Creating Spectral Characters Let it first be said that the authors are in no ways suggesting that spectres should be played in the same game as wraiths. That is asking for trouble. This having been said, the following is a brief guide to creating spectral characters. Note that the character creation guide may "skip around" a bit on the character sheet. This is done for simplicity sake. Name - Some spectres keep their mortal names, and some change them. Some of the more famous spectres are Coldheart, Bellisaurus, al-Hajjaj, Han Fei, the Musican, and Hungry Maw. Caste - A Spectre's caste determines so much about him. The following classes are available to characters. This will affect much of character creation afterwards. Mortwright - Mortwrights lived a life of such despair and misery that they willingly joined the forces of Oblivion at death. Their life was nothing but pain and anguish, and because of this they immediately joined the shadow-eaten at death. They are at the lowest end of the caste system. Dopplegangers - These spectres were wraiths for many years, before finally giving in to their shadows. This is a somewhat recent thing, for Oblivion has not marked them too badly yet, and they may still pass for wraiths. Many of them still try to infiltrate wraithly society. Haints - Haints, like Mortwrights, became spectral at death. However, Haints became spectral not because of their life of misery, but because of a particularly nasty death. They are highly emotional and violent, and full of negative energy and hatred. Apparitions - Mortwrights and Dopplegangers who survive the ravages of Oblivion after a while are promoted to the position of Apparition. These spectres are the accolytes and missionaries of Oblivion, trained in the priestly service to the Void. Shades - These spectres became shadow-eaten during a maelstrom, a former wraith who was overwhelmed and defeated by other spectres. In personality they are quite like Haints, both extremely violent and dull-witted. They enjoy a high status in the Labyrinth, but don't usually survive for very long. Nephwracks - The priests and generals of Oblivion are the next step above the Apparitions. They usually lead a cult in service for a Malphean, and command a great deal of respect because of this. Most Nephwracks are quite intelligent and skilled to have survived to thi stage. The Generals of Oblivion - Not a true caste, but those Nephwracks who have made such a name for themselves that they "outrank" other Nephwracks, and whose name is spoken of in hushed tones by both spectres and wraiths. Striplings - Also not a true caste, a stripling is a childe wraith. Striplings follow their own unique rules, but must still pick a class (ie. Stripling Mortwright or Stripling Shade). Stripling characters should wear a tag that so designates them. Aspect - Spectres are of either two aspects. Kindle spectres beleive in actively pursuing Oblivion. Such spectres tend to favor social or physical attributes, and often don't last long. Almost all Haints and Shades are Kindle. Barrow spectres have utter confidence that Oblivion will triumph, and as such they are content to wait it out. Most Apparitions and Nephwracks are Barrow, as their age would most likely indicate. Most Barrow spectres favor mental attributes. Life and Death - What did you do in life, and how did you die. This is litle different than for wraiths, save that for Mortwrights and Haints there is greater emphasis on Life and Death (respectively). Nature and Demeanor - These should be appropriate to spectral characters, and to Aspect as well. Some suggestions follow: Kindle - Bravo, Commando, Driven, Fanatic, Martyr, Rebel, Barrow - Architect, Conniver, Critic, Scientist, Survivor Either - Avant-Garde, Dreamer, Drifter, Explorer, Follower, Gambler, Jester, Leader, Visionary Cult - The particular order you are a part of, the Amphiskiopolis you reside in, or the Malphean you serve. Consult your ST's on what is appropriate. Attributes - As per normal, 7/5/3, with the following notes: Shades and Haints almost always have Physical as primary and mental as tertiary. Dopplegangers often favor social, and Mortwrights mental, but there is certainly room for diversity. Striplings do not get 7/5/3, but 6/4/2 in attributes. All spectres may still have up to 5 negative traits. Apparitions and Haints must take a negative social trait for which they receive no points: either bestial, repugnant, twisted, tainted, or disturbing. Nephwracks must take two such traits. This does not count towards their five negative traits allowed. Abilities - All spectres begin game with 5 starting abilities. Backgrounds - All spectres receive 5 levels of backgrounds. However, the caste a spectre belongs to must be paid for as status. Spectral status is as follows: Mortwright - 2 Dopplegangers and Haints - 3 Shades and Apparitions - 