Writer: White Wolf
SPIRIT SLAVES
You’ve a maintain that you’ve over a ghost. Often this maintain is the type of catene (chains, fetters,…) – both one thing that the ghost valued extremely in life, or probably a random object or place to which the spirit turned hooked up in the course of the Maelstrom. Regardless, you may have a maintain over the spirit and might bully it by threatening its fetter. Alternatively, you might need details about the spirit’s targets and might management it by aiding it or impeding it. Notice that studying about, finding, and getting ahold of such fetters are sometimes quests of months or years of examine.
Wraiths’ expertise and attributes are constructed utilizing the identical guidelines as for neonate vampires, however with no extra Disciplines (besides as described under), Backgrounds, or beginning expertise factors. Every begins with a Ardour Pool of 5. Each spirit mechanically has Auspex 1 and one dot in one other frequent energy.
All spirits mechanically have Heightened Senses.
Frequent Powers are the equal of the decrease ranges (1 – 2) of the
● Motion of the Thoughts,
● Dominate
● Oblivion (just for reworking themselves or different wraiths, nevertheless)
● Chimerstry powers of Obfuscate, at ranges the Storyteller deems acceptable
to the actual wraith.
Unusual Powers embody the
● Path of Flames (Blood Sorcery Remastered, p64-66)
● Dementation
● Excessive Auspex can be unusual.
● Embodiment: An influence with no Self-discipline equal. It permits the ghost to develop into bodily
strong. Doing so prices two factors from the Ardour pool, and lasts for one scene.
Uncommon Powers are excessive degree (3+)
● Lure of Flames
● Motion of the Thoughts.
● Wraiths can even achieve Dominate: Terminal Decree with out having the 4 earlier ranges, however
this capability is uncommon as effectively.
This Loresheet could also be taken a number of occasions and utilized to completely different wraiths or spectres. You’ll want to connect the names or pseudonyms of the wraiths or spectres enslaved to every.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
● APPRENTICE: You’re simply starting to study to work with spirits and barely perceive the fundamentals of the mechanics concerned. You barely management one weak wraith.
WEAK WRAITH
ATTRIBUTES: Power 2 Charisma 2 Intelligence 2 Willpower 6
Dexterity 2 Manipulation 4 Wits 2 Well being 8
Stamina 3 Composure 3 Resolve 3 Humanity 6
Ardour 5
SKILLS: Athletics 2 Animal Ken 0 Lecturers 1
Brawl 2 Etiquette 0 Consciousness 3
Craft 1 Perception 2 Finance 0
Drive 1 Intimidation 2 Investigation 2
Firearms 0 Management 0 Medication 0
Larceny 1 Efficiency 1 Occult 2
Melee 1 Persuasion 2 Politics 0
Stealth 2 Streetwise 2 Science 1
Survival 2 Subterfuge 2 Expertise 0
DISCIPLINES:
Auspex (1)
Frequent (1)
SPECIAL:
● It’s not potential to strike a wraith except it takes strong kind.
● Solely darkish magic or an exorcism pertormed by a priest or inquisitor can banish, destroy, or enslave a wraith.
● A wraith possesses a mortal utilizing an influence equal mechanically to the Possession (Auspex-Dominate) energy. Wraiths use Manipulation + Drive to regulate a possessed human into performing capabilities they’d usually keep away from.
● Wraiths use Dexterity + Brawl to hurl objects telekinetically.
●● ADEPT: *Taste*. Add 15xp for Attributes and Abilities, and add yet one more Frequent Energy.
●●● Grasp: *Taste*. You are the boss of a extra highly effective wraith. Add one other 15xp for Attributes and Abilities, +1 Willpower, +1 Ardour, and add 2 Frequent or 1 Unusual Energy.
●●●● MASTER: *Taste*. You’re the grasp of a far stronger wraith. Add one other 15xp for Attributes and Abilities, +1 Willpower, +1 Ardour, and add 2 Unusual or 1 Uncommon Energy.
●●●●● MASTER OF THE DEAD: *Taste*. You’ve mastered a robust non secular entity, as much as and together with a Spectre. Add one other 15xp for Attributes and Abilities, +1 Willpower, +1 Ardour, and add 2 Unusual AND 1 Uncommon Energy, or 2 Uncommon Powers. If a Spectre, use the next however add 2 Uncommon Powers.
Spectre
Spectres are in any other case often known as offended ghosts. These useless beings possess a fiery rage, embodying their anger by damaging acts, together with possession of the residing to make them vessels of their wrath. Spectres have all misplaced one thing pricey to them, with it usually being their hyperlink to the world of the residing. They don’t have anything left to lose, and so take out their anger on all different beings.
ATTRIBUTES: Power 4, Charisma 1, Intelligence 3, Willpower 4
Dexterity 4, Manipulation 3, Wits 3, Well being 7
Stamina 4; Composure 2; Resolve 2, Humanity 1
Ardour 8
SKILLS: Athletics 3 Animal Ken 0 Lecturers 1
Brawl 3 Etiquette 0 Consciousness 5
Craft 1 Perception 2 Finance 0
Drive 4 Intimidation 3 Investigation 1
Firearms 0 Management 0 Medication 2
Larceny 2 Efficiency 1 Occult 4
Melee 1 Persuasion 1 Politics 0
Stealth 5 Streetwise 0 Science 1
Survival 2 Subterfuge 2 Expertise 0
DISCIPLINES:
Auspex 4,
Celerity 2
Dominate 2,
Obfuscate 2
SPECIAL:
● It’s not potential to strike a spectre except it takes strong kind.
● Solely darkish magic or an exorcism pertormed by a priest or inquisitor can banish, destroy, or enslave a spectre.
● A spectre possesses a mortal utilizing an influence equal mechanically to the Possession (Auspex-Dominate) energy. Spectres use Manipulation + Drive to regulate a possessed human into performing capabilities they’d usually keep away from.
● Spectres use Dexterity + Brawl to hurl objects telekinetically.
Value: $2.00