Nocturne V.2
A World of Darkness Sim
WRAITH
The Restless Dead
DEATHSIGHT & LIFESIGHT
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DEATHSIGHT AND LIFESIGHT ARE PASSIVE ABILITIES ALL WRAITH HAVE.
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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
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Each success will add + 1 success next strike against the object or character to a maximum of +5 successes.
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At least ONE success must be rolled on this attack however, a failed attack is still a failed attack.
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It should be noted that this application of Deathsight can only reveal physical weaknesses - -not mental weaknesses, Archetypes or the like.
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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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THE FOG
The Fog, exists solely in the minds of the living. Born from the innate fear of death, The Fog in Nocturne acts in a similar way to werewolf Delerium, however it does not obscure recall of ghostly events, but does make describing or remembering events concerning a wraith, undesirable.
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When facing a wraith, a mortals COMPOSURE + RESOLVE TOTAL (Not rolled) is used as a guide to their permitted actions.
When the mortal tries to recall or describe the event later add 1 to the COMPOSURE + RESOLVE TOTAL (not rolled) to determine how well the handle reliving the experience, however the target of the reaction will be the person that triggered the recall.
DEALING WITH A SHADOW TAKE OVER
There are Four ways to banish a shadow from play when it appears in a scene.
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Reduce the wraith to zero health. (This will trigger a Corpus Harrowing)
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The relevant Castigate power is used.
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The wraith who is the subject of shadow take over make an unmodified roll of 1 versus a difficulty of 20+ in order to try to wrest control from their shadow. ONCE per SCENE.
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Force the shadow to burn its Angst quickly! (Use of Arcanoi must always be in pursuit of a passion, though using Argos to escape those holding the shadow from its passions is acceptable, as is using Arcanoi in self defence, if escape from those preventing the shadow indulging in passions is not possible. The Shadow may not burn Angst on Arcanoi simply because someone taunts it, they must be preventing it indulging in its dark passions. )
Tell tale signs of shadow possession are a distinct change in character, nastier, spiteful , malicious and loathing focused at the wraith (Perceived as self loathing) and blackened eyes. Users of Castigate know the moment a shadow takes command. Other wraiths will have to roll Empathy + Intelligence difficulty 16+ to know that some shadow shenanigans is going on, otherwise they will believe the WRAITH persona is a being a dick.
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CONSORTS AND ATTUNEMENT
Consort is a term used to describe a member of the Quick attuned to being used as a Host by a wraith. Generally consorts are used by wraiths as hosts to carry out some earthly plight. However becoming a consort is something that requires extended roleplay and a process of Attunement.
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Attunement is a long-term process of repeatedly applying Arcanoi to a certain (vanilla mortal) subject, investing effort to harmonize the wraith’s energies and the target’s being.
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This most commonly occurs through Embody and Puppetry, though other Arcanoi may benefit, too.
People to whom a wraith is attuned are called Consorts. Each time a wraith successfully manifests to, Skinride, or inserts herself into a being , the wraith must make a contested roll with the consort. (not more than once per scene).
The closer the wraith was to the subject in life, the easier attunement is.
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A stranger requires 5 separate contested Willpower rolls and successful use of the Arcanoi over time.
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A close friend while you were alive requires 3 separate contested Willpower rolls and successful use of the Arcanoi over time.
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A Your last lover while you were alive requires 2 separate contested Willpower rolls and successful use of the Arcanoi over time.
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Attunement’s benefits vary by Arcanos. Some arts are usable only on Consorts, while others’ effects are enhanced when dealing with an attuned subject. If an art lists no benefits of attunement, then assume there the wraith adds +2 to the roll.
A wraith may never be attuned to more objects or beings than her Willpower. (combined composure + resolve) However, she is always considered attuned to her Fetters, and they don’t count against this limit.
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OBJECT ATTUNEMENT:
This most commonly occurs through inhabit, though other Arcanoi may benefit, too.
Each time a wraith successfully inserts herself into an object , the wraith must make a Composure + Resolve Difficulty 12+ test.