4 Nephwracks - 5 Generals of Oblivion - 6 (not for starting level PC's) Striplings, due to their nature, count as one less status. Thus a stripling Mortwright would have but one status, and a stripling Nephwrack would have 4 status. Only dopplegangers may buy status in another organization, such as the Hierarchy or any of the Guilds. Other status a spectre may take includes artifacts and relics, old soul, and legacy. Wealth may only be taken with a good explanation and ST approval. Mentor and Eidelon may not be taken. Shade Powers - Shades and Haints begin game with one Shade power. Only Shades and Haints may have Shade powers. Dark Passions - Spectres, like wraiths, begin game with four passions. Spectres, however, have dark passions, such as hate, fear, mockery, despair, misery, contempt, and envy. Haints and Shades especially take violent emotions (such as hate), and may take multiple dark passions with the same emotion (as they are rather single-minded in purpose). The following exceptions exist: Although Haints receive only four dark passions, the dark passion that determines their being is exceptionally strong, and they may receive one free retest each time they attempt to gain angst from that particular dark emotion. Shades receive 5 dark passions. Striplings receive one less dark passion than normal (thus a Stripling Shade would receive 4 dark passions). Fetters - Only some spectres have fetters. Some are too far removed from life to care about that anymore. Remember that spectres without fetters may only manifest in the shadowlands for a number of turns equal to their physical traits before the pull of Oblivion brings them back into the tempest. Mortwright and Dopplegangers begin game with 4 fetters. Apparitions and Haints receive only two fetters. All other castes of spectres do not get any fetters. Striplings receive fetters based upon their true caste. Being - Similar to Willpower, spectral being is tied in to a core dark emotion, which must be recored on the character sheet. This emotion is derived from the most important dark passion that the spectre has. A spectre begins game with 3 permanent points of being. Being also determines rules on Rapaciousness. Corpus - Corpus is a difficult thing for spectres to hang on to, as Oblivion slowly erodes it. Normally, spectres begin game with 10 points of corpus. Haints, however, begin with 8 points of corpus. Arcanoi - The rules on Arcanoi vary from caste to caste, and are presented seperately: Mortwrights begin with six levels of Dark Arcanoi, one of which must be in Tempest-Weaving. Dopplegangers begin with six levels of any Arcanoi or Dark Arcanoi, with no restriction. Haints begin with five levels of Dark Arcanoi, one of which must be Tempestos. Shades begin game with five levels of Dark Arcanoi. Apparitions begin game with 7 levels of Arcanoi or Dark Arcanoi, one of which must be Maleficence. Nephwracks begin with eight levels of Arcanoi or Dark Arcanoi, one of which must be Maleficence. Striplings, regardless of class, receive one bonus level of the Dark Arcanos Shroud-Rending. ALL SPECTRES begin with one free level of Hive-Mind. Freebie Points - Spectres receive 7 freebie points to spend on traits, arcanoi, merits and flaws, etc. These costs apply both to the use of freebie points and to experience costs: Attributes, Abilities: 1 point each Being: 2 points per level Fetters: 1 per point (available only to Dopplegangers, Mortwrights, Haints, and Apparitions. Apparitions may not have more than three, Mortwrights and Dopplegangers not more than six). Shade Powers: Cost 5 points each. Only for Shades and Haints. Arcanoi and Dark Arcanoi: Because of the Hive-Mind, spectres haev the potential to learn any and all arcanoi, save those possessed by the risen and those solely possesses by the Ferrymen. There are no such things as common or uncommon or even guild or rare for spectres; all arts may be learned. Normal arcanoi cost the spectre angst instead of pathos, and grant composure instead of angst. Hive-Mind has a few unique rules (see below). The cost for spectres to learn arcanoi is 1 point for all the basic in one category, and one point per level of the art (thus a level four art costs 4 points). Merits and Flaws: As appropraite. Note: Haints must take the flaw Endless Hunger, for which they receive no bonus (this does not count towards the 7 pt. flaw limit, however). Spectres may not buy off the five points the Psyche gets to spend. The Psyche As a wraith has a Shadow, that dark voice that screams for Oblivion, so too do the shadow-eaten have a psyche, that higher self that seeks Redemption. Like a shadow, psyches have an archtype, have passions, and have fronds (their version of thorns). Archtypes: Agent - This psyche seeks the best for you, helping you along the way and offering constructive criticism to make your life easier, doing