WORLD OF DARKNESS HERO

WRAITH: THE OBLIVION HERO

I) CHARACTER CONSTRUCTION

Abilities

A) Deathsight—(a) Detect Weaknesses and Defects, ranged, Transdimensional (+1), (b) +1d6 Aid to physical attacks (+1/4), Requires Detect Weaknesses and Defects PER roll (-1/2), (c) +1 5 point Skill Level for any roll involving the repair of an object, Requires Detect Weaknesses and Defects roll (-1/2) (d) Detect Poor Health, Range, Discriminatory, Transdimensional (+1),
Active Cost: 53
Real Cost: 49

B) Lifesight—Aura Vision, Transdimensional (+1)
Cost: 20

C) Sharpened Senses—+3 to all PER rolls
Cost: 9

D) Insubstantiality—Desolidification, 0 END (+1/2), Only to move through solid barriers that have existence in the Skinlands (wraith is still solid for all other purposes, -1), Costs 1 BODY (-1/2), Limited duration (5 minutes, -1 1/4)
Active Cost: 60
Real Cost: 16

E) Pathos—This END Reserve is used for healing of the wraith's corpus and to power his Arcanoi. The Recovery only works when the wraith can indulge one of his Passions, which are Psychological Limitations relating to the wraith's (former) life. When indulging in a Passion, the wraith must make an 11- roll modified by the intensity of the Passion and the nature of participation in the Passion. For this purpose, the intensity bonus for Psychological Limitations has been parsed out. The more intense a Passion is, the more likely that Pathos will be recovered, and the more Pathos the wraith will recover. For each point by which the wraith makes the Activation roll for REC, his END Reserve will recover 10 END/phase.

Passion (Pyshcological Limitation) intensity bonus Modifier to REC activation roll
-0 -5
-1 -4
-2 -3
-3 -2
-4 -1
-5 -0
-6 +1
-7 +2
-8 +3
-9 +4
-10 +5
Further modifiers Bonus/penalty to Activation roll
Actually performing the Passion in question +3
Observing mortals feeling the core emotion -0
Feeling the core emotion in a context different than the phrasing of the Passion -2

Pathos—100 END, 10 REC Endurance Reserve
Limitations: REC operates only when indulging in a passion or core emotion (-1), Activation roll (11-, -1)
Active Cost: 20
Real Cost: 13

F) Restoring Corpus—Regeneration, 1 BODY/Turn, Lost limbs/organs, Not versus aggravated damage (-1/2), Costs Pathos END (-1/2), Increased END (3X, -1)
Active Cost: 20
Real Cost: 7

G) Healing Aggravated and Post-Harrowing Damage—Major Transform is used to model the ability of a wraith to disappear into one of his Fetters. This is a close homologue to the Spirit Shift power from Steve Peterson's Spirit Rules.
Healing Aggravated/Post-Harrowing Damage—(a) 2d6 Major Transform, wraith to wraith inside one of his Fetters, reversed if Fetter is damaged or destroyed, Cumulative (+1/2), Extra Time (1 full phase, -1/2), (b) Regeneration, lost limbs/organs, regenerate from death, 1 BODY/5 hours (-1), Only while inside one's fetter (-1/2), Costs Pathos END (-1/2), Increased END (3X, -1), Wraith is unconscious during this period of time (-1/2)
Active Cost: 85
Real Cost: 39

H) Slumbering—(a) 2d6 Major Transform, wraith to wraith inside one of his Fetters, reversed if Fetter is damaged/destroyed, Cumulative (+1/2), Extra Time (1 full phase, -1/2), (b) Xd6 Healing where X = CON/4, Extra time (5 hr, -3), Only while inside one's fetter (-1/4), Not versus aggravated damage (-1/2), Wraith is unconscious while healing takes place (-1/2)
Active Cost: 45 + (CON/4 x 5)
Real Cost: 30 + [(CON/4 x 5) ∏ 5.25]

I) I'm already dead -- (a) Life Support: No need to breathe, eat, excrete, or sleep; safe in every extreme environment, immune to aging, (b) 20 points Power Defense, Only versus diseases and poisons (-1/2)
Cost: 47
Real Cost: 40

Disadvantages

Disadvantage Value
Physical Limitation: Takes 1 BODY from unfriendly assault or harmful physical contact originating in the Skinlands -5
Distinctive Features (optional) -5 to -25
Physical Limitation: Cannot heal BODY normally (with REC) -5
Psychological Limitations: Passions and core emotions -5 to -25
Normal characteristic maxima -20
Watched by one's Shadow, 11- -10
Physical Limitation: Confined to the Tempest without Fetters -20

Backgrounds

A) Artifacts/Relics—Powers bought as Independent (-2) Foci. Artifacts must often be powered with Pathos END.

B) Eidolon—Inner strength with which a wraith can resist the incursions of his Shadow.
Eidolon—(a) 5 points. Mental Defense, (b) 3 points Power Defense
Both Powers take Only versus Shadow's powers (-1)
Active Cost: 8
Real Cost: 3

C) Haunts—Places where it's easier for the wraith to affect the Skinlands. Purchased as part of a base.
Haunts—EGO roll, 11-, to serve as a complementary skill to the EGO roll required for a wraith using Arcanoi that affect the Skinlands.
Cost: 3 points for 11- roll, +1 to roll/2 points

D) Legacy—A lasting creation from the wraith's former life, from which he can take succor.
Legacy—Regeneration, 1 BODY/Turn, Regenerate limbs/organs, Focus (lasting creation of the wraith, IIF, Immobile, -1 1/4), Aggravated damage heals at 1 BODY/hour (-1/2)
Active Cost: 20
Real Cost: 7

E) Memoriam—The living's memory of the deceased, from which the wraith can draw strength.
Memoriam—Aid to END Reserve, Pathos END only (-1/2), Self only (-1/2), Only to bring Reserve to starting values (-1/2), Can only use Aid once per plot (-2)
Active Cost: 5/d6 of Aid
Real Cost: 1/d6 of Aid

Arcanoi

A) Argos

1) Orienteering—Enables wraith to make his way around the Tempest.
Orienteering—(a) Detect Byways, Range, (b) KS: The Tempest, 11-, (c) Bump of Direction, Only in the Tempest (-1/2)
Active Cost: 13
Real Cost: 12

2) Tempestpeek—Allows wraith to see what's waiting for him in the Tempest.
Tempestpeek—Clairsentience (sight), Transdimensional (+1/2), Extra Time (1 full phase, -1/2), Concentrate (1/2 DCV, -1/4)
Cost: 30
Real Cost: 17

3) Tempest Threshold—The wraith can move into the Tempest without waiting for a nihil to pop up.
Tempest Threshold—EDM into Tempest, Extra Time (1 full phase, -1/2)
Active Cost: 20
Real Cost: 13

4) Enshroud—The wraith spends 3 Pathos END/minute to turn become enshrouded in the shadows of the Underworld, becoming invisible.
Enshroud—Invisibility to normal sight, Increased Base Duration (1 minute, +1/2), Extra Time (1 full phase, -1/2)
Active Cost: 30
Real Cost: 20

