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Note that all of these Arcanoi or Alternate Arts except Pyris were taken from other Wraith

supplements. Sadly, they are supplements this Storyteller mostly does not own. He could only
find abbreviated details on these powers, so extrapolated on those details to create them as
follows for possible use in the CoLA (or TUGs) game.
Remember that a wraith can go back and purchase arts of the same level as one already learned,
whether he learns a regular art or an alternate art first. Of course, a wraith often needs a tutor to
learn these more unusual artsand sometimes a willing tutor cannot be found for outsiders!
Most of these alternate arts could be found in the CoLA game, but gain Storyteller approval
before taking them at any time in your character creation or development.

Phantasm
* Cognizance
A Sandman can guard themselves or other dreamers against another wraith using Phantasm.
System: The player rolls Wits+Phantasm (difficulty equals the other Dreamcrafters Willpower).
If used to protect another dreamer, this art lets the person receive an opposed
Intelligence+Subterfuge roll versus the difficulty of the manipulators Willpower. This difficulty
is lowered for each success scored on the wraiths Cognizance. Cognizance costs nothing unless
used to defend another, in which it costs 1 Pathos.

* Conclave
A Sandman may have a communal dream with other Sandmen. The Guild often meets in secret
through Dreamscrapes, and this art guides a Sandman to the current meeting.
System: To attend, the wraith must know the location of the Conclave. Roll
Perception+Phantasm (difficulty 7). Successes determine how long the wraith may stay at the
Conclave. One success allows a few minutes, two successes an hour, three a scene, and so on.
The wraith may attend while awake or Slumbering, but his Corpus is considered inactive
during that time. Any damage inflicted instantly pulls the wraith out of the Conclave and back to
his Corpus.

* Lingua
A Sandman can communicate ideas across language barriers using dream-like symbols and
imagery, beaming them only into a single persons mind. This has a charades-like effect, but

creative Dreamcrafters can convey messages of unexpected complexity.


System: Lingua demands an Intelligence+Phantasm roll. The difficulty depends on the
messages complexity. A simple warning would be 5, whereas exact information regarding a
specific threat would be 8. Communication of abstract ideas tends to be impossible. The number
of successes determines how quickly the target may grasp the idea. One success means the
person ponders the message for the scene. More successes speeds up the interpretation. The
interpretation requires an Intelligence+Enigmas (difficulty 6) roll. Lingua costs 1 Pathos.

** Inspire
A Sandman may inspire mortal to create a work of art. Whereas Keenings Muse art offers new
drive and passion, Inspire exercises a subjects own creativity. However, the work that the artist
creates reflects the inspiring Sandman the wraiths Passions, Fetters, or even Shadow. The act
of inspiration should be unique for each use of this art; the wraith devises a different dream with
which to Inspire every time.
System: The player rolls Charisma+Expression (difficulty 7). To inspire an unwilling or
untalented mortal, the difficulty rises to 8. The more successes rolled, the more fervent and
creative the artists inspiration. Five or more successes may inspire an entirely new school of
artistic pursuit. A large or revolutionary work may require an extended roll, as the Sandman must
inspire the artist several times. A botch results in a work that embarrasses the artists career, even
though the artist reminds blind to its failings. Botched extended rolls irreparably ruin the
creation. Inspire costs 1 Pathos per use.

*** Mending
A Sandman may use a mortal's body to heal themselves. This works by triggering the right
neurons in a mortals brain during rest. The subject must be unconscious to use Mending.
System: Mending requires a Stamina+Phantasm roll (difficulty equals the current injury level +
the number of Health Levels the Sandman wishes to heal). Each success rolled heals one Health
Level and costs the wraith 2 Pathos. The roll cannot heal more Health Levels than the chosen
difficulty level allows. If the mortal is the Sandmans Fetter, the difficulty is reduced 2 (though
this isnt cumulative with attuned subjects). A Sandman can try to heal a target only once per
scene. A botch loses the Pathos without any healing, as well as acquires 1 Angst. Note that
Mending can only heal bashing or lethal damage, not aggravated.

