Wraith: The Forgotten/Chapter Three: Systems/Arcanoi

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Standard Arcanoi[edit]

These Arcanoi are the standard Arcanoi that all Wraiths can learn from character creation.


The Arcanos of Argos allows control over winds and storms. Some believe that the first Wraith to master this Arcanos was stranded after a Maelstrom in the midst of the Tempest. He fully expected to be eaten or worse by the Specters there, but instead he was sheltered by a kindly spirit of protection and thunder who took the form of a massive cloud bird. In time, the Wraith learned to shape the winds and grant himself safe passage through the gales and directionless rain back to the Shadowlands where he founded the Harbingers, to act as guardians and shepherds in the Maelstrom.

Fog Cutter (•)[edit]

The most basic power of Argos is to summon and direct winds. While this is usually used to dispel fog, its uses are very broad, from filling Astral sails to distracting an opponent or putting them off guard.

Cost: 1 Pathos per target

Dice Pool: Intelligence + Survival + Argos - Strength

Action: Instant

Roll Result:

Dramatic Failure: The winds buffet you, causing you to suffer the Heavy Winds Tilt with Severity equal to your Argos dots

Failure: The winds eddy around you for a moment before whistling away into nothing.

Success: You can do one of the following:

  • Remove the Fog Tilt from the environment.
  • Inflict the Heavy Winds Tilt on a target for a number of turns equal to your activation successes. The winds can have a severity rating up to your Argos rating.
  • Push an object with wind in a specific direction. The object moves with a speed equal to Ego + Argos - Size, although exceptionally light objects and objects with large surface areas (such as sailboats) may move faster.

Exceptional Success: Instead of the effects of a normal success, you can throw a target with exceptional force, causing them to move at a Speed of Ego + Argos. If they crash into an object, both the target and the object suffer damage as if they had fallen from a height in yards equal to the Speed they were moving.

Navigator's Eye (••)[edit]

In the Tempest, the sleet and rain come from all directions, defying orientation and making visibility poor. Wraiths skilled in Argos are able to see past the storm and stay their courses.

Effect: You can see clearly in even the worst weather conditions. Reduce penalties to Perception rolls and Navigation rolls due to inclement weather, such as the Fog or Heavy Rain Tilts, by your Argos rating.

Zephyr Step(•••)[edit]

Argos gives power over the winds, which allows you to put them at your back. Arguably a refinement of Fog Cutter, this power allows you to augment your agility with the force of winds.

Cost: 2 Pathos

Dice Pool: Intelligence + Survival + Argos

Action: Reaction

Roll Results:

Dramatic Failure: Your winds end up knocking you on your face. You are rendered prone.

Failure: The winds rustle for a moment before dying out.

Success: Your Speed increases by your Argos rating for the rest of the Scene, and you add Argos to your Athletic rolls when running or jumping are involved. Alternately, you can use this ability to push yourself out of the way of an attack. In that case, the roll is contested by the attacker's attack roll.

Exceptional Success: As Success, except that your next Athletics roll to run or jump in the scene receives 8-again. If you were using this to evade an attack, the roll is not contested.

Silver Wings (••••)[edit]

This power is often used by Harbingers, which has brought them the somewhat silly nickname of "Silver Fairies." With these wings of silvery cloud-stuff, you can achieve true flight.

Cost: 3 Pathos + 1 Pathos/scene

Dice Pool: Wits + Survival + Argos

Action: Instant

Roll Results:

Dramatic Failure: Instead of shaping delicate silver clouds, you clumsily glom a bunch of storm clouds onto yourself. You gain the Immobilized Tilt.

Failure: Your wings dissipate in mere moments.

Success: You create wings of billowing silver clouds. These wings are immaterial, and so damaging them does nothing. However, for the scene, you gain the power of flight, at a speed equal to your land speed. You can pay 1 Pathos per scene to maintain the wings between scenes instead of creating a new pair.

Exceptional Success: Your wings are glorious and huge. You may add your Argos rating to your Speed in the air.

Eye of the Storm (•••••)[edit]

Masters of Argos can tear apart even supernatural storms with a wave, clearing rain and cutting a clear path through the tempest.

Cost: 2 Pathos + 1 Willpower

Dice Pool: Intelligence + Willpower + Argos

Action: Instant or Extended (1 turn/roll).

Roll Results:

Dramatic Failure: You end up creating a vortex around yourself. You suffer the Blizzard, Extreme Cold, Heavy Rain, and Heavy Winds (severity 5) tilts for the scene, and your Navigator's Eye doesn't function in these tilts.

Failure: The winds bristle but are powerless against the storm.

Success: You cut a clear space through the storm. In the immediate area, all of the following Tilts are removed:

  • Blizzard
  • Extreme Cold
  • Fog
  • Heavy Rain
  • Heavy Winds
  • Tempest

If you are out in the open, the Tilts are cleared within a radius of 10 yards, +10 yards per activation success. Specters in the Tempest try to avoid areas of calm like this, as it usually means a powerful Harbinger is nearby.

Exceptional Success: As Success, but the tilts are cleared as far as the user can see (without taking supernatural senses into account).


The Shadow is a constant presence in the existence of all Wraiths. As a result, this Arcanos was developed to help combat and quiet its influence. Some believe that this Arcanos was given to Wraiths by a Wraith who had already achieved Transcendence, passing it down to her disciples. These disciples, according to legend, spread this Arcanos along with their faith, forming the religious group called the Pardoners, who believe that Transcendence can only be achieved with piety and good works. These powers can be directed at the user's own Shadow, but they suffer a -2 penalty to activate if the user has high Angst.

Coax (•)[edit]

This art allows a Wraith to use their Shadow's talents without granting them total control. This is much more limited, but has the benefit of not contributing to Angst.

Cost: 1 Pathos

Dice Pool: Presence + (Empathy or Intimidate) + Castigate + Eidolon

Action: Instant

Duration: Scene

Roll Results:

Dramatic Failure: Your clumsy manipulation has awoken the Shadow, which immediately takes control for the scene.

Failure: The Shadow refuses to cooperate.

Success: Your target can use any one Skill (with any attendant specialties), Merit or Arcanos the Shadow knows as if it were the Wraith's own, using the Shadow's rating in the trait if applicable. This effect must be used by the end of the scene, or it is wasted.

Exceptional Success: Your target can use all of the Wraith's capabilities until the end of the Scene.

Rapport (••)[edit]

While many Specters have very alien mindsets, Shadows are fairly human in outlook. As a result, a Pardoner with a little skill in Castigate can establish a link with a Wraith's Shadow, attempting to understand its motives. This can be invaluable in attempting to quell or interact with Shadows.

Effect: Any time you succeed using a Castigate power on a given Shadow, you can spend 1 Pathos to gain the Rapport condition keyed to that Shadow.

Purify (•••)[edit]

Sometimes, talking the Shadow down isn't enough. In those cases, it needs to be taught that is behavior is unacceptable through violence. Whether it takes the form of an exorcism, a metaphysical punch to the nose, or other methods, this power effectively entails kicking a Shadow's ass.

Cost: 1 Pathos

Dice Pool: Presence + Intimidation + Castigate + Eidolon

Action: Instant

Effect: This Power is effectively an attack targeted at a nearby Wraith's Shadow. The Shadow doesn't need to be manifested in any way for this to function. If the Shadow ends up gaining the Beaten Down Tilt or it takes damage in its rightmost Corpus box while in control of its host, it relinquishes control.

Compartmentalize (••••)[edit]

The Shadow is a danger to the Wraith not because it's an evil spirit that occupies part of the Wraith's soul, but because it's an evil spirit that occupies part of the Wraith's soul, and knows their every thought. It's always sitting there, listening, commenting, and quietly laughing at you, trying to trip you up at every turn. An experienced Castigator can separate their thoughts from the Shadow, making it harder for it to mess with them.

Effect: This Power prevents your Shadow from automatically knowing your thoughts. If your Shadow wants to read your mind, it has to succeed on a contested roll (its Power + Finesse + your Angst vs. your Composure + Resolve + Eidolon) to do so.

Chastening Glory (•••••)[edit]

A master of the Arcanos of Castigate is a powerful foe to Shadows, being able to utterly crush a Shadow's influence for a time, preventing it from taking control or causing a Harrowing. Such Wraiths seem almost like saints or messiahs to those near Oblivion.

Cost: 3 Pathos + 1 Willpower

Dice Pool Presence + Intimidation + Castigate + Eidolon - Angst

Action: Reflexive

Roll Results:

Dramatic Failure: The Shadow not only is not quelled, but is emboldened. The target suffers an immediate Breaking Point.

Failure: You were unable to stop the Shadow from acting.

Success: The target's Shadow is bound by chains of spiritual purity. This prevents the Shadow from taking control of its host, and prevents that host from entering a Harrowing, willingly or otherwise. Additionally, if the Wraith is currently undergoing a Breaking point, they add your Castigate rating to the dice pool.

Exceptional Success: In addition to the effects of a Success, the target gains the Purified Condition.


Embody is the Arcanos most directly concerned with the physical world of the Quick, and can be invaluable for Wraiths who have a want or need to remain there. Its use is not illegal per se, but the Agency eyes those who use it very cautiously, as being material in the Skin has led to some pretty serious abuses in the past. Unless otherwise noted, Embody may only be used in Twilight.

Visage (•)[edit]

The most basic aspect of the Embody Arcanos is the power to transmit their image out of Twilight. This power allows them to make themselves selectively visible, audible or smellable, similarly to the Image Manifestation. You can change which senses you are perceptible to, or end the effect, at will. You don't need to roll for this Power. You can just do it.

Cost: 1 Pathos

Duration: Scene

Distant Action (••)[edit]

This is one of the few Embody powers that are of use in the Shadowlands. You can use this power to manipulate objects at a distance, even without having a tangible presence. This functions like the Telekinesis Numen (GMC 230)

Cost: 1 Pathos

Dice Pool: Presence + Occult + Embody

Solid Form (•••)[edit]

With a fair amount of experience in using Embody, a Wraith can make themselves physically manifest in the Skin. They are no longer in Twilight, having Materialized, as per the Materialize Manifestation. A Wraith's Anchors are automatically Open to them for the purposes of this Power. Materialized Wraiths still lack any meaningful life signs, meaning that rolls to discern them as inhuman gain the rote quality, and the Wraith needs 7 or more successes to achieve an Exceptional Success on a social roll with living humans other than Intimidation.

