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​RISEN ABILITIES 


Risen are dead, which means they don’t need to sleep, they don’t need to breathe, and they don’t need to eat or drink. In fact, eating and drinking causes them discomfort and they vomit up anything they imbibe almost immediately. Risen also feel neither pleasure nor pain, except in rare cases of aggravated damage, and their failure to react to small sensations — a stubbed toe, a caress of a cheek — is sometimes what gives them away.

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Risen are generally on a mission, a personal quest, something that necessitates them having a physical body, most commonly this is a mission of Vengence, if which there is barely anything that can stand in their way, Risen are exceptionally powerful dead persons, easily able to go toe to tow with Vampires, Wan Kuei and Garou.

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Unlike the Eastern Risen , Western Risen aren't back to fulfil some celestial duty, or to atone for their wrong doing, they are back to avenge, or prevent a wrong doing.

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• IMMUNITIES 

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  • Risen are immune from the Fog and Delerium

  • Blood Bonds and Ghouling 

  • Vampires shouldn't feed on risen as unlike the risen of the east, Risen don't have blood, some may even have embalming fluid still.

  • Toxins and Drugs and Poisons have no effect.

  • Risen don't breathe so gases and drowning have no effect, though smoke will still obscure their sight.

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• PASSIVES â€‹

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DEATHSIGHT– wraiths see the world through coffin-colored glasses. Buildings appear to be tumbling down, plants are withered and sere, cars look to be dented wrecks years before their time and people close to death bear a corpse’s pallor. This view is always in play, it cannot be turned off, even if one were to become a risen, the curse of Deathsight is permanently part of the wraith. Even an "Enchanted" Wraith would not be able to turn off Deathsight.The landscape of the Dreaming is usually fantastical, filled with creatures of myth and legend. It is a place of raw emotion and imagination given form. To the living. Wraiths perceive things much differently due to their state of existence. Deathsight is a Banal thing, and as such the landscape and Chimera of the dreaming appear as nightmares. A war-torn wasteland, shadowy skeletal abberations (that a Wraith might call a plasmid), and the Fae themselves look like ancient rotted corpses. Time works differently there, but most things in the Dreaming predate human history. Banality's gaze exposes the Dreaming and its denizens for what they truly are... doomed and withering.

DEATHSIGHT : DISCERN WEAKNESS

The wraith can scan a subject or item located in either the Skinlands or the Shadowlands for innate weaknesses, and possibly strike at these vulnerable points.

SYSTEM

NORMAL ACTION

ROLL:  PERCEPTION + WITS

DIFFICULTY FOR OBJECT 10+ (1 per meter of objects size.)

OR VERUS CHARACTER   Opponent rolls 10 + STAMINA

SUCCESS

Each success will add + 1 success next strike against the object or character to a maximum of +5 successes.

At least ONE success must be rolled on this attack however, a failed attack is still a failed attack. 

It should be noted that this application of Deathsight can only reveal physical weaknesses - -not mental weaknesses, Archetypes or the like.

This ability may only be used ONCE per opponent /object during a single scene.


DEATHSIGHT: SENSE HEALTH
The wraith can fine tune her Deathsight to determine the damage, disabilities or ailments a subject is suffering from.

SYSTEM

FREE ACTION

ROLL:  PERCEPTION + ACADEMICS (MEDICAL)

DIFFICULTY 12+

SUCCESS:

Successes can reveal information on such things as ailments as disease, extent of damage or disability, handicaps and blood loss. It should be noted that unless the wraith has significant, up-to-date knowledge of medicine, it will be difficult to distinguish between similar illnesses.

This power is intended to give an indication of general health, not to provide automatic state-of-the-art diagnoses.

DEATHSIGHT: DIAGNOSTIC SCAN
By closely examining broken or otherwise non-functional items, the wraith can occasionally glean information about the cause of the problem.