**** Dream Canvas


A Sandman can weave several dreams into one big dream. This allows him to use Phantasm arts
on multiple subjects.
System: Dream Canvas requires a Charisma+Phantasm roll (difficulty 5 + the number of targets,
maximum difficulty 10) and the expenditure of 1 Pathos per subject. This roll and cost is in
addition to whatever cost other arts may demand. Note that physical location means nothing. The

wraith could draw in dreamers from across the world into one Dream Canvas. Every dreamer
reacts to the dream and any arts as individuals, including individual resistance rolls.

**** Dream Knight


While Cognizance lets a wraith help a mortal protect himself from bad dreams or Phantasmal
arts Dream Knight turns a Sandman into a roving defender. He can keep away all other
influences from a dreamer. Sandmen often use this art to hoard precious Sandmakers.
System: Though dramatically speaking, a wraith has plenty of room to be showy and artistic in
how he guards a sleepers dreams. He often appears as a person of stewardship in the mortals
dreams. In game terms, Dream Knight demands a Strength+Phantasm roll (difficulty 7). Each
success reduces the successes on a one-for-one basis of any and all Phantasm or related arts used
on the mortals dream state for the entire night. The wraith neednt be present by his ward, and is
alerted mentally anytime a trespass may occur. Dream Knight costs 2 Pathos per use.

**** Incubus
A Sandman can drain energy from a mortal as Pathos. The victim feels a heavy weight on his
chest, oppressive and often visualized as a catlike creature. The nightmare inflicted with this art
only lasts a minute, but preparation demands three hours (as the victim must be in deep sleep).
Only certain mortals are susceptible to this art, mainly in creative adults. A wraith can sense a
mortals susceptibility by stumbling across another Incubus in progress or using the basic
abilities of Fatalism (Kismet) or Usury (Assessment).
System: Incubus requires a Stamina+Phantasm roll (difficulty 7). The successes equals the
amount of Pathos drained from the victim. The wraith cannot drain a victim more than once per
week. The art costs no Pathos but earns the wraith temporary Angst equal to the Pathos collected.

***** Dream Cloak


A Sandman creates a cloak from the stuff of dreams, making them hypnotic to any observers.
Essentially a more powerful if deliberate version of Phantasmagoria, Dream Cloak can paralyze
the Quick and the Dead alike, stunning them with its wondrous beauty and spectacle.
System: Dream Cloak demands a Manipulation+Phantasm roll (difficulty 7). Mortals are
affected only if the wraith first Embodies, for this art creates a tangible-seeming figment. The
colors, texture, and radiance are up to the design of the character, but it has the same effect
regardless. All who can see the wraith must make Willpower rolls (difficulty 7) and beat the
wraiths roll or be utterly stunned and incapable of action for one turn per success scored over
their Willpower rolls. Curiously, although they are not technically asleep or unconscious, a
stunned character (even a wraith) is susceptible to other dreamcrafting arts, while he is stunned at
least. Dream Cloak costs 3 Pathos.

***** Oneirataxia

A Sandman can stop a mortal from dreaming with this art of ill repute. Its quite easy to drive a
mortal into madness or even inflict brain damage with Oneirataxia.
System: This art calls for an extended roll. The player rolls Manipulation+Phantasm (difficulty 8
or the victims Willpower, whichever is higher). The target resists with a Wits+Meditation roll
(also difficulty 8). Each success indicates a night of dreamless sleep. For every three
consecutively dreamless nights, the targets Mental and Social Attributes are reduced by one
each (minimum 1). The target recovers one dot per reduced Attribute if the wraith botches any
roll. After consecutively dreamless nights equal to three times the number of dots in the targets
highest Mental Attribute (minimum of six nights), the target goes insane.
The wraith may continue the extended roll, accumulating more successes. When the total
successes reach 20, the target suffers permanent brain damage half of the lost Attribute points
are permanent. If the chain of consecutive dreamless nights is broken before this point, the target
recovers one dot in each reduced Attribute for each night of peaceful, dreaming sleep. A wraith
who wants to brain damage the target must start over again. This art costs 2 Pathos per use and
the wraith gains 1 point of permanent Angst when the mortal goes insane.