Cost: 3 Pathos

Dice Pool: Presence + Occult + Embody

Unanchored Soul (••••)[edit]

While most Wraiths can only make themselves material near an Anchor, you are sufficiently skilled as to make yourself solid without an Anchor. Effectively, you can give an area the Open condition for a Scene with this power, similarly to a ghost or spirit, although you don't need the Anchor, Resonant or Infrastructure Conditions in place first.

Cost: 1 Pathos + 1 Willpower

Dice Pool: Manipulation + Occult + Embody

Life in Death (•••••)[edit]

You have become much more masterful in making your incorporeal body substantial, making you seem almost perfectly human to others. You gain an appearance of life signs, although you still seem subtly "off" to living humans.

Effect: Mundane attempts to discern your inhuman nature when you are Materialized no longer receive rote quality, and you need only the normal amount of successes to gain an Exceptional Success on social rolls.


Wraiths are well-aware of the cruelties of fate and chance, with many of them having fallen victim to it themselves. Many such Wraiths develop a talent for predicting the future, becoming Oracles of the dead. Wraith scholars aren't entirely sure how this Arcanos works, and whether its predictions are warnings or certainties, but knowing the future is still a valuable tool.

Kismet (•)[edit]

The most basic power of Fatalism, this allows a Wraith to perceive the subtle threads of fate woven across reality.The threads twist and cross each other, showing the Wraith subtle patterns of convergences. When using this power, you can ask the Storyteller on of the following questions:

  • How important is this event, narratively?
  • Will this person, place or object profoundly effect my existence?
  • Was this person, place or object connected to my past?
  • Does this person have some kind of destiny?

Cost: 1 Pathos

Dice Pool: Wits + Occult + Fatalism

Action: Instant

Roll Results:

Dramatic Failure: You totally misread the web of Fate. The Storyteller gives you a completely inaccurate or useless answer that is likely to lead you in totally the wrong direction.

Failure: You see a pattern, and misread it somewhat. The Storyteller gives an answer that's extremely cryptic, or just plain useless.

Success: The Storyteller answers your question honestly and truthfully. The answer may take the form of a riddle, metaphor, or omen, but if properly interpreted, it is true.

Exceptional Success: In addition to Success, You may either ask a second question, which is answered as truthfully as the first, or gain the Prescient condition.

Foreshadow (••)[edit]

You can subconsciously perceive vibrations in the threads of Fate. Your senses are finely tuned to danger as a result.

Effect: You gain the benefits of the Danger Sense Merit, except that it applies to any sudden danger, and the bonus is equal to your Fatalism dots.

Augury (•••)[edit]

Your insight into Fate's inner workings has grown enough that you can read some of the strands tangled around a person or object, glimpsing into their past or future. This is usually done through some fortune-telling device, such as a Tarot deck or tea leaves, and in fact, attempted use of this power without such a device suffers a -3 equipment penalty.

Cost: 2 Pathos

Dice Pool: Intelligence + Occult + Fatalism - (Composure + Ego)

Action: Extended (1 Roll/minute)

Roll Results:

Dramatic Failure: You have managed to read the strands of fate totally wrong, seeing a scene play out that never actually occurred and never will occur, or see a scene that has occurred or will occur in entirely incorrect context.

Failure: You see no patterns in the strands of Fate, and the subject's timeline remains obscured.

Success: You can see a single Scene in the past or future of the subject. How far you can see depends on the number of successes accrued. You can attempt to see a specific event with simple criteria (The subject's creation, their death, a party, etc.), or a specific timeframe (a week ago, an hour from now, etc.). In the case of a character, you see it from behind their eyes and with their senses (so a blind person would produce a scene without visual sensation, and a Mage would grant you Mage Sight when viewing the scene). Objects give you full perception with your own senses of anything within 3 yards per Fatalism dot, provided you yourself can perceive that far. In the case of a location, like a room or house, you can see with your own senses anything that occured within that location during the scene.

Exceptional Success: No additional benefit.

Successes Timeframe
1-6 A few hours, the next or previous Scene
7-15 A week, any moment in the same Chapter
16-25 A month, the next or previous chapter
26-36 1-3 years, any moment in the same Story
37+ Any moment in time

Intuition (••••)[edit]

Your sense of fate is so intuitive that you can read it in real time, seeing flashes of your opponent's movements before you do.

Passive Effect: You now use the better of your Wits or Dexterity for determining Defense. Additionally, you still apply Defense against attacks when caught by surprise, even if you don't get to roll Initiative that turn.

Cost: 1 Pathos

Dice Pool: Wits + Occult + Fatalism

Action: Reflexive

Roll Results:

Dramatic Failure: You've become too distracted by the patterns of Fate to act. You gain the Stunned Tilt.

Failure: Fate remains silent. You're on your own.

Success: You are reading the strands of Fate quickly enough to predict your opponent's actions. You can change your place in the Initiative order to move immediately before an opponent.

Exceptional Success: In addition to the benefits of a Success, you gain a +2 bonus to your next attack against the character whom you moved in front of in Initiative.

Pulling Strings (•••••)[edit]

You have such mastery over the strings of Fate that you can gently pull on them, causing one effect by performing a seemingly unrelated action. The two can have a total disconnect to a passive observer, but you know that one will cause the other. First, you tell the Storyteller what you are doing, then what you hope to achieve. Then you roll the Power, using the skill pertaining to the action you are taking, applying successes on that roll as if you had rolled for the action you intended to have result. For example, you wish to push a car out of the way (normally an Athletics roll), and shoot your gun in a seemingly random direction (Firearms). If you succeed, then the bullet ricochets until it hits the car, severing its brake lines and causing it to roll downhill and out of the way.

Cost: 2 Pathos + 1 Willpower

Dice Pool: Wits + [Any Skill] + Fatalism

Action: Instant

Roll Results:

Dramatic Failure: You have managed to do the exact wrong thing. The Storyteller may decide what exactly results from the Dramatic Failure, or instead just go with the Dramatic Failure result from a normal attempt at what the user was trying to do.

Failure: One thing fails to lead to another. Something in the chain of events fails to line up. Depending on what exactly you did, there may be other consequences (a misfired gun wounding somebody, for example).

Success: You perform the intended action, and the intended result occurs, as the strands of Fate pull on each other.

Exceptional Success: As above, but you also receive any benefits from an Exceptional Success on the action you were attempting to cause as if you had achieved an Exceptional success rolling for the attempted result normally.


The Arcanos of Flux is centered around the manipulation of an object's structure. It's unusual in that it was one of the few Arcanoi inspired by purely mortal arts. It has its roots in mortal Alchemy, although its modern form has come to more closely resemble chemistry, mostly eschewing the more spiritual aspects of it. Some traditionalists still cling to its use as a form of spiritual purification, seeking Transcendence through it, but most have more material concerns. This Arcanos can affect objects in the Skin while the user is in Twilight.

Rot of Ages (•)[edit]

The most basic form of Wraith Alchemy is a spreading of the Wraith's resonance with death to objects in the form of physical decay.

Cost: 1 Pathos

Dice Pool: Intelligence + Science + Flux

Action: Instant

Roll Results:

Dramatic Failure: You succeed only in injuring yourself. Roll Flux, and take the successes as Bashing damage.

Failure: The object appears to rot for a moment, but the change is only surface-deep and cosmetic.

Success: You deal damage to the object's Structure equal to the successes rolled, ignoring Durability. This damage takes the form of aging, and so materials highly resistant to age (such as gold and gemstones) may be unaffected.

Exceptional Success: The object decays into dust, immediately aged to destruction.

Fortify (••)[edit]

When an Alchemist sets their mind to it, they can strengthen the structure of an object almost as easily as they can weaken it, removing impurities and shoring up seams.

Cost: 1 Pathos/roll

Dice Pool: Wits + Science + Flux

Action: Extended (1 roll/turn)

Effect: You can strengthen an object's structure, restoring 1 Structure per success rolled. If the object is not damaged, you can instead increase the object's Durability by 1 per 3 successes. This increased Durability fades by 1 each scene down to its original value. You can also increase an armor's Armor rating by 1 General per 6 successes or 1 Ballistic per 4 successes (mixed as you please).

Crystallization (•••)[edit]

A valuable step in Wraith Soulforging, this Art can crystallize ephemera into a usable, physical form. This can be used to create crude bonds, hold an object in place, or even make art. You can either use your own Pathos, or use the Corpus of an Ephemeral creature (including yourself or another Wraith) to perform this form of Flux. In the case of Ephemeral creatures, unless they're willing to sacrifice their bodies for you, you will probably need to bind them in place. The object you make is rough and crystalline, being insufficient for precise tools, although it will suffice as an improvised weapon (+1B for a blunt instrument, +0L for a sharp edge, possibly more for a large object), and is too impure to count as Soulsteel in its current state. The cost of the object is 1 Aggravated Corpus damage or 3 Pathos per half-pound of weight (rounded up).

Cost: Special (see above)

Dice Pool: Intelligence + Science + Flux vs. (Stamina/Resistance + Rank/Ego)

Action: Extended (1 roll/turn, 3 successes/Size)

Roll Results:

Dramatic Failure: You manage to coat yourself in crystallized ephemera. You lose the Pathos or Corpus you were attempting to use, and suffer the Arm Wrack tilt as your arm is coated in crystallized ephemera.

Failure: You fail to shape the ephemera, and it remains stubbornly as it is.

Success: You successfully create the object

Exceptional Success: You have created exceptionally pure materials from the ephemera given. It offers a +3 equipment bonus when used in Soulforging, and is pure enough to count as Soulsteel if used as a weapon.

Marionette (••••)[edit]

This level of mastery allows the Wraith to briefly animate a few objects, having them act at his command. The actual capabilities of the objects are limited by their structure (so a cord or rope could grapple, and a knife could stab, but not vice-versa). You can animate objects no larger than you could hold in one hand.

Cost: 1 Pathos/object

Dice Pool: Wits + Science + Flux

Action: Instant

Roll Results:

Dramatic Failure: Your would-be servants turn on you. One random object per Pathos you spent become animated as if you had succeeded, but chooses to attack you.

