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Wraith Character Creation
Wraith Creation follows the standard rules as presented in the Wraith: the Oblivion with a few modifications. The following section provides some explainations of what I'm looking for in a submitted character, as well as explaining many of the alterations.


Step One:
Step One: Concept: This is the most important portion of any of the Story teller games. This is where you derive the basis to put points in their given allocations. The more time spent in this part of creation, the more in depth your character is, the more enjoyable play will be. There are several components of the Concept that determine just who and what a Wraith character was/is.
Life: What was your character in life? This is the core of step one. In a few key words, describe your character. It could be as simple as “Beat cop” to a fairly detailed “Alcoholic father who drank himself to death”. This determines what you are or what you have become and can be nearly anything devisable. It is best that you generate a character who has not been a Wraith for very long although a concept of ‘Civil War soldier’ might be allowed (if you can come up with a convincing reason as to why someone like that is no stronger than a new Wraith or how he survived the upheavals of the Dead lands).

Death: How did your character die? Was he murdered? Did he pass from illness? Did he take his own life? The circumstances of an individual’s death determine quite a bit on the other side. The Heiarchy divides its Legions along the how’s and why’s of how they died and even the Renegades and Heretics may form circles that are exclusive to all but certain types of death.

Accident- Victims of freak occurrences and Happenstance. Your death was as unexpected as it was tragic. People who suffer this death fall under the aegis of the Emerald Legion if in the Hierarchy.

Illness- You were taken from life by illness. Perhaps cancer plagued your body into collapse or you died from AIDS. Eventually, you wasted away into the Shadow Lands. Legionnaires of the Skeletal Legion are those of the Hierarchy that died from disease.

Madness- Insanity is a fickle, capricious bitch and she claims all sorts for her own. Homicidal maniacs and the little old ladies the kill both have the chance of falling under the sway of the Legion of the Laughing Lady.

Mystery- Some part of your death or possibly all of it is a complete mystery to you. Perhaps you didn’t see it coming. Perhaps it was so traumatic that your mind blocks it from consciousness. Legionnaires of the Pauper Lord receive no small amount of pity and quite a bit of contempt because of their situation.

Old Age- Life ended before you were ready for it to. You still had so much to do after a long full life and now without an ailing body, you intend to do it. The Iron Legion presides over all of those who succumb to old age.

Strange Occurrence- Your death was a one in a million chance. Perhaps you were struck by lightning or were on the virgin voyage of a seafaring craft that defied all expectations and sank. The Legion of Fate claims these people for its own amongst the Hierarchy.

Suicide- Stress, despair… you desired to end it all. Unfortunately enough for you, you couldn’t let go all the way. The Quiet Legion claims Victims of despair for its own.

Violence- In the world of Darkness, Death’s coffers are filled largely by the victims of Violence. Spouse and child abuse, street violence, war fare… all of these things add to the Grim Legion’s might, making it quite possibly, the largest of all the Legions.

Regret- What kept your character lingering after death. Did he fail at something? Maybe she wasn’t a good enough parent. Perhaps your character was busy writing the last chapter of his memoirs and still needed to finish the epilogue. Or maybe your character is angry at the one who murdered him and is planning some overdue payback.

Nature and Demeanor- Choose a Nature and Demeanor as you would in any of the other Storyteller games.

Shadow: The dark reflection of your Wraith’s soul. The Shadow is every self destructive urge that the Wraith ever had personified. The Shadow is unique to Wraith and will be explained in detail later in the creation process. For now, the Archetypes for the Shadows will be displayed and described briefly. Also, some of the Shadow Souls introduced in the Kindred of the East books may be interchangeable with Wraith and vice versa.



Most concepts are easy to work with, but there will not be any characters accepted that are from any published media. This includes TV, radio, book characters, and especially published White Wolf characters. Other than entirely unoriginal concepts, have fun.

Also, there will be no new wraith characters that existed as wraiths pre-destruction of Stygia without a very detailed reason as to how the Wraith survived the sixth Maelstrom and the surge of Spectral hordes across the Shadow lands. Almost all of the older wraiths were wiped out in the last Great Maelstrom, and therefore most surviving wraiths are extraordinarily powerful and on NPC status. There is one exception to this, which is that of old wraith characters from the old wraith game. If you had a character and have their old sheet, we might be able to work something out.


