Crossover Arts

Geas

{Prerequisite Arts,*** Small Need, *** The Action}

The basis for the Messengers' Code, and The Order's enforcement of the Injunction, this Art
creates an aspiration for the target to adhere to - something that is both a desire and a
command. The Geas must be in the form of short, positive instructions that the target can
understand {"Always defend all human life" or "Always obey the Injunction"} Ever thereafter,
the target wants to obey this instruction, and if she doesn't - or neglects her duty - she hears
the instruction over and over again in her mind, reducing her dice pool at first, and then
possibly causing a Derangement {or Tainted Essence, if she's a Wraith}
A Geas is usually permanent, but there's always a chance it could be thrown off. The target
must essentially wrestle with her own mind, risking the possible Morality checks for doing so.
If she can gain the upper hand, the geas becomes a mere whisper, like a quietly nagging
conscience. If she loses, however, she may gain a Derangement {if alive} or take Tainted
Essence.

Heart's Fond Longing

{Prerequisite Arts, *** Remember, *** Small Need}

This Art makes it seem as though a desire the Wraith has just implanted was something the
target has always had, and always wanted to follow. It not only saves some confusion on the
target, but makes it slightly easier for her to make Morality checks, should the desire go
against it.

Always Eager

{Prerequisite Arts, *** Remember, *** The Action}

The Path of Command's answer to Heart's Fond Longing, this Art makes it seem as though a
command the Wraith has just implanted was something the target has always wanted to do,
and always been doing. As with its companion Art, this makes it much easier for the target to
make Morality checks, should the command be contrary to her principles.

Soul Conversion

{Prerequisite Arts, ***** The Motive, ***** Replace, ***** Complete Obsession}
Through an extended combination of commands, and implanted/subtracted memories and
desires, it is possible for a Wraith to permanently change either the Virtue or Vice of her
Target. This is exceedingly hard and costly for the Wraith to undertake. And if it's not done
perfectly, there is a good chance that the target will be driven insane by the conflicting
contents of her own mind.

Shaping

{Uncommon}

The Shaping Numen is much more than just a way to look frightening, or ease the gathering of
Essence: it is the very cornerstone of the Deadlands economy. All workaday objects that the
dead can make themselves are fashioned from Corpus, and captured Essence both powers
their limited industry and acts as coinage. Without Shaping, Wraiths would have little, and
would be reduced to bartering what few goods they had, or relying on favors alone.

The fact that this cornerstone lies mostly in the hands of the Freewraiths and the Pardoners is
ironic, given their antipathy and disdain for The Order. Fortunately, enough members of The
Order know the rudiments of this Numen to ensure that their Concord can prosper in a
Shaper's market.

Paths

Shaping has three recognized Paths:

The Path of Flesh allows Wraiths to mold their Corpus, and that of others, into new
appearances and unusual, or unnatural, shapes. The Shapers who master this Path are also the
craftsmen of the Deadlands - taking Corpus from themselves, or others, and making
permanent objects from them.

The Path of Power deals with the gathering, giving and changing of Essence. The Usurers are
aptly named, for they mint the common coin of the Deadlands with their actions. And none
dare cross these Wraiths, given their powers over the energies of both the living and the dead.

The Path of Transmutation is viewed with suspicion: the Alchemists who practice it can change
Essence to Corpus - and vice versa - with such fluid ease that it's wondered if they're cheating
the market. But as that ability is the least impressive of the miracles they can perform with this
Path, their services have no shortage of patrons.

Those Who Know

The two biggest users of Shaping are the Freewraiths and the Pardoners. They are adept with
all three of the known Paths, and use their expertise in them almost every day: the Freewraiths
for both commerce and warfare, and the Pardoners for warfare, only.

Of the two Concords, the Freewraiths are the most fanatical about making certain their
"property" stays in their hands. Anyone who isn't a Freewraith {or a Pardoner} who has it had
better keep it to themselves, or else agree to use it only in the Freewraith's Marketplace,
under their terms. And those who don't acquiesce to the martial Concord's demands had
better not get caught by them.