it out of genuine goodness of heart. Comrade - The Comrade is your best friend, always defending you and accepting often the blame for bad situations. It compares you to your nobler past, and is always there for you. Confessor - The Confessor is not afraid to deal with the issues, albeit in a friendly yet stern way. It wants the best for you, but would never dream of betraying you. Counselor - This psyche listens to your problems, and helps you answer your own questions and come to grips with the situation. It acts very detached from the current situation. Nurturer - This psyche loves you dearly, like a mother, and cannot be scolded or intimidated. ALthough it may be disappointed, it never gets upset or angry. Saint - This strong psyche is a beacon of purity in a corrupt world. Few spectres can withstand the scolding and uncompromising nature of this psyche. Savior - The Savior preaches goodness to the spectre, trying to argue that it alone knows the way to salvation, and can guide the spectre into the light. Passions should be chosen based upon the higher emotions, such as love, joy, humility, etc. The psyche gets two of these. The psyche also gets 1 point of composure and 5 freebie points, which may be spent or the following: Composure (3 points per level, can't equal or exceed angst) Passions (1 pt. each, max of 6) Fronds: See below FRONDS Wraith Prestige - 1 pt. per level - The psyche holds status in wraithly society that it can access. Allies - 1 pt. per ally - The psyche has allies in wraithly society that will assist it. Memories of Life - 1 pt. - The psyche can access that part of life the spectre once knew, and offer such abilities. The psyche can offer an ability retest as appropriate, but if the spectre still fails a challenge, he loses a point of angst. Mirror - 1 pt. - The psyche may spend 3 composure to cause every flaw surface to reflect the horrific image of the spectre, filling him with self-loathing. The psyche then engages the spectre in a composure vs. being challenge. If the psyche wins, the spectre is wracked with self-loathing and can only act in self-defense for the remainder of the scene. Pure Relic - 1 pt. per level - The psyche manifests a pure artifact when it is dominant. Psyche Sigil - 1 to 3 pt. - The spectre manifests trace amounts of goodness, be it the smell of roses or the singing of the heavenly choir. The extent determines the cost. This may be shut off for one scene per angst trait spent. Each point gives the spectre the negative social trait "disturbing". Psyche Traits - 2 pt. - The psyche may add one trait or one ability to the spectre, but every time the spectre uses it he gains a point of composure. The trait or ability must be chosen at character creation. Guilt - 3 pt. - The psyche can wrack the spectre with crippling guilt. The psyche spends a point of composure and the spectr makes a simple challenge. If the spectre loses the challenges, he loses 2 points of angst. If the spectre ties, he only loses on point of angst. Indulgence - 3 pt. - The spectre and the psyche enter into an agreement that the psyche will not break. For every point of angst the spectre spends, the psyche will leave the spectre alone for one hour. The psyche, however, gains a point of composure for each angst so spent. Freudian Slip - 4 pt. - The psyche may spend a point of composure to cause the spectre to make an involutary action or statement, which may only be resisted at the cost of a point of being. Penance - 5 pt. - When the spectre loses a point of corpus to Oblivion, the pyshe can restore the lost point, but the spectre must agree to an act of penance that the psyche prescribes. Psyche Independance - 5 pt. - Every time the spectre slumbers, the psyche may take control and act at will. The spectre will not remember what transpired. A Note on Rapaciousness Spectres are motivated by a driving emotion, called their being. Whenever a spectre witnesses an action that absolutely displays his being, he must succeed in a static being challenge (difficulty equal to 10 minus his composure) or the spectre will become rapacious, overcome by the need to free the dark emotion from the target by whatever means possible. The spectre attacks the target; this is called emoting. Each level of damage done during an emote not only does a level of damage to the target, but drains the target of a point of temporary willpower or being as well, restoring the spectre's temporary being. Temporary being may not be raised higher than permanent being. Spectre may spend a point of being to stave off rapaciousness for a scene. A Note on Corpus Spectres don't like failure. Anytime a spectre fails a challenge in which being was used as a retest, the spectre loses a permanent level of corpus. This corpus may not be regained, saved through use of the Dark Arcanos Larceny. A Note on Hive-mind All Spectres