Step Two: Attributes:
Physical/Social/Mental

At this point in creation no Attribute may reach 5 and only one or two should be at 4. At the point where you spend freebies you can raise an Attribute to 5, but if you do, then you should keep in mind just what that means. Attributes at level 5 are the pinnacle of human perfection. Even as a wraith, the comparative levels of attributes still relate to human levels. Being one of the maybe 50 people in the world with intelligence 5, or one of the few Mr. Universes with a strength of 5 is highly unlikely and highly propable material for most starting characters. Unless you can provide me with a really good reason for it, attributes (or abilities) are not going to start at 5.

Step Three: Abilities:
Talents/Skills/Knowledges

No Abilities above 3 at this point in creation.

You should be very careful at this stage to keep in mind just what the different levels of an ability mean.

1 - Introductory level of skill. You can do it but not do it very well.

2 - This level brings with it a certain familiarity of skill; a seasoned Boy Scout has Survival 2

3 - This level represents a skill professional in a given field. A professional mechanic usually has Technology 3

4 - This level is reserved for acknowledged experts in a given field.

5 This is the rare level of the best and most talented individuals in a certain field. Einstein and Hawkings had Science 5

While these levels of skill are important, they are not the sum of your character. Good role-playing takes priority to dots, especially when it comes to PC/PC interaction. I don't care how high your intimidation score is, if you can't figure out how to even try to act imposing, you lose. Just go watch some action movies and come back. On the same note however, the traits also hold back skilled players. If a player knows how to be a seductive goddess, but the character has Appearance 1 and no subterfuge, the character just wouldn't be able to do what the player can. So basically, try and act according to the individual character's skills. It'll make the game much more realistic and enjoyable.



You're allowed to buy as many languages as you want within the boundaries of the Linguistics Ability but you should try to keep it realistic. Many people learn multiple languages. Many Europeans speak a minimum of two or three and there are linguistic experts out there who speak up to 15 or more. But you must have a legitimate reason for knowing that language.


Step Four: Advantages:

This is where Wraith diverges from the other games. This section details Backgrounds and traits exclusive to Wraith as well as covering their enigmatic powers and the Dark anti person that resides in every Wraith…the Shadow.

Arcanoi- The unique powers of the dead that allow them to control cars, speak with the living and a various amount of other effects. A starting character begins with 5 points to distribute among Arcanoi, though no Arcanoi can have a rating of more than 3 at this time.

Backgrounds- This is largely the same as with the other Storyteller games with a few changes. A Wraith has 7 dots to allocate in the various backgrounds.

Allies- (Generally means other Wraiths but you can opt to have a few friends who know what you are on the otherside. Must be explained in character’s story.)

Artifact- Items imbued with special traits and powers. The higher a character’s rating the larger and more potent the capability a given artifact will carry.

Contacts- Like allies, Contacts can be on either side of the Shroud.

Eidolon- A Wraith’s spiritual fortitude against the depredations of its Shadow. Each session, a Wraith gains a pool of dice equal to its Eidolon to use when resisting an action of the Shadow.

Haunt- Refer to the rules on Haunt in the ‘House Rules’ section of Wraith.

Legacy- Is some physical marker or indicator that helps remind others of the deeds you committed while you were amongst the living. Depending on the dots placed into this background, once during a Story, a Wraith can roll his Legacy dice while within proximity to it (or something that reminds him of it if it is intangible.) at a diff. of 7. Each success heals a level of damage. Bashing and Lethal damage are healed instantly while a point of aggravated damage is healed per hour within or near the Legacy.

Mentor- A wraith or on rare occasions, mortal that guides and instructs your Wraith.

Memorian- This is the amount of people who remember you into death. Once per session, the Wraith may roll the dice in his Memorian pool against a difficulty of 8. Each success grants him a point of Pathos. Memorian is also factored in to how much Pathos a Wraith has.

Notoriety- Fame’s dead sister, Notoriety is a measure of how much other Wraith’s speak of your character’s reputation, good or bad. Some truly inspiring or hardcore badasses find that even members of the Skinlands speak about them with reverence.

Relic- Relics are items that have passed across the Shroud. Every type of object can be made into a Relic. The amount invested in this determines how large and/or how useful the object is. This background can be bought more than once to indicate different objects.

Status- This background determines a Wraith’s standing in the various institutions in the Shadow Lands. Because of the recent upheaval’s in the cosmology of Wraith, this status could actually be dangerous in certain circles and of course a Spectre won’t give a damn if you’re an Anacreon or not… No Wraith can start out at more than 3 in this background.