Failure: Your energy fails to animate the objects, dissipating into the air.

Success: You animate as many objects as Pathos you spent. Each object has a total amount of Power, Finesse, and Resistance equal to your Successes rolled. Their Speed is 4 + Finesse, and their dice pool for attacking and grappling are both Power + Finesse. They have health equal to their Structure or Resistance (whichever is higher). If they receive a Lethal wound in their rightmost Health box or any Aggravated wounds, they are destroyed. These objects obey your verbal commands and remain animated for 1 Scene.

Exceptional Success: The objects' Attributes are all increased by 2 each, after they are distributed.

Lapis (•••••)[edit]

You can form a functioning body from detritus, imbuing it with the ability to carry your ephemeral self for a time. This body is only as strong as the materials that go into it. The target number of successes for making this body is equal to the total of your physical Attributes + your Size + 10

Cost: 3 Pathos + 1 Willpower

Dice Pool: Wits + Science + Flux

Action: Extended (1 roll/turn)

Roll Results:

Dramatic Failure: You've built a body and inhabited it, but it can't move and you can't leave. You gain the Paralyzed Tilt until the end of the Scene.

Failure: The body falls apart when you attempt to animate it.

Success: You have successfully created a physical body from the things at hand. You have a full physical presence, and this body has Physical Attributes equal to your own, Structure equal to your Health boxes, and Durability equal to that of the primary material used to make the body. The body retains the physical properties of its materials, even though it is now animated. The body persists until the end of the Scene, or until you voluntarily leav it or it is destroyed. You can maintain it for multiple Scenes by spending 1 Willpower for each Scene after the first.

Exceptional Success: If you choose, the body can persist for up to a Chapter for no additional Willpower, provided you remain in the body.


A relatively new Arcanos, Inhabit deals with the manipulation of machinery and electricity. Having only come about in the last hundred-fifty years, it doesn't have too many legends surrounding it. Most agree that it came to the Shadowlands not long after people living in the mid-1800s died, bringing their affinity for such things with them.

Charge (•)[edit]

You can focus Pathos into a potent spark of electricity, allowing you to power machines and lash out at enemies.

Cost: 1 Pathos

Dice Pool: Intelligence + Crafts + Inhabit - Size

Action: Instant

Roll Results:

Dramatic Failure: You manage to overcharge the object. Roll Intelligence + Inhabit and deal the successes as damage to the object, subtracting Durability. In the case of sensitive electronics, Durability is ignored.

Failure: You manage to produce a spark, but it dies quickly.

Success: You convert your Pathos to raw electricity, powering the intended device for as long as you remain in contact with it (including inhabiting it), up to a scene. You can spend 1 Pathos each for scene in which you retain uninterrupted contact to continue powering it without an additional roll.

Exceptional Success: The charge you exert crackles with a life of its own. The object stays powered without needing to remain in contact with you. In order to maintain power each scene, you merely need to touch the object and spend Pathos.

Note 1: In the case of Relics which require electricity to function and hold a store of Pathos, you can choose to use the contained Pathos to keep it powered.

Note 2: In addition to the normal effect, you can use this power to attack with electricity, making an arc of up to Inhabit * Ego yards. This is effectively a weapon that deals +0L damage (but beware that some foes may be resistant to electrical attack)

Enter Object (••)[edit]

Wraiths are ephemeral, a fact that those who stick to the Shadowlands tend to forget. Users of Inhabit can expand the effect that allows them to inhabit Anchors to enter almost any object. Effectively, the Wraith can spend 1 Pathos roll Wits + Crafts + Inhabit to render an object Open, and can then Fetter themself in the object or Possess it like they would their own Anchors. If Possessing unpowered machinery, they can still power it if they use the Charge power.

Hotline (•••)[edit]

A Wraith is made of Pathos. Users of Inhabit can convert Pathos to electricity and force it through an object. It doesn't take too long for canny Wraiths to put two and two together and learn this Power, allowing them to rapidly traverse phone and power lines.

Cost: 2 Pathos

Dice Pool: Wits + Crafts + Inhabit

Action: Instant

Roll Results:

Dramatic Failure: Your body is burned away slightly, and while you're not really injured, it is painful. Roll Inhabit, and take the successes as Bashing damage. You gain the Stunned Tilt.

Failure:Your body remains Pathos. If the wire you intended to jump into was on a wall, you may end up looking very stupid.

Success: You enter the wire as sentient electricity. When travelling along the wire, you move at 10 times your normal Speed. More or less conductive wiring materials may change the speed at which you travel, but the rate given here is assumed for an average aluminum overhead power line. Technically, you can travel through any conductive object, but wires are the most common.

Exceptional Success: When determining your effective Speed, add your Inhabit dots to your Speed before multiplying.

Animatronics (••••)[edit]

Experience users of Inhabit have strong control over machines around them. With this power, they can control one or more machines at a distance. You can control up to 1 machine per dot of Ego. The machine itself doesn't function in any way it normally wouldn't, and if it's not got a power source of its own, you can choose to spend 1 extra Pathos on a given object to power it for a Scene.

Cost: 1/object (see text)

Dice Pool: Intelligence + Crafts + Inhabit

Action: Instant

Roll Result:

Dramatic Failure: Your senses are slammed with electrical fields, giving you the Insensate Tilt as you try to make sense of it.

Failure: The machines twitch and sputter for a moment before dying back down.

Success: You successfully take control of the machines. You may not act except to move or speak while controlling the machines, as it requires strict concentration, but each machine can work independently. The exact Attributes and abilities of the machines are up to the Storyteller. Each machine acts on your Initiative, in the order you choose.

Exceptional Success: The machinery spins to life with a roar and a spark. You gain a pool of Attribute Dots equal to Ego + Inhabit that you can spread across the machines you control, which remain for as long as you control them.

Imbuement (•••••)[edit]

Masters of Inhabit can focus Pathos on a higher level, spontaneously creating a temporary Relic. This is a powerful skill, and even though it is limited to very basic Relics, it can give some major versatility. You can only create a 1 or 2-dot Relic, which only retains its properties for the Scene.

Cost: 3 Pathos + 1 Willpower

Dice Pool: Intelligence + Crafts + Inhabit

Action: Extended (1 roll/turn, target 10 or 20)

Roll Result:

Dramatic Failure: Your Pathos burns out the intended vessel, rendering it unusable for its normal purpose and irreparable by mundane means.

Failure: The Pathos falls out of the object, leaving no effect on the object.

Success: You successfully force Pathos into the item, granting it a useful mystical property. The exact powers of the item are up to the Storyteller, keeping in mind Relics with the same rating.

Exceptional Success: The Pathos you forced into the object has carved permanent channels into it. The object will remain a 1-dot Relic even after the Scene ends. If it was 2-dot, it still only remains a 1-dot relic afterward.


Keening is the art of emotion, manipulating the feelings of others with sound and song. This Arcanos is often the most obvious, but it can be the most subtle, weaving powerful suggestions or fears into normal speech. Despite what many Wraiths assume, it can be used with normal speech (although this imposes a -2 penalty, unlike using song). It also penetrates the veil between the Twilight and Material, manifesting as subsonic or supersonic vibrations. It doesn't need to be heard, so long as it is audible, to function. The use of Keening isn't always seen as an attack, any more than a mundane musical performance, and the powerful emotions felt from Keening make it a very popular performance art in the Shadowlands.

Dirge (•)[edit]

The simplest power of Keening, the Wraith can draw out the undesirable, unpleasant and "negative" emotions in others. It can inspire mortal terror, directionless anger, or depression and angst. Those who suffer this song often associate the place they heard it with these negative emotions. You can affect multiple targets in sequence, making 1 roll per target, but doing so requires you maintain the song for 1 turn per target. You may only roll once per target per activation, for a number of targets up to your Ego.

Cost: 1 Pathos

Dice Pool: Presence + Expression + Keening - Composure + Ego

Action: Instant (see text)

Roll Result:

Dramatic Failure: You inspire more curiosity than anything. Your next Keening roll against them fails automatically.

Failure: Save for a few goosebumps, the target is unaffected by your song.

Success: You inflict the Spooked, Guilty, or Furious Condition.

Exceptional Success: Your music actually causes the victim's sanity to buckle under psychic pressure, inflicting a Breaking Point.

Revelry (••)[edit]

While any Wraith can bring out the worst with Keening, It takes a little more skill to inspire others. With this power, you can inspire others and raise morale. This song can often act as a siren's song with more devious Wraiths, while others use it out of an earnest desire to bring joy. You can affect multiple targets in sequence, making 1 roll per target, but doing so requires you maintain the song for 1 turn per target. You may only roll once per target per activation, for a number of targets up to your Ego.

Cost: 1 Pathos

Dice Pool: Presence + Expression + Keening

Action: Instant (see text)

Roll Result:

Dramatic Failure: Your song rings hollow, such that it feels like a letdown. Your target gains the Demoralized tilt.

Failure: Youcome off as a little trite or corny, and can't really inspire anybody.

Success: You grant the Inspired condition, or remove a negative emotional condition (such as Guilty or Spooked). This can also be useful for improving first impressions for Social Maneuvering.

Exceptional Success: Your song has put a fire in the hearts of its listeners. Each one rolls Resolve + Composure and heals Bashing Damage equal to the successes rolled, in addition to the benefits of a Success. This also removes the Beaten Down and Insensate Tilts from targets.

Muse (•••)[edit]

Your musical and supernatural skills have grown to the point where you can weave suggestions into your song. Unlike other Keening powers, you must be both heard and understood by the target. You don't need to outright state your command to the target, but can subtly hint at what you want. This isn't true mind control, and will not overtake such control, but it also won't be noticed by things looking for mind control.

Cost: 2 Pathos

Dice Pool: Special

Action: Special

Effect: This is effectively a form of subconscious Social Maneuvering. The impression you give for this Maneuver is effectively Perfect. If you succeed, you can implant a suggestion into the target, giving them the Obsession Condition keyed to carrying out the suggestion, which resolves the condition. The suggestion must be fairly simple and appear to be possible, although it can have any scale. If the suggestion is obviously and directly harmful to the victim, then that adds 2 extra Doors.