SYSTEM:

NORMAL ACTION:

ROLL: PERCEPTION + TECHNOLOGY (Relevant Speciality required)

DIFFICULTY 12+

SUCCESS

Success means the wraith has isolated the problem, and perhaps obtained a helpful idea or two on how to repair the item. Repairing an item may require a pair of hands in the Skinlands, In the shadowlands this isn't so much of a problem. Each success adds +1 to efforts to repair the item.

LIFESIGHT: – While useless on other wraiths, it is not without its uses. Just as they can see the death in beings, wraiths can also see the life in them as well. This ability takes the form of being able to read the auras of living (or at least animate) beings, the swirling veils of color that surround all things. As auras change color from moment to moment according to the mood and health of the beings generating them, wraiths can often determine the current mood, health and state of mind of someone just by looking at her.

LIFESIGHT: SENSE SENTIMENT 
When two individuals become aware of each other in the Skinlands there is a momentary flare in the life energy surrounding them that a vigilant wraith can interpret. This gives a brief but piercing insight into the true feeling felt by one of the subjects for the other.

SYSTEM:

NORMAL ACTION

ROLL: PERCEPTION + EMPATHY versus COMPOSURE + RESOLVE 

SUCCESS: 

Each success reveals ONE feeling the subject has for the other. You can only use this ability when someone enters a scene. You have to choose which character you will watch for the flare up. The emotions revealed are the emotions felt upon seeing the subject who entered the scene.

LIFESIGHT: SPIRIT SENSE
The spirits and denizens of the Middle Umbra make slight impressions on the fabric of the Shadowlands that are even further dampened by the Shroud, so few wraiths are even aware of the potential for this application of Lifesight. Only wraiths with a considerable knowledge of Garou and their relation to the Umbra can attempt this. The wraith can vaguely detect the presence of Umbral entities, such as Garou, spirits, and Banes

PREREQUISITE : Knowledge of Garou (See Occult Research)

SYSTEM:

NORMAL ACTION

ROLL: PERCEPTION + OCCULT

DIFFICULTY 10 + SHROUD RATING 

SUCCESS:

On a success, the wraith can detect these "Other" sprits present in the scene.

NOTE: It should be noted that this requires concentration, and therefore is not something that someone completely ignorant of werewolf cosmology would “accidentally” notice.


LIFESIGHT: HIDDEN SIGHT
Hidden Sight can be used to try and reveal supernaturally hidden beings (those using Obfuscate, Blur of the Milky Eye, Enshroud and similar powers).

SYSTEM

SPEND 1 PATHOS

NORMAL ACTION

ROLL PERCEPTION + OCCULT Versus 10 + Highest Rank the character possesses in the masking Discipline/Art/Arcanoi/Lore/Sphere they are using.

NOTE: In cases where the power used is a werewolf gift/ infernal gift, use the Garou /Cult rank instead.

SUCCESS: Reveals the hidden subject.

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HEIGHTENED SENSES

SYSTEM:

SPEND: 1 PATHOS

Heightened senses are activated for the scene.

During situations that may call for it, such as spotting a trap or picking up the fine small details at a crime scene that others may have missed the character can roll their senses.

ROLL: PERCEPTION + WITS

DIFFICULTY: 10+

SUCCESS: Storyteller will determine if enough successes were rolled to pick out the small details that could potentially change the outcome or context of a scene.

1 success may be required to spot the outline of a hidden door

3 successes might be required to notice a book on a shelf isn't as old or neatly placed as another.

5 successes might be required to notice a facial tick in response to a question the subject of scrutiny is uncomfortable talking about.

NOTE:
Heightened senses can have a drawback. They can be overwhelmed by an excess of stimulus, causing the character severe discomfort.

Loud noises (gun shots) bright lights (flash bangs or intense indoor lighting) Add + 1 difficulty to all rolls.

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• SPECIAL NOTES

  • All wraith statistics remain unchanged , except charisma which is locked at 2.

  • The risen is no longer a wraith, it can no longer suffer incorporeal states it is tangible and -hittable- 

  • The Fog cannot be used by Risen.

  • Powers that can target the Shadowlands from the Skinlands, may effect targets in the Shadowlands, but these abilities are few and far between.