The Pardoners, on the other hand, aren't so miserly. They have taught the Path of Shaping and
Path of Power to The Order, and that knowledge has trickled down from there. Sadly, it
appears that this gesture has led to the Haunters getting their hands on the Path of Shaping as
well, to judge by their grotesque appearances, and how they make their Terms.

Whispers

Almost everyone has a "have you heard?" tale when it comes to Shaping, given the miracles
that its use can create. Most of the time, these wind up being stories of how amazing a
particular Shaper truly is, but strange and unconfirmed rumors make their way around, too.

They say that the true, hidden Masters of its Arts can turn an ordinary Wraith into a giant, or
crunch her down into the size of a humble coin. They even say that the coins can be
reactivated with a touch, so that entire armies can be carried in a bag of "coins."

They say that objects can be created in such a way so as to have the ability to think, and react -
possibly to have their own personality. And while that sounds fantastic, there are a number of
Wraiths who believe it as gospel: after all, it's no secret that Wraiths can have their minds
"molded" into a coma by one of the Crossover Arts, so why shouldn't the reverse be possible?

And they also say that there are those Shapers whose sudden appearance from nowhere is
courtesy of their having reduced themselves to free-floating clouds of Essence. But then, no
one's buying that one...
Judging from their terrifying appearance, it is believed - perhaps "hoped" is the better word -
that the Damned have access to Shaping. But as their simple teeth and talons are much more
dangerous than anything a Shaper could produce, it's wondered if they haven't a few dark
tricks up their sleeves.

Basic Art

* Give and Take

The first understanding on any of the Numen's Paths is the ability to give or take Corpus and
Essence from another Wraith. Freewraiths often use this Art to "bulk up" before a fight, giving
them a lot of Corpus to play around with. Meanwhile, the Pardoners are known to have many
jars of Essence on their person while out on Patrol, so they can harm and heal in equal
measure.

System: The Wraith using this art must touch the Wraith she wants to use it upon, but does
not have to spend Essence. She need only roll her Strength + Manipulation + Castigate, and
each success allows for the taking or giving of one dot of Corpus or Essence.

A Wraith can "pull her punch" and not take or give as many dots as the roll allows for, and any
unused Essence or Corpus stays right where it is. But she can only give or take either Corpus or
Essence, and can also only give or take. If she wants to give Corpus to another, and repay
herself in that Wraith's Essence, she must make two rolls.

When taking, the Wraith can decide whether to absorb the Corpus or Essence directly into
herself, or hold it in stasis. This stasis requires concentration to maintain, or else the Corpus
rots into uselessness and the Essence turns ambient, and floats off.

The Wraith can also spend three Essence per dot of either substance to create stability. These
small, glowing pieces of ghostflesh or energy have only one dot in them, and can only be
accessed by the Wraith who took them, or the Wraith they were taken from. They must have
one Essence put into them per week, or else the stasis ends, and their contents either rot or
float off.

It goes without saying that one can take either substance from another Wraith without their
permission. However, this gross act of theft gives 1 dot of Tainted Essence for such a violation,
even if done in self-defense. Those who've achieved mastery over this Numen often advise
their students to make weapons, instead: you don't have to get as close to the enemy, and
there's no hard feelings - except, maybe, on their part.

Path of Flesh

What can I do? Ha! Friend, I could make you the most beautiful creature you've ever imagined,
or the most horrifying thing you've ever seen. I can turn you into a work of art or an engine of
destruction. And I can create such things for you... the likes of which not even the Gods have
seen!

What can I do? I think the proper question, friend, is what can't I do?

Provided you've got the money...?

Shapers are both loved and feared in equal measure: loved for what they can do with Corpus,
and feared for what they might do to yours. That doesn't stop their tents and stalls from being
so well-frequented at the Marketplaces, but it's advisable to patiently wait your turn in line,
have the promised money at the agreed-upon time, and never, ever be rude.

Wraiths using the Arts on the Path of Flesh can choose to make permanent objects out of
Corpus. Once it's done, a point of Willpower must be placed into the finished object, which
"fires" it, and makes it permanent. The Willpower can be spent by anyone, and most Shapers
insist that their customers be the ones to do it.