5) Phantom Wings—The wraith gains the ability to fly slowly. Flight in the Shadowlands is only possible when the wraith becomes Incorporeal.
Phantom Wings—6" Flight, Will not work in Shadowlands unless wraith has received 1 BODY from Skinlands assault or moving through a barrier (-1/2)
Active Cost: 12
Real Cost: 8

6) Flicker—For 2 Pathos END, the wraith can take advantage of the distortions of the Tempest to travel rapidly from one point to another nearby.
Flicker—10" Teleport, Only in the Shadowlands (-1/4)
Active Cost: 20
Real Cost: 16

7) Jump—This power enables the wraith to travel rapidly to one of his Fetters for 10 Pathos END per jump.
Jump -10" Teleport, up to 10,240" NCM, 1 fixed location for each Fetter, 0 END (+1/2), Only to fixed locations (-2), Long-distance teleportation only (-1), Costs Active Cost/10 END per jump, regardless of distance (-1/4)
Active Cost: 105 + 1/Fetter
Real Cost: Active Cost/4.25

8) Oubliette—This power enables the wraith to cast another into the Tempest for 9 Pathos END, causing some damage to the target in the process. Alternatively, the wraith can concentrate and paralyze a target, preventing him from fleeing into the Tempest or elsewhere, for 11 Pathos END. Either use of this art add 10 END to the Shadow's Angst END Reserve.
Oubliette—(a) EDM to Tempest, Usable against Others (+1), BOECV at range (+1 1/2), Extra Time (1 full phase, -1/2), (b) 1d6 EGO Attack, Does Body (+1), Extra Time (1 full phase, -1/2), Linked to EDM (-1/2), (c) 4d6 Entangle (Mental Paralysis), BOECV (+1), Transparent to physical attacks (+1/4), Works versus EGO not STR (-1/2), Extra Time (1 full phase, -1/2), Concentrate (1/2 DCV, -1/4), Entangle evaporates if wraith stops concentrating (-1/2).
Active Cost: 90 (casting into Tempest), 110 (paralysis)
Real Cost: 57 (casting into Tempest), 49 (paralysis)

B) Castigate

1) Bulwark—Protects wraith and company from the Maelstrom, hides them from spectres. Costs 14 Pathos END.
Bulwark—(a) 12 PD/12 ED/12" Force Wall, 0 END (+1/2), Only to protect versus Maelstrom damage (-1 1/2), Others must touch wraith to get protection (-1/2), (b) Invisibility to sight, Usable by others (4 others + wraith, +1), Linked (-1/2), (b) Psionic (-1/2), Only to hide from sight of spectres (-1)
Both powers have Costs Pathos END to initiate (-1/4), Extra Time (1 full phase, -1/2), and Concentrate (0 DCV, -1/2)
Active Cost: 140
Real Cost: 38

2) Soulsight—Allows wraith to sense strength of another wraith's Shadow. Necessary for targeting other Castigate powers.
Soulsight—Detect Shadows, Discriminatory, Range, Targeting, Concentrate (0 DCV, -1/2), Cannot detect own Shadow (-1/2)
Active Cost: 33
Real Cost: 16

3) Coax—Allows wraith to reduce the risk of accepting aid from one's Shadow. Use of this power adds 6 END to the Shadow's Angst END Reserve.
Coax—(a) 2d6 Aid to characteristics and powers that wraith is using in a critical situation (+1/4), Only adds to "Shadow Aid" Aid dice (-1/2), (b) +2 10 point Overall Skill Levels, Only to skills that wraith is using in a critical situation (-1/2), Only adds to "Shadow Aid" Skill Levels (-1/2), (c) 8d6 Dispel versus Shadow Aid powers (+1/4)
Active Cost: 62
Real Cost: 48

4) Dark Secrets—This powers forces another wraith's Shadow to answer questions about the wraith. Use of this power provides his own Shadow with 4 Angst END.
Dark Secrets—9d6 Telepathy, Only to obtain information from a Shadow about his associated wraith (-1)
Active Cost: 45
Real Cost: 22

5) Purify—The wraith weakens a Shadow, while causing minor damage to the Corpus of its associated wraith. His own Shadow gains 5 Angst END.
Purify—1d6 Drain END Reserve, Ranged (+1/2), Recover 5 Active/month (+1 3/4), Only to drain Shadow's Angst END Reserve (-1), (b) 1d6 EGO Blast, Does BODY (+1), Targeted versus associated wraith (-1), Linked to Drain (-1/2)
Both powers have Extra Time (1 minute, -1 1/2), Incantations (-1/4)
Active Cost: 52
Real Cost: 13

6) Housecleaning—This power enables the wraith to clear an area of Spectres and keep them out.
Housecleaning—(a) 9d6 Mind Control, Area Effect: Nonselective radius (+3/4), Single command: Leave area of effect (-1/2), Linked to Force Wall (-1/2), Extra Time (1 full phase, -1/2), Concentrate (0 DCV, -1/2), (b) 10 PD/6 ED/10" Force Wall, 0 END (+1/2), Trigger (when Spectres leave area of effect, +1/4), Limited duration (5 minutes, -1 1/4)
Both powers have Only affects spectres (not doppelgangers, -1)
Active Cost: 149
Real Cost: 41

7) Defiance—This power protects the wraith from a takeover attempt by his Shadow in two ways: (1) It drains the Shadow's Angst END Reserve, and (2) It provides some Mental Defense to protect against the Catharsis Mind Control. Optionally, the wraith can know a version of this power that enables him to provide such protection to one other wraith (at a time) as well. This power costs 3 Pathos END, or 7 Pathos if it's being used to aid another wraith in his struggle against the Shadow.
Defiance—(a) 1d6 Drain END Reserve, Recover 5 Active/month (+1 3/4), Trigger (when Shadow tries to take over associated wraith, +1/4), Only to drain the Shadow's Angst END Reserve (-1/2), (b) 5 points Mental Defense, Only to protect versus Shadow's Catharsis Mind Control (-1)
Active Cost: 35
Real Cost: 22
Optional: Usable by Others (one other, wraith can use, at range, +1) on both powers. This doubles the Active and Real Costs.

