Shrouded Wisdom - Wraith Loresheet

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Shrouded Wisdom

Even among those who call themselves undead, what lies beyond true death is a mystery to
most. The Shadowlands, the world where souls with unfinished business linger, is a strange and
foreign world, but one many Necromancers and spiritualists learn about in their studies.

1. Shadowlands Wisdom Whether from apprenticeship, studying necromantic tomes or


direct contact, you understand the fundamentals of the Wraith condition, what they are,
what they want and what they are capable of. Gain Occult specialty (Wraiths). Gain two
bonus dice when conversing or negotiating with Wraiths or other Shadowlands denizens.
2. Natural Medium Some mortals are born with the “Gift” of seeing through the Shroud,
and become natural targets for the Embrace. You can always see and hear ghosts, and
ghosts find communicating with you easier than with other beings. Ghosts often make
requests of you to help resolve unfinished business, and will bargain what they can.
When negotiating with ghosts, you may substitute your Occult rating for your Insight,
Intimidation, Persuasion or Subterfuge
3. Friends in Low Places You’ve dealt with the denizens of the Shadowlands enough to
have learnt the nature of their society, and have found allies when doing so. You know
the structures of Wraith society, the Legions and Guilds, and gain a 2 dice bonus to
recognise them.
Gain Mawla (•••), which is one or more Wraiths you are friendly with. Choose
one of the following Arcanoi they possess. Once per story you can call upon them to use
their power to aid you
○ Inhabit - The wraith possesses nearby machinery such as a car or computer, and
operates it to help you the best it can
○ Pandemonium - The wraith can put on a terrifying show, conjuring horrifying
visages such as blood dripping from walls or making objects fly around the room.
Any damaged caused by this is very minor, but it adds two automatic successes
to any Intimidation attempts
○ Puppetry - The wraith attempts to take over a mortal’s body for a scene. The
mortal must make a Willpower roll, Difficulty 3. Failure gives control of the
mortal's body to the Wraith for a scene, however this does not allow the wraith to
do anything that would bring harm to the mortal. On a total failure the wraith
ignores this rule, and can control the mortal until the next sunrise
4. Shroud Mastery (Requires Oblivion 2) Your extensive dabbling with that across the
Shroud has made you a walking tear in the Shroud. The Shroud density is always
counted as one degree thinner in your immediate proximity (Impenetrable become Thick,
Thick becomes Thin, Thin becomes frayed)
Also, once per story, you can perform an Oblivion Ceremony of a level you have the
prerequisite powers to perform but do not know, drawing wisdom from beyond the
Shroud. This leaves you spiritually depleted, however, inflicting Aggravated Willpower
damage equal to half the ritual’s level, rounded up.
5. Army of the Damned (Hecata only) You have been entrusted as the keeper of one of
the Giovanni’s great stores of bound wraiths they have gathered in preparation for the
Endless Night. They number in the hundreds, stored away bound inside vaults. Once per
chronicle, you can unleash them to do your bidding for a single night, unleashing
absolute havoc upon a city or region. After that they must return to the vault and cannot
be securely released for a number of years.
You will be held responsible for whatever happens, by both the city and by Clan Hecata

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