Banshee's Wail (••••)[edit]

Your voice has become supernaturally powerful, allowing you to scream loud enough to injure others. This scream isn't all just normal sound, as it tears metaphysically at others, meaning that while it make break windows, it's unlikely to do real damage to many nonliving things. You can only use this power a number of times per Scene up to your Stamina. If you use it again past that point, you gain the Mute Condition for the rest of the Scene.

Cost: 2 Pathos

Dice Pool: Presence + Expression + Keening

Action: Instant

Roll Results:

Dramatic Failure: You break your voice screaming, gaining the Mute condition.

Failure: Your scream is only a scream. While it may be very loud, it's not destructive.

Success: The sound of your voice resonates through air and spirit, dealing 1 Bashing damage per success to everyone within a 90-degree, forward-facing cone out to 10 yards. This damage also applies to inanimate objects whose composition renders it prone to shattering (such as glass).

Exceptional Success: The scream deals Lethal damage instead of Bashing, and damages all types of objects.

Rhapsody (•••••)[edit]

A master of Keening can raise emotions to levels few ever experience. This can reduce the strongest people to sacks of tears, turn cowards into heroes, and change people fundamentally.

Cost: 3 Pathos + 1 Willpower

Dice Pool: Presence + Expression + Keening - Composure + Ego

Action: Extended (1 roll/minute)

Effect: The effects of this song are nearly limitless. You could inspire armies, inflict Breaking Points, change Virtues or Vices, turn away Specters, and more. How many successes are needed is up to the Storyteller based on the task.


Intimation is a rightly feared art among Wraiths, as it can distort and warp the desires of others to the user's will. It's illegal in most Agency-controlled places, and for good reason. Those found to be Intimators could be jailed, destroyed, or worse. Intimation can be used from Twilight on material beings, and vice-versa.

The target of an Intimation power is unaware of a successful Intimation being used on them unless they possess a supernatural sense that can perceive such meddling. Failing on an Intimation roll makes the target aware that something is trying to mess with their head.

Killjoy (•)[edit]

The art of Intimation is centered around desire. The easy way to manipulate desires are to turn a person's desire away from something, an easier task than making something desirable. This power makes something a person normally finds appealing uninteresting or repugnant.

Cost: 1 Pathos

Dice Pool: Manipulation + Subterfuge + Intimation

Action: Instant

Roll Results:

Dramatic Failure: The object becomes intensely desirable to the target, so much so that having it feels invigorating. The target gains the Wanting Condition, keyed to the object you were attempting to make undesirable.

Failure: The target continues to enjoy the object, feeling no distaste toward it.

Success: A normally desirable thing (including a specific person's presence) no longer holds anything for the target. The target can't gain Willpower from that object in any way, and if addicted to it, it will not satisfy that addiction. This lasts for 1 Scene.

Exceptional Success: The target finds the former object of their desire utterly repugnant. The target gains a Tilt or Condition reflecting this disdain, in addition to the effects of a Success.

Heart Sight (••)[edit]

Experienced Intimators know that knowledge is vital for understanding and manipulating others. As a result, they use this power to look into their mark's hearts.

Cost: 1 Pathos

Dice Pool: Manipulation + Empathy + Intimation

Action: Instant

Roll Results:

Dramatic Failure: As Success, except that you receive totally incorrect information.

Failure: The victim's heart remains a mystery to you.

Success: You look into the desires of your subject, learning one of the following:

  • The target's Vice or Virtue (or their Psyche, for Wraiths)
  • One of the target's Aspirations (or Passions, for Wraiths)
  • One of the target's immediate desires
  • One of the target's unconscious desires
  • The Vice or agenda of the target's Shadow, if Wraith.

Exceptional Success: As Success, but you learn one item per success rolled. You can learn multiple different instances of the same item (multiple different aspirations, for example), separate items, or a mix of the two.

Wanting (•••)[edit]

More difficult than making something ugly, this power allows you to make somebody want something, desperately. This has been used more than once to try and get the upper hand in negotiations, leaving the poor fool with a worthless piece of garbage.

Cost: 1 Pathos

Dice Pool: Manipulation + Subterfuge + Intimation

Action: Instant

Roll Results:

Dramatic Failure: The target is utterly repulsed by the object. If you were trying to use it to open Doors in a Social Maneuver, add 2 additional Doors.

Failure: The object seems exactly the same to the target.

Success: The target finds the object to be highly desirable, overstimating every positive quality and ignoring its flaws. If you are making a Social Maneuver with the target, the object can act as Soft Leverage in the maneuvering. Otherwise, give the target a non-Persistent Obsession Condition centered around acquiring the object.

Exceptional Success: Instead of being used as Soft Leverage, the object can simply open a single Door automatically with use.

Apple of Eris (••••)[edit]

Perhaps the most distinctive power of this Arcanos, the Apple of Eris has the power to permanently destroy relationships and set friends at each others' throats.

Cost: 2 Pathos

Effect: You charge an object with energy, causing it to appear beautiful to all who behold it. Those who see it must roll Composure + Ego vs your Manipulation + Subterfuge + Intimation or acquire the Obsession Condition relating to owning the object. Those who succeed are not made directly aware of the object's supernatural influence.

Hunger (•••••)[edit]

A master Intimator can utterly destroy the normal function of a victim's drives, leaving them totally unable to find enjoyment in anything. Arguably an extreme extension of Killjoy, this can leave a victim completely at your mercy.

Cost: 3 Pathos

Dice Pool: Manipulation + Subterfuge + Intimation vs Resolve + Ego

Action: Instant

Roll Results:

Dramatic Failure: Your victim is actually invigorated, completely restoring their Willpower.

Failure: Your victim comes out with their basic drives intact, although they might feel a slight chill and a brief moment of fatigue.

Success: Your victim's soul has closed, preventing them from finding any kind of rest or succor. They lose the ability to regain Willpower through non-supernatural means for the rest of the Chapter.

Exceptional Success: Your assault has utterly drained your victim of mental energy. In addition to the effects of a success, the target loses one point of Willpower per success.


The Arcanos of Lifeweb is perhaps one of the most subtle art a Wraith can learn, but those who know how to use it understand its incredible utility. Lifeweb is the power over a Wraith's Anchor, something that can be used to incredible effect with forethought and planning. These powers can be used to manipulate a Ghost's Anchors just as easily as a Wraith's.

Strandsight (•)[edit]

The earliest power of the Lifeweb Arcanos is a simple one. The Wraith gains a keen awareness of the lines of sympathy between a Wraith and their Anchors. In addition to being able to innately spot Anchors, you can recognize the owner of an Anchor that's you've interacted with, or vice-versa.

Passive Effect: You can automatically detect whether a person, place or thing is an Anchor. Any attempt to hide an Anchor's nature supernaturally can be pierced with a Clash of Wills (roll Lifeweb + Ego).

Cost: 1

Dice Pool: Wits + Investigation + Lifeweb - Manipulation + Ego

Action: Reflexive

Roll Results:

Dramatic Failure: You're convinced that the target Anchor is connected to the wrong Wraith (or vice-versa).

Failure: The target may ring a bell, but you can't place it.

Success: You can immediately place the Anchor with its owner (or vice-versa), provided you have interacted with both. You don't learn any additional information about either.

Exceptional Success: You not only place the owner and Anchor, you also understand their significance to each other, in a general sense. ("This gun was involved with his death" or "She was romantically involved with this person"). Some may use this to help resolve the Anchor, while others may use it to further blackmail a victim.

Anchored Hand (••)[edit]

Monitors must sometimes be in two places at once. As a result, they developed this power, which allows for exactly that, letting them act through one of their Anchors from a distance, provided they have another Anchor at hand to act as a conduit.

Cost: 1 Pathos/Scene

Dice Pool: Wits + Investigation + Lifeweb

Action: Instant

Roll Results:

Dramatic Failure: You have succeeded in losing track of the intended Anchor. You can't target it with Lifeweb powers (including this one) until you actually come into physical contact with it again.

Failure: You are unable to reach through the Anchor, and may not try again for the rest of the Scene with that specific Anchor.

Success: As long as you remain in contact with another Anchor, you can control or influence the target Anchor as if you were fettered in it. You perceive both your immediate surroundings and the surroundings of he Anchor, and you may act where you are or through the Anchor in a given turn, but not both. You may use Arcanoi from either location as appropriate.

Exceptional Success: You can choose to physical transport yourself between the Anchors freely, switching between either Anchor as the "active" one. If the power ends, you are stuck on whichever side you end up, and must find transportation to get back to the other Anchor as normal.

Tie Down (•••)[edit]

Sometimes, a Wraith is left without an Anchor. This can be a very dangerous proposition, seeing as they are the primary way a Wraith can acquire their necessary Pathos. A charitable...or perhaps less charitable, Monitor can use this power to underwrite a Wraith's existence, creating a temporary Anchor for them. This Anchor is limited, and can't be resolved.

Cost: 1 Pathos per day

Dice Pool: Intelligence + Investigation + Lifeweb

Action: Instant

Roll Results:

Dramatic Failure: Your clumsy manipulation of the threads between Wraith and Anchor tear at the intended target. Roll Lifeweb and deal the successes as Lethal damage to the target.

Failure: You are unable to patch the Anchor into your target's being.

Success: You have successfully tied the target to a person, place or thing. They can Fetter themselves within it like normal, and gain 1 Pathos from resting 8 hours in the Anchor. Each 24-hour period you maintain the Anchor, whether the recipient uses it or not, you must expend 1 Pathos to maintain the connection.

Exceptional Success: The target need only rest for 1 hour in the Anchor to gain the Pathos.

Invade Haunt (••••)[edit]

Experienced Monitors are skilled enough to even find the Haunts of adversaries.

Passive Effect: You do not need to spend Pathos to open the Byway in another Wraith's Haunt, and you subtract your Intelligence dots from the effect Safe Place dots of other Wraith's Haunts.

Additionally, you can sense Haunts and which Wraith(s) own them through Strandsight as if they were Anchors.

Soul Pact (•••••)[edit]

The most powerful tool in a Monitor's arsenal, this is the only one that specifically requires human involvement. You can make a deal to acquire somebody's soul upon their death.

Dice Pool: Special

Action: Special

Effect: To use this power, you must enter into Social Maneuvering with the target, with the goal being acquiring the right to their soul after death. If you succeed, then you gain an Obolus made up of the target's soul upon their death. You may need to offer something of your own to sweeten the pot, however. Some Wraiths have been known to get the "yes", and then kill the victim right afterward, but most mortals are smart enough to have a murder clause in the agreement.