CORPUS
: Corpus determines the constitution of a Wraith. It is his physical manifestation in the Shadow lands. Each Wraith begins with a Corpus of 10 levels. Some look better, some look worse when they cross the Shroud. Some look totally inhuman. This trait is divided into both a permanent and a temporary trait.

PATHOS: The mystic energy that powers the abilities of Wraiths is given on a 1to 10 scale that fluctuates during the course of the game. A character’s starting Pathos equals (5+ Memorian).

PASSIONS: Passions are the fuel for a Wraiths existence. A Wraith begins with 10 pts to divide amongst Passions on a scale of 1 to 5. Descriptions of Passions consist of a core emotion (Love, Anger, Despair, etc), a description (protect child, guard the city, complete final story, etc.) and a numerical rating from 1 to 5.

FETTERS
: Fetters are the physical things that tie you to the lands of the living and allow Wraiths to remain in the Shadow Lands. Fetters can be any object that anyone can become attached to and have a rating of 1 to 5. Your Passions and Fetters can be connected (I.E. Protect daughter from Harm(Love) 5 , Daughter:4).

Freebie Expenditure
Attributes- 5 points per dot
Arcanoi- 5 points per dot
Aracanoi Basic Abilities- 3 points per Arcanos
Willpower- 1 point per dot
Abilities- 2 points per dot
Passions- 2 points per dot
Backgrounds- 1 point per dot
Fetters- 1 point per dot
Pathos- 1 point per 2 dots

Step Five: The Shadow

Possibly the hardest point of making a complete character is coming up with a realistic Shadow. It can be tempting to make an underpowered Shadow, but my advice: Don't. Just like making a character's attributes and abilities around your history and concept, so too should the Shadow's abilities be made.

The Shadow in Wraith is based on Jungian psychology, in which every person has a "Shadow" in their minds. It's the place that the waking consciousness stores all the aspects of itself that it cannot accept and maintain it's self-image. If a person truely thinks of themselves as a caring and benevolent being who is against all violence, but then sees Ultimate Fighting and deep down enjoys the violence, then the subconscious represses and hides away that impulse. That urge was hidden safely in the persons Shadow.

In Wraith, the whole "being dead" thing coupled with the omni-present nature of Oblivion, the Shadow takes on a new and terrifying aspect. It is no longer a subtle hiding place, but a self-aware aspect of the Wraith's mind that is always nudging to send the Wraith down the path that ultimatley leads to Oblivion. For more info on the Shadow, check the Core Rulebook or e-mail me for more details.

That whole introduction was to help explain how you should choose the Archtype and abilities of the Shadow. Think about your character's nature and psychological landscape, and consider what parts of them would develop that would require repression. Then check the list of available archtypes that fits your character. Then assign the points for the Shadow and it's motives.

Step One(ARCHETYPE): A Shadow's Archetype is often a dark reflection of his Self. You can either go the exact opposite of your character's nature or you can make a Shadow that seems like a dark mirror of your character's soul.

The Abuser- The abuser is every drunken spouse that has lashed out at their children or significant other. Hurt once, this Shadow vents its frustrations on whoever is around with little provocation.

The Director- The Director seeks to dissect those that have earned his ire, with skill. Long-drawn plans and nasty revelations are the Director’s part and parcel as he seeks to drag his Wraith into Oblivion.

The Freak- The Freak is all about shock value. Everything that ever embarrassed the Wraith and anything that can embarrass others is brought to the fore when the Freak is in control.

The Leech- The Leech is a whining, cajoling punk that seeks immediate satisfaction. When it is ascendant, the Leech tries to draw all sustenance it can from others.

The Martyr- The Martyr takes every chance it can to sacrifice of itself. When in control, the Shadow strives to maneuver the Wraith into situations that force him to sacrifice.

The Monster- The Monster is brutal, destructive and greedy. Seeing this Shadow in control is seeing a proto-Spectre. The Monster enjoys pleasure at the expense of others.

The Parent- The Parent is the only one who can love and protect you. All others will eventually betray you. When the Parent is in control, it will attempt to ostracize you from any and all negative influences…in short, everyone else.

The Perfectionist- The Perfectionist is never pleased. This Shadow would drive an obsessive-compulsive into fits with its anal retentiveness. When in control, this Shadow will criticize and critique anything and anyone it has a chance to.

The Pusher- This Shadow just wants to be your friend. He is glad to help you achieve your goals…for a price. An extremely high price. When in ascendance, this Shadow seeks to put you deeper and deeper in debt.