begin with the first level of Hive-mind automatically. Unlike other arcanoi, the caste you are in determines which arts of Hive-mind you must learn first at each level. Other arts may subsequently be learned, but you must follow the normal progression for your caste initially. This applies per level. Thus a Doppleganger must learn Distant Whispers before he may learn Tribal Commune. If he would rather skip Tribal Commune and just go straight to Recall the Known, he may do so, and pick up Tribal Commune later. He must, however, learn Recall the Known before he may learn any other level three arts. The Hive-mind progression is as follows: Dopplegangers and Mortwrights Apparitions and Nephwracks Silent Whispers Silent Whispers Distant Whispers Distant Whispers Recall the Known Broadcast Recall the Unknown Bid Racial Memory Compel Haints Silent Whispers Shades Silent Whispers Distant Whispers Distant Whispers Broadcast Hive Awareness Recall the Unknown Collective Oracle Unity of Being Racial Memory Striplings Tribal Whispers Tribal Commune Taming the Beast Pack Wisdom Recall the Unknown (for Striplings, this is level 5) Shade Powers Bind - If a shade can successfully grapple a target (physical challenge), the next round she may envelope the target, from which there is no escape. The shade may carry other spectres as well, to a maximum of three. This power costs three angst to employ. (Retest brawl) Chameleon Parasite - The shade engages in a physical challenge against a wraith's mental traits. If successful, the shade is an invisible parasite attached to the wraith. Disengaging does one level of corpus damage to the wraith. Shades may even survive in the shadowlands this way. This power costs the shade 5 angst to activate, and one angst per day in the shadowlands. (Retest stealth) Ectoplasmic Tentacles - The shade has tentacles, and may attack twice per round in combat. However, this is only a brawl attack, as the tentacles cannot grasp weapons. (Retest brawl) Hound the Harrowed - Shade can attempt to gain angst off any pathos or willpower spent during a harrowing he attends. The shade makes an extended static physical challenge (difficulty equal to the target's physical traits plus eidelon). Each success is one point of angst gained. (Retest empathy) Miasmal Breath - The shade can exhale noxious fumes of Oblivion at a target with a successful physical challenge. Each point of angst spent is one level of corpus damage the target takes. (Retest tempest lore) Numbing the Heart - If the shade successfully attacks a wraith, he may make a being vs. willpower challenge. If successful, the target has one passion numbed for the rest of the scene. If the target loses all passions this way, she suffers a harrowing. This costs three angst. (Retest empathy) Pathos Drain - Every time the shade attacks and damages someone in phsyical combat, he may drain the target of a point of pathos and gain one point of angst from the combat. This is per level of damage done, and requires no challenge. (No retest) Rend the Lifeweb - As Numbing the Heart, except a fetter is temporarily removed from the target. The same effecst occur if all fetters are lost. (Retest awareness) Shark's Teeth, Talons - The shade does aggrevated damage in combat. Siphon Emotion - If the shade successfully grapples a target (physical challenge), he may drain pathos from the target and convert it to being with an extended being vs. willpower challenge. (Retest science) Spectral Scream - The shade may scream into the tempest, summoning more shades. This art costs 5 angst, uses no challenge, and requires ST assistance. Stampede - All shades with this art may "combine" their physical traits. Each must spend one point of angst and one point of being. For the duration of the scene, each shade has a number of physical traits equal to that of the "strongest" shade, plus 1 for each additional member of the group participating. Tempest Wrack - The shade spends 2 angst and 1 being to adversely affect the local conditions of the tempest around her. This requires no challenge, but has little affect outside of drama. Common Spectral Merits and Flaws Penetrating Glare - 3 pt. merit - The difficulty to pierce the shroud is easier for you than most spectres. You are uo three traits on any test to pierce the shroud. Secret Fetter - 4 pt. merit - Unknown to other spectres, you maintain a fetter in the skinlands, and may begin play with one traditional arcanos at the innate level. Other traditional Arcanoi may be developed later. Patient - 5 pt. merit - You are content to wait for the blissfullness of Oblivion to consume all. You may automatically resist rapaciousness if you desire. You must take the flaw Slow with this merit. May only be taken by Barrow spectres. Speeding - 5 pt. merit - You are more accelerated than most spectres. You always act first in any given