***** Supplant
A Sandman may place a mortal soul in the body of another mortal until they awaken, when the
soul snaps back to its real body. Victims of Supplant feel inexplicable turmoil and restlessness,
and suffer dark visions of death and change. Sometimes this is used as a twisted means to punish
two mortals, switching their souls over and over.
System: Before a soul can be Supplanted into a new body, the art of Elysia or Agon must be
used. To insert the soul into the target shell, the player rolls Dexterity+Phantasm in an opposed
roll of the disembodied souls Intelligence+Awareness (both difficulty 6). If the wraith wins this
roll, Supplanting occurs. If the victim wins, his soul snaps back to his body, driving out any other
soul placed there. If another soul already inhabits the target body, the Supplanting automatically
fails. This art costs 3 Pathos and earns the wraith 2 Angst. Botching Supplant earns the wraith 3
Angst instead. Dopplering, the practice of switching souls about with Supplant as fast as
possible, raises the difficulty of Supplant and Elysia alike by +1, and any botch destroys the soul
being played with. Any mortal who has her soul Supplanted and dies before the soul returns to its
proper place automatically becomes a wraith with a permanent Angst equal to her Willpower,
and the body containing her soul at that time becomes a Fetter.

Puppetry
Common Alternate Arts

** Taste of Life
With Taste of Life, a Puppeteer can gain Pathos from a mortals activities by Skinriding the
person and parasiting his senses. Thus, the wraith tastes what the mortal tastes, sees what the
mortal sees, and generally feels what the mortal feels. Though a mortals senses arent as keen as
a wraiths, theyre living senses. And that can be quite heady. Unfortunately, most hosts will
realize something is amiss, because their own senses become stunted and dulled.
System: Taste of Life requires a Perception+Puppetry roll (difficulty of the hosts Willpower).
The victim can resist by rolling Willpower (difficulty 7). The more successes scored, the more
senses the wraith can control. The control lasts for only one turn, so to fuel Passions and gain
Pathos this way takes timing. During that turn, the mortal suffers a +2 difficulty to all Perception
rolls. This art costs 1 Pathos per use; if the victim resists, the wraith also earns 1 Angst.

*** Claim Soul


Puppeteers sometimes hoard their Consorts greedily, leery of other Puppeteers and supernatural
creatures. Theyre all too aware that vampires and sorcerers often contend for the same fun
mortals, and this art helps them keep unwanted mental intruders from bothering their favorite
Quick. They attune the mortal and complete the Attunement with Claim Soul, making it much
harder for others to use Puppetry or similar powers on the mortal.
System: Once a subject is attuned, Claim the Soul requires the expenditure of 3 Pathos, 3
Willpower, and a Strength+Puppetry roll (difficulty of the subjects Willpower). From then on,
the difficulties of all others to use Puppetry or similar magical powers on that Consort raise by
+2 (maximum difficulty 10). A Puppeteer can only ever Claim a number of souls equal to his
permanent Willpower score. Claim Soul also earns the wraith 1 Angst.

**** Anesthesia
This ability is essentially the same as Rein in the Mind, with the exception it only works on
sleeping or entranced hosts.
System: Anesthesia uses the same rolls and costs as Rein in the Mind. However, a mortals
resistance roll is difficulty 8.

Animal Arts
All Animal Arts require an Animal Ken score equal to or higher than the desired level to learn.

* Skinride Animal
This is similar to Skinride, but can only be used on animals.
System: The roll is Dexterity+Puppetry (difficulty 5).

** Control Creature
This is similar to Rein in the Mind, but can only be used on animals.
System: The roll is Manipulation+Puppetry (difficulty 7 or the local Shroud, whichever is
higher). The art lasts for a number of scenes equal to the successes scored. This art costs 3
Pathos.

*** Obliterate Animal


This is similar to Obliterate the Soul, but can only be used on animals.
System: As with Obliterate the Soul, the wraith must first condition a Consort animal by using
Control Creature at least ten times. The player then can roll Strength+Puppetry (difficulty 7 or
the local Shroud, whichever is higher), as an extended roll if necessary. When the wraith scores a
total of 5 successes, he may live full-time in the host animal by obliterating that creatures spirit.
Two weeks after its original souls removal, the host body will begin a slow process of decay.
Within a month, it will be useless. This art can only be used once a month on the new moon. If
the first attempt to Obliterate Animal fails, the wraith must wait another month to try again. Even
1 success is enough to allow the wraith to try again and build up the next month though. But if
the roll botches, dire circumstances ensue for the wraith: she may fall immediately into a
Harrowing or gain enough Angst to allow the Shadow to make a Catharsis check. This art costs 3
Pathos and 2 Willpower, and the wraith also gains 3 Angst.