The Rationalist- The Rationalist excels at giving you the right reasons for the wrong action. When dominant, the Shadow will make concerted efforts to drag the Wraith into the Void. It will waylay plans with its logic and systematically make you enemies and alienate friends.



Step Two: Assign Permenant Angst equal to 1/2 your character's permenant Willpower (rounded down), to a maximum of 4.

Step Three: Dark Passions are created with the exact same rules as the Wraith's Passions. Instead of feeding the Wraith's Psyche however, they feed a Wraith's Shadow, increasing its Angst.

Step Four:
Freebie Points- The Shadow gets 10 freebie points to round out its personality and attributes.

Permanent Angst: 5 points per dot
Temporary Angst: 2 points per dot
Dark Passions: 1 point per dot
Thorns: variable

Thorns

Spectre Prestige (1pt per level)- Many Spectres have the ability to commune with the Shadows of Wraiths. They are aware of the character's Shadow and give it an according respect.

Dark Allies (1pt per level)- A Shadow with Dark Allies regularly communicates and plots with Spectres, and can call on them for aid.

Tainted Relic (1pt per level)- This is a relic that only manifests during Catharsis, and the number of points invested determines its potence. A tainted Relic will always manifest when the Shadow does, even if it has been 'lost' or 'destroyed' and it will always have significance to the Wraith, even if he doesn't admit it.

Infamy (1pt per level)- Memorian for the Shadow, Infamy is the measure of how much fear and loathing the Wraith still inspires in the living. Just as Pathos can accumulate for the Psyche, Angst can collect for the Shadow. Each time a Wraith with Infamy slumbers the Shadowguide rolls 1 die for each point in this Thorn. Each success on a roll made at diff. 6 garners the Wraith a point of Temporary Angst. Botches on this roll cause Temporary Angst to be lost and just might cause the Wraith to be more well recieved by the living...

Death's Sigil (1 to 3pt)- Death's Sigil is a prominent sign of Oblivion's touch on a character that manifests no matter where she goes. Each Sigil is unique; one Wraith may have wings of choking smoke, another may leave footprints of seawater in the Skinlands and another still might exude the odor of a charnel house. The effects of this Thorn may be turned off with the expenditure of a point of willpower. The more points in this Thorn, the more pronounced the effects. One point is barely noticeable while the three point version of this might alter the effects of a Wraith's Arcanos.

Shadow Traits (2 pt)- The Shadow can purchase one dot of any Attribute or Ability, but these extra points are only available during Catharsis. This Thorn can be purchased as many times as freebie points permit during Shadow Creation.

Aura of Corruption (2 pt)- Through this Thorn's effects, the Shadow somehow defiles the Wraith's presentation of herself, making her presence unpleasant to other Wraith's. The affects of Aura of Corruption are genrally not grotesque; instead they are subtly disturbing. Indeed, it may have no overt impact, merely serving to make others uncomfortable.
If a Wraith has Aura of Corruption, all difficulties on social interaction rolls are raised by 2. This Thorn could only be purchased once.

Shadow Call (2 pt)- Shadow Call allows a Wraith's Shadow to summon nearby Spectres. This Thorn can only be used when a Wraith is in the Tempest or standing at the mouth of a Nihil, otherwise it has no effect. The Shadow Call is audible on the edge of a Wraith's consciousness as a thin, piercing shriek; in time most Wraith's will come to recognize its significance.
To make a Shadow Call, the Shadowguide spends a temporary Angst point and rolls against his permanent Angst score (difficulty 7). The number of successes determines the number of Spectres summoned, however, the type of Spectre that answers the Shadow Call is entirely up to the Storyteller.

Pact of Doom (3 pt)- This Thorn is the apocryphal deal with the devil. If a Wraith has this Thorn, she and her Shadow can negotiate a pact by means of which the Shadow will teach her a predetermined number of levels in an Arcanos. In exchange, the Shadow acquires the permanent Angst equivalent to the number of levels taught. The terms of the Pact must be agreed upon by both the Psyche and Shadow, as the agreement is entirely consensual.
The knowledge that the Shadow imparts under this Thorn comes from the vast Spectral hive-mind, and does not reflect the Shadow's own knowledge. Only Shadows with the Pact of Doom can access the Hive mind and only when when empowered by a Pact. At no other time can Shadow call on the hive-mind for this sort of knowledge or power.

Trick of the Light (3 pt)- By using this Thorn, the Shadow subtly alters the Psyche's perception of the scene. When the Thorn is invoked (at the cost of one temporary point of Angst per scene), the Shadow guide should inform the Storyteller what exactly the Wraith percieves. The Storyteller then relays this to the player.
Trick of the Light is not limited to sight, and any of the other senses can be affected by its uses. However, only one sense can be affected per scene.