C) Embody

This group of powers affects the Skinlands, and, as such, they require a roll of some sort (usually EGO) which is modified by the local strength of the Shroud:

Location Example Modifier To Required Skill Roll
Deserted cemetery at midnight on a full moon +2
Old mansion where brutal murders were committed +1
A country crossroads on a moonless night +0
A crowded, dim club playing Top 40 -1
A well-cared for home with no violent history -2
A clean subway station in the afternoon -3
A shopping mall on a sunny spring day -4

The skill rolls for Embody, Inhabit, and Puppetry Arcanoi also receive a bonus when practiced on subjects to which the wraith has Attuned himself. To Attune himnself to a subject, the wraith must have used the Arcanoi on the subject a certain number of times (5 times for a complete stranger, 2-3 times for a lover, etc.). Attunement is purchased thusly:
Attunement—+3 5-point Skill Levels with rolls required for Skinlands-affecting Arcanoi, Only when using Arcanoi on Attuned subjects (-1)
Active Cost: 15
Real Cost: 7

1) Ghostly Touch—This power enables a very minor manipulation of matter in the Skinlands.
Ghostly Touch—1 STR TK, Transdimensional (+1/2). Can only move dust or condensation (-1), Concentrate (0 DCV, -1/2), Requires EGO roll (-1/2)
Active Cost: 2
Real Cost: 1
2) Whispers—This power enables the wraith to whisper one phase's worth of material to a subject.
Whispers—Images, -4 to PER roll, Transdimensional (+1/2), No range (-1/2), Requires EGO roll (-1/2), Limited duration (1 phase, -2)
Active Cost: 33
Real Cost: 8

3) Phantom—For 3 Pathos END/phase, the wraith may project a hazy image to himself into the Skinlands. This image causes extreme fear in those na�ve mortals that view it.
Phantom—(a) Images versus sight, +4 to PER roll, Transdimensional (+1/2), Only to produce hazy image of wraith as he exists (-1), No range (-1/2), Requires EGO roll (-1/2), (b) +45 PRE, Transdimensional (+1/2), Offense only (-1/2), Only to produce fear in targets (-1), Only versus mortals (-1/2)
Active Cost: 100
Real Cost: 30

4) Life-in-Death—For 2 Pathos END/phase, the wraith can manifest in the Skinlands. His appearance is unusual (cold flesh, pale, not breathing, etc.), but more attractive than he appeared in life.
Life-in-Death—(a) EDM to Skinlands, Costs END/phase to remain in Skinlands (-1/2), Require EGO roll (-1/2), (b) +2 to COM, Linked to EDM (-1/2)
Active Cost: 21
Real Cost: 11

5) Materialize—This more powerful materialization ability costs 3 Pathos END/phase to maintain. The wraith looks much more life-like.
Materialize—(a) EDM to Skinlands, Costs END/phase to remain in Skinlands (-1/2), Requires EGO roll (-1/2), (b) Shapeshift to mortal form, Linked to EDM (-1/2)
Active Cost: 30
Real Cost: 17

6) Maintain the Material Form—This modifier cuts in half the Pathos END cost of Embody powers.
Maintain the Material Form—1/2 END (+1/4) on Embody powers
Embody Power Active Cost Real Cost
Phantom +5 +2
Life-in-Death +5 +1
Materialize +7 +3

D) Fatalism

1) Kismet—Allows wraith to determine of the importance of a person/item/place in the grand scheme of things.
Kismet—Detect Importance/Significance, Discriminatory, Range, Transdimensional (+1)
Cost: 26

2) Fatal Vision—Enables wraith to see the manner of a mortal's death.
Fatal Vision—Clairsentience with Precognition, Transdimensional (+1/2), Only to detect time/manner of death (-1), Precognition only (-1)
Active Cost: 60
Real Cost: 20

3) Foreshadow—The wraith can sense when he is in danger, irregardless of the source. Use of this power provides the Shadow with 2 Angst END.
Foreshadow—Danger Sense, any source, 11-
Cost: 20

4) Interpretation—Classic fortune-telling, augmented by the fact that the fortune-teller is dead. Costs 12 Pathos END to do a reading.
Interpretation—Clairsentience with Precognition and Retrocognition, Transdimensional (+1), Precognition/Retrocognition only (-1), Focus (materials for divination, OAF, -1), Extra time (5 minutes, -2), Visions unclear (-1/2), Gestures (-1/4), Concentrate (0 DCV, -1/2)
Active Cost: 120
Real Cost: 19

5) Guesswork—The wraith gets a glimpse at what his foe is about to do during combat, and can respond appropriately. Costs 1 Pathos END for each use of Lightning Reflexes and 4 Pathos END for Precognitive Clairsentience.
Guesswork—(a) +4 Lightning Reflexes, Costs Pathos END (-1/2), (b) Clairsentience (sight) with Precognition, Only to see what enemy will do that phase/Turn (-1), Precognition only (-1), Requires an INT roll (-1/2)
Active Cost: 46
Real Cost: 15

6) Luck—Built as Skill Levels, but advanced versions of this ability could also feature Aid. Each Skill Level costs 1 Pathos END.
Luck—+5 10-pt Overall Skill Levels, Costs Pathos END to use (-1/2), Each level only useable once per plot (-2)
Active Cost: 50
Real Cost: 14

E) Inhabit

This is another group of powers that affect the Skinlands. Rolls required for these powers are modified the Shroud and receive a bonus when carried out on Attuned objects.

1) Sense Gremlin—Allows wraith to detect habitation of objects by wraiths. Some details about number of wraiths, etc. can be gleaned.
Sense Gremlin—Detect Wraithly Possession of Machines/Artifacts, Range, Discriminatory, Transdimensional (+1/2)
Cost: 19

2) Shellride—This is like Slumbering, except the wraith can fade into any machine or other object and is fully conscious and capable of sensing its environment.
Shellride—2d6 Major Transform, Wraith to wraith in any machine/artifact (+1/4), Cumulative (+1/2), Requires EGO skill roll (-1/2), Extra Time (1 full phase, -1/2), 1 BODY inflicted on wraith if forced out of object or if object is damaged or destroyed (-1/2)
Active Cost: 52
Real Cost: 21

3) Surge—The wraith can disrupt the flow of electricity in an item, causing it to short out.
Surge -1d6 RKA, Armor-Piercing (+1/2), Transdimensional (+1/2), Only versus electric devices (-1), No range (-1/2), Requires EGO roll (-1/2)
Active Cost: 30
Real Cost: 10

4) Ride the Electron Highway—The wraith inhabits a communications device or an instrument plugged into the power grid and can then travel along the paths of electricity, great distances, very rapidly. Each flitting session along the grid costs 10 Pathos END, regardless of the distance moved.
Ride the Electron Highway—Teleport, 10" Base, up to 10,240" with one phase preparation, 0 END (+1/2), Only along wires, communication networks, etc. (-1/2), Non-combat movement mode only (-1), Costs Active Cost/10 in Pathos END per movement (-1/4), Wraith still must Shellride an appropriate item and only moves to another appropriate item (-1/2)
Active Cost: 105
Real Cost: 32

5) Gremlinize—For 1 or 2 Pathos END/phase, the wraith can control any machine he's Shellriding.
Gremlinize—(a) 10 STR TK, Fine manipulation, Fine manipulation only possible with Attuned objects (-1 on 10 points of power), Only to control machines (-1/2), Only affects machines that wraith is currently Shellriding (-1/2)
Active Cost: 25
Real Cost: 10

6) Claim—This power allows a wraith to control any object he's Shellriding. His senses extend all around and inside the item. In the process of repeatedly Shellriding the object, the wraith transforms it (at a cost of 3 Pathos END/episode of Shellriding) so that it becomes a relic after it is destroyed.
Claim—(a) 2d6 Minor Transform (object in Skinlands to relic in Shadowlands), Cumulative (+1/2), Wraith must Shellride item on a separate occasion for each roll of the Transform dice (-1/2), Final transformation into a relic is not complete until the item is destroyed (-1/2), (b) 6 STR TK, Only to control objects that the wraith is Shellriding (-1/2), Simple actions only (-1/2), (c) 360 Degrees on all senses, Only while Shellriding object (-1/2)
Active Cost: 64
Real Cost: 31