Mnemosynis is the power to see, and later manipulate, memories. A Mnemos can see the past through the eyes of others, edit a person's recollection of events, and even change a whole personality with a single memory.

Glimpse (•)[edit]

All Mnemoi have access to this basic power, the ability to see a brief glimpse of a person's memory, even one recently dead. You can use this to look into a specific memory your subject is currently focused on, or simply see what transpired most recently in the subject's memory. This can be useful for quickly ascertaining events, or even seeing a person's last moments.

Cost: 1 Pathos

Dice Pool: Wits + Empathy + Mnemosynis vs. Composure + Ego (resistance optional)

Action: Instant

Roll Results:

Dramatic Failure: Yousee the memory, but cannot properly compartmentalize it, causing extreme confusion and a brief dissociative state. You suffer a Breaking Point.

Failure: You only get brief, vague flashes of color, shape and sound.

Success: You immediately experience the memory as the subject experienced it. You only experience a portion of the memory with a length of 1 turn (3 seconds) per activation success, subtracting your opponent's successes from the total successes. If the target is unconscious or is freshly dead, you experience the moments leading up to their unconsciousness or death. If the subject is conscious, you may choose to experience either the moments leading up to the present, or a memory that the subject has currently focused on. You perceive things with the subject's senses, as they perceived it (although you can roll with their appropriate dice pools to note things they missed, and may roll with your own skills to realize things they wouldn't have understood due to lack of knowledge) and any lapses in consciousness during the memory manifest as a total lack of sensory input. The memory plays out instantly from the point of view of those around you.

Exceptional Success: The memory is clear, sharp, and long. You automatically remember the entire scene in which the memory takes place, and rolls to spot new information gain 9-again if they didn't already have it.

Regression (••)[edit]

When a subject has a lost memory, or a less-willing victim is being...uncooperative, this power comes into play. It can be used to force a memory to the surface of a target's mind, and actually make them relive it as if they were there again. This is sometimes used as a form of torture, although its effectiveness is limited by the horrors that the subject has experienced. You must be able to identify a specific memory for this power to work (e.g first date, the day you got run over by a truck, the time you downed a bottle of fireball whiskey), but often memories of experiences common to many people can make for a good place to start rooting around. Using this power during therapy grants the attendant Medicine roll 9-again and bonus dice equal to your Mnemosynis rating.

Cost: 1 Pathos + 1 optional Pathos

Dice Pool: Intelligence + Empathy + Mneosynis - Composure + Ego

Action: Instant

Roll Results:

Dramatic Failure: You bring up the wrong memory. The subject receives a random mental or emotional Condition or Tilt to reflect the random memory.

Failure: The memory remains stubbornly hidden in the subject's mind.

Success: You bring the memory to the front of your subject's consciousness, causing them to relive it as if they were there. If you pay the extra optional Pathos you can choose to be there with them, sharing their senses as per Glimpse (above). If the subject suffered a Breaking Point during the event, they suffer another one, albeit with a cumulative +1 bonus for each time they re-experience that specific memory. If the target is willingly reliving a Breaking Point for the purpose of therapy, the roll gains the rote action property.

Exceptional Success: The memory comes through in perfect clarity. If a Breaking Point is rolled due to this power, it loses 10-again and rolls of 1 subtract from the total successes. You gain a point of Willpower if the target fails their Breaking Point.

Tweak (•••)[edit]

Memory is a funny thing. What happened was that you were just a few seconds late, and the bus had taken off. What you remember is that you were just on time, and it zipped by for no reason. Human memory is conveniently fallible, especially when pushing a narrative, and you can make small edits to people's memory to benefit yourself.

Cost: 1 Pathos/roll

Dice Pool: Intelligence + Empathy + Mnemosynis - Composure + Ego

Action: Special (see text)

Effect: Using this power effectively starts a Social Maneuver using the above dice pool. Your goal is a change you want to make to a memory your subject has. You can't erase or create memories, and the memory must still come out as mostly recognizable and reasonably consistent with other memories, but beyond that, you have a fair amount of freedom, allowing you to add, remove or tweak elements to your liking. The Storyteller sets the number of Doors as normal, and instead of impressions, uses how well you know the subject, from a total stranger being effectively a hostile impression, to a close confidant and friend (or a closely-watched enemy) being effectively a perfect impression. Each Door opened reflects a small change in the direction you want. If you fail to open all the doors, the changes still stick, but the subject adds unopened Doors to their dice pool for discerning the change.

Share Memory (••••)[edit]

Sometimes you have something you know, and you need others to know it now, without wasting time talking or writing. This is for those moments. You can share a memory of a specific Scene as you experienced it with others, effectively copying your memory into their mind. The target is well aware that it's not their memory, and doesn't risk a Breaking Point secondhand.

Cost: 2 Pathos

Dice Pool: Wits + Empathy + Mnemosynis; Eidetic Memory adds +2 to the roll

Action: Instant

Roll Results:

Dramatic Failure: You have hopelessly distorted your own memory, causing either amnesia or a severely inaccurate recollection of events. You gain the Amnesia condition keyed to that memory.

Failure: You can't convey more than a brief flash of memory.

Success: You create a copy of the memory in your subject's head. They can go over the memory as they would one of their own, but it is compartmentalized away from their own experiences.

Exceptional Success: No additional benefit

Editorial Privileges (•••••)[edit]

A master Mnemos can cut, edit and toy with memories easily, changing a person's life around them without them even knowing. While this isn';t mind control, one can certainly change a lot about a person by changing their experiences.

Effect: You can now make wild, limitless changes to memories with the Tweak power, and may even erase memories or add new ones from whole cloth. Such protracted changes obviously require many Doors being opened, and each unopened one makes it easier to pull the thread. The exact changes that happen in the subject are up to the Storyteller, but can be very far-reaching. (Imagine Bruce Wayne if he believed his parents had never died.) You can even make the memory act like a Breaking Point when relived (such as through Regression).


Moliate is the art of sculpting, applied in a truly morbid way. Masquers specialize in this art, being able to turn ugly people beautiful for a time, disguise themselves, or even form their bodies into bizarre, inhuman shapes. This is relatively harmless when used on ephemeral beings, but using it on the living requires not only that you are both in the same phase (Twilight or material), but it also causes a Breaking Point, as to shape living flesh in such a way is agony.

Skin Molding (•)[edit]

All Masquers have the ability to change the appearances of their patients. The change is skin-deep, and you can't actually change your patient's height or weight. You can change their physical appearance, including build, coloration, hair, and facial features. The change remains until removed by supernatural means.

Cost: 1 Pathos

Dice Pool: Intelligence + Medicine + Moliate vs. Stamina + Ego

Action: Instant

Roll Results:

Dramatic Failure: Your patient now looks utterly deformed, as you've managed to botch the change. Your target gains the Hideous condition.

Failure: You've made a mistake, but you haven't done anything too bad to fix before it sets.

Success: Your patient now looks as intended. If their new appearance would imply a Merit (e.g. Striking Looks), they gain a Beat when buying the first Dot of that Merit. If you would be removing a merit, then it is suppressed, inactive but still present until the effect is removed. At the Storyteller's approval, the Merit dots could be moved as per the Sanctity of Merits until that time.

Exceptional Success: Any mundane attempt to discern that the appearance is fake fail automatically, and supernatural means must make a Clash of Wills vs. the Masquer's Ego + Moliate.

Twist Form (••)[edit]

Masquers can, with a little skill, shape their bodies into less human-looking forms. While this carries a risk if done wrong, it can offer impressive physical benefits, as well as an inhuman appearance in case a few hapless mortals need scaring. This change lasts for a Scene.

Cost: 2 Pathos

Dice Pool: Intelligence + Medicine + Moliate

Action: Instant

Roll Results:

Dramatic Failure: You have horribly disfigured your body, rendering it permanently crippled. You gain a permanent version of the Leg Wrack, Arm Wrack, Blinded or Deafened Tilt, or another permanent disfigurement the Storyteller deems appropriate.

Failure: Your attempts to change your form don't quite work. You gain the Leg Wrack or Arm Wrack tilt for the scene.

Success: Your ephemeral flesh responds to your hand, warping it into the form you need. Until the end of the scene, gain one of the following benefits:

  • Fins and Flippers: You gain the ability to swim at your normal land Speed. If you're swimming in the Tempest, you may need other protections, but now your movement is less hampered.
  • Gliding Body: You have formed your body to drift on the air. You can't fly, but you can glide horizontally while falling 3 feet for each foot you fall, and you reach terminal velocity at 3 meters, making your maximum falling damage (see CofD p97) 3 Bashing damage.
  • Inhuman senses: You have refined a specific sense to superhuman levels. Select from sight, hearing, smell, touch or taste. You receive 9-again on all rolls to perceive things with that sense, and gain the ability to perceive things with or use that sense in ways not normally within human capability (scent tracking, heat vision, subsonic hearing, etc.).
  • Powerful Limbs: You have improved upon your limbs, suiting them to a specific task. You can add your Moliate to your Speed, or to your dice pool for a specific physical task (excluding attacking). You must reapply this Arcanos power in order to change what you're adding Moliate to.
  • Terrible Visage: You have specifically given yourself terrifying features. You gain 9-again on rolls to coerce others. Alternately, you can use your appearance to force Doors as Hard Leverage in a Social Maneuver. Increase magnitude of the effective penalty on the Breaking Point by 1 (-1 to -2, -2 to -3, etc) for determining how many doors are removed.

Exceptional Success: No additional benefit

Lethal Form (•••)[edit]

While most Masquers can transform their bodies to suit a variety of purposes, it takes some skill to directly apply this to battle. With this power, you can transform your form into a weapon of war.

