TEXT: C o d e x
  C o d e x
  CJ Carella
  CJ Carella
  
  $23.00 (US) 
  EDN4001
  ISBN 1-891153-41-2
  All Artwork ©1999 Eden Studios, Inc.
  CJ Carella’s WitchCraft™, Mystery Codex™
  The Unisystem™, specific game terms, icons 
  and personalities are copyright ©1999 CJ Carella
  All Rights Reserved.
  The world of WitchCraft is a place of
  mystery, danger and dark secrets.
  The magically aware all know that a major change is approach-
  ing, a new era that will be preceded by terrifying, catastrophic
  events. But the transitions brought on by this Time of Reckoning
  are unknown. Great power, great destruction, great anguish -- all
  or none may arise. 
  The threat of the Reckoning is not limited to humans. It has also
  stirred beings from the Otherworlds, and creatures that once
  were human, but now live on as Spirits or the Undead. Some of
  them are willing to work openly, side by side with the Gifted and
  the Mundane. Others prefer to operate in secrecy. Still others have
  hidden agendas that they pursue ahead of any common purpose. 
  Only time will tell what lays ahead.
  Time . . . and your choices.
  Mystery Codex is a supplement for the WitchCraft roleplaying game.
  In it, you will find:
  Two new Character Types, the Spirits and Undead, with accompanying character creation rules, powers, vul-
  nerabilities and background for Ghosts, Phantasms, Vampyres and the Relentless Dead
  New Associations: shunned Pariahs, dedicated Iscariots, elite Storm Dragons and death-obsessed Thanatoi
  New Invocations and Necromancy, the gruesome Disciplines of the Flesh, and the mystical Tao-Chi
  Background on Geburah, the Sephiroth of the Dead
  New Character Concepts, Qualities and Drawbacks, Skills and Rules
  The world of WitchCraft is a place of
  mystery, danger and dark secrets.
  The magically aware all know that a major change is approach-
  ing, a new era that will be preceded by terrifying, catastrophic
  events. But the transitions brought on by this Time of Reckoning
  are unknown. Great power, great destruction, great anguish -- all
  or none may arise. 
  The threat of the Reckoning is not limited to humans. It has also
  stirred beings from the Otherworlds, and creatures that once
  were human, but now live on as Spirits or the Undead. Some of
  them are willing to work openly, side by side with the Gifted and
  the Mundane. Others prefer to operate in secrecy. Still others have
  hidden agendas that they pursue ahead of any common purpose. 
  Only time will tell what lays ahead.
  Time . . . and your choices.
  Mystery Codex is a supplement for the WitchCraft roleplaying game.
  In it, you will find:
  Two new Character Types, the Spirits and Undead, with accompanying character creation rules, powers, vul-
  nerabilities and background for Ghosts, Phantasms, Vampyres and the Relentless Dead
  New Associations: shunned Pariahs, dedicated Iscariots, elite Storm Dragons and death-obsessed Thanatoi
  New Invocations and Necromancy, the gruesome Disciplines of the Flesh, and the mystical Tao-Chi
  Background on Geburah, the Sephiroth of the Dead
  New Character Concepts, Qualities and Drawbacks, Skills and Rules
  $23.00 (US) 
  EDN4001
  ISBN 1-891153-41-2
  All Artwork ©1999 Eden Studios, Inc.
  CJ Carella’s WitchCraft™, Mystery Codex™
  The Unisystem™, specific game terms, icons 
  and personalities are copyright ©1999 CJ Carella
  All Rights Reserved.
  
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  for
  Mystery
  Codex
  
  CC hh aa pp tt ee rr  OO nn ee
  22
  A Word to the Wise
  As I did in the WitchCraft main rulebook, I would like to state expressly that the contents of this
  book are purely fictional and meant to entertain, not to enlighten, guide or suggest any real life
  behaviors. Some of the themes of WitchCraft may not be appropriate for younger readers, and par-
  ents should exercise their best judgment when reviewing this material.
  As always, those who think any of the material here is anything other than fantasy intended for
  storytelling purposes are mistaken. Those who belittle, degrade and fear this and other roleplay-
  ing games may wish to seek psychiatric help and get a prescription for some happy pills.
  WitchCraft is no more a handbook for the occult than Monopoly (tm) is a manual of business
  Writer and Game Designer 
  C.J. Carella
  Additional Writing and Development
  John M. Kahane and M. Alexander Jurkat
  Editorial Director
  M. Alexander Jurkat
  Rules Editor and Playtest Coordinator
  John M. Kahane
  Copy Editor
  Scott Maxwell, John M. Kahane
  Proofing
  John M. Kahane
  Cover Art, Interior Design & Layout
  George Vasilakos
  Illustrations
  Fred Hooper, Heather McKinney, rk Post,
  Dan Smith
  Playtesters
  Kathy Bauer, Steve Bauer, Scott Coady,
  Donald G. Fry, Iris Mori, Tammy Powers,
  Steven P. Ross, Nick Roberts, stefanie wilson
  Special Thanks To: Scott Maxwell for his
  last-minute assistance and Iris Mori for
  the million-and-one questions she asked
  us on AOL (tm).
  Eden Studios 
  15 Ledgewood Drive, Albany, NY 12205
  CJ Carella’s WitchCraft™ , Mystery Codex™ ,
  The Unisystem™, specific game terms, icons and
  personalities are copyright © 1999 CJ Carella.
  All Art ©
  1999 Eden Studios. All Rights
  reserved.
  Reference material for your WitchCraft cam-
  paign may be found at www.llewellyn.com.
  Produced and published by Eden Studios, Inc.
  under exclusive license.
  No part of this book may be reproduced with-
  out written permission from the publisher, except
  for review purposes. Any similarity to charac-
  ters, situations, institutions, corporations, etc.
  (without satirical intent) is strictly fictional or
  coincidental. This book uses settings, characters
  and themes of a supernatural nature. All ele-
  ments, mystical and supernatural, are fiction and
  intended for entertainment purposes. 
  Reader discretion is advised.
  Comments and questions can be directed via
  the Internet at www.edenstudios.net/witchcraft,
  via e-mail at Eden Prod@aol.com or via letter
  with a self-addressed stamped envelope. 
  Second Printing, November 1999
  Stock EDN4001     ISBN 1-891153-41-4
  Printed in the U.S.
  C r e d i t s
  
  33
  II nn tt rr oo dd uu cc tt ii oo nn
  Chapter One: Introduction............... 4
  Introduction....................................... 7
  The New Order...................................... 8
  Summary of Chapters............................ 8
  Conventions......................................... 9
  About the Author................................. 9
  Chapter Two: Rules........................... 10
  New Character Concepts..................... 14
  New Character Types........................... 18
  New Associations................................ 18
  Attributes........................................... 26
  New Qualities and Drawbacks............. 26
  New Skills........................................... 33
  New Character Rules.......................... 40
  Becoming Gifted During Play.............. 45
  New Combat Rules............................... 46
  Poison................................................ 52
  Chapter Three: Inhumans................54
  Creating Inhuman Characters............ 56
  Powers and Vulnerabilities................. 57
  The Inhumans...................................... 58
  Spirits................................................. 61
  Creating Spirits................................... 63
  Errant Souls: Ghost Characters.......... 66
  Champions of Death: Phantasms.......... 84
  Undead............................................... 95
  Creating Undead................................. 95
  Night Hunters: Vampyre Characters.... 96
  Unliving Vengeance: Relentless Dead
  Characters........................................ 110
  Chapter Four: Associations............. 118
  Fellowship of Judas........................... 121
  House of Thanatos............................. 125
  Pariahs.............................................. 130
  Storm Dragons.................................. 136
  Chapter Five: Metaphysics............... 142
  Magic................................................ 146
  New Lesser Invocations..................... 142
  Greater Invocations.......................... 150
  New Necromantic Powers.................. 160
  Disciplines of the Flesh..................... 164
  Tao-Chi: Mystical Martial Arts.......... 170
  Lesser Tao-Chi.................................... 171
  Essence and Immortality................... 174
  New Item of Power............................. 175
  Chapter Six: Supernatural.............. 176
  Sephiroths......................................... 178
  Gateways........................................... 180
  Geburah: The Death Realms................ 181
  The Threshold................................... 181
  The Twilight World........................... 185
  Other Death Realms........................... 190
  Denizens of the Death Realms............ 192
  New Dark Covenant........................... 196
  Shapeshifters: Ferals......................... 200
  Animal Spirits Stats........................... 204
  Appendix........................................... 205
  Glossary........................................... 205
  Tables............................................... 208
  Index................................................ 221
  Table of Contents
  
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  44
  Chapter One: Introduction
  
  55
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  “We are very close,” the tall man in the tuxedo said. Even in the weak light of the flash-
  lights, he looked utterly out of place. Although he was dressed like he was going to the opera,
  he was guiding a small group through the sewers beneath the city. He even wore a cape, for
  Crissakes! And a silly-ass cane, richly carved with gold inlays. The guy looked like a refugee
  from something on A&E or public television — not that Harold would be caught dead watch-
  ing either channel.
  “I don’t trust him,” Harold muttered angrily. The hasty summons, the meeting with the
  stranger, and now this expedition into the cold, damp and above all stinking sewers had complete-
  ly ruined his mood. Fear of what lay at the end of the tunnel made it even worse.
  Sally stared strangely at him. Her thoughts touched his mind telepathically. You better shut
  up, Harold, she sent. You don’t want him pissed off at you.
  What do you mean? he telepathed back.
  I did a surface scan of him when David introduced us during the meeting. Mind and
  body scan. Harold, he’s not even alive!
  What? Harold started to telepath more, but then David broke into their psychic chat. He
  was the oldest member in the team, and was in charge of all the operations of the Cabal of
  Psyche in the city and surrounding areas. His Mindtalk was the strongest Harold had ever
  encountered. Keep the noise down to a dull roar, kids, David sent. Yakov is a good friend
  of mine. I trust him, even if he is something of a bloodsucker.
  Harold and Sally exchanged looks but said nothing. Harold had never suspected David kept
  company with that kind of creature. Tuxedo — Yakov — bloodsucker. The guy was a vampire!
  Three Seers and a vampire — or Vampyre as the occultists prefer to call ‘em — crawling into
  a sewer looking for a monster. Harold didn’t know what the punch line would be to this joke, but
  he had the feeling he would soon find out.
  They reached a corner. At their feed, the unending stream of waste had slowed to a weak
  trickle, but the smells had become even worse. The tuxedo-clad Undead did something to a sec-
  tion of wall, and it slid open with a grating, grudging noise. “These sewer tunnels are very old,”
  Yakov explained. “I was involved in some stages of their construction, and made a few minor
  modifications that do not show up in any map.”
  “So how did that . . . thing find it?” Sally asked.
  “An accident. It was prowling the sewers, and a section of wall must have collapsed during
  last year’s floods. When I became aware of its presence, I knew something had to be done.”
  “And here we are,” David finished for him. “So less chit-chat and more walking, all right?”
  Yakov smiled. “Still impatient, old friend,” he said, but led the way once again.
  Old friend? How old did that make David? Harold wondered. Some psychics could slow
  down the aging process. David appeared to be in his thirties, but he might be a hundred, two
  hundred years old. I might live that long, Harold unintentionally projected. If I survive the
  next few minutes.
  Sally chuckled nervously. She must have picked up his thoughts.
  
  This tunnel was unlike the sewer system
  or maintenance shafts they had been using
  before. The walls were wider, allowing the
  group to easily walk three or even four
  abreast. A series of glowing strips provided
  faint but steady illumination, and they turned
  off their flashlights. A breeze arose, gently
  touching their faces as they advanced.
  This is good, David telepathed to the
  group. It won’t be able to smell us.
  Before the thought was completed, the
  breeze carried its smell to them. Sally coughed
  and grimaced, and Harold actually dry-heaved a
  couple of times before regaining control over
  his guts. The stench was pungent, rich and
  sickening. Harold thought of a bag of rotten
  tomatoes, swollen with the gas of their corrup-
  tion, suddenly punctured and exposed to the air,
  and he dry-heaved again.
  Sally touched his arm. Chill out, she sent
  to him. The nausea magically disappeared,
  courtesy of Sally’s Mindheal. Harold nodded
  his thanks and continued walking, but his legs
  were feeling rubbery and weak.
  They were hunting the Abductor, as the
  press had dubbed him — it. It had been
  responsible for at least a dozen and a half
  official disappearances and God knew how
  many unreported ones. The Abductor only
  attacked pedestrians, lone men and women
  whom it dragged into the sewers. Most of the
  attacks had happened in the worst neighbor-
  hoods. Many victims had doubtless gone
  unnoticed by the police or the media.
  They passed the first body parts a few
  minutes into the tunnel. Harold did his best to
  avoid looking at them, stepping carefully over
  an arm, a leg, something that looked like half
  or two-thirds of a skull with maybe one-fourth
  of a face still dangling from it. Crusty, dried
  blood crunched underfoot. It must have
  pooled when wet, and caked after it dried.
  A growl echoed down the corridor.
  It’s coming, David warned unnecessarily.
  Footsteps, beating an unnaturally fast tattoo
  on the stone floor, became louder by the second.
  Harold concentrated on his Mindhands, on the
  power to move and break things with his will.
  David and Sally also prepared their psychic
  abilities.
  Yakov stepped forward. His delicate and
  manicured hands had been replaced with huge
  talons. His mouth was full of teeth. These
  were not the elegant fangs of vampire mytholo-
  gy, but rows of huge canines meant to rend and
  tear chunks of flesh with every bite. Harold
  did not know who he was more afraid of —
  until he saw the monstrosity rushing toward
  them.
  It retained enough humanity to make its
  appearance all the more horrible. Tattered rags
  covered some of it but what he could see was
  enough. Its arms ended in huge clawed hands,
  twice as big as Yakov’s. Tentacles of pink
  intestine spread from openings in its mid-sec-
  tion, each one tipped by a piranha-like mouth.
  Its one central eye blinked furiously as it
  advanced.
  Harold screamed in terror and threw every-
  thing he had at the monster.
  It took an eternity before it was over.
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  Introduction
  The world of WitchCraft is a place of mystery
  and dark secrets. Each Covenant holds a piece of
  the overall puzzle, but no organization knows
  everything. What they all know, however, is bad
  enough: a major change is approaching, a new era
  that will be preceded by dangerous, catastrophic
  events. 
  The 
  Time 
  of 
  Reckoning
  approaches, and the transitions it
  will bring are unknown. Great
  power, great destruction,
  great anguish -- all or
  none may arise. The
  Covenants and asso-
  ciations that had
  largely stayed out
  of the affairs of
  the 
  Mundane
  have begun to
  feel pressure to
  take 
  direct
  action for the
  first time in cen-
  turies. 
  The threat of the
  Reckoning is not lim-
  ited to humans alone,
  however. It has also
  stirred beings from the
  Otherworlds, and creatures that
  once were human, but now live on as
  Spirits or the Undead. Some of them are willing to
  work side by side with the Gifted and the Mundane,
  while others prefer to operate in secrecy, or have
  hidden agendas that they pursue ahead of any com-
  mon purpose.
  The Mystery Codex is the first sourcebook for
  the WitchCraft game. The Codices will expand on
  the themes and ideas presented in the WitchCraft
  main rulebook. Information is given on new
  Covenants, on creating and using supernatural
  creatures as Cast Members, on new Gifted abilities. 
  This and future Codices will give Chroniclers
  and players new choices for their games. Choices
  are an important part of roleplaying games.
  WitchCraft is meant to accommodate several styles
  and themes, from heroic roleplaying to dark, over-
  whelming horror. Each gaming group should
  decide what choices to make when crafting their
  own WitchCraft stories. A Story of slow, terrifying
  discoveries might not work if the Cast
  Members 
  include 
  ancient
  Vampyres 
  or 
  powerful
  Phantom warriors -- or it
  might, 
  if 
  the
  Chronicler weaves a
  truly complex and
  powerful plot. By
  the same token, a
  quest of cosmic
  p r o p o r t i o n s
  needs 
  larger-
  than-life char-
  acters to com-
  plete -- or it
  might work even
  better with rela-
  tively normal pro-
  tagonists 
  called
  upon 
  to 
  perform
  amazing feats.
  When choosing which
  elements of WitchCraft are
  appropriate for a story, the Chronicler
  must think about the consequences for his game.
  Something that brings fear to the heart of a
  Mundane might not faze a Relentless Dead, for
  example. Devising a situation that might awe and
  terrorize even a near-indestructible Undead will be
  challenging, but it may result in a highly dramatic
  story. This book and others will present players
  with as many choices as possible, giving all the ele-
  ments needed to devise any kind of mysterious and
  supernatural tale.
  
  The New Order
  This book marks a new phase for the
  WitchCraft line. As of the summer of 1998,
  Myrmidon Press no longer produces WitchCraft
  books. Eden Studios (the creative folks behind the
  Conspiracy X RPG and the Abduction card game)
  will now produce and market all WitchCraft (and
  future Unisystem) products. At a time when gam-
  ing companies seem to be dropping like flies, Eden
  has been consistently expanding, supporting their
  existing game lines and developing great new
  games. For WitchCraft, this move opens all kinds
  of exciting possibilities.
  Relatively soon after this sourcebook is
  released, a new edition of the WitchCraft main
  rulebook will become available. This revised Eden
  Studios edition of WitchCraft cleans, clarifies and
  polishes a number of features of the game world,
  and the Unisystem. Those who purchased the First
  Edition of WitchCraft need not fear missing any-
  thing. This sourcebook presents the major clarifi-
  cations and/or revised rules in special text boxes.
  Using the Mystery Codex to update the First
  Edition printing of WitchCraft, all Chroniclers may
  enjoy the latest WitchCraft has to offer.
  Summary of Chapters
  Chapter One: Introduction contains these
  introductory remarks.
  Chapter Two: Rules provides new and
  expanded game mechanics for any WitchCraft
  game. New Character Concepts, Qualities and
  Drawbacks, Skills, Combat and Martial Arts rules
  are given. A short discussion of several new
  covenants is also presented. 
  Chapter Three: Inhumans details four new
  character types for player characters. Ghosts,
  Phantasms, Vampyres, and Relentless Undead are
  described. Special powers, abilities, rules and vul-
  nerabilities for each character type are addressed.
  Chapter Four: Associations gives further
  information on four new groups that player charac-
  ters might call their own. The psychologically
  scarred Pariahs, the elite Storm Dragons, the
  redemption-seeking Iscariots, and the immortal
  Thanatoi are given their due. Some, like the martial
  artists of the Storm Dragons, have a well-defined
  structure and organization, and a very detailed
  agenda. Others, like the Pariahs, are a collection of
  outcasts and misfits, marked by their scarred psy-
  ches as much as by their bizarre powers. And some,
  like the House of Thanatos, are dominated by
  supernatural beings.
  Chapter Five: Metaphysics expands the invo-
  cation and necromantic power lists. It also covers
  two new metaphysical arts: the martial arts-based
  Tao-Chi and the horrific Disciplines of the Flesh.
  Chapter
  Six: Supernatural moves the
  WitchCraft world beyond the mundane realm. The
  Death Realms are presented. A new Dark
  Covenant, and a new type of supernatural predator
  are also introduced.
  Appendix: This section provides a number of
  handy reference charts, as well as character sheets
  for the new Character Types.
  CC hh aa pp tt ee rr  OO nn ee
  88
  
  99
  II nn tt rr oo dd uu cc tt ii oo nn
  Conventions
  Text Conventions
  This supplement has a number of features
  that identify the type of information presented.
  The text you are reading at the moment is stan-
  dard text, and it is used for general explanations.
  Fiction is used to enhance or describe
  the WitchCraft world. This font indicates
  that fictional material is being read.
  Dice Notations
  D10, D8, D6 and D4 mean a ten-sided die,
  an eight-sided die, a six-sided die and a four-
  sided die, respectively. When a number appears
  before the D notation, that number of such dice
  rolled, and their results are added together. For
  example, 2D6 means roll two six-sided dice,
  generating a result between 2 and 12.
  Multipliers are expressed after the dice notation.
  For example, 3D10 x 4 means roll three ten-
  sided dice, add the results together, and multiply
  that total result by 4. This generates a number
  between 12 and 120. A number in parenthesis
  after, or in the middle of, the dice notation is the
  default roll. This number is provided for those
  that want to avoid dice rolling and just get the
  result. So the notation 2D6 x 3(18) means that
  the default value is 18. Some notations cannot
  provide a set number because their result
  depends on a variable factor. For example,
  D8(4) x Strength is used because the Strength
  value to be plugged into that notation will vary
  depending on who is acting.
  Book References
  Throughout the text, references direct the
  reader to areas of this book and the WitchCraft
  main rulebook. These references use the chapter
  names for the Second Edition main rulebook.
  Gender
  While the third person male reference (he,
  him, his) is customarily used for both male and
  female, there is no question that it is not entire-
  ly inclusive. On the other hand, the “he or she”
  structure is clumsy and unattractive. In an effort
  to “split the difference,” this book uses male
  designations for odd chapters, and female des-
  ignations for even chapters.
  About the Author
  C.J. Carella was born in New York and has
  lived in Peru, Venezuela, Connecticut, Florida,
  Michigan, and Connecticut once again. During
  his travels he has yet to experience any genuine
  supernatural events -- and he is not going out of
  his way to do so.
  C.J. has authored some fifteen RPG books
  for such companies as Steve Jackson Games
  and Palladium Books, as well as numerous arti-
  cles for The Familiar, Pyramid and White Wolf
  magazines. Mystery Codex is his second book
  for WitchCraft, and his first book for Eden
  Studios.
  Certain text is set off from the
  standard text. This is sidebar
  text and it contains additional,
  but tangential information, or
  supplemental charts and tables.
  This text is unique to the Mystery
  Codex.  It indicates rule changes or revi-
  sions that vary from those presented in
  First Edition WitchCraft. These alter-
  ations are included in Second Edition
  WitchCraft but are presented here for
  those that already own the prior edition.
  This text includes Supporting Cast and
  Adversaries, and other game aids.
  
  CC hh aa pp tt ee rr  TT ww oo
  1100
  Chapter Two: Rules
  
  1111
  RR uu ll ee ss
  It was going to be one of those nights.
  “Intruders!” screamed my elemental guardian at the top of its non-existent lungs. “Intruders at
  the gate! Intruders!”
  “Tell us something we don’t know,” Santa Claws, my Bast roommate, hissed from his perch
  on top of my armchair. His back was arched, and his tail was as puffed up as I’d ever seen it.
  I switched off the TV. It was only a rerun of Friends anyway. “Will you all relax?” I
  shouted, finally silencing the elemental familiar. “Let’s see who it is.” I went over to my PC
  and clicked on the security network. Camera One was off-line, probably destroyed by whatever
  was tearing the high-security metal door off its hinges. Camera Two, in the foyer, showed the
  door being twisted and pulled out of shape. It would get totaled any second now.
  As the door was torn off its hinges, I took a last look at the expensive furniture and carpet-
  ing in the foyer. “Damn. What a waste,” I muttered as I concentrated. The intricate network
  of mystic symbols woven into the foyer’s floor came to life as I fed my Essence into it.
  A misshapen monstrosity shambled into the foyer through the wrecked doorway. It looked
  only vaguely human, with long ape-like arms terminating in six-inch clawed digits, a huge mouth
  filled with multiple rows of teeth, and glowing red eyes. 
  The foyer exploded in white-hot flames.
  Camera Two went off line.
  “Artame,” I called out to my elemental familiar. “Go check on our guest.”
  “But the flames...” Art was an air elemental. He really hated fire.
  I made a mystical gesture. “They are gone now, mostly. The spell could only last a few sec-
  onds, anyway, and I’ve stopped empowering it. There will be some smoldering embers and such,
  but that is all. Go!”
  Artame flew down the hallway. I checked on Camera Three, which kept watch on the living
  room. I could see smoke filtering through the double doors separating it from the foyer. With a
  couple of mouse clicks, I disconnected the smoke alarms and directed the fire-suppression sys-
  tem to deal with the fire. All electronically -- why use magic when you have the best security
  system money can buy?
  “Are you sure it’s dead?” Santa Claws asked, giving me a cold, calculating stare.
  “We’ll find out soon enough,” I replied. “It should be, though. That flame spell was power-
  ful enough to char-broil anything.”
  The double doors to the living room collapsed inward, shattered by a brutal impact. “Or maybe
  not.”
  The creature, looking some worse for the wear, strode in. Burned black flesh flaked off with
  every step; pink, fetus-like skin could be seen beneath. It swiped at empty air, and in my mind I
  heard Artame’s cry of terror. The elemental could not be seen by cameras or mortal eyes, but
  the intruder had detected him. No fool he, Artame fled the way he had come, screaming
  bloody murder and cursing me for sending him on a suicide mission.
  “We’d better go in there before that thing finishes trashing the house,” I said.
  
  “What do you mean ‘we,’ white man?” Santa Claws said, but he jumped off the armchair and
  followed me anyway. The Bast is a good friend, even if he had picked the stupidest names for
  himself. Artame flew past us, accidentally brushing the Shield I had erected around me. He
  bounced off painfully. “Murder!” he screamed, and disappeared, gone to his own dimension.
  Magical Shields are meant to repel constructs of Essence; to the elemental, touching one was
  like sticking your tongue in a light-socket. 
  The creature turned a corner and faced us. It growled threateningly. “I Banish Thee to the
  Hell that Spawned Thy Kind,” I said in Old Latin, releasing a good deal of my Essence
  into the Incantation. Eldritch energies crackled around the monster, encircling it and then closing
  in an inescapable vise. A blinding flash of light erupted.
  The creature remained where it was. It snickered a little.
  “Litter droppings!” Santa Claws snarled. He stood on his hind legs and assumed a pose that
  no normal feline would have attempted. A bolt of Soulfire exploded from between his out-
  stretched paws, and it struck the creature square in the chest. The monster staggered back with
  a surprised grunt of pain, but it recovered quickly, and started to walk towards us. 
  “Your tricks ain’t gonna help you, Biggins!” the monster roared. “I’m gonna make you pay!”
  I stopped my next Incantation in mid-sentence, and had to take a second to dismiss the sum-
  moned-up Essence before it could do some mischief. “Biggins? Randolph R. Biggins?” I said.
  The creature paused for a moment. “Yes!” it roared, a little bit dubiously.
  “You have the wrong house!” I shouted. “Biggins Manor is over a mile away!”
  The red glow in its eyes dimmed somewhat. “This isn’t one thousand Red River Road?”
  “Yes, it is,” I replied. “But Biggins lives at eleven hundred Red River Road, you moron.”
  The monster’s flesh seemed to sink into its skin. It shrank in size in a matter of moments,
  and in its place there stood a brown-haired girl, not a day over eighteen, dressed only in pink
  underwear. She was blushing furiously. “I... I’m...”
  “It’s a good thing you came to the house of a sorcerer, or you might have killed some innocent
  Mundane,” I went on sternly. “And it’s a good thing I’m not particularly bloodthirsty, or you
  might have gotten yourself killed.” I wasn’t sure I could kill her, I didn’t add, even if I
  thought it. “What has Biggins done to you anyway?” All I knew about my neighbor is that he
  was filthy rich and that he was a very private person, but that was true of the entire neighbor-
  hood, myself included.
  “He’s a murderer, a serial killer who preys on children. And a demon worshipper,” the girl
  said, on surer ground in this matter. She looked at me, and for a moment her eyes became the
  huge glowing red pits the monster had sported. I felt her gaze slide past my shields and into my
  very soul. “You aren’t lying,” she said with conviction. “I’m, ah, sorry for wrecking the house.”
  “Mistakes happen, I guess,” I said absently. If what the girl had said about Biggins was
  true, I’d have to help her. And if it wasn’t, I’d have to stop her again. “Never mind the
  house. I’m coming with you, to make sure you don’t make the same mistake twice.”
  “Okay,” she replied, still looking subdued.
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  “You should have let her have it anyway,” Santa Claws hissed. He was very defensive of his
  territory.
  Fighting is always an option, I replied mentally. But it should be the last option. To the
  girl, I said, “So how did you get here?”
  “I drove. My motorcycle is behind some bushes outside, with my clothes.”
  I sighed. I hate motorcycles. “We’ll take my Mercedes. By the way, how did you transform
  like you did?” I realized now that trying to banish her had been a futile mistake -- she was as
  human as I was.
  Her expression became haunted, as if I’d mentioned a recently dead relative. “It’s called the
  Disciplines of the Flesh,” she replied. “You wouldn’t want to go through what I did to get
  them.”
  I’d heard of the Disciplines, and the price you unwillingly paid to get them. “You’re right, I
  wouldn’t.” I tried to cheer her up. “Well, we’re off to kill the wizard.”
  A good third of my house was destroyed, my familiar had deserted me, my cat roommate was
  pissed off, and I was heading out with a clearly unbalanced girl to fight a demon-worshipping
  serial killer. The night was young; I had a feeling it was going to get worse.
  
  Introduction
  This chapter contains a variety of new material
  for the WitchCraft RPG. Included here are new
  Character Concepts and Types, a brief description
  of several new Associations, and a number of new
  Qualities, Drawbacks and Skills. Most of this new
  information can be used in any WitchCraft games
  without modifications. 
  Some rules clarifications and corrections from
  the first edition of WitchCraft have been noted in
  sidebars throughout this text. These changes will
  be added to the future editions of WitchCraft, but
  are provided here so players are not required to buy
  another copy of the main rulebook. 
  Some optional rule suggestions are given. These
  may be discarded or used as desired. As always, the
  Chronicler should disallow or alter any of this
  information to suit the needs of her game.
  New Character Concepts
  These new Concepts are used to form the basic
  personality and motivations of the character.
  Players can use elements of more than one Concept
  to round out their characters. For example, a
  Forsaken-Survivor or a Scoundrel-Wanderer are
  certainly possible, and by filling in both sets of
  questions players can create a more unique charac-
  ter for the game. Along with those questions, how-
  ever, players should also ask themselves if the
  characters they are developing would work well in
  a game setting (as opposed to a novel or movie
  focusing on one protagonist). Keep in mind that a
  good game requires everyone to share the spotlight
  and not spoil others’ fun.
  Forsaken
  You have lost everything and nobody cares about
  you -- or at least you think so. Maybe you ran away
  from home or are an orphan. Perhaps you commit-
  ted a crime so heinous that all your friends and
  loved ones turned away from you, or perhaps you
  were falsely accused of such a crime. You could
  belong to a group or sect of society that is despised
  by the mainstream, or could be afflicted by a severe
  problem or disease that makes you undesirable or
  contemptible in the eyes of others. This might not
  be your fault, yet the effect is the same: you are
  alone, an outcast.
  You have few friends but you are often very
  loyal to those who would befriend you. You might
  be bitter towards the world that has rejected you, or
  you might blame yourself and are consumed by
  self-loathing. Among the Forsaken are runaways,
  prostitutes, the homeless, and people with uncon-
  ventional lifestyles (punk, gay, gothic, and similar
  fringe or underground groups).
  Unlike the Weird Ones (who may be just as
  unconventional; see Witchcraft, Chapter Three:
  Roles, Character Concepts), your behavior or his-
  tory make most people react negatively to you.
  While a typical Weird One inspires puzzlement and
  maybe a little fear, you attract repugnance and con-
  tempt. Whether or not you have earned such feel-
  ings is up to each individual character story and is
  left to the player and Chronicler, of course.
  Defining Questions: What made you an out-
  cast? Was it something you did (or people think
  you did), or just who you are or what group or
  minority you belong to? Why isn’t your family on
  your side? Do you even have a family, and, if not,
  what happened to them? How do you feel about
  being Forsaken? Do you return society’s contempt
  with your own, or do you wish you could change?
  Qualities and Drawbacks: You usually have
  very low Social Levels and Resources. Many of
  you are Addicts or suffer from such mental
  Drawbacks as Delusions, Emotional Problems or
  Paranoia. Some have Contacts among other people
  in the fringes of society.
  Professions: You generally work in marginal
  jobs, either low-paying (like busboy at a low-rent
  diner, or a burger flipper) or illegal (panhandling,
  prostitution, petty theft).
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  Association: The Pariahs Covenant has many of
  the Forsaken among its members. Other common
  Covenants for you include the House of Thanatos,
  which recruits people from the fringe of society,
  and the Fellowship of Judas, many of whose mem-
  bers are undead who committed suicide, or humans
  who narrowly avoided killing themselves.
  Scoundrel 
  You are always looking out for number one,
  always ready to lie, cheat or steal. Even when you
  do the right thing, you often try to squeeze out
  some profit or benefit for yourself. You may or may
  not exploit your friends, but strangers are almost
  always fair game. This doesn’t mean that you are
  wholly evil -- sometimes, you act with perfectly
  good intentions, but your path always seems to lead
  to trouble. You can be humorously incompetent, or
  coldly efficient. Many of you are con men, gifted
  with charm and a good eye for human weakness.
  Even when fighting for a good cause, your methods
  will often be questionable. 
  Keep in mind that using this Character Concept
  does not excuse acting against the interests of other
  Cast Members. You do have friends and allies that
  you would not betray. Furthermore, even a villain-
  ous or weasel-like character like you will not fool-
  ishly endanger your position (or your life) by incur-
  ring the wrath of powerful companions. If you
  needlessly provoke others, you will not be protect-
  ed from the consequences of your actions.
  Defining Questions: What made you into a
  scoundrel? Were you deprived as a child, making
  you desperate to accumulate wealth and fortune?
  What do you want to acquire -- money, power or
  knowledge -- and how far will you go to acquire it?
  Do you seek to exploit everyone around you, or do
  you have some limits? Would you betray a friend
  for a large enough reward, or do you save your
  dirty tricks for your enemies? 
  Qualities and Drawbacks: Most commonly,
  you are Covetous. Those among you who are suc-
  cessful may have high Resource levels, but you are
  usually relatively poor and hungry (which moti-
  vates you to do anything to get ahead).
  Professions: You often belong to illegal or
  quasi-legal professions, such as confidence man or
  thief. Sometime, you belong to mainstream profes-
  sions, but tend to stick to the seedier aspects, such
  as an ambulance-chaser lawyer or a used car sales-
  man. You often exaggerate their knowledge and
  power to impress and exploit the gullible.
  Association: You are rarely found among the
  Wicce and Sentinels, as their moral code precludes
  your type of behavior. Most of you are Solitaires.
  On rare occasions, you might be a Rosicrucian (if
  you are power-hungry) or a self-serving Pariah.
  
  Student 
  You have embarked on a quest for knowledge. Unlike the Seeker (see WitchCraft, Chapter Three:
  Roles, Character Concepts), you have recently begun and are just now being initiated in the ways you
  have chosen to follow. Whether you are a budding martial artist learning the legendary arts of Tao-Chi,
  or a graduate student of archeology being introduced to forbidden knowledge, you are eager to learn and
  perhaps a little too impatient. Sometimes you think you are more powerful and learned than you really
  are, which may lead to serious trouble.
  You must always have a teacher. You may be a new member of a Covenant, being introduced to the
  mysteries of the Gifted, or you may have been taken under the wing of a Solitaire practitioner. The teacher
  can be helping you out of sheer altruism, or may demand a heavy price (typically in services rather than
  money) for his knowledge.
  Defining Questions: What made you interested in
  learning the secret arts? Does curiosity or ambition
  motivate you? Who are your teachers? How did you
  come to be their student? 
  Qualities and Drawbacks: Depending on your
  motivations and previous histories, you may have a
  wide variety of Qualities and Drawbacks. Some of
  you are Covetous, being motivated by the desire for
  power. You might also be Obsessed with the desire
  for knowledge. You generally have low or average
  Resource levels, but your school or teacher counts
  as a Contact.
  Professions: Since you must spend most
  of your time pursuing your vocation, you
  largely work at part-time jobs, and can be
  anything from a librarian to a waiter to a
  bouncer. Sometimes your school employs
  you in any number of capacities.
  Association: Any Association is possi-
  ble, although you work best with the
  Rosicrucians, Storm Dragons, and the
  Twilight Order, which have more formal-
  ized teacher-student traditions. The
  Wicce train young Gifted like you to
  master your abilities, but they place less
  focus on hierarchy and advancement.
  Some Covens even prefer that you
  develop your own styles of magic.
  This usually does not suit your type.
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  Wanderer
  You are a modern day nomad, never staying in
  one place for too long, never settling down. You
  eventually find an excuse to move on. Maybe you
  are afraid of the responsibility of committing to
  one place and the people in it, or perhaps you feel
  there is something better waiting for you in the
  next city. You might just be driven by the desire to
  see new things. Unlike the Fugitive (see
  WitchCraft, Chapter Three: Roles, Character
  Concept), you are motivated by your own inner
  demons or yearnings. Like many nomads, you
  may have a “circuit” of places you visit periodi-
  cally so that anybody who knows you will have
  an idea of where you’ll be at a given time of the
  year. Alternatively, you may wander at random,
  rarely returning to the places you previously vis-
  ited.
  You tend to travel through countries or conti-
  nents. You may wander around in a vehicle, on
  foot or by relying on the kindness of strangers.
  The remote roads of WitchCraft’s America are
  dangerous places, and you have to be quite adept
  at a number of mystical and mundane skills if you
  hope to survive. Nomads like you, especially
  those that choose the roads less traveled, often
  find signs of the Reckoning in small towns and on
  lonely trails, haunting the wilderness or hiding in
  the underbelly of the cities.
  Your type works best for Stories where you
  arrive in a locale, deal with whatever conflict
  exists there (working with local Cast Members),
  and then move on. You could also participate in
  Stories where all the characters are on the move
  for their own reasons (the other Cast Members
  could be other Wanderers, Fugitives, or Seekers).
  On the other hand, you might decide to stay in one
  place for an indefinite period of time as long as
  there was a compelling reason for it (i.e., for the
  duration of a Story).
  Defining Questions: What made you choose
  your nomadic lifestyle? Do you have a destination
  (real or imagined) in mind? What is your pre-
  ferred mode of transportation? How do you make
  a living as you travel? Do you stick to a regular
  route, going back and forth between a string of
  destinations, or do you wander aimlessly, always
  going to a different place? Do you make friends in
  your travels, and do you ever return and visit
  them? What are your favorite places to visit
  whenever you arrive at a new destination? 
  Qualities and Drawbacks: You are sometimes
  motivated by a negative mental trait such as an
  Obsession or Emotional Problem. You usually do
  not have much in the way of Resources. At best,
  you might own a vehicle and whatever you can
  carry in it. If you follow a specific path back and
  forth, you often have Contacts (and Adversaries)
  at some of your customary stopping points.
  Professions: Most “ordinary” jobs are difficult
  to perform if you do not have a permanent
  address, so you tend to stick to temporary work.
  You usually stay only long enough to earn enough
  money to move on. You might play guitar at a
  club in one town, and pick fruit for the minimum
  wage at the next.
  Association: Your nature generally leads you
  to be a Solitaire, owing no allegiance to any one
  Covenant. Among the Wicce, however, a growing
  number of young Gifted members have become
  like you and decided to explore the world, look-
  ing for signs of the Reckoning. As a wandering
  Wicce, you travel alone or in small groups search-
  ing for supernatural outbreaks and putting a stop
  to them. Other Covenants with a good number of
  Wanderers include the Storm Dragons (for much
  the same reason as the Wicce) and the Pariahs
  (some of whom wander from city to city).
  
  New Character Types
  Two new Character Types are presented in this
  sourcebook. These Types can be chosen in addition
  to the four described previously (see WitchCraft,
  Chapter Three: Roles, Character Types). 
  Only the basic information on the new Character
  Types appears in this chapter. They are discussed in
  much greater detail in a chapter of their own,
  Chapter Three: Inhumans. A handy comparative
  reference chart listing all the generation points and
  special traits of the various WitchCraft Character
  Types is included in the Appendix. A separate char-
  acter sheet for each Type if also included in the
  Appendix.
  Spirits: Disembodied beings of pure Essence,
  spirits include all manner of strange creatures, from
  inhuman elementals and demonic fiends to the
  wandering souls of deceased humans. Two types,
  Ghosts and Phantasms, are described.
  Undead: These characters have died but contin-
  ue to inhabit their bodies, imbuing their physical
  shell with the semblance of life. Undead player
  characters include Vampyres and Relentless Dead.
  New Associations 
  Described below are four new Associations,
  three of which are controlled by supernatural crea-
  tures. The following descriptions are brief and
  include only the most basic knowledge about the
  Association. Each is discussed in greater detail in
  Chapter Four: Associations. Chroniclers who wish
  to have the players discover facts about their
  Associations as they learn about the world of
  WitchCraft should limit their players to the mater-
  ial presented here. Otherwise, players and
  Chroniclers alike may review this information and
  the more expansive text of Chapter Four.
  Fellowship of Judas -- The Iscariots 
  “Your life until now has been a waste -- or worse,
  you have been part of the problem. Now you have
  been Unborn and can try to fix all the damage
  you’ve done. Betray our trust or refuse us, and no
  Hell can compare to what we will do to you.”
  -- Customary Iscariot greeting to new members
  “The same bastards who killed the Messiah and
  persecuted Christians are still around. The
  Inquisition and the Holocaust and worse are all
  the work of one group, a powerful Combine. We
  have to do something to stop it, or even the
  Undead will suffer.”
  -- Conrad the Apostle
  Description: This Covenant is concerned most-
  ly with redeeming the misdeeds of its members,
  and with combating any being that seeks to seize
  power over mortals. The Iscariots risk all against
  the Combine, the followers of the Mad Gods, and
  other foes -- their war is a form of penance.
  The Iscariots choose new members from those
  who have damned themselves by their actions or
  cowardice. Many suicides are met by Vampyre
  Iscariots at the Threshold (see Chapter Six:
  Supernatural) and are forced to contemplate the
  consequences of their actions, the pain and suffer-
  ing they inflicted on their loved ones, or the things
  they might have achieved. Those who repent and
  want to expiate their sins return from the Threshold
  as Undead members of the Fellowship or manage
  to escape death and become living Iscariots. Other
  Iscariots find still-living sinners and offer them a
  chance to undo the harm they’ve done. Non-
  Undead members are usually Mundane, but a large
  minority are Gifted or Lesser Gifted characters
  with diverse metaphysical powers, including the
  Disciplines of the Flesh.
  Attributes: Attributes of the Iscariots vary wide-
  ly. They are less concerned with any particular
  characteristic than with the idea that one’s sins
  must be undone.
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  Qualities and Drawbacks: The Fellowship’s
  network of information and assistance can be pur-
  chased as a Contact (it costs 3-5 character points
  depending on the capacity of the Fellowship in a
  particular Chronicler’s campaign). After mending
  their ways, most members become Honorable and
  a few turn into Zealots. Sometimes, the desire to
  expiate one’s sins can lead to a number of Mental
  Drawbacks, including Delusions, Emotional
  Problems, and Obsessions.
  Metaphysics:
  Vampyre members typically
  develop extensive Undead powers and a few learn
  magical abilities. Gifted members favor Magic,
  Necromancy, Seer powers, and the Disciplines of
  the Flesh. There are even a number of Inspired
  humans in the group, whose faith has become so
  strong that they can perform miracles. Apparently,
  the Deity does not seem to mind that they are work-
  ing side by side with Undead, something that
  would drive most theologians to distractions if they
  knew about it.
  Special Abilities: The sense of purpose of the
  Iscariots gives them the strength to resist many of
  the typical measures taken against the Undead.
  Undead members have a +3 bonus to resist any
  Inspired Miracle or prayer (see WitchCraft,
  Chapter Six: Metaphysics) that directly affects or
  restrains them, providing they are attacked while
  performing a task of redemption or for a good
  cause (this is determined by the Chronicler). Due to
  their prolonged contact and familiarity with
  Vampyres, as well as their own faith, non-Undead
  members gain a +2 bonus against any Undead
  effect or power that requires the target to make a
  Resisted Test or Task.
  Also, all Iscariots are given a special tattoo that
  allows members to recognize one another on sight.
  Common Professions: Most Iscariots were
  recruited from among the damned and the losers of
  society. Many were thieves, junkies, drug pushers
  or murderers. Others were misfits and geeks,
  unwanted and unloved people who often took their
  own lives out of spite. They may come from all
  walks of life, from high school and college students
  to people living on the fringes of society.
  Roleplaying Iscariots: Your old life was a big
  nothing, a drop in a bucket of misery and petty cru-
  elty. You cared about nobody but yourself, about
  satisfying your needs. Nothing ever seemed to sat-
  isfy you, and eventually you became mired in self-
  pity. Your problems seemed so overwhelming that,
  as a final slap on the face of the world and the few
  people who still gave a damn about you, you tried
  to kill yourself or overdosed or drunkenly drove
  your car off a cliff. Your suicide attempt was an act
  of self-centered stupidity. You weren’t suffering
  from a horrible, terminal disease, nor were you in a
  truly hopeless, horrible situation. You simply didn’t
  love yourself (or those around you) enough to care.
  At the Threshold between Life and Death, you
  were confronted by an Iscariot. He manipulated the
  Deathscape and showed you just how pathetic your
  existence had become. For the first time in your
  life, you realized the extent of your actions. All the
  cruelty and lack of empathy in your life was thrown
  back at you. Facing damnation or a chance to
  redeem yourself, you finally abandoned your self-
  centered existence and transformed your life.
  Whether you were revived, woke up as an Undead,
  or became a bodiless Spirit, your old existence was
  gone: you were now an Iscariot, and your actions
  would finally have meaning.
  It hasn’t been easy. You now have to think about
  what you do, both because you no longer want to
  be part of the problem, and because the Fellowship
  has many enemies. A misstep will mean a new,
  final death. You still have some of the lack of
  respect for authority that you had in your previous
  life, but now you put them to good use, bringing
  down those who would control the lives of others
  and letting people choose their own destinies, for
  good or ill. It is a hazardous, often grim existence.
  You’ve never felt so good in your life.
  
  House of Thanatos
  “Death is but a revolving door between two
  worlds. We discovered how to travel back and
  forth unhampered. If we ever achieve our goals,
  no one will have to fear dying, because nobody
  will have to die.”
  -- Albert Niall, Vampyre House Scholar
  “Dark forces threaten the land of the living and
  the abodes of the dead. Things that aren’t human,
  that were never human, now crawl through the
  dark corners of the physical world and threaten
  the Death Realms. Only our kind, who can visit
  both worlds, has any hope of stopping them.”
  -- Alexandra Benitez, House Scholar
  Description: Worshippers and masters of the
  passions and secrets of Life, Death and Unlife, the
  Thanatoi’s ultimate goal is to transcend the Cycle
  of Life and Death, to become immortal without
  being Undead, and to unify Earth and the
  Otherworlds. Besides these long-term and perhaps
  unattainable purposes, the House also works to
  protect members from those who would destroy
  them, and to fight any incursions from beyond real-
  ity, specifically the bizarre entities known as the
  Mad Gods.
  The House of Thanatos has a firm presence in the
  fringe areas of society. Wherever discontented
  youths and jaded artists gather to jeer at the world
  and ponder about the meaninglessness of life, a
  Thanatoi or two can be found among the crowds.
  Members frequent underground clubs, cafes, and
  other dark places. They recruit new members from
  among those misfits and educate them in the
  secrets and passions of life after death. New House
  members soon find themselves exploring the Death
  Realms, where the darkness is all too real, and
  where the revelers found drinking, imbibing coffee
  and smoking cigarettes are quite dead.
  Members of the House of Thanatos include
  Undead (mostly Vampyres), Spirits (usually
  Phantasms or Ghosts), and humans, including
  Necromancers, Magicians, and highly skilled or
  influential Mundanes. The leadership of the House
  is dominated by supernatural beings, but there is no
  bias against humans, provided they have the right
  look and attitude -- dark, ominous, and Gothic.
  Attributes: Members of the House run the
  gamut from thinkers and philosophers to assassins
  and enforcers. Any combination of Attributes is
  possible. Non-human members may have superhu-
  man Attributes (see Chapter Three: Inhumans). 
  Qualities and Drawbacks: Good, evil, self-
  serving egotism, saintly devotion and plain insani-
  ty can all be found among the Thanatoi, with all the
  accompanying Mental Drawbacks. The Covenant
  is very tolerant of members, as long as they uphold
  the principles of the Covenant. Many older mem-
  bers have considerable Resources, and talented
  performers have higher-than-average Social
  Levels, as well as Artistic Talent.
  Metaphysics: The supernatural members of the
  Covenant tend to specialize in their unique powers
  and abilities (see Chapter Three: Inhumans).
  Additionally, many members learn Necromancy.
  Seers and Magicians can also be found among the
  Thanatoi, although in lesser numbers. A few Gifted
  with other Arts exist, but Divinely Inspired charac-
  ters are unheard of. 
  Special Abilities: All Thanatoi have a +2 bonus
  to any Resisted Test or Task against the powers of
  Ghosts, Phantasms and other spirits of the Dead
  (where applicable).
  Common Professions: The Undead and ghostly
  Thanatoi have no need to work for a living, but
  many use their powers to appear as human and are
  employed, mostly as performers or scholars. The
  House owns and runs a number of clubs and cafes,
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  and many members give performances there. A
  couple of all-Vampyre bands sponsored by the
  House have become quite popular among the goth
  and post-industrial circles. 
  Human members of the Covenant are evenly
  divided among Gifted and Mundanes. The Gifted
  are almost all Necromancers or Sorcerers, with a
  smattering of Seers. Most of them live off grants
  given to them by the House, although a few have
  other occupations, typically scholastic professions
  such as college professor, lecturer, or performers.
  Roleplaying the Thanatoi: You were always
  interested -- some say obsessed -- with death and
  the world of the spirits. When your pet died, you
  didn’t cry but became very pensive and asked ques-
  tions that made the adults around you uncomfort-
  able. You soon learned that most people prefer to
  avoid thinking about the end of their lives. To you,
  life and death were part of a greater whole. You
  wanted to experience the most intense elements of
  life -- both pleasure and pain -- and you were not
  afraid of what lay at the other side of existence.
  The Thanatoi found you and inducted you into
  their ranks. Soon you knew a great deal more about
  life and death than you had ever bargained for.
  Perhaps your induction involved Unbirth and a new
  existence as a Vampyre or a Phantasm. Perhaps the
  experience awakened latent Necromantic powers.
  Either way, now you travel freely between both
  worlds, dealing with the Living and Dead with the
  same degree of curiosity and interest.
  Life in the House of Thanatos is not all research
  and exploration, however. Those who travel
  between the worlds have their share of enemies,
  from the rulers of Death Realms who see you as
  interlopers to monstrous beings who prey on the
  souls of humans both living and dead. You may
  have rivals within the House -- there are factions in
  the Covenant whose goals and purposes may be at
  odds with your own. Even petty disputes can be
  deadly when the people involved are powerful
  Undead, Spirits or Necromancers.
  Pariahs 
  “You are one of us now. Your pain and your mad-
  ness called out to us. You have suffered much, but
  your will is strong, and now you have abilities
  mere mortals only dream of. Embrace your suffer-
  ing and savor your dark memories, for within
  them you will find true power. We can unmake
  ourselves and transform into living nightmares to
  bring terror to those who hurt us.”
  -- Common Induction Greeting of the Pariahs
  “Give us your hungry, your poor, your huddled
  masses -- and we will make them into monsters.”
  -- Aaron the Unclean, Pariah Leader
  Description: Some among the Gifted lived tor-
  tured, miserable existences. Victims of years of
  abuse and privation, their powers acquired a unique
  form, enabling them to remold their bodies in a
  variety of ways. Due to the anger and self-loathing
  that often afflicts abuse survivors, their shape shift-
  ing is almost always monstrous and terrifying.
  Persecuted and named unclean by normal society,
  these Gifted hid. They dwell among the homeless
  and the runaways. They recruit members from
  among the shunned, the destitute, the helpless.
  They teach neophytes about turning their misery
  into anger, and their anger into power. They call
  themselves the Pariahs and have been part of the
  urban landscapes of the world since the beginning
  of history. Although few in number, the Pariahs’
  influence among the dispossessed and powerless
  has been long lasting. 
  What sets the Pariahs apart is their ability to
  channel their suffering and anguish through their
  bodies, allowing them to transform their flesh in
  strange and bizarre ways. Pariahs are masters of the
  Disciplines of the Flesh, a bizarre Gifted power
  which channels the Essence of the person through
  his body, altering it in monstrous and terrifying
  ways. Some Pariahs love piercing and self-muti-
  lation; others can adopt gruesome visages. Their
  special powers are very effective, but carry a
  
  high price: to activate them, the Pariahs must relive
  the horrors that triggered their transformation in
  the first place. This continual reopening of emo-
  tional wounds has a terrible effect on their psyches.
  The Pariahs are loosely organized. Each city or
  region where any significant numbers (anything
  more than a handful) of Pariahs congregate has a
  Beggar King, a title that originated in the Middle
  Ages when the Pariahs hid among the poorest and
  most destitute in the infant cities of Europe.
  Members are subject to the decisions of their local
  Beggar King, although for the most part they are
  free to do as they please. Their rules are few but
  rigidly enforced: defend all Pariahs from outside
  enemies, maintain the secrecy of their existence
  from the Mundane world (although Pariahs recog-
  nize that other Gifted are privy to many of their
  secrets, they don’t like it), and, when possible, save
  those who are enduring the same horrors that cre-
  ated them. “Deliver others from the horrors that
  made you” is a Pariah motto; like many ideals, it is
  followed less often than some would like. 
  Attributes: Pariahs typically have average phys-
  ical Attributes. Their mental Attributes tend to be
  higher than normal, with more emphasis on
  Willpower than Perception, and both are more
  favored than Intelligence. Their powers allow them
  to reshape their bodies and enhance their physiques
  to superhuman levels, however. A skinny teenage
  Pariah can turn into a gigantic muscle-bound beast
  in a matter of seconds.
  Qualities and Drawbacks: All Pariahs are sur-
  vivors of extensive abuse, typically during their
  childhood or adolescence; most are crippled (phys-
  ically or emotionally) as a result. Mental
  Drawbacks are very common. Physical Drawbacks
  are also not unknown, but the Disciplines of the
  Flesh allow them to overcome any physical dis-
  ability with ease, so the value of most such
  Drawbacks should be reduced by half or one-third
  at the Chronicler’s discretion (the more easily the
  Pariah can sidestep the problems of his disability,
  the less it should be worth). Most Pariahs have
  extensive Contacts among those in the fringes of
  society, including the homeless, runaways, prosti-
  tutes and other unwanted. A few also have Contacts
  with criminal organizations, although only at the
  “street” level (such as gangs, local criminal net-
  works, and so forth).
  Metaphysics: About half of all Pariahs know the
  Disciplines of the Flesh, the eerie ability to remold
  their bodies by awakening memories of their life’s
  suffering and misery. This ability requires the char-
  acter to know Anguish, a Special skill (see Chapter
  Five: Metaphysics). A smaller percentage are
  Gifted with the Sight, and a sizable fraction of the
  group is made up of Mundanes. The Pariahs have
  little access to magical knowledge; many of them
  are not even sure magic exists, and think it is mere-
  ly some form of the Second Sight. No other Arts
  are commonly known. 
  Special Abilities: This Covenant recruits people
  from among the most victimized, exploited and
  brutalized. Survivors of child abuse, incest, slav-
  ery, and worse are the preferred members. Their
  mental scars are used as fuel for the Disciplines of
  the Flesh. As a result, all Disciple Pariahs start out
  with one free level of Anguish. Non-Disciple
  Pariahs get a bonus of +1 to their Willpower. This
  additional level of Anguish or Willpower is added
  on top of any levels purchased normally.
  Common Professions: Many members work as
  social workers or participate in organizations that
  help the abused and helpless. One can find Pariahs
  manning battered women shelters, soup kitchens,
  and similar institutions (and woe to any abuser who
  tries to break into those places). Other Pariahs lead
  double lives, often masquerading as homeless peo-
  ple, prostitutes and other undesirables -- the better
  to find others of their kind, and to deal with those
  who would harm them.
  Roleplaying Pariahs: Your youth was a living
  hell. Most adults around you were at best dysfunc-
  tional figures, unable to fulfill their responsibili-
  ties. At worst, they were monsters far more terrible
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  than any shape you have assumed. Years of brutal-
  ity and abuse have permanently marked you.
  Unlike most victims, however, your suffering also
  carried a strange gift, and you can make your vic-
  tim’s rage and despair come to life and give you
  raw, destructive power. Along the way, others like
  you found and adopted you into their group, and
  you became a Pariah. You believe that your fellow
  monsters are the only one who truly understand
  your existence, since they have experienced some
  of the same horrors you endured.
  Your motivations are often determined by your
  early experiences. You might wish revenge on your
  tormentors, or on anybody like them. Maybe you
  only want to be left alone, to crawl into the dark
  places of the world and lick your wounds in peace.
  Like all other Gifted, however, you will be dragged
  into the secret conflicts of the occult world, will-
  ingly or not. Even if that were not the case, your
  life could never be normal. If you are a Disciple of
  the Flesh, every time you use your power, you are
  forced to relive your worst ordeals. Where other
  abuse victims can at least find some solace in for-
  getfulness, your traumas are always being brought
  to the fore, again and again. One might think you
  would have grown jaded from the repetitive expe-
  riences, but each time feels as painful as the first.
  And people wonder if you are insane: after such
  experiences, sometimes you marvel at the fact that
  you haven’t completely lost your mind.
  Storm Dragons 
  “The Shaolin know of us, but they are the students
  of renegades who rejected our ways. The wise
  men of Tibet understood us, but they preferred to
  take no sides in our war. We alone made no dis-
  tinctions and accepted all who were willing to
  fight for the cause, be they Western or Asian,
  Chinese or Japanese, yellow, white or brown. For
  are we all not beings of Chi and Flesh? To the
  demons from beyond, we are all prey. If we make
  any finer distinctions, we shall surely fail.”
  -- Tsao Lung, introduction to the Book of Storms
  “I buried my two best friends last night. We had
  become complacent, and even displayed some of
  our abilities in public. ‘What’s the harm in that?’
  we asked ourselves. We had money and fame, the
  respect of thousands of students, and we were still
  doing the work of the Storm Dragons. But our
  enemies knew where to find us, and where to
  strike. Even our powers were no match for treach-
  ery and bombs, dark sorcery and poison. To those
  of us who are out there starring in movies and
  giving public shows, I tell you ‘beware’ -- the dark
  forces being stirred will target you first.”
  -- Johnny Wang, Storm Dragon
  Description: Almost every martial arts style in
  the world has legends about masters who can per-
  form superhuman feats as a result of their dedica-
  tion and strength of spirit. After decades of movies
  and television shows depicting such feats, the gen-
  eral public has become jaded to those so called
  “kung fu tricks” and no longer finds any wonder-
  ment in the martial arts. In the world of WitchCraft,
  however, there are Gifted martial artist who can
  outdo the most dazzling special effects of the
  movies. A gathering of these masters, the Storm
  Dragons, use their powers not for self-aggrandize-
  ment but to keep at bay the unspeakable beings
  known as the Mad Gods and to hunt down all
  supernatural predators.
  
  Storm Dragons recruit members from many dif-
  ferent places. Although they emerged in Asia, they
  have expanded to other parts of the world, often
  following communities of Asian emigrants through
  all five continents. Storm Dragons recruit not only
  martial arts enthusiasts but also thinkers and
  philosophers, psychic sensitives, and anybody who
  seems a good candidate for enlightenment. The
  new members are taught the secrets of Storm Fist,
  a system of physical and spiritual enlightenment
  that combines breathing exercises, philosophical
  teachings and intensive gymnastics and combat
  training. The Dragons have been taught to think as
  well as to fight, and to combine ancient teachings
  with modern technology. The Gifted among them
  also learn the metaphysical arts of Tao-Chi, which
  significantly enhances their already advanced
  physical abilities.
  This Covenant has had its share of problems,
  however. Many former students have abandoned
  the teachings of the Covenant. Over the centuries,
  some of these renegades founded their own schools
  of martial arts. If one believes the more militant
  Storm Dragons, every martial arts clan in Asia,
  from the Shaolin Temple to the Ninja, is the cre-
  ation of a former Dragon who went astray. More
  recently, some members have started to show off
  their abilities in public, attracting unwanted inter-
  est and endangering their lives as well as the safe-
  ty of the entire Covenant.
  Although their goals are similar to those of the
  Sentinels and other “guardian” Covenants, the
  Storm Dragons do not claim to worship a greater
  power. At the root of their teachings is the idea that
  all living beings have the potential to achieve god-
  hood through personal enlightenment and develop-
  ment. They would be the first to admit that humans
  are a long way from reaching that ideal, however.
  Attributes: Storm Dragons should have good
  physical Attributes. They do not have to be extra-
  ordinary. Some members are only average, but
  since most recruits start out as martial artists or
  athletes, or are raised by the society from early
  childhood, they are usually in good shape.
  Characters who belong to this Association are
  granted special abilities that affect their Attributes
  (see Special Abilities below). 
  Qualities and Drawbacks: Some Storm
  Dragons have combat-oriented Qualities like
  Situational Awareness and Hard to Kill. Although
  there are a few wealthy members, most have rela-
  tively low Resources. The Society can be consid-
  ered a Contact, although usually of low value (1-3
  points depending on the abilities granted them in a
  particular Chronicler’s campaign), because it does
  not have a great deal of influence or numbers out-
  side martial arts circles.
  Metaphysics: All Gifted Storm Dragons are
  trained in the secrets of Tao-Chi, the Way of the
  Soul, which allows practitioners to channel their
  Essence through their bodies. Gifted and Lesser
  Gifted members should have both Chi Mastery (a
  Special skill) and at least one Tao-Chi power (see
  Chapter Five: Metaphysics). The second most
  common Gifted power among the Storm Dragons
  is the Second Sight. Members with psychic poten-
  tial are encouraged to cultivate and develop this
  power. Magic and Necromancy are rare: the secrets
  of magic are not taught by the organization, but
  may be acquired elsewhere. 
  Other powers are almost never found among the
  society. The Disciplines of the Flesh, being the
  result of mental suffering and a symptom of tor-
  tured souls, are considered to be more of a disease
  than a power. Finally, the world-view of the Storm
  Dragons is incompatible with Divine Inspiration.
  Special Abilities: Storm Dragons all undergo
  extensive physical training, which grants them
  access to the Storm Fist Martial Arts discipline, and
  gives them certain bonuses to their Attributes. Add
  one to any two of their physical Attributes
  (Strength, Dexterity or Constitution; the bonuses
  cannot be “stacked” on a single Attribute). Being
  human, Storm Dragons cannot have an Attribute
  value over 6, however. 
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  Additionally, up to 10 points of a non-Mundane
  character’s Metaphysics points can be used to raise
  Attributes instead. Of course, this will reduce the
  amount of points available to purchase special
  powers. These points are used just like Drawback
  points in terms of the cost (see Chapter Two: Rules,
  Purchasing Attributes with Drawback Points).
  Common Professions: Storm Dragons belong to
  a variety of professions. Many are self-employed,
  either as artists or sportsmen, which allows them to
  set their own hours and perform jobs for the soci-
  ety when necessary. The Storm Dragons fund a
  number of martial arts schools across the world,
  and many members are employed as instructors.
  Roleplaying Storm Dragons: You have spent
  years honing your body and your mind into the ulti-
  mate weapon and tool. You can heal as well as well
  as destroy, protect as well as attack. Violence must
  be used only as a last resort and must always be
  tempered with reason and compassion. You have
  learned to control your baser passions, although,
  being human, you know this control is not perfect.
  Your enemies are terrible creatures from beyond
  our reality, or perversions of the natural order of
  life. Unlike your predecessors, many of whom
  lived out their existence without contact with the
  supernatural, you now have to battle bizarre crea-
  tures with increasing frequency. It was your fate to
  be born in time for a major conflict, and your pur-
  pose is to do your best, no matter what the cost.
  
  New Qualities and Drawbacks
  The following new Qualities and Drawbacks
  may be taken by any WitchCraft character, as long
  as the Chronicler approves. These traits are com-
  bined with those from the WitchCraft main rule-
  book in a reference chart in the Appendix.
  Addiction
  Variable Mental Drawback
  An addict craves a substance and must have it,
  even against his better judgement. Most addictive
  substances eventually impact on his health. Many
  of them are also illegal and using or purchasing
  them may result in prosecution and jail time. Those
  concerns matter little to the addict, however; when
  the craving hits, he can rarely resist for any length
  of time. He often does things he would normally
  never consider in order to satisfy his need, from
  cheating and stealing to committing serious crimes
  to selling his body or even betraying his friends.
  When an addicted character goes without his
  “fix,” he suffers debilitating withdrawal symptoms.
  Most mental actions (e.g., any Tasks or Tests using
  Intelligence, Perception or Willpower) are at a
  penalty equal to the value of the Drawback (a char-
  acter with a 2-point Addiction suffers a -2 penalty
  to most tasks) until the addict can get what he
  needs. The most severe drugs (like heroin) also
  produce strong physical effects; such addicts have
  a penalty of -3 to all physical actions in addition to
  the above penalty on mental actions. To make mat-
  ters worse, severe addicts also suffer physically if
  they cannot or do not give in to their craving.
  The value of this Drawback is determined by the
  severity of the Addiction and the relative effects of
  the drug or substance. A detailed description of the
  effects of different addictive substances would fill
  an entire book or more. Chroniclers should adjudi-
  cate the game effects of a “high” on a character.
  This can range from a small action penalty for
  being slightly “buzzed”, to the complete stupor of
  a heroin trip. In the game, as in real life, drugs are
  dangerous and unpredictable, and an addict charac-
  ter is often unable to control himself.
  The nearby Addiction Point Value Table gives
  guidelines for how much a given type of addition is
  worth. Again, Chroniclers should modify these val-
  ues as desired.
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  Attributes
  Attribute types, descriptions and purchas-
  ing remains the same under the revised
  WitchCraft game rules. The formulas for
  determining Secondary Attributes, especial-
  ly Life and Endurance Points, were not as
  clear as they could have been in First
  Edition, however. For the sake of clarity,
  the formula descriptions for Life and
  Endurance points are modified as follows:
  Life Points: Add Constitution and Strength
  together, multiply by four, and add 10 to the
  result. The formula is best written as
  ((Constitution + Strength) x 4) + 10.
  Endurance Points: Add Constitution,
  Strength and Willpower together, multiply
  by three, and add 5 to the result. The for-
  mula is best written as ((Constitution +
  Strength + Willpower) x 3) + 5.
  Supernatural Qualities are, with
  a few exceptions, restricted to
  Gifted, Lesser Gifted and super-
  natural beings. These Qualities
  can be purchased from either the
  Qualities or Metaphysics point
  pools. Supernatural Drawbacks
  can afflict Mundanes as well as
  Gifted, however, and Mundane
  characters can acquire them and
  get extra points.
  
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  RR uu ll ee ss
  Like most Drawbacks, this problem cannot be
  easily overcome. Generally, the best a character
  can hope to do is to deny his craving, “one day at a
  time.” Getting rid of this Drawback should never
  be a matter of saving up enough points to “buy it
  off.” Resisting the craving requires a series of daily
  Willpower Tests. For each Willpower Test up to the
  level of the character’s Willpower, these Tests are
  Simple. For each one after that, the Tests are
  Difficult. All Tests suffer a penalty equal to the
  point value of the Drawback, plus an additional -1
  to -4 depending on the strength of the drug and its
  availability (tobacco is so available and addictive
  that Willpower Tests incur a penalty of -4 or even
  higher). Once the character accumulates 10
  Success Levels in succession from successful
  Willpower Tests, 1 character point may be spent to
  reduce the strength of the Addiction by 1 point.
  Another 10 Success Levels in succession are need-
  ed for the next point, and so on, until the Drawback
  is eliminated. If any Test is failed during the course
  of accumulating the 10 Success Levels, all are lost,
  and the accumulation process must begin again.
  For example, Joshua has a level 3 Willpower,
  and a 2-point Addiction to marijuana. He starts to
  kick the habit, and begins making daily, Simple
  Willpower Tests. These Tests have a -2 penalty for
  the level of the Addiction, and a further -1 for the
  drugs availability and potency (Chronicler’s judg-
  ment). For three days, Joshua rolls a 6, 8 and 15.
  Adding his Willpower doubled (6), and subtracting
  his penalties (-3), the results are 9 (one Success
  Level), 11 (two Success Levels) and 18 (five
  Success Levels). This amounts to eight Success
  Levels. Joshua only needs two Success Levels to
  bring the Addiction down to a 1-point Drawback.
  Unfortunately for Joshua, however, the going gets
  tougher, and Difficult Willpower Tests are now
  required. The next day, Joshua rolls a 4. Adding his
  Willpower (3 -- no doubling) and subtracting his
  penalties (still -3), the result is 4. This failure sends
  Joshua in desperate search of a “fix.” If he decides
  to try and kick the habit again, a new series of
  Willpower Tests must be attempted with no suc-
  cesses accumulated.
  This struggle to “kick the habit” should be a
  major part of the character’s roleplaying. A con-
  vincing depiction of the torments of the addict may
  be awarded with bonuses to the Willpower Tests, at
  the Chronicler’s discretion.
  Age
  5-points/level Supernatural Quality
  Most supernatural beings in this game are
  assumed to be less than a hundred and fifty years
  old. Some beings have been alive and active for
  several life spans; they could be powerful Gifted
  humans, ancient Undead, or long-lived Ghosts or
  other Supernatural beings. Ancient characters are
  very powerful, having refined their powers with
  centuries of practice. This Quality assumes that the
  character has powers or natural abilities that
  allowed him to survive this long (such powers must
  be purchased separately). Gifted characters with
  the appropriate Essence Pool can purchase this
  Quality (see Chapter Five: Metaphysics, Essence
  and Immortality), as can long-lived beings like
  Vampyres or Ghosts.
  AAddddiiccttiioonn PPooiinntt VVaalluuee TTaabbllee
  Habitual drinking or smoking: 1 point.
  Heavy drinking or smoking; light use of
  marijuana or LSD: 2 points
  Heavy use of marijuana or LSD: 3 points
  Alcoholism; habitual use of barbiturates
  or cocaine: 4 points
  Habitual use of heroin; heavy use of bar-
  biturates or cocaine: 5 points
  Heavy Use of Heroin: 6 points
  The Age Quality described
  here has been changed from
  the Power listed in First
  Edition Armageddon. 
  
  Each level of Age adds one century to the char-
  acter’s life span. Truly ancient supernaturals (near-
  ly a millennium old) have ten or so levels of Age,
  and are extremely powerful. As such, they are not
  appropriate as Cast Members in Pre-Heroic and
  Heroic games, or even in most Legendary ones.
  Beings over 1,000 years old work only in Mythical
  campaigns. (See Campaign Levels discussed later
  in this chapter.) 
  Note that the Age Quality only refers to periods
  during which the character was active. Many
  Supernatural 
  beings, 
  like 
  Vampyres 
  and
  Phantasms, often have long periods of “down
  time”; times when they slumber, or were
  Unraveled (see Chapter Three: Inhumans). A play-
  er who wants to create a character from a truly
  ancient period can do so, adding as many levels of
  Age as he can afford, and consider the rest of the
  time to be “down time” for whatever reasons. The
  bonuses the character gets are restricted to those
  levels of Age he bought, however.
  For example, Kathy is creating the Vampyre
  Kendall. She wants her character to have lived dur-
  ing the Middle Ages, becoming unborn around
  1340. That would make the character 650 years
  old. Since Kathy does not have 30 points to spend
  on the Age Quality, she says that for several
  decades Kendall was in suspended animation.
  In game terms, each level of Age gives the char-
  acter one point per level of Intelligence to put into
  Skills, one point per level of the character’s highest
  mental Attribute (Intelligence, Willpower or
  Perception) to put into Metaphysics, and one extra
  point to their Essence Pool per Willpower level
  (where applicable, this Essence is split between the
  Vital and Energy Essence Pool, with a remander
  going to the latter). If using the optional Skill
  Points Calculation rule (detailed later in this chap-
  ter), a character with one or more levels of Age also
  gets a bonus of five Skill points per level and no
  modifiers to their Attributes. This addition is
  cumulative with the Skill points based on
  Intelligence normally gained with each level of
  the Age Quality.
  Artistic Talent (Type)
  3-point Mental Quality
  Some people have a natural gift and are able to
  produce astounding works of art, even if they lack
  formal training. Geniuses like Mozart and Picasso
  had the ability to create true art seemingly without
  effort. A character with this Quality has the talent
  to become a famous artist. Artistic Talent affects
  only one form of artistic expression, such as
  Painting/Drawing, Sculpture, Singing, etc. It is
  possible to buy this Quality multiple times; each
  additional purchase grants the bonuses to an addi-
  tional form of art. Essence bonuses are cumulative.
  Whenever a work of art is created, the character
  receives a +3 bonus to all related Task attempts.
  Additionally, even if the Task is failed, a minimum
  of one Success Level is always acquired -- even a
  failure by the truly talented still has artistic merit.
  In the world of WitchCraft, true artists have very
  strong souls. A character with Artistic Talent adds
  12 Essence points to his Pool, to represent the
  power of his spirit. This also makes artists more
  likely to be targeted by entities that feed on
  Essence, such as Ghosts and Vampyres, which may
  explain the often tortured existences of true artists. 
  Covetous
  1- to 3-point Mental Drawback
  A Covetous character wants certain things and is
  prepared to go to great lengths to acquire them. He
  may be motivated by love of money, lust for sen-
  sual satisfaction, hunger for power, or the search
  for glory. Whatever he desires, be it fame, fortune
  or influence, he will do almost anything to get it,
  limited only by any sense of caution or morality he
  may have -- and in some cases, not even by that. A
  Covetous character usually refrains from breaking
  his own moral code or the laws of the land in the
  pursuit of his goals, but if a golden opportunity pre-
  sents itself, the temptation may be just too great.
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  There are four types of covetousness, based on
  what the character wants: Greedy (money and
  wealth), Lecherous (sexually attractive people),
  Ambitious 
  (power 
  and 
  influence), 
  and
  Conspicuous (fame and renown). It is possible to
  covet two or more of those things, but each addi-
  tional source of desire adds but a single point to the
  value of this Drawback, regardless of its level.
  The Covetous Drawback has three levels of
  severity, worth 1, 2 and 3 points respectively. The
  first level is relatively mild. The character knows
  what he wants, and he spends a great deal of time
  and effort to attain this goal, but he won’t break his
  own rules or those of society to do so. His desire
  otherwise dominates his life, however. Most of his
  actions should be directed towards achieving his
  objective, directly or indirectly. An Ambitious
  Rosicrucian, for example, will seek to advance his
  standing in the order in every way he can, from
  redoubling his studies to mastering new Arts to
  brown-nosing among the upper hierarchy.
  The second level is stronger -- presented with
  enough temptation, the character may act even if it
  goes against his better judgement or morality. He
  may resist if the action he contemplates is truly
  wrong and reprehensible -- stealing credit for a
  heroic deed performed by a friend, for example --
  but resisting requires a Simple Willpower Test, at a
  penalty of -1 to -3 if the temptation and possible
  rewards are great.
  The third level is the strongest -- a desire so
  strong that it often overwhelms any compunction
  or scruples the character may have. When present-
  ed with temptation, he can only avoid acting by
  passing a Difficult Willpower Test, with penalties
  ranging from -1 to -5 depending on the size of the
  “prize.” For a high enough reward, the character
  will turn on friends or loved ones, and even betray
  his cause or principles.
  Cowardly
  1- to 3-point Mental Drawback
  A Cowardly character is easily scared and intim-
  idated. He is very reluctant to take any risks;
  putting his neck on the line always strikes him as
  incredibly foolhardy. This does not mean that a
  Cowardly character will not fight if necessary. He
  usually tries to stack the odds in his favor, howev-
  er, before resorting to violence. He would have no
  compunction (except as determined by other
  Drawbacks) against attacking others if circum-
  stances minimized the danger. A coward can hide
  his Drawback from others easily, as long as he is
  not involved in a situation that is clearly dangerous.
  Only then may his limitations become apparent. 
  This Drawback has three levels of intensity,
  worth 1, 2 and 3 points respectively. The level of
  the Drawback acts as a modifier to any Test or Task
  to resist fear, intimidation or bullying. For exam-
  ple, a character with a 2-point Cowardly Drawback
  incurs a -2 penalty to any Fear Test.
  At the first level, the character avoids taking
  unnecessary risks, but fights when cornered (or
  when he thinks he has the upper hand). Simple
  Willpower Tests are necessary to avoid fleeing or
  surrendering when confronted by what the charac-
  ter considers to be superior foes. The same goes for
  taking even small chances, like asking for a raise,
  complaining about some problem, etc.
  The second level of this drawback is stronger.
  The character must pass a Simple Willpower Test
  to fight back even when he thinks the odds are in
  his favor; a Difficult Test is required to avoid flee-
  ing dangerous situations, or taking riskier chances.
  The last level is the worst, requiring Difficult
  Willpower Tests to get involved in confrontations
  or risky situations even when the character has a
  good chance of succeeding. Truly dangerous or
  heroic acts are simply impossible; the character
  never knowingly or willingly endangers himself,
  and may actually betray his friends if he thinks
  he will save himself in the process.
  