  • Because a Risen has Deathsight, he can automatically detect Wraith (unless they use Argos Shroud) , and because they can see wraith, they can hit them too.

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• THE CONDUIT

  • The Conduit has 10 points of health, regardless of what health points it would -normally- have. (Animal or Object ) Objects tend to be harder to damage than animals.. but animals have mobility and can  remove themselves from danger.  (Note conduit health on your titler)

  • Damage to the Conduit follows either the object damage rules HERE  or uses the animal profiles HERE

  • If the Conduit receives damage, the Risen is equally hurt for said damage type and cannot heal this damage.

  • Destroy the Conduit, and the Risen is sent screaming into a Destruction Harrowing.

  • NOTE: Conduit is a vulnerability, it can't be healed or repaired except by Wraith with LIFEWEB â—‰â—‰â—‰ SPLICE STRAND. Each success on the roll repairs 1 point of damage to the conduit. NOTE: A risen cannot use Lifeweb while in risen form and thus must repair the conduit in wraith form, which requires traveling across the shroud. Which has its own problems. However a friendly wraith with the right level of Lifeweb may assist.

  • Risen know the location of their Conduit and have a vague impression of its location.

  • If someone else is touching or holding the Conduit, the Risen character can use Arcanoi on the target that would normally require eye contact or touch.​

  • If the conduit is out of line of sight it is a  constant distraction puts the Risen at +1 difficulty on all composure + resolve  rolls as long as the two are separated.

  • When a Risen Fails a cantharis roll the shadow and psyche are switched.  When this occurs, the Shadow must still keep the Conduit safe, but the player plays her Risen character with the objectives of the Shadow. This means trying to fulfil its Dark Passions, or undermining the Risen’s objectives until the Psyche resumes control. As for the Psyche, during Catharsis, the Shadow can sever its connection to its body’s senses, putting the character in utter, hellish darkness and absolute silence as long as the Catharsis lasts. (Unless the Conduit is an Animal in which case the Psyche can play the Animal conduit )

  •  if the Risen’s body is destroyed and the Conduit is left behind undamaged, it becomes a potent link to the Shadowlands, imbued with the malicious intent left behind by the Shadow. Hunters of such items would pay a fortune to get their hands on said Conduit or do their utmost to kill whoever possesses one. A non risen character with one of these Conduits can enter the shadowlands by rolling Occult + 5 difficulty 10 + Barrier Rating. They cross the shroud in physical form. (Mortals are treated as if the "Harrow the mortal flesh" was used on them)

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• HEALTH AND DAMAGE

  • The Risen's health is equal to its Wraith form. (10 + Stamina)

  • Risen inflict bashing damage unless they have Viribus

  • Risen  are immune to  bashing damage thanks to  Fortitudo. (which they gain 2 dots of automatically as part of risen perquisites) 

  • Risen can spend 1 point of pathos to heal 1 point of their health or 2 points of pathos to heal 1 point of Aggravated damage. This is a free action.

  • Risen CANNOT heal with out slumbering or spending pathos, they don't automatically regenerate over time as other species do.

  • The maximum damage a Risen can heal is 1 per turn.

  • When the shadow is in command it can heal in the same way as described above, but it spends angst instead of Pathos.

  • If a Risen loses all health levels but still has Pathos or Angst she will fall unconscious and must roll as below.

​ROLL: STAMINA + FORTITUDO

DIFFICULTY:  20 minus current Pathos

SUCCESS:

Successes         Time Unconscious
Five or more    One turn
Four                One scene
Three              10 minutes
Two                One hour
One                Six hours
Zero               12 hours
Botch              A day or more

  • The number of successes gained determines how quickly the Risen awakens, but if the Pathos rating brings the difficulty of the roll down to 10 or less, then the Risen awakens instantly.

  • If the Risen character goes unconscious during a fight, make a cantharis roll as standard. If the shadow wins, it immediately awakens and begins to pursue the passion rolled, with its new powerful risen body!