7) Empower—This power enables the wraith to imbue relics with Arcanoi he knows, so that others may use them by making the activating gesture. This power must be purchased separately for each power that the wraith wants to place into a relic.
Empower—Usable by Others on any Arcanoi known by wraith, (one other, wraith can still use, at range, +1)
Additional advantages applied only to Usable by Others active points: Uncontrolled (+1/2), Persistent (+1/2), Trigger (activating gesture/word, +1/4), Focus (relic, OAF or less, -1/-1/2/-1/4)
Active and Real Costs: Variable, consult GM

F) Keening

1) Perfect Pitch—The ability to detect the use of Keening
Perfect Pitch—Detect Keening, Range, Sense
Cost: 10

2) Dirge—This power enables the character to arouse negative emotions in the target for 6 Pathos END. Use of the this power gives the Shadow 6 Angst END.
Dirge—6d6 Mind Control, Transdimensional (+1), Requires PS: Singer or other appropriate PS at -1/20 Active points for the Transdimensional effect (-1/4 on Transdimensional active points), Half effectiveness versus other wraiths (-1/2), Dark emotions only (-3/4), Extra Time (1 full phase, -1/2)
Active Cost: 60
Real Cost: 21

3) Ballad—As for Dirge, except "higher" emotions are inspired. Costs 6 Pathos END, but no Angst END accrues to the Shadow.
Ballad—6d6 Mind Control, Transdimensional (+1), Requires PS: Singer or other appropriate PS at -1/20 Active points for the Transdimensional effect (-1/4 on Transdimensional active points), Half effectiveness versus other wraiths (-1/2), Positive emotions only (-3/4), Extra Time (1 full phase, -1/2)
Active Cost: 60
Real Cost: 21

4) Muse—This power enables the wraith to subtly plant suggestions into the mind of a target. The target follows the suggestion, thinking that it's his idea. Costs 11 Pathos END and grants 10 Angst END to the Shadow.
Muse—11d6 Mind Control, Transdimensional (+1), 20 points of effect must be used to make target think ideas/actions are his (-1/2), Transdimensional effect requires PS: Singer or other appropriate PS at -1/20 Active points (-1/4 on Transdimensional active points), Extra Time (1 Turn, -1)
Active Cost: 110
Real Cost: 42

5) Crescendo—With this power, the wraith emits a scream that causes damage to those within a 9" radius for 7 Pathos END. The Shadow gets 7 Angst END when this power is used.
Crescendo—(a) 6d6 Energy Blast, Area Effect: 3X radius (9", +1 1/2), Extra Time (1 full phase, -1/2), Incantations (-1/4), (b) +40 PRE, Offense only (-1/2), Only to cause fear (-1), Only versus mortals (-1/2), Only while Embodied (-1), Linked to Energy Blast (-1/2)
Active Cost: 115
Real Cost: 53

6) Requiem—The wraith floods the target with any feeling the wraith wants. Costs 12 Pathos END, and the Shadow gets 10 Angst END.
Requiem—12d6 Mind Control, Transdimensional (+1), Emotions only (-1/2), Extra Time (1 full phase, -1/2), Transdimensional effect requires PS: Singer or other appropriate PS at -1/20 Active points (-1/4 on Transdimensional active points)
Active Cost: 120
Real Cost: 57

7) Sotto Voce—This ability allows the wraith to use his more subtle Keening powers unnoticed. It must be purchased separately for each power.
Sotto Voce—Invisible Power Effects on Keening Powers (Mental Senses, Detect Keening, +3/4)
Keening Power Active Cost Real Cost
Dirge and Ballad +22 +8
Muse +41 +16
Requiem +45 +22

G) Lifeweb

1) Locate Fetter—This power helps a wraith locate his fetters and see what's transpiring around them. More powerful versions of this ability enable the wraith to sense his Fetters at longer distances.
Locate Fetter—(a) Detect Fetter, Range, +16 Telescopic Sense, Transdimensional (+1/2), Only gives range and distance (-1), Can only find one's own fetter (-1/2), (b) Clairsentience, sight, Double range (200"), Only to scan area of one's Fetters (-1)
Both powers have Extra Time (1 full phase, -1/2) and Concentrate (0 DCV, -1/2)
Active Cost: 53
Real Cost: 22

2) Sense Strand—This allows wraiths to learn information about wraiths from their Fetters (for 2 Pathos END/PER roll) and to learn about a wraith's Fetters from the target wraith (for 4 Pathos END/phase).
Sense Strand—(a) 9d6 Telepathy, Only versus wraiths (-1/2), Only to obtain information about the target's Fetters (-1), Information comes in the form of vague clues (-1/2), (b) Detect Fetter, Range, Discriminatory, Transdimensional (+1/2), Can only locate other's fetters (-1), Costs Pathos END (-1/2)
Active Cost: 64
Real Cost: 26

3) Web Presence—This power enables wraiths to communicate at a distance with those near their Fetters and to exercise Arcanoi against those near their Fetters. Communication with others near Fetters costs 1 Pathos END/phase.
Web Presence—(a) 3d6 Telepathy, Communicative telepathy (-1/4), Only with targets standing near Fetters and visualized with Locate Fetter Clairsentience (-1), (b) Indirect (+3/4) and possibly No Range Penalty (+1/2) on Arcanoi that are non-mental, Only to be used on targets standing near Fetters and visualized with Locate Fetter Clairsentience (-1) on Active Points deriving from Indirect and No Range Penalty advantages.
Active Cost: (a) 15, (b) To be determined individually
Real Cost: (a) 7, (b) To be determined individually

4) Splice Strand—Allows the wraith to turn an object or person in the Skinlands into a temporary Fetter for himself or another wraith. Costs 2 Pathos END/phase of Transform and 2 Pathos END/day to maintain.
Splice Strand—2d6 Cosmetic Transform, object/person to Fetter, reverts when wraith stops paying 2 Pathos END/day, Cumulative (+1/2), Transdimensional (+1/2), No Range (-1/2), Mut touch (in some way) both the target of the Transform and the wraith needing a Fetter (-1/2), Extra Time (1 full phase, -1/2)
Active Cost: 20
Real Cost: 8

5) Sever Strand—This powerful ability enables the wraith to sever the tie between a wraith and one of his Fetters. It costs 2 Pathos END/phase of Transform, and can be reversed if the wraith in question spends 10 Pathos END in the presence of his Fetter, or has another wraith perform Splice Strand on the former Fetter.
Sever Strand—2d6 Cosmetic Transform, Fetter to normal object/person, reverts if owning wraith expends 10 Pathos END while in presence of transformed Fetter, Cumulative (+1/2), Transdimensional (+1/2), No Range (-1/2), Extra Time (1 Turn, -1)
Active Cost: 20
Real Cost: 8