SPectre Creation
-And since you know you cannot see yourself,
so well as by reflection, I, your glass,
will modestly discover to yourself,
that of yourself which you yet know not of.-

William Shakespeare


Step one - (Concept)- The concepts of the Shadow Eaten are just slightly different from those of wraiths. Determine their life and how they have came to their fallen state. The process of becoming a Spectre is called being Devoured. How this happens determines a lot, particularly your Spectral Caste. Choose a caste for your character. Below is a list and brief description of the Spectral cast available to players.

Mortwrights - The lowest caste in the hierarchy aside from the nothings, Mortwrights are the tormented souls of those who come through the Shroud already Shadow-eaten. They are the victims of horrifically violent deaths and bear their horrid death marks on themselves proudly. They are masters of navigating the Tempest and feel uncomfortable outside of it.
Drawbacks: Because of their low status, they receive a +2 diff. to all interactions with other Spectres. They are also restricted to learning only Dark Arcanoi but can spend freebie points to gain access to the lore of the 13 guilds and must spend at least 1 point in the art of Tempest-Weaving. Most often have horribly disfigured corpora due to the violence of their death and cannot have an appearance higher than two.
Merits: Mortwrights are at -1 on all difficulties to Tempest-Weaving and start with six dots for Dark Arcanoi.

Striplings- Striplings differ from every other class in that they defy the hierarchal structure. These are the Spectres of children who often don’t adjust well to existence in the Shadow lands. They delight in tormenting and leading the children of both, the Skinlands and Shadowlands into damnation. Called Never lived by the others; the Striplings are the only group that has a representative from all other Castes in their own.
Drawbacks: Not really a cast, Striplings suffer from whatever drawbacks that they would have if they were in their parent cast. (I.E. a stripling mortwright would be restricted to Dark Arcanoi during creation, a Shade would be less intelligent, etc.). Also, they suffer physical drawbacks from their stature. Striplings start out with (6/4/2) attributes and can not start out with more than 2 in strength, although it can be bought higher with freebie points. They begin with only 8 points to distribute among their dark passions.
Merits: Striplings begin with 5 points in Arcanoi that they can use for Wraith or for there Dark counterpoints. They also recieve whatever merits that their 'traditional' caste would possess. They also begin with one automatic point in Shroud-Rending. This doesn’t count against their 5 points.

Doppelgangers- Wraiths don’t always live comfortably and the stresses of Death can take their toll. Some go over to the dark side and come back, sowing discord in the necropolis they hail from. Doppelgangers are the sneaks and corrupt spies of the Spectral society.
Drawbacks: Because of their relatively recent defection from Wraith society, Doppelgangers have a much more intimate tie to their Psyches. Anytime another Spectre gains Composure, Doppelgangers gain twice as much.
Merits: Doppelgangers possess all the abilities of Wraiths and suffer no penalties in social interactions with Wraiths. They receive six points to distribute among Dark and Wraith Arcanoi.

Haints- Sometimes, life is rough and then sometimes its down right atrocious. Haints, like the previously mentioned Mortwrights come into the Afterworld Shadow Eaten. The difference is that, whereas a Mortwright’s death is the defining point in which he is Devoured for the Haints it is their life. These wretched souls were reduced to such a horrid state in life that, when they die, they enter the Shadowlands with their Shadows firmly in control, driven by a mindless hunger. These Spectres were a rarity in past times but now, as the atrocities and mass famines and genocides that spawn them become more commonplace, they have seen population surge.
Drawbacks: Each Haint’s existence is marked by extreme hunger; either for violence and/or vengeance. All Haints suffer from the Flaw: Endless Hunger. This flaw does not provide the character with additional freebie points or count towards the characters flaw limit. Also, because Haints have a poor self-image and often have continued proximity to Oblivion, they begin with only 8 Corpus Levels. One of their Dark Passions must have a value of 5.
Merit: Haints begin play with a Shade power (usually a combat oriented one) and can acquire more at the cost of 5 freebie points per power, one dot of Tempestos and 4 points of Dark Arcanoi. Also, they gain 2 extra dice on any action that involves fulfilling their highest rated Dark Passion. (Storyteller Discretion)