  • Alternatively the character may choose to let the shadow win the catharsis roll (no roll required) Of course, handing the keys over to the Shadow comes with its own problems, but needs must when the devil drives.

  • If a Risen loses all health and Pathos  the wraith’s spirit is ejected from the body, which immediately returns to its normal, decayed state.

  • The wraith, reunited with his Shadow, finds himself in the Shadowlands near where his body went down to its final rest, stunned for a number of turns equal to the Shadow’s current Angst rating.
    If an enemy somehow manages to destroy a Risen’s heart and brain simultaneously, then the Risen falls into a Destruction Harrowing. Even if the wraith survives, he can never become Risen again, as his mortal shell is damaged beyond the point where it can be inhabited any longer.

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• ALTERNATIVE HEALING 

The only way for a Risen to heal other than spending Pathos is to slumber in their fetter in a similar way to wraith. 

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SLUMBERING:

  • A Risen  may opt to heal damage by Slumbering otherwise they must spend pathos to heal.

  • The Risen must approach one of his Fetters and sleep near it. They cannot physically enter their fetter, (Unless it's a house, a car, a yacht or something that a person can enter ) and must instead sleep near it, The Conduit is always the highest rated fetter.

  • He must spend 1 scene per dot of fetter strength to heal 1 x fetter strength points of Lethal Damage.

  • In order to heal Aggravated damage the wraith must spend 1 turn per dot of fetter strength and at the end of this period make a roll.

SYSTEM:

ROLL: STAMINA + FETTER STRENGTH:

DIFFICULTY: 10 + 1 per point of health to heal.

SUCCESS: Each success heals 1 aggravated damage.

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• RAMPAGE 

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 A Risen character who is in pursuit of their primary goal (highest rated passion and goal) gains 1 point of pathos per turn. This means a Risen can effectively heal 1 point of non aggravated damage per turn by spending pathos as it is earned. 

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This is the source of stories of Risen who are unstoppable killing machines, soaking up entire magazines’ worth of bullets without falling as they wade their way through hordes of enemies who stand between them and their goal.

 

 

NOTE: This is why passions and goals must be clearly defined and deeply personal. It may be targeted at a specific individual, or group, but not an entire species or type of character archetype. The people who are on the recieving end of a rampage must be somehow directly connected to the passion and goal that triggers it , by actions they took in the past that link them to you personally. This prevents risen having open season to -rampage- on loosely defined targets. That's not how RISEN works. IT HAS TO BE PERSONAL!

EXAMPLES:

  • "The werewolf that killed me!" Is fine "The werewolf that killed me and his pack mates" is fine...

  • "All werewolves or all werewolves of the tribe of my killer" is not acceptable, as its too broad a scope for revenge, and lacks the personal touch.

  • "All street gangs"  is not acceptable , "The street gang that killed me" is fine.

  • "Protect My Girlfriend" is loose and vague and unending "Protect my Girlfriend from the Giovanni Family" is more detailed, and has an end goal in sight, you're not meant to be a long term guardian angel, if you're coming back to protect your girlfriend its because she's in clear and present danger, if she wasn't in clear and present danger then coming back would be a waste of time. Involving sitting around and doing nothing for a good while. This isn't the markings of great Risen Chronicle and so unacceptable. You're Returned to the skinlands for a limited time, make sure your goal reflects this. "Protect my Girlfriend and My Unborn Child", obviously is time limited...and quite compelling.

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• BACK AND FORTH

  • Some Risen can travel between the Shadowlands and Skinlands, but it isn’t easy given the dangers that await the character.

  • To return to Shadowlands, the Risen should hide her body somewhere safe (and preferably cold) since it will start decomposing again once Psyche and Shadow are reunited on the other side of the Shroud.

  • WARNING: Returning to the shadowlands is easy, the cost of the return ticket to the skinlands though, may be more than you are willing to pay.

 

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SYSTEM: SKINLANDS TO SHADOWLANDS (Leave risen body somewhere safe)

SPEND 1 PATHOS and 1 HEALTH

GAIN: 1 ANGST

ROLL: COMPOSURE + RESOLVE

DIFFICULTY 14+

SUCCESS: Enter the shadowlands and use wraith rules.