While it's being made, the corpus can be "frozen" by spending One Essence, which keeps it in
its shape for a day and a night. Another point of Essence must be spent to make it pliable once
again, so the Shaper can return to it. Once **** Separate Sculpture is reached, the Wraith
doesn't have to spend Essence to keep it "frozen" in place, but she has to mix the Corpus she's
working on within her own body, first.

All Arts on the Path of Flesh may be done to oneself, another Wraith, or harvested Corpus.

** Simple Sculpture

The Wraith can use this level of the Path to make minor alterations in herself, or another.
These alterations are cosmetic at best: mere manipulations of ghostflesh, none of which are
able to hold an edge, or stand up to any kind of punishment. A talented Shaper can also use
this Art to make herself resemble another Wraith, but the deception is limited to appearance:
she won't be able to make a short person look tall, or vice versa.

It is also good for molding "soft" objects, such as paper, cloth or rope from corpus. And while
the Wraith cannot make "hard", objects, she can still make saplike weapons that do bashing
damage out of herself, or another Wraith. And she can also cause, or heal, Bashing damage by
touch.

*** Splendid Sculpture

Having progressed in her understanding, the Wraith can make more radical alterations in
another Wraith's body. What was once pliable can be made hard as rock, or given a lethal
edge, allowing for armor plates, sharp nails, protruding swords... whatever the customer
wants.

She can also create simple objects - usually tools or weapons - so long as they have no moving
parts. The weapons made can do either Bashing or Lethal damage, and she can cause, or heal,
lethal damage with a touch.

**** Separate Sculpture

At this level of the Path of Flesh, the Wraith has achieved enough mastery over Corpus to
make objects with many moving parts. However, she can also throw portions of her Corpus
away, without having to spend the Willpower needed to make these items permanent. She can
use this to leave Shaping projects lying around without having to spend Essence on them.

She can also throw knives she pulls out of herself, fire bullets from a gun, or shoot darts of
bone across the room. These weapons can do either Bashing or Lethal damage, and she is able
to heal - but not cause - Aggravated Damage with a touch by this point.
***** Supreme Sculpture

As with **** Separate Sculpture, the Wraith can throw pieces of herself away without making
them permanent. However, this refinement on the concept allows her to take herself apart in
such a way that she retains control over her individual pieces, and can continue to shape them
on the fly. This leads to such things as literal jigsaw people, talking clouds of flies, or Wraiths
who are literally in two - or more - places at the same time.

As an added bonus, the Wraith can also maximize her use of Willpower to make things
permanent: if she makes several objects out of the same source of Corpus, she need only
spend one Willpower to fire them all. That Willpower must be spent by her alone, however.

The Rule of Ouch

Mastery of the Shaping Numen is feared for many reasons, but one reason stands above the
others: Wounds made by Shaping cannot be healed normally. The trauma caused by the
invasion of another's fingers into one's body disrupts the sense of self that allows a Wraith's
Corpus to heal on its own. So if a Wraith has a piece of herself crushed, ripped or molded
away, she must spend Essence to heal the wound.

Note that this does not apply to weapons made with Shaping. Regardless of whether they're
still part of the Wraith's body, or have been made into a permanent object, the weapon does
normal damage that can be healed either by time or Essence. This also doesn't apply to any
loss of Corpus a Wraith might cause to herself while Shaping her own body - it comes into
effect only if she's doing it directly to another

Path of Power

Essence is all, and all is Essence. That is the start of things and the stop of them. Alpha and
Omega. Beginning and End.

Have you come to pay or play?

They say that if you want to find a Usurer, you need only look for the Wraith that no one will
leave alone. Those who can bottle and sell Essence are always popular people, and those who
must be paid are to be feared. Usurers also tend to wear their "money" on their person, often
in the form of glowing gems and beads of Essence.
Unlike Corpus, Essence is not as easily "frozen" in place. If it isn't stored by some means, it
turns ambient and floats away, at which point it can be absorbed by any Wraith who cares to
taste of it.