Shades- Shades are the rampaging brutes of Oblivion. Warriors and destroyers to the last they command respect from the others for the simple fact that if you don’t respect them, they eat you. Shades are created when a Wraith is lost to the brutal ravages of the Tempest, stripping everything from them but their all consuming emotion.
Drawbacks: Shades only have access to Dark Arcanoi while they can learn normal Arcanoi, they are not often rational enough to comprehend the more complex and intricate mysteries (capped at 3 at character creation). As beasts consumed by their dark passions, Shades are not known for their cognitive skills. No Shade can have an Intelligence higher than 2 or Wits 3 and operate at a -1 to all rolls involving either of these Attributes. Also Shades, must make a Willpower roll difficulty 7 to not attack any non- Spectre.
Merit: Shades possess 5 points for Dark Arcanoi. They also have 12 points to divide among their Dark Passions. They also have access to Shade powers.

Apparitions- Apparitions occupy a level of status much on the same level as Shades. Doppelgangers and Mortwrights who have just begun to show the marks of Oblivion, Apparitions are at a pivotal point, standing above the lesser caste but not quite on the level of those who have truly embraced Oblivion.
Drawbacks: The Apparitions are only allowed 6 points in Fetters and it can only be bought up to a maximum of 8 at character creation. Also, due to the warping affects of Oblivion, Apparitions can not have the Appearance trait raised beyond 2 unless someone utilizes the art of Moliation.
Merits: Apparitions start with a dot in the Dark Art of Malefience and have 4 dots that may be used on Wraith and Dark Arcanoi. They also receive 4 additional background points that may be used on Shadow Lands or Status backgrounds.

Nephwracks- The priest and politicians of Oblivion, these are the Spectres that have survived for a time and have moved up through the ranks. Nephwracks bear the marks of Oblivion’s corruption on their Corpus and come from any of the other castes except for Shades and Haints.
Drawbacks: Nephwracks have no fetters. While this doesn’t have the deleterious effects that it once did when they left the Tempest, it still imparts a -2 to all dice pools when they are not within proximity to a Sinkhole or similarly Oblivion tainted area (A mile per permanent Angst radius from Oblivion-tainted area). Also, the taint of Oblivion is obvious upon them. They automatically gain the flaw: Unspeakably Hideous when dealing with anyone other than Spectres no matter what level of appearance they have. This can not be corrected with the Arcanoi, Moliate.
Merits: Nephwracks begin with 8 Arcanoi dots to distribute among Wraith and Dark Arcanoi. As the priest and spiritual leaders of the Spectral society, Nephwracks have -1 difficulty to rolls that involve leading or persuading Spectres.

Nature and Demeanor- Give your character a Nature and Demeanor from the Archetypes in Wraith: The Oblivion.


Step Two: Attributes- Prioritize and assign attributes as you would with normal Wraith, taking into account the rules for Caste.

Step Three: Abilities- Prioritize and assign abilities as you would with normal Wraith, taking into account the rules for Caste.

Step Four: Advantages

Arcanoi and Dark Arcanoi: Each cast has a variable amount of points to spend in Arcanoi. Not all Castes are allowed access to the Shadow Lands Arcanoi upon creation. Dark Arcanoi, however, are unrestricted. All Spectres, no matter what Caste, automatically receive a point in the Dark Arcanoi, Hive- Mind. This does not count against the Arcanoi points they have for character generation. Spectres who botch a roll to use regular Arcanos gain Composure instead of Angst where applicable.

Background: Aside from Caste exceptions noted above, all Spectres have only 5 points in backgrounds. Also, Spectres can not possess Eidolon, Notoriety or Wealth.

New Background: Shadow Lands- This background’s utility has changed in the recent upheavals. Most Wraiths now have no comprehensive understanding of the Shadow Lands outside their own Necropoli. It allows a Spectre to know locales of value to the former regime and subsequently where weapons caches, relic motorpools or places to waylay errant Wraiths are.
1-You’ve heard rumors of this place but have never seen it. You just learned of its existence.
2- You know that the Necropoli coincide with Skin land cities and that more Wraiths can be found here. You know about as much as the average Wraith.
3- You know the mysteries of the Shadow Lands and much of what you know is still valid in the modern Wastelands.
4- You know more about the Shadow Lands than any Wraithly counterpoint save one or two Gaunts that are scattered around the world.
5- You know where to find nearly anyone or anything if it’s in the Shadow Lands.

Dark Passions- Spectres have 10 points to spend in dark passions, like Wraiths and their normal passions. This is modified by Caste. The highest individual Dark passion determines his Spectral Being. Look to your Nature and Demeanor when determining your Dark Passions. Dark Passions are also directed at fetters that the Spectre possesses or may have possessed.

