From Traditional Games Wiki
Jump to: navigation, search

What is WRAITH?

Wraith is an 'old' World of Darkness setting from White Wolf. It concerns ghosts and the odd limbo-afterlife they inhabit. Wraiths themselves are creatures of passions and fetters, the emotions that drove them in life and the things in life they were attached to. They are - mostly - invisible to the mortal world, though they have Arcanoi - magic arts - that allow them to manipulate that mortal world, as well as their own and their fellow Wraiths.

Wraiths are also different in that their death separated their constructive, self-improving side and their dark, self-destructive side. This latter is the Shadow, a constant companion to all Wraiths, urging them to simply give up, forget everything, kill everyone they know, and disappear.

The world itself consists of the Shadowlands, the mirror image Wraithly world that parallels the mortal world. This is where Wraiths end up, where they interact with their Fetters and relics, the remainders of memory-imbued objects that pass into the Shadowlands. The separate dimension is the Tempest, an eternal raging storm above a roaring sea, dotted with islands where cities, including Stygia, the greatest city, exist. Below the Tempest is the Labyrinth, the maze of tunnels inhabited by Spectres, Wraiths completely given over to their darker side, who now do nothing but roar and kill. They are lorded over by the Malfeans, monstrous Spectres grown bloated with power, and the Neverborn, beings who have existed for all time, and are far, far worse than any Malfean.

Errata used with Twobirds's Doomslayers game

Regaining Pathos

Getting your Pathos back is not in the book - for some reason, it missed going to press. From the Errata:

To regain Pathos, a Wraith rolls dice equal to the rating in her applicable Passion. If the Wraith is actually performing the Passion in question, the difficulty of the roll is 6. If the Wraith observes mortals who are in the throes of one of her passions (i.e., experiencing the emotion at the core of the Passion), the same roll can be made at a difficulty of 8. Finally, if the wraith herself feels the core emotion, but in a context other than the actual phrasing of the passion, the difficulty of the roll is 9.

Rolling against a passion should be reserved for when the character feels strong emotion. A mild twinge of regret over a sunset should not beget a roll against the passion "Say farewell to my father (Regret) 3". On the other hand, players should feel free to request Passion rolls from their storytellers whenever they feel it is appropriate. Furthermore, Storytellers always have the option of rolling against characters' Passions in secret and handing out Pathos garnered in this manner.

A botch on a Passion roll gives the character a point of temporary Angst instead.

Pathos can never, ever rise above 10.

New Botch Rules

Previously, a botch was anytime you rolled more 1's than successes. This meant for large rolls, you were more likely to botch. The new rule is that a roll is a botch if you roll 1's and did NOT roll ANY successes. 1's still cancel successes, but even a cancelled success means a non-botched roll.

New Initiative Rules

Previously, initiative was determined by the number of successes on a Wits+Alertness roll. From Wraith: The Great War, initiative is now determined thusly:

1d10 plus your SCORE in Wits plus your SCORE in Dexterity plus your SCORE in Alertness.

New Harrowing Rules

The Sea of Shadows, the book dealing with the Tempest, describes newer methods for Harrowings.