  Ghost 
  8-point Supernatural Quality
  Ghosts are basic, intact Essence patterns of
  deceased humans, unbound by a physical body.
  They wander the Earth, or one of the Death
  Realms, with a burning purpose, or a special con-
  nection to a place, person or thing. Players who
  wish to play Ghosts must choose the Spirit
  Character Type, and the purchase this Quality. The
  Ghost Quality conveys certain powers and vulner-
  abilities that are included in the cost of the Quality,
  and grants access to certain others that must be pur-
  chased separately. A detailed discussion of Ghosts
  appears in Chapter Three: Inhumans.
  Good/Bad Luck 
  3-points/level Supernatural Quality/Drawback
  If a character enjoys Good Luck, Fortune smiles
  on him far more often than most people.
  Sometimes, he pulls off amazing stunts that by
  rights should be impossible to perform. Whenever
  he needs a break, there is a good chance that cir-
  cumstances will conspire to give him one. If the
  character suffers from Bad Luck, on the other hand,
  Murphy’s Law (“if anything can go wrong, it will”)
  always applies to everything he does.
  In game terms, each level of Luck counts as a +1
  bonus (or -1 penalty) that can be applied to any
  Task or Test, once per game session. Multiple lev-
  els can be added together for a big bonus on one
  Task/Test, or spread around several different
  actions. For example, a character with three levels
  of Good Luck can get a +3 bonus on one action, a
  +1 bonus to three actions, or a +2 bonus for one
  and a +1 bonus for another.
  With Good Luck, the player decides when it
  comes into play. Bad Luck, however, is in the
  hands of the Chronicler, who chooses when it
  affects a given Task or Test. Chroniclers should
  exercise caution and good judgement when apply-
  ing Bad Luck. If they use Bad Luck for meaning-
  less rolls, then the Drawback becomes little more
  than a minor inconvenience. On the other hand,
  applying Bad Luck to Survival Tests or other criti-
  cal rolls/draws generates resentment among play-
  ers. Make the Bad Luck count, but don’t abuse the
  characters. For example, Jenna has a 2-point Bad
  Luck Drawback. At one point in the Story, Jenna
  takes aim with her gun as a potential source
  attempts to flee the area. The character’s mission
  will be much harder if the source escapes, but
  Jenna is in no immediate danger, so the Chronicler
  states that a startled bird flies in front of her, spoil-
  ing her aim. A -2 penalty is applied to Jenna’s shot.
  Multiple Identities 
  2-point/Identity Social Quality
  Some characters have more than one identity.
  False identities come complete with such records
  as a birth certificate, a social security number, and
  a credit rating. Only characters with criminal, espi-
  onage or law enforcement connections are likely to
  have this Quality, because convincing papers
  require access to good forgeries and computer
  records. Each fake identity costs 2 character points.
  Note that characters traveling under aliases or who
  have purchased a fake driver’s license do not need
  to purchases this Quality. Each Multiple Identity
  grants a set of papers and records that pass all but
  the closest scrutiny. Most police organizations will
  be fooled by the fake identity; an all-out investiga-
  tion by the FBI, NSA or the like would reveal the
  truth, but such investigations are not unlikely.
  Nerves of Steel 
  3-point Mental Quality
  This character is almost impossible to scare.
  Whether he is too dumb or too tough to be fright-
  ened is open to question, but he can keep his cool
  even in the face of unspeakable horror. Only the
  most bizarre and terrifying situations make an
  impression on a fearless character, and even then
  he has a good chance of not succumbing to panic.
  The character must make Fear Tests (see
  WitchCraft, Chapter Four: Rules) only when con-
  fronted with the strangest supernatural manifesta-
  tions, and still gains a +4 bonus to his roll/draw.
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  Phantasm 
  15-point Supernatural Quality
  Phantasms are powerful spirits. Extremely rare
  in days past, the coming Reckoning has greatly
  increased their numbers. Players who wish to play
  Phantasms must choose the Spirit Character Type,
  and then purchase this Quality. The Phantasm
  Quality conveys certain Powers and Vulnerabilities
  that are included in the cost of the Quality, and
  grants access to certain others that must be pur-
  chased separately. A detailed discussion of
  Phantasms appears in Chapter Three: Inhumans.
  Reckless 
  2-point Mental Drawback
  A Reckless character is supremely overconfident
  and impulsive, willing to take incredible risks,
  often without thinking of the consequences. Most
  of the time, he never looks before he leaps -- and
  gets into all kinds of trouble as a result. A Reckless
  character prefers to act first and think about it later.
  He says what’s on his mind with no consideration
  for diplomacy or courtesy, rushes into dangerous
  situations, and rarely wastes time on second
  thoughts. Reckless does not necessarily mean sui-
  cidal, however. Acting on impulse no doubt puts
  the character in jeopardy, but doing something that
  is clearly lethal is not roleplaying, it’s just stupid.
  Relentless Dead
  15-point Supernatural Quality
  The Relentless once were human beings, but
  they died in some gruesome or shocking manner,
  often after witnessing the deaths of loved ones.
  They are consumed by fury -- it is what powers
  their unliving existence. Players who wish to play
  Relentless Dead must choose the Undead Character
  Type, and then purchase this Quality. The
  Relentless Dead Quality conveys certain Powers
  and Vulnerabilities that are included in the cost of
  the Quality, and grants access to others that must be
  purchased separately. A detailed discussion of the
  Relentless Dead appears in 7Chapter Three:
  Inhumans.
  Showoff
  2-point Mental Drawback
  The whole world is the Showoff’s audience, and
  he loves to perform for it. He never misses a chance
  to cast the spotlight on himself or his accomplish-
  ments, while quickly excusing or covering up his
  mistakes. A showoff loves to get public acclaim, or
  at least the respect of his peers. Most of the time, he
  simply makes sure people notice him, but on occa-
  sion he might try a bit too hard to attract attention
  to himself and his deeds. This Drawback is slightly
  more complex than the Covetous (Conspicuous)
  Drawback, and the Showoff is less likely to betray
  his principles in order to hog the spotlight.
  Talentless 
  2-point Mental Drawback
  The Talentless individual is totally lacking in
  creativity and artistic talent. Maybe he is too stolid
  and practical, or maybe he just doesn’t have the
  imagination to do anything artistic. This Drawback
  does not just affect his ability in the arts, but also in
  many social situations where flair and creativity are
  necessary. A Talentless character has a -3 penalty
  when trying to do anything artistic. This penalty
  does not affect Tasks where other people’s art is
  judged; many expert critics are Talentless. When he
  does try to do something himself, however, the best
  he can hope for is a mediocre result. In addition to
  the penalty, the character can never get more than
  one Success Level in artistic pursuits, regardless of
  how high his skill, roll or draw are. These people
  also make poor liars, charmers or social butterflies.
  The same penalty applies to skills such as
  Intimidation and Seduction -- a lack of creativity
  affects the ability to influence others.
  
  Vampyre 
  15-point Supernatural Quality
  Vampyres are undead parasites living off the
  life forces of their victims. Whether they revel in
  their depredations, or attempt to minimize the
  harm they do, Vampyres survive by taking the
  Essence of others. Players who wish to play
  Vampyres must choose the Undead Character
  Type, and then purchase this Quality. The
  Vampyre Quality conveys certain pow-
  ers and vulnerabilities that are includ-
  ed in the cost of the Quality, and
  grants access to certain others
  that must be purchased sepa-
  rately. A detailed discussion
  of Vampyres appears in
  Chapter Three: Inhumans.
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  New Skills
  After a couple of skill rules points, this section
  lists a number of new skills. The skills may be
  learned by any WitchCraft character. These skills
  and those from the WitchCraft main rulebook are
  grouped together in one handy chart in the
  Appendix to ease character generation.
  Skill Types and Specializations
  Players should take care to distinguish between
  skill types and specializations. Skill types are
  required for some skills and represent broad areas
  of knowledge within the more generic skill catego-
  ry. For example, within the Guns skill are the
  Handgun, Rifle, and Shotgun types. Within each of
  these types, individual guns are specializations. For
  example within the Handgun type is the 9mm
  Automatic, or the .357 Magnum Revolver. 
  Types cost no extra character points. They are
  purchased when the generic skill is taken.
  Specializations costs 1 point, and add +2 to Tasks
  involving that specialization. Points spent on spe-
  cializations do not affect the generic skill or type
  levels. If the type level is raised, the specialization
  level rises as well. If the character does not have a
  skill type, he may not buy specializations of it.
  For example, Peter wants to play a combat ori-
  ented Mundane. He purchases Guns (Handgun) at
  level 4, and Guns (Rifle) at level 3. This costs a
  total of 7 points. Peter then chooses a specialization
  of Guns (Handgun) of .357 Magnum Revolver.
  This costs 1 point. For 8 points, Peter has Guns
  (Rifle) 3, Guns (Handgun) 4, and Guns (.357
  Magnum Revolver) 6. Peter could not purchase
  Guns (Double-Gauge Shotgun) because he has no
  skill level with shotguns.
  Julie is playing a scientist. She buys Science
  (Biology) to level 4. She picks two specializations
  with that type: Microbiology and Circulatory
  Systems. She spends 6 points and gains Science
  (Biology) 4, Science (Microbiology) 6 and Science
  (Circulatory Systems) 6. Julie could not buy a
  Science (Astrophysics) specialization because she
  knows neither Science (Astronomy) or Science
  (Physics) -- either of which could grant access to
  that specialization.
  Regular and Special Skills 
  Most of the skills listed below and in the
  Witchcraft main rulebook are Regular skills.
  During character creation, they cost 1 point per
  level to level 5, and 3 points per level thereafter.
  Special Skills are more difficult and require extra
  time and dedication to learn. This includes some
  mundane skills like Martial Arts, which have spe-
  cial bonuses, and certain supernatural skills like
  Spiritus (see Chapter Three: Inhumans). Special
  skills cost 2 points per level until level 5, and 5
  points per level thereafter, unless otherwise speci-
  fied in the skill description.
  Acting 
  The ability to play a role and successfully coun-
  terfeit behaviors, emotions and other character
  traits. A talented actor can weep on demand, or
  convincingly display an array of emotions. This
  skill is useful to both legitimate artists and crimi-
  nals and con men. Use Intelligence and Acting to
  give a good performance, and Perception and
  Acting to spot or judge someone else’s act.
  Bureaucracy 
  This skill provides familiarity with the organiza-
  tion of, and procedures used by, bureaucratic insti-
  tutions. With this skill, the character can find ways
  to improve an organization’s service and perfor-
  mance, or otherwise obtain their services or prod-
  ucts more efficiently. Use Intelligence and
  Bureaucracy to devise ways to make a large group
  or organization more (or less) efficient; use
  Willpower and Bureaucracy to “cut through red
  tape” and get the services desired.
  
  Craft (Type)
  The Craft skill covers numerous types of skills
  such 
  as 
  those 
  employed 
  by 
  Carpenters,
  Seamstresses, 
  Weavers, 
  Weaponsmiths,
  Woodworkers, etc. When the Craft skill is pur-
  chased, a particular type of skill must be specified.
  Further, characters may want to specialize. For
  example, a Gunsmith is a specialization of the
  Craft (Weaponsmith) skill focusing on guns.
  Bowyer would likewise relate to bows. 
  Intelligence and Craft is used to conceive and
  plan an item. Dexterity and Craft is tested to create
  the item, or repair a damaged item. Perception and
  Craft serves to appraise an item. The Fine Arts,
  Electronic, Engineering, Mechanic and other skills
  may be used to supplement the Craft skill. Note
  that devising and creating a particular item may be
  a time consuming and difficult task. Often, it is far
  easier to simply buy a mass-produced item.
  Haggling 
  The skill provides the character with the ability
  to deal for goods and services, or otherwise bring
  two or more parties to some common ground. It
  may be applied when buying, selling or bartering
  goods or services. Often used in a Resisted Task,
  each level of success decreases/increases the price
  of the subject by 10%. Further, it may be used for
  less tangible exchanges, such as political dealmak-
  ing. In such circumstances, the Chronicler should
  adjudicate the result given the goal and the levels
  of success. Haggling can also be used to determine
  whether the character is being mislead or conned.
  Use Willpower and Haggling to get the best deal;
  use Perception and Haggling to spot a con.
  Escapism 
  This is the ability to escape from ropes, hand-
  cuffs and other restraints. Most of these tasks use
  Dexterity and Escapism, with each attempt taking
  between one and five minutes, depending on the
  complexity of the bonds. The more complex the
  bindings, the higher the penalties to the task. A
  simple rope tie would have no modifier, but com-
  plex knots might have penalties of -1 to -5, police
  handcuffs involve a penalty of -4, and a straitjack-
  et/strap/chain combo might have penalties of -5 to
  -8. Expert escape artists also use visualization tech-
  niques -- they carefully think about their method of
  escape before attempting it. This is an Intelligence
  and Escapism task that takes two minutes; each
  Success Level in this Task adds a +1 to an immedi-
  ately subsequent Dexterity and Escapism Task.
  Electronics 
  This skill allows a character to build and repair
  all manner of electronic devices and tools, and
  grants him knowledge about electronic systems
  and the like. The difficulty of repairing an elec-
  tronic device depends on how intricate the device
  is, and how damaged it is. Chroniclers should
  apply a penalty or bonus depending on these fac-
  tors. Constructing an electronic item is also more
  difficult the more advanced and complex the
  device. Again, modifiers should be imposed by the
  Chronicler. Finally, an electronic tool kit must be
  available for all but the most rudimentary repairs.
  A lab or workshop may be required. All repair or
  construction attempts take time, from a couple of
  hours to days (as determined by the Chronicler). 
  Understanding an existing electronic device calls
  for a Perception and Electronics Task; repairing or
  constructing a device requires an Intelligence and
  Electronics Task. It should be noted that this skill
  and the Mechanic skill complement one another,
  and are often used together to make repairs to an
  item or to construct an item.   
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  Engineer (Type) 
  This skill reflects the general knowledge of
  structural design, material strengths, and construc-
  tion techniques in a variety of fields and applica-
  tions. Examples of the types of Engineering skill
  include: 
  Architecture, 
  Civil, 
  Construction,
  Mechanical, Electrical, and Biological. In some
  games, the Chronicler may just lump them all into
  one category, depending on how big a role such
  skills play in the course of a Story. Planning or
  devising an object, structure or device within the
  character’s 
  Engineering 
  type 
  demands 
  an
  Intelligence and Engineering Task.
  Fine Arts (Type) 
  There are many types of Fine Arts skill, such as
  drawing, painting, sculpture, computer graphics,
  etc. In some games, the Chronicler may just lump
  them all into one category, depending on how big a
  role such skills play in the course of a Story. 
  Rolls to conceptualize a work of art, or to pro-
  duce it from memory, improvisation or imagination
  require Intelligence and Fine Arts. Rendering a
  concept that is recorded, such as using models or
  plans, 
  requires 
  Dexterity 
  and 
  Fine Arts.
  Appreciating another’s work uses Perception and
  Fine Arts.
  The Success Levels of a Fine Arts Task indicate
  how good the artistic expression is. Regardless of
  the final Task result, the Success Levels cannot
  exceed the skill level of the artist. For example, a
  character with Fine Arts (Drawing) 2 cannot accu-
  mulate more than 2 Success Levels on a drawing.
  Humanities (Type)
  Each of the various Humanities disciplines
  (archeology, anthropology, economics, history,
  law, political science, sociology, theology, etc.)
  counts as a separate type. In some games, the
  Chronicler may just lump them all into one catego-
  ry, depending on how big a role such skills play in
  the course of a Story. Most Humanities Tasks use
  Intelligence or Perception and Humanities.
  Humanities types should almost always include a
  specialization. For example, Humanities (Law)
  includes a number of different subjects, any one of
  which may be a specialization (e.g., corporate law,
  environmental law, criminal law). Other than giv-
  ing a character the normal +2 Task bonus for spe-
  cializations, Chroniclers may wish to penalize
  Tasks attempted outside the specialization. For
  example, a character with Humanities (Ancient
  History) gains a +2 bonus for Tasks involving the
  wars of Sparta, but may incur a -1 penalty for a
  question concerning the Renaissance, or a -3 penal-
  ty for a question about World War I.
  The Humanities skill is new, but it essen-
  tially replaces several skills in First
  Edition WitchCraft, such as Archeology,
  Law and Theology. For that reason, it
  may be seen as a rules correction, rather
  than a rules addition.
  The Fine Arts skill is new, but it essen-
  tially replaces several skills in First
  Edition WitchCraft, such as Drawing,
  Painting and Sculpture. For that reason,
  it may be seen as a rules correction,
  rather than a rules addition.
  
  Instruction 
  Teaching is a skill and an art. The subject matter
  is important but conveying that information in an
  interesting, stimulating and comprehensive manner
  is the heart of the Instruction skill. 
  The first step in using the Instruction skill is to
  pick a subject matter to teach. This may be any
  skill known by the teacher. Whatever the skill to be
  taught, the teacher must possess that skill at a level
  at least two higher than the student’s level. 
  If the required skill level is possessed, the
  teacher and student must spend a certain period to
  time on lessons. Every week of game time that the
  teacher and student spend at least 10 hours study-
  ing the skill, the teacher can attempt an Intelligence
  and Instruction Task. The Success Levels of this
  Task are cumulative; for example, if the teacher
  and student spend three weeks working on the skill,
  the Success Levels of all three rolls are added
  together. When the teacher accumulates five
  Success Levels in the Task, the student gets 1
  Experience point towards improving that skill.
  For example, Rolando is an accomplished singer
  (level 5), and a decent teacher (level 3). Maria
  wants to learn to sing better; she has Singing 1.
  Rolando’s Singing skill is more than two level
  higher than Maria’s, so he may teach her. After
  they spend a good deal of time working together
  during one week, Rolando tests his Instruction
  skill. He rolls a 6, adds 3 for the Instructor skill
  level, and 2 for his Willpower for a total of 11. That
  is two Success Levels. The next week, they study
  together again, and Rolando rolls particularly well
  -- gaining three Success Levels. Maria gains 1 Skill
  point dedicated to the Singing skill.
  Language (Type) 
  Every character is assumed to have level 5 in
  their native or primary language. Each additional
  language must be purchased as a separate skill. The
  skill level in a language determines not only basic
  fluency, but the “thickness” of the character’s
  accent (see the Fluency Skill Level Table nearby).
  Most of the time, the character need not pass a Task
  to see if he communicates; as long as the character
  knows the language, assume that he can talk in it
  without needing to roll or draw. A Task roll would
  be necessary in situations involving highly techni-
  cal or scholarly speech (which may use a lot of
  words the character doesn’t know) or when dealing
  with extreme regional accents or slang.
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  LLaanngguuaaggee SSkkiillll LLeevveell TTaabbllee
  SSkkiillll LLeevveell
  FFlluueennccyy
  1
  Very thick accent and frequent grammatical mistakes; the character 
  will be immediately identified as a foreigner, and may be misunderstand.
  2
  Thick accent but largely fluent; the character should have no problems 
  being understood.
  3
  Slight accent; native speakers will realize this is not the character's first 
  language.
  4
  Full fluency, only a Resisted Test (listener's Simple Perception versus 
  speaker's Simple Intelligence) will spot the character’s accent.
  5
  Complete mastery; the character can pass for a native without problems.
  6+
  Dialects: character can perfectly imitate regional accents and dialects in 
  addition to the main version of the language.
  
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  Magic Theory 
  Students of the occult arts often learn this skill,
  which covers the elements and techniques of magic.
  Ceremonial Covenants like the Rosicrucians study
  magic like a science, and are more likely to have
  this skill, although some among the Wicce also have
  this systematic knowledge. Magic Theory is used
  with either Intelligence or Perception to identify
  and recognize styles of magic. Gifted characters
  with this skill can judge the strengths and weak-
  nesses of any magical matrix (such as that of an
  ongoing or maintained incantation). This allows
  magicians to best plan a way to counteract or dispel
  the magic abilities of an enemy. Use Perception and
  Magic Theory for this purpose; every level of suc-
  cess adds a +1 bonus on any Task involving resist-
  ing or counteracting a magical effect.
  Mechanic 
  This skill allows a character to build and repair all
  manner of mechanical devices and tools, and grants
  him knowledge about mechanical systems and the
  like. The difficulty of repairing a mechanism
  depends on how intricate the device is, and how
  damaged it is. Chroniclers should apply a penalty or
  bonus depending on these factors. Constructing an
  mechanic item is also more difficult the more
  advanced and complex the device. Again, modifiers
  should be imposed by the Chronicler. Finally, a
  mechanical tool kit must be available for all but the
  most rudimentary repairs. A lab or workshop may
  also be required. All repair or construction attempts
  take time, from a couple hours to days. This too
  should be determined by the Chronicler. 
  Understanding an existing mechanical device
  calls for a Perception and Mechanic Task; repairing
  or constructing a mechanism requires an
  Intelligence and Mechanic Task. It should be noted
  that this skill and the Electronic skill complement
  one another, and are often used together to make
  repairs to an item or to construct an item.
  
  Play Instrument (Type) 
  The character is able to play a musical instru-
  ment. He may choose more than one type of
  instrument to play, but each instrument is count-
  ed as a separate skill. At the higher levels of the
  skill, the character is more proficient in tonal
  quality, rhythm, and improvisation. In order to
  play for pleasure, the character would use
  Dexterity and Play Instrument. If performing a
  complex piece of music, he would use
  Intelligence and Play Instrument. If the character
  is performing a long piece of music, use
  Constitution and Play Instrument. In all circum-
  stances the quality of the performance is reflect-
  ed in the levels of success. No matter what the
  ultimate roll, no musician may enjoy more
  Success Levels than he has skill levels.
  Questioning
  As the ability to interrogate, spot lies, and oth-
  erwise extract the truth from people, this skill is
  learned by police officers, PIs, and investigative
  reporters. Most interrogations should be role-
  played. If a Task or Test is needed, how well the
  player roleplayed the interview grants a modifi-
  er of +5 to -5, at the Chronicler’s discretion.
  Tricking somebody into revealing something
  uses Intelligence and Questioning, resisted by a
  Simple Intelligence Test. Spotting a lie uses
  Perception and Questioning, also resisted by a
  Simple Intelligence Test. Breaking a victim’s
  will to resist uses Willpower and Questioning,
  resisted by a Simple Willpower Test. The use of
  torture and drugs may give bonuses of +1 to +6
  to the questioner’s Task.
  Research/Investigation
  This skill allows a character to search out
  information or follow a series of clues and leads
  to a reasonable conclusion through deduction,
  source checking, going to libraries, searching on
  the Internet, and the like.  Alternatively, this skill
  can be used by the character to do legwork, run-
  ning down leads on a story, questioning contacts
  and sources of information (the later would incur
  some penalties; this aspect would best be left to
  the Questioning skill).
  In all cases, using this skill takes time. This is
  determined by the Chronicler, based on the
  nature of the task being undertaken. Most skill
  uses involve Intelligence and Research Tasks. In
  other cases, Constitution and Research (when
  searching through dusty old tomes for long peri-
  ods of time or walking the length and breadth of
  a library for the better part of a day), or
  Perception and Research (when researching
  obscure facts in voluminous materials) are used.
  Storytelling
  This skill allows a character to sway or influ-
  ence an audience, be it one individual or a group
  of people, from one emotion to the next by
  means of a tale. It can be used for the purpose of
  educating an individual or a group of people, as
  well as merely for entertainment. In some cul-
  tures, storytelling is the means by which knowl-
  edge and lore are passed down, and so the skill
  is highly valued in some primitive societies, but
  is also quite useful under certain circumstances
  when dealing with Myth and Legend and Occult
  Knowledge and the like. The character may tell
  a tale that is true or fictional, although the audi-
  ence will generally not know the difference. The
  character must constantly be aware of how the
  listeners are reacting to the tale. He may alter his
  pacing, volume, or even change the course of the
  story to elicit a better or greater response.
  Storytellers use Willpower and Storytelling
  Tasks. The level of success dictates the effec-
  tiveness or entertainment value of the story. If
  the people listening to the story are familiar with
  the tale, they may resist the attempt of the story-
  teller character to influence them with a Difficult
  Willpower Test; use a Simple Willpower Test in
  the case of Gifted characters.
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  Swimming
  Swimming is the skill that allows a character to
  stay afloat and to move in the water without
  drowning.   Floating is an Average difficulty
  Constitution and Swimming Task when fully
  clothed; it becomes Easy with little or no clothing.
  Each pound/kilogram of equipment or weight
  effectively reduces a character’s Swimming skill
  level by one.
  If the Task is failed, the character sinks and
  drowns in a number of turns equal to his
  Constitution.  Shedding clothing and/or equipment
  (which requires one turn) allows a character to
  attempt the Task anew. 
  If the character succeeds, he stays afloat and
  may swim at a speed equal to his Swimming skill
  in meters (yards) per turn. Swimming is an
  exhausting activity. Floating with little clothing
  uses one Endurance point per ten minutes. Floating
  while fully clothed uses one Endurance point per
  minute. Swimming unclothed takes one Endurance
  point per minute at half-speed and five Endurance
  points per minute at full speed. Those who swim
  clothed, or who carry equipment when they swim,
  use double the Endurance cost and move at half
  speed. Towing another person while Swimming
  imposes a -1 modifier, doubles the Endurance cost,
  and halves the swimmer’s speed.
  Trance (Special)
  Trance is often used by shamans and mystics. It
  enables the character to enter a meditative state
  that transcends physical limitations. Among other
  things, someone in a trance can withstand pain,
  hunger and thirst better than the average human
  being. A trance is also helpful when communicat-
  ing with spirits or sensing the supernatural.
  To enter into a trance, use Willpower and the
  Trance skill. If successful, the character becomes
  extremely focused on the task at hand, which gives
  him a -2 penalty on all non-related Perception
  Tests. On the other hand, the character is not
  affected by pain and shock penalties (see
  WitchCraft, Chapter Four: Rules), and he gains a
  +2 bonus on all Tasks and Tests he is concentrating
  on, including supernatural abilities like Magic or
  Tao-Chi. A character in Trance also regains
  Essence more rapidly; characters without Essence
  Channeling gain double the normal Essence
  amount per hour of meditation (see WitchCraft,
  Chapter Four: Rules). Characters with Essence
  Channeling get an additional point of Essence per
  minute, as long as they remain motionless and in a
  meditative state. 
  Trance is a Special skill, which costs 2 points per
  level until level 5 and 5 points per level thereafter.
  Writing (Type)
  This skill allows the character to construct and
  write entertaining and/or meaningful written
  accounts and narratives. The character is able to
  write text in a convincing manner to suit whatever
  goal or presentation is required. Types of skills
  would include Academic (learned expositions of
  the arts, humanities or sciences), Advocacy (legal
  arguments, ad copy or promotional materials),
  Creative (novels, poems or plays), Journalistic
  (informative discussions of newsworthy topics),
  and Technical (precise descriptions using nomen-
  clature specific to a certain technology). 
  Using an Intelligence and Writing Task, the
  character is able to write documents, items, notes,
  or whatever the type of specialization implies. The
  quality of the writing depends on the successes
  obtained. The Success Level of such a work cannot
  exceed the writer’s skill, however. Using a
  Perception and Writing Task, the character can cri-
  tique writing of the style with which he is familiar.  
  
  New Character Rules
  Additional and optional rules are included in this
  section. They may add detail to a game, or help the
  Chronicler run things more smoothly. The
  Chronicler is the best judge of how much detail a
  particular Story or gaming group needs to run
  smoothly. Sometimes, rolling dice gets in the way
  of the Story, while on other occasions determining
  results arbitrarily only alienates or angers the play-
  ers. Use the rules as guidelines, but realize that no
  game system can cover every conceivable situa-
  tion, and that a strict reading of the rules may
  sometimes lead to unrealistic or even ridiculous
  results. Common sense and the enjoyment of the
  game should always take precedence.
  Special sidebars located throughout this text dis-
  cuss rule changes from First Edition WitchCraft.
  These changes will be incorporated in Second
  Edition WitchCraft, but are included here as well.
  Campaign Levels
  WitchCraft may be played a number of different
  ways with different themes. The easiest way to
  vary the WitchCraft game is to assign a campaign
  level. Four such levels are suggested below.
  Pre-Heroic: This is a campaign involving young
  or inexperienced characters. They have not accom-
  plished much in life, and their Skills, Metaphysics
  and backgrounds reveal this. Play groups that wish
  to see their characters develop and evolve quickly
  should choose a Pre-Heroic game level. Of course,
  unless they are careful, their weaker characters
  may not make it to a more experienced age.
  Characters in Pre-Heroic games can only be
  Mundane 
  and 
  Lesser 
  Gifted; 
  Gifted 
  or
  Supernatural characters (such as Undead, Spirits or
  Fey) cannot be selected. Furthermore, characters
  get 5 fewer Attribute points and 5 fewer Skill
  points than normal. The recommended maximum
  level for any starting skill is 3, with perhaps one or
  two at most at level 4.
  Heroic: This is the default campaign level for
  the WitchCraft game. Characters have a goodly
  number of Skills and abilities, but are not world-
  beaters. Character development is slow but steady,
  and moderately powerful foes may be engaged, and
  sometimes beaten. All the regular point allotments
  in the character creation rules are set for Heroic
  games. No changes are necessary.
  Legendary: In this campaign level, the charac-
  ters are powerful and renowned. They have many
  Skills and abilities. They are tough, strong and
  smart. The characters usually wield a degree of
  power and influence over groups or sectors of soci-
  ety. Such characters advance slowly, if at all, but
  may challenge, and be challenged by the mightiest
  of foes. Characters at this level get an additional
  40-50 points divided among the different cate-
  gories, with most extra points going into Skills and
  Metaphysics. Mundanes are not really viable at this
  level, unless one is creating the most heroic figures
  of fiction and myth; Gifted and Supernatural char-
  acters are far more appropriate. Legendary charac-
  ters are not recommended for most Witchcraft
  game settings. They “fit” better in Armageddon.
  Mythical: Mythical games revolve around major
  forces in the campaign world. The character’s abil-
  ities and reputations are near the top levels of most
  settings, except perhaps in “super-hero” worlds or
  a supernatural equivalent. It would be very difficult
  to run a WitchCraft game at this level without mak-
  ing some major changes in the game world.
  Typically, these characters get at least 100 extra
  points distributed among the different categories.
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  The Skill point modifications listed in
  this section apply only to the basic Skill
  point allocation system. For those using
  the optional Skill point method (see Skill
  Point Calculations later in this chapter),
  the campaign level is factored into the
  calculation differently.
  
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  Purchasing Attributes with Drawback Points
  Some Chroniclers may find that certain players
  put all their Drawback points into Attributes,
  resulting in unbalanced characters. To remedy this,
  Chroniclers may wish to modify the Character
  Creation rules as follows.
  Drawback points can be used to purchase
  Attribute levels, but at a much higher cost. The
  cost to raise an Attribute one level is equal to the
  value of that level. For example, raising an
  Attribute from 3 to 4 costs 4 Drawback points,
  raising it from 4 to 5 would cost 5 points, and so
  on. Further, the costs are cumulative. Raising an
  Attribute from 3 to 5, for example, would cost a
  total of 9 Drawback points. This rule keeps
  Attributes at a relatively low level, which is both
  more realistic and balanced.
  BBeeggiinnnniinngg SSkkiillll LLeevveellss
  Some players may want to over-spe-
  cialize by spending many or most of
  their points in a few skills, raising
  them to inhuman levels. This is not
  realistic and can unbalance the game. It
  is recommended that the Chronicler
  limit the maximum skill level during
  character creation to 5, or maybe 6.
  This results in more rounded charac-
  ters with a good assortment of skills.
  Characters who are old and experi-
  enced, especially those with the Age
  Quality (see earlier in this chapter)
  may be exempted from this restriction,
  or perhaps may be given a higher limit.
  For example, normal characters might
  only go up to 5 in any skill during
  character creation, while those with
  Age could get a limit of 6, or maybe 5
  plus their Age level.
  
  Skills Point Calculations
  This optional rule makes the amount of points
  available for Skills during character creation
  dependent on a number of factors. Some
  Chroniclers and players may find these rules too
  time-consuming; in that case, they can retain the
  standard point allotments already in use.
  Under the new mechanic, characters do not get a
  fixed number of points for Skills. Instead, they use
  the following formulas, which take into account the
  character’s Type, Intelligence (i.e., how well they
  remember and assimilate experience), age, back-
  ground and the campaign level.
  To determine beginning Skill points, add togeth-
  er the numbers generated by the following factors:
  Character Type: Gifted, Bast, Spirit, and
  Undead characters get 15 points. Lesser Gifted get
  20 points and Mundanes 25 points. 
  Intelligence: 3 points per level of the character’s
  Intelligence 
  Attribute. 
  Characters 
  with 
  0
  Intelligence or less get only one point.
  Age: Starting characters are assumed to be 18-30
  years old (players and Chroniclers may set the
  character’s age anywhere within that range).
  Younger characters subtract 5 points from their
  total Skill points. Every 10 years after 30, charac-
  ters add 5 Skill points but subtract 2 levels from
  Attributes (these subtractions can be taken from
  any Attribute). 
  For example, Jory’s character is a 50-year old
  Mundane detective with an Intelligence of 5. His
  base Skill points are 25, and with his high intelli-
  gence he gets an additional 15 points. Due to his
  age, the character has an extra 10 points to put into
  skills, but he loses 4 attribute levels. Although he
  originally had Strength 4, Dexterity 3, Constitution
  3, Perception 5, Intelligence 5, and Willpower 5,
  Jory decides to reduce the character’s Strength to
  2, his Perception to 4 and his Willpower to 4. He
  has a total of 50 points to put into skills.
  Characters with supernatural longevity (see the
  Age Quality earlier in this chapter) get a flat 5 Skill
  point bonus but no attribute reductions, before
  adding in the bonuses granted by the Age Quality.
  This reflects the greater amount of time both to
  learn and forget skills.
  Social Level or Resources: Characters with a
  positive Social Level or Resources take the highest
  level in either of those Qualities and add 1 Skill
  point per level. Characters with Resources of 0 or
  below get no bonus or penalty.
  Campaign Level: Pre-Heroic campaigns give
  five points to Mundane characters, three points to
  Lesser Gifted, and two points to Gifted and
  Inhuman (Spirit and Undead) characters. Heroic
  campaigns grant 10 points to Mundanes, seven
  points to Lesser Gifted, and five points for Gifted
  and Inhuman characters. Legendary campaign pro-
  vide 15 points for Mundanes, 10 for Lesser Gifted,
  and seven for Gifted and Inhuman characters. 
  For example, Grygori is a 23-year old Mundane
  with Intelligence 3, Resources 1, in a Heroic game.
  He gets 25 points for being a Mundane, 9 points for
  his Intelligence, 0 points for his age, 1 point for his
  Status and 10 points for the Heroic campaign level,
  for a total of 45 Skill points. His Gifted ally,
  Fatima, is 40 years old, with an Intelligence of 4
  and average Status and Resources. She would get
  15 points for being Gifted, 12 points for her
  Intelligence, 5 points for her age, 0 points for
  Resources, and 5 points for the campaign level, for
  a total of 37 Skill points. Fatima would also have to
  decrease her Attributes by two due to the depreda-
  tions of age.
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  Experience Point Allotments
  Some Chroniclers may dislike players over-spe-
  cializing their characters in one Skill or Power,
  especially after getting experience
  in game sessions when they did
  not use those Skills or Powers.
  The following rule curtails
  that tendency, at the cost of
  certain bookkeeping and
  complexity.
  Under 
  this 
  rule,
  the Chronicler assigns
  experience to each
  of the following cate-
  gories. 
  Characters
  use those points only
  in 
  the 
  appropriate
  categories. 
  Combat 
  Points:
  Awarded when the
  characters used any
  combat skills, such
  as Weapon skills,
  and 
  Dodge.
  These points can
  be used to raise
  combat 
  skills,
  S t r e n g t h ,
  Dexterity 
  and
  Constitution.
  N o n - C o m b a t
  Points:
  Assigned
  when scholastic, inves-
  tigative or non-violent
  activities, from scientific
  skills to Smooth Talking, were
  employed. These points can be used to
  raise the appropriate non-combat skills, as
  well as any mental Attribute.
  Metaphysics Points: Assigned whenever any
  Supernatural or Gifted power was used, whether in
  combat or non-combat situations. These points can
  be used to advance any Supernatural/Metaphysical
  power or t acquire new ones. They can also be used
  to increase mental Attributes.
  Chroniclers may also grant
  characters 
  “freebie”
  experience points that
  can be used for any
  purpose, especially
  when the
  characters
  h
  a
  v
  e
  achieved a goal,
  performed some
  great feat or
  reached    the
  Story’s 
  con-
  clusion.
  F o r
  example, dur-
  ing a game ses-
  sion, Lukas, a
  Rosicrucian
  troubleshooter,
  successfully
  followed 
  an
  alleged cultist,
  broke 
  into 
  his
  house, opened his
  safe, was sur-
  prised in the act
  and summoned a
  fire elemental to
  cover his escape by
  starting a minor conflagra-
  tion in the cultist’s home.
  The 
  Chronicler 
  awards
  Lukas two Non-Combat points
  and 
  one 
  Metaphysics 
  point.
  Although there was some combat
  (Lukas was shot at during his escape),
  he only used magic, not any actual combat
  skills, so he gets no points for that category.
  
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  Purchasing Metaphysics After Character Creation
  First Edition WitchCraft failed to provide a cost for every Gifted power and ability pur-
  chased after character creation. For each Power discussed in WitchCraft and this supple-
  ment, such costs are listed in the Metaphysics Experience Cost Table. Further, gaining new
  Powers, as opposed to perfecting already known ones, requires a rationale to be built into
  the plotline. A teacher may be introduced, an ancient tome uncovered, or a particular quest
  completed. The Gifted and supernatural creatures do not simply gain entirely new under-
  standings of Metaphysics Powers over night.
  Metaphysics Experience Cost Table
  Trait
  Point Cost
  Essence Channeling
  4 points per level until level 5; 7 points per level thereafter
  Increased Essence Pool
  2 points per level
  New Invocations
  10 points for the first level
  Previously Known Invocations
  5 points per level until level 5; 8 points per level thereafter
  Seer Powers (Strength)
  6 points per level until level 5; 10 points per level thereafter
  Seer Powers (Art)
  5 points per level until level 5; 8 points per level thereafter
  Necromancy Skill
  5 points per level until level 5; 8 points per level thereafter
  Necromantic Powers
  10 points per new Power
  Previously Known Necro Powers 6 points per level until level 5; 10 points per level thereafter
  Inspired Miracles
  10 points per new Miracle
  Spiritus
  2 points per level until level 5; 5 points per level thereafter
  Anguish
  2 points per level until level 5; 5 points per level thereafter
  Wrath
  6 points per level until level 5; 10 points per level thereafter
  Disciplines
  8 points per new Discipline
  Chi Mastery
  2 points per level until level 5; 5 points per level thereafter
  Tao-Chi
  6 points per new Tao-Chi
  Previously Known Tao-Chi
  5 points per level until level 5; 8 points per level thereafter
  
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  Becoming Gifted During Play
  The distinction between the Gifted and the
  Mundane is, to a great degree, purely artificial. In
  the world of WitchCraft, all human beings are born
  with the Divine Spark, being made in the image of
  the Creator, and everyone has the potential to
  achieve levels of god-like power. In practice, most
  human souls are undeveloped and undisciplined, a
  long way from achieving a fraction of what they
  could be capable of becoming. The difficulty of
  transcending human limits means that most
  Mundanes remain blind to the supernatural world
  for their entire lives, and they have to undergo mul-
  tiple reincarnations to reach the right level of spiri-
  tual development.
  However, it is theoretically possible for a
  Mundane WitchCraft character to become Gifted in
  the course of a Story. Since most Mundane Cast
  Members are exposed to supernatural events as
  they traffic with the Gifted, there is always a
  chance that they become “enlightened.” Mere
  exposure to the supernatural is insufficient, howev-
  er, and the process is long and difficult.
  In game terms, the character must accumulate
  enough experience points to purchase the Gifted
  Quality. For Mundane characters, however, the
  Gifted quality costs double (10 points). 
  Additionally, the Chronicler must decide whether
  the character’s experiences and actions merit this
  major change. Just shooting strange creatures and
  helping out Gifted magicians is not enough.
  Harrowing experiences (becoming the slave of a
  Vampyre or having one’s mind nearly fried by a
  devastating psychic attack, for example) are much
  more likely to transform the character.
  After the Gifted quality is purchased, the
  Chronicler and the player should determine what
  type of Metaphysics would be appropriate. The
  choice should be governed by the events that led to
  the character’s transformation. For example, if the
  character’s faith in the Deity was somehow
  strengthened by his experiences, then he probably
  should acquire Inspired Miracles. If the profound
  exposure to the Wise Arts involved Seer powers, on
  the other hand, then the character might suddenly
  know such powers, the result of his latent abilities
  being awakened by the exposure to them. These
  new Metaphysics should be purchased normally
  (see Purchasing Metaphysics After Character
  Creation, earlier in this chapter) 
  Skill Improvement During Play
  Most Chroniclers felt that skill improvement rules contained in First Edition WitchCraft,
  allowed for too rapid development, especially if players concentrated on improving only one
  or two skills. While the optional Experience Point Allotment may be used to mitigate this
  problem, the formulas contained in this rule slow down advancement, especially at high lev-
  els, to a more reasonable rate. Improving a skill from 2 to 3 should be fairly easy; raising it
  from 8 to 9 should take a long time. In all other ways, the improvement of abilities and the
  learning of new skills remains the same (see WitchCraft, Chapter Three: Rules, Experience).
  The actual cost of improvement depends on whether the skill is a Regular one, or designated
  as Special (e.g., Martial Arts, Occult Knowledge, Spiritus, etc.).
  Regular skill: The cost of increasing such skills is equal to the value of the new level. For
  example, raising a skill from 2 to 3 would cost 3 points, from 4 to 5 would cost 5 points, etc.
  Special skill: Use the formula for Regular skills, and add one. For example, raising a skill
  from 1 to 2 would cost 3 points, from 2 to 3 would cost 4 points, etc.
  
  New Combat Rules
  Some players may want more detailed rules for
  action sequences. The following optional rules are
  provided for them. Chroniclers are, as always, free
  to tweak, change or ignore them as they see fit.
  Bullet Type Damage Rules
  Different kinds of bullets do different forms of
  damage. These new rules account for that fact, and
  make handguns extremely lethal, especially to
  Mundanes. A couple of gunshots from a heavy-cal-
  iber gun will knock down and probably kill the tar-
  get. This is realistic and should discourage players
  from rushing their characters into combat. 
  The basic damage numbers of firearms given in
  the WitchCraft main rulebook remain the same.
  The following modifiers apply depending on the
  type of bullet used. 
  Normal Bullets: A normal jacketed bullet tends
  to corkscrew and ricochet inside the human body,
  shattering bone, piercing vital organs and doing
  assorted forms of mayhem. Thus, normal bullet
  damage is doubled after subtracting any armor
  value. Characters without armor take double the
  damage rolled. Characters with armor subtract the
  Armor Value first, then double whatever is left. 
  For example, Jessie is shot by a normal round
  from a 9mm pistol (1D6 x 4 damage). She is wear-
  ing a light Kevlar vest (1D6 x 2 protection).
  Jessie’s attacker rolls a 4, and hits for 16 points of
  damage. Jessie rolls a 5, and gains 10 points of pro-
  tection. The armor absorbs all but 6 points of dam-
  age. That penetrating damage is doubled, and
  Jessie takes 12 Life Points of damage. If Jessie had
  not been wearing armor, she would have taken 32
  (16 x 2) points of damage.
  Hollow-Point Bullets: These bullets flatten and
  mushroom upon impact and create greater wound
  cavities. On the other hand, armor more easily
  stops these bullets. Double any Armor Value
  between the target and the bullet. Any penetrating
  damage is tripled.
  For example, Roger is shot by a hollow-point
  round from a 10mm pistol (1D8 x 4 damage). He is
  wearing a Leather Jacket (1D4 protection). Roger’s
  attacker rolls a 3, and hits for 12 points of damage.
  Roger rolls a 4, and gains that many points of basic
  protection. This number is doubled to 8, due to the
  nature of the bullet’s impact. Thus, only 4 points of
  damage penetrate. Again, this number is modified
  due to the bullet type, and Roger loses 12 Life
  Points. If Roger had not been wearing armor, he
  would have taken 36 (12 x 3) points of damage. 
  Armor-Piercing Bullets: These high-velocity,
  solid rounds punch through armor and obstacles.
  They also treat flesh the same way, and tend to pass
  through the target in a relatively flat trajectory,
  doing reduced damage. Armor-piercing rounds
  halve any Armor Value in their path (round up), but
  the penetrating damage inflicted is not modified.
  For example, Clyde is shot by an armor-piercing
  shell from a light assault rifle (1D8 x 5 damage).
  He is wearing a Heavy Vest (1D8 x 3 protection).
  Clyde’s attacker rolls a 2, and hits for 10 points of
  damage. Clyde rolls a 3, and gains 9 points of basic
  protection. This number is halved, to 5, and 5
  points of damage penetrate. No further modifica-
  tions are made, and Clyde suffers a 5 Life Point
  loss. If he had not been wearing his armor, Clyde
  would have taken 10 points of damage (the base 10
  points is unmodified).
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  Targeting Specific Parts of the Body
  These rules can be used for dramatic purposes.
  They add more complexity to combat, though, so
  they should be used sparingly. The following table
  determines the penalty to the attack, and the modi-
  fier to the damage inflicted. All bonuses are applied
  only to damage that penetrates armor (if the target
  is not wearing armor, all the damage is then modi-
  fied accordingly, of course). 
  Head: -4 to hit. Blunt damage is doubled; slash-
  ing/piercing damage is tripled. Bullet damage is
  modified by two levels (i.e., armor-piercing bullets
  inflict triple damage, normal bullets inflict four
  times damage, hollow-point bullets inflict five
  times damage). Endurance damage (non-lethal
  combat) is quadrupled.
  Neck/Throat: -5 to hit. Blunt damage is dou-
  bled; slashing/piercing damage is quadrupled. A
  slashing attack on this area that does enough dam-
  age to kill the victim results in decapitation. Bullet
  damage is modified by one level (armor-piercing
  bullets inflict double damage, and so on).
  Arms/Legs: -2 to hit. Damage in excess of Life
  Points/3 cripples the limb; any extra damage is lost.
  Hand/Wrist/Foot/Ankle: -3 to hit. Damage in
  excess of Life Points/4 cripples the hand or foot.
  Extra damage is lost.
  Vital Points (Heart in front, Kidneys in back):
  -2 to hit. Blunt damage is doubled; slashing/pierc-
  ing damage is tripled. Bullet damage is modified
  by one level (see Neck/Throat bullet damage).
  Success Level and Damage
  The damage bonuses mentioned in the
  Outcome Table (see WitchCraft,
  Chapter Three: Rules) should be
  applied to the die roll rather than the
  multiplier. This tends to increase the
  minimal damage inflicted and avoids
  the frustration of launching a well-
  executed attack, only to do minimal
  damage on a bad die roll.
  For example, Luigi punches an oppo-
  nent and his player's attack roll is a 17
  (fifth level success: +2 damage bonus).
  Luigi's normal punch damage is 1D4 x
  3. Under the basic rule, the bonus
  would apply to the multiplier and the
  damage roll would be 1D4 x 5, or 5 to
  20 points. Under this optional rule, the
  roll would become (1D4+2) x 3, or 9 to
  18 points. Thus, even on a bad damage
  roll, the attack inflicts a decent
  amount of damage.
  
  Martial Arts Styles
  Anybody who knows anything about the martial
  arts realizes that each style of fighting has its own
  special moves, advantages, and weaknesses.
  Indeed, one of the Covenants in this book, the
  Storm Dragons, specializes in a certain type of
  martial arts training. These optional rules may be
  introduced to a campaign to more accurately repre-
  sent styles of armed or unarmed fighting. 
  A character with the Martial Arts skill can
  choose to specialize in a particular style.
  Additionally, the character can develop a number
  of combat moves -- special maneuvers that have
  their own advantages and disadvantages. The fol-
  lowing styles are presented: Karate/Kickboxing,
  Judo/Aikido, Boxing, and Storm Fist.
  Combat Moves
  A Combat Move ranges from a simple punch and
  kick to special martial arts tricks like crescent kicks
  and arm locks. Each Move has certain modifiers
  and effects that apply to it. Putting an arm lock on
  somebody has different effects (and is more diffi-
  cult) than punching him in the gut, for example.
  Described in the Combat Moves Lists are several
  maneuvers often used in the movies or fiction. The
  Chronicler should refer to the special modifiers and
  effects when necessary. As usual, it is better to
  make a quick ruling rather than let the action bog
  down while you flip through a book. 
  Players who want their characters to use Combat
  Moves should list them on their character sheet.
  Each Move has an accompanying skill level.
  Players may wish to jot down the special features
  of each Move known by their characters. This will
  ease game play when the Move is used.
  Learning Combat Moves
  When a character learns a Martial Arts style, he
  automatically acquires a number of Basic Moves
  that are taught to all students. Additionally, he
  slowly develops more complex and effective
  Special Moves as he increases his overall skills.
  Each Martial Arts style has a list of Basic and
  Special Moves. Moves from other Martial Arts
  styles cannot be acquired unless the character also
  has at least one skill level in that Martial Arts style.
  For example, a character could have both the
  Karate and Judo Martial Arts styles. He could
  acquire Moves from either style, but could not use
  Moves particular to the Boxing style. 
  As discussed, basic Martial Arts Moves have a
  skill level equal to the character’s Martial Arts style
  skill. Further, every level in the Martial Arts style
  skill confers three “Combat Move points” with
  which to purchase Special Moves. Each Move
  costs one point per skill level until level five, and
  three points per level thereafter. 
  No Combat Move skill level can exceed the
  basic Martial Arts style skill level. For example, if
  a character has Martial Arts Storm Fist at level 5,
  none of his Combat Moves can exceed level 5, and
  some should probably be lower. When a character
  improves the Martial Art style skill through experi-
  ence, the Basic Moves automatically go up. The
  rest may then be raised using the new Combat
  Move points provided with each new Martial Arts
  level, or by spending other points earned during
  play (again with the limit that they may not be
  raised above the basic Martial Arts style skill
  level). Moves can never be improved more than
  one level at a time, but Moves that were not
  acquired before character creation can be pur-
  chased if the character tried to use them during the
  game (reflecting teachings that the character had
  not practiced fully, but which he is developing).
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  For example, Marybell (played by
  Judy) has Martial Arts (Judo) at level 4,
  which gives her 12 points to purchase
  Special Combat Moves. Judo has two
  “free” Moves -- Judo Throw and Break
  Fall -- which are automatically learned to
  level 4. Judo Special Moves include Arm
  Lock, Disarm, Roll with Blow, Shove,
  and Trip. Using her 12 available points,
  Judy purchases Arm Lock and Roll with
  Blow at level 4 (the maximum allowable
  level), for a total of 8 points, and divides
  the remaining 4 points evenly between
  Disarm and Trip, buying 2 levels of each.
  Judy’s Combat Move List (which can be
  listed under Skills) looks like this:
  Martial Arts (Judo) 4, Judo Throw 4,
  Break Fall 4, Arm Lock 4, Roll with
  Blow 4, Disarm 2, Trip 2.
  Later on, Marybell accumulates some
  experience, and Judy decides to improve
  the character’s Martial Arts skills. She
  spends 6 experience points to raise the
  Martial Arts (Judo) skill from 4 to 5. The
  two Basic Moves, Judo Throw and Break
  Fall, automatically go up to level 5. The
  new Martial Arts level gives Judy 3 more
  points to spend on Special Moves. Judy
  decides to spend 1 point on Arm Lock, 1
  point on Disarm (her character has been
  using that Move quite a bit in the game),
  and 1 point on Shove, a Move she hadn’t
  acquired before. After spending these
  points, her list would be modified as fol-
  lows: Martial Arts (Judo) 5, Judo Throw
  5, Break Fall 5, Arm Lock 5, Roll with
  Blow 4, Disarm 3, Trip 2, Shove 1.
  
  Combat Moves List
  Arm Lock: Damage: Strength. The character
  must have successfully parried an attack or
  grabbed the target before Arm Lock may be
  applied. Once the Arm Lock is successful, the
  attacker can inflict damage once each turn until the
  lock is broken. Breaking free requires a Difficult
  Strength Test against the attacker’s Arm Lock and
  Strength, or a Resisted Task between the oppo-
  nents’ Martial Arts and Strength levels. 
  Back Kick: Damage: 1D4(2) x Strength. This
  Move allows the character to attack targets behind
  him with out turning around. On a failed Dexterity
  and Back Kick Task, the character must succeed at
  a second Dexterity and Martial Arts Task, or he
  becomes off-balance (-2 to all combat actions for
  the next turn). On the roll or draw of a 1, the char-
  acter must pass a Dexterity and Martial Arts Task
  or he falls down (-4 penalty to most combat action
  until he spends an attack action to get up -- defense
  actions may still be used that turn but incur the -4
  penalty). 
  Breakfall: Damage: None. Each level of success
  in a Dexterity and Breakfall Task reduces the dam-
  age multiplier from falls by one level. This pre-
  vents damage from most Judo Throws and Trips.
  Counterpunch: Damage: 1D4(2) x Strength. A
  quick follow-up punch to a successful parry. Each
  level of success in the defense Task adds +1 to the
  immediately following Counterpunch attack roll.
  Crescent Kick: Damage: 1D6(3) x Strength. A
  powerful circular kick. This attack suffers the same
  unbalancing risk as the Back Kick Move.
  Disarm: Damage: None. The Dexterity and
  Disarm Task is resisted by the target’s Dexterity
  and Weapon Skill. If the attacker wins, the weapon
  is dropped or tossed away.
  Flip: Damage: None. When prone, the character
  may attempt a Dexterity and Flip Task to get up
  without using an action. If successful, the character
  may act normally that round (performing both an
  attack and defense action). Failure uses a defense
  action, and the character remains on the ground. 
  Head Butt: Damage: 1D4(2) x Strength. On a
  failed Dexterity and Head Butt Task, the attacker
  suffers the damage.
  Jab: Damage 1D4(2) x (Strength-1). A light, fast
  punch that can be used twice in a turn without
  incurring extra action penalties (see WitchCraft,
  Chapter Four: Rules)
  Judo Throw: Damage: 1D4(2). A successful
  Dexterity and Judo Throw Task knocks the target
  down, imposing a -4 penalty to most combat
  actions until he spends an attack action to get up
  (defense actions may still be used that turn but
  incur the -4 penalty). 
  Jump Kick: Damage: 1D6(3) x (Strength+2).
  On a failed Dexterity and Jump Kick Task, the
  character must pass a Difficult Dexterity Test or
  fall down, suffering 1D4(2) points of damage, and
  incurring a -4 penalty to most combat actions until
  he spends an attack action to get up (defense
  actions may still be used that turn at a -4 penalty). 
  Kick: Damage: 1D4(2) x (Strength+1). This
  attack suffers the same unbalancing risk as the
  Back Kick Move. 
  Punch: Damage: 1D4(2) x Strength. 
  Roll with Blow: Damage: None. This Move is
  used whenever the character has been successfully
  hit in hand-to-hand or melee combat. It is tested
  immediately after a blow lands but before damage
  is calculated. Each success level in a Dexterity and
  Roll with Blow Task reduces the damage multipli-
  er of the attack by 1 (if the multiplier is reduced to
  0, no damage is inflicted). Whether successful or
  not, using this Move sacrifices the combatant’s
  next attack move.
  Roundhouse: Damage: 1D6(3) x Strength. 
  Stabbing Hand: Damage: 1D4(2) x (Strength
  +1).
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  Shove: Damage: None. This Move uses Strength
  and Shove in a Resisted Task against the target’s
  Strength and Dexterity or Strength and Martial Arts
  skill. If the attacker wins, the target is pushed back
  one meter (yard) per success level, and must pass a
  Simple Dexterity Test minus the Success Level of
  the Shove or fall down. Downed characters suffer a
  -4 penalty to most combat actions until they spend
  an attack action to get up (defense actions may still
  be used that turn but incur the -4 penalty). 
  Spin Kick: Damage: 1D4(2) x (Strength+2).
  Other than the increased damage, this Move is the
  same as the Kick Move, and suffers the same
  unbalancing risks.
  Sucker Punch: Damage: 1D4(2) x Strength. If
  the attacker wins a Resisted Task (Sucker Punch
  and Intelligence against a Simple Perception Test),
  the target cannot defend against the punch.
  Trip: Damage: 1D6(3). When the attacker suc-
  ceeds with a Dexterity and Trip Task, the target is
  knocked down, imposing a -4 penalty to most com-
  bat actions until he spends an attack action to get
  up (defense actions may still be used that turn but
  incur the -4 penalty). 
  Martial Art Styles Descriptions
  Karate: This style covers such styles as
  Kickboxing and Tae Kwon Do. Karate concentrates
  on hard attack and defense moves -- punches and
  kicks, with the goal being to batter down the
  enemy. Karate is a good, solid style with a variety
  of Moves. Characters with Karate can select one
  extra Basic Move, representing their school’s spe-
  cialty.
  Basic Moves: Punch, Kick, and one Special
  Move of choice from the list below.
  Special Moves: Back Kick, Counterpunch,
  Crescent Kick, Jump Kick, Spin Kick, and
  Stabbing Hand.
  Judo: This is a “soft” combat style in which the
  enemy’s own strength is turned against him.
  Besides Judo, other “soft” styles include Aikido
  and Tai-Chi. Judo students are first taught throws
  and falling techniques, and then move on to locks,
  trips and other maneuvers. 
  Basic Moves: Breakfall, Judo Throw.
  Special Moves: Arm Lock, Flip, Disarm, Roll
  with Blow, Shove, Trip.
  Boxing: Professional boxing is an effective com-
  bat system, despite its reliance on punches and lack
  of kick training. A good boxer can be a dangerous
  opponent.
  Basic Moves: Punch, Roundhouse.
  Special Moves: Counterpunch, Jab, Sucker
  Punch.
  Storm Fist: This style is usually taught only by
  members of the Storm Dragons. Members claim it
  is the most complete Martial Art ever devised, and
  some even argue that it was the original “art” that
  lead to all other Martial Arts styles. 
  Storm Fist is an amalgam of hundreds of differ-
  ent styles. The Storm Dragons primarily recruit
  promising martial artists from all cultures, and each
  student adds something new to the combat “melt-
  ing pot.” Storm Fist is a very pragmatic Martial
  Art, and members are encouraged to study and
  copy moves from other styles. As a result, the vari-
  ety of Moves and combat techniques within Storm
  Fist is huge. 
  Beginners are taught basic punching and kicking
  techniques, as well as painful arm locks. From
  there, students can go in any number of directions.
  Virtually every known Combat Move can be
  learned through Storm Fist. Masters know dozens
  of different combat techniques.
  Basic Moves: Arm Lock, Kick, Punch.
  Special Moves: Any.
  
  Poison
  Poisons are foreign substances that, when intro-
  duced into a person’s body, cause harm, injury or
  death. They include manufactured chemicals and
  substances secreted or injected by animals or
  supernatural creatures. In the real world, some poi-
  sons can kill a person instantly, while others have
  varying degrees of lethality. As a weapon, poison is
  often unreliable and can be as dangerous to the
  wielder as to the intended victim.
  In game terms, poisons all have a Strength rat-
  ing. This Strength determines how much damage
  the poison inflicts, or how difficult it is to resist its
  effects. The Strength rating of a poison depends on
  the type of toxin. There are three basic kinds of
  poisons: corrosive, irritant and narcotic (also
  known as nerve poisons). Each kind has its own
  characteristics.
  Corrosive poisons include a number of acids,
  and several common cleaning fluids. They can
  burn the skin directly, inflicting a number of points
  of damage (see the nearby Corrosive Damage
  Table) every turn the person is exposed (being
  splashed with the liquid means the victim is
  exposed until the corrosive is washed off with
  water). If ingested, they do the same damage until
  the poison is neutralized with an antidote, or eject-
  ed by vomiting. 
  Irritants include such poisons as arsenic; they are
  more slow-acting, and require multiple doses.
  Instead of direct damage, the poison slowly drains
  Life Points, typically one point per every two
  Strength levels of the poison, for every dose ingest-
  ed. For example, if the poison has a Strength rating
  of 1, damage occurs after two doses. This Life
  Point damage can only be healed if the poison is
  purged from the system. When the victim’s Life
  Points are reduced to 0, the victim may die (a
  Survival Test postpones death). 
  Narcotic, or nerve poisons include curare, chlo-
  roform and strychnine. They directly suppress the
  victim’s nervous system and such functions as
  breathing. They can induce unconsciousness,
  paralysis, or death. These poisons do not inflict
  damage directly. Instead, they use a Simple
  Strength Test against a Simple Constitution Test by
  the victim. If the poison’s Strength wins the con-
  test, the victim suffers the poison’s specific effects.
  Typically they include drowsiness or unconscious-
  ness (for weak narcotics) to heart or respiratory
  arrest (resulting in death by suffocation unless first
  aid or medical care are immediately provided).
  Sample Poisons
  Cobra Venom
  This powerful neurotoxin has an average fatality
  rate, although some cobras have a deadlier bite
  than others. Depending on the species, this venom
  has a Strength of 3 to 6. Each bite injects one dose,
  and inflicts Corrosive damage based on its Strength
  for 5 turns. For example, the bite of a relatively
  weak cobra (Strength 4 venom) would inflict D8(4)
  points of damage for 5 turns. If the bite is drained,
  the venom does half damage. After administration,
  an anti-toxin prevents further damage. A cobra can
  bite more than once in a 24-hour period, but the
  Strength of the venom drops one level per bite, as
  the dosage is reduced. In the example above, the
  cobra’s next bite would do D6(3) points of damage.
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  1
  1 point
  2
  1D4(2)
  3
  1D6(3)
  4
  1D8(4)
  5
  1D10(5)
  6
  1D6 x 2(6)
  
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  On the other hand, if the cobra bit the same person
  twice or more times, the damage is cumulative. 
  Some cobras can spit venom. It is treated as a
  Strength 1 Corrosive (1 point), but if the venom
  hits a victim’s eyes, he must pass a Difficult
  Constitution Test or be blinded for 1 hour. After
  that, a Simple Constitution Test at +4 must be
  passed, or the blindness becomes permanent.
  Curare
  Curare is a nerve poison that paralyzes and may
  kill. The natives of the Amazon use it to bring
  down large game, often dropping small deer in
  their tracks with one arrow or blowgun hit. Curare
  may be administered through poisoned darts or
  other injection, with each application having a
  Strength 4 dose. Additional darts or doses increase
  this Strength by 1 level (i.e., three hits with darts
  has a combined Strength of 6). If the victim fails a
  Resisted Simple Constitution Test against the poi-
  son’s Simple Strength Test, the victim’s Dexterity
  is reduced by 1 level per Success Level of the poi-
  son’s Strength Test. If Dexterity is reduced to 0, the
  victim is totally paralyzed and unable to move. If
  the Success Levels of the poison are greater than
  the victim’s Constitution +1 (three Success Levels
  for the average Constitution 2 person), the victim’s
  heart stops, and he dies in 20 minutes unless med-
  ical or magical healing is applied. Even if the vic-
  tim wins the Resisted Test, his Dexterity is reduced
  by 1 level per dose!
  The effects of curare (if the victim survives) last
  for 6-Constitution hours (minimum 1 hour).
  Arsenic
  This irritant poison can be found in some insec-
  ticides and weed killers. In the ancient world,
  arsenic oxide, which is colorless and flavorless,
  was a favored poison, although its effects take a
  long time and people can actually develop an
  immunity by ingesting small doses. A large dose of
  arsenic has a Strength of 6, and inflicts 3 points of
  damage per hour until the poison is removed (usu-
  ally by inducing vomiting, although a full stomach
  pump in a hospital is preferred). Smaller doses
  have a Strength of 2, and inflict 1 point of damage
  per day. Symptoms of gradual poisoning (ingesting
  one small dose daily for 5 or more days) include
  weakness (reduce Strength by 1 and Endurance
  Points by 10), stomach problems, slight disorienta-
  tion (reduce Intelligence by 1) and a greenish pig-
  mentation of the skin. Each dose adds to the daily
  damage (after five days of gradual poisoning, the
  victim would suffer from 5 points of damage per
  day). Medical attention will quickly eliminate all
  traces of arsenic from a person’s system, however.
  Supernatural Healing and Poisons
  Any Gifted power that heals injuries can undo
  the damage inflicted by corrosive and irritant poi-
  sons. If the poison is still in the victim’s system, it
  must be removed or the damage or effect continues
  even if the previous damage was cured. 
  Mindheal can cause the body of the victim to
  expel the poison; this requires a Resisted Task
  using Mindheal and the Willpower of the Seer
  against a Simple Strength Test using the poison’s
  Rating. The Touch of Healing Miracle undoes the
  effects of any poison and removes them from the
  body of the victim, at the cost of 10 Essence points. 
  Supernatural beings are immune to some types
  of poison. Vampyres and the Relentless Dead take
  no damage from irritant or narcotic poisons, but
  corrosive substances damage their Undead flesh.
  Such damage can be healed or regenerated normal-
  ly, although the substance may be strong enough to
  overwhelm the entity’s recuperative powers. If a
  Relentless Dead is submerged in a vat of acid, for
  example, the corrosive may inflict damage faster
  than the creature regenerates.
  
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  Chapter Three: Inhumans
  
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  Harry was prepared to kill that night. Threaten him? That piece of shit dared to threaten him?
  Nobody messed with Harry on his turf. This was his corner, those were his girls, and no
  greaser was going to take it away from him. He had acted cool, though. When the phone call
  came and Ricardo had suggested it was time for Harry to go, Harry had replied he would like to
  discuss matters privately. After Ricardo had hung up, Harry had made a few other phone calls. 
  For his usual problems –- a girl who tried to steal from him, a john that got a little carried
  away -– he relied on Jamal, who would have played pro ball if he hadn’t been caught sniffing
  the wrong powder. For this situation, however, Harry decided to spend some money and hire
  more muscle. Ricardo’s reputation was well known on the streets. He had come to the city three
  years ago; a pimp had disappeared, and Ricardo had taken over his business. He always had
  more than enough girls for his territory, and his territory kept growing. Maybe he wanted to be
  King Pimp. Harry had other plans for the little Spanish snot.
  Harry placed his troops like a general. Jamal he kept at his side. The other three guys would
  stay in the shadows of a nearby alley. When Ricardo arrived, Harry would lead him into the
  alley. The hired guns would emerge behind them, bottling them in. Then Ricardo would get his. 
  Ricardo was late in arriving. Harry was beginning to wonder if it all had been some sort of
  trick when he saw him, wearing an old-fashioned black suit and a coat -– no, it was a damn
  cloak -– strutting like he was Antonio Banderas’s twin or something.
  “Hola, Ricardo,” Harry said.
  “Good evening, Harry,” Ricardo said in his prissy Spanish accent.
  “If you will step into my office?” Harry led the way into the alley. He nodded his head, ever
  so slightly, towards the hidden guards. They were hidden so well that even he couldn’t see them. 
  “So,” he said to keep Ricardo distracted, “what’s this about me moving my operation?”
  “I think the plans have changed, Harry. Trying to kill me tonight was a mistake.”
  Harry’s insides froze. “What are you talking about?”
  Ricardo reached for something under his cloak. Harry’s mind screamed “Gun!,” but before either
  he or Jamal could react, Ricardo dropped something that plopped wetly on the ground.
  A severed hand with a ring exactly like one of the hired guns had been wearing. 
  Harry reached for his gun. Ricardo backhanded him casually. The seemingly light impact sent
  Harry flying halfway across the alley. He landed hard, tasting blood in his mouth. When he
  tried to move, agony flared in his right arm. Faintly, Harry could hear a scuffle. Jamal grunt-
  ed, then started to scream in agony. A heavy, meaty “thwack!” cut the scream short.
  Hands gently helped Harry sit up against the wall of the alley. Ricardo was leaning over him.
  His arms were drenched in blood up to the elbows. The fine suit was soaking wet. “Sorry it
  had to be this way, Harry,” Ricardo said. His eyes shone an unnatural shade of red.
  Ricardo smiled as his flesh transformed. The smile became wider, sharper, and his upper and
  lower canines burst messily through the flesh of his lips and face. He opened his mouth further,
  and his skin tore to accommodate the huge fangs that were still growing. “Oh, it doesn’t really
  hurt,” Ricardo said, his voice horribly distorted by the huge teeth. “I’m afraid I cannot say the
  same about you, my friend.”
  Harry’s final screams echoed through the alley.
  
  Introduction
  The daylight world of reason and science is but
  a thin facade covering up the strangeness that
  lurks beneath. Supernatural creatures are real and
  numerous in the world of WitchCraft. Many are
  monsters in every sense of the word and see
  humans merely as cattle or, at best, servants or
  slaves to be dominated. Some, however, are as
  concerned with the upheaval of the Reckoning as
  any human being.
  All of these beings were once human.
  Phantasms and the Undead are, in many ways, as
  human as they were in life. Some overriding pas-
  sion or motivation allowed them to break free
  from the currents of Death. 
  Several Supernatural creatures are driven by
  alien lusts or obsessive passions. They are, for all
  practical purposes, quite insane and almost impos-
  sible to deal with except in the most primitive and
  direct ways -- violence and intimidation, on the
  one hand, or total submission on the other. Some,
  however, are as complex and sensitive as any
  human -- this may or may not be a good thing.
  Possessing great power, the Inhumans can be of
  great help in stopping the Reckoning -- or they can
  bring it about all the more rapidly.
  Players can assume the role of Supernatural
  creatures in a WitchCraft game. Role-playing an
  Inhuman can be interesting and challenging. To
  some, it allows the players a different perspective
  of the world; to others, it provides the opportunity
  to play powerful, dramatic characters. 
  Chroniclers should remind players that super-
  natural beings have their share of disadvantages as
  well as powers. Their very nature can earn them
  powerful enemies, and they are outsiders and mis-
  fits, even more so than Gifted humans are. Spirits
  and the Undead are dependent on the life force of
  living beings, or on some overriding goal.  All
  Inhumans have unique weaknesses and vulnera-
  bilities that their enemies can exploit. 
  In the end, Chroniclers must decide whether to
  allow Inhumans in a given campaign. Such crea-
  tures are powerful and, unless carefully checked,
  will serve to unbalance the game, particularly in
  relation to the Lesser Gifted or Mundane. If
  Chroniclers do decide to use Inhumans as player
  characters, they must introduce Story elements
  that counter the Inhumans’ powerful nature, create
  Stories that center around the Inhumans, or warn
  players that human characters will be hard pressed
  to compete with the Inhumans.
  Creating Inhuman Characters
  Inhuman character creation follows the same
  steps used in designing any WitchCraft Cast
  Member. Instead of selecting a Gifted, Lesser
  Gifted or Mundane Character Type, supernatural
  creatures are chosen from the Undead or Spirit
  categories. Further, a particular Quality must be
  purchased, such as Vampyre, Phantasm or
  Relentless Dead. Such Qualities are purchased
  using Quality or Metaphysics points. All other
  steps, like selecting a Concept, Attributes,
  Qualities and Drawbacks, and Skills, are deter-
  mined normally. Depending on the character’s
  background, however, some Qualities and Skills
  may not be appropriate unless the player comes up
  with a convincing explanation for them. For
  example, most Spirits from primitive periods may
  not know a great deal about computers and mod-
  ern weapons or vehicles, unless they spent some
  time and effort familiarizing themselves with
  them. On the other hand, a Vampyre character who
  had been living on Earth for several years could
  become a skilled computer hacker.
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  Powers and Vulnerabilities
  Each type of supernatural being has its own spe-
  cial powers. Some of these traits are inherent, and
  are gained simply by buying the appropriate
  Quality. Others must be purchased using Qualities
  or Metaphysics character points. 
  Note that different creature may have similar
  powers but their actual effects and character point
  costs may vary. Usually, a Power that is common
  among a “species” of supernatural being will be
  cheaper to acquire than one that is rare. 
  By the same token, Supernatural beings have
  their own unique problems and disabilities.
  Vulnerabilities are special Drawbacks that can be
  acquired only by those supernatural beings. They
  are specific to each “species” of being. For exam-
  ple, unless otherwise noted, Vulnerabilities that
  apply to Vampyres cannot be acquired by the
  Relentless Dead.
  When creating an Inhuman character, special
  Powers and Vulnerabilities (those not inherent
  to the Character Type) are acquired like Qualities
  and Drawbacks, except that they cost or grant
  points in the Metaphysics category. Each Power
  has a point cost. This is how many character points
  are required to “buy” the power during character
  creation. The descriptions of some Powers also
  mention the Essence costs to activate the ability.
  This is a temporary loss of Energy Essence, recov-
  ered as detailed later in the chapter.
  Each Vulnerability has a character point gain.
  This is how many character points are granted by
  taking this flaw. Vulnerabilities with a total value
  of up to 10 character points can be acquired by
  Inhuman characters without counting towards the
  normal limit on Drawbacks. Note, however, that
  some Vulnerabilities may literally cripple the char-
  acter in most games. If a player loads her charac-
  ter up with Vulnerabilities, Chroniclers should
  make a point of using them to her detriment dur-
  ing the Story.
  GGaaiinniinngg oorr LLoossiinngg PPoowweerrss aanndd
  VVuullnneerraabbiilliittiieess 
  Special Powers and Vulnerabilities may
  be gained or lost after character cre-
  ation. Any event of this sort requires a
  rationale to be woven into the storyline.
  Further, gaining Powers or losing
  Vulnerabilities requires the character to
  spend double the character creation cost
  or benefit. Gaining Vulnerabilities is
  entirely story driven and occurs at the
  discretion of the Chronicler. Acquiring a
  Vulnerability after character creation
  grants no points to the character. For
  example, during game play, a Ghost
  repeatedly frightens people to tap their
  Essence. In time, the Chronicler decides
  that, if desired, the Ghost may purchase
  the Terror Leech special Power. The
  Ghost would have to spend 10 points to
  do so, however.
  