Effect: When using Twist Form, you can spend an additional 2 Pathos to choose from one of the following effects instead of the normal benefit:

  • Bruiser: Your corpus takes on impressive size and grotesque, knotted muscles. You add your Moliate to your Strength, subtracting it from your Dexterity. You are limited by your Ego to maximum Strength, and if you are reduced to 0 Dexterity or less, you are still mobile, but all Dexterity-based Dicepools (excluding Defense and Speed) are reduced to a chance die.
  • Death Chitin: A necrotic, chitinous material covers your body in uneven plates, rendering you very difficult to injure. You gain an armor rating of (Moliate - 1)/(Moliate - 3). If you are struck with Soulsteel or a Bane, you don't automatically suffer Aggravated damage unless the attacker had an Exceptional Success on their attack, but each hit reduces your basic and ballistic armor ratings by 1.
  • Nightmare Claws: Your hands are formed into horrible, jagged claws designed to make people bleed on a metaphysical level. These claws deal +1L damage, and are effective against physical creatures from Twilight and vice-versa (although this power confers no ability to see into Twilight.)

Form Corpus (••••)[edit]

With mastery over the physical form, a truly skilled Masquer can assume any form.

Effect: When using Twist Form, you can pay 3 additional Pathos to take any organic, physical form from another person to an animal. Trying to take the form of something you've never seen, or even only imagined, then you lose 10-again on the roll, and rolling 1's subtracts successes. If you fail the roll under this condition, and have rolled any 1's on that roll, it is treated as a Dramatic Failure.

Rend Corpus (•••••)[edit]

You have mastered the art of manipulating the ephemeral form to its fullest extent. As a result, you can actually tear apart an ephemeral form with relative ease. Doing so against a Wraith or sentient ghost is a Breaking Point, but can be used to truly lethal effect.

Cost: 3 Pathos

Action: Instant

Dice Pool: Intelligence + Medicine + Moliate vs. Stamina + Ego

Roll Results:

Dramatic Failure: You have managed to damage your ephemeral body, pulling a metaphorical muscle. Your effective Ego for the story is reduced by 1. This is not a permanent loss, and if it reduces your Ego low enough that you can no longer possess an Attribute or Skill at a given level, its rating is reduced to your new maximum until your regain your Ego.

Failure: Your victim's form is unharmed, and you have left yourself open to attack. Gain the Stunned Tilt.

Success: You deal Aggravated damage to the target equal to your successes - their successes. If you deal damage in excess of the target's Stamina rating, the target also loses a dot of Ego (or Rank, if applicable).

Exceptional Success: No additional effect.


This Arcanos is primal, having no formal "powers" other than manifesting the anger in all Wraiths. Outrage allows a Wraith to exhibit incredible physical strength, as well as being able to perform feats of telekinetic force.

Cost: None or 1 Pathos

Dice Pool: None

Action: None (for the persistent effect) or Reflexive (for the active effect).

Persistent Effect: Add your Outrage to your Strength at all times. This may raise a Wraith's Strength above the normal limit imposed by their Ego.

Active Effect: You can spend Pathos to act telekinetically at a distance of up to 10 yards as if you were performing the action yourself with a Strength and Dexterity equal to your Outrage rating. You can actually use this work in concert with yourself, lifting as two to carry a large object for example. You don't add your Outrage to your own Strength while using this effect, and you can't attack more than once per turn this way.


The powers of Pandemonium are favorites of Poltergeister, seeing as they are useful for causing Chaos in the Skin. Pandemonium powers can be used on physical targets from Twilight and vice-versa, and focus around causing emotional uproars or setting the physical environment into turbulence.

A Chill Wind Blows (•)[edit]

Poltergeister often mark their presence to mortals by using this power. Doing so creates a sense of unease, coupled with a supernatural trademark. A sudden chill, raised hair, or a distinctive sound are quite popular.

Cost: 1 Pathos

Dice Pool: None

Action: Reflexive

Effect: You create an eerie but ultimately harmless effect in the area. This doesn't provide a direct mechanical benefit, but you gain a +2 bonus on the first roll to induce a Breaking Point in the living for that Scene, which is often done to farm Pathos.

Confusion (••)[edit]

When Haunting, sometimes it's necessary to befuddle and confuse your victims. A scraping they think is in the next room over was in fact much closer, and when you leap out, they are all the more terrified.

Cost: 1 Pathos

Dice Pool: Manipulation + Intimidation + Pandemonium - Composure + Ego

Action: Instant

Roll Results:

Dramatic Failure: You have managed to alert the victim to your exact presence, even if you aren't visible. Those knowledgeable about hauntings (Occult 2+ or Occult 1+ with an appropriate Specialty) will automatically know exactly what's going on.

Failure: Your victim's wits remain about them.

Success: The target gains the Confused Tilt.

Exceptional Success: Your victim is utterly paralyzed by confusion, instead inflicting the Insensate Tilt.

Foul Winds (•••)[edit]

The legality of this power is fiercely debated among some Wraiths, as its effects are extremely similar to the storms of the Tempest, creating darkness and storms in the immediate area.

Cost: 2 Pathos

Dice Pool: Presence + Intimidation + Pandemonium

Action: Instant

Effect: When activating this power, you may choose to impose a single Tilt from the list below on the area for the Scene. You may have up to a number of such Tilts from this power active equal to your Pandemonium rating - 1. If there is a contrary Tilt already present, this one overrides that one (a supernatural Tilt might require a Clash of Wills to overcome).

  • Blizzard
  • Darkness
  • Extreme Cold
  • Flooded
  • Fog
  • Heavy Rain
  • Heavy Winds (rated up to your Pandemonium -2)
  • Ice

Water to Blood (••••)[edit]

When truly enraged, a Poltergeist can bring down pestilence and plagues of biblical proportions, turning water to blood, curdling milk, calling up plagues, or summoning hordes of vermin.

Cost: 3 Pathos

Dice Pool: Presence + Intimidation + Pandemonium

Action: Instant

Effect: You can enact a terrible, overt effect on the area, which persists for a scene, from the following. You can spend the Pathos again to continue the effect for the scene without rolling.

  • Inflicting the Grave Sick Tilt on everyone in the area (resisted by Stamina + Ego)
  • Spoiling food, drink or water in the area, causing rot and decay. This despoiling doesn't end when the scene ends, but it won't spread further after the scene ends.
  • Creating a swarm as a Horror with the following statistics, which follows a single initial command until told to disperse or the scene ends.
Potency: Equal to your Ego
Anchors: Voracious and Mindless
Attributes: Dexterity 4, Stamina 2, Wits 3, Resolve 2, Composure 2, all others 0
Dread Powers: Discorporate, Madness and Terror (roll Potency), Natural Weapons (•), Toxic (•)
Skills: Spread evenly between Athletics, Survival, Animal Ken
Willpower: Potency + 4
Size: 5
Speed: 9
Health: 7
Initiative: +6
Defense: 4 + Athletics

Absolute Terror (•••••)[edit]

The Poltergeist, when fully-realized, is a master of fear, and regularly uses that fear to feed its hunger for Pathos. Some have even been know to be scared to death.

Cost: 3 Pathos

Dice Pool: Presence + Intimidation + Pandemonium vs. Integrity + Ego

Action: Instant

Effect: Your victim, if you succeed, loses Integrity as if they had suffered a Breaking Point, and you regain Pathos as normal. For all mechanical and thematic purposes, the target had just failed a Breaking Point. If you get more successes than your target's Integrity + Stamina, then the victim suffers a heart attack (assuming they're a living being with a heart). Whether they live is up to the Storyteller, but unimportant characters will probably just die right there.


Legends of the dead visiting loved ones in dreams are common across many cultures. In old times, people understood that this was often the actual spirit of a dead person trying to communicate, but nowadays, people usually rationalize it as wishful thinking or part of the grieving process. Sandmen aren't merely visitors of the dream world. They are masters of dreams and illusions, shaping thought and reverie like an art form.

Dream Talker (•)[edit]

This power allows the user to project an illusory image of themselves into a dream, allowing them to communicate, although they can't yet control the dream itself or directly interact with it. Wraiths will often use this power to drum up Pathos by stirring memories in loved ones, or even directly advise people in dreams. Those aware of what's happening can attempt to resist, ignoring the Wraith.

Cost: 1 Pathos

Dice Pool: Manipulation + Empathy + Phantasm - Resolve + Ego

Action: Instant

Effect: You can project yourself into an unconscious person's dreams. You can't physically interact with anything, but you can see what's happening and communicate with anything in the dream as normal.

Note: Don't use this on one of the Begotten. It's a bad plan, don't do it. Don't fuckin' do it, it's no good. But if you do want to do it, know that you'll be placed in their Lair, and they'll know you're present and can afflict you with Nightmares.

Lucidity (••)[edit]

With a little more experience, a Sandman can actually make tweaks to a dream's contents. They can add, remove or modify a single element as they choose (replacing a gun with a banana, unloading that gun, or adding a tree between the gun and its target, for example).

Cost: 1 Pathos

Dice Pool: Manipulation + Empathy + Phantasm vs. dreamer's Composure + Ego

Action: Reflexive

Effect: The Wraith can add, remove or modify a single element in a dream they are in or observing as they choose. Replacing a gun with a banana, unloading that gun, or adding a tree between the gun and its target, for example. This detail doesn't need to make real-world sense, but it has to fit in the dream.

Incubus (•••)[edit]

More masterful Sandmen can use their ephemeral nature as partly-astral creatures to bodily enter a target's dreams. While some Wraiths have been known to enter the Astral proper this way, most cannot, and that is not in the scope of this power.

Cost: 2 Pathos

Dice Pool: Manipulation + Empathy + Phantasm

Action: Instant

Effect: You physically enter the target's dream. You can interact with things and use Arcanoi and other abilities in the dream as in the waking world. The target uses dream statistics, but you use your own, unmodified traits, as you are physically present in the dream. You can leave at any time by satisfying a condition you determine before entering the dream, which can be satisfied in the waking world or the dream. Willpower lost by the target due to damage to their dream form is given to you as an equal amount of Pathos.

Phantasmagoria (••••)[edit]

Sandmen are masters of shaping dreamstuff, and can even produce a few wisps of it from Pathos. With this power, you can reshape a dream or even pull an element from one into the waking world for a brief period.