6) Soul Pact—This power creates an arrangment with a mortal in which the mortal becomes a Fetter for a wraith if the wraith provides the mortal with help "from beyond". It costs 16 Pathos END to set up.
Soul Pact—11d6 Cosmetic Transform, normal mortal to Fetter, Reverts if wraith doesn't help mortal out as specified in contract, Transdimensional (+1/2), Extra Time (5 minutes, -2), Increased END (2X, -1/2), Target must be willing to be a Fetter (-1/4)
Active Cost: 82
Real Cost: 22

H) Moliate

1) Glow—This power enables the wraith to glow with any sort of light imaginable in any manner imaginable, for 1 Pathos END/5 minutes.
Glow—Change Environment (light), 2 hex radius, Variable Special Effect (any kind of light, +1/4), Increased Base Duration (5 minutes, +3/4), No range (-1/2)
Active Cost: 20
Real Cost: 13

2) Return of Death's Visage—Enables wraith to change his appearance back to the original appearance he had when he first had his Caul lifted. Costs 2 Pathos END.
Return of Death's Visage—Shapeshift to wraith's original appearance (after death and the removal of the Caul), 0 END Persistent (+1), Costs Pathos END to initiate (-1/4), Extra Time (1 Turn, -1)
Active Cost: 20
Real Cost: 9

3) Shapesense—Allows the wraith to determine whether or not another wraith's appearance is the result of Moliate.
Shapesense—Detect Moliation, Range, Discriminatory, Extra Time (1 full phase, -1/2)
Active Cost: 13
Real Cost: 9

4) Imitate—The wraith can change his face to resemble that of anyone else. Costs 5 Pathos END.
Imitate—(a) Shapeshift to any humanoid, 0 END Persistent (+1), Can only change appearance of face (-1), Costs Pathos END to initiate (-1/4), Extra Time (1 minute, -1 1/2), (b) Disguise + 2, Only to assist with Shapeshift (-1/2), Costs Pathos END (-1/2)
Active Cost: 47
Real Cost: 14

5) Sculpt—This multi-purpose power allows the wraith to change his shape and appearance to anything humanoid. This affects the appearance of the wraith only; the only useful adjustment the wraith can make is to give himself sharp teeth (1 pip HKA). The wraith can also heal damage (including aggravated damage) to another wraith's Corpus with this power. This power costs 4 Pathos END for Shapeshifting, and 3 Pathos END for Healing.
Sculpt—(a) Shapeshift to any humanoid, 0 E ND Persistent (+1), Costs Pathos END to initiate (-1/4), Extra Time (1 minute, -1 1/2), (b) 1 pip HKA (1/2d6 with STR), Requires Shapeshift to create (-1/4), (c) 6d6 Healing, Extra Time (5 minutes, -2)
Active Cost: 75
Real Cost: 32
Optional: A version of this power with Usable Against Others (+1) can also be purchased.

6) Martialry—This power allows the wraith to turn his limbs into weapons and his skins into armor, for 1 Pathos END/10 Active Points of effect.
Martialry—(a) HKA, (b) Armor
Both powers take Costs Pathos END to initiate (-1/4) and Extra Time (1 full phase, -1/4)
Active Cost: (a) 5 points/Damage Class, (b) 3 points/2 resistant Defense
Real Cost: Active Cost/1.5

7) Rend—This power enables the wraith to rip chunks of Corpus off the target. Costs 3 Pathos END/attack, and the Shadow gets 3 Angst END.
Rend—2d6 HKA (up to 4d6 HKA with STR), Costs Pathos END (-1/4), Requires successful Grab maneuver first (-1/2), No damage if an impairing or disabling amount of BODY isn't inflicted (-1)
Active Cost: 30
Real Cost: 10

8) Bodyshape—With this power, the wraith can shapeshift to anything of the same approximate mass/volume. Costs 6 Pathos END.
Bodyshape—Shapeshift to anything, 0 END (+1/2), Limited Duration (5 minutes, -1 1/4), Extra Time (1 minute, -1 1/2), Costs Pathos END to initiate (-1/4)
Active Cost: 60
Real Cost: 15
A Useable Against Others (+1) version of this power can also be purchased. If performed against unwilling targets, it provides the Shadow with 10 Angst END.

I) Outrage

1) Leap of Rage—Allows wraith to leap large distances
Leap of Rage—5" Superleap
Cost: 5; each additional 1" = +1

2) Ping—This minor power allows wraiths to exert a very minor amount of force in the Skinlands. Costs 1 Pathos END/phase.
Ping—1 STR TK, Transdimensional (+1/2), Can't move anything larger than a bottle cap (-1/2), Requires EGO roll (-1/2)
Active Cost: 2
Real Cost: 1

3) Wraithgrasp—Allows wraiths to lift objects in the Skinlands. Costs Active Cost/10 in Pathos END/phase.
Wraithgrasp—Telekinesis, Transdimensional (+1/2), Only to lift objects (no throwing, squeezing, or punches, -1/2), Requires EGO roll (-1/2)
Active Cost: 2.25/1 STR
Real Cost: Active Cost/2

4) Stonehand Punch—This power lets the wraith strike persons and objects both in the Skinlands and in the Shadowlands. Costs Active Cost/10 in Pathos END.
Stonehand Punch—Energy Blast, Transdimensional (+1), Transdimensional Blasts require EGO roll (-1/2)
Active Cost: 10/d6 of Blast
Real Cost: (5 + 5/1.5) x d6 of Blast

5) Death's Touch—Allows wraith to manipulate things in the Skinlands as if he were actually there. The wraith can also start fires. Manipulation costs 4 Pathos END/phase, while starting fires costs 3 Pathos END/fire started.
Death's Touch—(a) 10 STR TK, Fine Manipulation, Transdimensional (+1/2), No range (-1/2), Requires EGO roll (-1/2), (b) 1d6 RKA, Transdimensional (+1/2), Indirect (+3/4), Extra Time (1 Turn, -1), Requires EGO roll (-1/2)
Active Cost: 71
Real Cost: 32

6) Obliviate—This power destroys objects and person in such a way that they are sent to Oblivion or a Destruction Harrowing. It costs 6 Pathos END per RKA attack, plus 20 Pathos END for the Transform. Initiating this kind of attack gives 10 Angst END to the Shadow, and the end result (Oblivion) provides it with another 10 Angst END.
Obliviate—1d6 RKA, BOECV (+1), Does BODY (+1), Transdimensional (+1), Requires EGO roll (-1/2), Extra Time (1 full phase, -1/2), (b) 6d6 Major Transform, target of RKA to Oblivion, Transdimensional (+1), Trigger (death/destruction of person/object with RKA, +1/4), Persons can escape if they survive a Destruction Harrowing (-1/4), Not versus Skinland objects that are currently Inhabited (-1/4), Extra Time (1 Turn, -1)
Active Cost: 262
Real Cost: 111

J) Pandemonium

1) Sense Chaos—Allows wraith to sense use of Pandemonium powers as well as the meddling of Shadows and Spectres.
Sense Chaos—(a) Detect Pandemonium powers, Ranged, Sense, Transdimensional (+1/2), (b) Detect Shadow/Spectre Manipulation, Ranged, Sense, Transdimensional (+1/2)
Cost: 30