  The Inhumans
  This chapter presents four new character sub-
  types, all of which are not human. The new sub-
  types are returned dead, those that violated the nor-
  mal pattern of Life. Ghosts and Phantasms belong
  to the Spirit Character Type; Vampyres and
  Relentless Dead are part of the Undead Character
  Type. These entities are summarized in the next
  two sections. Later in the chapter, each of these
  creatures is detailed in turn. A sample character for
  each new subtype is provided. These characters
  were created using the optional skill point calcula-
  tion system presented in Chapter Two: Rules. They
  are assumed to get no bonus points for age, and to
  be playing in a Heroic campaign level.
  Visitors From Beyond the Grave
  Death in the world of WitchCraft is but another
  stage of reality. Souls are immortal and very hard
  to destroy, even by arcane means. Some enter
  Heaven, but nobody truly knows what lies there,
  for no one who enters ever returns. Some go to Hell
  -- a whole slew of them, actually -- to be purified
  through torment and ordeal. Some are snatched
  away to realms of shadows where god-like beings
  rule over kingdoms of the dead. Many are reborn
  into new bodies on Earth, evolving through a
  process of death and reincarnation, each new life-
  time a reflection of past lives’ experiences. 
  Some among the dead return to Earth in violation
  of the normal Cycle. They wander the world as
  incorporeal entities or re-animate their corpses and
  become Undead. In older times such visitors from
  beyond the grave were weak and few in number.
  All cultures had legends and lore on how to deal
  with them. The creatures were largely kept in
  check, except during times of crisis like war or
  plague. The Reckoning has weakened the barriers
  separating the Lands of the Living from the Realms
  of the Dead, however. In some places, the walls are
  thin enough for intruders to venture forth to Earth.
  Errant souls are finding it easier to return to their
  bodies and rise as Undead.
  This chapter describes four kinds of returned
  dead. Two of them (Ghosts and Phantasms) are
  Spirits, bodiless souls that wander the world. The
  other two (Vampyres and the Relentless Dead) are
  Undead, spirits who have revived their corpses to
  fulfill their strange destinies. 
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  Felix was a cool one; I had to give him that. His expression when he opened the door of his
  crib and saw me barely changed. Only a slight narrowing of his eyes betrayed the fact that I
  was the last person he was expecting to see.
  “Eddie,” he said after a tiny pause. “What’s up?”
  “We need to talk, Felix,” I said. “Partner, old buddy. We need to talk.”
  “Sure, man. Come on in.” He moved smoothly, stepping aside to let me walk in, and whipping
  out his 9-millimeter pistol all in the same motion so that when I turned around he had me cov-
  ered.
  “Just don’t be making no moves, Eddie,” Felix said. “You be cool, okay?”
  I kept my hands by my sides. “I’m cool, Felix.”
  “Keep cool. Sit over there.” He motioned towards an old armchair, a souvenir of the old
  neighborhood Felix had taken with him when he moved to the big time. I obeyed. Felix sat
  opposite me in a plush leather sofa; his gun always trained on me.
  “Is your lady home, Felix?”
  “No, she had to go over to her folks’ place. Won’t be back ‘till Monday.”
  “That’s good. We can talk, then.”
  “So talk. What are you doing here?”
  “Don’t you mean ‘Why are you alive,’ Felix?” I replied. “You set me up. After all the
  stuff we went through together, you put a contract out on me. Was it the money? I thought we
  were both making more than we would ever need. Or do you still hate me because I went to
  college while you stayed in the ‘hood?”
  “I hate you ‘cause you came back with your money and your big plans,” Felix replied. “You
  always acting like your shit don’t smell. I’m running the business now, Eddie. I don’t know
  how you got away, but . . .”
  “I didn’t,” I cut him off. For the first time since I showed up, Felix looked nonplused.
  “You didn’t what?”
  “Get away. The contract worked. Your guys pumped me full of bullets, stuffed me in the
  trunk of my BMW and sent me over a cliff. My body is being eaten by crabs at the bottom
  of the bay right now. I should know, I checked on it half an hour ago.”
  Felix’s eyes widened. “What shit you talking about, man?”
  “You can drop the phony gansta talk, Felix. We both know you’re not black, you’re
  Palestinian like me, only you tan darker than me. You killed me, you bastard. Your own cousin,
  and you killed me. I’ve come back to collect on all debts. You owe me my life.”
  There was nothing wrong with Felix’s reflexes, or with his marksmanship. He fired three
  shots in rapid succession. Two scored, one right above my left eye, the other messily taking the
  top of my head off. There was some discomfort as blood ran down the ruined left side of my
  face, and I actually felt part of my brain splattering against the wall. I smiled. It wasn’t a
  pretty smile -– the bullet had ripped off most of the skin off my left cheek. 
  
  “No good, Felix. You can’t shoot me down and
  forget me.”
  Felix finally broke. Screaming hysterically, he
  started pumping shots into me. I rushed him before
  he could inflict enough damage to ruin the body I
  had crafted. The ghost of my father had warned me
  that even the Dead have limits. I ripped the gun out
  of Felix’s hand, breaking a couple of fingers, and
  knocked him to the ground. 
  “Don’t kill me! Please don’t kill me!”
  I stood over him. Some of the gore from my head
  wound dripped on my cowering cousin. He flinched.
  “I’m not going to kill you, Felix. That would be
  too easy, and I know first hand that death does not
  end things. No, I’m going to let you live.”
  Felix didn’t look very relieved. He was smart
  enough to know there would be a catch.
  “I’m going to haunt you, cousin. Wherever you
  go, whatever you do, I’ll be there.”
  The words took a few seconds to sink in. I con-
  tinued even as his expression froze in terrible real-
  ization. “You will have no rest. When things seem
  to be going well, I’ll sour them up. Before I came
  by, I dropped a dime on your operation. If you’re
  lucky your boys won’t turn you in, and you’ll simply
  be ruined. Otherwise, you’ll be in jail for a long
  time. Either way, I’ll be there to keep you company,
  cousin. I’ll be there.”
  When I left he was still screaming. I waited a
  little to see if he had the guts to eat his gun. He
  didn’t. 
  I’d pay him another visit pretty soon.
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  Spirits
  “Being dead is no joke, lemme tell you. After the
  accident, I had one of them out of body experi-
  ences, only when I came back, my body was no
  longer up and running. Now I’m sort of stuck here.
  You know, I could Move On, but that scares the
  blazes out of me. I’ve seen Hell, and, you know, I
  like New Jersey better.”
  Death marks the end of one stage of existence,
  and the beginning of another. Most humans are
  swept away in the currents of a cycle of death and
  reincarnation or Move On to different planes of
  existence. Driven by anger, love, despair or some
  other powerful emotion, a few break free from the
  Cycle.  Some do so by reviving their former bod-
  ies; they are known as the Undead, and are
  described elsewhere. Many more remain in the
  physical world in spirit, errant souls able to travel
  between Earth and the Death Realms.
  The souls of the dead, like their bodies in life, are
  not all created equal. They vary in overall strength
  and ability to affect the physical world. Many are
  pitiful things, mere shadows of their former selves,
  lacking in intellect and memory and all but helpless
  until they return to the eternal cycle and are rein-
  carnated or transported to another plane of exis-
  tence. Others are powerful enough to play impor-
  tant roles both on Earth and in the Otherworlds. 
  Spirit Groupings
  There are three levels or classifications of Spirit.
  The less powerful are known as Lesser Spirits or
  Apparitions. These are unsuitable as player charac-
  ters. The second level, Ghosts, has little ability to
  manifest physically, but may be very powerful in
  certain areas. Greater Spirits or Phantasms, the
  third level, are able to become corporeal. The three
  general classifications are summarized here.
  Ghosts and Phantasms are discussed in much
  greater detail later in the chapter.
  Lesser Spirits: Apparitions 
  Some ghostly manifestations are little more than
  psychic 
  footprints. 
  Unlike 
  “true” 
  Ghosts,
  Apparitions are created by traumatic events that
  leave behind an echo of their occurrence. They are
  the result of Essence released by humans undergo-
  ing severe shock or suffering. This Essence forms
  itself into a re-enactment of the events that caused
  the human’s suffering. The Essence becomes a psy-
  chic matrix that may be activated at certain times.
  Most hauntings, or spiritual manifestations, are the
  results of these Apparitions. They are often trig-
  gered by the Essence of people or animals in the
  area, or during special Times of Power (see
  WitchCraft, Chapter Six: Metaphysics).
  Typical Apparitions include strange noises
  (laughter or crying, for example) or ghostly
  images, often repeating the same event over and
  over. In some of the most extreme cases, complete
  sensory “re-enactments” of past events spring to
  life. Apparitions tend to be harmless, instilling fear
  and some Essence loss but little else. Some of the
  most powerful Apparitions can create “poltergeist
  effects” -- slamming doors shut, moving objects,
  and so on -- but they are rare and require a great
  deal of Essence to activate.
  Apparitions are Essence fragments, all but mind-
  less entities retaining scraps of their creator’s per-
  sonalities. They linger in that miserable state for
  years or centuries, until something or somebody
  releases them. Many Necromancers make it a point
  to discover and free these Spirits; often this
  requires appeasing the entity and somehow fulfill-
  ing or undoing the passions that created it in the
  first place.
  
  Common Ghosts
  A true Ghost is the soul -- the basic Essence pat-
  tern -- of a deceased human being, unbound to a
  physical body. Many Ghosts dwell in one of the
  Death Realms, only occasionally venturing into the
  physical world. Others remain on Earth for decades
  or even centuries, driven by whatever obsession
  motivates them.
  Most Ghosts have little control over the physical
  world. Some can intrude in the dreams of sleeping
  humans, while others are able, with difficulty, to
  move small objects, make noises, or create translu-
  cent images. The most powerful Ghosts are typi-
  cally bound to a specific location, usually the place
  of their death or where their body is interred. Their
  link to that place allows them to tap into a great
  deal of Essence, enabling them to perform a variety
  of feats, from moving large objects to manipulating
  reality itself. The most dangerous haunted houses
  are the domains of these Ghosts.
  Greater Spirits: Phantasms
  Phantasms are a special type of Ghost, believed
  to be the spirit of a Gifted person, with more
  Essence and control over the world than most
  Spirits. Phantasms have the unique ability to
  become physical beings for limited amounts of
  time by using their Essence to “build” a new body
  for themselves. These Spirits were very rare, but as
  the barriers between the Lands of the Living and
  the Realms of the Dead weaken they are becoming
  increasingly more common.
  Some Phantasms are the souls of the recently
  deceased, while others belong to ancient dead,
  some of whom dwelled in the Death Realms for
  centuries before returning to the physical world.
  Some of the more powerful of these Spirits are an
  amalgam of several reincarnations, combining the
  knowledge and traits of several lifetimes.
  CC hh aa pp tt ee rr  TT hh rr ee ee
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  SSaammppllee AAppppaarriittiioonn
  TThhee KKiinnggssggrraavvee GGhhoosstt
  The Kingsgrave building used to be a
  prosperous inn in a quiet New England
  town. Now it is a small museum that
  attracts a trickle of tourists every sum-
  mer and spends the rest of the year
  gathering dust. Locals speak of strange
  moans and choking sounds being heard in
  the dead of the night, coming from the
  basement and sometimes the back door,
  near what now is a commercial parking
  lot. Further, there have been a couple of
  strange accidents in the museum -- a
  caretaker that tripped and fell down the
  basement stairs, a tourist that lost two
  fingers when the door of his Subaru
  slammed down on his hand -- that may
  or may not be supernatural.
  The Kingsgrave Apparition was created
  in the late 19th century, when a former
  poet and Civil War veteran went on a
  drinking binge and died in the inn's base-
  ment. The last thing the soldier saw
  was a terrifying flashback of the battle
  of Antietam. The death occurred during
  an Equinox, which, combined with the
  psychic shock caused by the vision, pro-
  vided enough Essence to leave a lasting
  imprint. During the full moon at mid-
  night, the Apparition gathers enough
  Essence to produce weak sounds --
  ghostly echoes of the man's dying gasps.
  During other Times of Power, there is
  a small chance (a 9 or higher on the roll
  of a D10 or a card draw, with a +1 for
  every 20 points of available ambient
  Essence) that a minor poltergeist effect
  (Strength 2) occurs sometime during the
  night. The Apparition is apparently
  malevolent, striking at random and for
  no apparent purpose. Or perhaps it is
  trying to communicate something, lash-
  ing out in frustration . . .
  
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  Creating Spirits
  Designing a Spirit character requires the player
  to choose the Spirit Character Type during step two
  of character creation. Spirits start out with 20
  points for Attributes, 20 points for Qualities (and
  can gain up to 10 points in Drawbacks), 20 points
  for Skills, and 20 points for Metaphysics. Spirit
  character must purchase certain Qualities; Ghost
  characters require the Ghost Quality (8 points),
  while Phantasm characters have their own Quality
  (15 points). These Qualities must be purchased
  using Quality or Metaphysics points. For example,
  a player with a Phantasm character might spend 10
  Quality points and 5 Metaphysics points to buy the
  Phantasm Quality, or she might split the cost more
  evenly, spending 8 Quality points (leaving her with
  12 points left) and 7 Metaphysics points (leaving
  her with 13 points in that category). The specific
  Quality purchased provides certain special Powers
  and Drawbacks (the point cost is included in the
  cost of the Quality), and grants access to a number
  of others (which must be bought separately). The
  special features of Ghosts and Phantasms are dis-
  cussed separately later in this chapter.
  Spiritus: The Arts of the Soul
  This is an ability unique to Spirit entities. Only
  beings unfettered from the material world can use
  Spiritus; humans and the Undead are unable to do
  so. A character’s level with this ability determines
  how experienced and knowledgeable she is about
  the powers and physical laws of the Twilight World
  and the Death Realms. Spiritus is used in most
  tasks involving the various Spirit Powers described
  later in this chapter. When used with Perception,
  Spiritus can detect the presence of other Spirit enti-
  ties within ten meters (yards) per Success Level
  (this will not determine the exact distance or posi-
  tion of the Spirits, just their total numbers and rel-
  ative power levels). 
  Spiritus costs 2 points per level until level 5, and
  5 points per level thereafter, and is purchased with
  Metaphysics character points. After character cre-
  ation, the experience cost for improvement is uses
  the same formula. 
  Spirits and Essence
  Spirits are beings closely tied to pure Essence.
  As such, they have a number of special abilities and
  disadvantages. Essence is the life force of all living
  beings and the basic building block of all Spirits.
  Spirits can use their Essence in a variety of ways.
  Vital and Energy Essence
  Spirits have two different Essence Pools. Their
  Vital Essence is the spiritual equivalent of Life
  Points; when it is depleted, the Spirit risks being
  destroyed. Energy Essence works much like the
  Essence Pool of living beings, and is used to acti-
  vate any supernatural abilities the Spirit might
  have. It is possible to use one’s Vital Essence just
  like Energy Essence, but doing so puts the Spirit’s
  existence at great risk.
  Spirit “injuries” are marked off the Spirit’s Vital
  Essence pool, just like Life Points. Attacks that
  drain Essence from living beings (like the
  Vampyre’s abilities) first reduce the Spirit’s Energy
  Essence until it is completely depleted, and then its
  Vital Essence.
  All Spirit characters have a base Energy Essence
  equal to the sum of their Attributes, and a base Vital
  Essence equal to two times that amount. Extra Vital
  Essence and Energy Essence can be purchased dur-
  ing character creation. For each character point
  spent, the Spirit gets two Vital Essence points and
  two Energy Essence points. After character cre-
  ation, Essence can only be gained through
  Evolution (see below).
  Using Essence
  Spirits possess a number of unique Powers;
  some of them cost Essence to activate and main-
  tain. Due to their wholly spiritual nature, Spirits
  can manipulate Essence with more freedom
  than normal mortals can. They can channel up
  
  to one point of Essence per turn for each level
  of Willpower they have. For example, a Ghost
  with a Willpower of 2 can channel up to two
  Essence points per turn. Spirit characters with
  Essence Channeling use the higher of the two.
  Thus, if the ghost had Essence Channeling of 4
  and a Willpower of 2, it would be able to chan-
  nel up to four Essence points per turn.
  Regaining Essence
  Spirits regenerate Energy Essence at the
  same rate as normal humans, one point per
  Willpower level, every hour. Vital Essence is
  regained much more slowly -- one point per
  Willpower level, each day. Some Spirits were
  Gifted and had Essence Channeling in life;
  they can regain power more rapidly. Use the
  Channeling level normally to regain Energy
  Essence, and add the character’s Channeling
  level to her Willpower to determine Vital
  Essence regeneration. For example, Alexa is
  the Ghost with Willpower 4. She regenerates
  Energy Essence at the rate of 4 points per hour,
  and Vital Energy at the rate of 4 points per day.
  If she had Essence Channeling 3, as well as a
  Willpower of 4, Alexa would regain 3 Energy
  Essence points every minute, and 7 Vital
  Essence points every day.
  Phantasms regain Essence as any other Spirit
  while in their natural, ephemeral shape. While
  Incarnated, Phantasms cannot regenerate either
  Energy or Vital Essence.
  Times and Places of Power
  Spirits can tap into ambient Essence exactly
  like Gifted humans. This makes Places of
  Power very attractive to Spirits. Many Spirits
  gather around those places and use the ambient
  Essence to empower their abilities. Some
  Haunts (see later in this chapter) have taken
  over powerful mystical sites. Intruders who
  venture into those locales risk their lives and
  their sanity. 
  CC hh aa pp tt ee rr  TT hh rr ee ee
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  KKiilllliinngg SSppiirriittss
  So what happens when you kill the already
  dead? The human soul is nearly indestruc-
  tible; only the most powerful beings (includ-
  ing creatures from beyond Reality) have the
  power to truly eradicate a soul. Most of
  the time, all one can achieve is to transform
  or weaken it. In a game, however, this trans-
  formation can be radical enough to remove a
  Spirit from play as permanently as death
  would to a living character.
  If a Spirit's Vital Essence is depleted, a
  Survival Test (see WitchCraft, Chapter
  Three: Rules, Survival Tests) is required,
  using a Simple Willpower Test instead of
  Willpower and Constitution. If the Spirit
  fails the Survival Test, it becomes
  Unraveled. To lesser Spirits like
  Elementals and Nature Spirits, this means
  total obliteration. The fate of human souls
  is less devastating, but nearly as dramatic.
  An Unraveled soul is scattered across all of
  Creation, but is not destroyed. It will take
  a long time before the broken pieces put
  themselves together -- at least decades,
  perhaps centuries. Even after enough of the
  Spirit's basic matrix is recovered, some of
  the soul's memories may be a long time com-
  ing back. A recently reconstituted Spirit
  will suffer from partial or even total amne-
  sia, somewhat similar to what happens to
  most reincarnated souls when they start
  their new life.
  During a WitchCraft game, if a Spirit
  character is Unraveled, she is effectively
  removed from play (unless the game "time" is
  pushed forward by several decades). It is
  rumored that there are ways to put an
  Unraveled Spirit back together, but they
  are closely guarded secrets far beyond any
  Necromantic or Magic abilities the charac-
  ters (or their Covenants) may have. Finding
  a way to restore a fallen Spirit comrade
  could be the focus of an entire Story (with
  the Ghost's player taking on the role of
  another character for the duration).
  
  6655
  II nn hh uu mm aa nn ss
  Times of Power are often used by weak Spirits to
  do things they are normally unable to perform. As
  a result, Halloween and other Days of Power are
  often accompanied by explosions of supernatural
  activity. One of the signs of the Reckoning is that,
  each successive year, Halloween is being regarded
  with more fear than anticipation.
  Essence Hoarding
  Spirits can absorb Essence from a variety of
  sources. Most of this energy is used to replenish
  any Vital or Energy Essence losses, or to empower
  special abilities. Spirits can also temporarily store
  extra Essence for short periods of time. This
  “hoarded” Essence fades away within an hour
  unless used. Whenever Essence is spent, it will be
  taken away from these extra levels first (except
  when the Spirit is being “wounded” by an attack, in
  which case the damage is applied to the Spirit’s
  Vital Essence Pool).
  Evolution
  Spirits can increase their power by taking
  Essence from other living beings. This Essence
  must be acquired through one of the many Powers
  that drain Essence from others or must be given
  freely by the subject. After the Spirit accumulates
  20 points in this manner (this Essence cannot be
  used for any other purposes; in game terms, it is
  “spent” as soon as it is acquired), her Vital and
  Energy Essence Pools are raised by 1 point each. 
  Stealing Essence from living beings is an
  extremely painful experience for the victim, who
  will feel a piece of her soul being ripped apart.
  Even when done voluntarily, surrendering Essence
  to a Spirit is a harrowing experience. The person
  will feel a profound sense of loss akin to being vio-
  lated or losing a loved one. Furthermore, any
  Essence taken by a Spirit in this manner will take a
  long time to replenish. Normal humans regain the
  lost Essence at the rate of 1 point per week; char-
  acters with Essence Channeling regain it at the rate
  of their Channeling level, also per week. Until the
  Essence is regained, the character’s Essence Pool
  will be reduced by that amount. Spirits usually only
  take Essence from those they hate the most -- or
  accept it from their closest friends, and then only
  grudgingly. Those who steal it casually will soon
  acquire more than their share of enemies.
  
  Errant Souls:
  Ghosts Characters
  Restless Spirits who remain in or near Earth,
  Ghosts are the most common of the wandering
  dead. The weakest ones are obsessed with their
  memories and are often condemned to relive sig-
  nificant moments of their life; they are only a little
  more powerful than Apparitions.
  Others are more aware and capa-
  ble, although they are usually
  bound to a physical location
  and are able to affect the
  physical world only
  erratically and with
  great difficulty. As
  the 
  Reckoning
  approaches, how-
  ever, the barriers
  between 
  the
  Death 
  Realms
  and the physical
  world 
  are
  becoming weak-
  er, and Ghosts,
  who before were
  only able to recre-
  ate moments of their
  past or produce weak
  and erratic manifesta-
  tions, can now perform
  amazing and terrible deeds.
  Ghosts can be cruel or com-
  passionate, selfish or generous. For
  all their supernatural abilities, they remain
  all too human, for good or for ill. Some Ghosts are
  consumed by thoughts of revenge or strong emo-
  tions like love or hate. Others are adventurous
  explorers of the worlds of the living and lands of
  the dead. A few yearn for a return to the flesh and
  may try to steal the body of an unwary human;
  some cases of  “multiple personalities” and
  strange changes in character or demeanor are the
  result of such ghostly possessions.
  In occult circles, the term “Ghost” is used to
  label those spirits of the dead who are not bound to
  one of the greater Death Realms, places like Hades,
  Hel, and Valhalla. Souls in those places have the
  equivalent of a material body and have many of the
  limitations of normal living humans. Ghosts are
  free Spirits who either wander the Earth or dwell in
  the Twilight World. Many Ghosts
  visit Earth only occasionally,
  and they cannot stay
  there for long. A sub-
  stantial percent-
  age, however,
  spend most of
  their exis-
  tence 
  on
  E a r t h .
  T h e s e
  Spirits
  h a v e
  e s t a b -
  lished a
  l i n k
  with 
  a
  location,
  a person,
  or a specif-
  ic purpose,
  and 
  through
  this link they are
  able to remain in
  the physical plane
  indefinitely.  
  Playing a Ghost
  The Chronicler may allow players to take on the
  role of Ghosts, although Phantasms (see below) are
  more appropriate for a wider variety of Stories.
  Ghosts work best in games dealing primarily with
  the spirit world or where the other characters are
  themselves Ghosts, Phantasms, or Necromancers.
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  6677
  II nn hh uu mm aa nn ss
  As with any character, Chronicles can veto any
  special Power or Vulnerability that would interfere
  with the smooth running of a game.
  After creating the Ghost character, the question
  of how to roleplay her arises. Unlike living
  humans, Ghosts don’t have many needs. They do
  have lusts and desires, however, many of which
  they cannot satisfy. For example, Ghosts don’t
  have to eat, but they miss the taste and texture of
  food. Ghosts are largely limited to the senses of
  vision and hearing; taste, smell and touch are lost
  to them, except when they possess a human body.
  As a result, many Ghosts are ill-tempered, while
  others compensate with a wicked sense of humor. 
  Think about role-playing somebody who rarely
  gets a chance to enjoy herself. What would you do
  under those circumstances? Many Ghosts dislike or
  hate Vampyres, because those Undead can satisfy
  all normal human cravings, and enjoy pleasures
  beyond human limits. Most Ghosts become
  depressed or angry if their human allies remind or
  mock them for their inability to experience many
  sensual pleasures. A living person grants a Ghost a
  huge boon by allowing the Spirit to possess her
  body for some time to enjoy fleshly pleasures. Of
  course, doing so entails the risk that the Ghost may
  be unwilling to leave!
  Not all Ghosts are the Spirits of the recently
  dead. The soul of anybody from any historical peri-
  od may be assumed (see Chapter Two: Rules, Age
  Quality). Old Ghosts may be more powerful than
  the younger breed, but this is not always the case.
  Some of these Spirits may have spent the last few
  centuries being reborn after an Unraveling (see
  Killing Spirits sidebar earlier in this chapter), or
  might have been in a comatose state as an
  Apparition for a long time, until the shifting ener-
  gies that presage the Reckoning awakened them.
  Roleplaying an anachronistic character, and her
  reactions to the modern world and modern situa-
  tions, can be very entertaining.
  Creating a Ghost Character
  Ghosts are created using the Spirit Character
  Type. They get no particular bonuses or penalties to
  their Attributes but they must purchase the Ghost
  Quality, which costs 8 points (from the Qualities or
  Metaphysics categories). 
  In most other ways, the process works just like
  developing any other character (choose Concept,
  Association, Attributes, Qualities and Drawbacks,
  Skills, Metaphysics and Possessions, if any). The
  central question is “Why is the character a Ghost?”
  If she is on Earth, what trauma, self-assigned mis-
  sion, or obsession prompts her to stay in a world
  she can barely experience? If the Ghost dwells in
  the Twilight World, what prompted her to abandon
  the Cycle of Life and Death? Some Ghosts did so
  because they were afraid of what lay Beyond,
  either in the unknowable realm of Kether or in the
  horrors of Hel and Hades. Others became Ghosts
  by accident -- the Cycle of Life and Death is break-
  ing down in some places as a result of the disrup-
  tive effect of the Reckoning. 
  Secondary Attributes: Ghosts have Vital
  Essence instead of Life Points, and Essence Energy
  instead of Essence points. Ghosts are not subject to
  fatigue and have no Endurance points.
  Metaphysics: Ghosts have a number of special
  Powers (see below) that they can learn and use. If
  the Ghost purchases Gifted abilities, these are
  assumed to be left over from life. The disembodied
  nature of Ghosts prevents them from using these
  Powers, except in certain parts of the Death Realms
  like the Twilight World where Ghosts are granted
  physical form. A Ghost character can decide to
  learn Gifted Arts during game play (see Chapter
  Two: Rules, Purchasing Metaphysics After
  Character Creation), but again they cannot use their
  abilities except when they find themselves with a
  physical form.
  
  Common Ghost Powers
  These are supernatural abilities determined by the
  Ghost’s special nature, and are part of the Ghost Quality.
  All Ghosts possess them.
  Immaterial
  Ghosts are beings of pure Essence, and as such they
  are not affected by the material world. Physical attacks
  and obstacles mean nothing to Ghosts. Neither bullets
  nor explosions can harm them. Only pure Essence
  attacks, like the Soulfire Invocation, or psychic attacks
  like those used through Mindtalk will damage a Spirit.
  They can be contained by magical barriers, however, and
  can be damaged by certain crystalline structures, includ-
  ing common table salt (see WitchCraft, Chapter Six:
  Metaphysics). Ghosts can fly and float in any direction
  (using their Speed attribute), and they can speed up by
  spending Essence, accelerating to 100 miles per hour for
  each level of their Willpower attribute, at the cost of 1
  Essence point per hour. While traveling at these speeds,
  the world becomes a blur, unless the Spirit is traveling
  high overheard.
  When in the Death Realms, Ghosts (as well as all other
  inhabitants therein, be they living, unliving, or inhuman
  Spirits) are tangible. They cannot fly or walk through
  walls in such places as the Twilight World or Hades. In
  fact, in many ways they are as solid and vulnerable to
  harm as Mundanes, except that instead of Life Point
  damage, injuries sustained in the Death Realms are
  applied directly to their Vital Essence.
  Invisibility
  Ghosts cannot be seen by most Mundanes. Their pres-
  ence can be felt by creative and imaginative people,
  young children (unless they’ve spent too much time
  watching television or playing video games), and most
  animals. Those people will feel vaguely uneasy if a
  Ghost is nearby. Also, local temperature drops between
  ten and twenty degrees Fahrenheit in the volume occu-
  pied by a Ghost. Somebody walking through a Ghost
  will feel a sudden, unexplained chill. Certain thermal
  sights can spot the outline of Spirits, who will show as
  blurry shapes colder than the ambient temperature.
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  FFiigghhttiinngg GGhhoossttss
  An angry Spirit with the right
  powers can be a dangerous oppo-
  nent. Against Mundanes, Ghosts
  have all the advantages. Mere
  mortals cannot harm them -– they
  cannot even see Ghosts unless the
  Spirit chooses to show its presence
  -- while the Spirit's special abilities
  can at the very least terrify and at
  most cripple or kill. 
  Gifted humans are able to detect
  Spirits (although powers like
  Mindsight and Necromancy and
  Invocations like Insight are needed
  to actually "see" a Ghost or
  Phantasm). All psychic powers can
  have some effect on Ghosts:
  Mindhands can actually "touch,"
  "push" or even "pummel" Spirits.
  Elemental Invocations can also be
  "charged" with Essence to hurt
  immaterial beings, although those
  attacks cost double the normal
  Essence cost. A number of Gifted
  powers will also harm beings of
  Essence; for example, the Soulfire
  Invocation and the Tao-Chi Spirit
  Strike. This makes Ghosts wary of
  crossing paths with those humans.
  Mundanes have much fewer
  choices. If the Ghost has an Anchor
  or is a Haunt (see below), destroying
  those physical links will weaken her
  considerably. The Spirits' main
  weakness with respect to
  Mundanes is their vulnerability to
  table salt (see WitchCraft,
  Chapter Five: Metaphysics).
  Faithful Mundanes may also resist
  some of the Ghost's powers
  through prayer, but the Faithful
  are not common in most parts of
  the developed world.
  
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  When Ghosts are in one of the Death Realms,
  their shapes are clearly visible. Most Ghosts look
  like they did in life, most often shortly before their
  demise, although the Spirits of very old or very
  young people sometimes assume a more youthful
  or adult form. Clothing is usually typical of their
  previous lifetime. There are always exceptions, of
  course, and some Ghosts walk around in the nude
  or with sexless, featureless bodies. As beings of
  Essence, Ghosts can define their looks essentially
  as they wish (with Chronicler’s approval). 
  Perceive Essence
  Like all Spirit entities, Ghosts can see the world
  in spiritual terms. Ghosts see in the normal light
  spectrums like humans. They can also look into the
  Essence fields of all things, living or unliving. On
  human beings, this Essence aura reveals the
  human’s emotional state (including the bursts of
  shame or fear that typically accompany lying), the
  strength of their souls, and any supernatural powers
  or knowledge. Ghosts can also immediately identi-
  fy Undead, and other Supernatural beings, because
  their Essence matrix is radically different from that
  of normal humans. The Ghost may not know exact-
  ly what kind of being she is seeing (depending on
  her experience and knowledge) but she will cer-
  tainly know whether or not they are human.
  Barriers like the Shielding Invocation or the Soul
  Armor Necromantic Power can block this sense,
  and the power of the shield will be clearly apparent
  unless the Gifted hides it, at great Essence cost (see
  the WitchCraft, Chapter Six: Metaphysics,
  Shielding Invocation). Some powerful Invocations
  or Gifted powers may also disguise the character’s
  Essence matrix under a false construct, which will
  fool most Ghosts.
  Summoning
  Ghosts who remain on Earth, or those who dwell
  in the Twilight Lands or the Threshold are vulnera-
  ble to being summoned by Necromancers or even
  by Mundanes who knowingly or accidentally use
  the proper words and rituals. A Ghost’s name is a
  powerful weapon to use against her. If her name is
  called out on Earth enough times, or with enough
  fervor, the Ghost, even if she is in the Otherworlds,
  will “hear” it. If enough devotion and effort is put
  into the call, the Ghost will start to feel the impulse
  to answer. Necromancers can compel Ghosts even
  more directly through Death Speech. 
  To avoid being summoned, the Ghost needs to
  pass a Simple Willpower Test. If the test fails, the
  Ghost will feel compelled to travel to the location
  of the summoner (usually by entering the
  Threshold and then “jumping” to the point of sum-
  moning). That, of course, does not mean the Ghost
  will be forced to do anything once she arrives. In
  fact, most Ghosts arrive in the area quite annoyed
  and may play some nasty tricks on the foolish mor-
  tals who disturbed them. Ghosts who wish to do so
  can also listen for calls to other Spirits, and will
  sometimes appear in the summoned Ghost’s place,
  usually with a malicious purpose in mind.
  Tap Essence
  As mentioned above, Ghosts can access ambient
  Essence. Ghosts can also “grab” any Essence
  released by those around them (due to Fear Tests,
  for example). The Essence needs to be in pure
  form, and must not be bound into a matrix, such as
  that of an Invocation. 
  A Ghost in the area can “imbibe” some of that
  Essence by passing a Simple Willpower Test. The
  Spirit gains 1 point of Essence per Success Level
  (up to the maximum amount available). This
  Essence replenishes lost Vital or Energy Essence
  on a one-to-one basis. It may then be used in any
  manner that other Vital or Energy Essence may
  be used, including triggering Powers.
  
  When a human or some other advanced
  being dies within a few meters (yards) of a Ghost,
  the Spirit can try to steal a piece of the dying
  being’s soul. This is resolved as a Resisted Task:
  the Ghost’s Willpower and Spiritus against a
  Simple Willpower Test by the victim. In this case,
  subtract the victim’s Success Levels from the
  Ghost’s; for every remaining level of success on
  the part of the Ghost, the victim permanently loses
  1 Essence Point, which can be used by the Ghost to
  Evolve (see earlier in this chapter).
  Travel Into and Out of the Death Realms
  By their very nature, Ghosts can easily enter the
  Death Realms, especially the Threshold and the
  Twilight World. Ghosts often appear on the
  Threshold, from which they communicate with
  mediums who summon them. Most Ghosts in the
  Death Realms remain in the Twilight World, the
  only domain that is relatively free from the inter-
  ference of the Death Powers, a collection of god-
  like entities that rule most known sub-worlds in the
  Sphere of Death (see Chapter Six: Supernatural).
  Traveling from Earth to the Threshold costs
  Ghosts no Essence points and requires only 1D4(2)
  turns of concentration (between 5 and 20 seconds).
  Once in the Threshold, a similar period of concen-
  tration will take the Ghost to the Twilight World.
  From there, the Spirit can reach other Death
  Realms, provided she can find and activate the
  proper Gateway.
  Traveling from most Death Realms to the mater-
  ial world is not as easy. Beings like Phantasms can
  do it with relative ease (see below), but Ghosts
  must spend 10 Essence points and pass a Difficult
  Willpower Test to enter the Threshold from all
  other Death Realms. Only one attempt can be made
  per day, and then only if the Ghost is not bound to
  the 
  Realm 
  somehow 
  (see 
  Chapter 
  Six:
  Supernatural). From the Threshold, entering the
  physical world is easy, requiring only the usual
  1D4(2) turns of concentration.
  Special Ghost Powers and Vulnerabilities
  These Powers are determined by the Spirit’s
  strength of will, experience, and outlook. An
  aggressive and angry Spirit, for example, is likely
  to have the Animate power, while one that thrives
  on terrifying victims would have Spirit Glamour
  and Terror Leech. Powerful Ghosts have five or
  more Powers, making them dangerous opponents.
  Some Ghosts also have Vulnerabilities, special
  disabilities unique to Spirits. They may be linked to
  the Ghost’s origins. They might even be psycho-
  logical, but to a creature of pure spirit, psychologi-
  cal traumas are as real as anything else.
  Vulnerabilities restrict the Spirit’s actions, or can
  bring harm to it. 
  Anchoring
  Variable Power or Vulnerability
  Many Ghosts become obsessed with a place or
  large item. Maybe it is the place of their demise or
  something that brings them a measure of hope and
  happiness. Some errant souls appoint themselves
  as the guardians of a house or even a neighbor-
  hood. Others become bound to wherever their mor-
  tal remains are located. This obsession is so strong
  that it has physical effects. The Spirit is actually
  unable to leave the area without suffering debilitat-
  ing or even fatal results. Anchoring can also be an
  advantage, however; some Ghosts actually draw
  power from a location or item, and become
  stronger while they remain in it. Many powerful
  Ghosts are forever bound to a small place, but they
  reign supreme there, petty despots of a tiny empire.
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  The Anchoring Vulnerability makes travel
  into the Death Realms for more than
  brief periods impossible. Being in another
  dimension separates the Ghosts from the
  Anchor point. Only the Threshold, which
  is outside the boundaries of time and
  space, can be visited by Anchored Ghosts
  without ill effect. Of course, that realm
  holds its own dangers.
  
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  The natures of the Anchors themselves vary
  widely. Some are actual locations, typically a Place
  of 
  Power 
  (see WitchCraft, 
  Chapter 
  Six:
  Metaphysics), and as such they are virtually inde-
  structible and eternal. The major disadvantage of
  such an Anchor is that the place may attract
  unwanted attention that may threaten the Ghost. 
  Other Anchors are specific (usually large) items,
  like a house, a headstone, or a vehicle. The Ghost
  is bound to the object rather than the location. For
  example, if the Anchor was a house, and it was dis-
  mantled and substantial portions of the original
  materials were used to rebuild it on a different loca-
  tion, the Spirit would travel with it. 
  Anchors can be destroyed. For example, the
  house might be razed to the ground and the land
  sprinkled with salt, or a vehicle may be smashed
  beyond recognition. In such cases, the Anchor
  ceases to exist, and, if the Anchor was a Greater
  Binding, her soul would Unravel.
  LLeesssseerr BBiinnddiinngg:: Whenever the Spirit is
  away from the Anchoring area, she loses 1
  Energy Essence point per minute. This
  Essence loss cannot be regained through
  normal regeneration, but must be recouped
  by tapping ambient Essence. If the Spirit's
  Energy Essence is depleted while she is
  away from the Anchor, the Ghost suddenly
  disappears, just as if she had been
  Unraveled. The Spirit has not been
  destroyed, however. She will reappear at
  the Anchor as soon as her Energy Essence
  has been regained (which may take a few
  minutes or a few hours; normal Essence
  regeneration occurs after the Ghost van-
  ishes). The Ghost incurs no Vital Essence
  losses from this process.
  The Lesser Binding is a 2-point
  Vulnerability, since it makes it inconvenient,
  but not dangerous, for the Spirit to leave
  the Anchor point.
  GGrreeaatteerr BBiinnddiinngg:: This is a more powerful
  link, one that may endanger the existence
  of the Ghost. When the Spirit is away
  from the Anchor, she loses 1 Essence Point
  per minute and this loss cannot be regained
  until the Ghost returns to the Anchor
  point. After the Ghost's Energy Essence is
  depleted, the loss starts affecting her Vital
  Essence, which may result in Unraveling.
  The Greater Binding is a 5-point
  Vulnerability, and is not recommended for
  Cast Members, because it greatly
  restricts their freedom of movement.
  SSmmaallll:: If the Anchor is an object (the
  Spirit cannot go more than 10
  yards/meters from the object without suf-
  fering side effects) or a small area (the
  equivalent of a large bedroom), the
  Vulnerability is worth 5 points. This is not
  recommended for Cast Members.
  M
  Meeddiiuumm:: The Anchor is the size of a
  small (two-bedroom) house. This is a
  Vulnerability worth 3 points.
  LLaarrggee:: The Anchor is the size of a large
  house, about half a block, or the area of a
  small cemetery. This Vulnerability is worth
  2 points.
  VVeerryy LLaarrggee:: The Anchor occupies an
  entire city block or a mansion and its sur-
  rounding terrain, or an entire cemetery.
  This Vulnerability is worth 1 point.
  IImmmmeennssee:: The Anchor fills an area of as
  many as five city blocks, or an entire castle
  and surrounding countryside, or the main
  strip of a good-sized town. This is a
  Power, not a Drawback, costing 1 point.
  SSoouurrccee ooff PPoowweerr:: If the Anchor grants
  the Spirit extra Essence, it counts as a
  Power costing 1 point for every 10 Essence
  points provided (to a maximum of 50
  Essence for 5 character points).
  AAnncchhoorr CChhaarraacctteerriissttiiccss
  
  Anchoring restricts Ghosts to a specific location,
  so it is considered to be a Vulnerability. The small-
  er the location, and the more debilitating the effects
  of leaving it are, the greater the Anchoring’s value
  as a Vulnerability. If the Anchor increases the
  Ghost’s power, then it will also have some value as
  a Power. Several Anchoring characteristics and
  their costs or values are detailed in the Anchoring
  Characteristics sidebar. Using these as examples,
  Chroniclers should be able to value any Anchoring
  characteristic they or the Cast Members devise.
  Both the positive and negative effects of the
  Anchoring characteristics count towards the total.
  For example, a specific Anchoring could be small
  and linked to the Spirit through a Greater Binding,
  for a total Vulnerability value of 10 points, but it
  could also provide the Spirit with 50 extra Essence
  every day, for a cost of 5 points. As a result, the
  Anchoring would be considered to be a 5-point
  Vulnerability (the basic 10-point value, reduced by
  5 points for the special benefits).
  Animate
  2-point Power
  Some Ghosts have the power to manipulate
  objects, lifting and moving them in a manner simi-
  lar to the Gifted power of Mindhands. Unlike
  telekinesis, however, the Ghost must be in contact
  with or very close to the object animated.
  Basically, the Spirit grabs the object or moves it
  much like a puppeteer pulls the strings of a puppet.
  By spending Essence, the Ghost gains a measure of
  physical strength for the purpose of lifting and
  tossing things. Each Essence point used grants the
  Ghost the equivalent of 1 Strength level, lasting 1
  turn (about 5 seconds). So, if a Ghost spends 5
  Essence points, she can lift objects with an effec-
  tive Strength of 5 (to a maximum of 250 pounds).
  Animate uses the Spiritus skill, along with either
  Willpower (for brute force tasks) or Perception (for
  precise tasks). 
  Banshee
  2-point Power
  This Power allows Ghosts to make sounds in the
  physical world. The louder the sound, the more
  Essence it costs to activate it. Each activation
  allows the Spirit to speak a short sentence or make
  a sound lasting some 5 seconds or so (one turn in
  game terms). A whisper costs 1 Essence. A sen-
  tence in a normal speaking voice costs 3 Essence.
  A loud, startling sound costs 6 Essence points. A
  sound loud enough to stun (as loud as a gunshot in
  an enclosed space) costs 12 points, and a screech
  that will shatter glass costs 16 points.
  The latter two sounds are loud enough to cause
  people who hear them to be stunned for several
  turns (1D6[3]) unless they pass a Difficult
  Constitution Test. They also cause most normal
  people to endure a Fear Test, especially if the sound
  is particularly sudden and terrifying. Depending on
  the situation, the Chronicler should assign penal-
  ties of -1 to -4 to the Fear Test.
  Each activation of the Banshee Power requires a
  successful Task using Spiritus and Intelligence. If
  the Task fails, there is no sound or the sound is not
  what the Ghost intended. For example, when
  attempting to speak, the Ghost might utter what she
  was thinking rather than what she intended to say
  –- this might be embarrassing if the Ghost was try-
  ing to deceive the listener.
  Curse the Living
  6-point Power
  The curses of the Dead are dangerous things. As
  many legends reveal, a Ghost can bring bad luck to
  those that disturb her, especially those who sum-
  mon her without her consent. Cursing somebody is
  not something done lightly, however, because the
  Ghost will be aware of all the pain and suffering
  her curse brings about. This is something that only
  the most sadistic beings enjoy.
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  The Curse must be conducted in the presence of
  the victim, who can resist the Willpower and
  Spiritus Task with a Simple Willpower Test. If the
  Ghost succeeds, the victim has been cursed. The
  strength of the Curse depends on how much
  Essence the Spirit spends on it. This Essence must
  come from the Ghost’s Energy Essence Pool and it
  cannot be regained until the Ghost lifts the curse, so
  most will not inflict a very serious curse on her vic-
  tim unless the unfortunate has done something to
  truly arouse the Ghost’s ire.
  If 1-5 Essence points are spent, the victim suffers
  one mishap per week for every point spent. For
  example, if the Ghost spends 3 Essence points, the
  target suffers three accidents every week. These
  mishaps are relatively minor but irritating, things
  like spilling a glass of juice on a brand-new white
  shirt, being involved in a fender-bender, or making
  some humiliating mistake at work.
  If 6-9 Essence points are spent, one serious
  mishap occurs to the victim or his loved ones, once
  per week, for every 2 Essence points spent. These
  events are not directly lethal but will seriously
  affect the victim’s life and peace of mind. For
  example, the character’s vehicle is totaled in an
  accident, the victim loses his job due to some (real
  or alleged) mistake that makes it unlikely he will be
  hired again for a similar position, or the target is
  struck by some debilitating disease.
  For 10 or more Essence points, the Ghost places
  a major curse on the victim, who is afflicted by the
  Accursed Drawback (see WitchCraft, Chapter
  Three: Roles). Every 6 Essence points (once the
  minimum of 10 is reached) spent on the curse rais-
  es its “value” as a Drawback. Thus, for 10 Essence
  points, a level 1 Accursed Drawback is imposed;
  for 16 points, level 2 is reached; for 22 points, level
  3 is reached; and so on. 
  Once the Spirit places the curse, she knows what
  befalls the victim; every time the curse strikes, the
  Ghost experiences a vision depicting the mishap or
  accident. Some Spirits delight in seeing the suffer-
  ing of the victim, but usually all but the most evil
  tire of making the victim miserable and lift the
  curse. Others do so simply because they need the
  Essence they have been funneling to keep the curse
  alive; yet others find themselves targeted by
  Inspired, Magicians or Necromancers who were
  contacted by the victim for help.
  Ghostsmith
  3-point Power; Requires a Permanent Loss of
  Essence Points
  Some Ghosts are capable of creating items by
  permanently sacrificing some of their Essence.
  These objects are as “real” as the Ghost is, and in
  the Death Realms, they can wound and kill other
  Ghosts and spirit entities (including human astral
  travelers).  Although this Power is most often used
  to create weapons, other tools and instruments can
  also be “built” using it.
  Unlike other Powers, this ability costs not only
  character points, but also a permanent loss of
  Essence, used to create the item or weapon. A
  Ghostsmith creates objects by transforming pieces
  of her Essence into ghostly creations. The more
  powerful and versatile the object, the more Essence
  it costs to create. Once the Ghostsmith Power is
  purchased, the character can make as many
  weapons and items as she wants, but only from her
  own Essence Pools. Some unfortunates are
  enslaved and forced to build items for their over-
  lords, slowly wasting away. They are kept from
  Unraveling by being fed Vital Essence of yet other
  slaves. This loathsome practice is depressingly
  common in many Realms.
  Creating a hand weapon (knife, sword, baseball,
  etc.) requires a permanent sacrifice of 2 Essence
  points from the character’s Vital or Energy Essence
  Pools (most Ghosts usually tap into their Energy
  Essence first). An item with moving parts (like a
  gun or a typewriter) costs 3 permanent Essence
  points. Large objects (a rifle, bicycle or motorcy-
  cle) cost 5 Essence points, and very large object (a
  car or a rowboat) cost 10 Essence points.
  
  The character need not be a skilled builder or
  true smith to create an item. As long as she is famil-
  iar with the item (which must come from the his-
  torical period she lived in during her life), she can
  make it. Having a related Craft skill, however,
  makes the task less costly. If the character has no
  related skill, the Essence loss for making the item
  is doubled. If the character has a related skill, the
  appropriate Task may be rolled. Each three Success
  Levels decrease the Essence loss of the item creat-
  ed by 1, to a minimum of 1.
  For example, Jerry wants to create a gun with his
  Ghostsmith Power. With no Craft (Weaponsmith)
  skill or Craft (Gunsmith) specialization, the gun
  would cost 6 Essence points, rather than the normal
  3. With the proper skill or specialization, Jerry is
  entitled to a roll to lessen the cost. If Jerry gains 3
  Success Levels on a Dexterity and Craft roll, the
  Essence cost of creating the weapon would be 2.
  Items that require fuel or ammunition are
  empowered by Essence. This Essence can be pro-
  vided by the user, who may or may not be the
  Ghostsmith. These expenditures are not permanent;
  they require Energy Essence, which is regained
  normally. For example, to reload a handgun costs 1
  Essence point per 3 shots, to fill a fuel tank costs 1
  Essence point per gallon, and to provide electrical
  power costs 1 Essence point per minute.
  Haunt
  Variable Power; Prerequisite: Anchoring
  Some of the most powerful Ghosts on Earth are
  called Haunts. They have taken complete control
  over a house or other locality and have made it an
  extension of their own being. A Haunt’s dominion
  is a living part of her: she is as aware of what is
  happening in the entire area in the same way as a
  human being is aware of her own body. This con-
  trol goes much deeper than mere awareness, how-
  ever. Provided she has enough Essence available, a
  Haunt can reshape space, time, and reality itself
  within her dominion (see Powers of the Haunt side-
  bar nearby for some examples). In addition to these
  special abilities, the Haunt can use any other Ghost
  abilities it possesses. These Powers are always
  resisted by the targets, be they Gifted or Mundane.
  Mundanes resist these effects with a Difficult
  Willpower Test; the Gifted use a Simple Willpower
  Test or any Power that can, in the Chronicler’s
  opinion, interfere with the Haunt’s intentions.
  Spirits, Undead, Fey or Bast resist as do Gifted
  characters, unless they have some special power or
  ability that grants bonuses to such Resisted Tests.
  The Haunt uses her Willpower and Spiritus to over-
  come any resistance.
  A true Haunted house is one of the most danger-
  ous places on Earth. A Haunt’s dominion is almost
  always left alone as if by some unspoken law. Even
  Mundanes sense that the Haunted place is not
  something to be trifled with, and developers and
  real estate agents change their plans for such prop-
  erties as soon as they see them. If not, they soon
  learn why they should have.
  The link between these Ghosts and their realms
  is nearly absolute. Unlike normal Spirits, Haunts
  cannot travel outside Earth; they are permanently
  bound to their tiny kingdoms. They also suffer all
  the penalties of the Anchoring Vulnerability (see
  earlier in this chapter) and must have that
  Vulnerability (the converse is not true; not all
  Anchored Ghosts are Haunts). The link is always
  with some sort of habitation, be it a house, a castle,
  or a cavern that was once home to some ancient
  tribe. If the building is utterly destroyed, the Haunt
  becomes Unraveled and loses all her powers over
  the locality. Destroying a Haunted House is diffi-
  cult through conventional means, and almost
  always requires an exorcism of some sort (such as
  the Exorcism Miracle) in addition to mundane
  methods of demolition. Sowing the ground with
  salt after demolishing the building invariably ban-
  ishes the Ghost from the area.
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  The larger the Haunted area, the more expensive the Power will be. For a small locale (the equivalent
  of a two-bedroom, one-story house), the Haunt cost is 6 points. A medium-sized locale (a three-bed-
  room, two-story house or equivalent) costs 9 points. A large locale (a mansion) costs 12 points, and a
  very large place (a castle, or a mansion and surrounding countryside) costs 15 points.
  M
  Maanniippuullaattee TTiimmee:: The control of the
  Haunt extends to such basic elements of
  reality as time and space. At the cost of 5
  Essence points, the Haunt can halve or
  double the duration of "local" time for one
  hour. Each successive 5 Essence point
  increment spent doubles the time differen-
  tial (i.e., 10 points for a four-fold change, 15
  for an eight-fold one, and so forth). For
  example, three psychic investigators begin
  examining the cellar of a Haunted house at
  around two in the afternoon. The Haunt
  spends 10 Essence points, making local
  time flow at one fourth the normal speed.
  A subjective "hour" later, the investigators
  step outside, and discover that four hours
  have elapsed, and it is dark. By using this
  Power, the Haunt can turn an evening into
  a week's worth of terror and chaos, as long
  as she has enough Essence to spend.
  M
  Maanniippuullaattee SSppaaccee:: The Haunt can make
  rooms bigger than they could possibly be,
  extend corridors until they become endless
  tunnels, and employ other size-based tricks
  to confuse and terrify intruders. These
  manipulations cannot directly harm living
  beings (for example, the Haunt could not
  cause a room to become so small it crushes
  its occupants), because the Haunt cannot
  directly manipulate the Essence matrix of
  beings and objects from outside her domain.
  At the cost of 4 Essence points, the
  Haunt can halve or double any or all of an
  interior space's dimensions (height, length
  and width). Very large rooms require extra
  Essence (for simplicity's sake, any room in a
  normal middle-class house would be consid-
  ered to be the average; a mansion's "seats
  one hundred" dining room would not). Each
  additional 4 points of Essence spend dou-
  bles this increase or decrease.
  RReesshhaappee OObbjjeeccttss:: Walls, furniture, and
  any items that are considered to be part of
  the Haunt's domain can be altered at will
  by the Ghost, provided she has enough
  Essence to empower and maintain those
  changes. Any unliving object that is placed
  inside the Haunt's domain for more than
  two months (8-10 weeks) will be "absorbed"
  into the Haunt's Essence matrix and can
  then be manipulated. These objects can be
  manipulated at the cost of 2 Essence for
  small items (a toy, a radio), 3 Essence for
  medium objects (a chair, a small dresser), 5
  Essence for large items (a bed, a sofa, a
  table), and 8 Essence for very large objects
  (an entire section of wall or floor, a stair-
  case). Objects can be deformed, weakened or
  twisted in the most unnatural ways. They
  can also be made to move. Staircases can
  suddenly become smooth, or floors might
  collapse, requiring anybody on them to pass
  Simple Dexterity Tests to avoid falls and
  injury. For double the cost, objects can
  become fully animated; they can move, pro-
  trude limbs and attack or entangle victims.
  These objects can sustain 2 to 20 Damage
  Points, and have a Strength of 1 for small
  objects, 2 for medium objects, 4 for large
  items, and 5 to 6 for limbs coming out of
  walls or floors. These effects will last for
  2 turns; the Haunt must successively renew
  the Essence expenditure to keep them
  going for longer periods of time.
  PPoowweerrss ooff tthhee HHaauunntt
  
  Legion
  1- to 3-point Vulnerability
  Some Ghosts are plagued by past reincarnations.
  Each personality is trying to vie for control over
  the Spirit. Although the newest persona is usually
  the one in control, the past lives can often break out
  for short periods of time, saying and doing things
  likely to get the character in trouble. Unlike some
  Phantasms who can integrate and even control past
  lives, Ghosts who suffer from the Legion “syn-
  drome” are constantly struggling for control over
  their actions. Even when the primary person is in
  control, the previous lives can often communicate
  with it, cursing or whispering annoying or disturb-
  ing remarks when the character least expects it.
  A Ghost character can have from one to three
  past lives. Each of them should be designed as a
  separate character and may have different gender,
  racial and national origins. Some basic similarities
  should exist, however. After all, the current, domi-
  nant personality is the “descendant” of the previous
  ones. These older lives are not content to remain in
  the background; they were awakened for some rea-
  son, and now they crave existence, at the expense
  of the “others.”
  In game terms, the Chronicler assumes the roles
  of these diverse personalities. They attempt to “butt
  in” at the most inappropriate moments, either giv-
  ing the primary persona gratuitous advice or actu-
  ally trying to seize control away from the dominant
  personality. When an alternate persona takes over,
  the body of the Ghost is actually transformed into
  what the old personality looked like. To those able
  to see the Ghost, this can be an unsettling experi-
  ence, especially if, say, the 20th-century cab driver
  they had been talking to suddenly becomes a
  Puritan goodwife or an Aztec high priest. To resist
  these sudden “coups,” the dominant personality
  (i.e., the Cast Member) performs a Simple
  Willpower Test with a +2 bonus, against the alter-
  nate persona’s own Simple Willpower Test (with
  no bonuses). If the alternate personality wins con-
  trol, the Chronicler takes over the character’s
  actions and behaviors. The upheaval rarely lasts
  more than a few seconds (one turn for each Success
  Level in the alternate’s Willpower Test), but during
  that time the past identity is free to cause any mis-
  chief that fits her personality.
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  Many human beings have undergone one
  or more reincarnations during their exis-
  tence. Ghosts, however, rarely remember
  their past lives; just as when they were
  alive, their current persona completely
  submerges past life experiences. Shortly
  after death, Ghosts often experience
  their accumulated past lives' memories,
  but these impressions fade away very
  quickly. Only a few Ghosts remain in
  touch with their past existences, and for
  them the experience is more of a curse
  than a blessing. Each past life is a sepa-
  rate "person" with somewhat similar per-
  sonalities and goals (each successive per-
  sonality is a descendent of the previous
  one, after all) but with their own individu-
  ality. These Ghosts suffer the equivalent
  of multiple personality disorders, with
  the added disadvantage that each person-
  ality completely transforms the Spirit's
  shape as well as mind.
  
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  Life Drain 
  5-point/level Power
  All Ghosts can take some of the Essence found in
  living beings. Most of them are limited only to that
  released by people, however. Those with Life
  Drain can forcibly steal Essence without needing to
  wait for accidental or purposeful releases of life
  energy. This ability is most often used to temporar-
  ily absorb some of the target character’s Essence
  Pool, inflicting losses that are regained normally.
  Ghosts can also use Life Drain to permanently steal
  some or even all of a being’s Essence.
  To use Life Drain, the Ghost must be in direct
  contact with the victim. Gifted and Inhuman char-
  acters will sense the attack and, if they can see the
  Ghost, can try to Dodge out of her path, requiring a
  Resisted Task -- the Ghost’s Dexterity and Spiritus
  versus the target’s Dexterity and Dodge. Mundanes
  cannot see the Ghost, and thus cannot dodge, but
  will feel a drop in temperature.
  Once contact is established, the Ghost starts the
  mystical attack. This uses the Spirit’s Willpower
  and Spiritus. The victim, if a Mundane, resists with
  a Difficult Willpower Test; Gifted characters can
  use any ability or Power that resists mental or
  Essence attacks, or a Simple Willpower Test. The
  victim subtracts his Success Levels (if any) from
  the Ghost’s Success Levels. If the Ghost has no
  Success Levels left over, the Life Drain fails. If the
  Spirit wins, she steals 1 Essence point per Life
  Drain level for every remaining Success Level.
  If a victim’s Essence Pool is completely depleted
  in this manner, the Ghost can start draining perma-
  nent Essence points. These points can be used for
  Evolution purposes and diminish the Essence Pool
  of the victim. For Gifted characters and others, who
  can increase their pools as they become more expe-
  rienced, this is not a terrible loss. For Mundanes
  and others, who have no easy way to increase their
  Essence capacity, this can be a fatal situation.
  Permanent Essence points are drained more slowly
  than the Essence Pool; 1 Essence point per success
  is taken. The process of draining permanent
  Essence points is extremely painful. The victim
  feels as if his very soul was being torn apart. If the
  person’s Essence Pool is permanently reduced to 0,
  the victim dies and his soul is automatically
  Unraveled. It will take centuries before that soul
  pulls itself back together. Total Life Drain is the
  worst punishment that a Ghost can inflict on any
  living being.
  For example, Boris the Undying, played by
  Carmen, has 5 levels of Life Drain. The Ghost
  attacks a female Mundane (with an Essence Pool
  with 15 points) with that power. Boris’ Willpower
  is 4; his Spiritus level is 5. The victim’s Willpower
  is a 2. Carmen rolls a 7 on the dice, for a total result
  of 16 (four Success Levels). The Mundane’s player
  rolls an 8, for a total result of 10 (one level of suc-
  cess). This leaves Boris with three Success Levels
  and he drains the Mundane of 15 Essence points.
  This reduces her Essence Pool to 0. 
  Boris uses Life Drain again on the same victim,
  and gains three successes. The victim gets one.
  Boris has two net Success Levels. He permanently
  drains the victim of 2 Essence points, reducing her
  Pool from 15 to 13 points. As the mortal writhes in
  utter agony, Boris decides to let his victim live, and
  stops the Drain. Boris now has 2 Essence points he
  can use to Evolve.
  
  Phantom Shape 
  1-point Power
  A few Ghosts can manifest themselves on
  the physical world by focusing Essence into
  visible “shells” they place around them-
  selves. These manifestations are little
  more than illusions, however, able to do
  little beyond being seen. At best, they
  can create a weak shadow of a living
  being. A Phantom Shape can be a
  translucent image, a life-like but
  immaterial shape, or a close facsimile
  of a real being, but they are never fully
  solid or real. Unlike Phantasms,
  Ghosts cannot fully materialize in the
  “real” world.
  The more “solid” the Phantom
  Shape is, the more Essence it requires. For
  5 points, the Ghost can appear as a translu-
  cent version of herself.  She will be clearly visible,
  but anybody seeing her will know this is not a nor-
  mal person. The superstitious will believe (rightly)
  that this is a Ghost. Skeptics may think it’s a holo-
  gram or some other trick. For 10 points, the Ghost
  can appear as a realistic-looking figure, able to fool
  anybody looking at it. The shape is totally immate-
  rial, and objects and people will go right through it.
  By spending 15 points, the Ghost can become par-
  tially material; her body can be touched and felt by
  others (the Ghost’s own senses of smell, touch and
  taste are still nearly non-existent, however). The
  body will feel strangely light for its size and some-
  what fragile. It is also very weak, with a Strength of
  1 regardless of the size and body type of the Ghost.
  Inflicting a point of damage (a slap or a hard shove
  might do the job) will cause the Phantom Shape to
  “pop” into non-existence.
  A Phantom Shape lasts 1 minute per Success
  Level on a Willpower and Spiritus Task.
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  Possess Beast 
  3-point Power
  This Power allows Ghosts to take control over
  the body of an animal. This works much like the
  normal Possess Mortal Power below, with a major
  difference. Animals are protected by a totemic
  Nature Spirit (see WitchCraft, Chapter Seven:
  Supernatural) that must be appeased by the Ghost
  before she can be allowed to take over the body of
  an animal. This requires a successful Spiritus and
  Intelligence Task, modified by any Charisma
  bonuses the character might have, to get permis-
  sion from the Nature Spirit of the animal in ques-
  tion. 
  Possess Mortal
  5-point Power
  Ghosts can temporarily take over the body of a
  mortal. Most so-called “demonic possessions” are
  actually the work of a Ghost attempting to experi-
  ence mortal life once again. Starved for the plea-
  sures of the flesh, many Ghosts try to expel the soul
  of some unfortunate and take over her body for
  good; this often proves to be a vain undertaking,
  however, because even Mundanes have a link
  between their souls and bodies that is very difficult
  to break. Most possessions only last for short peri-
  ods of time, and then the expelled soul regains con-
  trol, often without realizing what just happened.
  To possess someone, the Ghost has to spend as
  much Essence as the victim has in her Essence Pool
  (most Mundanes have between 10 and 15 Essence
  points). The Ghost then has to win a Resisted Task
  involving the Spirit’s Willpower and Spiritus
  against the victim’s Simple Willpower Test, at a +2
  bonus. If the Ghost loses, the attempt fails and the
  spent Essence is lost. If the human victim loses, the
  Ghost seizes control for two minutes for each level
  of success in the Task. At the end of that period, the
  Ghost needs to win a new Resisted Task to keep
  control of the body, and this time the victim gets a
  +3 to her Willpower Test. A second or subsequent
  attempt costs the Ghost the same amount of
  Essence. If the Ghost wins, she retains control for a
  like period of time, again based on the Success
  Level. The Ghost can use her own Essence and any
  ambient Essence available (most possession
  attempts occur during a Time of Power) but not the
  victim’s Essence, which is in the expelled soul.
  The Ghost is in total control of the victim’s body
  for the duration of the possession. All of the body’s
  physical Attributes remain unchanged. The Spirit
  does not have access to any skills or knowledge of
  the victim, however. The victim’s memories are
  part of the evicted soul. During the first 1D4(2)
  minutes of possession, the Ghost has to learn how
  to “drive” the new body, so motor and verbal skills
  are severely hampered. Dexterity is reduced by 3
  levels during that period, and speech is slurred and
  difficult to understand. To most onlookers, the vic-
  tim may appear to be drunk or under the influence
  of some drug. After the learning period is over, the
  Ghost is in full control, but her speech pattern,
  demeanor and posture is her own, and people who
  know the victim may realize that something is not
  right. The Ghost is in total control until the victim’s
  soul expels the intruder, the Ghost relinquishes
  control, or somebody conducts an exorcism or ban-
  ishing ritual on the body.
  Once the ordeal is over, the temporarily dispos-
  sessed soul represses all memories of the out-of-
  body experience. The victim has no recollection of
  what happened during the possession period,
  except under hypnosis or deep telepathic question-
  ing. Even then, the victim’s memories are jumbled
  and distorted, with images of the victim looking at
  her body from the outside while it did strange and
  terrifying things. Gifted victims have a chance to
  remember their ordeal; they must pass a Difficult
  Intelligence Test.
  Powerful Ghosts may attempt to permanently
  possess a body. This difficult process requires that
  the Ghost maintain possession of the body for
  five Resisted Tasks in a row (which also requires
  a total Essence expenditure equal to the victim’s
  
  Essence Pool, times five). If the Ghost remains “on
  board” that long, and wishes to do so, she can try
  to sever the link between the victim’s soul and her
  body. This requires a sixth, final resisted Task, with
  the victim getting a +4 to the Willpower Test. If the
  Ghost wins, the connection is severed, and the vic-
  tim becomes a wandering Ghost herself. If the
  Ghost loses, she is expelled from the body and per-
  manently loses 1D4(2) points of Vital Essence.
  Purpose 
  Variable Power or Vulnerability
  Many Ghosts break free of the Cycle of Life and
  Death to fulfill some mission or obsession. This
  goal may be consciously or unconsciously deter-
  mined; the Ghost might not even fully know exact-
  ly what her mission is. The Purpose Power gives
  the Spirit the strength to continue her current exis-
  tence; it also can cause the Ghost to weaken and
  even become Unraveled if she does not carry out
  her self-appointed orders. Depending on what ben-
  efits or penalties a Ghost gains from her Purpose,
  this can be considered a Power or Vulnerability.
  Typically, a Ghost with a Purpose gains extra
  Essence, available when pursuing a task that will
  help fulfill that purpose. For example, a Ghost
  might be devoted to fighting crime -- any action
  that involved investigating, foiling and preventing
  criminal activity would benefit from this extra
  Essence. This is treated as a secondary Essence
  Pool that renews itself at midnight every day.
  During that time, the Ghost can draw from it until
  it is temporarily exhausted, provided she uses it for
  the right reasons. This counts as a Power worth 1
  point for every 10 extra points available in the
  pool, to a maximum of 50 Essence points (for 5
  points).
  For some Ghosts, their Purpose is so driving that
  if they are not pursuing it all the time, they start to
  weaken. Every day they spend not carrying out
  their mission, these Ghosts lose between 5 and 25
  Essence points, first from their Energy Essence,
  then from their Vital Essence Pool. This loss
  occurs at noon after a 24-hour period in which the
  Ghost, for whatever reasons, has not been working
  towards her goal. This Essence loss cannot be
  regenerated until the Ghost starts carrying out the
  Purpose once again. This counts as a Vulnerability,
  worth 1 character point for every 5 Essence points
  lost when the Spirit ignores her obsession, to a
  maximum of 5 character points.
  The Purpose cannot be something vague or
  ambiguous. It must represent some obsession or
  driving desire. Revenge, lust or rage are all com-
  mon motivations. Some Ghosts watch over former
  loved ones, either to protect them from harm, or to
  ensure they are never happy. Others become phan-
  tasmal crusaders, fighting real or imagined ene-
  mies. Keep in mind that if a Purpose is completely
  fulfilled most Ghosts abandon their current exis-
  tence and Move On.
  Spirit Glamour 
  5-point Power; Prerequisite: Phantom Shape
  Some Ghosts have an enhanced form of the
  Phantom Shape Power (see earlier in this chapter)
  which allows them to create illusionary landscapes.
  Like Phantom Shapes, these illusions can be
  translucent (which will not fool anybody but may
  terrify onlookers), realistic but not solid, or, finally
  somewhat solid, albeit flimsy. Spirit Glamours can-
  not affect the world directly. Illusory weapons,
  even in their most solid form, will inflict at most 1
  point of damage. The Glamours can confuse and
  scare victims quite effectively, however.
  The Essence cost of these Glamours depends on
  the size and the “solidity” of the illusion. For man-
  sized or smaller illusions, use the Essence cost of
  normal Phantom Shapes (5, 10 and 15 Essence
  points for translucent, realistic or somewhat solid,
  respectively). Larger illusions (anything up to the
  size of a van or a small elephant) cost 10, 20 and 30
  Essence points respectively. For 30 points, such an
  illusion can withstand a whole 2 points of damage
  before vanishing. A very large illusion (up to the
  size of a house) costs 20, 40 and 60 Essence points
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  respectively. The “solid” illusions can take 3 dam-
  age points. 
  Creating a convincing illusion requires a suc-
  cessful Task using Spiritus and Intelligence. The
  higher the Success Levels, the truer to life the illu-
  sion will be. For certain things, other Task rolls
  using skills like Mechanic or Vehicles (to simulate
  a particular car or aircraft), Occult Knowledge (to
  depict accurate supernatural creatures), and so on
  may add bonuses to the illusion creation Task (each
  level of success in those tasks will add a +1 to the
  Glamour Task).
  The illusions, even at the highest Essence cost,
  do not affect reality like the real thing. An illusion-
  ary M-1 tank (which would cost 60 Essence points)
  may terrify onlookers and cause Iraqi sol-
  diers to surrender, but a 10-year old with
  a baseball bat  can  pop it like a bal-
  loon. An illusionary plane can fly, but
  it cannot carry real passengers. An
  animal may act like the real thing, but
  it either passes harmlessly through
  people or, at most, inflicts minor
  scratches on them. The illusions fools
  the victim’s eyes, ears and touch, but
  not smell or taste.
  Terror Leech
  5-point Power
  Through fear, some Ghosts can steal
  the Essence of living beings. This fear
  can be caused by any of the powers depict-
  ed above; how the victims are scared does
  not matter, as long as their terror is genuine.
  In game terms, the Ghost can absorb any
  Essence released as a result of a failed Fear
  Test (see Appendix). The Essence of any
  number of victims can be absorbed, provid-
  ed they are within the area of influence of
  the Ghost -- 5 meters (yards) for every
  Willpower level of the Ghost.
  The Fear Test penalties caused by the Ghost
  depends on how creative the effects are and how
  inexperienced the victims are in dealing with the
  supernatural. A group of Gifted characters, espe-
  cially if it includes one or two Necromancers, will
  be much harder to intimidate than a band of
  Mundane suburban teenagers, for example.
  For every Success Level in the Fear Test, the
  Ghost can drain the victim of 1 Essence point for
  every level of the Ghost’s Willpower. This draining
  may reduce victims below 0 Essence, and cause
  severe harm or even death. Furthermore, if the vic-
  tim rolls more than 6 Success Levels on the Fear
  Table on a single roll, the Spirit may steal 1 perma-
  nent Essence point from the victim, which can then
  be used for Evolution purposes.
  