Cost: 2 Pathos

Dice Pool: Presence + Empathy + Phantasm - Resolve + Ego

Action: Instant

Effect: You can reshape a dream or pull a dream item into reality:

  • Reshaping Dreams: You can rewrite a major part of a dream's structure, flow, or content. Effectively, this is a Social Maneuver with base Doors equal to the target's Resolve. If the change fits the dream as it is, remove one door. If the change clashes with the dream, add two. If the change is large and far-reaching, add two Doors. If the change changes the core meaning of the dream, add three.
  • Creating Objects: You can create an object of up to Size 3 that you have encountered in your dream travels, which persists for a scene. Basically, you can call up any item that could reasonably have been in a dream you've observed, as well as any items specifically mentioned in a dream scene. This item has its normal Durability, but Structure equal to your Phantasm + Ego, and weapons never deal more than +0L. Otherwise, it functions as it did in the dream.

Agon (•••••)[edit]

The seat of dreams, the Soul, is an incredible source of power. Master Sandmen can actually tear the Soul out of a living being, leaving them Soulless and you with a shiny new Obolus. Use of this power is always a Breaking Point.

Cost: 3 Pathos

Dice Pool: Presence + Empathy + Phantasm - Composure + Ego

Action: Extended (1 roll/minute, target =victim's Integrity)

Effect: You rip out the victim's soul, giving them the Soulless Condition. If you attempt this on supernatural creatures, the result could be at best, terrifying. You can attempt to use this power in reverse, placing an Obolus into a Soulless person, but failure results in a destroyed Obolus and a stil-soulless person (albeit with fully-refreshed Willpower).


Puppetry is the art of Possession, and is usually considered one of the most despicable arts one can practice, not because of the obvious problem of enslaving a living body, but because of the identity issues (and attendant Angst) its long-term use has been rumored to cause. These powers are useless against other ephemerals.

Skinride (•)[edit]

All Puppeteers can enter the bodies of the living to a limited extent. They can't directly control people at first, but they can whisper to them, and influence their actions.

Cost: 1 Pathos

Dice Pool Manipulation + Occult + Puppetry

Action: Instant

Effect: Effectively, you Fetter yourself in the target, as per the Manifestation. They don't need to be Open to you, as this power handles that, but if they are willing or otherwise rendered Open, you don't need to spend any Pathos.

Ideomotor Effect (••)[edit]

The Ouija board is, according to science, a fat load. You're only going to the letters your mind wants to go to, something called the "ideomotor effect". Wraiths know better than that.

Cost: 1 Pathos

Dice Pool: None

Action: Reflexive

Effect: You can briefly take control of a limb of somebody you are Fettered to for a turn, using it as your own. If the target is aware, they can make a Composure + Strength roll to resist.

Possession (•••)[edit]

You can now fully possess a victim to which they are Fettered, taking control of their body and their actions.

Cost: 3 Pathos

Dice Pool: Presence + Occult + Puppeteer vs. Resolve + Composure

Action: Instant

Effect: You Possess the victim as per the Possess Manifestation. You must be Fettered to the Target to do so.

Meat Suit (••••)[edit]

Your influence begins to wear on the victim's Soul, making it easier to Possess them later.

Cost: None

Dice Pool: None

Action: Passive

Effect: Every time you successfully Possess a character, that character permanently loses a dot of Willpower. For each dot of Willpower lost, impose a cumulative -1 penalty to rolls to resist further possession. If a Willpower dot is regained, remove the -1 penalty that was added when the dot was lost.

Marionette's Strings (•••••)[edit]

Your influence over your puppets grows ever more. Even when you're not together, they obey.

Cost: None

Dice Pool: None

Action: Passive

Effect: Those who lose Willpower to your Meat Suit power suffer a Breaking Point any time they refuse to follow your commands.


To a Wraith, Pathos is something between life-force and commodity, in that while it's integral to their being, once cultivated, it's fungible, being capable of free, indiscriminate exchange. While many Wraiths trade in Pathos between each other by means of relics, used like prepaid cards, any major transactions need the help of a Usurer, one who has learned to control the flow of Pathos, both as wisps of memory and as fragments of a Wraith's Corpus. While most sell their services as cashiers, financiers, and medics, more than a few have used this Arcanos for more nefarious purposes. Due to the nature of Pathos, this can be used on other forms of Essence and ephemeral Corpus as appropriate, but this levies a -3 penalty on any attendant rolls.

Transfer (•)[edit]

While most Wraiths can't move Pathos except between themselves and relics with a capacity for it, Usurers can move Pathos between Wraiths, either transferring to or from yourself, or between two touched Wraiths. You can attempt to take Pathos from an unwilling opponent, which can be extremely lucrative, but this is highly illegal. You don't need to roll for transferring between willing targets.

Cost: 1 Pathos

Dice Pool: Wits + Politics + Usury - Composure + Ego

Action: Instant

Roll Results:

Dramatic Failure: The transfer goes very wrong, and it burns out some of your Corpus. Roll Usury + Ego and take 1 bashing damage per success

Failure: No Pathos is passed.

Success: You can steal Pathos from the target up to the greater of your Ego or Usury rating.

Exceptional Success: You can steal up to your Usury rating plus your Ego rating.

Charitable Trust (••)[edit]

Seeing as the ephemeral Corpus of a Wraith is effectively congealed Pathos, Usurers are just as often healers and doctors as they are bankers. You can use your own Corpus to heal others. When using this power, you can take Bashing damage up to your Ego, and in return remove Bashing damage or downgrade lethal damage to Bashing in a total amount equal to the damage you chose to take. By spending 2 Pathos, you can take Lethal damage to outright remove Lethal damage (but not downgrade Aggravated). This does not work on non-ephemerals, but it does function for mortals and similar beings in dreams or otherwise mentally projected.

Cost: 1 or 2 Pathos

Dice Pool: Wits + (Medicine or Politics) + Usury

Action: Instant

Roll Results:

Dramatic Failure: You tear at your Corpus and lose track of the pieces, not only failing to heal, but gaining the Beaten Down tilt from the sheer pain.

Failure: You were unable to mend the target's Corpus. You heal back all but 1 point of the damage you suffered in using this power.

Success: You meld your Corpus into your patient's, allowing them to heal as described above.

Exceptional Success: The wound was much cleaner and easier to heal than expected. You can trade out any amount of the damage you would normally take to use this power for extra Pathos expenditure instead on a one-to-one basis.

Early Withdrawal (•••)[edit]

A synthesis of the above two powers, this allows you to strip Corpus from another, converting it to Pathos for your own use. This is effectively an attack that deals Bashing damage, using a dicepool of Intelligence + Medicine + Usury.

Cost: 2 Pathos

Effect: For each point of Bashing damage the target sustains, you gain a point of Pathos. Any Pathos in excess of your maximum reserves dissipates into Essence in the air.

Bribery (••••)[edit]

Usury is not just an art for working at home. Sometimes, a skilled Usurer is required to pay off a threat too deadly to handle through combat. Specifically, they are called in to bribe them. Effectively, they can make Social Maneuvering attempts with normally mindless or incomprehensible ephemera, including Specters, paying 1 Pathos per roll. You can make a roll per turn, regardless of Impression. Any Pathos spent is gained by the target as Essence.

Interest (•••••)[edit]

Masters of the art of Pathos manipulation, Usurers at this level scarcely need to try to accumulate small amounts of Pathos. Once per scene, you can convert 1 Willpower into 1 point of Pathos. Additionally, you get 9-again with rolls for the Legacy and Memoriam merits.

Dark Arcanoi[edit]

These Arcanoi are the dark powers used by Specters, including the Wraith's own Shadow. These can be learned by Specters without a tutor, but Wraiths must be taught in order to use them. Using Dark Arcanoi is always a breaking point.


Spectres, insofar as any sane Wraith can tell, appear to communicate non-verbally. Whether they just share knowledge, or they are just individual tendrils of a single being is uncertain, but it's know for certain that all Spectres are connected into some kind of hive mind. Even Wraiths can tap into this gestalt via their Shadow, but doing so is fraught with peril.

With the exception of Shadows, all Specters are attuned to the Hivemind, and can hear messages sent across it. This Arcanos merely allows them to send messages and more fully tap into the hivemind. Wraiths have no such connection unless they willingly let the Specters' influence in by taking the first dot of this Arcanos.

Whisper (•)[edit]

Specters often run together in groups, usually led by something analogous to an "alpha" Specter that leads the group. While some use bizarre grunts and babbling, others use this power.

Cost: 1 Pathos

Effect: For the rest of the scene, you can send telepathic messages to any Specters in sensory range. The target will understand the message although they may not get its meaning if they are particularly alien or stupid. They may not be able to respond in kind.

Conspire (••)[edit]

More powerful and cunning Specters are able to coordinate with their fellows, making them truly lethal creatures.

Effect: When using Whispers, the connection is two-way. The target doesn't need to have the Whispers power to respond to you (although they may need it to message others).

Shadow Memories (•••)[edit]

As Specters and Wraiths gain a stronger connection to the Hivemind, they become able to use it as a sort of backup storage for their own memory, allowing them to call up knowledge more easily than normal. This is no problem for Specters, but for Wraiths, this can tinge their memories to encourage cruelty or dissociation. Taking this power increases a Wraith's minimum Angst by 1.

Cost: 1 Pathos

Effect: By paying the Pathos cost, you can gain the benefits of either the Eidetic memory merit, or Encyclopedic Knowledge, for a Scene.

Hive Knowledge (••••)[edit]

With this level of mastery over the Hivemind, a user can call up foreign information from another Specter, either gaining some skill or knowledge as needed, or even experience things through another Specter's senses. The connection this entails is damaging to Wraiths' identities, increasing minimum Angst by 1.

Cost: 2 Pathos

Dice Pool: Finesse + Hivemind (Wits + Occult + Hivemind for Wraiths)

Effect: If successful, choose one of the following:

  • Gain a free Specialty of your choice in a Skill in which you have at least one dot. This Specialty remains until the end of the scene.
  • Negate an unskilled penalty for a specific skill for the scene
  • see the world through a Specter's senses. You may choose a specific Specter, or you may attempt to find a Specter near a specific location. You can't target a Shadow unless it or its Wraith has the Hivemind Arcanos rated at at least 1 dot.

Hivewalker (•••••)[edit]

Specters who have mastered the use of the Hivemind are basically impossible to kill, as they can move between the minds of their fellows with ease, leaping away from their own Corpus. This is an irrevocable connection to the deepest parts of Specter consciousness. Knowing this power increases a Wraith's minimum Angst by 1.