**** Manipulate Herd


A Puppeteer can control several animals of the same type at once. The control is similar to
Control Creature, but lacks the duration.
System: This art grants the wraith total control of a number of animals. The player rolls
Manipulation+Puppetry (difficulty 8). Each success enables the control of any single animal in
the vicinity. This control lasts for the scene and costs 5 Pathos and 1 Willpower.

***** Shadow Possess


A Puppeteer can turn an animal into a Conduit for the Risen. This art is a keystone of the
mysterious Awakeners Guild. The animal is given a spiritual quality through this art capable of
sustaining a wraiths Shadow permanently, but darkens the unfortunate beasts spirit as well.
System: Using Shadow Possess is similar to Obliterate Animal, including the conditioning first
needed. Then, instead of Obliterating the creature, the wraith can infuse it with a blend of Pathos
and Angst. This requires an Intelligence+Puppetry roll (difficulty 9) and 5 successes must be
amassed. As with Obliterate Animal, this can be attempted but once per month on the full moon.
Each time, 5 Pathos and 1 Willpower must be spent. Additionally, each use also bestows 3 Angst
upon the wraith. Once successful, the animal is considered an empty Conduit. Unless a future

Risen Dead has reason to be connected to the animal, it will stay an empty Conduit (and a badtempered beastie). Otherwise, the Risen whos attached to the animal (often as a Fetter)
automatically uses the creature as a Conduit as soon as he rises. This art also makes it easier to
rise in the first place. Wraiths who approach the Awakeners Guild can be taught the few Arcanoi
they need and have a Conduit provided for them at a price considered far fairer than their
own Shadows or spectres might charge.

Medicinal Arts
All Medicinal Arts require a Medicine score equal to or higher than the desired level to learn.

* Analyze
A Puppeteer may assess the health of someone they are Skinriding. This is similar to Death Sight
but more exact. The wraith can determine exactly what ails the person as well as where his
strengths and physical potentials lie.
System: This art requires a Perception+Puppetry roll (difficulty 6). Each success provides more
detailed analysis.

** Alter Vital Signals


A Puppeteer may make adjustments to the heart rate, breathing, or blood pressure of a host. The
adjustments cannot jump from normal to life threatening or deaths door to miraculous recovery,
but they can save a host from the brink of death by cutting back abnormal levels. Alternatively,
they can throw an entire medical staff into a tizzy over a critical care patient suddenly getting
much worse
System: This art costs 1 Pathos per use and demands a Wits+Puppetry roll (difficulty of the
victims Willpower). Successes determine the duration of the adjustment in turns. If successful,
the victim enjoys either a 1 difficulty to all Stamina rolls for the duration or suffers a +2
difficulty to Stamina rolls for the duration. This art bestows 1 Angst if used to weaken the
individual.

*** Healing
A Puppeteer can heal a host's lost health by overriding his bodys capacity to mend itself and put
it in overdrive.
System: The Puppeteer must first Skinride the host, then make an Intelligence+Puppetry roll
(difficulty 8). Each success restores one level of lethal or bashing (not aggravated) damage to the
host and costs the wraith 1 Pathos per level restored. A botch actually inflicts another level of
damage on the host and earns the wraith 1 temporary Angst.

**** Faint

A Puppeteer can force a host into unconsciousness. This causes no other immediate harm, but it
does make the host quite vulnerable. Werewolves and vampires are immune to Faint.
System: After Skinriding the host, the wraith rolls Strength+Puppetry (difficulty of the subjects
Willpower). The victim may resist with a Willpower roll (difficulty 7). Each success after the
victims resistance roll causes the host to pass out and remain unconscious for one turn. Faint
costs 2 Pathos and gleans the wraiths Shadow 1 Angst.

***** Marionette
This ability is similar to Rein in the Mind, except in addition to being in control, a Puppeteer can
make use of a host's knowledge and skills without penalty.
System: The player rolls Manipulation+Puppetry (difficulty of the victims Willpower or the
local Shroud, whichever is higher). The host may spend a point of Willpower to resist (difficulty
7). For every success over the hosts resistance roll, the wraith may control the victim for one
scene, and make full use of all of his Abilities (and supernatural powers, if any). This art costs 5
Pathos and earns a point of Angst.