  Ghost Vigilante
  You were a cop just doing your job. You were going to clean up the city before they killed you, and you
  aren't going to let being dead stop you. Although you can no longer arrest the perps you pursue, you are
  also not deterred by legal technicalities -- or walls, for that matter. You are able to spy on criminals, to
  learn their biggest secrets, and to use that information to bring about their downfall. You have also dis-
  covered that there is a hidden layer in the local underworld. Once you get past the skells and psychos you
  find beings who are no longer human. These beings are even stranger and more dangerous than what you
  have become -- a ghost.
  Origins
  You were a rarity, an honest cop in a corrupt city. As a result, you made plenty of enemies. In fact, your
  only friend was a local FBI agent who wanted to help expose the criminals in the police department.
  Unfortunately, before you could unearth enough evidence, you were set up. According to police records,
  you walked into a "gang shootout." At the Threshold, you refused to Pass On. You would not let the crime
  bosses who controlled the city, and ordered your death, get away unpunished. The job you started was not
  finished. You returned, an incorporeal Ghost with an overriding purpose.
  Allies and Enemies
  You are essentially a Solitaire. You have contacted the FBI agent you befriended in life, however.
  Although you cannot speak directly to the agent (he is a Mundane), you have used your Animate power
  to write messages, uncover clues, and on one occasion thwart an attempt on his life. Your chief enemy is
  the local crime boss, a seemingly respectable businessman who secretly controls the drug trade in the city
  and who ordered your murder. To your surprise, you have discovered that your enemy has some sort of
  supernatural ability, and can actually sense the presence of nearby spirits. Your are aware of other
  Supernatural beings as well as Gifted humans, but for now are keeping your distance, waiting until you
  learn more. 
  Roleplaying the Character
  Your were a dedicated police officer before your death, and even now you wish to uphold the law, pro-
  tect the innocent and punish the guilty. Your driving purpose is gradually eroding your principles, how-
  ever, and you are often tempted to take the law into your own hands. You are serious and like to concen-
  trate on the business at hand, perhaps to avoid thinking about the fact that you are dead. You also have a
  streak of racism that you were working on overcoming at the time of your death.
  * This character has been created using the Option Skill Point Calculation System (see Chapter Two:
  Rules, Skill Point Calculations). If using the basic system, 6 skill levels must be dropped.
  CC hh aa pp tt ee rr  TT hh rr ee ee
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  LLeevveell
  SSkkiillll//PPoowweerr
  Power/Vulnerability
  QQuuaalliittiieess
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  PERCEPTION
  WILLPOWER
  PPrriimmaarryy AAttttrriibbuutteess
  VITAL ESSENCE
  ENDURANCE POINTS
  SPEED
  ENERGY ESSENCE
  SSeeccoonnddaarryy AAttttrriibbuutteess
  NNaammee
  AAssssoocciiaattiioonn
  CCoonncceepptt
  CHANNELING
  LEVEL
  CHARACTER
  POINTS
  SPENT
  UNSPENT
  SPIRIT
  PPooiinntt
  © 1999 Eden Studios. Permission granted to photocopy.
  Fanatic
  Solitaire
  2
  3
  2
  6
  2
  2
  66
  49
  8
  n/a
  DDrraawwbbaacckkss
  PPooiinntt
  LLeevveell
  Ghost
  Extra Essence
  Contacts: FBI Agent
  Situational Awareness
  4
  Adversary: Crime Boss
  Delusion: Prejudice against minorities
  Honorable (2 levels)
  Humorless
  3
  1
  Brawling
  2
  Driving (Car)
  2
  Gambling
  2
  Guns (Handgun)
  3
  Humanities (Criminology)
  2
  Humanities (Law)
  1
  Intimidation
  3
  Language (Spanish)
  2
  Notice
  3
  Occult Knowledge (General)
  1
  Occult Knowledge (Ghosts Speciality) 
  3
  Streetwise
  3
  Spiritus
  5
  Common Ghost Powers
  Common Ghost Vulnerabilities
  Animate
  Purpose: Convict Crime Bosses
  5
  (50 extra Energy Essence 
  when pursuing or fighting Bosses)
  16
  8
  2
  
  Champions of Death:
  Phantasms
  Also known as the Wandering Ones, the Free
  Souls, and the Fugitives, Phantasms are to Ghosts
  what the Gifted are to Mundanes. These Spirits do
  not need to be driven by an obsession or trauma to
  avoid being dragged back into the
  Cycle of Life and Death.
  Phantasms are free from
  most of the constraints
  that limit other errant
  souls. They can
  travel 
  freely
  through 
  the
  Death Realms
  and to Earth,
  they 
  are
  never bound
  to a place or
  time, 
  and
  they 
  are
  even able to
  b e c o m e
  material for
  short periods
  of time, which
  allows them to
  satisfy the sensual
  urges 
  denied 
  to
  Ghosts. 
  There are many theories
  that 
  try 
  to 
  explain 
  why
  Phantasms are different from other
  souls of the dead. It is believed that Phantasms are
  the souls of Gifted men and women, whose greater
  power and strength allows them to overcome the
  usual limitations affecting the Mundane. This does
  not explain why many dead Gifted come back as
  Ghosts, however, nor why many Phantasms were
  perfectly ordinary people in life. Others postulate
  that Phantasms were freed from the constraints
  of Death by one of the Powers of the Otherworlds;
  perhaps Phantasms were meant to be used as
  agents and warriors of one of the rulers of the
  Death Realms, or even the Death entity itself. For
  the time being, however, Phantasms appear to be
  free to serve whom they please. Some do take ser-
  vice under some of the Death Gods or even the
  Infernal Powers, but most refuse to acknowledge
  any masters and pursue their own goals.
  The most powerful Phantasms
  have carved a place for them-
  selves among the other
  Powers of Geburah,
  and are known as
  the Death Lords.
  The Death Lords
  are 
  ancient
  Spirits 
  who
  have amassed
  e n o r m o u s
  power 
  and
  influence in
  the Realms
  of the Dead.
  They 
  rule
  their 
  own
  k i n g d o m s ,
  controlling hun-
  dreds or thou-
  sands of Ghosts
  and other entities,
  and spend much of their
  time intriguing with other
  Lords or defending their king-
  doms from incursions by their ene-
  mies. Chief among them are the Pharaohs, the
  rulers of Egypt whose ritualistic burial customs
  endowed them with enormous power after their
  demise, and who now rule over the Death Realm of
  Khem (see Chapter Six: Supernatural). Others
  include the spirits of famous people who somehow
  draw strength from the worship and love of mortals
  to set themselves above other errant souls. 
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  In the past, Phantasms were a rare breed of the
  Dead. Before the approach of the Reckoning, there
  were only a few hundred of them, their numbers
  rising slightly during the worst historical crises.
  The last fifty years or so, however, have been
  marked by the appearance of hundreds more
  Phantasms. Some are the spirits of recently killed
  individuals, others claim to be the souls of famous
  historical figures. 
  Able to come and go as they please, and far more
  powerful than mere mortals, Phantasms can be
  used as Cast Members in some games but may be
  unbalancing or disruptive in others. Phantasms are
  best used in Stories where the characters are deal-
  ing with powerful Death Realms’ entities, enemies
  and rivals who know of the powers and weakness-
  es of Spirits. Phantasms are not bothered by most
  physical dangers and obstacles, and unlike Ghosts,
  they are not seriously hampered by supernatural
  limitations. Their major drawback is the fact that
  Phantasms attract powerful enemies, including the
  Grim Reapers (see Chapter Six: Supernatural),
  envious Ghosts, and evil Necromancers. These
  enemies should play a part in any Story involving
  Phantasms, if only by being used as reminders to
  characters not to abuse their Powers, since this may
  attract unwanted attention.
  Playing a Phantasm 
  It is harder to make generalizations about
  Phantasms than about Ghosts. Unlike other Spirits,
  Phantasms are able to experience earthly pleasures,
  so only a few of them feel the anger and envy that
  often drives Ghosts. This does not imply that no
  Phantasms are driven by some purpose, but for
  those that are driven, the purpose is rarely com-
  pletely obsessive or dominant. Common Character
  Concepts among Phantasms include Avengers,
  Reluctant Heroes, Wanderers and Warriors. The
  typical Phantasm prefers her shadowy existence
  between the worlds of the living and the dead to
  their previous life as mortals, or is simply afraid of
  what may await her on other planes of existence.
  Creating a Phantasm Character
  Phantasms have a number of special bonuses,
  Qualities and Drawbacks that are all part of the cost
  of the Phantasm Quality. Playing a Phantasm
  requires the expenditure of 15 character points,
  which can be drawn from the Qualities or
  Metaphysics categories. Other than certain
  Attributes and Metaphysics benefits and limita-
  tions, creating a Phantasm character is just like cre-
  ating any other character.
  Attributes: Legendary strength of will is one
  reason Phantasms lack many of the limitations of
  common Ghosts. Phantasms gain a +1 to their
  Willpower attribute, which can reach a maximum
  of 7. These bonuses are added after the player pur-
  chases whatever levels she desires. For example, if
  the player wanted a Willpower of 6, she would pur-
  chase up to level 5, and add the bonus level on top.
  All other Attributes are acquired normally. 
  Secondary Attributes: Phantasms have more
  Essence than the average Spirit. They receive a
  bonus of 10 Essence points to both their Vital and
  Energy Essence Pools. Phantasms have no
  Endurance Points.
  Metaphysics: Phantasms can have Magic,
  Second Sight, and Tao-Chi. All other Gifted abili-
  ties are beyond their reach, and even these Powers
  can only be used in a limited fashion. While visit-
  ing Earth in immaterial form, Phantasms can only
  use their normal ghostly Powers. While in
  Incarnate form (see later in this chapter), or while
  in the Death Realms, Phantasms can use their
  Gifted abilities. 
  The biggest limitation for beginning players cre-
  ating Phantasms will be the character points avail-
  able. While creating Adversaries or Supporting
  Cast members, the Chronicler does not have to
  follow any of those limits, of course, and
  Phantasms can be among the most dangerous
  enemies the Cast Members may ever face.
  
  Incarnation: A Unique Phantasm Ability
  Unlike Ghosts, who can only materialize partial-
  ly and with great difficulty, Phantasms can fully
  assume the form of a mortal, creating a semblance
  of life that will fool almost everybody. This process
  is known as Incarnation -- an ability unique to
  Phantasms that makes them the envy of the Spirits
  and, sometimes, the bane of the Living. 
  Incarnated Phantasms have totally solid bodies
  with all the advantages, but few of the shortcom-
  ings, of mere mortals. As long as they have
  Essence to fuel their transformation, Phantasms
  can experience the world and all worldly pleasures,
  but which is highly resistant to physical harm and
  mortal frailties. This existence can only be main-
  tained for short periods of time, however, since the
  Essence cost of becoming Incarnate is very high.
  Even worse, each time an Incarnation is aban-
  doned, the Phantasm once again experiences the
  helplessness and agonies of Death. Also, the
  Incarnated Spirit cannot regain the Essence spent
  in creating the physical body until it is abandoned
  and the Phantasm returns to her natural form.
  Finally, although the Incarnate body is very tough,
  it can be injured and even destroyed, risking
  Unraveling.
  The physical shape of the Phantasm is deter-
  mined by her previous life. The Phantasm can
  select the apparent age of the body, provided it lies
  within her character’s life span. For example, the
  Phantasm of a 17-year old could not Incarnate as a
  30-year old adult, but could take the shape of a
  younger child. The Incarnate body appears on the
  plane of the physical world naked. No tools or pos-
  sessions from the Otherworlds can be carried over
  unless they are Soul-Linked.
  Incarnating 
  Becoming Incarnate is costly and time consum-
  ing; the Rebirth is almost as painful and harrowing
  an experience as true birth. To Incarnate, the
  Phantasm must focus her entire will and concentra-
  tion on the process of recreating a human body.
  The Spirit’s Essence matrix has the “memories”
  necessary to do so (among the information con-
  tained in the Essence of a soul is the entire DNA
  structure of her current and any previous lives), but
  the process of “remembering” how to be alive
  takes time and effort.
  As the Phantasm spends Essence on the process,
  her body starts to be rebuilt cell by cell. Five min-
  utes into the Rebirth, a small pool of blood appears
  on the ground. An observer would see the blood
  start to spread and divide into rivulets that eventu-
  ally harden into veins and arteries until the entire
  circulatory system was spread on the floor, rough-
  ly following the outline of a human body. From
  there the entrails and other organs start to grow,
  followed by bones and the nervous system. Muscle
  tissue is next to last. Finally, the skin covers the
  quivering new body. Most normal people who wit-
  ness such a gruesome spectacle are subject to a
  Fear Test at a -5 penalty.
  The entire Rebirth process takes roughly half an
  hour and costs 25 Essence points, which must
  come from the Phantasm’s Energy Essence Pool.
  This energy is not regained until the Incarnation is
  abandoned. As it is happening, the Phantasm feels
  the pains of existence, of organs and flesh reknit-
  ting themselves. Three times during the process,
  the Phantasm must pass a Simple Willpower Test to
  keep going despite the excruciating pain. If any
  Test is failed, the Phantasm falters. A Difficult
  Willpower Test must be passed immediately, or the
  character fails entirely, and all the Essence used in
  the process is lost. At the end of the process, as the
  new body lies on the ground, a final Task, using
  Spiritus and Willpower, transfers the character’s
  soul into the new body.
  Being interrupted can be very dangerous, both for
  the Phantasm and the intruder. If the interruption
  occurs within the first fifteen minutes or so, the new
  body is still quite helpless. Inflicting more than 10
  points of damage on it will destroy the body and
  drain the Phantasm of the 25 Essence points used in
  the Rebirth. Further, an additional 1D4 x 3(6) points
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  is lost from the Phantasm’s Vital Essence (basical-
  ly a painful injury as the Spirit’s pattern is harmed,
  a situation akin to sending a jolt of electricity
  through a computer disk). After fifteen minutes, the
  body can withstand more damage (25 points), and
  the Phantasm can animate it. The half-created body
  instinctively and savagely attacks any intruders, or
  flees as best it can, striking with unfleshed limbs or
  running on skinless feet. These actions are much
  more painful than the normal Rebirth, however, and
  add a penalty of -4 to the last Willpower Test and to
  the Spiritus and Willpower Task. Such actions
  understandably unnerve the intruder, forcing him to
  make Fear Tests at -2 as well as suffer any damage
  inflicted by the half-formed body (treat as normal
  hand-to-hand damage).
  Once the process is finally completed, the
  Phantasm remains Incarnate for one hour plus an
  additional hour per Success Level in the final
  Spiritus and Willpower Task (i.e., a minimum of
  two hours, with possibly as many as six or more
  hours). The Phantasm can prolong this period of
  time by spending Essence, but the enormous cost
  makes it difficult to do so for long. Fifteen Essence
  points are needed to extend the body’s existence by
  one hour. As long as the Phantasm has enough
  Essence, she can keep the body alive, but since a
  Phantasm cannot regain the Essence spent in creat-
  ing her body until she abandons it, sooner or later
  she must relinquish her physical existence. When
  that happens, the Phantasm once again experiences
  Death. The event is wrenching and painful, but, as
  long as the Phantasm remains in control of the
  process, it is not risky. If the body is destroyed by
  somebody else, the dangers are much greater.
  Harming the Incarnate 
  Normal injuries have minimal effect on the
  Incarnate body. Only massive damage that results
  in dismemberment or total destruction will stop the
  Phantasm. The Phantasm’s wounds bleed and
  severe injuries look gruesomely real, but the char-
  acter can continue to function even after sustaining
  damage that would kill a mere mortal.
  
  In game terms, the character’s Life Points are
  equal to her Vital Essence Pool doubled (i.e., a
  Phantasm with 40 Vital Essence points has 80 Life
  Points when Incarnated). Also, injuries that inflict
  less than 10 points of base damage do not affect the
  Phantasm -- the wounds are clearly visible, but the
  Phantasm ignores their effect. All other injuries
  subtract from the Phantasm’s basic Life Points nor-
  mally, but the creature does not suffer any effects
  from injury or pain. Finally, no damage modifiers
  (such as the effect of slashing weapons, hit location
  modifiers, or the adjustments due to certain ammu-
  nition) are applied to the creature’s body. 
  After being reduced to -10 Life Points, the
  Phantasm’s Incarnated body looks barely human,
  but it is still functional. The Phantasm does not
  need to pass Survival Tests until reduced to -30
  Life Points, with a penalty of -1 for every 10 points
  below -30. 
  For example, Luigi “The Fish” Grimaldi,
  Phantasm wise guy, has a Vital Essence Pool of 49
  points. His Incarnation has 98 Life Points. Luigi
  runs afoul of a gang of thugs armed with AK-47s,
  and is riddled with bullets. The Phantasm can con-
  tinue operating at no penalties or immediate risk
  until reduced to -30 points (requiring a total of 128
  points of damage). At that point, he must pass an
  unmodified Survival Test. Once he is reduced
  below -40 points, the Test suffers a -1 penalty. At
  -50, the Test is at -2, and so forth.
  This damage applies only to the Life Points Pool
  of the Phantasm, not to her Vital Essence Pool,
  which remains unaffected. Destroying the
  Incarnate 
  body 
  temporarily 
  depletes 
  the
  Phantasm’s Energy Essence Pool, and inflicts 1D8
  x 5(20) points of damage to her Vital Essence. This
  may Unravel her and remove her from the game for
  all intents and purposes. 
  The Phantasm can heal all physical injuries by
  re-Incarnating. Spending enough Essence to
  Incarnate once again (25 Essence points, which
  cannot be regained until the Phantasm becomes
  incorporeal) automatically heals any wounds (it
  will not fix damage to the character’s clothing or
  possessions, however). Also, the process requires a
  minimum of 5 rounds of intense concentration,
  during which the Phantasm is all but helpless.
  Incarnate Powers 
  Due to their dual nature as creatures of the spirit
  world and living, breathing beings, Phantasms can
  use most of their special abilities while in physical
  form. Powers like Animate, Spirit Glamour and
  Terror Leech, for example, can be activated by an
  Incarnated Phantasm. Only those Powers that
  would involve the Spirit’s natural form (like
  Phantom Shape) cannot be performed while the
  Phantasm retains a physical form. Phantasms can
  also perform Magic, or any other Gifted powers
  they had in life while in this material state.
  Common Phantasm Powers
  In addition to Incarnation, Phantasms have a
  number of natural Powers. They are very similar to
  those of Ghosts and other spirit entities, with a few
  important exceptions. The following abilities are
  common among all Phantasms, and are gained by
  purchasing the Phantasm Quality. Individuals may
  also have one or more Special Phantasm Powers
  (described later in this chapter).
  Immaterial and Invisible
  Like Ghosts, Phantasms are beings of pure
  Essence, and as such, they are immaterial and
  invisible (see Common Ghost Powers). While
  Incarnated, Phantasms lose all the advantages and
  vulnerabilities resulting from these Powers.
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  Perceive Essence
  Phantasms, by seeing the Essence matrix in all
  things, can tell a great deal about the spiritual and
  emotional state of anybody they meet. While in
  material form, Phantasms have access to all normal
  senses, and retain the ability to perceive a person’s
  soul. This power is the same as the Ghost Power of
  the same name (See Common Ghost Powers).
  Summoning
  Like Ghosts, Phantasms are aware of when their
  name is being called (See Common Ghost Powers),
  but unlike their spirit brethren, they cannot be com-
  pelled to appear except through Necromancy or
  Magic. The efforts of Mundanes, no matter how
  devoted, do not work against these Spirits.
  Tap Essence
  This ability works just like the Ghost Power of
  the same name (See Common Ghost Powers).
  Tapping Essence is very important to Phantasms
  who have Incarnated, for they cannot regain
  Essence normally while in material form.
  Travel Into and Out of the Death Realms
  Again, this is the same as for Ghosts (see
  Common Ghost Powers), except Phantasms need
  only concentrate to travel from any other Death
  Realm to the Threshold. While Incarnate, however,
  the Phantasm is not only unable to travel into the
  Death Realms through the normal spiritual means,
  but cannot enter the Death Realms at all! If the
  character is somehow transported into any Death
  Realm while Incarnate, the physical body is auto-
  matically destroyed, and the Phantasm risks
  Unraveling. A Phantasm’s Incarnation is a direct
  violation of the laws of the Planes of Death.
  Special Phantasm Powers 
  These are unique abilities that vary from individ-
  ual to individual. Most Phantasms have at least one
  of the following Powers; only the most powerful
  have more than five or six. 
  One of the major differences between Ghosts and
  Phantasms is that the latter cannot haunt an area or
  place. Phantasms cannot be Anchored nor can they
  become Haunts (see the Special Ghost Powers sec-
  tion for more information). Their special Powers
  protect them from being bound or enslaved, and
  also render them incapable of forging a mystical
  link to an object or place. Thus, they trade the pos-
  sibility of great power for the right to remain free.
  PPhhaannttaassmmss aanndd SSppiirriittuuss
  Phantasms use Spiritus just like other
  Spirits. This Special Skill confers the
  same basic abilities and knowledge. The
  Powers available to Ghosts and
  Phantasms, while they overlap, are not
  the same, however. Phantasms, no matter
  how high their Spiritus level is, cannot
  gain certain Ghost Powers and
  Vulnerabilites, and vice versa.
  GGhhoosstt PPoowweerrss UUssaabbllee
  BByy PPhhaannttaassmmss
  The following Special Ghost Powers
  can also be acquired by Phantasms:
  Animate, Banshee, Curse the Living,
  Ghostsmith, Life Drain, Phantom
  Shape, Purpose, Spirit Glamour,
  Terror Leech.
  
  Death Passage 
  4-point Power
  Phantasms with this Power can act like a
  Gateway, through which passengers’ souls (or, for
  the right amount of Essence, their very bodies) can
  travel into the Sphere of Geburah. 
  The easiest Death Passage works in a manner
  similar to Death Projection (see WitchCraft,
  Chapter Six: Metaphysics). The people involved
  leave their bodies behind and travel in spirit with
  the Phantasm. If the human travelers are willing,
  all that is needed is the right expenditure of
  Essence (5 points per passenger), and a Spiritus
  and Intelligence Task on the part of the Phantasm.
  If the victims are not willing, then the Essence cost
  is 10 Essence points per person, and the Phantasm
  must overcome their resistance (Spiritus and
  Willpower against the victim’s Simple Willpower
  Test). If the Phantasm is successful, she takes the
  person or persons into the Threshold (see Chapter
  Six: Supernatural). In addition to the Phantasm’s
  Essence expenditure, the process costs each pas-
  senger 1 Essence point per hour, as the separation
  from their bodies takes its toll. As long as 5
  Essence points remain in the body of the passenger,
  the link between her body and soul cannot be bro-
  ken. Even if the traveler’s spirit-form is destroyed,
  the victim returns to her body.
  A second form of Death Passage takes the pas-
  sengers’ body and soul into the Death Realm. This
  process is more costly (12 Essence points per pas-
  senger), and unwilling victims get a +2 bonus to
  resist the effect. If the Phantasm is successful, how-
  ever, the passengers are taken into the Death
  Realms as if they had traveled through a Gateway. 
  Once the travelers have been transported to the
  Death Realms, they remain there for one hour, at
  the end of which the Phantasm must spend an addi-
  tional 5 Essence points per passenger to keep them
  there. If the Phantasm does not spend this extra
  Essence, the passengers find themselves back at
  their starting point.
  Dream Visitation
  5-point Power
  Some Phantasms have the Power to haunt the
  dreams of the Living. The target must be somebody
  the Spirit knows and the Power only works when
  the victim is asleep and dreaming. Finally,
  Phantasms can only use this Power while they are
  in Spirit form. By spending 8 Essence points, the
  Phantasm enters the person’s dreams, and can use
  any and all of her Powers to disrupt or alter the
  dream as she sees fit. The victim is likely to be ter-
  rified (which may lead to Fear Tests and Essence
  losses the Phantasm can absorb). This Power lasts
  for 30 minutes or until the sleeper stops dreaming
  (Chronicler’s discretion), whichever comes first. 
  Dying of the Light
  3-point Power
  The invention of electricity banished the shad-
  ows in which Spirits and other creatures of the dark
  thrived. There are Phantasms who can weaken
  lights to terrorize their victims, however. By spend-
  ing Essence, the Spirit can dim all lights in an area.
  The larger the area and the stronger the lights, the
  more energy the Spirit must spend. Using this
  Power first requires a successful Willpower and
  Spiritus Task. Darkening a candle-lit room costs
  only 1 Essence point; one lit by a fireplace or a gas
  lamp, 2 Essence points. Any common electric light
  (60-100 watts) costs 5 Essence points. Stronger
  light or multiple lamps cost 8 points, and very pow-
  erful lamps or spotlights cost 10 points. The area
  affected is the size of a room or a radius of about 5
  meters (yards). Increasing the area affected costs
  double the base cost for each 5 meters (yards)
  added to the radius. This Power lasts 1 turn, plus an
  additional turn per Success Level. At the end of
  that period, a new Spiritus and Willpower Task is
  necessary to maintain the darkness.
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  E Pluribus Unum
  6-points/level Power
  Not all Phantasms suffer from the “reincarnation
  amnesia” which affects most spirits of the dead.
  Some Phantasms have awakened and integrated
  their soul’s previous incarnations. A few become,
  in effect, an army of one –- a Spirit with multiple
  personalities, any one of which can be dominant at
  a given time. When the Dominant personality
  changes, the Phantasm’s shape and demeanor also
  changes. The 20th-century short college student
  might suddenly become a tall and skinny Egyptian
  warrior or a pudgy 18th-century English banker.
  Each incarnation has her own skills and knowl-
  edge, giving the character a wide range of abilities
  to choose from. The player also has the chance to
  roleplay different characters in the same game.
  Each level in this Power gives the character con-
  trol over one previous life. Each previous incarna-
  tion gets 18 points to distribute on 5-10 skills, lim-
  ited by the historical period during which that
  incarnation lived (a man from the Middle Ages, for
  example, would know nothing about automobiles).
  When the character switches from one past life to
  another, the character’s shape and demeanor
  changes, and the character has access to that life’s
  skills but not to any other’s.
  Switching from one life to another takes time and
  effort, so the character must be careful not to be
  “stuck” with the wrong persona at the wrong time.
  Switching from one life to another takes 10 min-
  utes and costs 12 Essence points. There is no limit
  on how long a specific life can be in control. All
  previous lives have less in the way of skills, how-
  ever, so a character most likely will want to keep
  the present day life in control.
  Soul Link
  4-points/level Power
  Phantasms can take some possessions with them
  after death through the use of this Power. Typically,
  these objects had a great deal of emotional value
  for the character: a favorite set of clothes, or a
  much-loved tool or weapon. Sometimes the object
  was something that was buried alongside the char-
  acter. Ancient funerary rites had a grain of truth to
  them -- under the right circumstances, possessions
  buried with a person would continue to be of ser-
  vice to her in the afterlife.
  Each level in this Power allows the character to
  “take” into the Death Lands one object per level of
  Willpower. These objects work normally in those
  Otherworlds. A gun fires normally, for example,
  and its ammunition can be created out of Essence
  (see Ghost’s Ghostsmith Power earlier in this chap-
  ter). A set of clothing or tools count as one object.
  Large objects (like a car) count as two, three or
  more items, as determined by the Chronicler (a typ-
  ical ghost car would count as two items, while an
  18-wheeler or some huge vehicle would count as
  four or even more).
  When a Phantasm Incarnates on Earth, she can
  elect to have a set of Soul Linked clothes (if she has
  one) appear with her at no cost. Any other items
  that materialize on Earth will cost an additional 10
  Essence points (large objects will cost two or three
  times as much, depending on their size, as above).
  
  Phantasm Researcher
  As far as you are concerned, there is no "supernatural" -- the paranormal is a part of Nature that we
  haven't figured out yet, and your self-imposed duty is to figure it out. You were a ghost hunter, armed with
  motion detectors, thermal sights and unbridled enthusiasm. You learned a great deal -- and got much of it
  wrong. One stormy night, the "minor poltergeist" you were studying threw you headfirst off a fourth story
  building. The last thing you saw was the spiked iron fence you fell into, flashing evilly in the lightning.
  After overcoming the shock of death, your first feeling was curiosity. Now that you were on the other
  side, you had a unique opportunity to learn more. Perhaps as a result of your previous profession, you
  found you were more capable than the average Ghost was. You could even manifest yourself in the world
  for brief periods of time. Able to work on this world and the next, you soon discovered many things.
  You found there were groups that studied the interactions between Life and Death. Some of your for-
  mer colleagues actually belonged to them but had not seen fit to reveal this -- until you returned from the
  grave. You are now a member of good standing with the House of Thanatos, and have many contacts with
  the Twilight Order. Unlike many members of both groups, you prefer to use a scientific approach to your
  research, and remain suspicious of the "mumbo jumbo" used by Necromancers. As far as you are con-
  cerned, rituals and mysticism are mere trappings, with the truth lying somewhere beneath them. Besides
  your research, you also want to curb those spirits who wish to harm the living. Your experience with the
  poltergeist taught you evil does not end with death.
  Origins
  You were killed by a malicious spirit, but turned away from transcendence. As far as you were con-
  cerned, there was too much to learn (and, you will admit to yourself but nobody else, you were too afraid
  to blithely walk into the light without knowing what lay at the other end). Over the last few years, you
  have learned a great deal about your condition, both by yourself and by contacting others who know the
  hidden truths of life after death. You have reluctantly agreed to keep this knowledge secret after being
  convinced the world is not ready for it, but if you make a major discovery you probably won't be able to
  prevent yourself from sharing it.
  Allies and Enemies
  You are a Thanatoi in good standing, with good contacts in the local Chapter. You consider yourself a
  member of the Savant faction, although you are less interested in the secret of immortality than in under-
  standing the ultimate fate of the human soul. You also have contacts with the Twilight Order, including a
  couple of former colleagues who kept their association hidden from you when you were alive. In the
  course of your research, you have discovered that the Spirit that killed you is a powerful wandering Ghost.
  You are dedicated to finding your murderer and put a stop to his crimes.
  Roleplaying the Character
  In death as in life, you are driven by curiosity. You have a lot to learn, and you want to learn it as fast
  as possible. Strangely enough, however, being dead has taught you to value life a great deal more than
  you once did. You enjoy the brief times when you become corporeal and visit the physical world.
  * This character has been created using the Option Skill Point Calculation System (see Chapter Two:
  Rules, Skill Point Calculations). If using the basic system, 15 skill levels must be dropped.
  CC hh aa pp tt ee rr  TT hh rr ee ee
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  LLeevveell
  SSkkiillll//PPoowweerr
  Power/Vulnerability
  QQuuaalliittiieess
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  PERCEPTION
  WILLPOWER
  PPrriimmaarryy AAttttrriibbuutteess
  VITAL ESSENCE
  ENDURANCE POINTS
  SPEED
  ENERGY ESSENCE
  SSeeccoonnddaarryy AAttttrriibbuutteess
  NNaammee
  AAssssoocciiaattiioonn
  CCoonncceepptt
  CHANNELING
  LEVEL
  CHARACTER
  POINTS
  SPENT
  UNSPENT
  SPIRIT
  PPooiinntt
  © 1999 Eden Studios. Permission granted to photocopy.
  Seeker of Knowledge
  House of Thanatos
  2
  5
  3
  6
  2
  3
  68
  47
  10
  n/a
  DDrraawwbbaacckkss
  PPooiinntt
  LLeevveell
  Phantasm
  Increased Essence
  Contacts: House of Thanatos
  Contacts: Twilight Order
  3
  Adversary: Hostile Spirit
  Charisma (cold and pedantic)
  Honorable (1 level)
  Obsession: 
  2
  2
  Driving (Car)
  2
  First Aid
  2
  Electronic Surveillance
  3
  Humanities (History)
  4
  Humanities (Psychology)
  5
  Instruction
  4
  Martial Arts (Judo)
  2
  Occult Knowledge (General)
  3
  Occult Knowledge (Ghost Speciality)
  5
  Research
  4
  Spiritus
  4
  Common Phantasm Powers
  Common Phantasm Vulnerabilities
  Animate
  Death Passage
  Dying of the Light
  Incarnate
  Photographic Memory
  2
  Learn Secrets of Life After Death
  8
  15
  2
  1
  2
  
  Eternity waited for me in the club’s back alley.
  Did I go there to die? Sometimes I wonder.
  I was headed towards a bad end. My parents, who had chosen to stop caring years ago,
  knew it. My so-called friends knew it. I knew it, and I didn’t care. Or I thought I didn’t. 
  When the pale boy I had followed into the alley bared his fangs in a grotesque smile, I
  was afraid. The Goth scene and the black clothing and the pale makeup hadn’t done their work,
  I guess, because deep inside I didn’t believe vampires existed. When the boy said “Come
  here, pretty girl,” I tried to run. He was too fast. I tried to scream and fight, but he was too
  strong. It was painful and brutal. It didn’t have to be that way, I know that now, but that’s
  how he liked it. He took my dignity and my life and walked away laughing, my corpse a broken
  doll behind a garbage bin, gone and forgotten.
  At the Threshold between life and death I decided I was not ready to go. So I came
  back. The broken doll started to move just before dawn. I knew enough to crawl into the
  shadows of a condemned building, away from the morning sun. The next evening, a wino tried
  to molest me. I took his life.
  I’ve learned a lot since then. I do not kill if I can help it. There are so many pleasurable
  ways to get what I need, and nobody needs to get hurt. I am always in control now, and
  nobody can hurt me. If I ever meet the pale boy again, I’ll thank him . . . before I tear his
  heart out.
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  Undead
  “We shuffled off our mortal coil -- and then we
  put it back on. We are the haunters of the night, the
  bogeymen your mother warned you about. We have
  met Death face to face, and no longer fear it. We
  have traveled above and beyond Death, and relish
  in it. We are immortal.”
  Not all the dead come back in spirit. Some rise
  once again in their bodies, sustaining their flesh by
  a constant influx of Essence. They are often tor-
  mented or driven by inhuman hungers or obses-
  sions. Like normal humans, some try to do the right
  thing, but many more seek only to gratify their
  needs at any cost. They are powerful and dangerous
  beings. They are the Undead, creatures of fear and
  darkness, destroyers and hunters.
  The Undead can never hope to fit in among
  humanity without establishing an elaborate facade.
  Many of these beings do not even worry about it,
  concerned as they are by their obsessions and
  hungers.  Those who wish to pass for humans must
  work hard at concealing their inhuman traits from
  those around them.
  In the world of WitchCraft, the Undead are
  human beings who have broken free from the
  Cycle of Life and Death, but at a terrible price.
  They make for great adversaries and threats, and, in
  some games, they can be interesting characters to
  play. As usual, however, they may cause some
  game imbalance between characters, particularly
  the Mundanes.
  Creating Undead
  Undead are created by choosing the Undead
  Character Type during step two of character cre-
  ation. Undead characters get 15 points to distribute
  among Attributes (additionally, many Undead
  receive special bonuses to certain Attributes), 15
  points for Qualities (and can gain up to 10 points in
  Drawbacks), 25 points for Skills, and 25 points for
  Metaphysics.
  All Undead must purchase a specific Quality
  using Quality or Metaphysics points (Vampyre --
  15 points; Relentless Dead -- 15 points). For exam-
  ple, a Vampyre player might want to spend her
  Quality points and no Metaphysics points to buy
  the Vampyre Quality, or she might split the cost
  evenly, spending 7 Quality points (leaving her with
  8 points left) and 8 Metaphysics points (leaving her
  with 17 points in that category). The specific
  Quality purchased provides certain special Powers
  and Drawbacks (the point costs are included in the
  cost of the Quality), and grant access to a number
  of others (which must be bought separately). The
  special features of Vampyres and Relentless Dead
  are discussed separately later in this chapter.
  Undead do not have to purchase the Gifted
  Quality; by their very nature, they are considered to
  be of the Gifted automatically.
  
  Night Hunters: 
  Vampyre Characters
  The Nosferatu, the Drinkers of Blood and
  Stealers of Life, mentioned in the myths of almost
  every culture, are a major part of the occult under-
  world in WitchCraft. Even before the changes
  brought on by the approaching
  Reckoning, these Undead were
  the most numerous super-
  natural predators in the
  world, hiding in plain
  sight among the
  teeming popula-
  tions of cities,
  striking care-
  fully 
  and
  leaving 
  no
  t r a c e s .
  D e s p i t e
  what 
  the
  legends say,
  m
  o
  s
  t
  Vampyres do
  not have to
  gain their sus-
  tenance 
  by
  draining mortals
  of their blood. They
  take life force from
  humans, and they can do
  so in many ways. Vampyres
  are, at best, benign parasites
  who do no lasting harm to their vic-
  tims; at worst, they are sadistic predators who have
  no respect for life.
  The Unbirth: Becoming a Vampyre
  Vampyres break free from the embrace of Death
  in many different ways. Some are forced or guided
  into Undeath by another Vampyre. Others become
  Undead by their refusal to Move On to the next
  stage of the Cycle, be it reincarnation, life in the
  Death Realms, or transcendence into the higher
  planes of existence. Some Vampyres are people
  who commit suicide and discover that Death offers
  no true escape for their troubles.
  The Unbirth occurs at the Threshold, the Death
  Realm of choices and chaos. Vampyres can enter
  this realm at will, and they sometimes follow their
  victims there to further torment them or to drag
  them back to become new Undead. Other
  recently dead people see glimpses of
  their future in the Death
  Realms and are so horri-
  fied that they try to turn
  back and return to
  their bodies. Most
  fail 
  in 
  their
  attempts, but a
  few manage to
  leave 
  the
  T h r e s h o l d
  and 
  reach
  their 
  now
  dead bodies.
  This act of
  despair, 
  or
  this 
  forced
  violation 
  of
  their soul in the
  case of those
  dragged back by
  Vampyres, causes a
  profound change in
  the basic Essence matrix
  of the person. The end result
  is a creature not quite alive, but
  no longer dead, cut off from the normal
  flows of Essence but able to replenish itself by
  stealing energy from others.
  After the Unbirth, the Vampyre finds herself back
  in her corpse, wherever the body might be. Often
  this means the Undead will be buried in some
  graveyard, or stored in a morgue locker, and must
  somehow break free. If another Vampyre had a
  hand in the new Undead’s creation, he may be close
  at hand to help release the creature and cover up
  any tracks or evidence that might remain.
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  Existence as a Vampyre
  Vampyres soon discover that their new existence
  has a great many advantages, and just as many
  drawbacks. Most new Undead are afflicted by a
  feeling of hollowness and despair, the result of
  being cut off from the normal flow of life. Living
  beings are part of the currents of Essence that per-
  meate reality; this connection creates a feeling of
  belonging that is intrinsic to even the most alienat-
  ed person. Vampyres, first and foremost, are out-
  siders, alone even amidst a huge crowd, able to see
  -- and feed upon -- the emotions of people, but
  never able to fully partake in them. Vampyres still
  feel emotions, even noble feelings like love and
  compassion, but not in the same way as humans.
  Some legends claim that Vampyres cannot expe-
  rience the pleasures of the flesh, being little more
  than ambulatory corpses. This is not true. As long
  as they can fuel enough Essence to maintain the
  semblance of life, these Undead can and do feel
  pleasure and pain like normal humans. In some
  ways, they can experience them with even more
  intensity than normal people, perhaps because of
  their unique perspective as someone returned from
  the dead. Further, their senses are supernaturally
  amplified, and they enjoy music, the arts and all
  sensual experiences like no mortal can. Vampyres
  cannot become intoxicated; drugs and alcohol have
  no effect on them, although many Undead consume
  them in a vain attempt to dull their senses. Most
  Vampyres feel a sense of intoxication as they feed
  on others’ life forces.
  Hunger is the other eternal part of a Vampyre’s
  existence. Unlike normal humans or even Ghosts,
  Vampyres cannot renew their Essence by them-
  selves. Furthermore, maintaining the semblance of
  life is a constant drain on their Essence, and so they
  must constantly replenish their energies. Some
  power can be taken from ambient Essence but only
  in minute amounts. Most of the Essence needed to
  sustain a Vampyre must come from living beings.
  Willingly or unwillingly, with or without their
  knowledge, mortals must give the Vampyre some
  of their life force in order for the Undead to sur-
  vive. This Essence loss need not be permanent, or
  even life-threatening, but many Vampyres become
  greedy and take more than they need.
  Creating a Vampyre Character
  Use the Undead Character Type to distribute
  character points among the different categories.
  Vampyres receive special bonuses and abilities;
  their value is included in the cost of the Vampyre
  Quality, which costs 15 points. 
  Attributes: Vampyres have bonuses to all their
  physical Attributes. After purchasing Attributes
  normally, add +3 to Strength, Dexterity and
  Constitution. These bonuses may raise the
  Vampyre’s Attributes beyond the normal human
  limit of 6. To figure out the cost of buying an
  Attribute, do so before adding in the bonuses. For
  example, buying a Strength of 7 costs only 4
  points; 4 points for the base Strength of 4, plus the
  +3 bonus for being a Vampyre. Furthermore, all
  physical Attributes must never be below a 4,
  including bonuses; this means that a minimum of 1
  point must be spent on each of the three Attributes.
  Secondary Attributes: Vampyres add +20 to
  their Essence Pool. More Essence can be purchased
  normally. Vampyres are not subject to fatigue and
  have no Endurance Points. 
  Qualities:
  Qualities and Drawbacks vary,
  depending on the Vampyre’s background. Some
  Vampyres have very high Resources, while others
  will be dirt-poor. Many Vampyres look exceeding-
  ly attractive (most Undead tend to choose good-
  looking humans as their progeny). On the other
  hand, Life as an Undead is not good for a person’s
  mental balance or state of mind and many
  Vampyres were suicides or people with emotional
  problems before their death and resurrection.
  Mental Drawbacks like Addictions, Cruel,
  Delusions, Emotional Problems, and Paranoia are
  very common. Like most supernatural characters,
  Vampyres are considered to have the Gift, and do
  not have to acquire that Quality.
  
  Association: Most Vampyres tend to be
  Solitaires, although there are two
  Covenants, the Fellowship of Judas and
  the House of Thanatos, in which Vampyres
  have a strong presence. A Vampyre might
  be a member (or she might have been a
  member before her transformation) of one
  of the human-oriented Covenants, but
  most such organizations are afraid and
  suspicious of the Undead. Some of the
  more liberal Wicce Covens have accepted
  Vampyres who control their urges and live
  by the precepts of harmony practiced by
  the Covenant, but those groups are excep-
  tions to the general rule. The Sentinels will
  never have any truck with Vampyres, at
  least knowingly; a few Vampyres manage
  to hide their nature and have some deal-
  ings with Sentinels teams. Other “secret”
  Vampyres 
  operate 
  among 
  several
  Covenants, either serving the Covenant or
  pursuing a hidden (or treacherous) agenda
  of their own.
  Metaphysics: Vampyres have a number
  of inherent powers, some of which are
  developed with time, and others that are
  innate. They can also use Magic,
  Necromancy, and Tao-Chi. Essence drain
  is the biggest drawback of using these
  powers, however, since the Vampyre will
  have 
  trouble 
  replenishing 
  it. 
  The
  Disciplines of the Flesh, the Sight and
  Inspired Powers cannot be acquired by
  Vampyres, and a character who had those
  abilities in life will lose them after the
  transformation process. It appears that
  only beings in perfect harmony between
  the realm of flesh and spirit (which
  Vampyres definitely are not) can attain
  those abilities.
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  II nn hh uu mm aa nn ss
  Common Vampyre Powers and
  Vulnerabilities
  All Vampyres have these special abilities, the
  result of their status between the worlds of the flesh
  and the spirit. They are included in the cost of the
  Vampyre Quality.
  Creatures of Essence and Flesh
  Vampyres, even more so than other Undead, mix
  the attributes of Spirits with those of living beings.
  Vampyres have large Essence Pools (typically with
  no less than 30 points), but they are constantly
  being drained of Essence to keep their bodies
  going. Unlike living beings, Vampyres do not
  regain Essence normally; they must take it from
  living beings. Ambient Essence can be tapped, but
  each 5 points used in this manner only restores 1
  Essence point to the Vampire (see WitchCraft,
  Chapter Six: Metaphysics, Times of Power).
  Enter the Threshold 
  Vampyres cannot easily enter most Death
  Realms, but they have a unique link to the
  Threshold, the place where they were created. After
  a few seconds of concentration, Vampyres can pro-
  ject their minds into the Threshold in a manner
  similar to Soul Projection (see WitchCraft, Chapter
  Five: Metaphysics), but limited only to the
  Threshold. Once there, the Vampyre can communi-
  cate with the souls of the recently dead. The most
  common use of this Power is to follow a recent vic-
  tim of the Vampyre to the Threshold, and then to
  enslave the victim’s soul and bring it back to its
  body, creating a new Vampyre that is almost always
  subservient to its “creator.”
  Essence Depletion 
  The biggest weakness of Vampyres is their
  dependency on living beings for Essence. If a
  Vampyre’s Essence Pool is reduced to -10 points or
  below, the Vampyre’s body decomposes rapidly,
  and her soul is released, typically to an unhappy
  end in one of the Otherworlds. In other cases, the
  Undead’s Essence matrix becomes Unraveled.
  After decades or centuries of rebuilding, the soul
  may put itself back together, but it will have lost its
  Undead status and will be no more powerful than
  any common Ghost or reincarnated spirit. If a char-
  acter is destroyed in this manner, she is removed
  from the game permanently, or, at best, may be res-
  cued by her companions after a lengthy quest, and
  even then she will no longer be Undead.
  Essence Vampirism 
  Vampyres have the power to drain Essence from
  the living. Humans (especially the Gifted) are the
  richest sources of Essence, although Vampyres can
  also drain Essence from other supernatural beings,
  including other Vampyres. 
  Taking Essence from a victim requires the
  Vampyre to elicit a strong emotion. The easiest
  such emotion is fear. Anyone who fails a Fear Test
  in the presence of a Vampyre unconsciously releas-
  es D6(3) Essence Points every Turn (ignore
  Essence losses detailed in the Fear Table, if used).
  The Undead absorbs these loses automatically and
  all at once as long as he is within a meter (yard).
  This process can be repeated until the human is
  reduced to -10 Essence points, at which point the
  human will probably die. The Manipulations of the
  Flesh Power (see next page) is often used to modi-
  fy Fear Tests. Also, the Chronicler can apply Fear
  Test modifiers depending on the circumstances
  (say, the Vampyre tears someone’s limb off).
  Pain is a slightly more effective means of gain-
  ing Essence. Each Turn a Vampyre tortures some-
  one, the victim loses D8(4) Essence Points, which
  may be fully absorbed as detailed above.
  The emotions need not be negative. Vampyres
  can feed as easily on the pleasure of humans. Some
  Vampyres specialize in the arts of seduction and
  sensual pleasure. A human brought to ecstasy
  through any combination of sensations is drained
  of 1D10(5) Essence Points. Draining a human
  below -10 Essence Points will still kill, but sybarit-
  ic Vampyres rarely resort to such crude methods.
  
  When drained for the Vampyre’s Essence Pool,
  the victim’s Essence replenishes normally (see
  WitchCraft, Chapter Three: Rules, Regaining
  Essence Points). When drained for Evolution pur-
  poses, Essence is regained at one point, or the vic-
  tim’s Essence Channelling level, per week.
  Evolution 
  Vampyres can increase their Essence Pools over
  time by absorbing large amounts of Essence. This
  works in the same manner as Spirit Evolution (see
  Spirits and Essence earlier in this chapter), but 50
  Essence Points must be gathered and only the
  Vampyre’s Essence Pool is affected. The oldest
  Vampyres have hundreds of Essence Points.
  Invulnerability 
  Conventional weapons can only slow down
  Vampyres. Their bodies recover from any type of
  injury given time, although they can feel pain and
  shock from their injuries. Leaving a Vampyre for
  dead is often a tragic mistake; not only will the
  creature recover but she will harbor an intense
  hatred for those who made her suffer. Any damage
  sustained by a Vampyre is recovered at the rate of
  1 Life Point for every level of Willpower at the end
  of each turn. Damage inflicted on the Vampyre’s
  Essence Pool is much harder to replenish, howev-
  er. Contrary to popular belief, stakes through the
  heart are no more or less effective against
  Vampyres than any other weapon, unless the
  weapon is somehow empowered through the
  expenditure of Essence (see WitchCraft, Chapter
  Six: Metaphysics, Holy Symbols and the
  Mundane). Likewise, religious symbols will only
  affect Vampyres if they are held by the truly faith-
  ful -- and then only if the Vampyre has been guilty
  of serious crimes.
  Manipulations of the Flesh
  Vampyres can use their Essence to manipulate
  their bodies. The creatures can make their bodies
  more attractive and life-like. Also, fangs and claws
  can be grown to inhuman lengths, the better to ter-
  rify and slay victims. Most physical changes, like
  growing claws, reshaping the face, or sprouting
  fangs, cost 1 Essence Point, and the changes can be
  undone without spending any energy. The size and
  damage inflicted by these claws and fangs, or the
  level of attractiveness attainable, is determined by
  Willpower (see Manipulation Effects sidebar).
  CC hh aa pp tt ee rr  TT hh rr ee ee
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  M
  Maanniippuullaattiioonn EEffffeeccttss
  Vampyres with a strong Willpower can change their bodies into lethal killing
  machines, or take on exotically beautiful forms. The following table offers guidelines to
  those changes. The Damage column applies to modifications like claws or fangs. The
  Charisma/Horror column shows how beautiful or repulsive the Vampyre can make
  herself in appearance. This modifier, depending on the shape, can be used either for
  social rolls (from Seduction to Intimidation), or for Fear Tests.
  W
  Wiillllppoowweerr
  DDaammaaggee
  CChhaarriissmmaa//HHoorrrroorr
  1
  +1 point of damage
  +1/-1
  2
  1D4(2) x (Strength-1) slashing damage
  +2/-2
  3
  1D4(2) x Strength slashing damage
  +4/-5
  4
  1D6(3) x Strength slashing damage
  +5/-6
  5
  1D8(4) x (Strength) slashing damage
  +6/-7
  6
  1D8(4) x (Strength+1) slashing damage
  +6/-8
  
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  Semblance of Life 
  Vampyres can counterfeit life at the cost of
  Essence. Giving a body the full semblance of life
  (including such signs as a pulse, warmth and a
  healthy skin color) costs 2 Essence points per day.
  Maintaining the ability to move, but abandoning any
  pretense of being alive costs only 1 Essence point
  every other day. Anybody touching or performing a
  medical exam on the Vampyre in this state will real-
  ize something is terribly wrong (the Vampyre lacks a
  pulse and her flesh is at room temperature).
  Furthermore, if her Essence Pool is reduced to 10
  points or less for a period of more than twelve hours,
  her body starts showing signs of deterioration. The
  skin becomes pale and increasingly discolored and
  distended, and the Vampyre starts smelling of decay.
  If a Vampyre cannot or does not want to spend at
  least 1 Essence point every other day, she enters a
  state of suspended animation. She cannot move or
  act in any way, and appears corpse-like but does not
  degenerate (no smell, no rot, etc.). A Vampyre can
  spend as long as she desires in this state, and time
  has little meaning for her as she does so. It costs 2
  Essence points to awake from such a state, but these
  points may be gathered during the stupor from ambi-
  ent Essence (see WitchCraft, Chapter Six:
  Metaphysics, Times of Power).
  Vulnerability to Daylight 
  Sunlight is a major threat to the Undead. The
  Essence released by the sun and stars is a force of
  Life, and as such it reacts badly with beings that vio-
  late the normal order of Life. Contrary to myth,
  Vampyres can be active during the daylight hours,
  but the Essence cost is enormous. One Essence point
  is drained for each minute of exposure to daylight, or
  for every minute of activity during the daylight
  hours, even in the shade or underground. Sunlight
  also feels uncomfortable and painful, imposing a -1
  penalty to all tasks. To minimize Essence losses,
  most Vampyres slumber during those times; waking
  up during the day is very difficult, requiring a
  Difficult Willpower Test at a base -2 penalty.
  Holy Burial 
  Religious burial rites, developed to combat
  Vampyres, usually include beheading the monster.
  This may sever the link between the creature’s body
  and soul. If such a rite is performed (typically on a
  slumbering Vampyre), she must pass a Difficult
  Willpower Test, with a -1 penalty per Success Level
  of a Theology and Intelligence Task by the leader of
  those doing the burying. Occult Knowledge
  (Vampyres) or Rituals (Vampyres) may also be used
  by the leader. If the Vampyre loses, she is drained of
  1D10 x 10(50) Essence points when the rite is com-
  pleted (time to complete varies), which may destroy
  her. If the body is burned or exposed to sunlight as
  part of a rite, the Vampyre loses 1D8(4) Essence
  points per minute until rescued or destroyed.
  Special Vampyre Powers and
  Vulnerabilities 
  Each Vampyre has her own special abilities, often
  determined by the Undead’s own lusts and personal-
  ity. Some Powers are known only by the oldest and
  more powerful Vampyres, while others are simply
  rare. During character creation, players may buy
  these Powers, using Metaphysics character points. 
  Bard 
  9-point Quality
  The power to absorb the Essence released by an
  adoring audience is known as Bard. The oldest
  Undead to have this Power were traveling minstrels
  who only performed at night, leaving behind con-
  tented but strangely exhausted audiences. This
  Power requires that the Vampyre be an accomplished
  artist. They can only feed on the Essence releases
  triggered by the emotions their performance
  inspires. Bard Vampyres cannot tap the Essence of a
  huge crowd of people. Only relatively small groups
  of less than thirty or so people, in relative proximity
  to the Undead, actually provide nourishment, and
  any excess Essence is lost. As a result, most
  Vampyre performers with Bard avoid large venues
  and concentrate on small nightclubs or coffeehouses.
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  In game terms, the Vampyre must perform for the
  crowd or audience, using the appropriate skill. For
  every three Success Levels in the performance
  Task (round up), the Vampyre causes each audience
  member to lose 1 Essence point (this is an average,
  as some people are more affected than others). The
  Vampyre can take that Essence from up to 30 peo-
  ple as long as they are within 20 meters (yards).
  Bard can only be used once every other day.
  For example, Violent Vaughn, lead singer of
  Nemesis Lipstick, is a Vampyre with Bard. She
  performs at the Cellar, a cozy Gothic club. The
  house is relatively full, and all of the hundred-plus
  audience members are within 20 meters (yards).
  Violent gives a great performance, for a total Task
  result of 19 (five Success Levels). This translates to
  2 Essence points per audience member in range (up
  to the limit of 30 members). Violent maxes out and
  absorbs 60 Essence points.
  Vampyres with Bard and the talent to make it
  work for them rarely use any other means of
  acquiring Essence except in an emergency. Most
  Bards become intoxicated by the feelings they
  inspire. Their vampiric senses can share in the
  emotions of the audience, allowing the Undead to
  actually feel like part of Humanity, a very rare
  experience that Vampyres treasure.
  Bloodthirst
  4-point Drawback
  Blood is considered by many cultures to be the
  basic component of life, and Vampyres are often
  depicted in legends as blood drinkers or cannibals.
  Undead with this Drawback are, in fact, only capa-
  ble of absorbing the Essence of humans by drink-
  ing their blood. It is not known whether this depen-
  dency is psychological (many modern occultists
  hold to this belief) or applies to some sub-species
  of Vampyre. For whatever reasons, some Vampyres
  need the blood of the living; their senses are
  attuned to the sight, scent and sound (i.e., heart-
  beats) of blood, and they will hunt down victims
  and drain them of the precious fluid.
  In game terms, the Vampyre needs to injure her
  victim with a slashing attack (which can be made
  by a weapon or any fangs or claws she creates
  through manipulations of her flesh), and then drink
  the blood as it pours out. Every 2 Life Points the
  victim loses in the process cause her to lose 1
  Essence point, which is in turn absorbed by the
  Vampyre. A shallow wound bleeds slowly, at the
  rate 1 Life Point per minute. A slashed carotid
  artery, on the other hand, inflicts 1D4 x 4(8) points
  of damage every turn! If the Vampyre drains all the
  Essence points from the victim in this way the vic-
  tim dies. By the same token, the damage may be
  enough to kill the target through simple blood loss.
  A person killed in this way is a prime candidate for
  conversion to Vampirism. Note that Bloodthirst
  precludes many special Powers, like Bard, Magus
  and Muse, which are nothing more than unique
  methods of absorbing Essence. Blood drinkers can-
  not gain power through any of those methods; they
  must hunt or seduce victims and steal their blood
  directly to gain Essence.
  Greater Shifting 
  5-point Power; 2 points per additional shape
  By spending enough Essence, Vampyres can take
  on the shape of animals. Birds, bats, rats and
  wolves are the most common shapes assumed. 
  The larger the animal, the more costly the trans-
  formation. Transforming into a small animal like a
  bird or a rat costs 2 Essence points per hour. In such
  a form, the Vampyre’s Life Points and Strength (for
  damage and lifting purposes) are halved (still far
  better than a normal animal). Rats and other vermin
  can crawl through holes and small openings, how-
  ever, and have a natural Stealth skill of 5 (or add 3
  to the Vampyre’s Stealth skill, whichever is better).
  Birds and bats can fly; both small forms are very
  useful for moving around unobserved. A large crea-
  ture like a wolf or dog costs 5 Essence points per
  hour. In this form, the Vampyre’s Strength and Life
  Points are unaffected, but she is not able to use
  most tools or vehicles. On the other hand, her
  Speed (assuming the animal is a quadruped) is
  
  increased by +10, and she can make biting attacks,
  inflicting 1D6(3) x Strength points of slashing
  damage. Very large animals (like horses, tigers and
  any animal that masses more than a human) cost 10
  Essence points per hour. The Vampyre gains +10
  extra Life Points, +2 to Strength, +10 to Speed, and
  bite or clawing attacks inflicting 1D6(3) x Strength
  points of slashing damage, or, in the case of a
  horse, a kicking or stomping attack of 1D6(3) x
  Strength points of blunt damage. 
  This Power gives the Vampyre two basic animal
  forms, one small and one large animal, selected by
  the player or Chronicler at the time of creation.
  Some Vampyres can assume many different forms;
  each additional form costs 2 character points,
  except very large animals, which cost double. 
  Magus 
  15-point Power
  This very rare and feared Power allows
  Vampyres to absorb the Essence released in the use
  of magic! Very few Vampyres have this ability;
  most of them were people slain -- or who commit-
  ted suicide -- through arcane means, and somehow
  developed an affinity to the Essence energies.
  Known as the Witch Killers or Mage Hunters,
  Vampyres with Magus are among the worst neme-
  sis the Gifted can face. Such Vampyres often make
  it a point to find and feed on them.
  Whenever an Invocation is cast at a Vampyre,
  she can try to absorb the power of the spell before
  it affects her. A Resisted Simple Willpower Test
  between the Vampyre and the Magician is first
  resolved (if the Invocation is being cast as Group
  Magic, the leader makes the Resisted Test). If the
  Magician wins, the Invocation works normally. If
  the Vampyre wins, the Invocation fails and the
  creature absorbs the Essence used in the
  Invocation. The only good news for the Magician
  is that he does not have to worry about Dismissing
  the energies of the failed spell –- they have been
  devoured by the Undead. 
  Additionally, a Vampyre who overpowers a
  Magician can drain his Essence by tapping into his
  Channeling powers. The Undead must be in physi-
  cal contact with the victim. A Resisted Task pitting
  the Strength and Willpower of both combatants is
  performed every turn the two are touching. During
  this intense psychic duel, both the mage and the
  Vampyre are quite helpless and cannot defend
  against outside attacks. Every turn the Vampyre
  wins, the victim loses as much Essence as he can
  Channel in one turn. If the victim wins or ties,
  nothing happens. If the Magician wins three con-
  secutive Tests, the psychic connection is broken --
  the Vampyre is knocked away by the mystical
  backlash, and cannot try to feed on that Magician
  for one day.
  Although they primarily feed upon Magicians,
  Vampyres with Magus can hunt any human being
  with Essence Channeling, including other Gifted
  like Necromancers and Tao-Chi practitioners.
  Manipulate Emotions 
  2-point Power
  Some Vampyres are able to manipulate the
  Essence of others in such a way that their emotion-
  al state is altered. This Power is particularly useful
  against Mundanes; with enough power and dedica-
  tion, a Vampyre can effectively enslave a person.
  Activating this Power costs 1 Essence point per
  Willpower level of the victim. The Vampyre does
  not know how strong the victim’s mind is until she
  tries to use the Power, however, so the Undead is
  not aware of how much Essence must be spent
  beforehand. The Vampyre must win a Resisted
  Test. The Vampyre and a Gifted or Supernatural
  victim use a Simple Willpower Test; a Mundane
  must use a Difficult Willpower Test. The Vampyre
  can use Seduction or other appropriate skills
  (Intimidation, for example, if she is trying to
  inspire fear) to enhance her powers. Every level of
  success adds a +1 to the Vampyre’s Willpower Test.
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  If the Vampyre is successful, she can make the
  victim feel any emotion, from fear to love. The
  emotion will last for 5 minutes per Success Level
  in the Test. By repeated uses of this Power, the
  Vampyre can extend her influence; each time this
  ability is used successfully on the same person, the
  duration of the power is doubled (i.e., 10 minutes
  per Success Level the second time, 20 minutes on
  the third, and so forth). If applied long enough, and
  supplemented by the appropriate behavior, the vic-
  tim may come to truly feel the desired emotion
  without needing further uses of the Power.
  As is the case with the Affect the Psyche
  Invocation 
  (see 
  WitchCraft, 
  Chapter 
  Six:
  Metaphysics), the emotional state of the victim
  influences but not determine his behavior. A sud-
  denly love-struck person might shy away from the
  Vampyre instead of rushing into her arms, depend-
  ing on the victim’s personality. By the same token,
  a terrified street tough might lash out instead of
  running away. 
  Mirage 
  7-point Power
  Vampyres with this Power can use their Essence
  to create illusions around themselves. Vampyres
  can only affect their own person and their immedi-
  ate surroundings with this illusionary Power.
  Common tricks performed by Vampyres with
  Mirage include assuming the appearance of other
  people, to camouflage themselves and hide from
  their intended victims, and enhances their appear-
  ance beyond their basic shape-shifting abilities.
  This Power requires the expenditure of 5 Essence
  points and a Simple Willpower Test. Once created,
  the illusion lasts for one hour per Success Level in
  the Test, or until the Vampyre does something to
  shatter the illusion.
  To ensure that the false shape is close enough to
  the real thing to fool most onlookers, the Vampyre
  makes an Intelligence and Perception Test. Each
  level of success subtracts from the chances that
  somebody will discover that something is wrong
  with the illusion. Anyone who sees the illusion may
  notice it if they succeed on a Perception Test (a
  Difficult Test for Mundanes, a Simple one for the
  Gifted), with a penalty equal to the Success
  Level(s) of the Vampyre’s Intelligence and
  Perception Test. Even if the onlookers’ Perception
  Tests are successful, they only notice that some-
  thing is wrong, but do not know exactly what.
  Mirages affect only sight. All other senses are
  unaffected. Also, these illusions do not work
  against Spirits, Undead, Fey and other supernatur-
  al beings that can see Essence patterns.
  Muse 
  3-point Power
  Muses are Vampyres who are fascinated with the
  artistic process. Most of them are not themselves
  very talented or creative, although they want des-
  perately to be part of creative activities, from paint-
  ing to writing to the performance arts. Muses asso-
  ciate with artists, typically latching onto an indi-
  vidual. Depending on their wealth and influence,
  Muses can take on the role of groupies, lovers or
  patrons of the artist. 
  A Muse’s influence on her object of fascination
  is not one-sided. The Vampyre can enhance the
  artist’s creativity in return for power. Artists around
  Muses find themselves able to transcend their lim-
  its and outdo themselves. Their work combines
  bursts of frenetic creativity followed by periods of
  exhaustion. This is the result of the Vampyre’s
  enhancement of the artist’s natural talent, which in
  turn causes a release of Essence that feeds the
  Muse. The Muse stimulates artistic creativity in a
  person, and feeds on the person’s Essence as he
  works. Several renowned but short-lived artists
  were blessed and cursed by the presence of a
  Vampyre with this Power. In effect, the Vampyre is
  jump-starting the person’s talents at the expense of
  the artist’s life energy.
  
  At first glance this would seem like an ideal
  symbiotic relationship -– after all, the Vampyre
  does not need to drain the artist to dangerous lev-
  els. While this is not necessarily fatal, however, it
  is easy for both the Vampyre and the artist to be
  swept away by the creative process and carry on
  beyond safe limits. The Muse Power operates on a
  highly emotional level. The Vampyre is not only
  acquiring sustenance from the process, but is also
  experiencing the joys and passion of creation.
  There is always the risk that both parties insist on
  pushing on at all costs, which may lead to death.
  Some evil Muses actually destroy the artist on pur-
  pose, moving on after their previous victims have
  been drained away. Most Muses who kill their part-
  ners do so by accident, unable to restrain them-
  selves, more like tragic junkies than serial killers. 
  A few Muses bring their partners back from the
  dead as Vampyres. The Muse Power can be used on
  a Vampyre artist in a similar manner as a live artist,
  but the danger is even greater, since Vampyres can-
  not renew their Essence Pool naturally, and can be
  destroyed more quickly in this manner.
  In game terms, the Muse Power requires a person
  with artistic skills (Muses also prefer to find sub-
  jects with Artistic Talent, but this is not always pos-
  sible). The Muse needs to be in close proximity
  (arm’s length if possible) to the artist while he is
  engaged in his work. The Vampyre must pass a
  Simple Willpower Test to activate the Muse. As
  long as the ability is activated, the artist performs
  as if he had the Artistic Talent Quality (see Chapter
  Two: Rules; artists who already have Artistic
  Talent double all bonuses). Every hour the Muse is
  active, the artist loses 1D8(4) Essence points,
  which are absorbed by the Vampyre.
  Turning off the Power is not easy. Both the
  Vampyre and the Artist must pass Simple
  Willpower Tests to stop when exhaustion reaches
  dangerous levels. Otherwise, they continue the
  work (and the Essence Drain) for another 1D4(2)
  hours, risking the artist’s life and sanity.
  Nightmare 
  6-point Power
  A Nightmare Vampyre drains the Essence of
  dreamers through fear or ecstasy. These dream
  predators are capable of entering the subject’s
  Panorama, the inner world of one’s subconscious,
  and influencing the course of a dream, turning it
  into a seductive scenario or terrifying experience.
  Some Vampyres (known as the Phobi) feed on fear
  and terror; others (the Succubi and Incubi of leg-
  end) prefer to make the subject’s darkest sexual
  fantasies come to life. A third group, the
  Harrowers, makes their victims relive the most
  painful, humiliating and sorrowful moments of
  their lives, draining them as they suffer. In all
  cases, the victim can be killed. Although
  Nightmares usually prefer not to go to such
  extremes, the occasional death can be attributed to
  their activities. Some Vampyres use Nightmare to
  influence a victim and then eventually contact him
  personally, establishing a relationship of servitude
  -- or climaxing the long hunt with the kill.
  The Nightmare Power sends the Vampyre’s body
  and soul into the Panorama of the dreamer. There,
  the Nosferatu can manipulate the course and events
  of the dream to her advantage by plucking scenes,
  characters and settings from the victim’s memories
  and weaving them into the dream. Also, the
  Vampyre can use any and all of her other Powers,
  affecting dream constructs as if they were real.
  Gifted characters with Soul Projection or similar
  abilities can also enter the dreams of a person.
  Confrontations in a dream Panorama play out as do
  conflicts in the physical world, but the Vampyre
  has the advantage of being able to warp the
  “dreamscape” to suit her needs.
  Activating this Power costs 4 Essence and
  requires a Simple Willpower Test. The subject must
  be dreaming, and within 100 meters (yards) of the
  Vampyre for the ability to work. The range of the
  Power can be increased by 100 meters (yards) per
  additional Essence point spent on the activation.
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  Sade’s Curse 
  3-point Vulnerability
  Some Vampyres develop a taste for Essence with
  a particular flavoring -– the “flavor” of agony,
  especially dying agonies. These monsters can feed
  on Essence released by other emotions, but they
  crave the flavor of terror and pain. They often take
  insane risks to satisfy their craven urges. As a
  result, these Undead are the primary targets of such
  organizations as the Sentinels, and they make ene-
  mies even among their own kind. This addiction
  can be combined with Bloodthirst. Vampyres who
  have both disabilities are the worst killers among
  the Undead, sadistic predators who will take their
  victims’ dignity along with their lives.
  Vampyres with Sade’s Curse cannot take
  Essence from willing or unwitting victims. Their
  targets must always be terrorized and hurt. The
  amount of Essence released from terrified or tor-
  tured victims is presented in the Fear Table (see
  Appendix). 
  Wither 
  9 or 18-point Power
  A few Vampyres have the ability to drain
  Essence instantly from unwilling victims. Some do
  it by simply touching their target and stealing his
  life force so quickly that the target appears to age
  rapidly. The more powerful among these beings
  can affect targets at a distance by merely focusing
  their Will on them. Witherers are very rare among
  the Undead, and they usually hide their powers
  even from other Vampyres. Their abilities make
  them very dangerous and some Vampyres prefer to
  pre-empt such dangers by destroying them as soon
  as they learn of their existence.
  This Power has two levels. The first one requires
  the Vampyre to touch the victim’s bare skin. Every
  turn this physical contact is maintained (the
  Vampyre must hold on for several seconds; punch-
  ing or light touches do not count), the Vampyre
  drains 1 Essence point per level of her Willpower
  Attribute. This process is terribly painful. The vic-
  tim feels a wrenching, burning sensation where the
  Vampyre is touching him, and will try to break free
  unless restrained in some way. If the victim is
  drained to below 0 Essence Points, he appears to
  age rapidly, losing hair and skin tone, and becom-
  ing weak and frail. Every Essence point below 0
  that the Vampyre steals from the victim appears to
  age the victim by 5 years (in addition to the regular
  effects of such an Essence loss, see WitchCraft,
  Chapter Four: Rules, Essence Point Loss). If
  drained to -30 Essence, the victim dies, and the
  corpse looks like a withered mummy.
  At the second level of this Power, the Witherer
  can affect people at a distance. As long as the
  Vampyre can keep the victim in sight, and the tar-
  get is within 10 meters (yards) per level of the
  Vampyre’s Willpower Attribute, the Vampyre can
  drain the target every turn as above. This requires a
  Simple Willpower Test to focus the Vampyre’s will,
  and the target resists with a Difficult Willpower
  Test. The victim feels the same horrible pain, and if
  he spots the Vampyre he intuitively knows the crea-
  ture is responsible.
  A number of Gifted and supernatural abilities can
  resist this power. Magical Shields block Witherers
  completely, as does the Necromantic Power Soul
  Armor.
  