** Soul Jar

This Art allows Wraiths to create Amphorae, which are self-sustaining ampules of pure
Essence. If a Usurer needs to give Essence to a Wraith, she most often places it into one of
these "soul jars," and then gives it to the Wraith, rather than actually touching the other
person's skin.

Amphorae are most often made to look like the jars after which they're named, but they can
be molded into any shape or color the Usurer might care to. They glow faintly from within,
which is how one can usually tell if an object is Shaped or "Souled."

Amphorae can be anywhere from a small ampule with one Essence to a huge jar of 1000+
Essence. Once it's created, anyone can take Essence from it with a touch, but that Essence
cannot be replaced, and it shrinks down accordingly.

*** Power Conversion

Essence must be of an emotion a Wraith has an affinity for in order for her to fully utilize it.
This Art allows a Usurer to change stored or ambient Essence from one emotion into another,
either for themselves or a Wraith they're choosing to share this Art with. Some Essence is
always lost in the conversion, but that is the nature of trade.

**** Hearth's Heart

A Usurer utilizes this Art to suck the ambient Essence out of a location, wholesale, and either
take it into herself or store it in some other fashion. This is usually done with clouds of ambient
Essence, but it can also be done to Haunts. If it is, the Haunt is left barren and sterile for a time,
depending on how powerful the Anchor is.

This Art can be reversed, either to create a cloud of ambient Essence, or add more Essence to a
Haunt. In both cases, the cloud remains until it has been absorbed by others.

***** Touch of Power

Wraiths aren't able to use Shaping powers while Manifested, but Usurers have a way around
that. Touch of Power allows them to reach into the Liveworld, "touch" mortals or Ghosts, and
then either give them Essence, or take it from them.

Giving Essence to Ghosts helps keep them Asleep, and docile, and is one way to throw an
angry Ghost back into her normal "sleep" patterns. Taking it may cause them to Attack - or
even Awaken - if not done carefully, but if the Ghost's already attacking, draining her of
Essence is another way to call her off.

As for mortals...

...well?

To tell the truth, I'm not sure whether I should have Willpower equal Essence for Mortals, or
have it be a separate stat of its own. I'll finish this part when I figure it out.

In the meantime, do what makes sense, and if you have any suggestions, I'd love to hear them.

Path of Transmutation

Don't let the archaic name fool you. There are no puffers in this tent, and no frauds to be
found amongst us. We have witnessed the melting point between states, and seek to further
refine it, both for our own gain and for yours.

We are not frauds. We get results.


And they are extraordinary.

Of all those who practice the Shaping Numen, the Alchemists are viewed with the most
suspicion. They say it's because they could be changing their own Essence to Corpus on a one-
for-one basis, and undercutting the local exchange rate.

But in reality, it's because the Freewraith Shapers and Usurers are in awe of what the
Alchemists can do, and suspect - perhaps correctly - that they've gotten some very Dark help in
the process. The Alchemists laugh this off as "nonsense," but then, they would.

The Pardoners, on the other hand, see this Path as one of the best weapons they have against
the Darkness. And if they don't care to speculate about where it came from, and why it so
resembles things they've seen the Reapers do... well, they do believe that to beat the enemy,
you have to understand him. And that is, perhaps, more than enough said on that subject.

** Reversal of States

Every Wraith can turn her own Essence into Corpus to heal herself. This Art lets the Wraith do
the reverse, and change their own Corpus into Essence. They can also turn Essence directly
into Corpus, either to heal another, or create building material out of pure energy. They must
touch the other Wraith to do this, and cannot use this Art to turn others' Corpus into Essence,
or vice versa.

*** Fire's Hunger

Once the Wraith has reached this level of the Path, she does not need to touch Essence to
absorb it. If it's in her line of sight, then she need only extend a hand to feed on ambient
Essence, Essence trapped in Amophorae or Fire Batteries {see below}, or Essence from a
Haunt.