FAILURE: Remain in skinlands

BOTCH Remain in skinlands and gain an additional point of angst, additionally cannot try again for 24 hours.

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RETURNING TO YOUR RISEN FORM

SYSTEM: SHADOWLANDS TO SKINLANDS PART I

While an already Risen wraith doesn’t need to return to the Labyrinth, she must still negotiate with the Shadow to reanimate her body. The Shadow gets a second chance at the bargaining table, and depending on how matters went the last time, it may have new and bigger demands.

NOTE: This part requires the storyteller. This is simply the storyteller telling you the terms and conditions for the Shadow allowing you to return -this- time...

The duration of the original deal  remains untouched, you can't extend it, but the Shadow may demand you SHORTEN the time table. This is generally one good reason to never return to the shadowlands while you a risen, you don't know what the return ticket is gonna cost. 

Remember this new -deal- is on top of the original terms of the original deal.

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SYSTEM: SHADOWLANDS TO SKINLANDS  PART II

SPEND 1 PATHOS

ROLL: DEXTERITY + PUPPEPTRY

DIFFICULTY 10 + SHROUD RATING

SUCCESS: Follow Next Step.

FAILURE: Remain in shadow lands

BOTCH  Remain in shadowlands, may not attempt again for 24 hours and Gain 1 Angst.

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SYSTEM: SHADOWLANDS TO SKINLANDS  PART III (Following a successful roll as above

ROLL: COMPOSURE + RESOLVE

DIFFICULTY 10 + CURRENT ANGST

SUCCESS: Continue about your risen business.

FAILURE: Shadow takes over

BOTCH  Shadow takes over and Angst elevated to 10.

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• SHADOW AND ANGST

  • As mentioned previously there isn't any major changes to Catharsis rolls.

  • Shadow take over results from failed catharsis roll as per normal rules

  • Shadows remain in the Risen's mind even if the conduit is miles away.

  • Shadows may still use most of their thorns (Except ones that are Underworld Specific like Tainted Relic, Or ones that give the shadow their own body)

  • The Psyche is locked into the conduit when shadow takes over  this happens.

  • A Shadow in command of the Risen body has no access to Thorns.

  • It has access to all the Risen Arcanos that the Risen has, It cannot use Serendipity to locate people or objects related to the Risen's passions, but it can find people or objects related to its own Dark Passions.

  • The character cannot regain control of their body if they spent all pathos and were reduced to 1 health when the shadow took over. In such cases the Shadow remains in control for the remainder of the night, giving it plenty of time to indulge in its dark passions. However if the Shadow spends all of its angst, control returns to the Risen.

  • HELPING HAND cannot be used by the risen.

  • All Angst gained from non Risen Arcanos is DOUBLED. While risen, this means using wraith only Arcanos is potentially a very bad idea.


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• PATHOS

The Pathos rules work as in wraith, this includes slumbering, spending and gaining pathos. Indulging in passions gains pathos in the normal way.

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• PATTERN ATTACKS 

Mages must use LIFE 3+ MATTER 2 to make Pattern attacks against Risen.

PATTERN DEFENCE:

ROLL: STAMINA + COMPOSURE + PATHOS RANK + 1 PER VISAGE ARCANOS RANK

DIFFICULTY: 10+ MAGE ARETE + MAGE MASTERY OF LIFE SPHERE 

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FIXING PATTERN CHANGES

All shape changing abilities inflicted on the risen can be undone

FREE EXTENDED ACTION:

SPEND 1 PATHOS PER VISAGE RANK .

When the risen has spent pathos equal to his starting health level, he is cured of any physical alteration inflicted by Changeling Arts, Vampire Viscitude, Mage Patten attacks, etc.

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RISEN

The Walking Dead

Immunities
Passives
Special Notes
Arcanois And The Conduit
Health And Damage
Alternative Healing
Rampage
Back And Forth
Shadow And Angst
PATHOS
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