  Vampyre Conspiracy Theorist
  "They" are everywhere. People go about their everyday lives in blissful ignorance of the Secret Masters
  that manipulate history. The newspapers and television are nothing more than scripts designed to fool the
  masses. But you know better. You can see Them. Maybe, just maybe, you can stop Them.
  You watch Their plans, and when you get the chance, you hinder them. You can't do it all alone, of
  course, but your allies don't understand what they are up against. Even your fellow Iscariots don't quite
  get it. They still talk about the Combine, and see only a monolithic enemy. You know that there are many
  different conspiracies, each vying for control over the world. 
  Sometimes your friends stare at you strangely when you make a connection between a plane crash in
  Milwaukee, a drought in South America, and a Presidential fact-finding tour, but you only smile know-
  ingly. They are all pieces of the same puzzle, and only you can piece it together.
  Origins
  In the Gulf War, you were a communications specialist. Your unit was ordered to take a heavily forti-
  fied base that was manned by a small army of international mercenaries, not Iraqis. The battle was one of
  the most intense engagements of the war, but it is not detailed in any military report or history book. Your
  platoon suffered losses, but you won and then helped load a number of boxes -- with U.S. Navy mark-
  ings    -- into a fleet of unmarked black helicopters. Something fishy was going on, but orders were orders.
  Maybe They didn't trust you to remain quiet; maybe They planned it all along. In the end, all the mem-
  bers of your unit died before the war was over. Some died from "friendly fire." Others simply disappeared.
  You were not spared; during a routine patrol, your armored vehicle was hit by multiple rockets. You man-
  aged to crawl away from the burning wreck. A black helicopter landed and the same officer who ordered
  your unit to attack the base came out, looked at you, and put a bullet between your eyes.
  You came back from the dead burning for vengeance, and needing to understand why. In the years that
  followed, you have learned many things. You even discovered that the "officer" who killed you was actu-
  ally not in the military at all, but worked in a covert government agency which in turn was a front for a
  much larger conspiracy. Since then, you have been trying to unwrap the enigmas around the mysteries.
  Allies and Enemies
  You joined the Fellowship of Judas fairly recently, when you saved a couple of Iscariots from a
  Combine trap. You are currently on detached duty, working on your own and tracking down any leads that
  may unearth more conspiratorial plots. Your main enemy, of course, is the Combine, but there are others
  out there who may or may not be part of the Combine, and are just as evil. 
  Roleplaying the Character
  You trust no one. Even when you appear to confide in someone, you are actually testing your new
  "friend," feeding him tidbits of useless information and seeing what he does with them. You like to plan
  ahead, and never go anywhere without having at least one or two escape plans. Nothing is accepted at
  face value. You will run a background check on a Girl Scout if she knocks on your door, and anybody
  who tries breaking into your current dwelling does so at the risk of his own life. 
  * This character has been created using the Option Skill Point Calculation System (see Chapter Two:
  Rules, Skill Point Calculations). If using the basic system, 9 skill levels must be dropped.
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  LLeevveell
  SSkkiillll//PPoowweerr
  Power/Vulnerability
  QQuuaalliittiieess
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  PERCEPTION
  WILLPOWER
  PPrriimmaarryy AAttttrriibbuutteess
  LIFE POINTS
  ENDURANCE POINTS
  SPEED
  ESSENCE POOL
  SSeeccoonnddaarryy AAttttrriibbuutteess
  NNaammee
  AAssssoocciiaattiioonn
  CCoonncceepptt
  CHANNELING
  LEVEL
  CHARACTER
  POINTS
  SPENT
  UNSPENT
  UNDEAD
  PPooiinntt
  © 1999 Eden Studios. Permission granted to photocopy.
  Warrior
  Fellowship of Judas
  5
  3
  2
  3
  6
  5
  50
  109
  22
  n/a
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  LLeevveell
  Vampyre
  Increased Essence 
  Situational Awareness
  2
  Adversary: Combine
  Delusion: Conspiracies Everywhere
  Paranoid
  6
  2
  Brawling
  3
  Computer Hacking
  4
  Demolitions
  3
  Dodge
  1
  Electronic Surveillance
  3
  Guns (Handgun)
  3
  Guns (Rifle)
  3
  Notice
  2
  Stealth
  2
  Surveillance
  2
  Traps
  3
  Common Vampyre Powers
  Common Vampyre Vulnerabilities
  Greater Shifting (2 extra shapes)
  (shapes: dog, bat, rat, pigeon)
  Manipulate Emotions
  Wither (9 points)
  13
  15
  2
  
  Unliving Vengeance: 
  Relentless Dead Characters
  The Relentless Dead were once human beings,
  until they fell prey to tragedy, madness, or both.
  Most Relentless Dead were murdered in some
  gruesome or shocking manner, often after witness-
  ing the deaths of loved ones. Many
  were abused for years before
  their deaths. Others are psy-
  chotic killers who con-
  tinue to follow their
  insane urges even
  after being exe-
  cuted for their
  c r i m e s .
  Invariably,
  Relentless
  Dead 
  are
  consumed
  by anger, be
  it righteous
  indignation,
  cold, calcu-
  lating fury,
  or 
  rabid,
  mindless rage.
  Many 
  are
  Unborn in a fit of
  convulsive fury, go
  on a mindless ram-
  page, and are destroyed
  or fulfill their self-appointed
  mission in a matter of days or
  hours. Others are more calculating and
  patient, and have remained on this world for sever-
  al lifetimes, pursuing their goals with great deter-
  mination.
  The Relentless Dead are powerful but tragic.
  Their existence is consumed by their obsessions,
  and they cannot survive the completion of their
  quest. Although they are almost impossible to stop,
  let alone destroy, by conventional means, Gifted
  enemies can sever their link to their bodies and
  send their souls spiraling into the Death Realms. 
  These Undead are becoming more numerous in
  the chaotic world of WitchCraft. Some of their self-
  appointed missions are too grandiose to be com-
  pleted in less than a lifetime, or even a dozen life-
  times. Not all the Relentless Dead are
  insane 
  berserkers; 
  many
  methodically and cold-
  bloodedly 
  implement
  their plans of revenge
  and 
  destruction.
  Players 
  who
  wish to play
  these charac-
  ters 
  should
  keep 
  in
  mind 
  that
  t
  h
  e
  Relentless
  Dead 
  do
  not have to
  be 
  stereo-
  t y p i c a l
  k i l l i n g
  machines.
  Although lon-
  ers 
  by 
  nature,
  some 
  Relentless
  Dead are willing to
  work 
  with 
  others 
  to
  achieve their goals. Relentless
  Dead rarely join a Covenant, but
  may forge alliances with Gifted or supernatural
  groups. Sometimes, the purposes of the Relentless
  Dead are so similar to the goals of a Covenant, that
  the Undead will work closely beside its members,
  sometimes without their knowledge.
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  Rising From the Grave
  Most Relentless Dead were victims of violent
  crimes, although a few died in accidents or com-
  mitted suicide. Whatever the cause of their demise,
  their deaths occurred while they were in a state of
  rage against real or imagined tormentors. This
  wrath was so intense that it transformed the soul,
  altering its Essence matrix to the point that it was
  no longer subject to the Cycle of Life and Death.
  The transformed soul does not leave the physical
  world. Instead, it hovers over the corpse, gathering
  power by feeding on its rage. When it has accumu-
  lated enough power (a process that may take as lit-
  tle as a few hours or as long as several years), the
  soul re-enters its body, restoring it to life. The
  newly-risen Undead, after a brief period of disori-
  entation, soon remembers her demise and sets out
  to avenge it.
  Playing the Relentless Dead
  At a glance, the Relentless Dead appear to be
  somewhat one-dimensional. Even if true, playing a
  straightforward, uncomplicated character can be
  fun sometimes, especially if done with gusto.
  Additionally, revenge as a motive can have many
  different facets and not all of them are grim and
  serious. Some Relentless Dead bring a twisted
  sense of humor to their mission and start out by
  humiliating and ridiculing their targets before
  destroying them. Others might see their cause as a
  complex game and be as attracted to the conflict
  itself as to the idea of winning it.
  But anger and the thirst for vengeance need not
  be all there is to the Relentless Dead. For all their
  obsessions, they were once human, and are capable
  of friendship and compassion, even if they are not
  as strong as their primary motives. Sadness is also
  a part of the Relentless Dead’s existence. They
  have had their lives stolen from them, and all they
  have left is the quest to punish those responsible.
  Creating a Relentless Dead Character
  Relentless Dead characters can be used in some
  WitchCraft games at the Chronicler’s discretion.
  When creating these characters, players should try
  to remember that, even under the best of circum-
  stances, it can be tricky to bring a rage-filled
  Undead into a game where the other players are
  human Gifted or even other types of supernatural
  creatures. The Undead should at least have some
  motive for working with some of the other charac-
  ters. Relentless Dead characters need not be easy-
  going, friendly people (there are precious few such
  Undead anyway), but some cooperation, even if
  motivated by a hidden agenda, is necessary or the
  game may degenerate into endless bickering and
  backstabbing (which can make a good Story for
  some gaming groups, of course).
  When creating a Relentless Dead character, the
  player must purchase the Relentless Dead Quality.
  The value of this Quality takes into account the
  unique Powers and limitations of this type of
  Undead. This Supernatural Quality costs 15 char-
  acter points, and can only be purchased with points
  from either the Quality or Metaphysics categories.
  Attributes: The Relentless Dead have superhu-
  man physical Attributes; their bodies have been
  enhanced by their rage-filled souls. Add +3 levels
  to any two physical attributes (Strength, Dexterity
  or Constitution) and +4 levels to the remaining one.
  To figure out the cost of an Attribute, purchase the
  level first and then add the Relentless Dead bonus.
  For example, if the player wanted a Strength of 8,
  he would buy up to level 4 (4 points), and add the
  bonus to that. Relentless Dead can have Attributes
  well above the maximum human level of 6.
  Secondary Attributes: Except for Endurance
  points, these attributes are determined normally.
  Relentless Dead are not subject to fatigue and
  have no Endurance Points. 
  
  Qualities: Common Qualities and Drawbacks
  among the Relentless Dead include Obsessions
  (usually for revenge), Emotional Problems and
  even Delusions. Most social Qualities and
  Drawbacks cease to have meaning for the Undead
  -- Relentless Dead characters do not get any bonus
  points for such Drawbacks as low Resources or
  Social Level.
  Association: The Relentless Dead are almost
  always Solitaires. A few belong to the Order of
  Thanatos and the Fellowship of Judas (see Chapter
  Four: Associations), and the occasional Relentless
  Dead masquerading as a human can be found
  among such Covenants as the Sentinels, but such
  extraordinary individuals are very rare.
  Metaphysics: The Relentless Dead have a num-
  ber of special Powers. Beyond those Powers, how-
  ever, they are basically human, and have no access
  to Gifted powers. No other Gifted powers can be
  acquired by the Relentless Dead; even those who
  were magicians or psychics in life lose those abili-
  ties, or replace them with the closest equivalent
  Relentless Power.
  The Relentless and Essence 
  Most Undead, like Vampyres, need to continual-
  ly replenish their Essence, usually by stealing it
  from others. The Relentless Dead are different in
  that their driving purpose sustains them, while at
  the same time, cuts them off from all other sources
  of power. The Relentless Dead do not lose Essence
  normally, and they regain lost Essence at a very
  high rate. They cannot tap into ambient Essence,
  however, nor can they steal it from others. The
  source of their power is purely internal. 
  Some of the special Powers of the Relentless
  Dead are activated with Essence points, and the
  Undead may lose Essence through mystical
  attacks. These losses are regained at the rate of 1
  Essence point per minute. This makes the Undead
  somewhat more vulnerable to direct Essence
  attacks than to physical attacks, but only through
  a combination of both can the Relentless Dead
  be truly destroyed.
  Wrath 
  The Relentless Dead have a special ability, called
  Wrath. This is a measure of their drive and will to
  carry on with their mission of vengeance. There are
  two types of Wrath: Noble and Dark. Noble Wrath
  is righteous indignation, aimed at the people or
  group that brought harm to the Relentless or her
  loved ones. Dark Wrath is pure mindless rage,
  focused against not only the rightful target but also
  anybody who gets in the Undead’s way or even
  towards all living beings. 
  Note that despite its name, Noble Wrath does not
  mean the Undead is a pure, moral being. The name
  simply means that the Relentless Dead focuses her
  obsession against a particular individual or group.
  Depending on their morality, Relentless Dead with
  Noble Wrath may or may not injure the innocent as
  well as the guilty; some believe their end justifies
  any means, while others show great self-restraint.
  Adversaries with Noble Wrath are devious and cal-
  culating enemies.
  Dark Wrath is not appropriate for Cast Members
  because Undead afflicted by it are not in control of
  themselves. Their actions are not constrained by
  morality or even self-interest. These Undead carry
  out their murderous impulses even when they
  endanger their own existence. Although capable of
  cunning, these Relentless Dead ultimately fall prey
  to their dark desires. They are rarely able to work
  with others, and invariably turn against any allies,
  often before their usefulness is at an end. Even as
  villains, Relentless Dead with Dark Wrath are little
  more than murderous berserkers, dangerous but not
  hard to outwit. 
  Whatever its orientation, Wrath provides the
  Undead with a number of special abilities. It adds
  +4 Life and Essence points to the character per
  level; furthermore, it is used to activate some
  unique Powers. Wrath can also be used to resist any
  magical or psychic attack that tries to control or
  destroy the Undead. Add the Wrath rating to any
  Task or Test used to resist magic, the Sight or other
  Gifted powers.
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  Wrath is purchased during character creation,
  using points from the Metaphysics characteristic.
  Each level of Wrath costs 4 character points per
  level from levels 1 to 5, and 8 points per level
  thereafter. After character creation, this cost goes
  up to 6 and 10 character points respectively.
  Common Relentless Dead Powers
  These are characteristics shared by all the
  Relentless Dead, and are part of the Relentless
  Dead Quality. Powered by their Wrath, and no
  longer limited by the weaknesses of the living, the
  Relentless Dead are nearly unstoppable warriors.
  Inhuman Strength and Vitality
  The Relentless Dead have re-created their bodies
  and made them into supreme instruments of
  vengeance, unhampered by the frailties of living
  flesh. These superhuman Attributes are reflected in
  the bonuses that Relentless Dead characters gain
  during character creation (see above).
  Invulnerability 
  It is impossible to destroy the Relentless Dead
  with Mundane weapons, although massive damage
  temporarily slows them down. All damage inflicted
  through conventional means (from bullets to fists
  to explosions) is regenerated. The regeneration rate
  varies, but is never less than 1 Life Point per
  minute. If the Relentless Dead is reduced to below
  -20 Life Points, she collapses, seemingly dead,
  until she regenerates back to -20 points or higher.
  The most common mistake victims make around
  the Relentless Dead is to approach their apparently
  lifeless corpses . . .
  Essence depletion also slows down the Undead.
  If the Relentless Dead is reduced to below -20
  Essence points, she collapses and appears to die.
  Until her natural regenerative powers restore her
  Essence back to at least -20 points, the creature is
  essentially helpless.
  Although the Undead cannot be destroyed by
  either physical or Essence attacks, resourceful ene-
  mies can disable and then imprison or restrain
  them. Some Covenants have a number of
  Relentless Dead imprisoned in remote, well-guard-
  ed places, either because they lack the means to
  destroy them, or because they might find a use for
  them some day. One story tells of a Wicce Coven
  that cast a Relentless Dead into a live volcano. To
  this day, the Coven’s descendants watch the now-
  dormant volcano, making sure the Relentless Dead
  does not surface and return to the world.
  The only way to permanently destroy a
  Relentless Dead is to reduce the creature’s Essence
  and Life Point Pools to -20 each, and then perform
  a magical or Necromantic Invocation such as Spirit
  Mastery (using the Dismiss Spirit rules; see
  WitchCraft, Chapter Six: Metaphysics) or Death
  Lordship. These rituals are resisted by the
  Undead’s Willpower and Wrath Task. Only if that
  Task is overcome is the link between the raging
  spirit and her body severed.
  Semblance of Life 
  Many Relentless Dead rebuild their bodies and
  look, act and feel wholly alive. Their wounds bleed
  normally, and even a cursory medical examination
  shows nothing unusual. This happens even if the
  Undead’s body has been dissected or embalmed
  after death and despite any mutilation or dismem-
  berment suffered on or after the Undead’s demise.
  A number of Relentless Dead rise bearing the
  wounds and disfigurements they had in life, but
  this difference appears to be psychological. Some
  Undead seem to relish looking like something that
  crawled out of a grave, while others look totally
  human, making their seeming invulnerability all
  the more shocking. The Stigmata Special Power
  (see later in this chapter) is shared by those Undead
  who truly look the part.
  
  Special Relentless Dead Powers and
  Vulnerabilities 
  The Relentless Dead do not have a lot of special
  abilities. Their nature is such that these beings
  rarely have Powers other than the common ones.
  Nonetheless, a few Relentless Dead do possess
  special abilities, often determined by the nature of
  the Undead’s demise.
  Nemesis 
  5-point Power
  Relentless Dead with this ability are not hin-
  dered by distance or physical barriers in their
  effort to reach their targets. Their victims may run,
  but they cannot hide. No matter how far they trav-
  el, or how well they defend themselves, the
  Undead will find them. 
  Nemesis transports the Relentless Dead to the
  vicinity of her victim. This Power works like tele-
  portation, crossing distance and barriers without
  hindrance, but it has a number of limitations. First
  of all, the target of the Power must be an enemy
  the Undead knows personally and someone the
  Relentless Dead has a good, driving reason to
  find. Secondly, the Power does not work if the
  Relentless Dead can be seen by any creature or
  being. The Relentless Dead must always disap-
  pear and reappear unseen and unnoticed. Even if
  the Undead herself is looking at her image in a
  mirror, the ability will not work. Typically, the
  Undead appears in a closet, a dark street alley, or
  some place where nobody can see her. If the target
  is in a crowded area, the Relentless Dead appears
  in the nearest unwatched place. This may be less
  than helpful if the target is in the middle of a
  crowded concert, for example.
  To the Relentless Dead, the Power does not feel
  like teleportation but more akin to a dream-like
  run at incredible speeds through city streets,
  forests, or on the surface of the ocean (once the
  Nemesis is activated, the Relentless Dead
  becomes invisible and intangible).
  Activating the Nemesis Power costs 15 Essence
  points and requires a successful Perception and
  Wrath Task. If the Task fails, the Essence is lost
  and the character cannot try again for an hour. If
  the Task is successful, the Relentless Dead disap-
  pears for about one minute, reappearing at the
  closest unwatched location near the target. The
  place needs to be somewhere out of sight. Right
  behind the target would not do, but the next room
  in a hotel or the closet in that room would, pro-
  vided the closet door was not open at the time. 
  Regeneration 
  Variable Power
  All Relentless Dead regenerate any physical
  damage inflicted, and they cannot be killed by nor-
  mal means. Their common regeneration Powers
  are relatively slow, however -- 1 Life Point per
  minute. Quicker regeneration can be purchased as
  a special Power. Some Undead can heal massive
  amounts of damage in a matter of seconds, while
  others may lie in a death-like state for hours before
  recovering from crippling wounds.
  For 2 points, the character can regenerate 1 Life
  Point per level of Constitution per minute. For 5
  points, the Undead can regenerate 1 Life Point per
  turn. Each additional point after 5 increases the
  regeneration rate by 1 Life Point. For example, to
  create a Relentless Dead character who regener-
  ates 6 Life Points per turn would cost 10 points. At
  these rates, the healing is clearly visible. A gun-
  shot wound closes (after the bullet is expelled) in
  a few seconds, for example.
  Spirit Bane 
  6-point Power
  Relentless Dead with this Power can harm
  Spirit beings with hand-to-hand attacks. This
  Power usually manifests among those Relentless
  Dead who were killed or victimized by a Spirit.
  Often, they target all Spirits for revenge, not just
  the one who victimized them. In game terms, the
  Relentless Dead can inflict normal hand-to-hand
  damage as Essence point damage on any creature
  with a Vital Essence Pool.
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  Stigmata 
  Variable Vulnerability
  Some Relentless Dead bear the marks of their demise. These Stigmata range from easily concealable
  wounds to signs of death and decay that make it impossible to appear as normal humans. The more
  noticeable and hideous the wound or characteristic is, the higher
  the value of this Vulnerability. Note that Stigmata also
  make the character more terrifying, which is not
  altogether a bad thing, so the value of this
  Vulnerability is not very high.
  Minor Stigmata: This category includes such
  things as open but bloodless wounds that can be
  concealed under clothing, pale, gaunt features,
  and a vaguely “corpse-like” appearance. If
  exposed, these marks may cause most normal
  people to undergo a Fear Test (see Appendix), at
  a +2 bonus. Most of the time, however, the
  character attracts strange looks but little else.
  This Vulnerability is worth 1 character point.
  Common Stigmata:
  This category
  includes large, bleeding wounds that cannot
  be easily concealed, such as large burns,
  scars or other disfigurements that clearly mark
  the character as abnormal. People who see
  these Stigmata must pass an unmodified Fear
  Test. This is worth 2 points.
  Major Stigmata: The character is clearly
  not alive. She may resemble a rotten
  corpse, bear horrendous wounds, or look
  like a burn victim. Anybody seeing the
  creature must pass a Fear Test with a
  -2 penalty. The Relentless Dead
  cannot pass for a normal human
  under most circumstances, and she
  must hide from the sight of people
  or she will be discovered. This
  Vulnerability is worth 3 points.
  
  Relentless Vampyre Hunter
  The Vampyres believe they own the night. Those who have met you know better, if only for the brief
  time before you destroy them. A former victim of a predatory Vampyre, you returned from the grave with
  a burning hatred for the creature and all of its kind. During your calmer moments, you see yourself as a
  divine champion on a holy mission. When you finally confront your prey, however, you succumb to your
  unending rage and turn into a brutal killing machine. For over two hundred years, you have tracked down
  and destroyed Vampyres wherever you could find them. It is not an easy task, and sooner or later one of
  the creatures may get the best of you, but you don't care. As long as your will keeps your body alive, you
  will kill the beings that killed you.
  Origins
  You and your family set out for the American West in the mid 1800s, driven by dreams of free land and
  new beginnings. As you approached the edge of civilization, you made the tragic mistake of accepting the
  hospitality of a farmer -- a farmer with a quiet, pale family and a poorly tended field. That night, the true
  nature of your host was revealed. He and his "family" were a nest of Vampyres, and for the next several
  days you were exposed to horrors and humiliations unlike anything you had ever imagined. You saw your
  family killed in front of you, and died to the sound of your tormentors' laughter.
  The next night, you arose from the shallow grave meant to be your eternal rest. It's been two centuries
  since your rebirth, and in that time you have killed almost as many Vampyres. You've stalked them in the
  battlefields of two world wars and in the palaces of the rich and powerful. You have found them in the
  sewers or cities and in countryside castles. You have traveled the world by means fair or foul, and you
  have always found more of the beings. You will not give up until they are all gone.
  Allies and Enemies
  Most of the time you work alone, but through the years you have discovered that you are not the only
  hunter of the supernatural. You know of the Sentinels, and they know of you. There is an unspoken truce
  between you and that Covenant, and they will not actively hunt you as long as you refrain from harming
  the innocent. A number of Vampyres are aware of your quest, and they have tried to lure you into traps
  and ambushes. So far they have failed, and lost their Unlives in the bargain. On a number of occasions
  you have worked with other enemies of the Undead, including Wicce and Rosicrucian magicians. More
  recently, you have found yourself the target of several Vampyres acting as a team. You realize you will
  need allies if you are to survive and carry on your fight.
  Roleplaying the Character
  You live for the times when you can corner a predatory Undead and destroy it. You have developed sev-
  eral methods for the destruction of Vampyres. Your favorite technique consists of battering the Vampyre
  into unconsciousness and then exposing the body to sunlight. Most of the time, you are fairly collected
  and rational. When faced with a Vampyre, any Vampyre, your Wrath comes to the fore, and you do every-
  thing in your power to destroy the Undead. You are no berserker, however. You will bide your time if you
  must, and such waiting serves your purpose of eliminating the Vampyre. You do not want to die trying to
  kill the Vampyre; you want to succeed.
  * This character has been created using the Option Skill Point Calculation System (see Chapter Two:
  Rules, Skill Point Calculations). If using the basic system, 12 skill levels must be dropped.
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  LLeevveell
  SSkkiillll//PPoowweerr
  Power/Vulnerability
  QQuuaalliittiieess
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  PERCEPTION
  WILLPOWER
  PPrriimmaarryy AAttttrriibbuutteess
  LIFE POINTS
  ENDURANCE POINTS
  SPEED
  ESSENCE POINTS
  SSeeccoonnddaarryy AAttttrriibbuutteess
  NNaammee
  AAssssoocciiaattiioonn
  CCoonncceepptt
  CHANNELING
  LEVEL
  CHARACTER
  POINTS
  SPENT
  UNSPENT
  UNDEAD
  PPooiinntt
  © 1999 Eden Studios. Permission granted to photocopy.
  Avenger
  Solitaire
  7
  3
  2
  3
  5
  5
  76
  73
  20
  n/a
  DDrraawwbbaacckkss
  PPooiinntt
  LLeevveell
  Relentless Dead
  Increased Essence 
  Age (2 levels)
  Hard to Kill (2 levels)
  Adversary: Band of Vampyres
  Delusion: All Vampyres Are Monsters
  Honorable
  Obsession: Hunting Vampyres
  3
  2
  Brawling
  4
  Craft (Farmer)
  2
  Dodge
  4
  Driving (Car)
  2
  Guns (Handgun)
  4
  Guns (Shotgun)
  3
  Hand Weapon (Knife)
  4
  Intimidation
  3
  Notice
  2
  Occult Knowledge (Vampyres)
  3
  Riding (Horse)
  3
  Stealth 
  3
  Tracking
  3
  Wrath
  3
  Common Relentless Powers
  Common Relentless Vulnerabilities
  Regeneration (6 pts per Turn)
  2
  6
  2
  2
  10
  15
  
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  Chapter Four: Associations
  
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  He hung out by the bus station, waiting for new prey like a lion haunting a watering hole.
  Even now, after three decades of warnings and cautionary tales, young fresh faces hailing from
  places like Idaho and Maine and Indiana still came, drawn to the mysteries of New York
  like moths to a flame. They thought themselves wiser and more worldly than those that came
  before them, and truth to tell, the old methods were not as effective as they once had been. He
  knew how to talk to the kids, how to gain their trust. The process was a complex dance, a game
  of give and take, slowly breaking down their initial wariness and distrust, while subtly and smil-
  ingly sinking his hooks into them.
  There. A girl, maybe fourteen, pale blonde, smoking a cigarette in a clumsy attempt at appear-
  ing more sophisticated. Her delicate face and haunted eyes reminded him of somebody else. But
  no -- she’d been dead almost two years now, one of his occasional failures. He had dealt with
  her harshly when she tried to run away. Her corpse should be buried with all the other garbage at
  some landfill. He preferred not to use violence, but when he did, he made sure his message got
  across. The rest of the stable had seen her body before he disposed of it, and he’d had no prob-
  lems from them after that.
  This one looked a bit like her, about the same age. Then again, after a while (he’d only been
  doing this for four years but they sometimes felt like fourteen) their faces and bodies and voices
  all seemed to blur into one pathetic individual. He shrugged off the memories and moved in. He
  offered to help, warning her about the dangers of the city, mentioning how he had once run away
  from home and gotten into more trouble than he could handle, and how he didn’t want others to go
  through what he had gone through. The girl remained cool and suspicious, but she did not run
  away. She allowed him to follow her as she left the station and wandered the streets. That was
  part of the plan, not to offer to take them anywhere, to just let them roam for a while, until the
  enormity of the city and sheer loneliness broke them down, made them ask him for help.
  Sometimes he would even guide them to a runaway shelter, let them get a taste of the system
  first before coming back and offering something better, safer, nicer. Eight times out of ten after
  that experience, they would accept his offer.
  As they walked, he remained alert. He had a reputation on the streets, but no rep would deter
  a crazed crack-head, and it was late at night. The girl’s aimless wanderings were taking them
  into a really bad part of town. When she finally turned into a dead end alley, he decided he need-
  ed to put his foot down. “You’re lost, honey,” he said soothingly. “This is not a safe place to
  be.” 
  She smiled at him, a beautiful, joyous smile that for a second made her look less pale and
  more alive. “I know.”
  Before he could reply, he heard a noise behind him. He turned.
  Half a dozen figures were closing off the end of the alley.
  The girl’s smile widened, and he could see inhumanly long fangs, gleaming in the weak
  streetlights. Suddenly, she didn’t just look familiar. Except for the fangs, she was the girl he
  had killed and dumped like so much trash.
  “I died but I got better,” she said. “But me and my friends are so very hungry . . .”
  His struggle was brief. They were very hungry indeed.
  
  Introduction
  Many shadow societies and underground orga-
  nizations operate without the knowledge of the
  Mundanes. Through the ages, mystical Covenants
  have been formed for self-defense, to gather
  together like-minded Gifted, or to carry out some
  mysterious purpose. Some of the largest and most
  important groups, like the Wicce, Rosicrucians
  and the Twilight Order, were depicted in the main
  WitchCraft book. This book describes several oth-
  ers, including organizations dominated by super-
  natural beings, be they Spirits or Undead.
  Alliances and Conflicts
  The signs of the Reckoning have forced many
  Covenants to abandon their complacent ways. For
  centuries, the Covenants rarely came into contact
  with other groups of Gifted. The need for hiding,
  while real enough, also contributed to members of
  one group knowing little or nothing about other
  organizations. Some cults and Orders had wildly
  exaggerated or plainly wrong notions about their
  counterparts in other regions or other cultures.
  Fear and distrust characterized any meetings
  between Associations. Others negotiated elaborate
  treaties and pacts in which both sides swore to
  leave the other alone.
  In the last century, however, things started to
  change. As travel and communications became
  faster and easier, and as populations grew, the
  world became a smaller place. Members from dif-
  ferent Covenants started coming into contact with
  each other more often. Hiding places, even in
  remote areas, became more conspicuous -- more
  easily discovered by those who knew what they
  were looking for. As the number of Gifted men
  and women increased and grew into their powers,
  some Covenants became greedy, trying to snatch
  would-be pupils from under the noses of rival
  organizations. 
  Conflict 
  became 
  almost
  inevitable, and age-old enmities sparked anew.
  Some of these antagonisms are discussed under
  the individual Association sections in this chapter.
  Conflict was not universal, however. Some
  Associations found common goals, methods or
  enemies as their contacts increased. These groups
  formed loose relationships, and even began to
  exchange knowledge. Such allies are also detailed
  in later sections of this chapter.
  At present, almost all Covenants recognize that
  inter-Covenant fighting is counterproductive. The
  chaotic forces being released by the approaching
  Reckoning are a far worse threat. Nobody is in a
  rush to make new alliances with former rivals or
  suspicious strangers, but sooner or later, the Gifted
  of the world must abandon their prejudices and
  fears and try to work together. This process,
  fraught with setbacks, betrayals and troubles, can
  be a major element of many Stories.
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  The Associations discussed in
  WitchCraft are, for the most part,
  active in the future setting described in
  the Armageddon RPG. Sidebars have
  been placed throughout this text detail-
  ing background information for those who
  wish to use these Associations in an
  Armageddon campaign.
  
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  Fellowship of Judas
  Vampyres are driven by many passions. Many
  are people who tried to escape the burdens of life
  and yet could not deal with life after death. Others
  are former victims who turned into predators or
  were predators in life and now pursue their unnat-
  ural lusts after death. The Fellowship of Judas is
  made up of those who seek
  redemption. Their purpose
  is to amend for their
  crimes by protecting
  humans 
  from
  beings like them-
  selves, preda-
  tors 
  both
  human and
  supernatural.
  The Iscariots
  are a small but
  d e d i c a t e d
  group. Their
  goals are
  selfless,
  but 
  their
  methods 
  are
  somewhat ques-
  tionable. They see
  themselves as warriors
  fighting 
  shadowy
  organizations 
  like
  the Combine, other
  Undead, and any supernat-
  ural hunters of humans. Their
  alleged founder and leader was
  the great traitor of Biblical history, and
  their goal is to undo the harm he and others
  like him have inflicted on the world.
  History
  The traditions of the Fellowship speak of Judas
  Iscariot, the great betrayer who in remorse hung
  himself. At the Threshold between Life and Death
  (see Chapter Six: Supernatural), Judas had a vision
  of the future -- of the events he had helped set in
  motion. He saw empires fall, wars rage, and
  untold numbers suffer. His desperate desire
  to redeem himself and undo
  some of the disasters he
  foresaw allowed him to
  return 
  from 
  the
  Threshold and be
  Unborn. 
  Fleeing
  Palestine, Judas trav-
  eled at night, prey-
  ing on those who
  preyed on oth-
  ers -- ban-
  dits, bru-
  tal 
  sol-
  diers 
  and
  corrupt priests.
  He also collected
  followers 
  from
  among 
  them,
  all 
  former
  criminals
  or exploiters
  who 
  repented
  their sins in life or
  at the Threshold.
  Judas and his band
  traveled to Egypt, establish-
  ing a network of Undead and
  mortal followers as they went. Never daring to
  show themselves to Christians, out of shame and
  fear, the Iscariots nevertheless helped the new
  
  movement. Even though Judas and his followers
  could not stop the most savage persecutions, their
  actions saved thousands of Christians. Eventually,
  Christianity became the official religion of the
  Roman Empire, and other religious groups were in
  turn persecuted. As a result of their powers and
  long life, the Iscariots became aware of a hidden
  force behind the crimes and persecutions. Beneath
  the corruption in the Roman and Persian Empires,
  the Vampyres discovered a secret group of manip-
  ulators who helped turn a religion of peace and
  love into a force for persecution and genocide. The
  excesses of emperors and the atrocities of barbar-
  ians all were pieces of a larger pattern, one
  designed to keep humans ignorant and enslaved.
  The legends of the Covenant claim that soon
  after Judas and his chief followers discovered this
  hidden force, it discovered them. A furious secret
  war ensued, a conflict between the Compact of
  Constantine, as the Combine was then known, and
  the Iscariots. The Fellowship of Judas was too
  small to achieve any lasting victories. For cen-
  turies, the Covenant has been a thorn in the side of
  the Combine, but little more. The Fellowship has
  been successful in destroying a number of lesser
  threats, such as certain Dark Covenants and Mad
  God Cults, however.
  Beliefs
  To the Fellowship, Unlife is a time of testing and
  choices. They believe that those who return to the
  world as Vampyres do not have to surrender to their
  hunger and lusts, but can do good works to justify
  their unnatural existence. The Iscariots worship the
  concept of Free Will. Living or Undead, it is in the
  power of everyone to choose to do the right thing.
  In their case, “doing the right thing” is opposing
  the forces that conspire to keep humankind mired
  in ignorance and brutality. The Fellowship knows
  of the shadowy organization known as the
  Combine. Covenant traditions claim that the
  Combine was behind many important and crucial
  events in the world, from the Crucifixion to the
  Inquisition, from acts of genocide and class war-
  fare to the manipulation of economies and govern-
  ments, drug trafficking, and the corruption of the
  media. Most Iscariots become Undead conspiracy
  theorists, finding links between disparate events,
  suspecting hidden forces are behind all or most
  major happenings.
  Fighting the Combine (or, more accurately, iden-
  tifying the actions of the Combine and then fight-
  ing it) is the main goal of the organization. If they
  can uncover the secrets of this shadowy organiza-
  tion, the Iscariots may help humankind take control
  over its own destiny. Only then can the Iscariots
  rest in peace (or so they believe).
  Organization
  The Leaders of the Fellowship are called
  Followers. It is said that Judas Iscariot recruited the
  First Twelve in imitation of his Teacher, and that
  the First Twelve then went on to create a network
  of Undead and other undesirables. The Followers
  all bear a tattoo on their wrist -- a stylized letter J,
  surrounded by mystical symbols. These tattoos
  have a unique magical “signature” that Undead,
  Gifted humans and others can perceive, and they
  cannot be counterfeited. There are less than a hun-
  dred Followers worldwide. They are all powerful
  Undead, at least two hundred years of age. Their
  knowledge of the hidden forces in the world is vast
  and deep, and rarely shared with others.
  The rank-and-file are the Iscariots, recruited by
  the Followers into the Fellowship. The Iscariots
  take an oath never to refuse a request for aid from
  another member, to accept the missions given to
  them by a Follower, and to never harm an innocent.
  About one half of the Iscariots are Vampyres; the
  rest are human (both Gifted and Mundane) or other
  Supernatural beings, including some Relentless
  Dead and Phantoms.
  Recruiting Undead members occurs in the
  Threshold, the realm just between the world of the
  Living and the lands of the Dead. Many Iscariots
  prowl this world, looking for tormented and
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  damned souls to rescue. The spirit of recently
  deceased humans, most of them suicides or crimi-
  nals, are approached by an Iscariot and forced to
  face the consequences of their actions, of the cow-
  ardice inherent in taking one’s own life, of the harm
  inflicted on others by one’s carelessness, greed or
  cruelty. Those who show no sign of repentance are
  attacked, their souls mauled, and if possible dis-
  patched to the Pit, the hellish realm where demons
  torment the spirits of the wicked. The ones who
  wish to redeem themselves undergo the Unbirth,
  and are admitted into the Covenant.
  Undead are not the only ones given a chance to
  make up for their actions through service. The
  Iscariots also approach living humans who are also
  guilty of grave sins, and they are given a similar
  choice. Many of these humans become dedicated
  members and are as knowledgeable and effective
  as the Undead. A few eventually undergo Death
  and the Unbirth and continue their work as
  Vampyres.
  Allies and Enemies
  The Fellowship prefers to operate on its own, but
  members often find it necessary to collaborate with
  other Covenants. For the most part, the Iscariots
  keep such cooperation to a minimum, and do their
  best to prevent their “allies” from learning any
  information that could later put them at risk. For
  example, if the Iscariots met with a band of Pariahs
  in a safehouse, they would never use that safehouse
  again -- to them, it would be “compromised.”
  The Wicce and the Rosicrucians: The Magical
  covenants are generally distrusted, especially the
  Rosicrucians, which some Iscariots consider to be
  a branch of the Combine. If a Wicce Coven runs
  afoul of the Combine, the Fellowship might lend it
  a hand -- or it might watch the struggle from a dis-
  tance to try and gauge the opponents’ relative
  strengths, methods and weaknesses. 
  The Sentinels and the Storm Dragons: The
  Iscariots know a great deal about these two groups,
  but prefer to avoid them. Vampyres, no matter how
  well-intentioned, do not mix well with Vampyre
  hunters, and both the Sentinels and Storm Dragons
  are monster-hunters. Only in the most extreme of
  circumstances would an Iscariot work with the
  Sentinels; the Storm Dragons are considered a bit
  better, but not much.
  The Cabal of Psyche: The mind masters are
  watched carefully by the Fellowship, and any psy-
  chics who show signs of manipulating Mundane
  affairs are likely to be targeted by the Iscariots. The
  Cabal suspects the existence of the Iscariots, but
  there is no direct contact with between the two.
  The Pariahs: These urban shapeshifters are con-
  sidered to be kindred souls to the Iscariots. The
  Fellowship often volunteers aid and information to
  help the Pariahs, although never in ways that would
  endanger themselves.
  The Twilight Order and the House of
  Thanatos: Contact with these Covenants is mini-
  mal at best. Iscariots care little about the Lands of
  the Dead -- they seek redemption in this world, not
  the next.
  Fellowship Stories 
  Paranoia and redemption are the two major
  themes behind most Iscariot Stories. All members
  have done loathsome things in their previous exis-
  tence. Many of them are still not very nice people,
  even though they are trying to do the right thing.
  The burden they have chosen to bear is a tremen-
  dous one, as they are facing a vastly more power-
  ful and resourceful foe. Iscariots operate in small
  groups, hunting for scraps of information, check-
  ing newspapers and the Internet for hints of
  Combine involvement, and then using more
  direct means, such as espionage, intimidation or
  violence to confirm their suspicion. When possi-
  ble, they deny their enemies their objectives. In
  
  addition to fighting the Combine, the Iscariots will
  also attack any supernatural predators they come
  in contact with, although they do not go out of
  their way to find them, preferring to concentrate
  on “the bigger fish.”
  Some Story ideas involving the Iscariots as
  either Cast Members or possible allies or enemies
  for other characters are described below.
  Electoral Woes: A team of Iscariots has been
  dispatched 
  to 
  the 
  Democratic 
  National
  Convention. Their mission: to locate and eliminate
  any major Combine agents. They are not interest-
  ed in the candidates (all of whom are considered
  to be little more than puppets), but the “puppet-
  masters” -- the campaign managers, advisors and
  lobbyists who are the true servants of the
  Combine. In the course of their mission, the char-
  acters discover that some sort of power struggle is
  going on at the convention, either among two fac-
  tions of the Combine, or between the Combine
  and a mysterious third party. Another team of
  assassins is loose in the convention, and, once
  they learn of the Iscariots, they will have two tar-
  gets.
  Drug Wars: A new drug, called Passion, is
  being released on the streets of several major
  cities. Passion is a supernatural drug, with no
  apparent chemical agents, but whose effects work
  directly on the souls of those who take it. The
  Iscariots suspect the Combine is involved, and are
  trying to trace the drug back to its source. To com-
  plicate things, it appears that the drug dealers are
  backed by a gang of renegade Pariahs, who act as
  enforcers in return for money. The Cast Members
  could be either Iscariots, Pariahs seeking to sub-
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  In the years preceding the Reckoning, the
  Iscariots discovered that a mysterious
  supernatural force had infiltrated parts
  of the Combine. The Cult of Revelations
  was recruiting members among the rich
  and powerful, as well as among the dregs
  of society. Some members of this cult had
  powerful magical abilities, and they were
  ruthless in their dealings with enemies.
  The Fellowship's discoveries, however,
  were not made in time to prevent the
  birth of the Dark Apostle and the rise of
  the Church. 
  After the Church of Revelations went
  public, many Iscariots joined the under-
  ground forces fighting it in the
  Conquered Territories. The Iscariots
  remain suspicious of any government, even
  those from the so-called "free" nations.
  They also don't trust angels or demons,
  which they suspect of being behind some
  of the factions of the Combine. The
  Iscariots operate independently from such
  groups. Their main ally is the Watchers
  and the two groups have sometimes
  worked together in the past. The
  Knights Templar have also fought the
  Combine for twenty centuries, but the
  two groups have rarely openly collaborat-
  ed. In the time of Armageddon, members
  of these Covenants have been forced to
  share information and resources for sur-
  vival's sake.
  IIssccaarriioott SSaammppllee CChhaarraacctteerr 
  A sample Iscariot character, the Vampyre
  Conspiracy Theorist is located in
  Chapter Three: Inhumans.
  
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  AA ss ss oo cc ii aa tt ii oo nn ss
  House of Thanatos
  due the renegades, or members of another Covenant
  also trying to stop the traffic of Passion.
  Like the Twilight Order, the House of Thanatos
  wishes to study and uncover the mysteries of Death.
  Unlike the Mediums, however, most Thanatoi have
  first-hand experience in those secrets, being Ghosts or
  Undead themselves. The House is also more involved
  in the politics of the Death Realms, and their influence
  extends to both worlds. The Thanatoi, as the core
  House members call themselves, are a motley crew of
  Undead, Spirits, Necromancers, Mages and Seers.
  History
  Some members of the House claim their origins lie
  in the legendary times of Lemuria and Atlantis. The
  Lemurians were the first Necromancers, who traf-
  ficked with the spirits of the dead tens of thousands of
  years ago. The Undying Caste of Lemuria were a spe-
  cial type of Undead, with characteristics of Vampyres,
  Phantasms and living beings mixed together with
  powerful necromantic abilities. They were the rivals of
  the Immortals of Atlantis (who are also considered to
  be “lesser immortals” by Thanatoi scholars), and ruled
  over a powerful civilization in what is now the Indian
  Ocean. The Lemurians were all but destroyed in the
  Flood, and the Undying Caste was obliterated, but a
  few surviving disciples preserved some fragments of
  the Lore of the Dead. Many contemporary members
  dismiss these tales as mere fantasy, however.
  For most of human history, the Thanatoi have lived
  as scholars on Earth, and as explorers and adventurers
  in the Death Realms. They have generally not
  involved themselves in the affairs of the living. The
  Thanatoi were not kingmakers or world-rulers -- at
  least not in the Lands of the Living. As with many
  things, however, the approaching Reckoning is chang-
  ing this. The barriers between the Lands of the Living
  and the Dead are becoming thinner, with dire conse-
  quences for both Realms, and none realize this better
  than the Thanatoi.
  
  Beliefs and Goals 
  According to the Doctrines of Thanatos, the
  Death Realms are way stations, stages of existence
  not too different from life on Earth, but with their
  own rules. The separation between Life and Death
  is not necessary and may one day be overcome,
  allowing all humans to transcend mortality. This, of
  course, will not happen overnight, nor to everyone
  at the same time. The requisites for true immortal-
  ity, the Thanatoi believe, include a maturity of both
  soul and mind. This maturity can be achieved
  either through a lengthy cycle of death and reincar-
  nation or by living for centuries or millennia as one
  of the “lesser immortals” -- beings like the Undead,
  Phantasms or Gifted humans who somehow learn
  to cheat death. Enlightenment and longevity often
  do not go hand in hand, however, so neither a long
  life nor multiple reincarnations may be enough for
  a large proportion of humankind. Some people may
  never learn the right lessons to transcend their lim-
  ited state of being.
  Some Thanatoi believe that there may be short-
  cuts to gain true immortality, secret rituals or mys-
  tic processes hidden somewhere in the Death
  Realms. If found, Vampyres might be able to lose
  their weaknesses and become living and still undy-
  ing, while humans would lose the frailties of the
  flesh and become god-like beings. So far, these
  secrets remain undiscovered.
  Organization
  The Thanatoi are the full members of the House.
  Many of them have returned from Death for one
  reason or another. They are Vampyres, Phantasms,
  and a few Relentless Dead (most of these latter
  Undead are too driven by their passions to give
  their loyalty to any large organization). About a
  third of the group are humans, mostly
  Necromancers, Seers or Magicians with an interest
  in life after death. Rank among the Thanatoi is not
  strictly regimented and is based largely on one’s
  deeds and reputation. The older and more active
  members eventually become well-known within
  the organization, and their influence is informal but
  quite real.
  Beneath the Thanatoi are the Companions. They
  include both human dupes and servants who know
  little or nothing about the true goals of their mas-
  ters, as well as lesser Ghosts and Spirits who serve
  the Thanatoi in return for protection or mystical
  teachings. Human Companions know they work
  for mysterious and very wealthy patrons, but few
  suspect the truth. Common Ghosts often offer their
  services to the House of Thanatos in return for
  greater power and maybe even advancement to the
  status of a Phantasm. Some seek only a release
  from the burden of their incorporeal existence as
  their reward.
  The Covenant is broken down into Chapters,
  which are organized somewhat like Mundane gen-
  tlemen’s clubs. Most Chapters can be found in the
  largest cities and world capitals, although a signif-
  icant minority are located in the country and other
  remote areas. A large building in a city or its out-
  skirts is chosen by the Chapter to serve as a meet-
  ing place and also to provide lodgings for any
  member who needs it. The taste of the local mem-
  bers of the Chapter determines the location and
  quality of the meeting house. They range from
  expensive brownstones in the best neighborhoods
  to condemned properties and abandoned grave-
  yards. Some of the wealthier Chapters own several
  properties in one city. Almost all these Chapter
  houses have extensive libraries on the occult, espe-
  cially the fields of Necromancy and the Death
  Realms (a character allowed to conduct research in
  one of these libraries would gain a +1 to +3 bonus
  on all Occult Knowledge Tasks related to those
  subjects). Additionally, all Chapter houses have at
  least one permanent Gateway leading into the
  Death Realms, mostly the Twilight World. Many
  houses are located in Places of Power.
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  In all other respects, the House of Thanatos is
  very loosely organized, and some members have
  very different views on what the goals and purpos-
  es of the Covenant truly are. There is no central
  leadership setting policy for all, or exerting control
  over the various members.
  New members are inducted, after being spon-
  sored by an existing member, by the consensus of a
  Chapter. In some Chapters, this means that a new
  member only needs to be introduced to the local
  half-dozen Thanatoi, while in others the members
  will be far more picky and discriminating. This also
  means that Thanatoi from one city may find a less-
  than-friendly reception in another one. 
  Once inducted into the society, members are
  taught secret passwords and handshakes and given
  a silver ring with the emblem of the House.
  Ownership of those rings, and the use of the right
  passwords and hand signals, gives anybody
  entrance to the public areas of any Chapter House
  in the world. To gain more access, however, out-
  siders must have references from high-ranking
  members of the society. Security is not airtight, and
  over the years a number of outsiders have acquired
  the passwords and rings. Among others, some
  members of the Twilight Order have successfully
  infiltrated the House of Thanatos. Also, some of the
  more powerful members have tried to use the orga-
  nization for their own purposes, with varying
  degrees of success.
  Beyond a few broad parameters that most mem-
  bers agree on, factions within the House have their
  own agendas. The most common groups are known
  as the Savants, the Paladins, and the Sybarites.
  Savants are the scholars of the Covenant. They
  are fascinated with the rules and limits of the Cycle
  of Life and Death, although they labor to break
  them down and eventually achieve immortality.
  Savants tend to be more bookish and less flamboy-
  ant than the typical member (although they still
  favor dark styles and appearance).
  Paladins believe that the House’s main purpose
  is to protect Earth and the Death Realms from
  incursions from other dimensions. They are partic-
  ularly concerned about the Beyonders (their name
  for the Mad Gods), who threaten all of Reality with
  their machinations. Most of the time, Paladins
  search through the cultural underground, looking
  for strange cults that might be controlled by the
  Beyonders or their minions. The Paladins also
  include a sub-group known as the Death-Dealers,
  members selected for their proficiency in combat
  and assassination. The Death-Dealers are the most
  dangerous and feared Thanatoi, for they are experts
  at destroying not only the living, but also Undead
  and Spirits.
  Sybarites rarely identify themselves by that title,
  which is usually given to them by contemptuous
  Thanatoi from other groups. For the most part,
  these members concentrate on enjoying the plea-
  sures of Life or Unlife, or both. They are mainly
  performers and artists for whom the Death Realms
  are places to explore and enjoy. 
  Most Chapters have members of all three fac-
  tions, but generally one of the three is dominant in
  each locale, or two will have some degree of pari-
  ty while the third is somewhat small and marginal-
  ized. The New York Chapter, for example, is dom-
  inated by Sybarites and Savants; only a handful of
  its members consider themselves to be Paladins.
  Allies and Enemies
  The Wicce and the Rosicrucians: The Thanatoi
  include a number of practitioners of Magic, both
  Living and Undead. Some of them are former
  members or contacts of these Magic Covenants.
  Most Wicce and Rosicrucians do not know of the
  existence of the House of Thanatos, however, and
  that is just how the Thanatoi like it. Whatever
  information exchange or cooperation exists
  between those groups is informal and limited.
  
  The Sentinels and the Storm Dragons:
  The House of Thanatos avoids those groups
  like the plague, for obvious reasons. The
  Sentinels know of a “monster-controlled
  Death Cult” that operates undercover in some
  cities -- and they often blame crimes commit-
  ted by lone predatory Vampyres or Dark
  Covenants like the Lords of Pain (see Chapter
  Six: Supernatural) on the Thanatoi.
  The Cabal of Psyche: Psychics rarely
  become involved in the affairs of the House,
  although the odd Seer Thanatoi does exist.
  The two Covenants know very little about
  each other, and what knowledge they have is
  tainted with misunderstanding and prejudice.
  The Cabal believes the Thanatoi study death
  for some nefarious purpose, while the House
  suspects the psychics wish to control the
  world and all those in it.
  The Twilight Order: These organizations
  are almost mirror images of one another, and
  there are several individuals who belong to
  both Covenants, although both groups frown
  on such divided loyalties. The Thanatoi
  believe their tradition is far older and more
  advanced, but the Twilight Order has more
  members and Mundane influence. Also, the
  Twilight Order rarely accepts Undead into
  their ranks, and regard Ghosts and Spirits
  more as patients in need of attention than as
  peers. These disagreements make the rela-
  tionship between the two groups strained at
  best, although actual violence is rare. Most
  often, a Thanatoi may try to trick or deceive
  a Medium, and vice versa. 
  The Fellowship of Judas: Since the
  Fellowship and the Thanatoi have a lot of
  Undead members, the two groups have deal-
  ings with each other. Some Thanatoi feel the
  Fellowship “poaches” in what they consider
  their territory, namely the Threshold (see
  Chapter Six: Supernatural), whereas the
  Iscariots often search for possible recruits to
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  bring back to the world. Beyond the Threshold,
  however, the Fellowship has little interest in the
  Death Realms, and by and large leaves the
  Thanatoi to live in their own little world.
  The Pariahs: To the Thanatoi, the Disciples of
  the Flesh are people with warped souls and bodies,
  and no enlightenment can be gained from them.
  Members rarely deal with them.
  Thanatoi Stories
  Most adventures based around the House of
  Thanatos focus on the interaction between the
  world of the Living and the lands of the Dead. 
  Under Siege: A Chapter House has been put
  under siege by a host of angry ghosts, endowed
  with very powerful abilities, and directed by an
  unknown third party. The battle is being waged
  both in the physical realm and in the House’s loca-
  tion in the Twilight World. Not content with attack-
  ing the House itself, the ghosts are also haunting its
  surroundings, bringing chaos to the rest of the city.
  The characters can be members of the local
  Chapter, defending their turf against the invasion.
  Alternatively, they can be hastily dispatched rein-
  forcement from another Chapter, or members of
  other Covenants attracted by the devastating mysti-
  cal battle being waged there. 
  Who is stirring the ghosts? Some possible sus-
  pects include: a powerful Necromancer seeking to
  take over the House, because it is located in a place
  of Power; a minion of a Mad God, who is using the
  unwitting ghosts and the mystical chaos of the bat-
  tle to weaken the barriers keeping its master from
  manifesting in this reality; or a renegade Grim
  Reaper, intent on avenging a past wrong by
  destroying 
  the 
  Chapter 
  House 
  and 
  the
  Necromancer who injured him (who could be a
  Cast Member).
  And the Dead Shall Be Raised: The Dead are
  walking on a city. Anybody who dies on the hour of
  noon or midnight, or during a full moon, rises with-
  in 24 hours, as a mindless zombie (normal physical
  Attributes as in life, but with one half the normal
  Speed, mindless and driven to attack people and eat
  their flesh), or in some cases as Vampyres or
  Relentless Dead! Several dozen of the creatures
  have been spotted and destroyed (fortunately, the
  zombies can be destroyed by inflicting enough
  damage to reduce them to -10 Life Points), and the
  police and press are blaming the incidents on some
  new street drug. If nothing is done, however, the
  situation may become worse. The Thanatoi know
  that some dark necromantic ritual is involved, and
  wish to put a stop to it. They may run afoul of other
  Covenants seeking the same thing, and misunder-
  standings are almost guaranteed to happen.
  TThhee TThhaannaattooii iinn AArrmmaaggeeddddoonn
  The Last War is waged in the realms
  of the Unliving as well as on this
  Earth. Monstrous Sheol and Shaitan
  creatures appear in the Twilight
  World and other Death Realms, and
  force the souls of the dead to worship
  Leviathan. The Thanatoi have to
  defend their holdings against these
  invaders, even as dozens of Chapters
  in Europe and Asia are overrun and
  destroyed by the conquering Army of
  Revelations. Furthermore, the Old
  Death Gods become far more active,
  venturing outside their tiny Realms
  and challenging the new invaders
  while trying to expand their domin-
  ions once again. This is a time of
  struggle and survival for the House,
  as the Covenant seeks new allies and
  battles new enemies.
  TThhaannaattooii SSaammppllee CChhaarraacctteerr 
  A sample Thanatoi character, the
  Phantasm Researcher is located in
  Chapter Three: Inhumans.
  
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  Pariahs
  In the world of WitchCraft, the dispossessed and
  forsaken of the world have developed a unique
  mythology. Their tales, recounted in back alleys
  over metal barrel fires, speak of a small group of
  people who are no longer human, whose power and
  ferocity is awesome, and who reserve their worst
  brutalities for those who would prey on and abuse
  the weak. These urban myths are not far from the
  truth. In the largest cities, hidden amidst the unwit-
  ting masses, the Pariahs make their home. They can
  be anywhere. The old man pushing a shopping cart
  mumbling to himself, the young kid ripping off car
  stereos, the quiet volunteer at a soup kitchen -- any
  and all of them could be Pariahs, able to remake
  their bodies into living weapons. The survivors of
  terrible ordeals, they live apart from humankind,
  only stepping in to rescue others like them and to
  punish the worst victimizers.
  History 
  The Pariahs can trace their history back to
  Biblical times, when they were called the
  Tsara’ath, or the Defiled. They were considered to
  be suffering from a variety of leprosy (the word
  “leprosy” comes from the word lepros, which
  means defilement), one that turned its sufferers into
  inhuman monsters. Both true lepers and Pariahs
  (and sufferers of many other diseases) were
  lumped into the same category, and shunned by
  their communities. Persecuted as monsters and
  demons and filled with self-hatred, many Pariahs
  retreated into the wilderness and died there. Others
  hid amongst beggars, street urchins and other out-
  casts, living in the worst hovels on the outskirts of
  cities or villages. A few traveled the length of the
  world by foot, encountering others of their kind.
  Pariahs marched with Alexander’s army all the
  way to India. Others went North, among the Celtic
  tribes, while others visited the kingdoms in the
  deepest regions of Africa.
  At the height of the Roman Empire, the Pariahs
  became more organized, adopting many of the
  traits of the Mystery Religions that started appear-
  ing in Southern Europe and the Middle East of that
  time. The Pariahs made their headquarters in the
  city of Rome, and there they remain to this day,
  having survived centuries of sackings, destruction
  and rebuilding. The network suffered a great deal
  during the Middle Ages and the Reformation, and
  many Pariahs were burned as witches, or thought to
  be harbingers of the plague and stoned to death.
  The Beggar Kings (see later in this section)
  remained almost completely independent, and only
  the influence of the Purveyors, many of whom
  were very long-lived, kept the society from com-
  pletely disintegrating.
  As cities and the numbers of humankind grew, so
  did the Pariahs. Wars, refugee camps and the cycle
  of abuse created more and more of them. When the
  Black Plagues decimated Europe, the Pariahs
  stalked empty towns and cities. During World War
  II, Pariahs fought during the siege of the Warsaw
  ghetto and Stalingrad, bringing terror to the mon-
  sters of both armies. And in modern times they
  have become part of the underground lore of the
  slums -- another urban legend that in the world of
  WitchCraft contains more than a kernel of truth.
  Beliefs and Goals
  The world is full of monsters, but most of them
  do not have claws or slink around in the shadows.
  The Pariahs’ main enemies are those who destroy
  innocence -- child molesters, purveyors of kiddie
  porn, serial killers, and the worst pimps and drug
  dealers. Their enemies also include supernatural
  creatures and organizations, including all kinds of
  predators, practitioners of Black Magic (like the
  Cult of Pain, see Chapter Six: Supernatural), and
  Mundane exploiters. The Pariahs believe that their
  
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  powers were given to them for a reason: to avenge the
  crimes committed against the helpless. The Pariahs
  refuse to perceive themselves as victims any-
  more. They have the ability to fight back
  and to become agents of justice, or at
  least vengeance.
  In addition to this mission, the
  other purpose of the Pariahs is to
  protect themselves from the
  rest of the world. Since
  ancient times, their kind
  has been feared and
  loathed by “normal”
  humans, and they
  have been exiled
  or killed when
  they publicly
  used 
  their
  powers. 
  To
  prevent further
  persecution, the
  Pariahs avoid pub-
  lic notice and oper-
  ate in the most forsak-
  en parts of civilization,
  the slums and sewers of
  cities, living in con-
  demned buildings or sharing
  space with the homeless in back
  alleys and abandoned tunnels.
  Pursuing those goals requires
  resources, of course. Although the
  Pariahs live amongst the poorest peo-
  ple of the cities, the organization has
  access to large amounts of money.
  The Pariahs are an ancient brother-
  hood, and over time it has accumulat-
  ed a great deal of wealth. The distrib-
  ution and oversight of these funds is
  the main purpose of the central lead-
  ership of the organization. No Pariah
  ever enjoys the lifestyle of the
  
  wealthy, but some of their underground safehouses
  are surprisingly comfortable and well-equipped,
  and no member lacks food or basic necessities. In
  fact, in some cities the Pariahs own several derelict
  buildings, which are secretly rebuilt. The boarded
  up, fenced facade remains intact, but the inside is
  transformed into high-quality housing. Some of the
  organization’s money also goes to help the com-
  munity at large and is anonymously donated to
  soup kitchens, runaway counseling centers, and
  shelters. Most of the Pariahs’ funds are adminis-
  tered by foundations or dummy corporations, the
  largest of which is the Chimera Investment Group,
  based in New York City.
  Besides money, information is the major
  resource needed to achieve the Pariahs’ purposes.
  While many Pariahs live on the streets and have no
  official job or occupation, a significant percentage
  (about one fourth of the members) work in the
  occupations that straddle the “normal” world and
  the shadow universe of urban decay, poverty and
  despair. These are mostly social workers, parole
  officers, volunteers and even the occasional police
  officer. They help to discover new Pariahs and to
  locate possible targets for termination. Many an
  abusive spouse or parent who laughed in the face
  of a social worker has been later visited by the
  Pariahs. Members who live on the street also devel-
  op their own informal network of informants
  among prostitutes, the homeless, petty criminals
  and runaways.
  Of course, the avowed purposes of the organiza-
  tion are not always followed in real life. The vic-
  tims of abuse are no more virtuous than anyone
  else, and many Pariahs have turned their local
  Kingdoms into criminal organizations. They use
  their powers to extort protection money from local
  merchants or participate in the drug trade. The
  worst offenders are eventually stamped out by the
  Purveyors, but corruption and the abuse of power
  are common in many places, even while the lead-
  ers pay lip service to the goals of the secret soci-
  ety. Even worse, some Pariahs have, due to their
  mental problems, turned to the worship of the Mad
  Gods. These renegades continue thinking of them-
  selves as victims, and betray all of Reality to gain
  a measure of revenge against the world.
  Organization
  The ranks of the Pariahs are not highly organized
  or stratified. Outcasts all, many of them suffering
  emotional or mental problems, organization is not
  a strong point. In most places, the Pariahs have a
  Beggar King who is the nominal leader of his com-
  munity. The power of a Beggar King varies. In
  some places, they are only in charge of providing
  money and assistance to their fellows, who other-
  wise do as they please. In others, their word is
  absolute law. A few cities even have more than one
  Beggar King (New York City, for example, is
  divided into several kingdoms, roughly corre-
  sponding to the boroughs of the city). These lead-
  ers are in contact with the Roman Pariahs, who
  serves as a central source for funds and material
  assistance to local communities.
  Beggar Kings are usually selected through a
  rough form of democracy. They tend to be the older
  and tougher Pariahs, but they must have the sup-
  port of the majority of the local population (which
  seldom numbers more than a couple dozen individ-
  uals, although this is changing in the larger cities).
  A challenger must prove himself better than the
  incumbent, usually through a number of tests and
  challenges determined by the group. Trial by com-
  bat is common among some groups, although the
  most frequent tests involve puzzles, riddles or con-
  tests to achieve something before one’s opponent.
  Sometimes, a local supernatural danger is made the
  “prize,” and the two rivals must devise a way to
  destroy the threat without help from any others.
  The Purveyors are Pariahs in charge of finding
  and assisting members of the organization. They
  have access to the money hoarded by the Pariahs
  over the generations, but they are no mere accoun-
  tants. They also act as troubleshooters, preventing
  Beggar Kings from violating the basic rules of the
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  Pariahs and providing help when a community is
  threatened. The Purveyors answer to the Roman
  Pariahs, who are the nominal leaders of the organi-
  zation. The Roman Pariahs, some of whom are
  hundreds of years old, are selected from the ranks
  of the Purveyors and Beggar Kings, with the occa-
  sional talented or heroic common Pariah thrown in.
  The Roman Pariahs rarely intervene in the affairs
  of any community except in case of emergency.
  Their main concern is to protect the Covenant from
  the Mundanes and dealing with rogues or traitors
  who have turned to crime or the worship of the
  Mad Gods.
  The rank and file Pariahs include the Disciples of
  the Flesh, a special kind of Gifted human. The
  Disciples gain their abilities when latent Essence
  Channeling powers are awakened through some
  unspeakable act, usually some form of torture or
  child abuse. Nobody willingly becomes a Disciple.
  They are victims of dehumanizing acts. Their souls
  have been broken and then haphazardly put back
  together. When the world ceases making any sense,
  when the ultimate acts of betrayal have been
  inflicted, a Disciple may be born. Out of thousands
  of unfortunates, a few emerge with the ability to
  turn their bodies inside out, to mold the flesh of
  their hated bodies like a sculptor reshapes clay.
  The Disciples also have the ability to recognize
  one another on sight. Their Essence senses allow
  them to “see” the tortured aura of their kind. This
  allows them to band together. The Pariahs are the
  largest such group, but not the only one. 
  The group’s membership is not limited to the
  Disciples of the Flesh, however. In fact, the
  Disciples only comprise about half of the organiza-
  tion, although the actual proportion varies from
  place to place. Other former victims can also join
  the group. About a third of the Pariahs are normal
  humans, or Gifted with other abilities (the Second
  Sight being the most common) who underwent
  ordeals similar to those suffered by the Disciples.
  The remaining members are other Supernatural
  beings, including Phantasms, Vampyres, Ferals and
  the Relentless Dead. In the case of Undead or
  Ghosts, these Pariahs died as a result of abuse and
  have come back looking for revenge. In a “typical”
  group of five to six Pariahs, one would find three
  Disciples of the Flesh, one or two Mundanes, and a
  Gifted human or some type of Undead.
  Allies and Enemies
  The Pariahs often come into contact with other
  supernatural organizations. Many Pariahs only
  wish to be left alone, but they seldom are -- by their
  mere existence, they attract the attention of other
  beings and powers in their vicinity. Also, many
  Pariahs are driven by revenge and rage, which
  often leads them into conflict with foes both Gifted
  and Mundane. Most Pariahs know little of the other
  Covenants. The Beggar Kings and the Purveyors
  are more knowledgeable, however, and their fol-
  lowers take most of their cues from their leaders
  opinions and feelings towards those groups.
  The Wicce and the Rosicrucians: The Pariahs
  have little to do with the main Covenants of Magic,
  except on the rare occasions when members of both
  groups find themselves battling a common foe.
  Wicce Covens tend to be more sympathetic and
  helpful towards the Pariahs, while the Rosicrucians
  find them distasteful at best or utterly repugnant at
  worst. Urban Wicce often exchange information
  and aid the local Pariah bands. The Pariahs them-
  selves have no strong feelings for those groups one
  way or another.
  The Sentinels: The Society of Sentinels consid-
  ers the Pariahs to be a “dark cult,” with supernatur-
  al members and dubious goals and affiliations. In
  many places, the Sentinels hunt down the local
  Pariahs just as they would any supernatural infes-
  tation. A small faction within the Covenant con-
  siders the Disciples of the Flesh to be suffering
  innocents whose powers are compared to the
  Stigmata of holy men and women, but their
  views hold little sway. To the Pariahs, the
  Sentinels are hypocrites who claim to be
  defending humankind while often ignoring hor-
  
  rible crimes committed right under their noses. For
  the most part, the Sentinels and Pariahs are in a
  state of hostilities just short of outright war, each
  new casualty exacerbating the hatred between the
  two groups.
  The Cabal of Psyche: This Seer Covenant has
  long known that severe psychological trauma can
  often trigger latent psionic powers, so they often
  watch the victims of such abuse. The Seers consid-
  er the Disciplines of the Flesh to be a special type
  of psychic Power, the ability to reshape one’s body
  with the power of the mind. Close study of this
  power has proven impossible, however. To date, no
  Disciple of the Flesh has joined the Cabal, and the
  Pariahs will not have their members studied or
  prodded by anybody, no matter how well-meaning
  they might be. Although some Pariahs have the
  Second Sight, the Cabal has (wisely) refrained
  from interfering with this group, fearing its sav-
  agery. Most Pariahs have little knowledge or inter-
  est in this organization.
  The Twilight Order and the House of
  Thanatos: These Covenants study the Spirits and
  Realms of the Dead, and the Pariahs have a num-
  ber of Ghosts and Undead among their members.
  As a group, however, the Pariahs have little inter-
  est in what occurs after death, or in the groups who
  study such arcane subjects. Occasionally, a
  Twilight Order team investigating poltergeist or
  haunting activities discovers that the Ghosts in
  question were being backed up by all-too-material
  Disciples of the Flesh. Those encounters usually
  ended with the Mediums either dropping the case
  or actually assisting the Pariahs, especially when
  their targets were child abusers or other criminals.
  The Thanatoi, on the other hand, rarely interfere
  with the Pariahs and vice versa. Most members of
  the House of Thanatos are unaware that such a
  group as the Pariahs exists.
  The Storm Dragons: Some Storm Dragon
  bands have come across the Pariahs in the urban
  jungles of the modern world. These encounters
  have ranged from tentative alliances to savage bat-
  tles. By and large, the Pariahs respect the Dragons’
  physical prowess, but consider their Eastern
  Wisdom to be little more than “fortune cookie psy-
  chology” and quite useless to people who have had
  to confront real horror and tragedy.
  The Fellowship of Judas: The few Pariahs who
  know of this secret society respect its goals. Most
  Purveyors have contacts with the Fellowship, and
  collaborate with them on occasion. The goals of the
  Iscariots are more ambitious and far-reaching than
  what most Pariahs are willing to pursue, however.
  Pariah Stories
  Some Story ideas involving the Pariahs as either
  Cast Members or possible allies or enemies for
  other characters are described below.
  Fighting the Mad Gods: Dark cults sometimes
  recruit Pariahs into their ranks, especially the
  Disciples of the Flesh, whose anguish makes them
  easy prey for the forces of dissolution. In some
  cities, all or most Pariahs have succumbed to the
  allure of the Mad Gods. The Cast Members could
  be the few who have refused to worship these alien
  beings, or members of another Covenant whose
  battle against the cult leads to an encounter with
  the Pariahs -- for good or ill.
  Urban Survival: The Cast Members should all
  be Pariahs or other people living in the harsh
  streets of the largest cities. They have to deal with
  Mundane gangs, supernatural predators, and the
  atmosphere of decay and despair that afflicts the
  poor and the outcasts of the post-industrial world.
  Will the characters only add to the violence and
  chaos around them, or will they try to make a dif-
  ference and bring a measure of hope or redemption
  to this dark world?
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  The Purveyors:
  The Cast Members are
  Purveyors, a team of troubleshooters who travel
  from city to city stamping out signs of trouble. This
  type of Story allows the characters to see a lot of
  the dark world of WitchCraft. In their missions,
  they encounter much of the horror and strangeness
  that pervades this world. Typical teams of
  Purveyors have a nominal leader, are two and five
  members strong, and are in contact with the Roman
  Pariahs via secure phone lines and e-mail address-
  es. They will uproot tyrannical Beggar Kings,
  destroy cults of the Mad Gods, work to hide the
  existence of the Pariahs from the world, and occa-
  sionally become embroiled with the machinations
  of the Combine or other supernatural conspiracies.
  City Wars: Gang warfare is wracking a large
  city. A number of supernatural beings, who have
  instigated the conflict for their own ends, are
  pulling the strings of the diverse human gangs.
  Perhaps a Mad God worshipper is trying to use the
  victims of the war to raise some being from
  Beyond, or an evil Vampyre coven is taking advan-
  tage of the carnage to feed as they please. The
  Pariahs will be forced to take sides in this war, as
  will other local Covenants.
  The Pariahs of the early 21st century
  are in desperate straits. In the United
  States, the Matthews Riots led to the
  deaths of many Pariahs. As the number
  of Gifted humans increased, so did the
  Pariahs; many of them were labeled
  monsters and shunned or persecuted.
  Then came the Great War and the rise
  of the Cult of Revelations.
  In 2015, Rome fell to the Army of
  Revelations. Many Pariah leaders died
  in the event. In the Conquered
  Territories, Pariahs are hunted down
  or, if they submit, are allowed to join the
  ranks of the Believers. In the United
  States, many Pariahs are trapped in the
  Safety Zones where America has fenced
  in its poor and destitute. 
  Many Pariahs think the war is no con-
  cern of theirs. They concentrate on
  protecting their own small corner of the
  world, and care little for the cosmic
  conflict being fought around them.
  Others feel that Leviathan's triumph
  will be the ultimate violation of inno-
  cence, and they have joined the Alliance
  or the Armed Forces, and openly fight
  the greater evil. Most Pariahs dislike
  the angels and demons that walk the
  world of Armageddon, and their often
  haughty attitude towards "mere mor-
  tals." A few, however, are in awe of the
  Seraphim, and follow them blindly.
  Finally, a significant portion of this
  Covenant has been seduced by Leviathan,
  lured by the promise that their suffering
  will end when the Mad God triumphs.
  These traitors are part of the
  Mendicant Knights of Leviathan, and
  they often work covertly in areas of the
  free world. It is rumored that even some
  Beggar Kings have been seduced to
  Leviathan's side.
  PPaarriiaahhss iinn AArrmmaaggeeddddoonn
  PPaarriiaahh SSaammppllee CChhaarraacctteerr 
  A sample Pariah character, the Jack-Of-All-Trades, is located in the Appendix.
  
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  113366
  Storm Dragons
  The Storm Dragons are a secret society dedicat-
  ed to fighting supernatural evil. Although similar
  to the Sentinels in this respect, the Dragons depend
  on their inner strength to confront inhuman enti-
  ties. They are the descendants of an ancient order
  of martial artists, masters of Chi (their word for
  Essence), who use their powers in an eons-long
  secret war. Said to be the disciples of an ancient
  dragon, the members of this organization come
  from all over the world and all walks of life. Their
  only common denominator is extraordinary physi-
  cal and mental abilities and a willingness to con-
  front mind-boggling creatures and conspiracies.
  History 
  The traditions of the Storm Dragons, as taught to
  members of the Society, claim that their origins
  predate the oldest Chinese dynasty (circa 2000
  B.C.E.). These legends tell of an ancient dragon
  who chose a number of worthy humans throughout
  Asia to instruct in the ways of Chi. The Celestial
  Dragon taught his disciples that the potential for
  god-like power resides in every human and
  showed them how to develop this power. The
  teachings imparted to these disciples are known as
  the Truths, which are the most dearly held secrets
  of the Society. It is believed that among those
  secrets are the true origins of the universe and the
  causes behind the Reckoning. Since only the high-
  est ranked Adepts have access to the Truths, few
  are privy to this information.
  The students eventually became teachers and
  were sent out into the world, going as far west as
  India in search of promising students. Schools
  were founded in small monasteries, removed from
  all other habitations to avoid interference. Total
  isolation was never encouraged, however. Adepts
  often went on long sojourns, often lasting years,
  into the wider world outside. Some, now called
  Renegades, chose not to return.
  In time, remote uninhabited areas become hard-
  er to find. New schools were built in villages and
  cities, but their true purpose was kept hidden from
  the population. The new learning centers were dis-
  guised as stores, plantations, or temples of any
  appropriate religion. When the first large groups of
  Asian emigrants arrived in the U.S. in the 19th
  Century, a number of Storm Dragons traveled with
  them. The first school in the New World appeared
  in San Francisco’s Chinatown, built beneath a gen-
  eral store. Others soon followed suit.
  In China, the Storm Dragons or former students
  were active among many secret societies. Known
  by such colorful names as the Yellow Turbans, the
  Harmonious Fists, or the Red Spears, these organi-
  zations often protected peasants from abusive
  landlords, attacked bandits ravaging the country-
  side, and sometimes started rebellions against
  oppressive governments. The Storm Dragons are
  suspected to have played an important role in the
  Boxer Rebellion in 1899-1900, which led to the
  fall of the Chinese imperial government, although
  Dragon historians blame the disastrous uprising on
  the Red Lotus adepts, who had long tried to bring
  down the Manchu Dynasty. Members of the Storm
  Dragons tried to bring order to the chaotic state of
  early 20th century China, and later fought the
  Japanese invaders, who brought their own secret
  mystic martial artists along with their troops.
  Today, the Chinese Communist regime persecutes
  and hounds the Dragons and all other secret soci-
  eties. Nonetheless, the Dragons have managed to
  survive and continue to work secretly throughout
  the country.
  In more recent times, the Dragons have encour-
  aged the spread of the martial arts in the West, hop-
  ing to enlighten more people. Unfortunately, many
  people (and not only those in the West) have con-
  centrated exclusively on the physical and combat-
  ive aspects of the martial arts, eschewing the philo-
  
  113377
  AA ss ss oo cc ii aa tt ii oo nn ss
  sophical side. These people are unsuitable recruits for the
  Dragons. Even so, the Dragons’ promotion efforts have
  increased the pool of possible candidates for recruitment.
  Beliefs and Goals 
  Humankind, the Storm Dragons are taught, is a
  young and immature species. Even after millions of
  years of evolution, humans are very far from
  developing their spiritual and intellectual poten-
  tial. The Storm Dragons consider themselves
  to be on the path of advancement and
  enlightenment. By developing their bodies
  and minds, they try to reach wisdom and
  strength. The process is believed to take
  several lifetimes. Reincarnation is a major
  tenet in the Society’s philosophy-religion, and occa-
  sionally people believed to have been members in past
  lives are actively sought out and recruited.
  The Storm Dragons seek to help the Unenlightened,
  the teeming masses of humankind who are still far
  from attaining the perfection the Dragons seek. Their
  enemies are those who would enslave or destroy
  them, and they include such groups as the Combine,
  the Followers of the Mad Gods, and the Red Lotus
  Society (see sidebar later in this section). The Dragons
  often hunt Vampyres (commonly known as Gaki in
  Japan), evil ghosts and spirits, and a number of Fey creatures
  such as Fox Spirits and the Tengu Bird People. The Society
  believes the Combine is behind the tyranny that has oppressed
  China throughout most of its history. They maintain that this
  shadow organization has pulled the strings of both the old
  Emperors and the more recent Communist regime.
  Organization 
  The Storm Dragons are ranked according to their
  level of enlightenment and skill. Rank changes
  require the permission of a member at least two
  ranks higher than the desired level (so, for exam-
  ple, only a Third Level Adept can promote an
  Acolyte to First Level Adept rank). Also, promo-
  tion depends as much on the disposition of the
  Dragon as on reaching the prerequisite Skills and
  Powers. Many powerful and skilled Dragons do
  
  not rise above First or Second Level for years
  because they are believed to lack the wisdom nec-
  essary for the additional responsibilities. When a
  group of Dragons assembles, the highest ranked
  Adept in the group assumes leadership. Generally,
  missions are assigned and planned by Second to
  Fourth Level Adepts.
  To determine the rank of a character, use the
  minimum prerequisites listed below.
  Acolyte: No prerequisites. Acolytes are those
  deemed worthy of joining the secret society. Likely
  candidates include dedicated martial artists, people
  with quick minds and wits, and accomplished and
  dedicated artists -- all signs of people with the
  potential for development. The students are taught
  the Storm Fist martial arts style, although Acolytes
  are encouraged to explore other combat styles, both
  from Asia and the West. They are also taught the
  basic principles of meditation, breathing tech-
  niques, and the philosophy necessary to advance to
  higher levels of knowledge. Students are also
  taught discipline, not through force or punishment,
  but by example and by developing the Acolyte’s
  own common sense. 
  Some Acolytes are not martial artists but are
  Gifted and may have other supernatural abilities,
  such as Magic and the Second Sight. These stu-
  dents are encouraged to develop those skills in
  addition to the normal training given the Dragons.
  As a result of this divided attention, however, these
  students advance in rank very slowly, although in
  some cases their special abilities confer them an
  effective rank one or even two levels higher than
  their prerequisites would indicate.
  First Level Adept: Martial Arts (Storm Fist) 3,
  Trance 3, Philosophy (Storm Dragons) 3, Occult
  Knowledge 3, and one Lesser Tao-Chi skill. To
  become a First Level Adept, the student must
  demonstrate ability in physical skills by undergo-
  ing a number of mock combat trials, followed by a
  philosophical dissertation on the principles of the
  Storm Dragons, and culminating with the success-
  ful use of the Tao Chi skill he knows. Since only
  the Gifted can learn Tao Chi, this level and those
  beyond are restricted to those characters;
  Mundanes can never rise to the First Level. On the
  other hand, the rigorous training of the Storm
  Dragons almost ensures that most students become
  Gifted after a number of years of training (see
  Chapter Two: Rules, Becoming Gifted After
  Character Creation). 
  Second Level Adept: Martial Arts 4, Philosophy
  and Occult Knowledge 3, and three Lesser Tao-Chi
  skills. The tests are similar, but far more difficult.
  Most Adepts never go past the First Level.
  Third Level Adept: As Second Level, but with
  four Lesser Tao-Chi skills.
  Fourth Level Adept: As Second Level, but
  Martial Arts, Philosophy and Occult Knowledge
  must all be at level 5 or higher, and four Lesser and
  one Greater Tao-Chi skills.
  Fifth Level Adept: As Fourth Level, but Martial
  Arts, Philosophy or Occult Knowledge must be at
  level 6 or higher.
  Teacher: This rank is only granted by the
  Superiors in the hidden main temples of the
  Dragons. Teachers are taught the Truths, and they
  know many Tao-Chi powers.
  CC hh aa pp tt ee rr  FF oo uu rr
  113388
  Fourth Level Adepts and higher all
  require the knowledge of at least one
  Greater Tao-Chi skill. As space limita-
  tions prevent any discussion of these
  skills in this volume, for the time being,
  Cast Members are restricted to Third
  Level Adept status. Greater Tao-Chi
  skills will be explored in future
  WitchCraft supplements. In the mean-
  time, Chroniclers should present
  advanced Storm Dragons as mysterious
  and powerful beings, with significant
  physical and mental abilities.
  