She can also give Essence or Corpus to another Wraith, via * Give and Take, with this Art,
though she has to use ** Reversal of States on top of it if she wants to change her Essence to
Corpus, or vice versa, before it touches the recipient. This Art cannot be used to take Essence
or Corpus from another Wraith, though.
**** The Burning

This Art forces Corpus towards the point where it becomes Essence, but freezes it one slight
step before it gets there. The Corpus can then "burn" or glow at varying degrees of brightness,
enough light to see by in absolute darkness if need by. This Art is often used to light up the
Terms of the Concords, but must be used on Corpus that is separated from a Wraith.

***** Undying Fire

The Alchemists use this Art to "go one better" over their Usurer colleagues. They use this to
store Essence into a shaped object, or another Wraith, creating what they refer to as a Fire
Battery. Unlike the Amphorae created with the Path of Power, Fire Batteries can be both taken
from and added to. However, they must be unlocked with a key word or thought before
anyone can take from them.

This Art can also be weaponized. The Alchemist need only lock Essence into a suitable object,
and then add just a little more Essence on top of it. Until this charge is extinguished, the object
burns with literal fire, and does Aggravated damage to any it strikes. This is often applied to
weapons, but Alchemists can also use it to make "fireballs" out of a handful of Corpus, and
ignite them right when they're thrown.

Crossover Arts

Lending of Grace

{Prerequisite Arts, *** Splendid Sculpture, *** Power Conversion }


This useful Crossover Art allows a Wraith to place an Art she or another Wraith knows into a
shaped object, or Wraith. If the Shaper doesn't know the Art, the Wraith who does must be
there, and contribute Essence towards the effort.

Following the implantation, the object must be charged with so much Essence to activate the
Art. Once it's out of charges, it must be replenished, but this can be done by anyone willing to
pay the Essence.

As for Wraiths who are implanted with Arts, they fuel it using their own Essence. However, the
shaped part of their Corpus is highly unstable, and the Wraith risks a literal "burnout" every
time she uses the Art.

The Hungry Hand

{Prerequisite Arts, *** Splendid Sculpture, *** Power Conversion, *** Fire's Hunger }

This Art not only lets a Wraith turn another's Corpus into Essence, or Essence into Corpus, with
or without their permission, but allows the Wraith to do it without touching the other Wraith.
All she has to do is have the target within line of sight, and not be interrupted, for the Art to go
off. The Corpus can be shaped however the Wraith doing the Shaping would care to, and can
be used to heal, bind or cripple the target.

Line of Power

{Prerequisite Arts, **** Separate Sculpture, **** Hearth's Heart}

This allows Wraiths to create Amphorae which can be drawn upon from afar. All the Wraith
has to do is say or think a certain phrase, and she is instantly filled with Essence from that Soul
Jar. {Alchemists can do the same thing with their Fire Batteries}
Prison of Body and Mind

{Prerequisite Arts, **** Separate Sculpture, **** Hearth's Heart, **** The Burning}

This rather cruel Art allows a Wraith to reach into another Wraith's body and perform an act
that cuts off all control of her body, and perception of the outside world. This essentially traps
the Wraith in her own Corpus: it becomes a prison of her own flesh, and one in which that
Wraith remains perfectly conscious, but unaware of what's going on around her, and unable to
do anything about it.

The state lasts until a Wraith who knows the Art chooses to reverse it, or until the Wraith's
Corpus is destroyed, in which case she goes back to an Anchor to reform.

The Pardoners use this Art to make their Reservoirs, and have reported that the Damned they
perform it upon are actually turned braindead by the ordeal. Meanwhile, the Freewraiths hold
it over wayward debtors' heads as a final punishment for not paying what they owe.

Touch of Death

{Prerequisite Arts, ***** Supreme Sculpture, ***** Touch of Power}

Much as Usurers can reach into the Liveworld and give or take Essence from Mortals and
Ghosts, this art allows them to take Corpus from them. A Ghost is stripped of Corpus on a one-
for-one basis, while mortals are depleted of their Health.

A Mortal who is attacked by this Art seems to be shriveling up, turning into a human skeleton
or flayed alive, depending on what effect the Wraith cares to go for. These wounds count as
Aggravated.

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