Usury

Basic Abilities
Observe Flow: With this Basic Ability, the Usurer can detect excess energy in a person living or
dead. This enables the wraith to tell how much Pathos is in another ghost or even study one of
the Quick to determine if he is a normal mortal or a supernatural being of some sort. Observe
Flow cannot differentiate between Blood Points, Glamour, Quinessence, Gnosis, or Sekhem. But
the presence of such energies is enough! This requires a Perception+Usury roll (difficulty of the
subjects Willpower). One success is enough to determine how many points exactly are in the
subjects spirit.

*** Locked Funds


With this art, an Usurer can prevent other ghosts from stealing a persons vital energies. This
even works against other supernatural creatures (such as mages using Prime). However, against
vampires, while it blocks the acquisition of Blood Points, the vampire still physically draws
blood (harming the victim anyway).
System: To use Locked Funds, the wraith must first establish the subject as a Consort. He then

rolls Stamina+Usury (difficulty 6). Each success provides the threshold of successes needed for
another wraith or supernatural being to overcome before they can take (or add) energies (Pathos,
Health Levels, Corpus, whatever). The roll the other supernatural being makes is a simple
Willpower roll (difficulty 6). Only one success is needed to break the Locked Funds. Locked
Funds is otherwise permanent until it is broken. It costs 3 Pathos and 2 Willpower to use this
art.

**** Danegeld
This allows a Usurer to "pay off" a spectre with Pathos, preventing them from being attacked by
that Shade. This art is perilous to use. Many spectres focus on an Usurer who botches an
attempted use of Danegeld.
System: Danegeld demands a Manipulation+Suberfuge roll (difficulty of the spectres Being)
and the expenditure of 1 Pathos (as a metaphysical transaction fee). The spectre resists with a
Perception+Empathy roll (difficulty of the wraiths Willpower). If successful, the wraith may
sacrifice additional Pathos. For each extra point spent, the spectre is obliged to leave the wraith
alone completely for one scene. But it does not prevent the spectre from encouraging its buddies
to harass the wraith in its stead!

***** Composure Wellspring


A Usurer can invest Composure into a spectre in an attempt to redeem them. Like Torsion
(Lifeweb), this art has a notorious past for would-be wraiths redeeming former allies or even dire
foes. Luckily, Composure Wellspring does not need the target spectre to have a Fetter as Torsion
does. On the downside, much energy and effort is required to make this art function. And
failurewell, dont ask.
System: The character need only touch the target spectre and roll Manipulation+Usury
(difficulty of the spectres Being). The wraith must spend 2 Willpower in addition to a variable
amount of Pathos (up to as many points as the wraith has). Each point invested gives the spectre
1 point of Composure. Botching this art infuriates the spectre and gives the wraith 1 Angst to
boot.

***** Lien
With this ability, a Usurer forces a target to match any Pathos investments made in them or
suffer damage. This ultimate form of extortion works only on the Dead. The subject wraith must
be a Consort of the Usurer, primarily through the arts of Transfer and Charitable Trust.
System: Before Lien works, the wraith must have used Transfer and/or Charitable Trust on the
target ghost a total of at least ten times. At that point, the wraith may announce the Lien (this
requires a Charisma+Usury roll at a difficulty equal to the targets Willpower). From that point

forward, the target wraith must share Pathos or Corpus (through Usury of their own or another
method) upon demand. If the subject wraith has no means to share his power, the Lien demand
fails that week. This demand can be made once per week up to five times total. If the wraith
refuses to meet the demand, he instantly suffers ten levels of normal damage to his Corpus (these
levels can be soaked). If he refuses five times, he suffers a total of 50 levels of damage!

***** Sustenance
A Usurer may siphon the energies of marked wraiths from a distance. This powerful art requires
preparation and time, but its quite valuable to a master of Usury.
System: Sustenance first requires that the wraith use Locked Funds on a subject (wraiths only).
Once a ghost is attuned this way, the wraith can use Sustenance once every 24 hours on that
character. It demands a Charisma+Usury roll (difficulty of the subjects Willpower). Success
enables the wraith to use Transfer, Charitable Trust, or Early Withdrawal on the subject once that
day. He may also use Assessment at will on the subject. Establishing Sustenance also costs 4
Pathos and 2 Willpower and earns the wraith 1 Angst.

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