  113399
  AA ss ss oo cc ii aa tt ii oo nn ss
  Master: Masters know all Lesser Tao-Chi abili-
  ties and several Greater ones. They have superhu-
  man levels in all related skills. It is believed that
  there are less than fifty Masters in all the world,
  and most of them stay at the hidden temples.
  Superior: These are the leaders of the Covenant.
  They are rarely seen in the outside world, and their
  skills and powers are legendary. They have tran-
  scended the limits of the Cycle itself, and are said
  to be immortal.
  Allies and Enemies 
  The Storm Dragons have often come into contact
  with other supernatural societies or organizations.
  The Covenant is willing to work with anybody to
  protect Humankind from its true enemies.
  The Wicce, the Rosicrucians and the Cabal of
  Psyche: Magic and Seer Powers are viewed by the
  Storm Dragons as legitimate paths of enlighten-
  ment, so long as the Gifted does not become a slave
  to the spirits and elementals he deals with, or
  obsessed with accumulating more power. In earlier
  times, most contact with European Magicians was
  through Rosicrucians who traveled to remote parts
  of Asia seeking enlightenment. A few were
  enthralled enough to join the Storm Dragons, leav-
  ing behind their former affiliations. Others offend-
  ed the Asian mystics with their arrogance and
  racism. Currently, while there are no formal treaties
  between these Covenants, Storm Dragons  in a city
  or county are usually in contact with local Wicce
  and Rosicrucians, and will offer or accept aid dur-
  ing a crisis. The Cabal of Psyche has a similar rela-
  tionship with the Dragons. There is even an infor-
  mal “student exchange” program where psychics
  discovered by the Dragons are sent to be trained in
  Cabal schools, and vice versa.
  The Sentinels: The Storm Dragons and the
  Society of Sentinels share many goals, but have
  some major philosophical differences. The
  Sentinels’ relentless monotheism puts off many
  Storm Dragons, who prefer to rely on their own
  inner strength instead of faith in a greater power.
  The Sentinels are in turn suspicious of the “pagan”
  practices of the Storm Dragons. As a result, the two
  groups rarely work together, and often interfere
  with each other.
  The Twilight Order and the House of
  Thanatos: The Dragons have little interest in the
  Death Realms, which they see as a mere staging
  area to further incarnations and enlightenment. As
  a result, they have limited dealings with these two
  death-obsessed Covenants.
  The Pariahs: The two groups rarely interact.
  The Storm Dragons view the Disciples of the Flesh
  with a mixture of pity, contempt and suspicion. 
  The Fellowship of Judas: The Storm Dragons
  do not know of this organization. Iscariots are
  assumed to belong to some manner of Undead cult
  and are considered very dangerous.
  
  Storm Dragon Stories 
  A Storm Dragon campaign can focus on a num-
  ber of things. Most Storm Dragon characters are
  involved in the “mainstream” martial arts commu-
  nity, so tales involving sporting events and compe-
  tition, rivalries with other schools or athletes, and
  even underground bloodsports can be used.
  Chroniclers should try to avoid the worst cliches of
  the genre, unless the game is meant to be played
  somewhat tongue-in-cheek. Stories can also
  revolve around the struggle with the supernatural
  forces threatening the world. Plots from martial
  arts movies and fiction can be combined with the
  supernatural backdrop of the WitchCraft game
  world. For example, a secret martial arts tourna-
  ment could be a sham designed by a cult to provide
  worthy sacrifices for a Mad God.
  Some Story ideas involving the Storm Dragons
  as either Cast Members or possible allies or ene-
  mies for other characters are described below.
  The Dark Ronin: A serial killer, calling herself
  the Dark Ronin, is at work in the streets, and she is
  using Tao-Chi arts to murder her victims. Is she a
  renegade Storm Dragon, a member of the Red
  Lotus, or someone -- or something -- else altogeth-
  er? The characters have to find and neutralize the
  murderer. To make things more complicated, the
  Red Lotus can be looking for the serial killer, or
  perhaps a team of Sentinels is hot on the trail of the
  CC hh aa pp tt ee rr  FF oo uu rr
  114400
  The old stories speak of renegade Storm
  Dragons who became discontented or too
  ambitious. These malcontents were ban-
  ished or left of their own accord. Some
  were mere students with little knowledge
  or power; others were wise and skilled
  Adepts. Some of the more arrogant mem-
  bers claim that every prominent thinker or
  philosopher in Asia, from Gautama to Lao-
  Tzu, was either a former Storm Dragon or
  was taught by one of the renegades. All
  martial arts styles and powers, including
  such legendary schools as the Shaolin
  Temple, are likewise said to be the result
  of the teachings of those "half-Dragons." 
  A large band of these renegades is known to
  have founded a rival school, and spread its
  teachings throughout Korea, China, and
  Japan. Mercenaries interested only in
  gathering wealth and power, they have
  become legendary in those lands as assassins
  and spies, and are the truth behind the leg-
  ends of Ninjas and other shadow warriors.
  They call themselves the Red Lotus, and
  they are very dangerous enemies. The Red
  Lotus operates through a number of fronts,
  from the Triads and Tongs (Asian criminal
  networks) to the so-called Ninja clans.
  More recently, these dark warriors have
  begun to act behind large multinational
  corporations specializing in security and
  industrial espionage. The group may have
  some connection with the Combine. It is
  believed that they are occasionally hired to
  eliminate targets that cannot be touched
  by the Combine's own operatives.
  The Storm Dragons have tried to locate
  and stamp out this band of renegades.
  Many wars throughout Asia have served as
  the backdrop for smaller, but equally savage
  conflicts. One of the more recent of these
  episodes occurred during the Vietnam War,
  when Storm Dragons masquerading as
  either South or North Vietnamese com-
  mandos (and sometimes with the unwitting
  support of the U.S. Army) located and
  destroyed several Red Lotus schools
  throughout Indochina. Members of both
  sides also participated in the much bloodier
  slaughters in Cambodia, using the chaos in
  the area to find and destroy their enemies
  with impunity.
  TThhee RReedd LLoottuuss SSoocciieettyy
  
  114411
  AA ss ss oo cc ii aa tt ii oo nn ss
  Dark Ronin. For a really complicated Story, both
  groups are involved, resulting in conflict among
  them, the characters, and the elusive killer.
  To Rule Chinatown: This Story would be set in
  an Asian community in a large city (perhaps called
  Chinatown, but very likely comprising people
  from several different national and ethnic groups).
  A new gang, the Jade Serpents, has pushed aside
  the traditional Tongs of the area and is taking con-
  trol of the neighborhoods, dominating the tradi-
  tional rackets (gambling, prostitution, protection
  and drugs). Rumors about the invincibility of the
  gang abound. They are said to be able to kill peo-
  ple without touching them and to control ghosts
  and evil spirits. In truth, the Jade Serpents are a
  front for a powerful Black Magic Coven com-
  prised of evil sorcerers and Necromancers who, in
  addition to mortal gangsters, command a small
  army of enslaved Spirits. The characters must try
  to stop the Jade Serpents, for if the gang is suc-
  cessful, the entire neighborhood will become a
  giant sacrificial ground for the Coven.
  TThhee SSttoorrmm DDrraaggoonnss iinn
  AArrmmaaggeeddddoonn
  The Storm Dragons are full members of
  the Alliance. In America, many Dragons
  work side by side with Nephelim,
  Inheritors and other supernatural beings.
  In Asia, the society is operating openly
  for the first time in centuries and has
  become a major pillar for the resistance
  movements in the continent. Often,
  Dragons make risky incursions into the
  Conquered Territories, staging out of
  Thailand, to bring weapons and medicine
  to guerrilla movements elsewhere. In this
  war-torn future setting, the Dragons'
  role as protectors is the dominant theme.
  There is a rumor that the legendary
  Celestial Dragon who founded the soci-
  ety has been awakened by the chaos of
  the War and that has joined the fray,
  together with a brood of half-human,
  half-dragon mystics. Whether this rumor
  and the tales of other dragons appearing
  in places in Europe and South America
  are true remains to be seen.
  SSttoorrmm DDrraaggoonn SSaammppllee CChhaarraacctteerr 
  A sample Storm Dragon character, the Courier, is located in the Appendix.
  
  CC hh aa pp tt ee rr  FF ii vv ee
  114422
  Chapter Five: Metaphysics
  
  114433
  M
  M ee tt aa pp hh yy ss ii cc ss
  “Er, maybe we should contact the Tribune,” Manuel said dubiously.
  “Shut up. I can handle it. I know I can handle it!” Karl replied shrilly. The Squire had rea-
  son to be upset. If the Tribune was alerted about the illegal summoning ritual, Karl, Manuel
  and Isobel would all be in deep trouble. On the other hand, if Karl couldn’t handle the
  Invocation, the Tribune’s wrath would be the least of their problems. Manuel looked at Isobel;
  the female Rosicrucian did not look anywhere near as confident as she had been when they talked
  Manuel into performing the invocation. “Nothing to it,” Isobel had said, her smile giving
  Manuel a hint of unspoken promise, more than enough to make him act against his better judge-
  ment. She wasn’t a beauty by any means, but Manuel, no Brad Pitt himself, had been yearning
  for her for quite some time. Maybe if he went along, she would look at him in a new light.
  But not now. He had been the first to chicken out. Isobel would never let him live it down.
  At the moment, he discovered he didn’t care much about that.
  The summoning was supposed to have been a simple magico-necromantic incantation to trap a
  minor ghost and gain a glimpse of the future. Karl wanted to know the questions on the next the-
  oretical exam. Isobel wanted a couple of stock tips. Manuel was just killing time.
  Karl had been the Circle Leader, after convincing them that he had the Invocation down pat.
  He had certainly seemed sure of himself when he drew the pentagram and started the ritual.
  Manuel had felt somewhat uneasy during the casting, though. Karl wasn’t being careful enough
  with his pronunciation -- always a problem when using archaic rituals -- and the pulsing energy
  that had appeared inside the pentagram had not looked right.
  Sweat was running down Karl’s forehead now. It had become obvious that whatever they were
  summoning was not a minor ghost, and he wanted to stop the process. He concentrated for several
  seconds. “Need more power,” he gasped. “I can’t close the doorway!”
  Manuel closed his eyes and channeled what little he had left into the Circle. His fear became
  muted, replaced by the numb feeling of nearly depleted Essence. Isobel’s eyes were rolling in her
  head, showing the whites. Karl’s eyes were bulging in panic. “Call the Tribune!” he said weekly.
  Manuel stepped away from the Circle to do just that -- and a flash of light flooded the base-
  ment, blinding him. A gust of wind, almost explosive in force, knocked him to the ground.
  Manuel groped blindly in the dark, whimpering in pure terror. He couldn’t see, but he could smell
  something burning fiercely. Had one of his friends knocked over the ritual candles? He blinked
  furiously, and his vision started to clear. 
  To his left, Isobel screamed an animal, mindless shriek that was abruptly cut off.
  Manuel’s mind spun, Don’t want to look . . . don’t wanna . . . don’t wanna . . .
  But he had to look.
  Isobel was struggling feebly. Karl was standing over her, one hand wrapped around her
  throat. Except it wasn’t Karl anymore. Half of his face had been seared away, as if somebody
  had turned a blowtorch on him. His eyes had been burned away and replaced with shining orbs
  of black light.
  “YOU CALLED. I AM HERE.” The voice was an inhuman growl not meant to
  form human words.
  Manuel had just enough time for a pathetic whimper.
  
  Introduction
  In the world of WitchCraft, myth and fantasy are
  as real as the laws of physics and the facts of life.
  Every human being has the potential to develop
  great, perhaps even god-like power, but the Gifted
  are closer to reaching that potential than most. This
  inner power manifests itself in myriad forms.
  Magic, Necromancy, Divine Inspiration and the
  Sight are only some of them.
  This chapter begins with several modifications to
  the Unisystem Metaphysics rules. The changes are
  presented in revisions text boxes to highlight them
  from the additional or optional material. These alter-
  ations clarify and simplify the use of Invocations
  and Powers, and generally smooth game play. The
  new rules are part of Second Edition WitchCraft,
  and future supplements will be based on them. (Of
  course, if you prefer the old rules, it will be rela-
  tively easy to maintain them in your campaign.)
  The chapter moves on to new Invocations and
  Powers for Magicians and Necromancers. It reveals
  several greater Powers -- those available to only the
  most powerful Gifted. The chapter also includes two
  new Arts: the Disciplines of the Flesh and Tao-Chi. 
  A brief discussion of immortality, and the
  Immortals appears after the material on the Arts.
  New Items of Power conclude the chapter.
  CC hh aa pp tt ee rr  FF ii vv ee
  114444
  Magical Signatures
  Each person's Essence is as unique as his
  DNA code. Thus, any Metaphysical abilities
  powered by that person's Essence (i.e., not
  cast wholly through ambient Essence) bear
  the person's "imprint." A
  Gifted or
  Inhuman character must pass a Difficult
  Perception Test to detect this signature. If
  she has seen it before, a Simple Intelligence
  Test would bring the memory to mind.
  
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  M ee tt aa pp hh yy ss ii cc ss
  Casting Invocations
  Many of those using First Edition WitchCraft
  complained that the Essence Control Table
  rules rendered the casting of Invocations cost-
  ing more than 20 Essence points all but impos-
  sible. Others found the rules slowed game play.
  For those who feel similarly, this modification
  eliminates that table. 
  To cast an Invocation, the Magician simply
  accumulates the necessary amount of Essence
  and makes an unmodified Task attempt, using
  the Invocation level and the appropriate
  Attribute (unless otherwise indicated, assume
  that Attribute to be Willpower).
  To further simplify spellcasting, Dismissal
  attempts are only necessary when a Focus Task
  is failed, when the Magician wants to prema-
  turely end an Invocation effect, or when a
  destructive Invocation is cast, especially one
  cast in anger. The penalty for the Dismissal
  Task is equal to -1 per every 5 Essence points
  spent (rounded up), plus an additional -1 to -5
  penalty based on the intent and emotional state
  of the Magician (see WitchCraft, Chapter Five:
  Metaphysics, Intent and Magic).
  The Process of Casting Invocations
  Most Invocations require at least a few spo-
  ken words or quick gestures to help the
  Magician focus her mind on the process. If the
  Magician is restrained in such a way that nei-
  ther words nor gestures are possible, the
  process requires more time (at least one addi-
  tional turn) and incurs a -2 penalty. If the
  Magician is blinded or
  blindfolded, any
  Invocation that has a specific target is not pos-
  sible unless the Magician can touch him or can
  sense the target in some way (a Difficult
  Perception Test with a penalty determined by
  the Chronicler
  may be required). Any
  Invocation that only affects the caster can be
  performed as long as the Magician's mind is
  functional. Even a blind and paraplegic sorcer-
  er could use such Invocations as Spirit
  Projection, for example.
  Using Ambient Essence
  There has been some confusion about the use
  of the extra Essence available during the Times
  of Power (such as midnight, during a full moon,
  etc.), as well as the Essence available for Group
  Magic. This Essence can be used on several
  Invocations, but when it is used up, it is no
  longer available. For example, during the hour
  of midnight, the extra 5 points of Essence can be
  divvied up among as many Invocations as the
  Magician wants (to a maximum of five
  Invocations with one free Essence point each).
  Similarly, a group of three Magicians can use
  the extra 45 Essence points on as many
  Invocations as they care to cast (dividing up the
  45 points among them), but once the 45 points
  are used up, they do not get any extra Essence
  for a period of 24 hours.
  Time to Cast Invocations
  Most Invocations can be cast as soon as
  enough Essence is summoned and channeled to
  do so. Those that involve infusing Essence into
  a 
  place 
  or
  location, 
  like Wards 
  and
  Consecration, take more time, somewhere
  between 5-10 minutes depending on the circum-
  stances.
  Seer Strength Costs
  Although presented in the Character
  Creation Table in the back of First Edition
  WitchCraft, the cost of purchasing Seer Powers
  Strength levels was omitted from the text in
  Chapter Five: The Wise Crafts. The cost is 3
  points per level up to level 5, and 6 points per
  level after that.
  
  Magicians with this Invocation can hide their
  presence or that of other people or objects (the tar-
  get), effectively rendering them invisible. The
  Hideaway Invocation works on many different lev-
  els. Some of the Essence used twists light in such a
  way as to obscure the target’s presence. Even cam-
  eras and infrared sensors only register a faint glim-
  mer where the target is located. Spotting the glim-
  mer requires a Difficult Perception Test; characters
  with occult experience (in the GM’s discretion) can
  use a Notice and Perception Task instead. More
  importantly, the Invocation works on the minds of
  anybody in sight of the target. People are subtly
  manipulated not to look in the target’s direction and
  to unconsciously avoid the spot where the caster
  stands. Crowds will part seemingly naturally as a
  target person or being moves through them, unno-
  ticed and unmolested. Objects and areas protected
  in this manner similarly avoid the interest of those
  who pass near them. Note that this Invocation is
  considered to “target” a crowd when used in popu-
  lous public places, and the Crowd Effect rules may
  require additional Essence to be expended.
  If the Invocation is cast while the target is in
  plain sight of others, there is a chance that some
  people will be unaffected. A Willpower and
  Invocation Task by the Magician is resisted by a
  Perception and Notice Task or a Difficult
  Perception Test on the part of those that are look-
  ing at the target of the Invocation. Gifted characters
  get a +2 bonus to resist; Supernatural beings who
  can see through illusions gain a +3 bonus. Anyone
  who successfully resists sees the target’s shape
  become blurry and semi-transparent, but the target
  remains visible, especially in good light (shadows
  and darkness may allow the semi-invisible charac-
  ter or object to hide from even those who resisted
  the magic). 
  Attacking or otherwise attracting the attention of
  people reduces the effectiveness of the Invocation.
  The mental component of the Hideaway dissipates,
  and people may be able to spot the Magician’s or
  target’s glimmering outline. In that case, a success-
  ful Perception and Notice Task with a -1 modifier
  will be enough to locate the outline of the charac-
  ter. Even so, attacking the invisible character is a
  difficult undertaking -- hand-to-hand attacks are at
  a -1 penalty, ranged attacks are at -4. 
  CC hh aa pp tt ee rr  FF ii vv ee
  114466
  Hideaway
  M a g i c
  The most flexible of the Arts, Magic can perform almost any feat, modified only by the knowledge
  and willpower of the sorcerer and the amount of Essence she may control. Listed below are a number
  of new Invocations, including Greater Invocations, as well as new Items of Power.
  Each entry includes a brief description of the Invocation’s characteristics, followed by a list of possi-
  ble effects and their Essence cost. The effects list for each Invocation covers some basic examples.
  Creative players will probably come up with other effects. The Chronicler can use the examples pro-
  vided to figure out comparable Essence costs for player-created effects.
  New Lesser Invocations 
  The following Invocations may be learned by any Magician, and do not have pre-requisites. 
  
  114477
  M
  M ee tt aa pp hh yy ss ii cc ss
  Places can also be made invisible with
  Hideaway. The effect basically hides the location
  from anyone who might be searching for it; only
  the caster can find it without problems. The
  Invocation can only be cast on places that do not
  get a lot of traffic. If enough people are passing by
  the area, someone will eventually stumble onto the
  hidden location, dispelling the illusion. Once the
  Hideaway is in place, Mundanes do not get a
  chance to see the hidden place; it is as if it wasn’t
  there. The Gifted may sense the magic on a
  Difficult Perception Test with a -3 penalty; Ghosts
  and other Supernatural beings who can see Essence
  constructs can locate the place on a Difficult
  Perception Test with no modifiers. In either case,
  no one can see the location unless they spend a
  great deal of time and effort searching for it (half an
  hour or more, at the Chronicler’s discretion). 
  Invisibility Effect
  The Magician can make herself and others invis-
  ible, as described above. The Essence cost varies
  with the size of the target. A man-sized or smaller
  target costs 6 Essence points per ten-minute period
  of invisibility. The sorcerer may spend additional
  Essence to increase this duration during the initial
  Invocation, gaining ten more minutes per 6
  Essence points spent. Otherwise, she may recast
  the Invocation before its duration is over, but this
  requires a new Focus Task (and if that fails, a
  Dismissal Task). Larger objects (up to the size of a
  car) cost 8 Essence points per 10 minutes.
  Anything larger (a bus, an airplane) cost 24
  Essence points per 10 minutes.
  Hideaway Effect
  A location can be made invisible. People passing
  by cannot “see” the hidden place and anyone with-
  in it. It is as if the location blends perfectly into the
  surrounding landscape. An entire house could be
  hidden in this way. To outsiders, the place may look
  like a vacant lot, a lot that their eyes slide over and
  then forget without much thought. The cost of this
  Invocation depends on the size of the place and the
  length of time that the Magician wishes to hide it.
  Since the location never moves, it costs less
  Essence to hide it than to make a person or moving
  object invisible. The base cost is 1 Essence point
  per meter (yard) of radius. This lasts for 1 hour; the
  same base cost must be paid per additional hour.
  Constant Hideaway Effect
  This effect hides a place for a long period of
  time. It requires multiple castings, each imbuing
  the area with 20 Essence points. These castings
  must all succeed; on a failure, the Magician must
  start over. At the end of six such rituals, a total of
  120 Essence are invested into the place. Such
  investment hides the location for one month per
  Success Level of the Invocation Task (use the
  Success Level of the best roll or draw). If 240
  Essence points (or 12 castings) are spent, the loca-
  tion will be hidden for one year per Success Level
  in the Invocation Task (use the Success Level of the
  best roll or draw). If the illusion is broken (see
  above), the Hideaway reasserts itself in 1D4(2)
  hours. Those who saw the location while it was vis-
  ible know that something is going on, however, and
  have a much greater chance of breaking the illusion
  again (+4 to all Resisted Tests or Tasks to see
  through the illusion).
  
  This Invocation allows the Magician to float or
  slide on a cushion of Essence. Movement is usual-
  ly limited to a walking speed; faster speeds are pos-
  sible but at a greater Essence cost. Floating over a
  crowd or populated area is very risky. If a number
  of people see the character, she must overcome
  their disbelief (see WitchCraft, Chapter Six:
  Metaphysics, The Crowd Effect) or the Invocation
  will fail -- not a good thing while floating in the air.
  Float Effect
  The Magician can make herself hover and/or
  float at a slow pace in the direction she desires. The
  base speed is five miles per hour, which also allows
  the Magician to move up or down some 5 to 10
  meters (yards) per turn (note that most people can
  run much faster than that). Once the Magician is up
  in the air, wind currents may propel her at greater
  speeds (but not necessarily in the direction she
  wants, unless she is controlling the wind some-
  how). In fact, the Magician may need to fight or
  maneuver against the wind to get where she wants
  to go, especially in open areas.
  This effect costs 10 Essence points and lasts 1
  minute per Success Level in the Focus Task.
  Making someone else float costs 15 Essence
  points, and the target’s movement will be con-
  trolled by the Magician. Unwilling targets resist
  with a Simple Willpower Test.
  Increasing the speed of the Levitation is possi-
  ble, but very costly. Each additional mile per hour
  of speed costs 3 Essence points.
  Magicians with this Invocation can try to find
  anything or anyone by zeroing in on the Essence
  “signature” of an object, person or creature. The
  process is time consuming and expensive, howev-
  er, and it can be blocked in a variety of ways by
  other Magicians. If the caster does not care about
  the Essence expense, she will eventually be able to
  find almost anyone or anything, anywhere in the
  world. Only the barriers separating Earth from the
  Otherworlds can protect someone from the reach of
  this Invocation.
  Search Effect
  The Magician can look for anybody or anything
  that she has seen at least once before. The
  Invocation works as a “spiral search,” with the
  Magician spending more and more Essence as she
  widens her search radius. The basic Invocation
  takes one hour to perform, during which the
  Magician visualizes the target. At the end of the
  hour, the Magician must perform the first
  Perception and Locate Task and spend 10 Essence
  points. This will attempt to find the target within
  100 meters (yards) of the Magician. If the subject
  is not in the area, the Magician must spend another
  hour of concentration, and spend an additional 15
  Essence points, which will widen the radius to one
  mile. The next increase (which will take an addi-
  tional hour) will cost 20 more Essence points, and
  increases the radius to 5 miles. Each additional
  increase costs the previous amount of Essence
  spent, plus 5 (i.e., 25 Essence, 30 Essence, 35
  Essence, and so forth), and doubles the radius from
  the previous level (i.e., 10, 20, and 40 miles). Each
  new increment requires a separate Focus Task (and
  if that fails, a Dismissal Task). If a Focus Task fails,
  the Invocation must be started from scratch.
  Mundanes cannot help themselves from being
  located in this manner, unless they are in a protect-
  ed location. Wards, Shielding and any Essence bar-
  rier will foil the Search, but the Magician will
  know that the target is in the area, although not his
  exact location. 
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  Sendings are magical communications. Only
  Gifted characters can see them. The Magician
  sends an image of her head or face (for more
  Essence, the image can look like anything the
  Magician wishes).
  Although a Sending can reach the intended target
  anywhere in the world, the Invocation does not
  reveal to the sender the location of the subject of
  the message. The message works much like a radio
  signal tuned to a unique frequency -- the “frequen-
  cy” being the individual’s Essence matrix.
  Therefore, the Invocation only works on people the
  Magician has seen before. In effect, the visualiza-
  tion needed for the magic to work requires some
  memory of the target.
  The Sending usually consists of both a visual and
  auditory component. Only the target can see and
  hear the Sending. Most sorcerers send an image of
  their face or head to better identify themselves.
  Others disguise their features or make themselves
  look like strange creatures. Such disguise changes
  require one or more successful Intelligence and
  Disguise Tasks (in the Chronicler’s discretion).
  Once contact is established, the Magician can
  speak with the target and “hear” his responses for
  the duration of the Invocation.
  Sending Effect
  If successful, the Magician makes contact with
  the target anywhere on the planet. This contact
  allows for conversation but very little else; magic
  cannot be cast by or against either the Magician or
  the subject. An accomplished Seer might be able to
  use the connection to establish a telepathic link
  between the two with Mindtalk or Mindsight, but it
  will be very difficult, with a penalty of -6 to all
  related Tasks.
  This effect costs 15 Essence points, regardless of
  range. Contact takes between ten minutes and two
  hours, depending on how far away the target is (this
  gives the Magician an indication of the distance
  between them, but there is no hard-and-fast ratio
  between the distance and time). Once it is estab-
  lished, the Sending lasts until the caster stops it. No
  other actions can be taken while the Sending is
  being maintained, however. If the Sending is
  dropped, the Magician must repeat the process
  from scratch to re-establish contact.
  This Invocation allows the Magician to manipu-
  late objects at a distance. It is similar to the Seer
  Power Mindhands, but not quite as versatile or
  powerful. The range and strength of the Spirit
  Limbs are determined by the Essence spent by the
  Magician, and the Power cannot be used defen-
  sively like the Seer Power. In all other regards, the
  Power works much like the Mindhands ability (see
  WitchCraft, Chapter Six: Metaphysics).
  Spirit Limbs Effects
  This effect costs 2 Essence points per Strength
  level of the limbs. It also costs 1 Essence point for
  every 5 meters (yards) of range (this is the maxi-
  mum distance from the Magician that the power
  can be used, unlike Mindhands, which has a range
  of line of sight). When successful, the Focus Task
  powers the Spirit Limbs for 1 turn plus 1 turn per
  Success Level. Continuing the duration requires a
  new Focus Task, and more Essence to be spent.
  Sending
  Spirit Limbs 
  
  Prerequisites: Gateway, Soul Projection
  Many legends speak of powerful Magicians that
  could be in more than one place at the same time.
  While most were simply the result of clever tricks
  or lesser magical effects, some of the Gifted can
  and do possess the power to bilocate -- to be in two
  places at the same time. The basic mechanism of
  this Invocation involves dimension shifting and
  (some believe) breaking down the laws of time and
  space. The Magician apparently splits her soul in
  two (the Essence Pool of the character is evenly
  divided among the two bodies) and recreates her
  body in a new location. The Essence cost for this
  feat is considerable, however.
  This Invocation causes the Magician to duplicate
  herself, with the “double” appearing in any loca-
  tion within fifty miles of the caster. The Magician
  can then operate in both places, while being aware
  of what occurs in either location. Being in two
  places at once can be very disorienting and confus-
  ing, especially if the Magician is asked to do two
  things at the same time. Most of the time, the
  Magician concentrates on one of the two bodies,
  with the counterpart remaining at rest. Normal
  tasks (walking or listening to two conversations at
  the same time) require the character to pass a
  Difficult Intelligence Test at -3. Fighting in two dif-
  ferent places (or performing two tasks that require
  concentration and precision) at the same time is
  nearly impossible; all actions have a -5 penalty.
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  Greater Invocations
  Some of the more powerful magical effects, the Greater Invocations, require the mastery of one or more
  other Invocations. These Invocations are harder to learn and develop; it isn't easy to find a teacher who
  knows more than one or two of them. Learning these Invocations may be a quest unto itself, especially if
  the character does not have good contacts with a magical Covenant. All Greater Invocations also have
  prerequisites -- Lesser Invocations that must be learned before the student knows enough about the nature
  of reality to progress further.
  Learning Greater Invocations
  Greater Invocations are identical to the "lesser" Invocations except in two respects: they have prereq-
  uisites, and they are not widely taught. Beginning characters may learn Greater Invocations, subject to the
  approval of the Chronicler. If nothing else, the character must be in good standing with his Covenant, or
  must have access to a knowledgeable teacher or teachers. Further, the level of the Greater Invocation can-
  not exceed the level of any of the prerequisites. For example, if the character has Healing at 4 and Lesser
  Curse at 3, the Death Curse Invocation cannot be higher than 3, and cannot be raised to 4 until Lesser
  Curse is increased to that level. 
  After character creation, Greater Invocations follow the same rules as any other Invocations, restricted
  by the need for the pre-requisite Invocations and access to a teacher. These teachers will be powerful
  witches and sorcerers, and may require a period of servitude, a high financial or mystical payment, or
  some other favor from the would-be student. The search for a teacher and meeting his price can be woven
  into the Story for additional subplots, or might even be the main plot.
  Bilocation
  
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  For example, Jason has pressing business in
  two places at the same time. He creates two bod-
  ies using Bilocation. One remains at home moni-
  toring a magical experiment. The other scouts out
  a possible nest of Mad God cultists with several
  friends. Jason places most of his concentration in
  the scouting body, as the one at home merely
  needs to react if something goes wrong.
  Naturally, as soon as Jason’s group gets into a
  firefight with some of the cultists, the experiment
  takes a turn for the worse. At one point, one Jason
  must cast an Invocation at a threatening cultist
  while the other Jason works to contain the prob-
  lem with the experiment. Each action suffers a
  base -5 penalty, plus a -1 for multiple actions.
  Any injuries or fatigue experienced by either
  form is transmitted to the other. Essence expendi-
  tures, on the other hand, are not shared. If one of
  the two duplicates is killed, the other dies at the
  exact same time. If the two forms ever touch one
  another, they recombine into one and the
  Invocation ends.
  Bilocate Effect
  This effect costs 20 Essence points and lasts
  one hour per Success Level in the Focus Task.
  The Essence Pool of the Magician is evenly
  divided among the two bodies (rounded up). The
  new physical body, which appears in any location
  known to the character within a fifty mile radius,
  is identical to the original, and wears the exact
  same clothing and any equipment the character
  was holding. The second form is essentially the
  same; it is believed that there is no actual dupli-
  cation, but that the character is simply existing in
  two separate points in space at the same time. At
  the end of the Invocation’s duration, the character
  once again becomes one, at the location of the
  body (duplicate or original) closest to where the
  Invocation was cast. Increasing the range is pos-
  sible, but costly; 10 Essence points must be spent
  for each additional 25 miles of range.
  
  Prerequisites: Healing, Lesser Curse
  This Invocation is never used lightly, for it often
  attracts the attention of the Grim Reapers (see
  Chapter Six: Supernatural). When successfully cast
  on a victim, the Death Curse slowly but surely
  dooms him. A succession of health problems weak-
  en and ultimately kill the target of this Invocation.
  Only powerful magic, Necromancy or the removal
  of the curse can save the victim; any other mea-
  sures only postpones the inevitable for a brief time.
  Even killing the Magician responsible will not do
  the trick; the sorcerer must be convinced or
  coerced into removing the curse.
  Death Curse Effect
  The cost of this effect is equal to the Essence
  Pool of the victim. This means cursing Gifted char-
  acters is much harder than cursing those who are
  Mundane. This Invocation requires a lengthy ritual
  that lasts ten minutes per Essence point spent.
  When the ritual is finished, the Focus Task is per-
  formed, and the Essence of the Invocation is
  wrapped around the caster (in the case of a group
  Invocation, the leader of the Circle takes the
  Essence of the curse). Gifted characters senses the
  malevolent energies coursing through the curse-
  carrier. The Magician must then go to the victim,
  and be within sight of him, to release the curse. The
  target can resist with a Willpower and Constitution
  Test against the Focus Task. If the Magician wins,
  the victim is struck by the curse.
  The Death Curse starts to weaken the victim,
  who immediately loses 1D12(6) Life Points and
  1D10(5) Endurance Points. This damage and
  fatigue cannot be healed normally. Even Magic and
  other Gifted Powers will not work as usual -- every
  5 Life Points healed through any healing Power
  only restores 1 Life Point to the victim of the Death
  Curse. Things soon get worse. Every 2 hours, the
  victim loses a like amount of Life and
  Endurance points. The process goes on until death
  or the curse is lifted or dispelled.
  Removing the curse without having the original
  caster lift it is not easy or cheap. A Necromancer
  with Death Mastery 5 might be able to break the
  hold of the curse on the victim. The Necromancer
  must spend twice as much Essence as was devoted
  to the original Death Curse, and use Necromancy
  and Willpower against the Focus result of the
  curse. If the Necromancer wins the Resisted Task,
  the victim is saved. Divinely Inspired characters
  can use the Touch of Healing (again, twice as much
  Essence as originally spent must be used to break
  the curse). Magicians may cast Cleansing, but they
  must spend three times the original Essence used in
  the curse, and they suffer a -3 penalty in the
  Resisted Task.
  On a failed attempt at removing the Death Curse,
  it strikes the Magician or someone close to her. The
  Magician can remove the curse, but only after it
  has affected her and reduced her Life and
  Endurance points as mentioned above.
  Prerequisites: Consecration
  Empowerment allows the Magician to create
  magical items -- objects that hold within their
  Essence matrix the ability to release specific
  Invocations. These magical items are also
  Consecrated (see WitchCraft, Chapter Six:
  Metaphysics, Consecration Invocation). Creating
  an Empowered object is a costly and time-consum-
  ing operation, best done by a group or at Times or
  Places of Power.
  To create the object, the Magician (and any assis-
  tants) must know both the Empowerment and
  Consecration Invocations as well as the Invocation
  to be imbued into the object. Only one specific
  Invocation effect is “imprinted” on to the object. A
  ring empowered with the Elemental Fire
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  Invocation could be charged with one of the effects
  listed under that Invocation, at a set Essence cost,
  and nothing else. The ring could, for example,
  extinguish a pre-determined area of fire, or produce
  a jet of flame inflicting a pre-set amount of dam-
  age, but not both (unless the item was Empowered
  twice). The power level of the Invocation (i.e., how
  much Essence it spends) is also pre-determined
  during the Empowerment ceremony, and it cannot
  be altered by the wielder. So, if the ring is designed
  to extinguish a 3-meter (yard) radius of flames (at
  the cost of 9 Essence points), its wielder cannot
  increase or decrease that radius.
  As the object is created, the Magician determines
  what action will trigger the Invocation. This “trig-
  ger” can be as vague or specific as the Magician
  wishes, but very commonplace events may result in
  the object being activated by accident. Common
  triggers include words (typically some obscure
  phrase or sentence, not likely to be used in a con-
  versation), or actions (like pressing a button or
  moving a lever). Others can be highly specific, like
  “Usable only by me or my direct blood descendants
  by reciting the word ‘Jonah’ three times during a
  night of a full moon.” 
  The great amounts of Essence required make it
  almost impossible for Magicians to quickly create
  these objects. Even creating a relatively weak mag-
  ical item would cost 50 or more Essence points.
  More powerful ones might require ten times as
  much. Clearly, it would be impossible for most
  mortals to control such vast amounts of Essence at
  once. Instead, the process must be conducted over
  several days or even weeks. The creator decides
  how much of the total Essence points needed are
  imbued on the object that day. This total cannot be
  less than the amount to cast the Invocation being
  placed into the object (so, if the Invocation requires
  an Essence expenditure of 12 points, a minimum of
  12 points must be placed into the object each day).
  This Essence cost can be divided into as many
  Invocation Tasks as desired (in the example above,
  up to 12 different Invocation Tasks, each imbuing 1
  Essence point), but if any one of the rolls is a fail-
  ure, all the Essence is lost and the Magician must
  start over.
  The magical effect uses the Invocation and con-
  trolling Attribute levels of the original creator for
  what is commonly known as the Strength of the
  Empowered object. For example, if the creator of
  the object had a level of 5 in the imbued Invocation
  and her Willpower (or other appropriate Attribute)
  was a 4, the object would have a Strength of 9. This
  number would be used in all Tasks, such as casting
  the Invocation and performing Resisted Tests. In
  the example above, the wielder would roll or draw
  and add a 9 to the result to determine  Success
  Levels or to overcome the resistance of the target.
  Once Empowered, the enchanted object can be
  used by anyone who knows how to activate it,
  except as noted by the restrictions above. Even a
  Mundane wielder can make use of the Empowered
  item, but she is restricted to the Essence contained
  within the object. The item can use the Essence
  imbued into it through Consecration, or, if the
  wielder has Essence Channeling, she may choose
  to use her own energy to activate the Invocations
  contained in the item. Once the Consecrated
  Essence in the object is gone, it can be re-
  Consecrated or activated through the wielder’s per-
  sonal Essence, as above. Permanently enchanted
  objects (described below) recharge themselves.
  An Empowered item, like a Consecrated one,
  drains the Magician of a set amount of Essence that
  cannot be regained until the object is destroyed.
  The creator of the object may choose to perma-
  nently sacrifice that Essence. This sacrifice will
  give the object a life of its own. Its magic contin-
  ues to exist even after its creator’s death.
  Furthermore, it will regain Essence on its own, at
  a rate equal to its creator’s Willpower every hour.
  
  Enchanted Item Effect
  This costs 20 Essence points, plus enough
  Essence to activate the specific Invocation Effect
  imbued, and, finally, enough Consecrated Essence
  to activate the item at least once; this requires a
  separate Consecration Task. Empowered items
  drain their creator(s) of 5 Essence points that can-
  not be regained until the object is destroyed or the
  enchantment is voided. 
  Some Magicians choose to permanently sacrifice
  their power into the object they create. The Essence
  cost is the same as above, but the Magician perma-
  nently loses 7 Essence points. The object, however,
  can be used indefinitely, and its Essence Pool
  replenishes itself at the rate of 1 point per
  Willpower level of the Magician per hour.
  Item of Power Effect
  Using any material with affinity to magic, like
  crystals or silver (see Item of Power, later in this
  chapter), adds the power of the material to the
  Essence Pool of the magical object.
  For example, Georgia, a Wiccan Magician,
  wants to create a ring that can extinguish fire in a
  3-meter (yard) radius. She also wants to be able to
  use it three times before its Essence is depleted.
  Such an item would cost a minimum of 56 Essence
  points to produce: the base 20, the 9 Essence for
  the Invocation effect, and 27 points to activate the
  item three times. This total can be cast over as
  many as six days (a minimum of 9 Essence points
  must be imbued into the Enchanted object each
  day). Each day requires a separate Focus Task (and
  if that fails, a Dismissal Task). If any Focus Task is
  failed, the process must be started from scratch. 
  Prerequisites: Lesser Healing
  This more advanced healing Invocation can be
  used to cure crippling wounds, terminal diseases,
  and mortal injuries. The Magician re-weaves a per-
  son’s Essence entirely, and can restore lost limbs,
  although at great energy cost. It is even possible to
  resuscitate the recently dead with this Invocation.
  Cure Disease Effect
  20 Essence Points must be spent in three separate
  castings (using Willpower and Greater Healing)
  conducted over a period of no more than two
  weeks. If any of the three Invocations fails, the
  Magician must start over. At the end of the process,
  the patient must succeed at a Difficult Constitution
  Task. Add a bonus of +1 for each Success Level
  accumulated during the three Invocations. If the
  roll is successful, the patient is healed. For exam-
  ple, Roger is dying of cancer. His friend Louis per-
  forms the three ceremonies, accumulating one, two
  and one levels of success respectively, for a total
  bonus of +4. Roger has a Constitution of 2. With
  the Success Levels bonus, he gets to add 6 to his
  recovery roll. Roger rolls a 5, for a total of 11 --
  Roger recovers. The cancer goes into an unex-
  plained remission, and a couple of weeks later he
  can leave the hospital!
  Restore Limb Effect
  A missing limb or organ (like an eye, for exam-
  ple) can be restored. This effect requires the expen-
  diture of Essence equal to the character’s base Life
  Points, plus 10. The regrowth process is very
  painful and exhausting. The patient may need to be
  held down (a Difficult Willpower Test allows the
  subject to bear the pain without resisting). She
  loses 1D10 x 4(20) Endurance points and 1D6 x
  4(12) Essence points as her body’s energy reserves
  are channeled into regrowing the missing limb or
  body part. If either the patient’s Essence or
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  Endurance Pools are reduced below 0 as a result,
  both of those Secondary Attributes will be perma-
  nently reduced by one level.
  Resuscitate Effect
  A character whose heart has stopped can be
  resuscitated if attended to quickly enough.
  Resuscitation can be attempted up to one hour per
  Constitution point of the victim after the victim’s
  heart has stopped. Enough Essence must be spent
  to heal all the wounds or damage suffered (as per
  the Lesser Healing Invocation) plus an additional
  15 Essence points. If the Invocation is successful,
  the subject needs to pass a Survival Test, with a +1
  bonus for every Success Level on the Invocation
  Task. If the Test is passed, the subject is revived;
  otherwise, the victim remains dead, and no further
  attempts to resuscitate will work.
  E
  Esssseennccee M
  Maasstteerryy
  Prerequisites: Blessing and Insight
  As discussed earlier in this chapter, Second
  Edition WitchCraft does away with the
  Essence Control Table. For those who wish
  to preserve the table, a special Greater
  Invocation, Essence Mastery, is discussed
  here. This Invocation smoothes out the
  rough edges of the Essence Control Table.
  Most powerful Magicians know Essence
  Mastery, the key to controlling great
  amounts of power. Like its name indicates,
  this Invocation is designed to control and
  focus large amounts of Essence, such as what
  is available during Group Magic. The
  Essence used by this Invocation helps "bind"
  the power used in other Invocations, greatly
  reducing the difficulties in controlling pow-
  erful magicks. It works like a set of channels
  or funnels that make it easier to shape the
  flows of Essence. To a Gifted Magician who
  can see magical energies, the use of this
  Invocation is obvious, and takes the form of
  highly complex geometrical shapes surround-
  ing the normally swirling and chaotic ener-
  gies of magic.
  Essence Mastery reduces or even elimi-
  nates the penalties to Focus and Dismissal
  Tasks incurred by using large amounts of
  power at once. Magicians with this
  Invocation can safely perform Invocations
  that would doom most lesser sorcerers.
  Most Covenants of magic only pass this
  knowledge to veteran and loyal members,
  while keeping it from the hands of neophytes
  until they have proven themselves.
  Control Essence Effect
  Every Essence point spent in this
  Invocation reduces the penalties for Focus
  and Dismissal Tasks by two levels. For
  example, a Magician who spent 4 Essence
  points on this Invocation would reduce the
  penalties for Focus and Dismissal Tasks by
  8. This would allow the Magician to control
  up to 20 Essence points without any penal-
  ties. One cannot use Control Essence on
  another Control Essence Invocation, howev-
  er, so Magicians are limited as to how much
  power they can put into this Invocation.
  On a failed Dismissal Task, the Essence
  used in this Invocation will, at some point
  over the next twenty-four hours, cancel out
  any Essence put into another magical effect,
  effectively neutralizing the magic. This event
  occurs randomly but appears to be triggered
  by feelings of urgency on the part of the
  Magician, so a casually-cast Invocation will
  not be affected.
  
  Prerequisite: Lesser Illusion
  Some occultists refer to this Invocation as
  “Lesser Creation,” and that name may be more
  appropriate. Unlike the Lesser Illusion, which only
  affects the non-tactile senses, this Invocation cre-
  ates things that can be felt, touched, or tasted. Still,
  they are not “real” in any lasting sense. An illu-
  sionary hamburger tastes as good as the real thing
  but provides no nourishment, nor does it assuage
  hunger past the duration of the Invocation. An illu-
  sionary knife can produce painful slashes, but it
  can neither kill nor disable.
  The biggest limitation of this Invocation is the
  fact that most Gifted characters will be able to
  identify illusions as creations of Essence. On a suc-
  cessful Simple Perception Test, any character with
  the Gift notices a faint supernatural glow around
  the illusionary object(s) or panorama, while mas-
  ters of the unreal like the Sidhe automatically iden-
  tify the illusions as what they are.
  Once illusions are engaged in combat their unre-
  ality is very likely to be realized. Wounds inflicted
  hurt, but they do not impair the character beyond
  the momentary shock. Regardless of how deep the
  wound looks, only 1 point of “damage” is inflicted
  on the target. The wounded victim may need to
  pass a Simple Willpower Test to keep her cool (see
  WitchCraft, Chapter Four: Rules, Oh God -- I’ve
  Been Shot sidebar). For one turn -- a couple of sec-
  onds -- the character is unable to attack, but may
  defend normally. A new Test is required every turn
  until the character passes it, with a cumulative +1
  bonus. After two or three such incidents, the targets
  will realize that the illusionary bullets or blades or
  claws just do not seem to be very effective. This
  allows them a new Perception Test (Simple for
  Gifted and Supernatural characters, Difficult for
  Mundanes) to see through the illusion.
  All illusion effects last 5 minutes, plus one minute
  for each Success Level on the Focus Task. At the
  end of that time period, a new Focus Task is
  required, with a renewed expenditure of Essence.
  Unless properly Dismissed, a failed Greater
  Illusion Focus Task creates illusionary images of
  the appropriate size (see below) that haunt the
  Magician one to four times (the Chronicler can roll
  a D4(2) or determine the number of apparitions
  arbitrarily). The length of these effects are left to
  the Chronicler’s discretion.
  Create an Illusion Effect
  This effect creates an illusionary object or per-
  son. Any creature or item that the character knows
  well can be recreated exactly as the character
  remembers it. For highly complex or detailed
  objects, or to create an illusion of a person, the
  Magician must pass a Simple Intelligence Test. The
  higher the Success Level, the more realistic the
  illusion (even one Success Level will fool most
  people, but fully convincing those who are very
  familiar with the subject may require three or more
  Success Levels). The Essence cost of these illu-
  sions is determined by their size: 3 Essence points
  per third of a meter (one foot) cubed in size. Add 5
  Essence points to the total cost if the illusion can be
  moved around (with a range of line of sight).
  Illusionary Disguise Effect
  The Magician can create an illusion around her-
  self or others. This illusion feels as solid as the real
  thing, and can transform the person’s size
  (although it cannot be smaller than she is in reali-
  ty), gender and appearance. The illusion’s move-
  ments will follow the subject’s perfectly. This
  effect costs 5 points plus an additional Essence
  expenditure equal to the size of the illusion, as
  noted in the Create an Illusion effect (a human-
  sized facial disguise costs 8 Essence points).
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  Panorama Effect
  This is an entire illusionary landscape -- an envi-
  ronment that fools all the senses. The illusions do
  not support any weight, however. Illusionary lad-
  ders or staircases feels deceptively solid -- until
  somebody steps right through them. Magicians
  usually organize their illusions so that they match
  the contours of the real surroundings, saving a few
  spots as traps for the unwary. The cost of these
  complex illusions is high: 6 Essence points per
  third of a meter (one foot) cubed.
  Prerequisites: Affect the Psyche
  Magicians with this Invocation can actually
  absorb the Essence of those around them, provided
  the people involved are experiencing strong, posi-
  tive emotions. Some Wicce and Rosicrucian per-
  formers use this Invocation to tap into the power of
  their audience, much like Vampyres with the Bard
  Power do. As long as no one is being hurt (the
  Essence taken was released naturally by the emo-
  tions the crowd feels), the use of this Invocation is
  condoned by most Covenants. Groups like the
  Sentinels, however, find it objectionable under any
  circumstances. 
  Normal Gifted Magicians can only tap onto pos-
  itive emotions like love, glee or excitement. Black
  Magic practitioners have an equivalent Invocation
  (not taught by the Wicce or the Rosicrucians) that
  allows them to absorb Essence released by any
  emotion, including anger, hatred or terror. Some of
  these sorcerers become hatemongers, inciting
  crowds into a frenzy to feed on their dark emotions.
  The main drawback of this dark version of the
  magic is that the negative emotions affect the
  Magician’s personality, turning her into a bitter
  creature, unable to experience happiness. 
  Absorb Power Effect
  This effect requires that the Magician be sur-
  rounded by a crowd and that its attention be whol-
  ly focused on her. Most Magicians “hide” their
  Invocation as part of the performance itself, thus
  avoiding the problems of having to overcome the
  disbelief of the crowd (see WitchCraft, Chapter
  Six: Metaphysics, The Crowd Effect). The people
  in the crowd must be feeling positive emotions
  towards the Magician; this is usually achieved
  through mundane means, using performance skills.
  If the crowd is not pleased by the performance, this
  Invocation will be ineffective.
  To tap into the Essence of the crowd, the
  Magician must first spend her own Essence. The
  larger the crowd, the more expensive the process is.
  Use the nearby Crowd Essence Effect Table. For
  example, tapping into the energy of a crowd of 70
  people would cost 8 Essence points. The number of
  people involved also makes the Invocation more
  difficult. The Task must achieve an additional
  Success Level for each 20 people above 40 (round-
  ed up). In the example above, the Invocation Task
  attempt must achieve three Success Levels to work.
  Most magical performers prefer to work crowds of
  under a hundred, or focus the Invocation only on a
  portion of the audience.
  Tap Emotions
  CCrroowwdd
  EEsssseennccee CCoosstt
  TTaabbllee
  NNuummbbeerr ooff
  PPeeooppllee IInnvvoollvveedd
  10-20
  1/5 per person
  21-50
  4 plus 1 per 25 people
  51-100
  6 plus 1 per 50 people
  AAmmoouunntt ooff EEsssseennccee
  RReeqquuiirreedd ((rroouunndd ddoowwnn))
  
  If the Invocation is successful, the Magician col-
  lects 1 Essence point per person in the affected
  crowd. This Essence can be used to power other rit-
  uals, replenish the Magician’s Essence Pool, or be
  held until needed (although holding onto a lot of
  Essence can be dangerous, see WitchCraft, Chapter
  Six: Metaphysics, The Summoning for more infor-
  mation). Most of the time, the Magician will only
  be able to tap into a fraction of the Essence released
  by the performance.
  Prerequisites: Gateway, Levitate, Locate
  Some of the more powerful Magicians can trav-
  el from place to place in little or no time. Unlike
  the teleportation of science fiction stories, howev-
  er, Walkgates are more like doorways that connect
  two separate points in space. The mechanics of the
  Power baffle magical theorists. Some believe that
  the Magician somehow “bends” or “wrinkles”
  space between two points using her will. Others
  think that the Invocation opens two doorways in a
  separate dimension; one takes the mage out of our
  world, the other returns her from that dimension to
  a different place on Earth.
  When the Invocation is successfully cast, a
  glowing circle appears right next to the Magician
  and she is “sucked” into it. The process happens so
  quickly that to most onlookers it appears as if the
  Magician has vanished in a flash of light. The flash
  of light always accompanies the Walkgate
  Invocation, unless hidden through illusions or
  other mystical effects.
  Unless properly Dismissed, a failed Walkgate
  Invocation triggers the effect at a random later
  date, teleporting the Magician in a random direc-
  tion and distance (not to exceed the original range
  of the Invocation). The Magician can resist with a
  Difficult Willpower Test, but the sudden strain
  drains the character of 1D8 x 2(8) Essence
  points regardless of the outcome.
  Teleport Effect
  The more Essence the Magician has available,
  the further away the Magician can transport her-
  self. To travel great distances, massive amounts of
  power are needed. To teleport up to 5 meters
  (yards) costs 5 Essence points. To teleport up to 25
  meters (yards) costs 10 Essence points. For 15
  Essence points, the Magician can “jump” up to 100
  meters (yards). Teleporting over a distance of up to
  three kilometers (two mile) costs 25 Essence
  points. Each additional kilometer (two/thirds of a
  mile) costs an additional 5 Essence points.
  Teleporting more than one person costs an addi-
  tional 10 Essence points per person.
  Walkgate can be used on people against their
  will, but only if the Magician physically drags
  them through the “doorway.” This requires that the
  sorcerer also arrive wherever she is sending her
  victim. Thus, trying to teleport someone a mile
  below the ocean surface requires the Magician to
  go there as well, with the same fatal consequences.
  In addition, if the victim grabs hold of the
  Magician and does not let go, the Magician cannot
  use the Walkgate to leave without also carrying the
  target along. These situations should be resolved as
  Resisted Tasks using the Strength and Dexterity of
  the Magician and the victim.
  Prerequisites: All four Elemental Invocations
  Through this Invocation, the Magician can con-
  trol and manipulate the weather. Upsetting the bal-
  ance of the weather is often tricky, however, lead-
  ing to unexpected consequences. Even minor
  changes in one place may lead to major upheavals
  somewhere else. For instance, a Magician’s rain
  making in Arizona could create a devastating hur-
  ricane in Florida. The karma cost of such upheavals
  eventually comes back upon the Magician. Unless
  properly Dismissed, failing a Weather Lordship
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  Focus Task causes a great deal of chaos and
  anguish. Many freak storms, tornadoes and worse
  have been triggered by careless Magicians. These
  clumsy practitioners are almost always tracked
  down and punished accordingly.
  A sorcerer can minimize the effects of her use of
  this Power by a careful balancing act, restoring
  conditions to their previous state after she no
  longer needs the weather effect she has created.
  This is costly and time-consuming, but the price of
  not doing so is often catastrophically high.
  Alter Weather Effect
  The Essence cost of this Power depends on the
  area affected by the weather change and how
  extreme the change is. Causing a tiny downpour to
  drench a victim in the middle of a cloudy, overcast
  afternoon is a lot cheaper than causing a monsoon
  in the middle of Death Valley. Affecting anything
  larger than a few hundred meters (yards) in area
  costs so much Essence that only a large group of
  sorcerers can hope to do so.
  An area with a radius of 1 meter (yard) per level
  of Willpower of the sorcerer can be affected for a
  base cost of 4 Essence points (modified by the
  degree of the weather change). A larger area (10
  meters [yards] per level of Willpower) has a base
  cost of 8 Essence points. A significantly large
  locale (100 meters [yards] per level of Willpower)
  has a base cost of 16 Essence Points. A huge area
  (one mile per level of Willpower) cost a base 32
  Essence points. Each additional mile adds 8
  Essence points to the base point cost. 
  Small, imperceptible changes in weather (caus-
  ing a cloud to temporarily cover the sun) halve the
  base cost given above, rounded down. A small but
  definite change (causing a light drizzle to stop,
  starting a light rain in the middle of an overcast
  day, or reducing the intensity of rain or a storm by
  one level) uses the base cost. A significant change
  (starting a good hard rain during a clear day, chang-
  ing a storm into a mild rain) costs double the base
  cost. A great change (starting rainfall during the dry
  season in a normally temperate climate, stopping or
  starting a thunderstorm from scratch) costs triple
  the base cost. An extraordinary change (starting a
  downpour in an arid desert, stopping a hurricane in
  its tracks) costs quadruple the base cost. The effects
  are felt only in the area affected; outside that area,
  weather conditions continue to operate normally.
  This Invocation will last 5 minutes per Success
  Level or until Dismissed, whichever comes first.
  However the spell ends, the Magician has the
  choice of trying to restore the natural weather she
  has disrupted before it does so. This requires an
  Essence expenditure equal to one third the cost of
  the initial upheaval, rounded down. Thus, if the
  Magician spent 60 Essence points altering the
  weather, 20 points are needed to bring it back to
  normal. The Magician then makes a Willpower and
  Weather Lordship Task attempt. If the Magician
  cannot restore the situation to normal, penalties of
  -1 to -4 (depending on how extreme the change in
  the normal weather was and how large an area was
  effected), are applied to the Dismissal Task. 
  Messing with the weather of a large area may be
  noticed. Any Magician within ten miles of the
  affected area who knows any Elemental Invocation
  or Weather Lordship can sense the disturbance on a
  Perception and Invocation Task. The source of the
  disturbance can be tracked down by a series of
  these Tasks, and careless or destructive mages will
  be challenged by their peers (or their superiors).
  
  LLeevveell 66 -- SSppiirriitt SShhoouutt
  The Medium can produce a psychic “scream”
  that hurts any nearby Ghosts or Phantasms,
  although it has no effect on any material beings
  (including Incarnate Phantasms). In the Death
  Realms, however, this attack affects anybody pre-
  sent. Spirit Shout inflicts 1 point of damage per
  Willpower level of the Necromancer to any Spirit
  or astral travelers within 5 meters (yards) per
  Necromancy level. The Power does not distinguish
  between friend and enemies, however, so
  Necromancers working with Spirits must be care-
  ful about where they use it. Using the Spirit Shout
  costs 6 Essence points.
  LLeevveell 77 -- GGrreeaatteerr SSuummmmoonniinngg
  At this level, the Necromancer can communicate
  with any Spirit that has not entered the unknown
  Sephiroth 
  of 
  Kether 
  (see 
  Chapter 
  Six:
  Supernatural). Even reincarnated souls or those
  imprisoned in other Death Realms can be contact-
  ed by the Medium. The Spirit will talk, but cannot
  be forced to reveal any knowledge against its will.
  The name the soul bore in life is needed to summon
  its spirit. 
  If the Spirit has been incarnated in the body of a
  living person, the Necromancer learns the identity
  of its current incarnation. This information comes
  in the form of a vision revealing the person’s
  appearance, name and general location (within a
  city or county area). Other means, either mystical
  or mundane, are needed to locate the reincarnated
  person more precisely. Once found, the person may
  be brought into the presence of the Medium, and
  put in a trance (identical to the hypnotic past life
  regression used by some therapists). The Medium
  can then call the Spirit of the past life to come out
  and communicate. An unwilling person must be
  drugged or otherwise subdued, however.
  Greater Summonings cost 6 Essence to contact
  the Spirit. A further 8 Essence points must be “fed”
  to the Spirit to keep it talking. 10 Essence is
  required to force the Spirit to speak; this does not
  guarantee the Spirit will tell the truth or reveal
  information, however -- the talk can be meaning-
  less gabble, outrageous lies, or anything the spirit
  wishes to say. 
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  New Necromantic Powers
  Necromantic Powers progress beyond the five levels described in the WitchCraft book. These advanced
  Arts are rare among beginning Mediums, but talented youngsters might have one or two. Once a
  Necromancer has reached these levels, however, she is likely to get noticed by some of the Powers of
  Death. Such notice is rarely benevolent, and is sometimes very dangerous. Many veteran Adepts of the
  Twilight Order or necromantically-inclined members of the House of Thanatos have achieved these lev-
  els of power.
  Unless otherwise indicated, all these Powers require a successful Willpower and Necromancy Task.
  Death Speech 
  
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  LLeevveell 66 -- SSoouull AArrmmoorr
  The Medium can weave a protective Essence
  structure around herself. This armor is invisible
  to the naked eye, but Gifted characters can sense
  the Essence matrix around the character. Those
  who can channel Essence see it as a construct of
  spirit energy. The protection the armor provides
  is determined by the success of the construction
  process. The Necromancer attempts a Willpower
  and Necromancy Task and spends 10 Essence
  points. Each Success Level provides the charac-
  ter with 1D8(4) points of protection against any
  Spirit or Essence attacks (including magicks like
  Soulfire). The armor also counters any forced
  Essence drain inflicted by Supernatural crea-
  tures, including Vampyres. Reduce the amount
  of Essence drain by the Armor Value of the con-
  struct. This ability can also be used by characters
  traveling in spirit form using Death Projection or
  similar astral travel abilities. While in spirit form
  or traveling through the Death Realms, the armor
  is clearly visible as a vest, suit of armor, or force
  field (the actual shape is the creator’s choice)
  and it protects against any attacks that may affect
  the character. The armor lasts until dispelled at
  the Medium’s desire, but the Essence points
  spent on it cannot be regained until it has been
  dispelled.
  LLeevveell 77 -- SSppiirriitt BBoonndd
  The Necromancer can forge a long-lasting
  bond with a Spirit. This bond can be mutually
  beneficial, or it can be nothing more than forced
  servitude, although the latter is forbidden and
  persecuted by the Twilight Order. To create the
  bond, the Necromancer must spend 24 hours in
  contact with the Spirit. If unwilling, the Spirit
  must be forced to remain in place as per Death
  Lordship, level 4. During this time period, the
  Medium and the Spirit establish a psychic con-
  nection, and learn a great deal about each other’s
  life and personality. At the end of the 24 hours,
  the Magician must spend 20 Essence (in addition
  to any other Essence spent keeping the Spirit in
  place) and pass a Willpower and Necromancy
  Task. If the Spirit is not willing to participate, it
  resists with a Simple Willpower Test. 
  LLeevveell 66 -- PPoosssseessss tthhee DDeeaadd
  This gruesome and rarely-used ability allows
  the Necromancer to take control over a recently
  dead body. In effect, the Medium takes the place
  of the recently departed soul and uses her force
  of will to keep the corpse going. The body needs
  to be in a reasonably good condition for this
  Power to function effectively. It does not heal
  wounds or restore missing or crippled limbs.
  Victims of poisoning or natural deaths are pre-
  ferred as they have relatively intact bodies. 
  This ability does not stop the process of
  decomposition -- in a few hours, the body starts
  to grow stiff and eventually rots like a normal
  corpse. The Necromancer can keep using the
  body until the corruption breaks down all sem-
  blance of motor control, typically within a week
  of the time of death (less in hot and humid cli-
  mates, more in colder climates). If the body is
  well-embalmed, however, it may remain usable
  for twice as long. 
  The Necromancer cannot be in two places at
  once, however. Whenever her consciousness
  inhabits the corpse, her body is in a state of
  trance, similar to that of the Death Projection
  Power. The Medium can shift control back and
  forth between the two bodies, but the process
  Death Lordship
  Death Vessel
  
  requires a turn of concentration and costs 2
  Essence points for each shift (this Essence, unlike
  the amount spent animating the corpse, can be
  regained normally).
  Possessing the dead costs 15 Essence points and
  requires a successful Task attempt using Willpower
  and Necromancy. The Essence spent is not
  regained until the Medium relinquishes control
  over the body. The corpse is effectively a lesser
  form of Undead; it has the physical Attributes it
  had in life (reduce Dexterity by 1 level for every
  three days after death), and it has double the
  amount of Life Points it had in life. The body does
  not heal from injuries, however, and if reduced to
  -10 Life Points, it will be too broken to be useful.
  If the corpse is destroyed while the Medium is
  inhabiting it, the character must pass a Simple
  Survival Test with a +2 bonus, or the sudden shock
  of the corpse’s destruction kills her. Additionally,
  no other Gifted Powers can be used through the
  corpse, which must rely only on Mundane abilities.
  LLeevveell 77 -- TTrraannssiinnccaarrnnaattiioonn
  This rare Power allows the Medium to actually
  become the person whose soul she is invoking. By
  summoning enough of the Spirit’s Essence matrix,
  the Necromancer causes her body to transform into
  the shape of the deceased. 
  The conversion process can be partial (taking on
  the face of the Spirit, for example), or total (com-
  pletely assuming the size, gender and body build
  the Spirit had in life). Although the Necromancer is
  usually in control of her transformed body, there
  are some risks in totally assuming the identity of a
  Spirit. There is a chance that some of the
  deceased’s personality and character traits will
  manifest themselves. If adopting the body of an
  alcoholic, for example, the Necromancer could be
  seized by a craving for strong drink. Whenever
  such a situation presents itself, the Medium must
  pass a Difficult Willpower Test, or succumb to the
  instincts of her new body.
  The reshaped body has all the physical Attributes
  the Spirit had in life. If used in conjunction with
  Communion with the Dead, the Medium gains
  access to all the knowledge of the Spirit as well,
  becoming in effect a perfect double.
  Transincarnation costs 15 Essence points and
  lasts for 15 minutes, at the end of which time more
  Essence must be spent. A Necromancy and
  Willpower Task is needed to activate the Power. If
  the roll or draw is a 1, however, the Medium has to
  pass a Difficult Willpower Test or the Spirit will
  completely take over her body for the duration of
  the Power!
  LLeevveell 66 -- EEccttooppllaassmm
  The Necromancer can transform some of her
  Essence into a semi-solid substance that straddles
  both the material and spiritual worlds. This sub-
  stance, called Ectoplasm by occultists, can be used
  to allow spirits to partially materialize in the phys-
  ical realm, to create ghostly apparitions, and even
  to affect the physical world to a limited degree.
  Ectoplasm usually manifests itself as a glowing
  vapor that emanates from the Medium’s mouth,
  eyes or hands. This vapor can become more solid
  and defined if the Necromancer so wills it. A Ghost
  in contact with the Medium can use the ectoplasm
  to become partially material. The vapor assumes
  the shape of the face of the Spirit, which can then
  speak directly to the Necromancer or anyone in the
  area (the Spirit must spend 2 Essence points from
  its Energy Essence Pool to do this). 
  Creating Ectoplasm requires an Intelligence and
  Necromancy Task. To simply generate Ectoplasm
  as a thin cloud of vapor costs the Necromancer 1
  Essence point for every meter (yard) cubed.
  Making the Ectoplasm thick enough to obscure
  sight costs 1 more Essence per meter (yard) cubed.
  The Ectoplasm can also be made into a thick ten-
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  dril, condensing each meter (yard) cubed into a
  ghostly tentacle 1 meter (yard) long, able to manip-
  ulate objects (although anything requiring fine con-
  trol is beyond this ghostly limb). This costs an
  additional 3 Essence per meter (yard) of length (for
  a total of 4 Essence per meter [yard]). The limb has
  an effective Strength of 2. Once summoned,
  Ectoplasm lingers in the physical plane for 1
  minute, then rapidly dissipates. A further expendi-
  ture of Essence, at the same cost, is required to
  maintain its existence.
  LLeevveell 77 -- CCrreeaattee SSaannccttuuaarryy
  At this level, the Necromancer can make an area
  secure from unwanted spiritual visitations. It is
  often the Medium’s curse that Spirits hover around
  her, demanding communion or even attempting to
  seize her body by force. By creating a Sanctuary,
  the Necromancer can protect her home or work-
  place from these intrusions. This process requires a
  ritual lasting 1D10(5) minutes and costing 1
  Essence per meter (yard) squared protected; this
  Task uses Willpower and Necromancy. The
  Sanctuary lasts for 1 day, plus an additional day per
  Success Level in the Task. During that period of
  time, no unbidden Spirit can enter the area. Each
  attempt is rebuffed painfully, draining the intruder
  of 1D6(3) Energy Essence and 1 point of Vital
  Essence. Phantasms in physical form and Undead
  creatures can penetrate the Sanctuary, but they also
  suffer Essence drain. These beings suffer 1D8(4)
  points of Essence loss every time they cross the
  boundaries of the Sanctuary (entering or leaving
  it), as well as a jolt of pain that causes a -1 penalty
  to all Tasks or Tests for the next two turns.
  
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  Of all the Paths of Power, the Disciplines of the Flesh are
  perhaps the most twisted and least favored of all. To acquire
  the Disciplines, one must undergo ordeals and torments that
  would make the strictest ascetics quail. All the Disciples of
  the Flesh are the victims of torture, child abuse, and unbear-
  able agonies. Their spirits have been shattered more than once.
  They are broken, dysfunctional people, and they are incredibly
  powerful. To become a Disciple, two elements are needed. First,
  the person must have suffered. This pain was inflicted over a
  period of years if not decades, enough to permanently scar the
  soul of the sufferer. Second, the person must have the potential
  for power (the Gift). There are many people whose suffering
  goes beyond human endurance; only a few of them develop
  the Power. 
  No one becomes a Disciple willingly. Most of them were
  abused as children or young adults, and their Powers man-
  ifested accidentally, during a moment of ultimate pain or
  stress. On the day they acquired their Powers, they often
  lashed out blindly and hurt those around them, whether
  or not they deserved it. If they were fortunate, they soon
  met a Pariah who helped them understand and develop
  their abilities. If they weren't, they most likely ended up
  tragically, forced into hiding if not killed outright. Many
  of those who do not find a teacher or mentor become
  Predators, living in the shadows and taking out their frus-
  trations on their victims.
  Whatever their origins or their ultimate
  fate, the Disciples are extremely powerful
  Gifted. Theirs is the power to reshape their
  bodies into any form they choose, typically
  into twisted, inhuman shapes. This reshap-
  ing ability goes all the way down to the
  molecular level. It allows them to heal
  wounds rapidly, become larger and stronger,
  and turn their limbs into weapons and their
  internal organs into limbs. Although in the-
  ory the Disciples could use their Powers to
  assume beautiful or "perfect" shapes, no
  one ever does so. The reason is simple: to
  Disciplines of the Flesh
  
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  activate their Powers, the Disciples must relive their worst traumas and memories. While in the throes
  of such psychic agony, their physical creations are hideous reflections of their inner turmoil.
  Some Chroniclers and players may find this Art too sensitive or controversial for their game. The
  elements of abuse and suffering should be handled in a mature manner, and if the Chronicler feels that
  they are not appropriate for her game, she should disallow them.
  .Anguish
  The Disciplines of the Flesh are activated through Anguish, the reliving of a person's most terrible
  experiences. Anger, humiliation and helplessness, as well as the pain of abuse and betrayal, are all
  components of this Anguish. Whenever the Disciple is threatened, or for some reason needs to use her
  powers, she must use Anguish to put herself in the right psychic frame of mind and pitch. Triggered
  by this flare of pain, the Disciplines are activated and the character can channel her Essence into her
  body. In this manner, her body becomes a fluid, malleable thing that can assume almost any shape.
  Anguish costs 2 points per level until level 5, and 5 points per level thereafter, and must be pur-
  chased with Metaphysics character points. The experience point costs for improvement during game
  play are the same. Typically, Anguish is used in Tasks involving Willpower. If successful, the charac-
  ter relives a traumatic event in her past, and is granted access to her powers. 
  The Disciplines cost Essence to use. Characters using Anguish can channel 1 point of Essence per
  level of their Perception Attribute every Turn. If they have Essence Channeling, they can add its level
  to their Perception for this purpose. Disciplines regain Essence normally (see WitchCraft, Chapter
  Four: Rules, Regaining Essence Points).
  Anguish can also be used defensively. If a Disciple becomes aware that she is being targeted by a
  mental probe of some sort (this requires a Difficult Perception Test), she can project her agony out-
  wards, overwhelming the mental intruder with flashbacks of traumatic events from the Disciple's past.
  The intruder must pass a Difficult Willpower Test, or the horror of those events causes a massive psy-
  chic backlash, draining him of D10 x 2(10) Essence Points and leaving him stunned for a minute (dur-
  ing which all actions are at a -2 penalty).
  Characters with Anguish can sense the pain of those similarly afflicted. A Pariah may detect the
  presence of those of her kind by succeeding at a Perception and Anguish Task. This ability is not
  always certain, however. A Mundane in great pain (physical or emotional) can be "detected" as a
  Disciple, only if the character gains more than two Success Level in the Task. 
  The Disciplines
  Each Discipline costs 4 Metaphysics character points to acquire during character generation. This
  cost doubles (8 experience points each) after character creation. They are not used as skills. Instead,
  Anguish is added to Willpower for power Tasks. 
  All Disciples of the Flesh must purchase the Reshape Discipline (see later in this chapter). This is
  the basic Power, and is a prerequisite for all the other abilities.
  