(not more than once per scene).
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An object that meant nothing to you in life requires 5 separate Willpower tests and successful use of the Arcanoi over time.
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An object that meant something to you while you were alive, but is not a fetter requires 3 separate Willpower tests and successful use of the Arcanoi over time.
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Fetters are automatically attuned.
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INTO THE TEMPEST
There are times when a wraith may find itself inside the tempest. The tempest consists of plasm and many other things, it exists between all "solid" locations within the underworld, between shadowland locations. In short it is impossible to travel between locations in the underworld without cutting through the tempest.
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ENTERING THE TEMPEST:
Normally characters must step from the shore of the shadowlands or underworld to enter the tempest. (If your character enters water on the sims and they are in the shadowlands or underworld, they are considered to be in the tempest) Tempest shortcuts are simply speeding along the water ways, which MAY follow different routes in the Skinlands (rivers change course in our world, but in the shadowlands and underworld they may have a slightly different orientation, theories say that most of the tempest is actually the enduring memory of the biblical deluge which covered allegedly the whole world, though there are other theories as well.
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ALL visitors to the shadowlands or underworld (regardless of whether they are wraith or not) must pass through the tempest to reach their desired location. The TEMPEST is enormous and destinations are small. Non wraith are likely to have an impossible time navigating the tempest unless someone has mapped out the locations for them ahead of time. Trying to find an outpost is like trying to find a very tiny mote of dust in a very large haystack "one does not simply wander into..."
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The Tempest is tumultuous and turbulent, there is no consistent weather pattern, it is ever changing and swirling.
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MOVEMENT:
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Movement speed is halved.
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Changing direction is difficult and costs 1 pathos (non wraith must spend 1 essence ) or travel only in a straight line (This usually leads to Oblivion)
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ACTIONS
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All actions using Mental Traits are subject to +1 difficulty (maximum 18+) while in the Tempest, since the moaning winds and buffeting turbulence make concentration and communication challenging.
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MAELSTROMS (ONLY STORYTELLERS CAN MAKE MAELSTROMS OCCUR)
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The dread storms of the Shadowlands are sources of great terror for any wraith, boiling up out of Byways to wreak havoc on whole communities of the dead. As unholy mixtures of hurricanes and the essence of Oblivion itself, it is no surprise that unprotected wraiths caught out in the storms are in serious trouble — and that’s not even counting the attendant Spectres that are carried along with the storm. Maelstroms levels are measured in Bells. The rating comes from the watch towers fitted with bells, each toll of the bell would give the wraith of the area an idea of the magnitude of the incoming storm.
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Wraiths may resist Maelstrom damage with the Castigate Arcanos, by taking shelter in a Haunt, or by other means determined by the Storyteller.
CATHARSIS CHECK
There are times during a game session where you may need to roll a Catharsis Check to prevent the shadow from taking over your character.
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Your wraith character (not shadow persona) rolled a botch
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Due to Having default value of 2 Composure + 2 Resolve and 4 Pathos Rank on character generation Min possible roll is + 6 and min difficulty is +13. Max roll possible is + 20 and max Difficulty is 30+
​SYSTEM:
ROLL: COMPOSURE + PATHOS RANK (+ EIDOLON If you have purchased the Background Option)
DIFFICULTY: 10 + RESOLVE + CURRENT ANGST (+ IRON WILL if you have purchased the background Option)
SUCCESS: The Shadow Does not take control.
FAILURE: The Shadow takes control until it burns off its Angst in pursuit of its goal (See What does the shadow do)
BOTCH: The Shadow takes control as above but its Angst is maximised to 10!
NOTE: If you reach 10 Angst you do NOT get to make a Catharsis check! The Shadow automatically takes over until it burns off all of its Angst.
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WHAT DOES THE SHADOW DO?
A character should never be 100 % sure what a shadow will do when it manifests. We have tried to make the experience random but not a rote set of actions that are randomly generated. (In table top, other players controlled your shadow, we can't do that here)