round, regardless of traits, and may take a second action after everyone has completed their fist action. You must take the flaw Blurred with this merit. May only be taken by Kindle spectres. Endless Hunger - 1 pt. flaw - You've heard of the Hungry Dead? You are it. You always want to feed to the exclusion of all else. This flaw must be taken by Haints, who receive no points for it. Strong Psyche - 1 to 3 pt. flaw - Your psyche is unusually strong, and your psyche has 1 to 3 additional points of fronds. Blurred - 2 pt. flaw - Existence is a blur that rushes by you. Everyone else moves maddeningly slow. You must either take one of the following three negative traits (for which you get no points): hyper (physical), incoherant (social), or impatient (mental). You must be Kindle spectre to take this flaw. Slow - 2 pt. flaw - You are exceptionally slow, and always act last in a given round. You must take one of the following negative traits: lethargic (physical), boring (social), or dull (mental). You must be a barrow spectre to take this flaw. Foul Presence - 3 pt. flaw - Plants wither at your approach, dogs howl, and anyone with any numina may make a mental challenge to detect you. Others supernatural abilities of detection are up three traits to perceive you. Hunted - 4 or 5 pt. flaw - Someone on the other side of the shroud wants to get you, and actively hunts you. At four points, it is a gifted mortal, like an inquisitor or hedge mage. At 5 points, it is a supernatural creature, such as a Giovanni or a Euthanatos. Decayed Corpus - variable cost flaw - Oblivion has begun to erode you away. For each point of this flaw, you are permanently down one level of corpus. This will often affect your appearance as well. Final Notes Attribute Maximums = Equal to 10 plus Status plus Old Soul Staring Arcanoi may not be bought above 3 without freebie points. Apparitions, however, may begin with arcanoi up to level four, while Nephwracks may begin with arcanoi up to level five. A Summary of the Dark Arcanoi Contaminate (retest Subterfuge) - This arcanoi concerns directly strengthening a target wraith's shadow. Corruption (retest Puppetry) - Similar to Puppetry, this arcanos allows a spectre to possess the truly evil and depraved. Hive-mind (retest Empathy) - The spectral ability to access the group consciousness. All spectres begin with at least the first level of this. Larceny (retest Torture) - Spectre with this arcanos know how to feed off the suffering of others to extend their own lives. Maleficence (retest Theology) - This arcanos allows a spectre to find Supplicants of Oblivion and to instruct them. Shroud-Rending (retest Awareness) - This arcanos allows a spectre to access the lands of the living. Tempest-Weaving (retest Tempest Lore) - Spectres with this art learn how to manipulate the labyrinth to their whim. Tempestos (retest Survival) - This art allows spectres to ride the winds of the maelstroms to their destinations. A Summary of the Traditional Arcanoi Argos (retest Survival) - Wraiths with this art may survive in the depths of the tempest and travel throughout the underworld. Castigate (retest Meditate) - This arcanos allows a wraith to resist her shadow, and help others to do the same. Embody (retest Empathy) - With this arcanos a wraith may materialize in the lands of the living, if only briefly. Fatalism (retest Fortune-Telling) - Wraiths skilled in this arcanos may read the weave of fate and interpret the future. Flux (retest Repair) - This Forbidden arcanos allows a wraith to manipulate the composition and properties of an object. Inhabit (retest Crafts or Computers) - Those skilled in this art may possess objects and machines to do their bidding. Intimation (retest Investigation) - This Forbidden arcanos allows one to read and manipulate the desires of a target. Keening (retest Performance) - This musical arcanos can manipulate the emotional state of a target. Lifeweb (retest Awareness) - Wraiths skilled in these arts can track and manipulate fetters in the skinlands. Mnemosynis (retest Psychology) - This Forbidden arcanos allows the practitioner to read and manipulate memories. Moliate (retest Soul Shaping) - This art allows the wraith to shape her very corpora (or another's) into any desired shape. Outrage (retest Brawl) - Wraiths skilled in this arcanos can telekenetically focus their fury on either side of the shroud. Pandemoniumn (retest Occult) - The wraith with this arcanos can cause classic haunting effects and wierd occurances. Phantasm (retest Dreamcrafts) - This arcanos allows its practitioner to manipulate the very stuff of dreams. Puppetry (retest Puppetry/Animal Ken/Medicine) - This unusual family of arts allows for the possession of a living target. Usury (retest Science) - Wraiths skilled in this arcanos can interchange the various forms of energy available to wraiths. |