Fetters- Fetters can only be possessed by Dopplegangers, Mortwrights, Haints, Apparitions and Striplings of these castes. These should be chose as described in WRAITH. Generally, spectral fetters relate to painful moments or traumatic events in life. Doppelgangers often take the place of their death as a fetter.

Step Five: Finishing Touches

Angst: Spectres use Angst instead of Pathos to power Arcanoi. All Spectres start with 5 Angst, although it can be bought higher with Freebie Points. The Angst rating can never go past 10. Spectres regain Angst through Dark Passions, just as Wraiths regain Pathos through their own Passion.

Being: Replacing willpower for Spectres, is the trait Being. Like willpower, it has a permanent and temporary rating. Temporary Being is used in place of Willpower and to power certain Dark Arcanoi. When a Spectre is in the vicinity of someone who has Passion or Dark Passion akin to the Spectre’s Being, it most roll Being (diff. 8) or run the risk of becoming Rapacious, a state of being where the Spectre feels an overwhelming need to attack the person and free the Oblivion within. This can be averted by spending a point of temporary Being.

Corpus: As with Wraith, Spectres begin play with 10 Corpus. However, due to their spiritual proximity to Oblivion, anytime a spectre character rolls a botch on any activity, it loses a point of Permanent Corpus.

Building the Psyche
The creation of a Spectre's Psyche is like the Creation of a Wraith's Shadow inverted on it's head. This is the step by step process.

Step One: Concept
This is the part of the concept that is the most important when it comes to roleplaying. In this stage you will decide what remainder of wholesome ideas and noble sensibilities your character still retains and personify them. Keep in mind that due to the Spectre's (generally) willful embrace of the darkness within and the nature of how the Spectres function, a spectre's Psyche must be very careful in it's guiding of the Spectre back to the light, lest other Spectres get wind of his overbearing Conscience via the hive mind and send the character to an impromptu meeting with Oblivion.

Agent- Always looking out for your best interests, seeking to find something constructive and positive for you do, this Psyche wants to manage you, guide you and generally help you better yourself. And if the Psyche profits along the way, so much the better! Constructive criticism plays a major part in this Psyche's repertoire; it helps you look at your performances and learn from your mistakes. If there is anything you need, your Psyche will promise to get it for you, allowing you to get on with the important business of redemption. Remember, he does it all for you, and genuinely expects nothing in return.

Comrade- This Psyche is the shoulder to cry on, the friendly smileon a bad day, always ready to lend a hand or help you through a bad patch. Like any old friend, the Comrade knows you intimately, and accepts the bad along with the good. The Comrade always seeks to defend it's friend's reputation. Perhaps the Comrade is puzzled and hurt as to why the character is behaving so maliciously. It may blame itself, or be insecure and thus cling to the character, whom it constantly admires. By comparing the character's noble past to its present activities, and by acknowledging that it is inferior to the character, the Comrade also hopes to help the character realize that he or she was once kinder...once more noble.
Confessor - Stern but kindly, this Psyche's gruff exterior hides a fount of love and compassion. Although affronted by the sins it is forced to witness, the confessor would never think of telling anyone of them. There is little of the Martyr in the Confessor. This does not stop it from confronting the character with evidence of her sins, seeking her to sway towards penance. As far as the Confessor is concerned, a little guilt goes astray when it comes to redemption, and this Psyche feels no qualms about hectoring and lecturing the character, so long as such drastic measures are for the good of the character's soul. (more to come)

Step Two: Composure

The Psyche is powered by a trait called Composure. Composure represents the degree of Serenity and Peace the Psyche possesses. This trait posses to ratings; permanent and temporary. Temporary points are spent to power Fronds. The permanent rating determines the degree of control the Psyche has to exert over the character. To determine the Permanent rating roll a number of dice equal to the Spectre's Being (diff. 6) The no. of successes determines the Psyche's starting composure.
Much like Angst, temporary Composure fluctuates and can exceed the Spectre's Being rating. When this happens, it can lead to a roll for the Pysche to take control similar to Catharsis. When the character reaches 10 temporary points in Composure, he can gain a point of permanent Composure bringing the characters closer to Redemption.

Fronds

WRAITH PPRESTIGE (1 point/level) The Psyche is known and respected among certain wraiths, and might be aided by them in times of need.

ALLIES (1 point/level) The Psyche regularly communes with wraiths in the area. This Frond is the Psyche equivalent of the Background Allies, applicable only to the locale's wraiths.