Cost: 3 Pathos

Dice Pool: Finesse + Hivemind (Wits + Occult + Hivemind for Wraiths)

Action: Reflexive

Roll Results:

Dramatic Failure: Your consciousness is not only locked in place, but you lose the ability to discorporate, enter voluntary Harrowings, or similarly escape for the rest of the Scene.

Failure: Your mind remains where it is.

Success: Your consciousness is severed from your ephemeral body, being thrown across the Hivemind. Roll a die and subtract your Composure. You remain spread out and dormant for that many days, until you reform your mind and take over an existing Specter's body, which reshapes to match yours.


Specters are creatures of entropy by nature. As a result, they rarely last terribly long. Some Specters, however, learn to steal time from others, tearing away Pathos and emotion to prolong their own existence. This Arcanos appears to use similar techniques to Usury, but it is turned inward and made utterly self-obsessed.

Corpus Thief (•)[edit]

Many Specters can tear away at the essence of others to heal themselves. This is an attack action that deals bashing damage to other Specters, or lethal damage to non-Specter ephemerals, including Wraiths.

Cost: 1 Pathos

Dice Pool: Power + Avarice (Strength + Brawl + Avarice)

Effect: You heal damage based on the damage you dealt with the attack. Each point of Bashing heals 1/2 a point of Bashing, and each point of Lethal damage heals a point of Bashing for you.

Emotional Infection (••)[edit]

Specters feed off of suffering, but those with this power can do so more directly, sowing fear, misery or paranoia and reaping the rewards.

Cost: 1 Pathos

Dice Pool: Finesse + Avarice (Manipulation + Subterfuge + Avarice) - Composure + Ego

Action: Instant

Roll Results:

Dramatic Failure: You have managed to invigorate the target, resolving a negative, emotional Condition for them.

Failure: You were unable to spread negative emotion in the victim.

Success: You inflict the Berserk, Guilty or Paranoid Condition on your target. When the Condition is resolved, you gain Pathos equal to the victim's Angst.

Exceptional Success: The emotional trauma you produce is so severe that it induces a Breaking Point in the victim immediately. The negative condition from this Breaking Point (if one is acquired as a result) also provides Angst when resolved.

Schadenfreude (•••)[edit]

Specters are truly sadistic creatures who would delight in maiming others anyway. This power just makes it more fun.

Effect: The first time you inflict Aggravated damage in a scene, you regain 1 Willpower.

Reform Essence (••••)[edit]

Seeing as Specters tend to decay over time, some feel the need to stave off that decay, often when they're stalking prey far from home.

Cost: 1 Pathos/day

Effect: By spending a point of Pathos, the Specter does not suffer the damage they normally take for time out of the Labyrinth. Conversely, a Wraith doesn't suffer the damage they take from spending too long in the Labyrinth.

Lash of Entropy (•••••)[edit]

Specters, in an emergency, can lash out wildly at those around them, desperately trying to cling to existence.

Cost: 4 Pathos

Effect: Roll Power + Avarice, and have all characters within 5 yards roll Stamina + Ego. Each object or character takes Bashing damage equal to your successes, minus either their durability or their own successes. For every 2 points of Bashing damage, you heal one point, or downgrade 1 point of Lethal damage to bashing. You heal 1 point of Bashing for every 3 points of damage dealt to objects, and no amount of damage to objects will downgrade lethal damage.


While Specters are virulently hateful toward Wraiths and ghosts, they seem to be oddly uninterested in living humans. That is, unless they know this Arcanos, which allows them to spread their dark power, causing suffering through mortal proxies. Particularly devious Specters will actually use this to manipulate the living friends and relatives of a Wraith.

This Arcanos can be used on material beings from Twilight, and vice-versa.

Mortals (that is, living creatures with no Supernatural Tolerance trait) can only resist these powers with Resolve, but beings with Ego, Rank or a similar trait can contest with Resolve + Ego/Rank/etc.

Black Whispers (•)[edit]

This power allows the Specter to speak its hate into the ears of others, implanting a vicious suggestion.

Cost: 1 Pathos

Dice Pool: Finesse + Maleficence (Manipulation + Subterfuge + Maleficence for Wraiths), resisted or contested.

Action: Instant

Roll Results:

Dramatic Failure: The Specter's whispers awaken a righteous anger in the target. For the rest of the scene, the target gains the Virtuous Merit with the Righteous Virtue, even if they do not normally possess a Virtue. Creatures whose nature is antithetical to Virtue (such as Specters) are unaffected.

Failure: The Specter's words fall on deaf ears. Nothing happens.

Success: Your target becomes more wicked, selfish, cowardly or ignorant. The effects of Vice and Virtue are reversed: Fulfilling a Virtue while posing difficulty or risk only offers 1 Willpower, while acting on Vice refills Willpower completely. This lasts until the target actually fulfills that Vice, after which they receive the Guilty Condition.

Exceptional Success: The target gains the Vice-Ridden Merit (even if they would normally be ineligible), gaining a Vice of the Specter's choice. The reversal of Virtue and Vice remains until both Vices have been fulfilled at least once.

Dark Investment (••)[edit]

This power allows the Specter to transfer a bit of their wickedness to a devotee, either as part of some twisted deal, or else as reward for loyalty. The Specter sets their target to a task, and the target receives a bit of dark power.

Cost: 1 Pathos (or more)

Effect: The Specter's willing devotee gains a touch of dark power, gaining the ability to use a single 1-dot power from an Arcanos the Specter knows and an effective 1-dot rating in that Pathos, as well as the ability to hold Pathos equal to the devotee's Composure rating. The target doesn't automatically have any Pathos, but the Specter can invest Pathos in them while using this power, spending extra Pathos which goes directly to the target. The power remains until the task set by the Specter is completed, or the end of the Story, whichever comes first.

Using this power is a Breaking Point for Mortals and Wraiths.

Discipline (•••)[edit]

When the master's not happy, nobody's happy. While often used to keep unruly cultists in line, this power is useful for inflicting a lash of pain upon enemies, especially in torture. If used in combat, it requires an attack roll (Power + Finess or Strength + Weaponry) to hit first. The whip itself is a +0L weapon.

Cost: 2 Pathos

Dice Pool: Power + Maleficence (Strength + Intimidation + Maleficence for Wraiths), Contested or Resisted.

Action: Instant

Roll Results:

Dramatic Failure: The Specter's whip lashes back, inflicting the Insensate Tilt on the user.

Failure: While painful, the whip does not cut flesh or spirit.

Success: The whip of the Specter slices painfully, inflicting 2 Lethal damage and the Insensate Tilt. If the Specter uses this power while torturing, the eventual Breaking Point suffers an extra -2 penalty.

Exceptional Success: The whip tears off a chunk of flesh and soul as it hits, inflicting 2 Aggravated damage and incurring a Breaking Point, including the penalty noted above.

Wicked Blessing (••••)[edit]

More powerful users of Maleficence have been known to keep actual cults of mortals, and this power allows them to invest some serious energy into them. This twists and distorts their forms, rendering them visibly monstrous in exchange.

Cost: 3 Pathos (or more)

Effect: In using this effect, you can grant an Arcanos power to a willing devotee, similarly to Dark Investment, but the power is permanent. However, the target becomes visibly monstrous, reducing rolls for social interactions in person with normal humans (except Intimidation) to a Chance Die, as well as risking a Breaking Point for unwary mortals.

The target can also learn further powers in the Arcanos with Experience. They have no natural source of Pathos still, and must rely on Wraiths, Relics or their Specter master for Pathos to fuel their Arcanos.

Devotion to Oblivion (•••••)[edit]

The cult of a Specter with this level of power is a sight to behold, a true army of darkness that even immaterial beings should fear.

Effect: Cultists of the Specter can affect Wraiths, Astrals and Ghosts in Twilight as if they were Material, and their attacks deal damage against them as if they were Banes to them. However, the Specter's Cultists now suffer the Specter's Ban and Bane.


The art of Tempest-Weaving, also known as Tempestos, is arguably the "least awful" Arcanos of the Specters. While some Specter-hunters have stolen its secrets to fight them in the Storm and weather Maelstroms, those who enter the storm, even with this power, seldom leave uncorrupted.

Storm Child (•)[edit]

Specters with experience in the Maelstrom can expand on their normal immunity to the Tempest, and can actually gain succor from its winds.

Effect: The Specter doesn't suffer damage from being out of the Labyrinth when in the Tempest, and it regains 1 Pathos in the Tempest in any scene it uses Pathos.

Effect (Wraiths): Wraiths with this power instead gain immunity to damage from the Tempest's storms as if they were a Specter.

Ride the Nightwind (••)[edit]

Specters with this power can fly with insane speed in a Maelstrom. This power only functions in the Tempest or in a Maelstrom.

Cost: 1 Pathos

Effect: The Spectre rolls Finesse + Tempestos (Dexterity + Athletics + Tempestos for Wraiths). If successful, they can fly at a speed up to the current wind speed, although they can't fly against the wind. When making rolls to perform maneuvers in-air, add the activation successes to the dice pool.

Body of Haze (•••)[edit]

Sometimes a Specter just knows when to fold, or needs to slip through a small crack. For those times, this power is here.

Cost: 2 Pathos

Effect: The Specter becomes immaterial, even to other ephemera, dispersed into a faint black mist. This mist can still move under its own power at a Speed of 2, but it will get blown by any winds. The mist can fit through anything that's not airtight, and can't be injured by physical attack. However, keep in mind that a good wet/dry vacuum might still pose a danger. The Specter remains a mist for a Scene.

Tempest Fury (••••)[edit]

The Specter can call up the fury of the Tempest, having become partly made of the storms that make up the Tempest.

Cost: 2 Pathos

Dice Pool: Power + Tempestos (Strength + Occult + Tempestos for Wraiths)

Action: Instant

Effect: The Specter creates one of the following Tilts in the local area per success:

  • Blizzard
  • Extreme Cold
  • Fog
  • Heavy Rain
  • Heavy Winds
  • Tempest

Forge Storm (•••••)[edit]

Specters with this power have master the storm, and can carve items out of it.

Cost: Pathos

Effect: The Specter rolls Finesse + Tempestos and creates an item with a size of no greater than the number of activation successes. This item can take nearly form or function, but it must be relatively simple (such as a sword, a cart, etc.). This item functions in all ways like a normal version of the item, and is immune to the ravages of the Tempest. It persists for a scene.