  Some Disciples have the Power to assume the
  form of an animal. Their Anguish ensures that the
  animal form assumed is always loathsome and
  repulsive. The most common Beast Skins among
  Disciples are rabid dogs, rats, cockroaches, bats,
  spiders, snakes and even the occasional alligator.
  While “wearing” the Beast Skin, the character
  becomes a supernatural version of the creature in
  question. These are not real animals, and most of
  the Attributes (particularly Strength) of the
  Disciple remain the same while in the altered form.
  In the case of small vermin like insects or spi-
  ders, the Disciple becomes either a gigantic version
  of the creature (up to one meter [yard] long), or a
  swarm of the creatures. In the case of a swarm, the
  individual creatures must remain within a third of a
  meter (one foot)of each other or they die off.
  In animal form, the Disciple can bite or claw
  with any natural weapons that are part of the shape
  taken on. If the form is that of a large animal (dog-
  sized or larger), the attacks inflict 1D4(2) to
  1D6(3) points of slashing/stabbing damage per
  Strength level of the character, depending on the
  type of animal. Smaller animals (rats or large
  insects) or swarms of vermin do 1 point of slash-
  ing/stabbing damage per Strength level. When in
  the shape of an animal, or the form of a collective
  swarm of insects, the character has as many Life
  Points as she normally does.
  Activating the Beast Skin costs 5 Essence points,
  and it  lasts for 1 minute per level of Willpower.
  By reshaping her body, the Disciple can increase
  her physical Attributes to superhuman levels. The
  result always makes the character look utterly
  inhuman, however. If Strength is increased, the
  character’s musculature becomes grossly exagger-
  ated; Dexterity increases make the character
  assume a crouched, feline posture with abnormally
  long limbs; Constitution bonuses make the charac-
  ter wider and larger than normal. A combination of
  the three results in a body stretched and remolded
  by a diseased mind. All but the bulkiest or most
  limber clothes will be torn apart if any Attribute is
  raised more than three levels in this manner.
  Activating the Fury effect requires a Willpower
  and Anguish Task and costs 5 Essence points. Each
  Success Level provides 3 points that can be dis-
  tributed among the Disciple’s physical Attributes
  (Strength, Dexterity or Constitution; bonuses to
  Strength and Constitution increase the character’s
  Life, Endurance and Speed normally), or a +15
  bonus that can be distributed among Secondary
  Attributes (Life Points, Endurance Points or
  Speed). The Essence Pool is never affected by this
  power. The effects of the Fury last for ten minutes,
  before a new Anguish Task must be performed. 
  After the effects of Fury abate, loses to Life or
  Endurance Points above the normal level are
  ignored. For example, a Disciple with 26 Life
  Points sees that rise to 41 with Fury. If he suffered
  12 points of damage, he would be entirely
  unharmed after Fury ran its course. If 35 Life
  Points were inflicted, he would have 6 left after
  Fury subsided.
  This is the Power to create thick, leathery or
  chitinous skin that acts as armor, protecting the
  Disciple from harm. This armor often looks like
  scar tissue, animal fur, scales or insectile chitin. 
  To create Flesh Chitin, the character must suc-
  ceed at a Constitution and Anguish Task. The level
  of protection of this armor depends on the amount
  of Essence spent: every point of Essence provides
  an Armor Value of 1D6(3). By spending 5 points,
  the Disciple would have an Armor Value of 1D6 x
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  5(15). The thicker the armor, the more inhuman the
  character looks. An Armor Value of 1 appears as a
  relatively thin layer of hardened skin or leather. It
  can be easily concealed under clothing. An Armor
  Value of 3 or higher will be very hard to conceal
  except under very bulky clothes. Anything more
  than a casual glance at the character reveals some-
  thing unusual. An Armor Value of 4 or greater adds
  a lot of bulk to the character, making him clearly
  inhuman, and covered with enormous layers of
  scales or bony plates.
  All Disciples have the Reshape Power. Using
  this ability, the character can grow claws, stretch
  her limbs beyond human limits, and even flatten
  her body to enable her to pass through narrow con-
  fines or escape bonds. Reshape can also be used to
  acquire a monstrous, terrifying visage (the better to
  scare victims with), and deadly natural weapons (as
  part of the character’s body). The process is
  painful, however, combining both physical pain
  with the psychological agonies of using Anguish.
  Using this Discipline requires success in a
  Constitution and Anguish Task. The Essence cost is
  determined by the extent of the changes.
  M
  Miinnoorr CChhaannggeess
  Short clawed fingers or sharp teeth, inflicting
  1D4(2) x (Strength-1) slashing damage; an ugly
  face, enough to startle a person and to give the
  character a +1 bonus in an Intimidation Task; an
  increase or decrease in height or limb reach by five
  centimeters (two inches). These changes cost 1
  Essence point and last 1 minute per Success Level.
  N
  Noottiicceeaabbllee CChhaannggeess
  Long claws or an enlarged, fang-filled mouth
  (1D6(3) x Strength slashing damage); an utterly
  inhuman form, which will require unprepared peo-
  ple to pass a Fear Test with a -3 penalty; enlarging
  the torso or limbs by a third of a meter (one foot) in
  length, or flattening one’s body enough to pass
  between narrow openings (10 centimeter [4 inches]
  wide or larger). These cost 2 Essence points and
  last for 6 turns (30 seconds) per Success Level.
  M
  Maajjoorr CChhaannggeess
  Such changes include huge claws, or enormous
  tooth-filled mouths (1D8(4) x Strength slashing
  damage); a nightmarish form of inside-out internal
  organs or other horrors, enough to inspire Fear
  Tests with a -5 penalty; altering the length of any
  limb by up to one meter (yard); becoming mal-
  leable enough to contort out of any bonds, or to
  pass through a chimney or a drain pipe. These
  changes cost 5 Essence points and last for 6 turns
  (30 seconds) per Success Level.
  AAbbssoolluuttee CChhaannggeess
  The character’s body becomes almost complete-
  ly fluid. Damage from natural weapons is not
  increased, but the character can flow underneath a
  non-hermetically sealed door, pour herself down
  any pipe, and become something so alien and terri-
  ble as to inspire Fear Tests at a -6 penalty. These
  changes cost 10 Essence points, and last one turn
  per Success Level.
  This Discipline allows the character to heal
  injuries or disease. The Disciple’s flesh expels for-
  eign objects (like bullets or viruses), close slashes
  or knit broken bones, and recover from all but the
  most devastating wounds. The process is very
  painful, however, combining the normal agonies of
  Anguish with the pain of the wounds and the sud-
  den, unnatural shifting of flesh and blood to close
  them. Using this Power requires an Intelligence
  and Anguish Task to assess the damage and
  repair it, and a simple Willpower Test to endure
  the pain of healing. If either fails, the Essence
  used is lost and the wounds or disease remain.
  Toheal another, the Disciple must be touching
  Reshape
  Salvage
  
  him. She experiences his pain during the healing
  process, so the Willpower Test must still be passed.
  If successful, the character heals up to 1 Life
  Point per Willpower level multiplied by the
  Success Level of the Anguish Task. For example, a
  Pariah with a Willpower of 4 who gains four
  Success Levels on the Task can cure up to 16 Life
  Points. Healing wounds costs 4 Essence points.
  Diseases can also be cured, but they require
  higher Essence expenditures and varying Success
  Levels. Relatively minor illnesses (a simple cold, a
  minor infection) require one Success Level. More
  virulent diseases (tuberculosis, most STDs, pneu-
  monia) require two to three Success Levels. Most
  varieties of cancer require a minimum of four lev-
  els (for the smallest or incipient growths) or as
  many as ten levels (for widespread cancers). Other
  terminal diseases, such as AIDS, Leukemia, or
  Ebola require six to ten Success Levels, depending
  on the stage of the disease. The amount of Essence
  required is equal to four times the Success Level
  needed to perform the healing. For example, heal-
  ing a disease that requires 3 Success Levels would
  cost 12 Essence points. Additional Essence can be
  spent to increase the character’s Task total in order
  to gain the Success Level needed. For every 3
  Essence points spent, the character’s Task total is
  raised by 1. The unmodified Task must be success-
  ful, however; the bonuses are added only after the
  initial roll or draw is made.
  This Discipline produces no physical changes. It
  allows the character to use her Anguish as mystical
  body armor, hardening her aura against supernatur-
  al attacks by “clothing” herself with her pain and
  memories. Although the effect is not visible to the
  naked eye, the agony surrounding the character is
  felt even by the Mundanes. A character using
  Sorrow Skin makes everyone uneasy with a com-
  bination of sadness, anger and humiliation. People
  unconsciously seek to avoid the character, and
  small children will start crying if they come within
  a few meters (yards)of the Disciple. Those with
  any sort of empathy (Chronicler’s discretion) are
  strongly affected, also being driven to tears for no
  apparent reason. Gifted characters can sense the
  source of the sorrow, however.
  These are but side effects, however. The Sorrow
  Skin provides psychic armor against any Essence-
  based attack like Soulfire, Necromantic Bolts,
  Vampyre and Phantasm drain attacks, and similar
  Powers. The effective Armor Value of the Skin is
  equal to 1D10(5) per level of Anguish. Any sort of
  hostile magick, psychic or supernatural effect tar-
  geted on the character incurs a penalty equal to the
  Anguish of the character. For example, a Wicce
  casting Affect the Psyche against a Disciple with
  Sorrow Skin and an Anguish of 4 will have a -4
  penalty to her Invocation, in addition to any other
  penalties that may be imposed.
  To activate this power the character must suc-
  ceed with a Willpower and Anguish Task. The
  Sorrow Skin will last one minute per Success Level
  in the Task. The Disciple continues to feel the psy-
  chic pain of her memories for as long as this armor
  is on, however. She incurs a -1 penalty to all intel-
  lectual pursuits and a -2 penalty to any Willpower
  Test in situations where the character might lose
  her temper and lash out. The character is in a con-
  stant state of simmering rage due to the raw emo-
  tions she has called up. This Power costs 4
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  Essence.
  Tao-Chi: Mystical Martial Arts
  The legends of Asia tell of men and women who could perform wondrous feats through the applica-
  tion of their inner strength, their Chi. These Powers have now become a common staple of movies and
  television. In the world of WitchCraft, these abilities are as real as the power of magic and of the mind.
  Adepts of Tao-Chi, the Way of the Soul, can use their Essence and channel it through their bodies to
  transcend the physical limits of Mundane humankind.
  Tao-Chi is very difficult to learn. The student must be magically-oriented, with the ability to channel
  Essence. Furthermore, the apprentice must hone both her mind and her body. Only people with superb
  physical conditioning can attain mastery over their inner Essence flows. In game terms, only Gifted char-
  acters with Essence Channeling and a minimum Constitution score of 2 can learn Tao-Chi. Age and phys-
  ical strength are less important than good health. Many Tao-Chi masters are old and frail, and even dis-
  abled in some way.
  The Storm Dragons are the foremost masters of Tao-Chi, but they are not the only ones (much as they
  wish it were otherwise). A number of secret societies, primarily but not exclusively of Asian origin, have
  their own version of Tao-Chi Powers, although they often refer to these abilities by different names.
  Chi Mastery
  Chi Mastery is the measure of a character’s development in the arts of Tao-Chi. Characters with this
  ability are deeply attuned to the flows of Essence in the world, even more so than the typical Gifted char-
  acter. Chi Mastery is both a power and a way of looking at the world. Characters with Chi Mastery have
  developed a special rapport with the world, one that transcends physical and spiritual limits. At the high-
  est levels, characters with Chi Mastery can match some of the most flamboyant magical or psychic effects
  of other Arts. In game terms, Chi Mastery is learned at the cost of 2 points per level until level 5, and 5
  points per level thereafter. This cost does not change after character generation.
  Chi Mastery affects the senses and psychic defenses of the character. Even without using their special
  Tao-Chi Powers, a Chi Master is very difficult to surprise, dominate or intimidate, due to her inner bal-
  ance and harmony with reality. In the course of a game, Chi Mastery can be used with Perception to per-
  ceive the presence of Supernatural beings, and to forewarn the character about likely attacks and ambush-
  es. The Success Level of the Task determines how much the character learns. One level of success indi-
  cates a hunch or “gut feeling.” Actual knowledge may require three or more Success Levels. The
  Chronicler should tailor the amount of information the character can glean from Chi Mastery to the needs
  of the Story. Used with Willpower, Chi Mastery can be used to resist attempts to control or influence the
  character or to probe her mind. This works both against magical and supernatural abilities and against
  such Social Skills as Seduction and Intimidation.
  Chi Mastery is also the primary requirement to learn any Tao-Chi Powers; the level in Chi Mastery also
  limits the level any Tao-Chi Power can reach (see below).
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  Lesser Tao-Chi
  By altering the flow of Essence through the
  body, the character can speed up healing and recov-
  ery abilities. Diseases can be cured in minutes, and
  wounds can be closed or even completely healed in
  a few seconds, depending on both the skill of the
  healer and the strength of the patient. Chi Healing
  takes one turn of meditation; the healer must “lay
  hands” the patient (or herself) during this time. A
  Willpower and Chi Healing Task must be per-
  formed successfully. Each Success Level heals 1
  Life Point of damage for every Constitution level
  of the patient (minimum 1 per Success Level). 
  This task costs the healer 2 Essence points.
  Additionally, the patient is temporarily drained of 1
  Essence point per Life Point restored (if the char-
  acter is healing himself, the Essence cost and the
  loss are cumulative). This lost Essence is regained
  normally. If the character’s Essence Pool is
  exhausted, no further healing is possible. For
  example, Hiroshi is trying to heal Doris, who has a
  Constitution of 3 and 12 Essence points, and who
  has suffered 18 points of damage. Hiroshi gets five
  Success Levels, which can heal up to 15 Life Points
  (the five levels times Doris’ Constitution of 3).
  Unfortunately, Doris only has 12 Essence Points,
  so she is healed for 12 points of damage, and her
  Essence Pool is reduced to 0.
  Diseases can also be cured with this ability. The
  actual Essence cost (for both the Gifted and the
  patient) and difficulty of the Task depend on the
  seriousness of the disease. Use the costs given for
  Mindheal 
  (see 
  WitchCraft, 
  Chapter 
  Six:
  Metaphysics) as guidelines.
  Martial Artists with this Power can disrupt a per-
  son’s natural flow of Essence by striking specific
  pressure points. Chi Strike combines the “mun-
  dane” application of pressure point attacks with
  Essence manipulation. It is the basis of the dread-
  ed Dim Mak, the devastating pressure point
  attacks that can tear internal organs, paralyze
  limbs or knock out opponents with light blows
  or even a touch.
  Learning Tao-Chi
  Tao-Chi Powers are learned like skills. During character creation, they are purchased as Special Skills,
  costing 2 points per level until level 5, and 5 points per level thereafter. After character creation, Tao-Chi
  Powers are much more expensive. The first level costs 6 points; further levels require 5 points per level
  until level 5, and 8 points per level thereafter.
  Furthermore, the level of any Tao-Chi Power cannot exceed that of the character's Chi Mastery or
  Martial Arts. For example, a character with Chi Mastery and Martial Arts skills of 4 can raise any Tao-
  Chi Power to a maximum level 4, and cannot go any higher. Only after Chi Mastery is raised through
  experience can other Powers also go up in level (by paying their requisite costs). By the same token, if
  the same character's Martial Arts skill was only a 3, then no Tao-Chi Power could be acquired or devel-
  oped past this limit.
  These Powers are divided into two categories: Lesser and Greater Tao-Chi. Lesser Tao-Chi are more
  widely known and taught (although still exceedingly rare). Most martial arts Covenants, other than the
  Storm Dragons, only know these Lesser Powers. Greater Tao-Chi are very powerful, and very rare; for
  that reason they will appear in future WitchCraft supplements. 
  Chi Strike
  Chi Healing
  
  This ability first requires a successful hit on an
  opponent using Dexterity and Chi Strike instead of
  the character’s normal Martial Arts skill. If the
  attack hits and is not successfully defended against,
  a number of effects can be inflicted upon the foe
  (only one effect can be inflicted per attack, and the
  player must announce which one the character was
  attempting during the Intentions step). The most
  common Chi Strike effects are detailed below. All
  Chi Strikes cost 1 Essence point to activate.
  P
  Paarraallyyzzee
  Nerve clusters can be temporarily deadened, much
  like a “funny-bone” injury. The victim must pass a
  Difficult Constitution Test, and each Success Level
  in the Chi Strike Task subtracts one Success Level
  from this Test. The attack may target an arm or leg
  (incurring a -2 penalty to the attack Task). If the
  Test fails, the victim’s targeted limb is paralyzed
  and useless for three turns.  If the body is targeted,
  a hit on a body nerve cluster causes respiratory dis-
  tress. The victim suffers -2 to all actions for the
  next three combat turns.
  EExxttrraa DDaam
  maaggee
  By carefully positioning her blows, the Tao-Chi
  master can inflict internal injuries on her target,
  rupturing or tearing internal organs without break-
  ing the skin. Each Success Level in the Chi Strike
  Task, does an additional +2 points of damage to the
  victim; this is cumulative to the normal damage
  bonuses on the Outcome Table, and to the damage
  bonuses for the Martial Arts skill. For example,
  Kung (Martial Arts and Chi Strike skill level 4)
  punches a Combine agent, using Chi Strike and
  Dexterity. His total roll is a 15 (4 Success Levels).
  Kung’s punch does its normal 1D4(2) x Strength.
  The damage multiplier increases by one as a result
  of the Outcome Table. Then Kung adds 8 points of
  damage for the Chi Strike Success Levels, and 4
  points for his Martial Arts skill. 
  KKnnoocckk O
  Ouutt
  The Martial Artist can shut down the flow of
  blood to the opponent’s brain, knocking him out
  with one or two blows. The target areas are the base
  or side of the neck (this attack incurs a penalty of
  -3 to the strike Task). On a successful hit, the vic-
  tim must pass a Simple Constitution Test, at -1 per
  Success Level in the Chi Strike Task. If she fails,
  her Endurance is automatically drained to 0 and
  she passes out (recovery is normal). Even if the
  victim passes the Test, she loses 1D4(2) Endurance
  points per Success Level in the Dexterity and Chi
  Strike Task.
  When channeling her Chi into a punch or kick,
  the Martial Artist can inflict more damage than
  normal. The Dragon Strike is often accompanied
  by a shout (called kiai by the Japanese) to help
  focus the attacker’s mind. Dragon Strikes can
  break bones and shatter bricks. Unless the Martial
  Artist is careful, however, she can injure herself.
  In game terms, a Willpower and Dragon Strike
  Task must be performed, and 2 Essence points are
  used to concentrate the Martial Artist’s Chi. If the
  Martial Artist tries to attack in the same turn she
  activates the Dragon Strike, both Tasks suffer a -1
  penalty (see WitchCraft, Chapter Four: Rules,
  Multiple Actions in Hand-to-Hand Combat). If the
  concentration attempt was successful, the next
  hand-to-hand attack performed by the character
  gains a bonus of +2 to the damage multiplier per
  Success Level in the Dragon Strike Task, to a max-
  imum bonus of +6. If the attack misses the target or
  is parried, however, there is a chance that the
  Martial Artist will get injured. A
  Simple
  Constitution Test is needed, at a -2 penalty per
  Success Level in the Dragon Strike Task. If the Test
  is failed, the attacker suffers 1D4(2) points of dam-
  age times the Success Levels of the Dragon Strike
  Task. No further damage bonuses are applied.
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  For example, Konrad is a Chi Master with a
  Strength of 3, Martial Arts 5, Dexterity 4, Dragon
  Strike 5 and Willpower 3. He launches a devastat-
  ing Kick Move at a charging Relentless Dead.
  Since he is using both his Dragon Strike and Kick
  attack in the same round, both tasks are at -1. He
  succeeds with both, accumulating two Success
  Levels in the Dragon Strike Task. His Kick damage
  is now 1D4 x 8(16), plus an additional 5 for his
  Martial Art skill -- an average damage of 21 points.
  If Konrad had missed the attack Task, he would
  have suffered 1D4(2) x 2 points damage because of
  his two Success Levels. His Martial Arts skill
  bonus is not applied because he screwed up.
  Chi practitioners can channel their Power
  through their bodies and greatly increase their
  physical strength and vitality. These masters can
  lift great weights and inflict and endure devastating
  blows. Inner Strength temporarily increases the
  character’s Strength and, consequently, her Life
  Points. Activating this Power requires a turn of
  concentration (or more, if the character is channel-
  ing spending a lot of Essence), and a Willpower
  and Inner Strength Task. For every 3 Essence
  points spent, the character’s Strength is raised by
  one level, which also adds 4 points to the charac-
  ter’s Life Points. This additional strength and vital-
  ity lasts for one minute per Success Level in the
  Task. If the character sustains damage, it is first
  subtracted from the extra Life Points and then from
  her normal Life Points. Only damage which
  exceeds the extra Life Points continues to bother
  the character after the effect expires.
  This ability charges the character’s limbs with
  Essence, enabling her to harm incorporeal entities
  like Ghosts or Elementals and causing physical tar-
  gets to lose Essence in addition to any normal
  injuries. As usual, Spirit Strike and Dexterity are
  used instead of the normal Martial Arts skill (dam-
  age bonuses still use the character’s Martial Arts
  skill, however). If used against insubstantial beings
  (including Ghosts, Nature Spirits, or astral travel-
  ers), the normal hand to hand damage of the attack
  will apply to the target’s Vital Essence Pool. If used
  against a corporeal being (including normal
  humans, Undead, and other material supernatural
  creatures), the attack does normal damage, and the
  victim loses 1 Essence point per Success Level in
  the Spirit Strike Task. Activating the Spirit Strike
  costs 2 Essence per turn.
  This ability allows the Martial Artist to run at sur-
  prising speeds, to make multiple attacks and to
  have a huge initiative edge. Activation requires an
  Essence point expenditure, a minimum of 1 turn of
  concentration, and a successful Willpower and
  Speed of the Tiger Task. Each Essence point spent
  adds 1 to the character’s Speed Attribute. Each 6
  extra Speed levels give the character one free
  action per turn that can be performed at no penalty.
  Under most circumstances, the speeded-up charac-
  ter will be the first to act in a combat situation
  (Chroniclers should adjust this according to the cir-
  cumstances and common sense, of course). The
  Speed of the Tiger effect lasts for one turn per
  Success Level in the Task.
  Inner Strength
  Spirit Strike
  Speed of the Tiger
  
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  Essence and Immortality 
  Many cultures, from the Gnostic heretics of early
  Christianity to the Taoists of China, believe in
  Immortals -- enlightened humans who have tran-
  scended the boundaries of Life and Death and are
  no longer subject to the ravages of age. In
  WitchCraft, some of these “immortals” are super-
  natural creatures, like Vampyres or Sidhe, whose
  lifespans are much greater than those of humans.
  Other Undying Ones are Gifted humans whose
  power and wisdom have neutralized the aging
  process. Those who know the occult truths refer to
  them as “Lesser” or “Common” Immortals.
  Any Gifted character whose Essence Pool grows
  beyond certain limits starts aging more slowly.
  Characters with over 75 points in their Essence
  capacity age at a rate one-third as fast as normal
  people. Such a character would only age the equiv-
  alent of ten years over a period of three decades.
  Many Magicians reach their sixties and seventies
  while still appearing to be in their late thirties or
  early forties -- enough to be the envy of their con-
  temporaries but not unprecedented in modern times,
  where plastic surgery and “clean living” can hide
  the effects of age. Gifted characters with over 100
  points of Essence age at one-fifth the normal rate.
  These men and women can be over a hundred years
  old, but still appear to be fairly young. Such charac-
  ters need to cover their tracks after a certain point,
  or their continued good health and youth will
  become suspicious to those around them. After
  exceeding 125 points of Essence, the aging process
  is reduced to one-tenth the normal rate, resulting in
  people living for over two centuries without appear-
  ing to be much older than forty years old. Some of
  the leaders of the Rosicrucians were alive during the
  American Revolution, for example. Upon reaching
  150 Essence points, the aging process nearly stops,
  and the character ages at one-twentieth the normal
  rate. At 200 Essence and beyond, aging is reduced
  to one fiftieth of its normal rate.
  TTrruuee IImmmmoorrttaallss
  Some Gifted Arts provide means to slow
  or even stop the aging process. Seers
  with Mindheal at high Strength levels
  can completely stop aging. Certain
  Invocations can rejuvenate characters,
  although at a high Essence cost. Some
  Necromantic Powers also allow the
  Magician to defy Death for great
  lengths of time. These effects are cumu-
  lative with those resulting from high
  Essence reservoirs.
  Gifted who age more slowly than normal
  humans are not the only immortals. A
  group of special individuals exists in the
  world of WitchCraft -- men and women
  who have stopped the aging process
  completely, and who never age past their
  prime, regardless of how many centuries
  or even millennia have passed. These
  True Immortals are not only ageless but
  are extremely difficult to kill, unlike
  "Lesser" Immortals who remain as vul-
  nerable to accidents or violence as nor-
  mal men (except for any other Gifted
  Arts they might have, of course). There
  are very few True Immortals in the
  world, although, like all other Gifted,
  their numbers have been steadily rising.
  This is taken as yet another symptom of
  the approaching Reckoning.
  The Powers, limitations and Covenants
  of True Immortals will be fully described
  in a future WitchCraft sourcebook.
  
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  M
  M ee tt aa pp hh yy ss ii cc ss
  Regardless of how much Essence the character
  had during her childhood, the slowdown in the
  aging process does not “kick in” until the person
  has reached full adulthood -- roughly the mid- to
  late twenties. Essence does not stop growth, but
  only the decay caused by age. Also, the slowed
  aging does not begin until the character has accu-
  mulated the requisite Essence. For example, a char-
  acter who grew in power and reached 75 points of
  Essence at age forty would start aging at one-third
  the normal rate from that point on; at age seventy
  she would look like she was fifty years old.
  How the Essence is accumulated is usually not
  relevant. Magicians, Martial Artists, Necromancers
  and practitioners of any of the Gifted Arts can
  increase their Essence Pool through experience. By
  focusing and refining their Powers, the characters
  strengthen their souls and begin to transcend the
  limits of age.
  New Item of Power
  The WitchCraft main rulebook discusses several
  materials that have inherent power over the flows
  of Essence, and which are favored by Magicians in
  the making of tools or magical items. 
  Silver
  Silver appears to be “attractive” to pure Essence.
  Silver objects and weapons can be charged by both
  Gifted and Mundane owners. This can be good or
  bad, depending on whether the type of Essence that
  is absorbed by the silver object is good or bad.
  Negative emotions and the tainted Essence they
  release can, if imprinted on an object, bring bad
  luck to its owner.
  A
  silver item that is Consecrated (see
  WitchCraft, 
  Chapter 
  Six: 
  Metaphysics,
  Consecration Invocation) holds 10% more Essence
  points than a normal item (a minimum of 10 points
  of Essence must be infused into the object to gain
  this benefit). This makes silver the most favored
  material for the fashioning of magical items.
  If a silver item is held by someone experiencing
  very strong emotions (a silver ring worn by some-
  body who saw her family massacred, for example),
  the item absorbs 1D4(2) to 1D12(6) Essence
  points. This Essence may be tapped by anyone with
  Essence Channeling. If the emotions are negative,
  however, any user of the object risks bad luck.
  Apply a Lesser Curse Invocation to the wielder,
  with each point of Essence counting as 1 point of
  Bad Luck.
  Holy symbols made of silver, especially those
  used in devotional acts for several years, can be
  extremely powerful in the hands of a faithful per-
  son. The Essence contained in the object can be
  focused by the faithful against any Supernatural
  being who bears ill will against the wielder. The
  wielder must pass a Simple Willpower Test. Each
  Success Level in the Test releases 1 Essence point
  (up to the amount of Essence contained in the
  item), which in turn inflicts 1D8(4) points of dam-
  age to the Life Points or Vital Essence Points of the
  Supernatural being. These holy relics can hold as
  little as 1 (for a hastily blessed chalice or blade) to
  over 100 (for ancient relics that have been conse-
  crated over and over for a period of centuries)
  Essence points.
  
  CC hh aa pp tt ee rr  SS ii xx
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  Chapter Six: Supernatural
  
  117777
  SS uu pp ee rr nn aa tt uu rr aa ll
  “Beam me up, Scotty,” Graham said.
  “Shut up, O’Grady,” Sarah hissed.
  Graham O’Grady ignored the magician as he looked down. The three of them -- Graham,
  Sarah and Varney -- were perched on one of the upper branches of a gigantic tree.  For the
  first three days since he’d arrived here in the The Twilight World, Graham had been in awe.
  Now, all he wanted was to get the hell out of here.
  Down below, dark shadows moved in the tree-blocked moonlight. The primitive spirits roared. 
  They were big and solid and they had axes and spears. No guns, thank God. Varney had
  killed their only gunman with one damn good shot of his .44 Automag, and apparently the other
  dozen or so were afraid of the weapon. They had done a nice job of throwing spears though,
  with enough close calls to make Graham feel like a poor man’s version of Indiana Jones. 
  “I’m almost out of ammo,” Varney said.
  “Me too,” Graham replied.
  “If you can hold them off for a few minutes, I might be able to get us out of here,” Sarah
  said. She started chanting.
  The Ghosts gave up throwing spears. Two of the smaller ones scrambled atop two of the
  biggest, and then started to scale the tree. Varney put two bullets into one. This seemed to dis-
  courage the rest of them, and they trotted off into the forest. For a second, Graham hoped they
  might be gone. But then they reappeared behind several shields, each big enough to serve as a
  dinner table. Varney fired a couple of experimental shots at one of them. The shields were faced
  with metal and even the magnum rounds didn’t penetrate. Satisfied, the Ghosts started to climb
  up, slowly because they kept the shields in front of them. 
  “There!” Sarah shouted, and a portal of light appeared near the end of the branch. She leaped
  through it. Graham followed, Varney right behind him.
  They landed with a big splash.
  Wherever they were, it was nighttime and a full moon. The moon looked different from the
  Earth’s moon, however, and --
  As far as the eye could see, there was only water. They were treading water on a huge ocean. 
  “Where the hell are we?”
  “I don’t know,” Sarah said. “I was only moving us a few miles away. But this area of The
  Wilderness has no large lakes as far as I know. We should be seeing the shore.”
  “Maybe there was a screw up somewhere,” Graham said helpfully.
  A few yards ahead of them, something huge emerged from the water. For about a minute,
  they saw a long, serpentine body run past them, its wake buffeting them. Then it disappeared.
  “There’s something bigger beneath us,” Varney said.
  Graham barely resisted a powerful urge to start screaming hysterically. “Er, maybe you
  should try casting a new Walkgate before we start hearing the theme of Jaws . . . ?”
  
  Introduction
  This chapter provides further background on the
  world of WitchCraft and its more fantastic aspects.
  It is by no means exhaustive; only the surface of
  the subjects addressed is presented. Chroniclers
  should view this material simply as a core or basis
  upon which to weave their Stories and plotlines. 
  The discussion here begins with Sephiroths,
  those realms of reality beyond normal human expe-
  riences. Two important Realms of the Sephiroth of
  Geburah are detailed: the Threshold and the
  Twilight World. Additionally, new supernatural
  threats are included. A new Dark Covenant is dis-
  cussed:  the Lords of Pain, a group of sadistic
  blood-sorcerers. A new type of supernatural preda-
  tor, the shape-shifting Ferals, rounds out the text. 
  Sephiroths
  The world of WitchCraft is made up of many dif-
  ferent layers or aspects of reality beyond the phys-
  ical, so-called “real world.” The world of the
  Mundanes is known as Malkuth, Midgard, or
  Middle Malkuth -- the place where Essence
  becomes flesh. In some ways, Malkuth is a place of
  stability, where a set of physical laws imposed by
  the Creator holds sway over most things and where
  only the powers and the will of the strongest
  humans (who were made in the Creator’s image)
  can hope to exert fundamental changes. The exis-
  tence of all living beings revolves around Malkuth
  most of the time. This is where we are born, expe-
  rience life, and die. This is where many, perhaps
  most, souls come back to continue their cycle of
  reincarnation. It is also the site of evolution, the
  place where humans grow in mind and spirit.
  Beyond Malkuth lie many other domains, how-
  ever. Most magical practitioners, and the few
  Mundanes who know of them, call these domains
  Otherworlds. An enormous body of myth and leg-
  end has been passed down through the ages
  about the Otherworlds. To avoid ambiguities
  and to standardize terms, many scholars and cos-
  mologists who specialize in the Otherworlds have
  adopted the more precise terms Sephiroths or
  Spheres, named after the elements of the
  Kabbalistic Tree of Life. For the same reasons, this
  chapter uses the terms Sephiroth and Sphere rather
  than Otherworld.
  Some Sephiroths have counterparts in Norse and
  Germanic mythology, which recognizes a universal
  “tree” (called Ygdrassil) and several separate
  domains, some inhabited by gods, others by men or
  the spirits of men, and others by beings between
  humans and angels, such as the Fey races and the
  monstrous Giants. Other Sephiroths are reflected in
  tales from other mythologies. Some Sephiroths
  bear little relationship to Malkuth, and their alien
  atmosphere and concepts would drive even the
  most hardened human mad in moments.
  Each Sephiroth is a universe of its own, vast and
  composed of many lesser regions. Specialists have
  labeled these regions Realms. Some Realms are
  small, barely enough to accommodate a handful of
  people; others stretch across galaxies. All these
  places have their own physical laws. In some, the
  laws are different from Malkuth but stable. In oth-
  ers, they are erratic and ever-changing.
  One Sephiroth is discussed in this chapter. It is
  called Geburah, and is also known as Hel or Hades.
  Therein lie the Death Realms, a collection of
  worlds inhabited by spirits of the dead who do not
  reincarnate or Pass On. Cruel demons torment the
  souls of sinners, war casualties relive their greatest
  battles, and powerful spirits carve their own king-
  doms and domains. 
  CC hh aa pp tt ee rr  SS ii xx
  117788
  This chapter details information known
  primarily by specialists who study these
  subjects. For that reason, the terms
  Sephiroth, Realms and Malkuth, rather
  than the more common Otherworlds and
  Earth, are used.
  
  117799
  SS uu pp ee rr nn aa tt uu rr aa ll
  The Sephiroths are different "levels" of
  reality, dimensional areas that are connected
  and yet separate from one another, much
  like the layers of an onion. At the bottom is
  Malkuth, the physical world where we
  dwell. At the other extreme lies the nearly
  unreachable Kether, where the Creator is
  said to dwell. 
  It is said that there are ten Sephiroths,
  each with its own natural laws, all connect-
  ed to the others through gates and roads
  that can be found by the wise and the pow-
  erful. Each Sephiroth is in turn the home to
  several (in some cases hundreds of) Realms,
  pocket dimensions with their own character-
  istics. The Sephiroth of Geburah, for exam-
  ple, holds dozens of Realms, all dealing with
  an aspect of Death. 
  The better-known Sephiroths are:
  KKeetthheerr:: Little is known about this pur-
  ported highest level of reality, except that
  none who venture there even return. The
  most powerful and wise entities in other
  realities believe that this is the region where
  the Creator dwells, a place of perfect happi-
  ness and balance. Some spirits of the dead
  feel irresistibly attracted to the lighted
  gateways leading to Kether. Those that
  pass through disappear. Theories about their
  fates abound among cosmologists. Is Kether
  Heaven, a place where the spirits of the dead
  make contact with -- and perhaps become
  part of -- God? Is it a world of pure poten-
  tiality where those who enter cease to exist
  altogether? Nobody seems to know. 
  BBiinnaahh:: Binah is a universe of raw energies
  and potentiality. The Realm of Elysium, the
  abode of angels, can be found here. Some
  occultists have identified this Sephiroth as
  Eden, the paradise humans were expelled
  from by the angels, while others claim that
  this is a higher plane of existence to which
  we will all eventually ascend. Binah also
  holds the Elemental Realms, where spirits
  embodying the primal forces of creation
  dwell. Outsiders reach this Sephiroth only
  with the utmost difficulty. Unprotected
  humans who find themselves in Binah die in
  minutes unless protected by magic or the
  good will of one of the inhabitants. It is
  believed that a few worthy humans are
  granted access to Binah after their deaths,
  and that they join the ranks of the Heavenly
  Host in Elysium.
  GGeebbuurraahh:: Also known as Hades, and Hel,
  this is the land of the Dead. Here dwell the
  ghosts and phantasms who cannot or will
  not return to Malkuth to be reincarnated,
  or reach Kether to become one with the
  Creator. Some of the Realms of Geburah
  are dark, shadowy dimensions where ghosts
  have banded together to create their own
  kingdoms and nations, often distorted shad-
  ows of the lands of their past. Others are
  ruled by god-like entities that enslave or
  awe spirits into doing their bidding. Yet
  others are controlled by the Fallen Angels,
  who take out their anger on the luckless,
  sinful souls they snag for torment in the
  Pits of Gehenna. 
  NNeettzzaacchh:: This is the abode of the gods,
  called Asgard, Olympus, and many other
  names. Netzach is where many descendants
  of the Sephyr and Naturas, particularly
  those who seek the adoration of mortals,
  make their home. The Sephiroth is divided
  into countless Realms where many so-called
  deities live in a mythical reality that reflects
  the beliefs of their human worshippers.
  YYeessoodd:: This area has many names:
  Alfheim, Tir Na Nog, the Realm of Youth,
  the Moon-Realm, Avalon, Shambhala,
  Agharti. These are the Realms of the Fey, of
  mythical utopias and strange worlds. The
  Seleighe and Unseleighe Courts can be found
  here along with dozens of other Realms.
  This Sphere is also said to contain the
  homes of some of the ancient Dragons,
  beings of immense power believed to be
  among the oldest living creatures anywhere.
  M
  Maajjoorr SSeepphhiirrootthhss
  
  Gateways
  Gateways are places where the barriers between
  the worlds -- both between Realms in the same
  Sephiroth, or between Realms in two different
  Spheres of existence -- have been weakened
  enough to permit travelers to cross them. Most
  Gateways were built millennia ago, in the mythical
  age known to occultists as the time of the Elder
  Kingdoms. A few are more recent in origin, the cre-
  ation of powerful sorcerers. In either case,
  Gateways are normally only used by Magicians
  with the right knowledge and enough power to
  activate them.
  These powerful magical creations typically lead
  to one specific Realm in one specific Sephiroth.
  They are commonly (but not always) two-way
  openings, returning those who travel back through
  them to their point of origin. In theory, every
  Realm could have one Gateway leading to every
  other Realm in the Sephiroth. In practice, most
  Realms only connect to a handful of other places,
  and travelers often have to make several “connec-
  tions” to reach a specific Realm. One prominent
  exception is Malkuth. This land is linked to almost
  every Realm, albeit most of the Gateways are hid-
  den, dormant, or both.
  Typically, Gateways are built near or on top of
  Places of Power, since in those areas the walls of
  reality are already thinner than elsewhere. The
  location of most Gateways are not commonly
  known. Select high-ranking members of the
  Covenants of Magic know where to find certain
  Gateways, but such information is rarely shared
  with outsiders, or even with other members of the
  same Covenant.
  Opening and closing a Gateway normally
  requires use of the magical Invocation of the same
  name. The actual shape of the opening varies wide-
  ly. Some look like portals of light, others seem to
  be stormy tears in the fabric of reality, and others
  appear like dark doorways with no clue as to
  what lies beyond. Going through typically requires
  nothing more than walking through the entryway.
  In some cases, the opening actually sucks in those
  nearby, whether they intended to go or not (unwill-
  ing travelers must pass Difficult Strength Tests to
  resist the suction effect; powerful Gateways may
  impose a penalty to the Strength Test -- anywhere
  between -1 to -6).
  The Reckoning is causing some Gateways to
  spontaneously manifest themselves, sometimes
  dragging off anything and anybody that happens to
  be in the vicinity. There are certain rituals that, if
  conducted during the right times at the appropriate
  places, may allow even Mundanes to open
  Gateways, although those rituals are very difficult
  to learn. The openings between worlds may also be
  accidentally activated by large outpourings of
  Essence, or by another dimensional-bending
  Invocation (like Walkgate or Bilocation). 
  The Chronicler should treat Gateways as story-
  line elements -- they can be found if the Story
  needs them to exist, and not otherwise. A dimen-
  sion-hopping game is beyond the scope of
  Witchcraft (but not of future Unisystem games), so
  most Gateways in a game should link Malkuth
  with, at most, a few Realms.
  CC hh aa pp tt ee rr  SS ii xx
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  118811
  SS uu pp ee rr nn aa tt uu rr aa ll
  Geburah -- The Death Realms
  The Death Realms are collectively known as
  Geburah, the Sphere of Severity, where human
  souls often undergo harrowing experiences that
  may strengthen, scar or even destroy them. There
  are many “worlds” within Geburah, each with its
  own boundaries and physical laws. To completely
  depict the Sphere of Geburah in all its terrible mag-
  nificence would exhaust several tomes. The two
  best known Death Realms are described here: The
  Threshold and the Twilight World.
  Chroniclers who wish to run Stories in the Death
  Realms should keep in mind that, unlike the physi-
  cal world, the worlds of Geburah are always chang-
  ing, and are never clearly defined. No maps can be
  drawn of those Realms, because they contract and
  expand in unfathomable rhythms, and shift to
  accommodate the millions of souls and alien spirits
  that dwell therein. The Chronicler can let her imag-
  ination run rampant, using scenes from books or
  movies for inspiration.
  The Threshold
  The Threshold is primarily a place between
  worlds, an entryway to the Death Realms. It is also
  much more: a place of infinite possibilities,
  unbound by the limitations of time and space that
  exist even in the worlds of the spirit. This is where
  the souls of all dying humans go after they die, or
  even when they are near death. This is also a place
  oft visited by dreamers and mystics, a world of
  prophetic visions and strange insights. 
  A place of choices, the Threshold is the staging
  point from which the spirits of the dead Move On
  to higher planes of existence, reincarnate back on
  Malkuth, or are dragged screaming to Hell. Many
  of the shapes and elements of the Threshold are
  formed by the minds of those who enter it. Some
  believe that the Threshold is a reflection of the col-
  lective unconscious of all humans, living or dead, a
  Realm of the mind and ancestral memories. 
  For all its dream-like appearance, what happens
  in the Threshold has a very real effect. The visions
  one experiences there do not only encompass the
  past, but the future as well. It appears that the
  Threshold is outside or beyond Time, enabling
  those who dwell there to see the flows of time with-
  out restrictions -- but with limited understanding.
  Most visitors to the Threshold perceive it as a
  place of deep darkness, broken by small portals of
  light. These portals mostly lead to the other Death
  Realms or to the unknown land of Kether. While in
  the Threshold, the spirit may encounter old friends
  and acquaintances, or may find itself in places from
  its past. Some spirits remember all their past lives
  at once, an overwhelming experience that provides
  amazing insights. The dying sometimes see
  prophetic visions of possible futures. Sometimes,
  they see the future as it would be if they choose to
  Move On (and die). These visions may prompt the
  spirit to return to its body and be revived, or hurry
  its departure from our world. In a WitchCraft cam-
  paign, these visions can be used for powerful
  scenes: a character near death may experience
  visions of some tragedy that will happen if she is
  not alive to stop it, for example.
  Traveling into the Threshold is usually done via
  astral travel, or by dying. The spirits of the dead
  can cross over from the Threshold back into the liv-
  ing world, but only a tiny minority does so. Most of
  the dead, by the force of their beliefs, suffer one of
  several fates. Some are drawn into the light portals
  leading to Kether (and whatever awaits them
  beyond). Many become reincarnated -- this process
  affects as many as nine-tenths of those souls that do
  not travel to Kether. Others are dragged into one of
  the many Death Realms where they are be pun-
  ished or rewarded for their sins and virtues. The
  remaining, usually lost souls driven by some pow-
  erful need to return to the world of the living, can
  leave the Threshold by concentrating for a few
  seconds (1-4 turns). 
  
  The Threshold is unaffected by distance. If one’s
  will is strong enough, any place on Malkuth (but
  only Malkuth) can be observed from this realm,
  provided it is not mystically protected.
  This realm is not only the domain of those near
  death or recently dead, however. Many beings stalk
  the Threshold, looking for prey. Vampyres, by their
  strange nature, are uniquely attuned to the
  Threshold. After killing somebody, the Vampyre
  can follow his victim to the Threshold and con-
  vince or even force the soul back into her body, to
  be Unborn like her murderer. 
  Physical Laws of the Threshold
  Physical Appearance: The recently dead or
  those near death usually look exactly as they do on
  Malkuth. Necromancers, Vampyres and other expe-
  rienced travelers can alter their form as they wish. 
  Dying: All that enter the Threshold do so as spir-
  it or astral entities. They can be destroyed and
  Unraveled in combat normally. The recently dead
  who linger here too long risk attracting the atten-
  tion of astral predators in the area.
  Healing and Injury: Healing a character’s Vital
  Essence or Life Point Pools is done normally,
  except for Essence Channelers, who heal at the
  same rate that they recover Essence (Essence
  Channeling level per minute).
  Sustenance: Eating or drinking is not necessary
  in the Threshold. Ghosts can stay in this plane
  indefinitely, but few do so, since flashes from their
  lives (some of them painful or disturbing) start
  haunting them after a short while. 
  Supernatural Abilities: Most supernatural abil-
  ities do not work in the Threshold. Ghosts and
  Phantasms cannot use most of their powers. Astral
  travelers cannot use Magic, Necromancy or similar
  Gifted abilities. Vampyres cannot drain victims of
  Essence; they can only seek to seduce or intimidate
  the souls of their victim into the existence of
  Undeath. Only in Sanctuaries (see below) can
  supernatural abilities be used with impunity. 
  All visitors in the Threshold can, however, see
  into other’s memories and souls. By winning a
  Resisted Test (Simple Willpower Tests on both
  sides), anyone can cause a victim to relive episodes
  from their past, and watch those episodes play out.
  Events like traumatic childhood events, decisive
  moments in a character’s life, and tragic or tri-
  umphant occasions can be awakened in this man-
  ner. The person instigating the memory does not
  need to know exactly what he is looking for; the
  visions answer any question about the target. These
  visions are seen from the perspective of the person
  who lived them, and all those around the person
  with those memories can share them. The length,
  number and detail of those visions are left to the
  Chronicler to decide. Depending on the circum-
  stances, several Resisted Tests may be required to
  gain all the information desired (these visions
  should be dependent far more on the needs of the
  story and their roleplaying potential than on dice
  rolls). Those who enter the Threshold risk coming
  to grips with unsettling or repressed memories, and
  revealing intimate secrets to those around them.
  For that reason, many Threshold visitors prefer to
  travel alone, despite the risks. 
  For example, Roy and Grace, former lovers
  turned enemies, confront each other in the
  Threshold. Roy wishes to know why Grace turned
  into such a domineering person, and by winning a
  contest of wills, forces her hidden memories to sur-
  face. Both Roy and Grace relive several episodes
  of her childhood in which she felt helpless and
  powerless. Roy sees, in intimate detail, how Grace
  eventually acquired an iron-hard resolve always to
  be in control of her life.
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  At various points, this chapter refers to
  astral travel or astral travelers. These
  travelers separate their souls and con-
  sciousness from their bodies and move
  about. Such travel is accomplished by
  using the Soul Projection Invocation, the
  Death Projection Necromantic Power or
  another Metaphysical power or ability.
  
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  Adventuring in the Threshold 
  For the most part, the Threshold is a place to visit
  briefly to gain insight or information, but little
  more. Exploring it is impossible, as the realm has
  no defined boundaries or locations.  
  Visions After Death: Any character who is
  severely injured can find himself in the Threshold.
  This is a good time to drop clues, hints or omens to
  suit the Chronicler’s plans for the Story. The
  visions and omens should never be too clear or spe-
  cific, however. Not only does the nature of the
  Threshold work against clarity, but the memories
  of the character should be jumbled and confused
  after the close brush with death.
  Hunting the Soul Eaters: The Soul Eaters are a
  dangerous and mysterious class of spirits, inhuman
  beings with great power (see later in this chapter).
  They prowl the Threshold, hunting lone and
  unwary astral travelers or the souls of the dead. An
  intrepid group might try to do a little hunting of
  their own, maybe even trying to follow these crea-
  tures’ tracks to their native realm. The quest might
  be for altruistic reasons, or simply to gain valuable
  information, as the Soul Eaters know much of the
  lore of the Death Realms.
  Sanctuaries 
  Sanctuaries are areas created by powerful Gifted
  and Supernatural creatures inside the Threshold.
  They are little “bubbles” or “pockets” of normal
  reality that are built in the Threshold and connect-
  ed to other realities by a link of Essence. These
  “pocket dimensions” are used as hideouts, resting
  places, or even permanent homes by those who cre-
  ate them. They require a permanent Essence sacri-
  fice, however, and only the most powerful beings
  can build anything bigger than a large room or a
  small apartment. Sanctuaries are very hard to enter
  and locate for anybody other than their creators,
  making them the ideal safehouses. Furthermore, by
  spending enough Essence, the maker of a
  Sanctuary can use the Threshold’s independence
  from the boundaries of time to make time move
  faster or more slowly in their “home.” This is often
  used to accelerate such activities as healing, long
  and difficult Invocations, and even learning new
  Gifted abilities.
  To create a Sanctuary, the character must be
  either an Essence Channeler or a Supernatural
  being able to spend Essence freely, without need of
  a ritual (any Supernatural being that can empower
  his abilities with Essence without using
  Channeling, like the Fey or Vampyres, would qual-
  ify). The creation process requires a Simple
  Willpower Test and a permanent Essence point sac-
  rifice. Each 2 points of Essence permanently spent
  on the Sanctuary creates a self-contained space of
  one third of a meter cubed (1 foot cubed) per
  Success Level in the Test (additional Tests and
  Essence sacrifices can be used to enlarge the
  Sanctuary). This room can be shaped in any form
  of the creator’s choice. The process takes 2 hours
  per Essence point spent, during which time the cre-
  ator must be constantly concentrating on the activ-
  ity. If he is interrupted, he has to start over, but no
  Essence is lost. 
  
  The Sanctuary cannot be detected in the
  Threshold by anybody, Gifted or Supernatural,
  unless the creator allows it to happen (see below).
  The Sanctuary itself is a cube-shaped featureless
  gray room, although furniture and decorations can
  be brought in (anything that fits through the door-
  way, which is about 2 meters (6 feet) by 2 meters
  (6 feet)). The walls are solid and durable, but not
  indestructible; they have an Armor Value of 10.
  Inflicting 100 points of damage on a wall opens a
  small hole in it (about 15cm (6 inches) in diameter)
  that looks out into the Threshold. Doing more than
  1,000 points of damage on any one wall causes the
  Sanctuary to collapse, throwing everybody out into
  the Threshold. On the other hand, the walls take
  nails and screws with no problem, and furniture,
  interior walls and even additional floors can be
  built into them. 
  Powers of the Sanctuary: The physical laws of
  Malkuth, or of the plane of existence linked to the
  Sanctuary, apply within it. This means that Gifted
  powers work normally inside it. Furthermore, the
  creator, by spending 5 Essence points per minute,
  can open a temporary window into the Threshold,
  enabling him to use the Thresholds’ special pow-
  ers. Doing this, however, reveals the Sanctuary to
  anybody in the Threshold who might be nearby
  (like Soul Eaters) and also permits outsiders to
  enter the pocket dimension.
  The Sanctuary’s doorway from Malkuth (or
  whatever Realm it is linked to) is fixed in place.
  Most creators pick an area that is secluded or under
  their control. Only the creator can activate the
  doorway, which is invisible when closed. When
  activated, it manifests as a dark hole in the air,
  about two meters (six feet) tall and two meters (six
  feet) wide. The manifestation is clearly visible, but
  noiseless. Opening the doorway costs 10 Essence
  points (regained normally) and takes a minimum of
  2 turns or however many turns it takes to accumu-
  late the required Essence (if the creator is an
  Essence Channeler), whichever is more. Once
  open, the creator can hold it open for up to a
  minute (after which another 5 Essence must be
  spent to keep it open for another minute), or make
  it shut down as soon as he is through (useful if the
  creator is being pursued by somebody or he wants
  to attract little attention). Anybody or anything that
  can fit through the doorway can be brought into the
  Sanctuary. Getting out requires the creator to open
  a doorway leading back to the point of origin, for
  the same Essence cost. If the creator is killed, the
  Sanctuary disappears and all its contents “spill” out
  into the Threshold!
  Time Differentials: By permanently sacrificing
  Essence, the character can make time move either
  faster or slower (one or the other must be chosen; a
  Sanctuary can either be “fast” or “slow” but not
  both) in the Sanctuary relative to the connecting
  world. Each 20% differential costs 1 Essence point,
  permanently sacrificed, on top of the cost of creat-
  ing the sanctuary (doubling or halving the rate of
  time flow, which would be a 100% differential,
  would cost 5 Essence points). 
  For example, Joyce is a powerful Necromancer
  with Essence Channeling. She wants to create a
  Sanctuary, and spends 6 Essence points permanent-
  ly on size. She gets four Success Levels in the
  Willpower Test, for a total area of four meters (12
  feet) cubed. After a lot of work, she turns the room
  into a 2-floor dwelling and laboratory. Joyce sets
  the doorway in the basement of her own home,
  where nobody can see her go in or out. During the
  creation process, she also sacrifices 10 Essence
  points to triple the rate at which time flows in the
  area (+200%). If she spends a day in her Sanctuary,
  a mere 8 hours will have passed on Earth!
  Basically she can get things done three times as
  fast while in the Sanctuary, although that also
  means she will age faster, too.
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  The Twilight World
  This is believed to be the “outermost” level of
  Geburah after the Threshold. It is a shadowy ver-
  sion of Malkuth, a world of whispering and howl-
  ing winds, dark skies dominated by an ever-present
  full moon, and ominous locations. Despite the full
  moon, light is always weak in this Realm. Shapes
  and features can usually be seen, but colors are
  hard to perceive. The remarkable similarity
  between the Twilight World and Malkuth supports
  the theory that the latter Realm is continually cre-
  ated by the memories of the millions of Ghosts and
  Phantasms that dwell there.
  Major Locations 
  The geography of the Twilight World does not
  correspond to the physical world. Instead, it is bro-
  ken into a few major “regions.” One is known as
  the City, and appears to be an amalgam of every
  city of the world, past and present. In this seeming-
  ly endless urban jungle, paved and cobblestone
  streets are interspersed by the occasional dirt road,
  and looming versions of some of Malkuth’s most
  famous buildings cast dark shadows on the dimly-
  lit streets. These buildings are fully functional:
  doors, elevators and escalators work, although
  lights always seem somewhat muted, and most
  offices and rooms are abandoned. Some places are
  open -- bars, meeting places, and temples are used
  to socialize, trade information or services, to wor-
  ship old or new gods. Hidden beneath the buildings
  is a network of tunnels called the Catacombs or the
  Warrens. These tunnels lead to numerous Gateways
  to other Death Realms and even other planes of
  existence, but they are plagued by predatory
  Ghosts and stranger, more dangerous creatures.
  Outside the City lies the Wilderness, a shadowy
  region of forests, jungles and mountains. The
  Spirits of primitive humans dwell there, hunting
  the Ghosts of all kinds of animals. Mixed tribes of
  nomads from all times and cultures can be found
  in the Wilderness, although their numbers have
  been dwindling steadily in the past two centuries.
  The Wilderness surrounds the City on all sides.
  Forbidding mountains surround the Wilderness.
  
  Hidden within the wilds are the Ruins, strange,
  twisted remains of long-lost Malkuth civilizations.
  Some of these Ruins contain magical items and
  treasures that can be used both on Malkuth and the
  Death Realms; others have scrolls and stone tablets
  with secret knowledge. Finding the Ruins is not
  easy. Entering them and leaving unscathed is hard-
  er still, for they are guarded by angry Ghosts and
  deadly entities.
  The last region is known as the Byways, a net-
  work of roads crisscrossing the mountain range
  that surrounds this realm, and leading to other
  Death Realms. These roads are one of the few
  alternatives to magical Gateways, but they are lim-
  ited to realms inside Geburah.
  In the mountains, most Byways are narrow,
  twisting trails. Travelers must be wary of attacks by
  bandits, Soul Eaters, and other creatures.
  When these roads exit the Twilight World, the
  mountains start to level off and become a feature-
  less plain. The Byways crisscross in every direc-
  tion and lead into the distance. Some Byways are
  marked by signs indicating where they lead. Some
  of these signs are in archaic languages (Sumerian,
  Latin or Egyptian hieroglyphs), while others are
  enchanted so that any literate being can read them.
  The signs may be out-of-date or outright lies, how-
  ever. Also in this plain, travelers may have to con-
  tend with the Grim Reapers (see Denizens of the
  Death Realms later in this chapter). 
  Essence in the Twilight World 
  The flows of Essence in this realm are weaker
  than most. Ambient Essence is very limited -- there
  are no Times of Power and very few Places of
  Power. As a result, the spirits that dwell here must
  find sustenance by consuming Essence. The easiest
  way to do this is by consuming the food and drink
  prepared by the Gatherers. Slightly more difficult
  is trapping and consuming the flesh of the animals
  that live in the Wilderness. At the most extreme,
  the dangerous practice of spirit cannibalism
  occurs. Consuming the Essence of an intelligent
  being often leads to madness, as pieces of the
  memories and personalities of the victim become
  permanently imprinted in the cannibal.
  In the Twilight World, Essence is used as the
  form of currency. Anybody can transform some of
  his Energy Essence into “marbles,” glowing glob-
  ules of condensed Essence. These globules come in
  “denominations” of 1 to 20 Marbles, depending on
  how many points of Essence they contain (one
  Marble is equal to one point of Essence; a 10-
  Marble piece contains 10 Essence points). Marbles
  can only be produced by an act of will and cannot
  be extracted forcibly (although people can be
  coerced or intimidated into doing so). Marbles can
  be used to replenish Essence, and to empower
  magic and other Essence-based powers. Vital
  Essence cannot be transformed into Marbles.
  Ghosts and Phantasms can produce up to one
  Marble per Energy Essence point in their Pools,
  every week. Astral travelers, and any other super-
  natural being who manages to arrive to the Twilight
  World can create one Marble for every two points
  of their Essence Pool.
  Hierarchies 
  The Twilight World has no organized govern-
  ment or leadership. A few groups have acquired a
  degree of influence, but none reign supreme. There
  are a number of gangs of Spirits that have banded
  together for diverse reasons. Some are small, with
  no more than half a dozen members, and are only
  concerned with their own survival. Others are far
  larger, and control entire sections of the City or
  Wilderness. Three gangs are particularly powerful.
  The Urchins are a vicious band of ghost-children
  who control several blocks of the City and a few
  tunnels in the Warrens, and who charge travelers a
  price in Essence Marbles for safe passage. The Cult
  of Kali is a group of ghostly assassins who worship
  the Indian goddess of Death, and whose services
  can be hired to Unravel the soul of any Spirit.
  Finally, the Wise Guys are a huge extended gang
  made up of the spirits of dead gangsters of all eras,
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  from 1920s mobsters to 1990s street gangstas.
  Several famous people, from organized crime
  kingpins to performers, are said to be leaders.
  Two Covenants from Malkuth have a presence
  in this Realm. The Twilight Order maintains a
  small observation post in the City’s version of the
  Empire State Building. A Gateway on the top
  floor is connected to half a dozen Gates on
  Malkuth. All of these locations are owned and
  guarded by the Order. From there, the Mediums
  venture forth to gather information, hunt down
  dangerous Phantasms, and deal with any per-
  ceived threat to the both lands of the Living and
  the Dead. 
  The House of Thanatos has three Chapter
  Houses in the Twilight World, two in the City and
  another in the Wilderness. One of the Chapter
  Houses in the City is led by a Gatherer, a 17th-
  century tavern owner named Josiah Raleigh.
  Raleigh is very influential in the area, which is
  controlled by the Wise Guys, and thanks to him
  the Thanatoi can operate in relative safety.
  Outside the gangs and the Covenants, there are
  few other forms of authority. Beings of power
  like “gods,” angels, or demons rarely venture into
  the Twilight World. The weak Essence flows in
  this realm mean that such beings are terribly vul-
  nerable here, and they can be injured and even
  killed with far greater ease than in other realms.
  As a result, the Twilight World enjoys a remark-
  able measure of independence.
  The Gatherers 
  The Gatherers are a special type of Ghost.
  Most of them are the Spirits of barmen, cooks, or
  innkeepers who, after death, decided to continue
  their professions. They have the power to create
  food and drink in the Twilight World. The process
  works in a manner similar to the Ghostsmith
  Power (see Chapter Three: Inhumans, Special
  Ghost Powers and Vulnerabilities). The Gatherers
  need not spend their Vital Essence; instead they
  use ambient Essence, plus that given to them in
  payment to create the food and drink. The food is
  usually simple -- like that served in a medieval
  inn or a modern bar, although the City boasts a
  few real restaurants. Drink is often strong and
  intoxicating; the Gatherers’ brews can make
  Ghosts drunk. Most Gatherers have a place of
  business where their word is law.
  The importance of Gatherers is such that they
  are rarely bothered or threatened. Killing a
  Gatherer is one of the few crimes that is univer-
  sally persecuted in this realm. Even the gangs that
  control areas of the City do not interfere in the
  affairs of the Gatherers. Due to this autonomy,
  many Gatherers have become informal magis-
  trates of the Twilight World, acting as arbiters in
  disputes, or advising the community on a number
  of issues. The establishments run by the
  Gatherers are also great places to find informa-
  tion or conduct business. Violence is rarely toler-
  ated there, and the Gatherers are usually able to
  hire enough bouncers and enforcers to maintain
  the peace.
  Physical Laws of the Twilight World 
  Physical Appearance: All dwellers of the
  Twilight World have a solid form. Whether they
  are astral travelers, the ghosts of long-dead peo-
  ple, angels from Heaven or demons from Hell, as
  long as they are in the Twilight World they have
  physical bodies. They are dressed in whatever
  clothing they preferred to wear in life, if they are
  living beings or Phantasms, or whatever clothing
  they happened to be buried in, if they are other
  Spirits. Spirits have Life Points equivalent to
  their Vital Essence Pool; other visitors have as
  many Life Points as they have on Malkuth or
  their native Realm.
  Dying: In the Twilight World, death is a rela-
  tive concept. Even the Spirits of the dead can be
  slain, but this is not necessarily a permanent con-
  dition. If a living astral traveler is killed in the
  Twilight World, he must pass an unmodified
  Survival Test (see WitchCraft, Chapter Four: The
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  Rules), or his body will also die. Somebody who
  has entered the Twilight World body and soul
  through a Gateway, on the other hand, dies just as
  if he had been killed on Malkuth. His spirit
  becomes Unraveled, and he will not be able to rein-
  carnate or appear as a ghost for several years, at
  least. A Ghost or Phantasm who is killed here has a
  chance to avoid Unraveling, by passing a Difficult
  Willpower Test. If they can do so, they reappear in
  the Twilight World 1D4(2) “days” later, none the
  worse for wear.
  Healing and Injury: Healing a character’s Vital
  Essence or Life Point Pools is done normally,
  except for Essence Channelers, who regain damage
  at the same rate that they recover Essence (Essence
  Channeling level per minute).
  Sustenance: The Dead must eat to survive in the
  Twilight World. This means paying Gatherers,
  hunting or Essence cannibalism. A Spirit who does
  not “eat” at least one meal a day is temporarily
  drained of one point of Vital Essence. Such short-
  ages are filled completely upon eating. 
  Human travelers are advised not to eat anything
  in the Lands of the Dead. The Essence pattern of
  the food of the Dead intermingles with the Essence
  of the eater. Such intermingling makes it far more
  difficult to return to the world of the Living. In
  game terms, each meal consumed in the Twilight
  World gives the character a cumulative -3 penalty
  to return to Malkuth; even trying to cross a
  Gateway requires a Difficult Willpower Test at -3
  per meal! These effects last for 1D4 days after con-
  suming the meal.
  Time: Time in the Twilight World passes at the
  same rate as on Malkuth.
  Supernatural Powers: All Gifted abilities work
  in this realm. Ghosts and Phantasms who had
  Gifted powers in life can use them at will, as can
  human travelers. Spirit powers that require an
  immaterial body (like Phantom Spirit and Spirit
  Glamour) cannot be used here. Vampyres can use
  all their abilities, and can prey and feed on the
  Dead. There is one modification to the normal
  rules, however. Magical and Necromantic powers
  that drain Essence inflict Life Point damage when
  used in the Twilight World.
  Adventuring in the Twilight World 
  The Twilight World is a dark echo of our own,
  and as such can be used for many types of adven-
  tures or entire Stories. Ghost-oriented Stories can
  use the Twilight World as their main setting, a place
  where the Spirit characters can go on quests, strug-
  gle for survival, or strive towards greatness or
  redemption. Games about the Order of Thanatos
  often lead to this realm.
  Razor Jim: The Cast Members (who could
  belong to any Covenant) are on the trail of Razor
  Jim, a murderous Vampyre serial killer who has left
  a trail of bodies over six states. The characters
  eventually discover that Razor Jim is using
  Gateways between Malkuth and the Twilight World
  to travel from place to place. Furthermore, Razor
  Jim’s depredations are not limited to the lands of
  the Living alone. He has destroyed several Ghosts
  in the City, including a Gatherer, and more than one
  lynch mob is hunting for him in that realm as well.
  There is a method to the Vampyre’s madness, how-
  ever. The creature is attempting to awaken a lesser
  Mad God, H’Iorgh the Hungry, which is impris-
  oned in the Catacombs beneath the City. Already,
  Razor Jim has summoned several minions of
  H’Iorgh by committing these ritualistic murders.
  Unless Razor Jim is found and stopped, H’Iorgh
  the Hungry will be awakened to prowl the
  Catacombs and beyond.
  
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  OOtthheerr DDeeaatthh RReeaallmmss
  To describe all the different Realms of
  Geburah would take at least an entire
  book, or perhaps several books. Here is
  a brief rundown of some of the more
  notable realms. Chroniclers are encour-
  aged to develop them using their imagi-
  nation and creativity, or to create their
  own Realms. Keep in mind that all
  aspects of Death can be embodied in one
  of the many Realms of Geburah.
  TThhee PPiitt ooff GGeehheennnnaa:: The Pit is con-
  trolled by the Fallen Seraphim, beings
  called Demons or Devils. It is a place of
  punishment, where the souls of sinners
  and criminals are dragged from the
  Threshold and taken to a world of
  infernal heat, unbearable cold and terri-
  ble tortures. Escape from the Pit is
  possible, but difficult. Those who man-
  age to renounce their former sins may
  manage to break free by performing
  some great labor or challenge. Such
  tasks are never easy for demons never
  release their captives willingly. The Pit
  is divided into several levels; the lower
  ones reserved for the worst living
  beings. Some say there are seven levels,
  while others maintain there are ten, in a
  mockery of the Ten Sephiroth of the
  Tree of Life.
  The Pit is nominally ruled by Lucifer,
  the former Lord Archangel, king of the
  Hell-Realm within the Pit. He controls
  an army of demons and human slaves,
  and often plots to add to his Realm by
  conquering its neighbors in Gehenna,
  other Death Realms and Realms outside
  Geburah. Ideally, he would like to storm
  Binah and retake the Elysium, but that
  time has not come yet. The signs of the
  Reckoning, however, might indicate that
  the final battle is not far off.
  TThhee PPllaannee ooff BBaattttlleess:: This chaotic
  realm is populated by the spirits of
  casualties of war, both military and
  civilian. Here, long-dead soldiers of a
  thousand battles continue to fight the
  old conflicts, sometimes changing their
  results, and sometimes repeating histo-
  ry. Sometimes completely new and
  anachronistic battles are created, such
  as Confederates storming World War
  One trenches or fighting Mongol cav-
  alry, or Roman Legions battling Zulu
  warriors or the Iraqi Republican Guard.
  Those who die here are usually reborn
  in a few days, to carry on the struggle.
  Some of the generals of these armies
  have devised plans to take over the
  entire Realm, and even invade other
  Realms. So far, the most they have been
  able to accomplish is to conduct raids
  on other Realms and seize small
  stretches of territory. One faction, led
  by an uneasy Triumvirate of the ghosts
  of Julius Caesar, Napoleon and Edwin
  Rommel, seems to be ready to make a
  major move in the near future.
  VVaallhhaallllaa:: This realm is controlled by
  the Norse Gods, and is the domain of
  Odin. Here, the souls of devout Norse
  warriors who fell in battle get the
  chance to spend eternity fighting and
  celebrating. Every day, the warriors are
  released on a plain and do battle until
  sundown. At the end of that period, the
  "dead" are resurrected and a huge feast
  is served. Even visitors to the Realm do
  not die or Unravel if they meet a fight-
  ing end here, but rise at the end of the
  day. The warriors are training for the
  final battle, Ragnarok. Some say that
  the Reckoning is this final battle, and
  that soon the Warriors of Valhalla will
  march to war, for real. The Valkyries,
  humanoid warrior-women, also live in
  this Realm, and they act as the agents
  of Odin in other Sephiroths and Realms. 
  
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  The mythological Valhalla is connected to
  the Plane of War by several Gateways. On
  occasion, one of Odin's Avatars or another
  powerful Norse deity has led the warriors of
  Valhalla and the Valkyries in battle against
  one of the many ghost armies in the Plane
  of War. Valhalla is also connected to the
  Realm of Asgard (located in the Sephiroth of
  Netzach), and traffic between the two
  Realms is frequent.
  TThhee LLaanndd ooff KKhheemm:: This Realm is the
  result of powerful Egyptian magic and
  necromancy. The funerary rites of the
  ancient Egyptians did work, after a fashion,
  and their priests and sorcerers were able to
  break the old adage, "You cannot take it
  with you." The Pharaohs, in all their glory,
  were interred with wealth, servants and for-
  tune. Some of them rose in Geburah with
  ghostly equivalents of those things. Not all
  the rites were successful, but over a dozen
  Pharaohs still live in the Khem, the Black
  Land, attended by small armies of ghostly
  servants and warriors. The Khemites are a
  troublesome force in the Death Realms.
  Many Dark Pharaohs are as power-hungry
  and militaristic as they were in life, and over
  the millennia have plotted to expand their
  Realm at the expense of others. 
  HHaaddeess:: Hades is the name of this realm
  and its ruler, the Greek God of Death.
  Most of the souls trapped here wander
  about dazed, without direction or motiva-
  tion. Those judged guilty of severe crimes
  are tormented just as badly as in the Pits of
  Gehenna. Hades has several important fea-
  tures, including the River Styx, the waters
  of which can be used as a powerful source of
  Essence, and the River Lethe, whose waters
  can bring total and permanent forgetfulness
  to those who drink or even touch them. In
  addition to the dead, this Realm is inhabited
  by monstrous Cerberus Hounds, three-head-
  ed constructs of great ferocity, and by
  beings like the Ferrymen who patrols the
  waters of the Styx. Hades is connected to
  Olympus by a heavily guarded Gateway.
  Only those with the permission of Hades
  himself are allowed to pass. Other
  Gateways connect Hades to Malkuth.
  They are in remote locations and are also
  well guarded. The ancient tales of heroes
  who ventured to Hades and then escaped are
  not wholly without foundation.
  TThhee DDeeaatthh DDuucchhiieess:: Each of these small
  Realms is controlled by a Death Lord, pow-
  erful Phantasms who have learned to take
  control over a piece of Geburah and isolate
  it from the rest of the Sephiroth. The
  Death Lords enslave other ghosts and cre-
  ate complex replicas of places that had
  meaning in their previous existences. Most
  Duchies look like manors, castles or houses,
  and some are of titanic proportions. Some of
  these Realms are linked to Malkuth
  through a haunted house or other Place of
  Power, from which the Death Lord draws
  strength and occasionally victims. Many
  Death Lords have "lived" for centuries, and
  have accumulated huge stores of magical and
  occult knowledge. Some are able to use
  Magic and other Gifted powers while in
  their Realms, which gives them a tremendous
  edge when dealing with others of the Dead.
  The Grim Reapers and the Death Lords are
  mortal enemies. Once in a while, the Reapers
  manage to break through the barriers keep-
  ing them from a Duchy, and proceed to
  destroy it and its inhabitants.
  