Memories of Life (1 point) What the spectre has forgotten about his former existence (as wraith or mortal) the Psyche remembers. The Psyche can offer the spectre any information, trait or knowledge from that life free of charge. A spectre who accepts aid, however, is exosed to images of that former, more worthy existence, and must make an Angst roll against a difficulty of 5. Any dice that do not roll a success represent the loss of a point of Angst. Botches indicate the loss of two points.



Step 3: Passions

These Passions are the Psyche's and because of this, they are often opposing the Spectres or focused on restoring the character to the time before he became tainted with Oblivion. The Psyche has seven points to distribute here and can raise the Passions using freebie points.


Freebie Point: Spectres have 20 freebie pts to spend during character creation
Abilities: 2 pts
Angst: 2 pts
Arcanoi: 4 pts
Attributes: 5 pts
Backgrounds: 2 pts
Being: 2 pts
Fetters: 1 pt
Shade Powers: 5 pt

The Spectral Condition


Spectres are not merely 'bad' wraiths. From a metaphysical point of view they are as different as humans are from lions. Because of this, there are some slight differences on a basic level for Spectral characters.

Brief Lives- Oblivion seeks to devour all. Spectres are no exception. Due to their proximity to the Void, they're Corpus is constantly wracked with agony. In game terms -any- time a Spectre botches, he must make a Being roll diff. 9. If unsuccessful, a permanent Corpus is lost. This often means that Spectres aren't long for the after world.

Deathsense- The black light of Oblivion is the light by which a spectre's world is illuminated. Spectres radiate Oblivion and vampires gleam with it, making them easily visible to Spectres even across the Shroud. Wraiths with strong Shadows stand out as do humans close to death and those in which Dark passions are strong are more easily visible as well. This is often the only way most Wraiths can perceive the World beyond the Shroud. Per + Alertness rolls allow Spectres to perceive places and people in which negative emotions or resonances are strong with more clarity than they can normally perceive things in the Skinlands. Without powers that allow them to influence things across the Shroud, this is the only way a spectre can perceive anything with any clarity on the other side.

Dimmed Senses- More than any Wraith, Spectres spend a great deal of time in the Tempest. Whether in the process of traveling to and from the Labyrinth, which all Spectres must do at some point. Indeed, many older, powerful Spectres dwell there permanently. If they possessed the heightened senses that Wraith's, they would be deafened and blinded by the incessant cacophony contained within the spiritual depths of the Underworld. Spectre's senses are weaker than the average Wraiths. All perception based rolls increase difficulty by one and they have no access to the Sharpened Senses capabilities that Wraith's utilize as described in the player's guide.

Distance- Spectres metaphysical distance from life has negative consequences. The Shroud is always harder for them to pierce than a Wraith ( +1 diff. to rolls involving Arcanos involving reaching across the Shroud). Events that go on in the Skinlands are harder for them to perceive and influences ( +2 on difficulty on all mental traits involving such actions).

Death Sight- Just like Wraiths, Spectres see the world through a haze of decay. Their proximity to Oblivion being what it is, however, makes their death sight that much more grim and depressing. Colors faded, sounds are muffled and distorted...paint on walls is blistered and peeling in strips. Its always overcast....always dark...buildings appear scorched by fire and on the verge of collapse and nothing seems to have escaped the onslaught of decay. There is no technical aspect to this particular trait, it just makes the average spectre a very morose son of a bitch.

Hive-Mind- Spectres share a mass-mind, although not all are able to access it actively or to the same degree that others can. As proficiency grows they can use this trait to call on the aid of other Spectres, to communicate telepathically with others who possess the skill and even to access lore that the individual Spectre has not yet learned. All difficulties to access this ability outside of the Tempest can not have a difficulty below 6.

Rapacity- Spectres are souls pared down to raw emotion. Whenever they encounter a strong Passion similar to their Being of equal or greater rating than the trait, a Spectre becomes Rapacious. He must make Being roll diff. 8 or risk Emoting. When a spectre Emotes, he endeavors to free the little bit of Oblivion trapped in the being that brought about the Rapacity. This impulse can be curbed by spending a temporary point of Being but a Storyteller may dictate the loss of more Being in such circumstances.

Psyche- refer to the character creation rules above.




For help with any part of Character Creation, feel free to contact me. Also, get any Wraith books you can find. They are oh so good, and oh so rare. :P

"Christeos drilpa moz dlugar de priazi ds aai ge."

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