2) Weirdness—Allows the wraith to inflict someone in the Skinlands with weird sensations. Costs 1 Pathos END/phase.
Weirdness—Change Environment, Transdimensional (+1/2), Vary Environment (+1), Variable Special Effects (+1/2), Can only affect a single person (-1), Psionic (-1/2), Requires EGO roll (-1/2)
Active Cost: 15
Real Cost: 5

3) Befuddlement—For 10 Pathos END, the wraith can impart a temporary state of confusion on the target.
Befuddlement—4d6 INT Drain, Transdimensional (+1), Ranged (+1/2), Transdimensional effect requires EGO roll at -1/20 Active points (-1/4), Extra Time (1 full phase, -1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 100
Real Cost: 54

4) Dark Ether—This power creates a very strange environment in a 4-hex radius for 5 Pathos END/Turn.
Dark Ether—Change Environment, 4 hex radius, Vary Environment (+1), Variable Special Effects (+1/2), Transdimensional (+1/2), Increased Base Duration (1 Turn, +1/4), Requires EGO roll (-1/2), Extra Time (1 phase, -1/2)
Active Cost: 49
Real Cost: 24

5) Foul Humour—This power either summons a swarm of vermin (rats, cockroaches, etc.) to an area, or creates foul material (blood, gore, feces, etc.). Summoning Vermin costs Active Cost/10 in Pathos END, while producing foul material costs 8 Pathos END. The Shadow gets 4 Angst END.
Foul Humour—(a) Summon Vermin, any vermin (+1/4), Transdimensional (+1/2), (b) 3d6 Major Transform, air to foul material, any foul material (+1/4), Foul material disappears after a brief period, Transdimensional (+1/2)
Both powers take Requires EGO roll at -1/20 Active points (-1/4) and Extra Time (1 Turn, -1)
Active Cost: (a) (30 + Character points of swarm/5) x 1.75, (b) 79
Real Cost: (a) Active Cost/2.25, (b) 35

6) Tempus Fugit—This powerful effect allows the wraith to slow down or accelerate the passage of time in an area on either side of the Shroud. Costs 16 Pathos END to slow things down, or 7 Pathos END to speed things up.
Tempus Fugit—(a) 3d6 Drain versus DEX, SPD, and all Movement powers at once (+2), Area Effect (Radius, +1), Personal Immunity (+1/4), Transdimensional (+1), (b) 3d6 Aid to DEX, SPD, and all Movement powers at once (+2), Area Effect (Radius, +1), Transdimensional (+1), Not additive with other similar acceleration powers (-1/4)
Both powers have Charges (1, -2), Costs Pathos END (-1/2), Transdimensional effect requires EGO roll at -1/20 Active points (-1/4 on Transdimensional active points), Extra Time (1 full phase, -1/2), Concentrate (0 DCV, -1/2)
Active Cost: 157 (slowing things down), 75 (speeding things up)
Real Cost: 34 (slowing things down), 16 (speeding things up)

K) Phantasm

1) Sleepsense—Allows wraith to observe a mortal's dreams (if REM is in effect).
Sleepsense—3d6 Telepathy, Transdimensional (+1/2), Only versus sleeping mortals (-1), Cannot alter dream content (-1/2)
Active Cost: 22
Real Cost: 9

2) Elysia—The wraith can pull the soul of a sleeping mortal or one in a hypnagogic state out of his body and into the Shadowlands. Costs 12 Pathos END to do this. This write-up is good for mortals with 75 Character points; more powerful mortals are more difficult to deal with.
Elysia—(a) Duplication, Usable against Others (+1), Transdimensional (+1/2), Only versus mortals in a sleeping or hypnagogic state (-3/4), Costs Pathos END (-1/2), Extra Time (1 full phase, -1/2), (b) EDM to Shadowlands, Usable against Others (+1), Transdimensional (+1/2), Requires EGO roll at -1/20 Active points (-1/4), Only versus Duplicates of sleeping/hypnotized mortals (-1/2), Extra Time (1 full phase, -1/2)
Active Cost: 125
Real Cost: 49

3) Lucidity—This power enables the wraith to alter the dreams that a mortal is experiencing.
Lucidity—As for Sleepsense, except without the "Cannot alter dream content" limitation
Real Cost: +2 to Real Cost of Sleepsense

4) Dreams of Sleep—This power forces a wraith to sleep. Costs 7 Pathos END.
Dreams of Sleep—3d6 EGO Attack, Continuous (+1), 0 END (+1/2), Only versus wraiths (-1/4), Costs Pathos END to initiate (-1/4), Extra Time (1 full phase, -1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 75
Real Cost: 33

5) Phantasmagoria—This power creates illusions in the minds of one or many persons. These illusions have substance if the wraith spends a point of BODY. Otherwise, they cost 6 Pathos END to set up.
Phantasmagoria—12d6 Mental Illusions, Extra Time (1 full phase, -1/2), Concentrate (0 DCV, -1/2), 1 BODY required to inflict STUN and BODY with illlusions (-1/4)
Active Cost: 60
Real Cost: 27
Option: Phantasmagoria can have an effect on a group of individuals by taking the Area Effect: Radius (+1) advantage, which will double Active and Real Costs and Pathos END required.

6) Agon—This power is tacked onto Elysia when the wraith decides to be rough about extracting a mortal's soul. Costs 4 Pathos END and grants 4 Angst END to the Shadow.
Agon -1/2 d6 RKA, BOECV (+1), Does BODY (+1), Transdimensional (+1/2), Trigger (when mortal wakes up, +1/4), Increased STUN Multiplier (+1 to multiplier, +1/2), Only on targets of Elysia (-1)
Active Cost: 42
Real Cost: 21

L) Puppetry

This Arcanos takes the same modifiers that Embody and Inhabit take.

1) Detect Possession—Allows wraith to tell when someone is being Skin-ridden, and give information about Consort status, etc.
Detect Possession—Detect Possession, Range, Discriminatory, Transdimensional (+1/2)
Cost: 19

2) Skinride—The Puppetry version of Shellride. Costs 6 Pathos END.
Skinride—2d6 Major Transform, Wraith to wraith in a person, Cumulative (+1/2), Transdimensional (+1/2), Requires EGO skill roll (-1/2), Extra Time (1 full phase, -1/2),
Active Cost: 60
Real Cost: 30

3) Sudden Movement—Allows wraith to take momentary control of one limb of a Skinridden individual. Costs 3 Pathos END and grants 3 Angst END to the Shadow.
Sudden Movement—20 STR Telekinesis, Only versus targets of Skinride (-1), Limited duration (1 phase, -2), No range (-1/2), Only to manipulate a limb (-3/4)
Active Cost: 30
Real Cost: 6

4) Master's Voice—Allows wraith to take control of a Skinridden target's voicebox. Costs 4 Pathos END and grants 4 Angst END to the Shadow.
Master's Voice—9d6 Mind Control, Only versus targets of Skinride (-1), Only to force target to speak (-1/2)
Active Cost: 45
Real Cost: 18

5) Rein in the Mind—The wraith takes complete control of a Skinridden target, in such a way that the target doesn't remember actions taken during the control or tries to rationalize them. Costs 7 Pathos END and grants 7 Angst END to the Shadow.
Rein in the Mind—14d6 Mind Control, Only versus targets of Skinride (-1), Must at least achieve EGO + 10 level with dice total (-1/2), Only to "attuned" targets (-1/2), Extra Time (1 full phase, -1/2), Wraith takes whatever damage the target takes (-1/2)
Active Cost: 70
Real Cost: 17

6) Obliterate the Soul—This power eliminates the will of a target of Rein in the Mind, so that the wraith can control the target indefinitely. The target is catatonic when not being controlled by the wraith. Costs 15 Pathos END and grants 10 Angst END to the Shadow.
Obliterate the Soul -12d6 Suppress versus EGO, 0 END Persistent (+1), Uncontrolled (+1/2), Costs Pathos END to initiate (-1/4), Suppressed target starts to rot (-1/2), No range (-1/2), Not versus supernatural beings (-1/4), Only versus individuals that have been repeatedly subjected to Rein in the Mind (-1/2), Can only be performed once a month under the new moon (-1/2)
Active Cost: 150
Real Cost: 43

M) Usury

1) Assessment—The wraith can analyze the current state of another's Corpus.
Assessment—Detect Current Health, Discriminatory
Cost: 8

2) Transfer—Allows wraith to take and give Pathos. Taking costs 8 normal END, giving costs 15 Pathos END. Taking also gives the Shadow 10 Angst END.
Transfer—(a) 2d6 Transfer END Reserve, Return rate 5 Active/month (+1 3/4), (b) 2d6 Aid to END Reserve, Fade rate 5 Active/year (+2 1/4), Increased END (5X, -2)
Both powers have Extra Time (-1/2) and Only affects Pathos END Reserve (-1/2)
Active Cost: 114 (82 for Transfer, 32 for Aid)
Real Cost: 49 (41 for Transfer, 8 for Aid)

3) Charitable Trust—The wraith can use his own Corpus to heal the wounds of others. Costs 2 Pathos END.
Charitable Trust—4d6 Healing, User suffers BODY equivalent to BODY healed (-1), Extra Time (1 full phase, -1/2)
Active Cost: 20
Real Cost: 8

4) Early Withdrawal—This power is the opposite of Charitable Trust. It costs 8 Pathos END and gives the Shadow 8 Angst END.
Early Withdrawal—2d6 Transfer BODY, Return rate 5 Active/month (+1 3/4), Only when user has BODY below starting levels (-1/2), Extra Time (1 full phase, -1/2)
Active Cost: 82
Real Cost: 41

5) Exchange Rate—A wraith may convert his Corpus into Pathos.
Exchange Rate—4d6 Aid to END Reserve, Fate rate 5 Active/year (+2 1/4)
Only Pathos END Reserve is affected (-1/2), Self only (-1/2), Only to starting levels (-1/2), Each 10 END added costs 1 BODY (-1), Extra Time (1 full phase, -1/2)
Active Cost: 65
Real Cost: 16

6) Investment—The wraith may store Pathos or Corpus in a relic.
(a) END Reserve, (b) BODY Aid
Both powers take Focus (relic, -1, -1/2, or -1/4), Costs Pathos or Corpus on a 1-to-1 basis to create (-1), and either Gestures (-1/4) or Incantations (-1/4)
Active Cost: 1 pt/10 Pathos END, or 5 points/d6 of Aid
Real Cost: Active Cost ∏ 2.5, 2.75, or 3

I) SHADOW CONSTRUCTION

Abilities

A) No Corpus Of One's Own—The Shadow is a personality without a body of his own. He resides in the body of his associated wraith.
No Corpuse of one's own—Sell back STR, BODY, and COM to 0
Cost: -35

B) My Better Half - The Shadow has intimate knowledge of his associated wraith.
My Better Half—KS: Associated wraith, 18-
Cost: 9

C) Communication with the Psyche and Spectres—Allows Shadow to talk to his associated wraith and, prior to a Harrowing, to Spectres in the Labyrinth.
Communication with the Psyche and Spectres—(a) 6d6 Mind Scan, +12 to attack roll, Transdimensional (+1/2), Only to target Spectres for Mind Link (-1 1/2), (b) Mind Link, Psychic Bond with the Psyche, (c) Mind Link with Spectres
Active Cost: 101
Real Cost: 52

D) Angst—The Shadow equivalent of Pathos. Angst END can be recovered by indulging in Dark Passions, similar to how Pathos END is recovered, but Angst END can also be replenished when the associated wraith uses certain Arcanoi.
Angst—END Reserve, 130 END, Starting total = Associated wraith's EGO X 5; 10 REC, Recovery only occurs under specific conditions (indulgence of Dark Passions, use of certain Arcanoi, etc.; -1/2)
Active Cost: 23
Real Cost: 20

E) Catharsis—When a Shadow's Angst END Reserve exceeds the associated wraith's EGO x 5, the Shadow may take control of the associated wraith. Usually, the wraith has no memory of actions taken while the Shadow is in control. Triggering Catharsis costs 7 Angst END.
Catharsis -15d6 Mind Control, Only versus associated wraith (-1), Only usable when Angst END Reserve > 5X EGO of associated wraith (-1)
Active Cost: 75
Real Cost: 30

F) Harrowing—Under particular conditions, the Shadow can facilitate a Harrowing with this power.
Harrowing—EDM into the Labyrinth, Usable against others (+1), Only versus associated wraith (-1), Only under conditions that trigger a Harrowing (-1)
Active Cost: 40
Real Cost: 13

G) Shadow Aid—Under dire circumstances, the Shadow can offer assistance to his associated Wraith. In exchange, the Shadow can boost his Angst END Reserve by an amount proportional to the amount of assistance offered to and accepted by the associated wraith.
Shadow Aid—(a) 3d6 Aid to characteristics and wraith powers that are needed in a critical situation (+1/4), Only to assist associated wraith (-1), (b) +3 10-pt Overall Skill Levels, Usable by Others (one other, Shadow can't use, +1/4), Only associated wraith can use (-1), (c) 3d6 Aid to END Reserve, Self only (-1/2), Only to fuel the Angst END Reserve (-1/2), Only when associated wraith is offered and accepts the wraith Aid and/or Overall Skill Levels (-1/2)
Active Cost: 19 (wraith Aid), 37 (Skill Levels), and 15 (Angst END)
Real Cost: 9 (wraith Aid), 18 (Skill Levels), and 6 (Angst END)

Disadvantages

Disadvantage Value
Normal Characteristic Maxima -20
Physical Limitation: Must Occupy Corpus Of The Associated Wraith (No Corpus Of One's Own) -25
Hates/Must Ruin Existence And Bring About Oblivion Of The Associated Wraith -25
Psychological Limitations: Dark Passions And Negative Core Emotions -5 To -25

Thorns

A) Spectre Prestige—Other Spectres think highly of this Shadow.
Spectre Prestige—2 point Fringe Benefit, Respected among Spectres
Cost: 2

B) Dark Allies—The Shadow can call upon assistance from individual Spectres he knows.
Dark Allies—Contacts, 11- (individual Spectres)
Cost: 2 points/Contact

C) Tainted Relic—This is a relic that manifests only during Catharsis. Even though the Shadow-dominated wraith may lose it during Catharsis, it always reappears. If the relic is just an ordinary item, use the Transform power. Otherwise, if the relic has some useful properties, it should be built with the appropriate powers and Only in Shadow-dominated Form (the equivalent of Only in Hero ID).
Tainted Relic—(a) 3d6 Major Transform, air to relic, reversed when Catharsis ends, Only useable when Catharsis sets in (-1/2), (b) Powers bought as a Focus (-1/4 to -1), Only in Shadow-dominated form (-1/4)
Active Cost: (a) 45, (b) variable
Real Cost: (a) 30, (b) variable

D) Infamy—Allows Shadow to recover Angst END while the wraith Slumbers.
Infamy -Aid to END Reserve, Only Angst END Reserve (-1/2), Self only (-1/2), Only when associated wraith Slumbers (-1/2), Only to bring to starting levels (-1/2)
Active Cost: 5/d6 of Aid
Real Cost: 2/d6 of Aid

E) Death's Sigil—The wraith has a distinctive feature, courtesy of his Shadow. A very pronounced feature is created with a Minor Transform, while a less distinctive feature is created with a Cosmetic Transform. By spending 10 END, the wraith can make the feature disappear (although the Shadow can simply reestablish it with the Transform).
Death's Sigil—1d6 Cosmetic or Minor Transform, wraith to wraith with sigil, Reversed when the wraith spends 10 END, Cumulative (+1/2),
Cost: 7 for Cosmetic Transform, 15 for Minor Transform.

F) Shadow Traits - These are bonuses to the wraith's characteristics that manifest only during Catharsis.
Shadow Traits—Characteristics, Usable by Others (Shadow can't use, +1/4)
Limitations: Only associated wraith can use (-1), Only during Catharsis (-1/2)
Active Cost: variable
Real Cost: Active Cost/2.5

G) Aura of Corruption—This Thorn spoils the wraith's presentation of himself and makes others uncomfortable in his presence.
Aura of Corruption—(a) 1d6 Suppress PRE, 0 END Persistent (+1), Only versus associated wraith (-1), Only to reduce PRE-based rolls (-1/2), (b) Change Environment (unpleasant and disturbing aura around associated wraith, 2 hex radius), 0 END Persistent (+1), No range (-1/2), Psionic (-1/2)
Active Cost: 30
Real Cost: 14

H) Shadow Call—Enables the Shadow to summon nearby Spectres to the wraith's presence.
Shadow Call—Summon Spectre, Only nearby spectres answer the call (-1/2), Spectres must make their own way to the summoning Shadow (-1), Extra Time (1 Turn, -1)
Active Cost: 30 + Character points in Spectre/5
Real Cost: Active Cost/3.5

I) Pact of Doom—The Shadow grants the associated wraith an Arcanos application from the Spectre Hive-Mind, and in exchange receives a butt-load of Angst END.
Pact of Doom—(a) Variable Power Pool, Requires EGO roll and 1 Turn to change powers, all powers take Usable by Others (Shadow can't use, +1/4) and Control Cost takes Only associated wraith can use (-1), (b) 5d6 Aid to END Reserve, Self only (-1/2), Only for Angst END Reserve (-1/2), Only to bring to starting levels (-1/2), Only when wraith accepts a power from the Hive-Mind (-1 1/2)
Active Cost: (a) variable, (b) 25
Real Cost: (a) variable, (b) 6

J) Trick of the Light—The Shadow can mess with the associated wraith's perceptions with this Thorn.
Trick of the Light—3d6 Mental Illusions, Only versus associated wraith (-1)
Active Cost: 15
Real Cost: 7

K) Bad Luck—For 3 Angst END, the Shadow affllicts the associated wraith with bad luck.
Bad Luck—Multipower with ultra slots consisting of 3d6 Characteristic Drains (STR, DEX, CON, INT, EGO, and PRE), Only to reduce associated skill rolls (-1), Only versus associated wraith (-1)
Active Cost (pool + ultra slots): 48
Real Cost: 18

L) Shadowed Face—The visage of the associated wraith changes to this during Catharsis.
Shadowed Face—Shapeshift to one specific visage, Usable against Others (+1), 0 END (+1/2), Affects face only (-1), Only during Catharsis (-1/2), Only versus associated wraith (-1 on UAO Active Points)
Active Cost: 25
Real Cost: 8

M) Tainted Touch—This Thorn allows the Shadow to strengthen the Shadows of other wraiths that his associated wraith comes into contact with.
Tainted Touch—2d6 Aid to END Reserve, Trigger (when wraith touches other wraith, +1/4), 0 END (+1/2), Only versus other Shadow's Angst Reserve (-1), Only to restore END Reserve to starting value (-1/2), Can be cancelled if target wraith makes EGO roll (-1/2)
Active Cost: 17
Real Cost: 6

N) Shadowplay—The Shadow grants the associated wraith an extra action, in exchange for an Angst END boost.
Shadowplay—(a) +1 SPD, Usable by Others (Shadow can't use, +1/4), Only associated wraith can use (-1), (b) 1d6 Aid to END Reserve, Self only (-1/2), Only works on Angst END Reserve (-1/4), Only to restore to starting value (-1/2), Only if associated wraith accepts the offer of SPD.
Active Cost: 17
Real Cost: 8

O) Shadow Familiar—This is a small creature of some sort that serves as the Shadow's senses and legs.
Shadow Familiar—(a) Follower (small, intelligent creature), 10 points, (b) Mind Link with Follower
Cost: 15

P) Freudian Slip—Allows Shadow to force wraith to make a blooper, or causes unbidden thoughts to appear in his mind. Costs 5 Angst END for either the blooper or the unwanted thoughts.
Freudian Slip—(a) 11d6 Mind Control, Only to force target to make a quick, involuntary action or unedited statement (-1), (b) 10d6 Telepathy, Broadcast only (-1/2), Must achieve EGO + 20 level of effect (-1/2)
Both powers take Only affects associated wraith (-1) and No range (-1/2)
Active Cost: 105
Real Cost: 30

Q) Shadow Life—With this power, the Shadow can take control of the associated wraith's Corpus whilst he slumbers.
Shadow Life—(a) Duplication, Usable against others (+1), Only versus associated wraith (-1 on UAO Active Points), Only usable when associated wraith Slumbers (-1), Extra Time (1 Turn, -1), (b) 1d6 Major Transform (mind transference to wraith Duplicate), Transdimensional (+1/2), Cumulative (+1/2)
Active Cost: (a) Character points in associated wraith x 4/5, (b) 30
Real Cost: (a) (b) 30

R) Devil's Dare—The Shadow wagers 21 Angst END against the wraith's willingness to fulfill a dare. If the wraith carries through, the Shadow loses the Angst. If he doesn't, the wraith suffers a big loss of willpower.
Devil's Dare—3d6 EGO Drain, Recover 5 Active/day (+1 1/4), Delayed Effect (+1/4),
Increased END (3X END, -1), Doesn't work if wraith carries through with dare (-1)
Active Cost: 67
Real Cost: 22