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  Denizens of the Death Realms 
  The Commoners: The Twilight World is largely populated by the Ghosts of dead humans. Most of
  them lived and died during the last two hundred years. Older Ghosts exist, but are not common. It
  appears that the “life expectancy” of a Spirit is somewhat less than three centuries. At some point before
  then they are destroyed, or they finally find the sense of purpose or maturity needed to ascend to a high-
  er plane of existence, or reincarnate back to Malkuth. Two typical Ghost types from the Twilight World
  are described nearby. They can be used by Chroniclers as models for their own campaigns.
  Twilight World Ghost
  Most of the Ghosts living in the Twilight
  World have no special abilities. They are the
  souls of dead Mundanes who have found the
  dark existence of that world preferable to the
  alternatives. After staying there for a while,
  most Ghosts pick up a couple of combat skills.
  With no law to protect them, they must learn
  to protect themselves.
  Strength: 2 Dexterity: 2 Constitution: 2
  Intelligence: 3 Perception: 1 Willpower: 2 
  Vital Essence: 24 
  Energy Essence: 12 
  Endurance Points: n/a. 
  Qualities and Drawbacks: One Mental
  Drawback worth 2-3 points. 
  Skills: Brawl or a Combat Skill of choice 2,
  Occult Knowledge (Twilight World) 1, two
  professional Skills of choice 3. 
  Powers: All Common Ghost Powers. About
  70% do not have any special Ghost Powers,
  20% have one or two minor Powers, and 10%
  have two or three minor Powers.
  Attacks: Punch: 1D4 x 2(4)
  Wise Guy Gang Member
  The Wise Guys were hardened criminals in
  life who somehow managed to avoid being
  dragged to the Pit of Gehenna for their sins.
  They have not repented or reformed; they con-
  tinue to steal, extort and enslave victims. The
  Wise Guys are tough, resourceful, and cun-
  ning. They have learned the hard way that
  magic and powers exist, and have developed
  tactics to deal with them. Also, thanks to the
  services 
  of 
  several 
  Ghostsmiths 
  and
  Gatherers, they have equipped themselves
  with weapons, usually knives, baseball bats or
  swords, although a few have handguns.
  Strength: 4 Dexterity: 3 Constitution: 3
  Intelligence: 2 Perception: 2 Willpower: 2 
  Vital Essence: 36
  Energy Essence: 22
  Endurance Points: n/a
  Qualities and Drawbacks: One Mental
  Drawback worth 2-3 points
  Skills: Brawl 3, two Weapon Skills 3, Occult
  Knowledge (Twilight World) 2, Running 2,
  Stealth 2
  Powers: All Common Ghost Powers. About
  50% do not have any special Ghost Powers,
  30% have one or two minor Powers, and 20%
  have two or three minor Powers.
  Attacks: Punch: 1D4 x 4(8) Kick: 1D4 x
  5(10)  Knife: 1D4 x 3(6), slashing damage
  
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  The Grim Reapers: The Reapers watch the byways leading in and out of Geburah. They act as a super-
  natural “Border Patrol” and their goal is to keep Spirits in whatever Realm they happen to find themselves.
  This can be problematic for Necromantic wanderers, because the Grim Reapers will try to prevent their
  return to Malkuth. On Malkuth, the Grim Reapers often appear near characters who commit murder casu-
  ally and often. Those who have only killed in self-defense or in combat are rarely molested by these enti-
  ties, but anybody who kills randomly or wantonly (especially if using Supernatural or Gifted powers) risks
  an encounter with these powerful beings. Vampyres and other Undead may also encounter the Grim
  Reapers.
  The Grim Reapers are relatively few in number and not very effective at their job. Most of the time, trav-
  elers will not encounter them. Further, a group of determined Ghosts or spirit travelers may be able to over-
  whelm one or two of these creatures and continue on their way unmolested. The Reapers are becoming
  more numerous and active with every passing day, however, increasing the risks for those who would ven-
  ture into the lands of the Dead.
  Grim Reaper
  Strength: 6    Dexterity: 4
  Constitution: 5   Intelligence: 3
  Perception: 3      Willpower: 3 
  Vital Essence: 100
  Energy Essence: 75
  Endurance Points: n/a
  Qualities 
  and 
  Drawbacks:
  Humorless, Nerves of Steel,
  Situational Awareness, Zealot
  Skills: Scythe 4, Notice 4,
  Intimidation 4 
  Powers: Insubstantial (while on
  Malkuth), and all other common
  Ghost Powers. Their Scythes can
  inflict Life and Essence point
  damage both on Malkuth and the
  Death Realms.
  Attacks: Scythe 1D8 x 6(24),
  slashing damage
  
  Soul Eaters: These strange beings prowl the Death
  Realms. They consume the Essence of other spirits,
  and grow larger and stronger as they devour more vic-
  tims. Most are vaguely humanoid in shape, but gigan-
  tic in size and usually
  deformed in some way.
  Others are thoroughly alien in
  form. Occultists disagree as to
  whether these beings come from a
  single species or are simply a
  number of different Essence
  predators who have
  been lumped into
  the same category.
  Some Soul Eaters
  seem 
  to 
  be
  m i n d l e s s
  k i l l i n g
  m a c h i n e s ,
  a t t a c k i n g
  w i t h o u t
  warning and
  killing until
  destroyed or
  driven 
  off.
  Others 
  are
  highly 
  intelli-
  gent and knowledgeable, and
  may resort to trickery or deceit
  rather than brute force to prey
  on others. It is possible to
  deal with Soul Eaters, if
  one comes at them
  from a position of
  strength, but the
  creatures are not to
  be trusted under
  any circumstances.
  Soul Eaters can work magic, which makes them fair-
  ly unique (most Supernatural beings have their own,
  unique powers, but magic is usually the domain of
  only humans and the Fey). Perhaps the
  Soul Eaters are some form of devolved
  or corrupted human soul. It is rumored
  that the Soul Eaters
  were human
  s o r c e r e r s
  w h o s e
  s o u l s
  b e c a m e
  Tainted 
  by
  contact with a
  Mad God, or
  through 
  the
  abuse of their
  magic. 
  In
  any 
  case,
  there is very
  l i t t l e
  h u m a n i t y
  left in them.
  W
  h
  e
  n
  someone 
  is
  killed by a Soul Eater,
  his soul is Unraveled
  and the Soul Eater
  consumes the vic-
  tim’s 
  Vital
  Essence. Every ten
  victims consumed
  in this manner
  increase the crea-
  ture’s Vital and
  Energy Essence by
  one point.
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  Minor Soul Eater
  These Soul Eaters are humanoid creatures,
  larger than an average human being (about 2.5
  meters (7 feet tall), able to work magic and
  drain Essence. Their auras do not register as
  human, and their behavior will seem erratic
  and irrational. They can sometimes speak
  human languages, but they often use archaic
  tongues. If bound or overpowered, they may
  agree to provide information in exchange for
  their lives. They are likely to lie, however.
  Strength: 5  Dexterity: 4 Constitution: 4
  Intelligence: 3 Perception: 3 Willpower: 4 
  Vital Essence: 80
  Energy Essence: 100
  Endurance Points: n/a
  Qualities and Drawbacks: Cruel
  Skills: Brawl 5, Occult Knowledge (Death
  Realms) 5, Stealth 3, two human languages 2.
  Powers: All common Ghost Powers, and able
  to exist in the Threshold indefinitely. They
  possess the Invocations Soulfire and Walkgate
  and have the equivalent of 4-8 levels of
  Essence Channeling for Invocation purposes.
  Attacks: Limb/Claw attack: 1D4 x 5(10),
  slashing damage. This damage can be taken
  from either the victim's Life Points, Vital
  Essence, or Energy Essence pool. In the later
  case, this Essence taken will replenish the
  Soul Eater's Energy Essence pool.
  Greater Soul Eater
  These gigantic creatures, usually over four
  meters (twelve feet) tall, can be humanoid or
  monstrous as they wish. Indeed, their shape
  often fluctuates. These beings are highly intel-
  ligent and malicious. Some enjoy toying with
  their victims before killing them. Sometimes
  they choose to enslave rather than kill them
  outright. If faced with a superior force, or
  restrained somehow, the creature will try to
  bargain for its freedom or life, although it will
  only keep its word for as long as it is conve-
  nient to do so.
  Strength: 10 Dexterity: 4 Constitution: 6
  Intelligence: 6 Perception: 4 Willpower: 5 
  Vital Essence: 140
  Energy Essence: 120
  Endurance Points: n/a
  Qualities and Drawbacks: Age (2-4 levels),
  Cruel, Nerves of Steel, Situational Awareness
  Skills: Brawl 5, Occult Knowledge (General)
  6, Occult Knowledge (Death Realms) 8
  Powers: All common Ghost Powers, and able
  to exist in the Threshold indefinitely. They pos-
  sess the following Invocations: Affect Psyche,
  one Elemental Invocation, Insight, Shielding,
  Soulfire, Walkgate, and the equivalent of 5-10
  levels of Essence Channeling.
  Attacks: Limb attack: 1D6 x 10(30). This
  damage can be taken from either the victim's
  Life Points, Vital Essence, or Energy Essence
  Pool. In the later case, this Essence taken will
  replenish the Soul Eater's Energy Essence pool.
  
  New Dark Covenant
  Dark Covenants gather together Gifted,
  Mundane and others who use their powers to serve
  their hatred, greed or lust. Given the nature of those
  attracted to these evil groups, Dark Covenants
  spend as much time fighting among themselves
  and against others. This section details one new
  Dark Covenant:  the Cult of Pain.
  The Cult of Pain
  There is much suffering in the world.
  Everywhere, innocents are victimized, violated,
  scarred or destroyed to satisfy the depraved lusts of
  the powerful. Much of this violence is mindless,
  random and chaotic, a part of the dark side of
  human nature. In the world of WitchCraft, howev-
  er, a secret society has learned to draw power from
  the horrors of torture and murder. The Cult of Pain
  is a decadent, black magic Covenant whose mem-
  bers have banded together to protect themselves
  from those who would expose and destroy them. 
  History
  The Cult was created sometime in 18th Century
  France, by a group of debauched French noblemen
  led by a renegade Rosicrucian sorcerer. Some
  occultists believe their origins can be traced to
  much older groups, such as the child-sacrificing
  priesthood of Moloch or the worshipers of
  Xipetotec, the “Flayed Lord” of Aztec religion. In
  any case, the noblemen formed a pseudo-Masonic
  group that devoted itself to the torture and abuse of
  victims, most of them young peasants, in order to
  attain magical power. After the French Revolution,
  the Cult spread to the Americas. Many Cultists
  made their way to the West Indies, where they pur-
  chased plantations and committed all manner of
  atrocities on their slaves. Members of the Cult may
  have been accomplices in such crimes as the
  Inquisition and the Holocaust, although the evi-
  dence indicates that they simply took advantage of
  the situation rather than served as direct instigators. 
  Goals and Beliefs 
  The Covenant’s purpose is twofold. First, it
  teaches members the secrets of Blood Magic, also
  known as Sadicas, a twisted form of sorcery which
  uses the Essence of victims of torture rather than
  that of the sorcerer to power its spells. Second, it
  uses its member’s skills and influence to procure
  victims and to cover up all traces of their crimes.
  For at least two hundred years, the Cult has been
  able to accomplish these goals and operate suc-
  cessfully with minimal disruptions. 
  Organization
  The Cult is a loosely-knit organization, with four
  ranks: 
  Torturers, 
  Executioners, 
  Master
  Executioners, and Priests. Torturers are the lowest
  rank -- new members who are taught the secrets of
  the Craft by more experienced Executioners and
  Master Executioners, who form the bulk of the
  organization. The Priests are the leaders. Each
  Priest is in charge of overseeing a large area, usu-
  ally a nation or a large state or province. Most of
  the Priests are very old, many over a hundred years
  old. Some are far older -- their Blood Magic abili-
  ties help slow down the aging process.
  New members are inducted individually, when a
  local Master Executioner or Priest finds a worthy
  candidate. The Cult of Pain’s favored recruits are
  serial killers, members of the most violent S&M
  underground circles, and other deviants and crimi-
  nals. Most members are also wealthy professionals,
  with a large proportion of physicians, lawyers and
  programmers among them. They combine their
  mundane skills and their sorcerous abilities to
  achieve success. Many have become millionaires,
  elected officials, and important public servants, all
  the while torturing innocent victims to fuel their
  powers. Other members control prostitution,
  pornography and slavery rings through which they
  keep the Cult supplied with new sacrifices.
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  Allies and Enemies 
  There may be some relationship between the
  Cult and the Combine. In some instances, suspect-
  ed members of the Combine have turned out to be
  Cultists. It appears that the Cult’s role is minor,
  however. Like parasites on a larger, more danger-
  ous beast, the Cult rides the Combine’s coattails to
  commit their crimes and avoid public scrutiny.
  The Pariahs, some of whom are survivors of the
  Cult’s crimes, are aware of its existence and are
  always on the lookout for its members. The Dark
  Covenant has also unwittingly created many
  Vampyres, Relentless Dead and Phantasms, all sac-
  rifices whose suffering was such that they now
  seek revenge from beyond the grave. More often
  than not, however, the Cult has successfully dealt
  with these would-be avengers.
  Special Cult Powers 
  Sadicas: The Cultists of Pain do not use Essence
  Channeling to fuel their Invocations. Instead, they
  must perform ritual torture and abuse to drain vic-
  tims of Essence, which they can then pool and use.
  This process is ruled by a special metaphysical
  ability called Sadicas. 
  Sadicas costs two character points per level up to
  level five, and five character points per level after
  that. Learning Sadicas after character creation costs
  10 character points for the first level (the cost is
  normal after that). 
  The Sadicas level determines how much Essence
  the Blood Magician can channel in a turn. This
  level times 30 is the maximum Essence a Cultist
  can store in her Sadicas Pool. For example, a
  Cultist with a Sadicas level of 4 can store up to 120
  Essence points. This Pool is used to empower
  Invocations. It lasts until used up, but is not
  renewed normally. It must be replenished through
  causing pain to new victims. A few Cultists keep
  one or two victims captive in their homes, and use
  them as needed. The Sadicas Pool is completely
  independent of the character’s normal Essence
  Pool; it is used to empower Blood Magic
  Invocations and nothing else. 
  When a Cultist tortures somebody, or even if
  they are within a meter (a few feet) of somebody in
  great pain (a reason why some Cultists like to work
  in emergency rooms), they can absorb the Essence
  released by the victim. Most victims of torture/pain
  will lose 1D6(3) points of Essence per minute.
  Unspeakable acts of abuse or humiliation may raise
  this to 1D10 x 2(10) Essence per minute. A human
  being can be drained of all his normal Essence, and
  then reduced a further -30 Essence points, at which
  point they die (the average person, with an Essence
  pool of 10-15 points, can provide a Cultist of Pain
  with some 40-45 Essence points before dying).
  Blood Magic: The Cult has access to most
  Invocations, both Greater and Lesser. The rituals
  are different from regular magic. A normal magic
  practitioner would have to learn the Blood Magic
  Invocations from scratch, even if he knew an
  equivalent normal Invocation, and vice verse.
  Blood Magic has some advantages over regular
  magic. Dismissal Tasks (when necessary, or if
  using the original Invocation rules in the First
  Edition of Witchcraft) have a bonus equal to one
  half the magician’s Sadicas level. Also, Cultists can
  tap into ambient Essence. Blood Magic can even
  extend a Cultist’s life. The Sadicas Essence capac-
  ity governs a character’s aging as discussed in the
  immortality rules (see Chapter Five: Metaphysics).
  For example, a Cultist with a Sadicas skill level of
  4, and a capacity of 120 Essence points, ages at
  only one fifth the normal rate! 
  Other than being evil, Blood Magic has certain
  disadvantages. Blood Magicians do not benefit
  from Group Magic; they can pool their own
  Essence together, but do not gain any extra power.
  Also, the absorption of stolen Essence comes with
  a price. The Blood Magicians are haunted by false
  memories and flashbacks from their victims as
  long as they retain any of their victims’ Essence.
  Their auras become tainted, terrible things, dis-
  turbing people around them and clearly damning
  them in the eyes of the Gifted. Only Essence bar-
  riers like magical Shields will hide the Cultist’s
  true nature.
  
  Using the Cult of Pain
  The Cult of Pain is a typical Dark Covenant --
  dangerous, thoroughly evil, and well-hidden. The
  characters are likely to investigate the crimes of one
  or two local Torturers or Executioners, and if they
  manage to discover and defeat them, may gain clues
  to other Cult members. Even a single Executioner
  can be a dangerous foe, especially if he has a few
  disciples and acolytes with him. Legally bringing
  down one of these murderers is very difficult, as all
  Cult members are extremely diligent in covering
  their tracks. If the investigators are getting too close,
  many Cultists will produce a convenient patsy, usu-
  ally some mentally disturbed individual, possibly a
  real serial killer, who can be conveniently blamed
  for the crimes. The Cast Members may have to
  break the law and possibly deal with the dark sor-
  cerer directly, which may get them into trouble with
  the authorities. Furthermore, if the characters are too
  successful in dealing with a Cultist, the Dark
  Covenant will pool its considerable resources to
  deal with them.
  Cultist Characters
  Most Cultists the characters will encounter are
  Torturers or Executioners. The real danger comes
  when the characters cross paths with a Master
  Executioner. These are all unique and powerful
  beings. One is detailed in this section. Priests will
  almost never be encountered. Finding and defeating
  one would be the basis for an extended campaign.
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  Dr. (“Lord”) Torrence Wilson
  Master Executioner
  To the normal world, Dr. Wilson is a respectable, tenured history professor at a prestigious universi-
  ty. A tall, thin man with graying, receding hair, a charming British accent and a stiff, dignified
  demeanor, Wilson is “known” to lead a quiet, confirmed bachelor’s life. He spends his free time in a
  small country house on the outskirts of the university. No connection would ever be made between the
  highly regarded professor and the dozen or so disappearances, suicides, assaults and accidental deaths
  that have plagued the campus, let alone the fifty-seven unsolved murders and nearly two hundred dis-
  appearances that have occurred in neighboring cities in the last decade. That is just the way Wilson
  likes  to keep it.
  The professor is far older than he looks, and some of his former identities are quite infamous. For
  several centuries, he operated in Germany, where he was famed as a witch hunter and torturer.
  Unknown to his devout followers, he was feeding on the agonies of his victims through rituals fouler
  than anything the Inquisition had dreamed of. Later, he played a part in Nazi Germany. As an officer
  in an extermination camp he was behind some of the worst atrocities of the Holocaust, most of which
  were never recorded. Fleeing after the collapse of the Third Reich, he settled in America, where he has
  been preying on the unsuspecting for decades.
  Wilson’s M.O. is simple. He seeks opportune victims, occasionally among the people on campus, but
  more often in the outlying areas. Using magic and his skills, he overpowers his victims and then brings
  them to his country house, where he keeps a well-stocked torture chamber in the basement. To get rid
  of the bodies, he often summons a nasty variety of Nature Spirit which enjoys eating human flesh. So
  far, he has avoided detection. In addition to his own crimes, Wilson has assisted two other Pain Cult
  Executioners. One is a transient who has been going back and forth in a five-state area, picking off vic-
  tims at random for the last five years. The other is the madam of an exclusive and bizarre bordello, in
  which employees and customers sometimes vanish without a trace.
  Strength: 2  Dexterity: 2 Constitution: 2 Intelligence: 5 Perception: 3 Willpower: 4 
  Life Points: 26 
  Essence Points: 34
  Sadicas Essence Points: 40-120 average (180 maximum)
  Endurance Points: 29
  Qualities and Drawbacks: Aged (400 years), Charisma +2, Covetous (Power), Cruel (Second Level),
  Resources +3
  Skills: Dodge 3, History (European) 5, Handgun 3, Martial Arts (Boxing) 4, Occult Knowledge 4,
  Rituals (Blood Magic) 4
  Powers: Sadicas Skill 6. Knows the following Blood Magic Invocations: Affect the Psyche 5, Blessing
  4, Farsight 4, Lesser Healing 4, Lesser Illusions 4, Shielding 4, Spirit Mastery (Flesh Eater) 5, and
  Warding 4
  Attacks: Punch 1D4 x 2 + 4(8)   .22 Pistol: 1D4 x 2(4)
  
  Shapeshifters: Ferals
  Every culture in the world has legends about
  lycanthropes and were-creatures, from the brutal
  werewolves that haunted European forests to the
  Viking Berserkers and the South American jaguar
  people. These legends owe their origins to Ferals,
  humans who have been endowed with the ability to
  assume bestial shapes. 
  Becoming Feral 
  Ferals are created when the soul of a living per-
  son becomes intertwined with an Animal Spirit.
  The Essence pattern of the unfortunate is com-
  pletely altered, mixing bestial and human charac-
  teristics. As a result of their altered spiritual state,
  Ferals can assume a half-human, half-bestial shape,
  and have a number of powers over both animals
  and the spirit world.
  This mystic link can occur in many ways. It can
  be the result of a magical curse, or can be inflicted
  on the person by angry or vengeful Spirits. Also,
  Ferals can “infect” other people with their spiritual
  malady. Although the curse cannot be transmitted
  with a mere bite or scratch, as some legends claim,
  victims who are nearly killed by a Feral are some-
  times affected by the same curse. Occultists think
  that the near-death state allows other Animal
  Spirits, that tend to hover around Ferals, to enter
  the body of the victim while her soul visits the
  Threshold. In a few cases, a person who kills a
  Feral will be possessed by the Animal Spirit that
  afflicted the victim. Finally, the Feral curse can be
  transmitted along family lines; some Feral families
  have been producing lycanthropes for generations.
  Characteristics 
  Ferals often succumb to the base instincts of
  their animal side. Although animals are not nor-
  mally violent or brutal, their predatory urges (most
  Ferals are possessed by the spirits of predators)
  can overwhelm the victims of the curse. Anger,
  jealousy or fear can trigger savage responses.
  When in their bestial form, many Ferals can go on
  murderous rampages, provoked by nothing more
  than a scream of terror or a sudden movement. A
  fortunate few are able to control their animal side,
  but only with difficulty.
  Most of the time, Ferals can remain in human
  form unless they choose to transform by spending
  Essence. During certain Times of Power, including
  the nights of the full moon at midnight (see
  WitchCraft, Chapter Six: Metaphysics), enough
  “free” Essence is flowing around the lycanthrope
  to trigger a spontaneous transformation. 
  Using Ferals
  Many Ferals are lone hunters, and their activities
  in bestial form are limited. Some have abandoned
  themselves to their urges and become very danger-
  ous predators. Feral serial killers hunt both cities
  and wilderness areas. Their favored victims are the
  weak, the defenseless, the poor, and lone travelers.
  Their worst enemies among the Covenants are the
  Sentinels, who hunt them down as abominations,
  and the Pariahs, with whom they clash in the city
  slums and sewers that both groups frequent.
  Other Ferals are said to travel in nomadic bands,
  in a manner similar to Gypsies, although the true
  Romany Gypsies avoid and fear the Ferals. These
  Nomads can be predatory, relatively harmless, or
  anywhere in between; their goals and purposes
  vary from band to band. A typical Nomad band
  numbers less than ten (more commonly five to
  seven), of which at least half are Ferals, the rest
  being human “groupies,” or even other supernatur-
  al creatures.
  Ferals are very common in certain parts of the
  Otherworlds. Tribes of Ferals of all types dwell in
  some of the forests in the lands of Faerie. These
  Fey Ferals may sometimes be found in the service
  of one of the Sidhe Courts (although the
  Unseleighe are the most likely to accept these
  erratic and often dangerous creatures).
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  Powers and Vulnerabilities 
  Assailable: Unlike other Supernatural creatures,
  Ferals can be killed with conventional weapons. If
  reduced to -10 Life Points or below, Ferals must
  pass Survival Tests normally. Killing a Feral can be
  dangerous, however (see the Feral’s Curse, below).
  Attacks that normally drain Essence (like the
  Soulfire Invocation, for example) do Life Point
  damage to Ferals in bestial form. Also, silver has
  some of the properties against Ferals ascribed to it
  by legend. Silver weapons do double damage (after
  any modifiers for damage or bullet type are
  applied) to Ferals, but silver is soft and less effec-
  tive than other metals as a weapon. Aside from rar-
  ity, this is the reason why iron, steel, lead and
  bronze are favored in the making of weapons. Any
  weapon (from knives to bullets) made of this metal
  has its damage reduced by 3 points (i.e., subtract 3
  points from the total damage rolled to a minimum
  of 1). Furthermore, silver holy weapons (see
  Chapter Five: Metaphysics, New Items of Power)
  do double the damage they normally inflict against
  Supernatural beings when used against a Feral.
  Feral’s Curse: Some Ferals can transmit their
  condition to others. If a person is injured by a Feral
  below -1 Life Points, the victim (should he survive)
  must pass a Simple Willpower Test. Gifted charac-
  ters have a bonus of +4 to this Test. On a failure,
  the victim will be “infected” and his Feral curse
  will manifest itself at the first appropriate Time of
  Power 
  (see 
  Spontaneous 
  Transformation
  Vulnerability). Furthermore, if the Feral is killed in
  his semi-human form, the Animal Spirit may try to
  inflict the curse on the slayer. A similar Willpower
  Test is needed to avoid this fate, with an additional
  +2 bonus (cumulative with Gifted bonuses).
  Regeneration: Ferals in non-human form are
  extremely hard to kill. Most types of damage suf-
  fered are rapidly healed, at the rate of one point per
  Constitution level every turn. In human form,
  Ferals are relatively normal, except that they do
  heal wounds more rapidly than Mundanes, regain-
  ing lost Life Points at the rate of one per
  Constitution level every hour of rest, or every two
  hours of activity. 
  Injuries sustained in one form carry over to the
  other, however. If a severely injured Feral trans-
  forms into a human being, the sudden shock to the
  system is likely to kill him. So, for example, a Feral
  who suffered 50 points of damage and transformed
  into human form before regenerating will transfer
  the damage to his human (and far more frail) form.
  Crippling injuries (like lost limbs or eyes) carry
  over from bestial to human form, but not vice
  versa. This means that a Feral who is a paraplegic
  in human form could be perfectly active in bestial
  form, but if the creature lost a leg while rampaging
  in non-human shape, the human form would have
  that injury when it next transformed.
  Spontaneous Transformation: If enough ambi-
  ent Essence is available, the Feral transformation
  may be triggered involuntarily. The most danger-
  ous times for a Feral are midnight during a full
  moon, the Solstices and Equinoxes, and the
  evening of the four major Days of Power. During
  those times, the Feral transforms into lycanthropic
  form unless he can pass a Difficult Willpower Test.
  Every 10 minutes after that, he can try to regain
  control by passing a Difficult Willpower Test. 
  During the time of a spontaneous transformation,
  the Animal Spirit form is very much in control of
  the creature. The Feral will tend to react to every-
  thing with “fight or flight” instincts, and often will
  ravenously eat any edible substances available -- or
  will hunt for food. Friends of the creature usually
  have nothing to fear from the Feral even under
  these circumstances. The animal mind will recog-
  nize and usually respect them. Any acquaintance
  who has offended or angered the Feral is likely to
  be attacked on sight, however. The Animal Spirit
  will have little self-restraint and will act on any
  urge the Feral might feel.
  Superhuman Attributes: Ferals have bonus-
  es to their physical Attributes ranging from +1
  to +5, depending on the actual non-human
  
  form. The larger, faster or hardier the animal, the
  higher the bonuses to Strength, Dexterity or
  Constitution, respectively. For example, a Wolf
  Feral has +3 to Strength, +2 to Dexterity and +2 to
  Constitution, while a Tiger Feral gets +6 to
  Strength, +3 to Dexterity and +4 to Constitution.
  All non-human forms also grant +2 to Perception. 
  Ferals have two sets of Life Points, one for the
  human form and one for the non-human form. A
  Feral’s human form Life Points are calculated nor-
  mally. In non-human form, add the Feral’s non-
  human Constitution and Strength, multiply by five,
  and add 30 to the result. The Essence Pool of the
  Feral character is determined from the character’s
  human Attributes, with a +10 to +20 bonus. A Feral
  with a large enough Essence Pool enjoys the same
  immortality benefits that humans do (see Chapter
  Five: Metaphysics). The remaining Secondary
  Attributes are determined normally, using the non-
  human Attributes.
  Supernatural Senses: Ferals (in any shape) can
  see spirits, including Ghosts, Nature Spirits, and
  Elementals. They can also see through illusions
  (particularly those of the Fey), and can  “smell” the
  presence of large amounts of Essence in people and
  places, which enables them to uncover probable
  Gifted characters.
  Transformation: The Feral can alter its shape
  instantly, becoming more human or animal,
  depending on her needs or mood at the time.
  Characters facing a Feral should be struck by the
  fluid, dream-like “morphing” of the creature. A
  typical werewolf, for example, may shift from sec-
  ond to second between the form of a fully animal-
  istic wolf to that of a vaguely wolf-like human.
  When running, the creatures often assume a highly
  animalistic shape and run on all fours. When fight-
  ing hand-to-hand, the creatures tend to become
  more human-like. In all manifestations, however,
  the Feral is covered in the fur of the animal, and her
  features remain consistently bestial, with sharp
  teeth, a snout instead of nose, and inhumanly-
  shaped ears.
  Changing into non-human form costs 10 Essence
  points. The effect lasts an hour, during which the
  Feral can adjust the form from near human to fully
  bestial. Further lots of 10 Essence may be spent to
  maintain the “morphing” ability for each addition-
  al hour. This lost Essence is not regained until after
  the character assumes his human form once again.
  Special Feral Powers
  These abilities are known by the more experi-
  enced or unusual Ferals. These individuals are old
  or have connections with supernatural Covenants
  that provide this knowledge. Others become
  attuned to the Animal Spirits that possess them, and
  are able to perform their own brand of magic.
  Camouflage: Some Ferals can make themselves
  all but invisible while in forested areas. This illu-
  sory power costs 5 Essence points per minute. It
  allows the creature, while in non-human form, to
  blend in with the local scenery. 
  Summon Animal Spirits: This ability works
  like an Invocation, except that it may only be
  learned by Ferals. It has a level just like an
  Invocation. The Feral can summon more Spirits of
  the same type as the one entwined with his soul.
  They cost 5 Essence points per Spirit summoned.
  To summon the creatures, the character must
  succeed at a Willpower and Summon Animal
  Spirits Task. The maximum number of creatures
  the Feral can summon is limited to the Success
  Level of the Task (and how much Essence the Feral
  has available). Once summoned, the spirits serve
  the Feral for an hour or until their Energy Essence
  is depleted, whichever comes first.
  Gifted Powers: By the very nature of the fusion
  between the human and animal souls, Ferals
  become something other than human, and as a
  result they lose much of the powers available to
  humans. Ferals cannot have any Gifted powers. If
  they were Gifted before their infection, they lose
  whatever Powers they used to have.
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  The Park Slasher
  In the last two years, over two dozen people have disappeared in a number of national parks
  around the country. In one instance, the bodies of three of the victims were discovered, appar-
  ently mutilated by a large animal. Zoologists are uncertain about what kind of animal is respon-
  sible for the killings, although a few have suggested the incredible possibility that it was some
  sort of tiger. Two other bodies were found in the same general area several months later. These
  were slashed with a knife. Since the two sets of bodies were found in roughly the same area, they
  appear to be linked somehow, although the answer eludes normal investigators. Meanwhile, the
  killings and disappearances continue.
  The Slasher is Matthew Cartwright, a quiet, unassuming British national who, in reality, is a
  tiger Feral, the descendant of a long line of lycanthropes. The Cartwright family was cursed by
  Tiger Spirits when one of Matthew’s ancestors, a British officer in India, offended the local spir-
  its. The elder Cartwright hunted several dozen Bengal tigers. The animal totem of one of the
  slain beasts possessed him, transforming him and his entire bloodline. Eight generations of
  Cartwrights have been afflicted by the shapeshifting curse, but most have learned to control their
  urges. Matthew is a psychotic renegade who fled to America to avoid his family's restrictions.
  Cartwright travels around the country in an old pick-up truck, filled with camping equipment.
  He hunts in National Parks, preying on both humans and animals alike. He hunts both in human
  and bestial shape, depending on his mood or how much of a challenge he wants. His crimes have
  attracted the attention of a number of Wicce Covens, and a team of Sentinels is following his
  trail. Also, members of his family (themselves Ferals) are trying to find him and either return him
  to the family estate or, if necessary, put an end to his murder spree.
  Two numbers are given for several of the Slasher’s abilities. The number on the left is for his
  human form; the number on the right is for his non-human form.
  Strength: 3/9  Dexterity: 2/5 Constitution: 2/6  Intelligence: 4 Perception: 3/5 Willpower: 4 
  Life Points: 30/105 
  Essence Points: 48
  Endurance Points: 27/57
  Speed: 8/22
  Qualities and Drawbacks: Cruel (Second Level), Delusion ("I am the supreme predator," worth
  3 points), Resources 3, Situational Awareness
  Skills: Brawling 2, Gun (Rifle) 4, Knife 3, Occult Knowledge (Ferals) 3, Running (Dash) 2,
  Snares 4, Survival (Forest) 4, Tracking 3
  Powers: All Feral powers, plus Summon Tiger Spirits 4
  Attacks: Bite or Claw: 1D6 x 9(27) slashing
  Equipment: Heavy hunting rifle, large skinning knife, pick-up truck, camping equipment
  
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  Animal Spirit Stats
  All Animal Spirits have Acute Senses, and are able to track by passing a Simple
  Perception Test (plus Acute Senses bonuses). ;They attack or Dodge by making Simple
  Dexterity Tests. Animal Spirits fight until destroyed, never retreating or fleeing no mat-
  ter how bad the odds are. These beings will take Life Point damage from Essence drain-
  ing attacks like Soulfire, but they are no more or less affected by silver than any other
  non-Feral being. The creatures have neither Essence nor Endurance point.
  Wolf
  Strength: 3 Dexterity: 3 Constitution: 4 Perception: 3 Intelligence: 1 Willpower: 2
  Life Points: 33 
  Speed: 25
  Attacks: Bites for D4 x 3(6) slashing damage
  Bear
  Strength: 8 Dexterity: 3 Constitution: 5 Perception: 2 Intelligence: 1 Willpower: 3 
  Life Points: 60
  Speed: 20
  Attacks: Bites for D4 x 4(8) slashing damage; claws for D4 x 8(16) slashing damage
  Jaguar/Panther/Leopard
  Strength: 5 Dexterity: 4 Constitution: 5 Perception: 3 Intelligence: 1 Willpower: 3
  Life Points: 30
  Speed: 30 
  Attacks: Bites for D4 x 3(6) slashing damage, claws for D6 x 5(15) slashing damage
  Tiger/Lion
  Strength: 7 Dexterity: 4 Constitution: 5 Perception: 3 Intelligence: 1 Willpower: 3 
  Life Points: 60
  Speed: 25 
  Attacks: Bites for D4 x 7(14) slashing damage, claws for D6 x 7(21) slashing damage
  
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  Appendix
  Glossary 
  Adversaries: Supporting Cast characters who oppose the Cast Members’ actions. Adversaries are 
  enemies to be beaten, rivals that provide drama, and opponents that challenge the Cast 
  Members.
  Apparition: Weak or simple spirits able to do little more than make noise or visions during special 
  times.
  Art: A group of related Metaphysics abilities or Powers. Magic, the Sight, and Tao-Chi are all Arts.
  Attribute: A physical or mental trait of the character. There are six Attributes: Strength, Dexterity, 
  Constitution, Perception, Intelligence, Willpower.
  Attribute Test: See Test.
  Cast Members: Also known as player-controlled characters or player characters (PCs for short), 
  Cast Members are characters whose actions, thoughts and responses are controlled by the players, 
  who usually also create them. In a movie, they are the main roles, each played by a different actor.
  Character Concept: The basic motives and focuses of a character’s personality. Character Concepts
  are chosen or formed in the initial stages of the character creation process. Examples are 
  Scoundrel and Wanderer.
  Character Type: A character’s classification. Currently, there are six Character Types: Gifted, 
  Lesser Gifted, Mundane, Bast, Spirit and Undead. This number will expand as more 
  WitchCraft supplements are released.
  Chronicler: Also known as a Game Master or Referee, the Chronicler is the player who prepares the
  setting, guides the Story, roleplays the Supporting Cast and Adversaries, and makes all the rules 
  decisions.
  Difficult Test: A Test in which only one Attribute applies and it is not doubled. 
  Drawback: A special negative aspect of a character that imposes limitations or hindrances. 
  Drawbacks are chosen during character creation and provide extra Attribute, Quality, Skill or 
  Metaphysical points as the player chooses. No character can take more than 10 points in 
  Drawbacks.
  Ghost: A subgroup of the Spirit Character Type. Ghosts are disembodied souls who refuse to leave 
  the material plane.
  Level of Success: See Success Levels.
  Malkuth: Also known as Earth, Midgard or the material world, it is the place where Mundanes 
  dwell.
  Metaphysics: Any of a number of supernatural abilities used to manipulate the world. Most use 
  Essence in some manner. 
  
  Otherworld: A generic term for Sephiroths and Realms used by non-specialists to refer to regions 
  outside of Earth.
  Outcome Table: Found in WitchCraft, Chapter Four: The Rules, the Outcome Table specifies the 
  Test or Task results needed to achieve certain Success Levels and the general effects of those 
  Success Levels.
  Power: A special positive ability of a character that derives from the Supernatural or Metaphysical 
  and grants certain capacities or benefits. Powers are purchased during character creation by using 
  Metaphysics points, or granted when certain Qualities are purchased.
  Quality: A special positive aspect of a character that grants abilities or benefits. Qualities are       
  purchased by expending Quality points during character creation.
  Realm: A world, land, region, or place located within a Sephiroth. The Threshold, Twilight World 
  and the Death Realms are all Realms of the Geburah Sephiroth.
  Secondary Attribute: A physical or metaphysical trait of a character calculated from Attributes. 
  There are four Secondary Attributes: Life Points, Endurance Points, Essence Points, and Speed. 
  For certain Character Types, some Secondary Attributes are replaced or missing. For example, 
  Spirit characters have Vital Essence instead of Life Points; Vampyres have no Endurance Points.
  Sephiroth: A group of Realms outside or beyond Malkuth or the material world. Kether, Binah, and 
  Geburah are examples of major Sephiroth.
  Phantasm: A subgroup of the Spirit Character Type. Phastasms are potent Ghosts, able to create a 
  tangible shell that is able to interact fully with the material world.
  Relentless Dead: A subgroup of the Undead Character Type. Relentless Dead arise from the dead to
  fulfill some overwhelming purpose.
  Resisted Tasks or Tests: This rule applies to any situation where somebody or something is trying 
  to perform a certain action and somebody or something else is trying to prevent it, as when two or 
  more individuals are in some sort of competition. These Tasks or Tests are resolved normally for 
  everyone involved, and then the results are compared. The character with the highest number of 
  Success Levels wins. Ties go to the defender, if any. If both sides fail, it means neither won a 
  significant advantage.
  The Rule of 1: If a natural 1 is rolled or an ace is drawn, roll or draw again and subtract 5 from the 
  new roll. If the result is greater than 1, consider the final result to be 1. If the result is below 0, use
  it as a negative modifier on the Task. If another 1 or ace is rolled/drawn, apply a -5 penalty, and 
  roll/draw again, following the previous method.
  The Rule of 10: If a natural 10 is rolled or drawn, roll or draw again, subtract 5 from the new roll 
  and add the result, if greater than 1, to the total roll. If another 10 is rolled/drawn, add +5 to the 
  result and roll again, following the previous method.
  Simple Test: A Test in which the applicable Attribute is doubled (or two different Attributes added 
  together).
  CC hh aa pp tt ee rr  SS ii xx
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  Skill: A learned capability of the character. Skills are purchased during character creation using 
  Skill points.
  Story: Also known as a game or campaign. A series of plot-linked game sessions, like the episodes 
  of a TV series or soap opera. A good Story is the final result and the ultimate objective of any 
  WitchCraft game.
  Success Level: A measure of how well a character performed a successful Task or Test. The higher 
  the Task result, the higher the level of success. Success Levels are used as a bonus on other Tasks 
  or Tests. The Outcome Table (see WitchCraft, Chapter Four: Rules) details Success Levels and 
  their effects.
  Supporting Cast: Also known as non-player characters (or NPCs). These are all the characters in a 
  Story who are not Cast Members. These roles are played by the Chronicler.
  Task: A Task is any activity that requires some training to accomplish, and whose outcome is in 
  doubt. Tasks are resolved by rolling a ten-sided die (or drawing cards) and adding one of the 
  character’s Skills and one of his Attributes. The Chronicler determines which Skills and Attributes
  apply, and applies any modifiers. The result, adding the die roll or card draw to all other       
  modifiers, Skills and Attributes, must be 9 or higher to indicate success. Results higher than 9 are
  referenced on the Outcome Table to determine Success Levels.
  Tests/Attribute Tests: A Test is an activity or situation where the character’s Attribute levels deter
  mine the outcome. Any activity that depends exclusively on the character’s inborn talents (such as
  raw strength, pure intelligence and so on) use Tests. Tests can be Simple or Difficult. A Simple 
  Attribute Test adds the result of a ten-sided dice (or the draw of a card) to the appropriate 
  Attribute, doubled, or the sum of two Attributes. The result, after any modifiers, must be 9 or 
  higher. A Difficult Attribute Test adds the result of a ten-sided dice (or the draw of a card) to the 
  appropriate attribute, not doubled. Again, the result, after any modifiers, must be 9 or higher. 
  Results higher than 9 are referenced under the Outcome Table to determine the Success Levels.
  Vampyre: A subgroup of the Undead Character Type. Vampyres require Essence to survive but can
  not generate it on their own. They must acquire it from other sources, usually humans.
  Vulnerability: A special negative aspect of a character that derives from the Supernatural or      
  Metaphysical and creates certain limitations or hindrances. Vulnerabilities are taken during     
  character creation and grant additional Metaphysics points.
  
  CC hh aa pp tt ee rr  SS ii xx
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  Character Type Reference Table
  Type
  Attr Pts
  Qual/Draw Pts
  Skill Pts
  Meta Pts
  Gifted
  15
  10/10
  25
  30
  Traits: Must purchase The Gift Quality (5).
  Lesser Gifted
  20
  15/10
  30
  15 
  Traits: Must purchase The Gift Quality (5).
  Mundane
  25
  20/10
  35
  0
  Traits: Cannot purchase any Supernatural Qualities or Metaphysics during character creation.
  Bast
  15
  10/10
  30
  25 
  Common or High Bast Traits: Can purchase High Bast Quality (5); Common Bast Powers.
  Spirit
  20
  20/10
  20
  20
  Ghost Traits: Must purchase Ghost Quality (8); No Endurance Points; Common Ghost Powers and 
  Vulnerabilities; Access to Spiritus and Special Ghost Powers and Vulnerabilities.
  Phantasm Traits: Must purchase Phantasm Quality (15); +1 Willpower; +10 to Vital and Energy 
  Essence; No Endurance Points; Incarnate; Common Phantasm Powers and Vulnerabilities; 
  Access to Spiritus and Special Phantasm Powers and Vulnerabilities.
  Undead
  15
  15/10
  25
  25
  Vampyre Traits: Must purchase Vampire 
  Quality (15); +3 Strength, Dexterity and 
  Constitution; +20 to Essence Pool; No 
  Endurance Points; Common Vampyre Powers 
  and Vulnerabilities; Access to Special Vampyre 
  Powers and Vulnerabilities.
  Relentless Dead Traits: Must purchase 
  Relentless Dead Quality (15); +3 to two of 
  Strength, Dexterity and Constitution, +4 to the 
  remainder; No Endurance Points; Common 
  Relentless Dead Powers and Vulnerabilities; 
  Access to Wrath and Special Relentless Dead 
  Powers and Vulnerabilities.
  
  220099
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  Character Association Chart
  Association
  Special Features
  Cabal of the Psyche
  One free level in any Seer Power.
  Fellowship of Judas (Iscariots)
  +3 to any Resisted Test or Task against an Inspired Miracle or prayer
  that directly affects or restrains a member while performing a task of
  redemption (Undead); +2 to any Resisted Test or Task against any 
  Undead effect or Power (non-Undead). 
  House of Thanatos
  +2 to any Resisted Test or Task against the powers of Ghosts, 
  Phantasms and other spirits of the Dead.
  Pariahs
  One free level of Anguish (Disciples); +1 to Willpower 
  (non-Disciples). 
  Rosicrucians
  +2 on all Invocation Tasks to restrain or banish Spirits or
  Supernatural 
  beings; must take Rituals (Rosicrucian) skill.
  Sentinels
  Prayer; +2 to all Resisted Tasks/Tests against magical or
  supernatural attacks (if Divine Inspiration).
  Solitaires
  +1 to all Tasks involving one Art (the character’s strong suit).
  Storm Dragons
  +1 to any two of Strength, Dexterity or Constitution.
  Twilight Order
  +1 to all Tasks involving any Necromantic Powers.
  Wicce
  +2 on all Invocation Tasks involving defense; -2 to all Dismissal 
  Tasks of those attacking Wicce; must take Rituals (Wicce) and 
  Theology (Wicce) skills.
  
  Qualities and Drawbacks Table 
  Name
  Nature
  Ref
  Accursed
  Variable Supernatural Drawback
  WC
  Acute Senses
  2-point Physical Quality
  WC
  Addiction
  Variable Mental Drawback
  MC
  Adversary
  Variable Social Drawback
  WC
  Age
  5-points/level Supernatural Quality
  MC
  Artistic Talent (Type) 
  3-point Mental Quality
  MC
  Attractiveness
  Variable Physical Quality or Drawback
  WC
  Charisma
  Variable Mental Quality or Drawback
  WC
  Clown
  1-point Mental Drawback
  WC
  Contacts
  Variable Social Quality
  WC
  Covetous 
  1- to 3-point Mental Drawback
  MC
  Cowardly 
  1- to 3-point Mental Drawback
  MC
  Cruel
  1- or 3-point mental Drawback
  WC
  Delusions
  Variable Mental Drawback
  WC
  Divine Inspiration
  5-point Supernatural Quality
  WC
  Emotional Problems
  Variable Mental Drawback
  WC
  Essence Channeling
  Variable Supernatural Quality
  WC
  Fast Reaction Time
  2-point Mental Quality
  WC
  Gift
  5-point Supernatural Quality
  WC
  Ghost 
  8-point Supernatural Quality
  MC
  Good/Bad Luck 
  3-points/level Supernatural Quality or Drawback
  MC
  Hard to Kill
  1- to 5-point Physical Quality
  WC
  Honorable
  1- to 3-point Mental Drawback
  WC
  Humorless
  1-point Mental Drawback
  WC
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  SS uu pp ee rr nn aa tt uu rr aa ll
  Qualities and Drawbacks Table 
  Name
  Nature
  Ref
  Impaired Senses
  2-point Physical Drawback
  WC
  Increased Essence Pool
  Variable Supernatural Quality
  WC
  Lazy
  2-point Mental Drawback
  WC
  Minority
  1-point Social Drawback
  WC
  Multiple Identities 
  2-point/Identity Social Quality
  MC
  Nerves of Steel 
  3-point Mental Quality
  MC
  Obsession
  2-point Mental Drawback
  WC
  Old Soul
  3-points/level Supernatural Quality
  WC
  Paranoid
  2-point Mental Drawback
  WC
  Phantasm 
  15-point Supernatural Quality
  MC
  Photographic Memory
  2-point Mental Quality
  WC
  Physical Disability
  Variable Physical Drawback
  WC
  Reckless
  2-point Mental Drawback
  MC
  Recurring Nightmare
  1-point Mental Drawback
  WC
  Relentless Dead 
  15-point Supernatural Quality
  MC
  Resources
  Variable Social Quality or Drawback
  WC
  Secret
  Variable Social Drawback
  WC
  Showoff 
  2-point Mental Drawback
  MC
  Situational Awareness
  2-point Mental Quality
  WC
  Social Level
  Variable Social Quality or Drawback
  WC
  Talentless
  2-point Mental Drawback
  MC
  Vampyre
  15-point Supernatural Quality
  MC
  Zealot
  3-point Mental Drawback
  WC
  Ref: Reference Book; WC: WitchCraft; MC: Mystery Codex
  
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  221122
  Name
  Type
  Ref
  Acrobatics
  Normal
  WC
  Acting 
  Normal
  MC
  Beautician
  Normal
  WC
  Brawling
  Normal
  WC
  Bureaucracy
  Normal
  MC
  Cheating
  Normal
  WC
  Climbing
  Normal
  WC
  Computers
  Normal
  WC
  Computer Hacking
  Normal
  WC
  Computer Programming
  Normal
  WC
  Craft (Type) 
  Normal
  MC
  Demolitions
  Normal
  WC
  Disguise
  Normal
  WC
  Dodge
  Normal
  WC
  Driving (Type)
  Normal
  WC
  Electronic Surveillance
  Normal
  WC
  Gambling
  Normal
  WC
  Guns (Type)
  Normal
  WC
  Haggling 
  Normal
  MC
  Hand Weapon (Type)
  Normal
  WC
  Escapism 
  Normal
  MC
  Electronics 
  Normal
  MC
  Engineer (Type) 
  Normal
  MC
  Fine Arts (Type) 
  Normal
  MC
  First Aid
  Normal
  WC
  Humanities (Type) 
  Normal
  MC
  Instruction 
  Normal
  MC
  Intimidation
  Normal
  WC
  Language (Type) 
  Normal
  MC
  Lock Picking (Type)
  Normal
  WC
  Magic Theory
  Normal
  MC
  Martial Arts (Type)
  Special
  WC
  Mechanic 
  Normal
  MC
  Name
  Type
  Ref
  Medicine (Type)
  Special
  WC
  Notice
  Normal
  WC
  Occult Knowledge
  Special
  WC
  Pick Pocket
  Normal
  WC
  Play Instrument (Type) 
  Normal
  MC
  Piloting (Type)
  Normal
  WC
  Questioning 
  Normal
  MC
  Research/Investigation
  Normal
  MC
  Riding (Type)
  Normal
  WC
  Rituals (Type)
  Normal
  WC
  Running (Type)
  Normal
  WC
  Science (Type)
  Normal
  WC
  Seduction
  Normal
  WC
  Smooth Talking 
  Normal
  WC
  Snares
  Normal
  WC
  Sport (Type)
  Normal
  WC
  Stealth
  Normal
  WC
  Storytelling 
  Normal
  MC
  Streetwise
  Normal
  WC
  Surveillance
  Normal
  WC
  Survival (Type)
  Normal
  WC
  Swimming 
  Normal
  MC
  Tracking
  Normal
  WC
  Trance 
  Special
  MC
  Traps
  Normal
  WC
  Uncon. Medicine (Type)
  Normal
  WC
  Vet. Medicine (Type)
  Special
  WC
  Weight Lifting
  Normal
  WC
  Writing (Type) 
  Normal
  MC
  Ref: Reference; WC: WitchCraft; MC: Mystery Codex
  Second Edition WitchCraft Revisions: Dancing,
  Drawing/Painting, Sculpture and Singing are subsumed
  in Fine Arts. Archeology, Law, Myth and Legend and
  Theology are subsumed in Humanities.
  Skill List
  
  221133
  SS uu pp ee rr nn aa tt uu rr aa ll
  Fear Table
  Success Level
  Effect
  1
  Shakes: All the character’s actions suffer a -2 penalty for 2 turns. 
  Lose 1 Essence point.
  2
  Flight: Victim runs away screaming for 1 turn. If cornered, the victim may 
  fight or react in a more rational way. Lose 2 Essence points.
  3
  Physical reaction: Fear causes a messy physical reaction (often involving 
  bodily functions best left to the imagination). Not only is this 
  embarrassing, but it imposes a -1 penalty to all actions for 1D4(2) 
  turns. Lose 1D4(2) Essence points.
  4
  Paralyzed: Character cannot move for 1D4(2) turns. Only intervention by 
  other characters (who may shake him, slap him or otherwise force 
  him to act) will allow him to take any action. Lose 1D6(3)         
  Essence points.
  5
  Faint: The shock and fear are so severe that the character collapses, 
  unconscious. A Difficult Constitution Test is required to recover 
  consciousness; this can be attempted every minute, or whenever 
  somebody tries to stir the character. Lose 1D10 x 4 (20) Endurance 
  points and 1D8(4) Essence points.
  6
  Total Hysterics: The character becomes a screaming, babbling, totally useless
  maniac for 1D8(4) turns. Lose 1D10(5) Essence points.
  7+
  It Gets Worse: Higher results are left to the Chronicler’s imagination. They 
  may include life-threatening effects like heart attacks or comas, or 
  a bout of temporary insanity lasting hours, or worse. . .
  Fear Tests
  When facing certain fearsome events, characters need to pass Fear Tests. Mundanes use Difficult
  Willpower Tests, Gifted and Supernatural creatures use Simple Willpower Tests. If the Test fails, consult
  the Fear Table below.
  Fear Test Modifiers
  Some Supernatural event descriptions designate a certain modifier to be applied to a Fear Test. Otherwise,
  Chroniclers should apply modifiers as they see fit.
  Using the Fear Table
  To use the Fear Table, roll a die (or draw a card), subtract the Willpower of the character, and apply any
  Fear Test modifiers (e.g., a -4 Fear Test modifier would become a +4 Fear Table modifier). If the result is
  9 or greater, consult the Fear Table by cross-referencing the number of Success Levels. If the result is 9 or
  less, the character is simply scared for a few seconds and is able to recover quickly.
  
  Pariah Jack-Of-All-Trades
  On your eleventh birthday, you discovered that life wasn't all that neat and tidy, even when it came to
  being sexually abused, and the blood flowed that night. You fled into the darkness of the Virginia wilder-
  ness, and haven't looked back since. One of the things that you've realized since leaving “home” is that
  there are a lot of other folks, like yourself, in the world. Some of them are good, some of them are evil,
  but all of them have scars that are not necessarily able to come to the surface like yours can.
  Origins
  Your childhood was blissful as could be -- at least you pretended it was. In truth, you had been subject
  to sexual abuse by your mother at a tender young age. Then your parents divorced. As you became her
  “little angel,” you realized that the abuse you’d been subjected to earlier was nothing compared to the
  depredations you faced after moving with her to Virginia. You were all of eleven years old at the time,
  but that seems like a lifetime ago. One night, when your mother was “playing” with you and a couple of
  her good male friends, you discovered an inner strength that you didn't know you had. That night, two of
  her friends died and your mother was scarred for life. You fled into the darkness of a Virginia night, and
  never went home. Adopted by a couple of old men, you found a talent for repairing cars, for fighting and
  for sneaking. The bizarre abilities did not manifest again until you got to the big city. There, you were
  found by another Pariah, a young woman who introduced you to the Beggar King, found you a place to
  live, and gave you a different perspective on women.
  Allies and Enemies
  You can always count on the other Pariahs to help you out when it comes right down to it, of course,
  but the female Pariah who came to your aid in the city will always hold a soft spot in your heart. You have
  friends in the car repair trade, since you found a job relatively quickly when you first came to the city,
  but you have to be careful not to reveal your abilities to those who would not understand. While you don't
  have any real enemies in the city, you have crossed paths with a couple of Sentinels. They have interfered
  a couple of times in your business since then, but you have managed to work around them. You have a
  strong antipathy towards those who sexually abuse youngsters, and always interfere in those situations.
  Roleplaying the Character
  While you tend to be a somewhat forgiving person, given your life and abilities, you are very cruel to
  those who make children suffer, whatever the form it takes. The powers that allow you to manipulate your
  flesh have taken their toll -- you are not attractive. Your weakness of will at times gives you little force
  of personality, but you can be highly intimidating when the need arises. You have found that you do not
  like to stay with one job, so you wander as a jack-of-all-trades, washing dishes in a restaurant one week,
  repairing cars the next, and hauling away the trash the week after. You have a deep fear that your family
  is going to come looking for you, and keep one eye peeled to the side. In some ways, you hope they do
  find you -- because you'd like to teach them a lesson. You are fairly protective of your female Pariah
  friend, and have a deep respect for the three elder Pariahs in the city. Your work with some of the other
  groups in the city has made you aware of the occult forces at work in the world, and you oppose them
  almost as vigorously as you oppose those who would abuse children. 
  * This character has been created using the Option Skill Point Calculation System (see Chapter Two:
  Rules, Skill Point Calculations). If using the basic system, 3 skill levels must be dropped.
  CC hh aa pp tt ee rr  SS ii xx
  221144
  
  LLeevveell
  SSkkiillll
  SSkkiillll
  QQuuaalliittiieess
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  PERCEPTION
  WILLPOWER
  PPrriimmaarryy AAttttrriibbuutteess
  LIFE POINTS
  ENDURANCE POINTS
  SPEED
  ESSENCE POOL
  SSeeccoonnddaarryy AAttttrriibbuutteess
  NNaammee
  AAssssoocciiaattiioonn
  CCoonncceepptt
  CHANNELING
  LEVEL
  CHARACTER
  POINTS
  SPENT
  UNSPENT
  LESSER GIFTED
  PPooiinntt
  © 1999 Eden Studios. Permission granted to photocopy.
  Warrior
  Pariah
  2
  2
  5
  5
  3
  3
  33
  35
  12
  35
  DDrraawwbbaacckkss
  PPooiinntt
  LLeevveell
  Gift
  Contact: Street Level
  Essence Channeling (2 levels)
  Hard to Kill
  Attractiveness
  Charisma
  Cruel
  Paranoid
  1
  2
  Brawling
  3
  Climbing
  3
  Computer Hacking
  2
  Cooking
  2
  Dodge
  3
  First Aid
  2
  Haggling
  2
  Intimidation
  3
  Mechanic
  2
  Notice
  2
  Pick Pocket
  2
  Stealth
  3
  Streetwise
  3
  Survival (Urban)
  2
  Beast Skin
  Fury
  Reshape
  Salvage
  Increased Essence
  1
  Talentless
  2
  2
  3
  1
  PPoowweerr
  LLeevveell
  2
  2
  4
  5
  Anguish
  4
  
  Storm Dragon Courier
  You have learned a lesson in humility in the process of becoming a Storm Dragon, and you are one of
  the Society’s better spies and couriers. Your combat skills are formidable as well, and you serve the
  Society in whatever way is demanded of you. The Reckoning has to be prevented at all costs, and you
  have seen evidence of what will happen to those you care about if it is not. You are determined to do your
  part, and aid the Society in whatever way you can. 
  Origins
  You were born on the west side of the city. Your parents had come to the city from China, and worked
  for the city’s sanitation department. You lived a relatively comfortable life until that night -- the night your
  parents were gunned down in a typical moment of mob violence. They were just in the wrong place at the
  wrong time. Having no other family in the city, you took to the streets when the Social Services people
  came looking for you. You learned the trade of a thief, and made just enough to get by. You were surviv-
  ing in the moment, but you knew that there was something better ahead of you -- something that was wait-
  ing for you in your future. 
  Then you tried to rob the house owned by Ham Li Fung. Li Fung was connected with the Tong, although
  you did not know that at the time. He also had connections with several other occult groups -- one of
  whom worshiped a Mad God. The creature that came at you that night, no doubt summoned with black
  magic, would have killed you, if it hadn’t been for Charles Sung, the actor. He showed up and turned out
  to be much more than he appeared in his movies. With his aid, you became part of the Storm Dragons,
  and have served them faithfully ever since. Still a novice, the Dragons use you primarily as a courier.
  They haven’t forgotten your roots as a thief and a sneaky person, however, and they sometimes use you
  for jobs that require a “light touch.”
  Allies and Enemies
  Much of the time, your natural abilities, combined with some of the Tao-Chi powers you know are
  enough to get you out of trouble. Charles Sung, your mentor, is also one of your best friends, and you
  trust him with your life. The evil martial artist Li Fung has proven to be a thorn in your side, and has
  vowed to make you regret your interference with his dark plans. In the meantime, you have also made an
  enemy of several members of the White Crane Society, whom you have clashed with on a couple of runs
  as a courier.  
  Roleplaying the Character
  You have come to rely on yourself since the death of your parents. Having friends like the Storm
  Dragons is wonderful, and you think of Charles Sung as your foster parent (although you would never
  admit this to him). You enjoy your work as a courier, since it is quite challenging, but you long for the
  “carefree” days of your childhood. Your desire to rise in the ranks of the Order is tempered by your
  knowledge that you are still quite naive about some of the ways of the Society, not to mention the evils
  that are out there waiting to challenge your Order. You have recently developed an interest in finding out
  about your heritage, something that was denied you with the death of your parents. You have plans to trav-
  el to the Orient sometime in the near future, but this may not fit in with the Storm Dragons’ plans for you.
  * This character has been created using the Option Skill Point Calculation System (see Chapter Two:
  Rules, Skill Point Calculations). If using the basic system, 3 skill levels must be dropped.
  CC hh aa pp tt ee rr  SS ii xx
  221166
  
  LLeevveell
  SSkkiillll
  SSkkiillll
  QQuuaalliittiieess
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  PERCEPTION
  WILLPOWER
  PPrriimmaarryy AAttttrriibbuutteess
  LIFE POINTS
  ENDURANCE POINTS
  SPEED
  ESSENCE POOL
  SSeeccoonnddaarryy AAttttrriibbuutteess
  NNaammee
  AAssssoocciiaattiioonn
  CCoonncceepptt
  CHANNELING
  LEVEL
  CHARACTER
  POINTS
  SPENT
  UNSPENT
  LESSER GIFTED
  PPooiinntt
  © 1999 Eden Studios. Permission granted to photocopy.
  Survivor
  Storm Dragon
  3
  2
  3
  3
  6
  5
  48
  32
  22
  38
  DDrraawwbbaacckkss
  PPooiinntt
  LLeevveell
  Gift
  Situational Awareness
  Essence Channeling (2 levels)
  Hard to Kill
  4
  Adversary: White Crane Society
  Honorable
  Obsession: Defeat Li Fung
  Resources
  4
  2
  Acrobatics
  3
  Chi Mastery
  3
  Climbing
  3
  Dodge
  3
  Driving (Car)
  2
  Escapism
  2
  Hand Weapon (Sword)
  3
  Humanities (Philosophy)
  1
  Humanities (Storm Dragon Philosophy)
  3
  Language (Cantonese)
  2
  Martial Arts (Storm Fist)
  3
  Notice
  3
  Occult Knowledge
  2
  Play Instrument (Flute)
  1
  Stealth
  3
  Storm Fist Maneuvers: Arm Lock 3
  Breakfall 3, Disarm 2, Judo Throw 2
  Chi Healing
  3
  Chi Strike
  3
  Speed of the Tiger
  3
  Increased Essence
  2
  2
  2
  2
  2
  2
  PPoowweerr
  LLeevveell
  Kick 3, Punch 3, Roll with Blow 2
  5
  
  LLeevveell PPaaggee
  SSkkiillll//PPoowweerr
  LLeevveell PPaaggee
  Power/Vulnerability
  QQuuaalliittiieess
  DDrraawwbbaacckkss
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  PERCEPTION
  WILLPOWER
  PPrriimmaarryy AAttttrriibbuutteess
  VITAL ESSENCE
  ENDURANCE POINTS
  SPEED
  ENERGY ESSENCE
  SSeeccoonnddaarryy AAttttrriibbuutteess
  NNaammee
  AAssssoocciiaattiioonn
  CCoonncceepptt
  CHANNELING
  LEVEL
  CHARACTER
  POINTS
  SPENT
  UNSPENT
  SPIRIT
  PPooiinntt PPaaggee
  PPooiinntt PPaaggee
  © 1999 Eden Studios. Permission granted to photocopy.
  
  LLeevveell PPaaggee
  SSkkiillll//PPoowweerr
  LLeevveell PPaaggee
  Power/Vulnerability
  QQuuaalliittiieess
  DDrraawwbbaacckkss
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  PERCEPTION
  WILLPOWER
  PPrriimmaarryy AAttttrriibbuutteess
  LIFE POINTS
  ENDURANCE POINTS
  SPEED
  ESSENCE POOL
  SSeeccoonnddaarryy AAttttrriibbuutteess
  NNaammee
  AAssssoocciiaattiioonn
  CCoonncceepptt
  CHANNELING
  LEVEL
  CHARACTER
  POINTS
  SPENT
  UNSPENT
  UNDEAD
  PPooiinntt PPaaggee
  PPooiinntt PPaaggee
  © 1999 Eden Studios. Permission granted to photocopy.
  
  Character History
  © 1999 Eden Studios. Permission granted to photocopy.
  Possessions
  Allies/Contacts
  Weapons/Hand to Hand
  Type
  Rate of Fire
  # of Attacks
  Attack
  Bonus
  Damage
  Damage
  Bonus
  SSeexx
  AAggee
  HHeeiigghhtt
  W
  Weeiigghhtt
  HHaaiirr
  EEyyeess
  
  222211
  SS uu pp ee rr nn aa tt uu rr aa ll
  Associations.………….………........... 18-25, 121-141
  Character Association Chart………….…...............209
  Fellowship of Judas…………...............20-21,121-124
  House of Thanatos…………….............18-19,125-129
  Pariahs……………………….............. 21-23,130-135
  Storm Dragons……………….............. 23-25,136-141
  Becoming Gifted………………….………..............45
  Campaign Levels……………….…………..............40
  Heroic………………………................................... 40
  Legendary…………………....................................  40
  Mythical……………………................................... 40
  Pre-Heroic…………………......................40
  Character Concepts.………….………................14-17
  Forsaken…………………….....................14
  Scoundrel……………………..................15
  Student………………………....................16
  Wanderer…………………........................17
  Character Types
  Character Type Reference………….......................208
  Creating Spirits……………….................................63
  Ghosts………………………....................58
  Ghost Vigilante………………............................82-83
  Phantasm Researcher…………...........................92-93
  Phantasms…………………………...........58
  Relentless Dead…………………….........................58
  Relentless Vampyre Hunter…….............................116
  Spirits……………………….................18,58
  Undead………………………...............18,58
  Vampyre Conspiracy Theorist…….................108-109
  Vampyres……………………....................58
  Combat……………………........................46-51
  Bullet Type Damage………......................................46
  Combat Moves………....................................48,50-51
  Learning Combat Moves….......................................48
  Martial Arts Styles………...................................48,51
  Specific Targeting………….....................................47
  Dark Covenant………………….….......................196
  Cult of Pain…………………….….................196-199
  Death Realms…………………................see Geburah
  Denizens…………………….….............192-195
  Commoners........…………………….…..192
  Greater Soul Eater..………………..............….…..195
  Grim Reapers……......……………….…...............193
  Minor Soul Eater…………………….…................195
  Soul Eaters……………..........……….…...............194
  Twilight World Ghost…………..…….…...............192
  Wise Guy Gang Member…………….…................192
  Disciplines of the Flesh……………...............164-168
  Anguish…………………….….................165
  Beast Skin……………………..............….............166
  Discipline Cost………………..............…….….....165
  Flesh Chitin………………….............….…...166-167
  Fury…………………….…......................166
  Reshape…………………….…................167
  Salvage……........……………….…..167-168
  Sorrow Skin……........……………….…...............168
  Drawback Points…………....................…….............41
  Experience Point Allotments….................................43
  Ferals…………………….…..........................200
  Animal Spirit…………………….….....................204
  Becoming Feral…………………….….................200
  Characteristics…………………….…......200
  Using Ferals…………………….…....................200
  Park Slasher…………………….…....................203
  Powers.........…………………….…..201-202
  Vulnerabilities…………………….…201-202
  Gateways…………………….…....................180
  Geburah…………………….…...............181-195
  Death of Duchies…………………….…............191
  Denizens…………………….…........192-195
  Hades…………………….….....................191
  Land of Khem…………………….…..................191
  Pit of Gehenna…………………….…..............190
  Plane of Battles…………………….…..................190
  Threshold…………………….…......181-184
  Twilight World……………………................185-189
  Valhalla…………………….….........190-191
  Ghost Powers/Vulnerabilities……........................68-
  8
  1
  Anchoring……………………………..70-72
  Animate………………………………..….72
  Banshee…………………………………...72
  Curse the Living…………………….….............72-73
  Ghostsmith…………………………….73-74
  Haunt…….…………………………….74-75
  Immaterial.……………………..................68
  Invisibility……………………..............68-69
  L e g i o n … … … … … … … … … … … … … . … 7 6
  Life Drain……………………………….................77
  Perceive Essence…………………….....................69
  Phantom Shape…………………………...............78
  Possess Beast……………………………............79
  Possess Mortal………………………............79-80
  P u r p o s e … … … … … … … … … … … … … . . 8 0
  Spirit Glamour………………………...............80-81
  Summoning……………………................69
  Tap Essence……………………........................69-70
  Terror Leech………………………….….............81
  Travel Into and Out of the Death Realms….............70
  
  Ghosts……………………………..............66-83
  Characters……………………....................66
  Common Powers……….....................................68-70
  Creating………………………...................67
  Fighting……………………………...........68
  Playing………………………...............66-67
  Special Powers…………...................................70-81
  Vigilante……………………................82-83
  Vulnerabilities……………....................70-81
  Glossary…………………….…..............205-207
  Invocations…………………….….........146-159
  Bilocation....…………………….…..150-151
  Death Curse…………………….…......................152
  Essence Mastery………………….….…..............155
  Empowerment…………………..…..152-154
  Greater Healing…………………….............154-155
  Greater Illusion…………………….............156-157
  Hideaway…………………….….......146-147
  Levitate…………………….….................148
  Locate…………………….…...................148
  Sending…………………….….................149
  Spirit Limbs…………………….….....................149
  Tap Emotions…………………….…...........157-158
  Walkgate…………………….…...............158
  Weather Lordship....…………….….............158-159
  Items of Power………….........………….…............175
  Silver……………………....................…..175
  Magic…………………….…..................146-175
  Disciplines of the Flesh…………….............164-168
  Essence and Immortality……………...........174-175
  Greater Invocations…………………............150-159
  Items of Power…………………….…................175
  Lesser Invocations……………….….............146-149
  Necromantic Powers…………….….............160-163
  Tao-Chi……………........……….…..170-173
  True Immortals…………....………….….............174
  Necromantic Powers…………..…….…...........160-163
  Create Sanctuary……………......…….….............163
  Death Mastery………...………....…............162-163
  Death Lordship…………………...….….............161
  Death Speech………………….…......................160
  Death Vessel..………………….…..............161-162
  Ectoplasm…….....…………….…..162-163
  Greater Summoning..…………….…..................160
  Possess the Dead……...……………....................161
  Soul Armor……………............………..............161
  Spirit Bond............…………………….…...........161
  Spirit Shout………...........…………….…...........160
  Transincarnation…………...………….…..162
  Phantasm Powers/Vulnerabilities...........….........88-91
  Animate……………………....................72,89
  Banshee……………………....................72,89
  Curse the Living…………………….............72-73,89
  Death Passage………………….............................90
  Dream Visitation…………………….......................90
  Dying of the Light……………………................90
  E Pluribus Unum…………………….......................91
  Ghostsmith……………………..........73-74,89
  Immaterial……………………................68,88
  Incarnate…………………........................88
  Invisible…………………...............68-69,88
  Life Drain……………………...........................77,89
  Perceive Essence………………….....................69,89
  Phantom Shape…………………........................78,89
  Purpose……………………....................80,89
  Soul Link……………………...............................91
  Spirit Glamour…………………....................80-81,89
  Summoning……………………..............69,89
  Tap Essence………………….......................69-70,89
  Terror Leech……………………........................81,89
  Travel Into and Out 
  of the Death Realms............................................70,89
  Phantasms……………………........................84-93
  Common Powers…………………...................88-89
  Creating……………………...............................85
  Incarnation………………..................86-88
  Playing……………………..........................85
  Researcher……………………...................92-93
  Poison…………………………...................................52
  Supernatural Healing………..................................53
  Powers
  Ferals…………………….…..............201-202
  Gaining……………………….....................57
  Ghost………………………...................68-81
  Losing…………………….…......................57
  Phantasm……………………….............88-91
  Relentless……………………….........112-115
  Vampyre………………………............99-107
  Qualities and Drawbacks………..........................26-32
  Addict………………….………............26-27
  Age…………..………...……….........................27-28
  Artistic……………………………............28
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  SS uu pp ee rr nn aa tt uu rr aa ll
  Covetous……………….……..............28-29
  Ghost…....................…………………..30
  Good/Bad Luck…….....................…….................30
  Multiple Identities……………….........................30
  Nerves of Steel......................………................…31
  P h a n t a s m … … … … … . . … … . . . . . . . . . … … . 3 1
  Qualities and Drawbacks Table.……...........210-211
  Reckless…………………..…….................31
  Relentless Dead…..……………............................31
  Showoff……………….………....................31
  Talentless………………….…….................31
  Vampyre………….……………...................32
  Relentless Dead……………………..................110-117
  Common Powers……………........................112,113
  Creating……………………...............111-112
  Essence..............................….....…………112
  Playing……………………........................111
  Special Powers...........…......………..........…114-115
  Vulnerabilities………..................……114-115
  Vampyre Hunter……………...............................116
  Relentless Powers and Vulnerabilities…..……112-115
  Inhuman Strength and Vitality……...........……113
  Invulnerability...................…………..……113
  Nemesis…………………...........................114
  Regeneration.....................……………......114
  Semblance of Life………............................……113
  Spirit Bane........................……………..........…..114
  Stigmata…………………..........................115
  Wrath................................……………..…112
  Sephiroths…………………….................…......178-179
  Binah..........................…………………….179
  Geburah………………......................…….179
  Kether.........................…………………..179
  Netzach……………….......................….179
  Yesod.........................……………………..179
  Shapeshifters……………..........……….…..see Ferals
  Skill Point Calculations...........................….....……..42
  Skills..................................………….………….33-39
  Acting………………........................…….33
  Bureaucracy........................…………….…33
  Craft............................……………………34
  Haggling……………...........................….34
  Electronics............................…………….34
  Engineer……………………........................35
  Fine Arts............................………………........…35
  Humanities............................…………….35
  Instruction...........................………………..36
  Language...........................…………………36
  Magic Theory...........................…………............….37
  Mechanic...........................……………….37
  Play Instrument..........................………..............…38
  Questioning..........................………………38
  Regular and Special………......................….........33
  Research/Investigation...........................…38
  Skill List....................……………………............212
  Specializations....................................……33
  Storytelling............................…………38-39
  Trance……………………….......................39
  Type......................................................……33
  Writing............................…………………39
  Spirits…………………………....................….18,58,61
  Apparitions……………………...................61
  Common Ghosts……………….............................62
  Creating.........................…………………...63
  Energy Essence Pool…....................…….............63
  E s s e n c e . . . . . . . . . . . . . . . . . . . . . . . … … … … … … 6 3
  Essence Hoarding……......................…….............65
  Evolution......................…………………..65
  Ghosts…………………......................…66-83
  Groupings.........................…………………61
  Killing Spirits……………......................................64
  Kingsgrave Ghost, The........................…...............62
  Phantasms................………………62,84-93
  Places of Power……..................……….........64-65
  Regaining Essence……………..............................64
  Spiritus.......................…………………63
  Times of Power……….............................…..64-65
  Using Essence………………............................63-64
  Vital Essence Pool...................................……….63
  Tao-Chi....................…………………….…..170-173
  Chi Healing……................……….........……….171
  Chi Mastery………………........................…….170
  Chi Strike…............……………........…….171-172
  Dragon Strike……….......………........……172-173
  Inner Strength……….……........................…….173
  Learning......................…………………..171
  Speed of the Tiger…….......………...............….173
  Spirit Strike………………...........................…..173
  Undead………..........…….…………………..18,58,95
  Creating…………..........…………………..95
  Relentless Dead...........………………........110-117
  Vampyres……………..........…………96-109
  Vampyres………………………...........….96-109
  Becoming a Vampyre..........……...........………96
  
  Common Powers………….....................……99-102
  Conspiracy Theorist...…………...................108-109
  Creating.............…………………….....97-98
  Playing……….…...........………………..97
  Special Powers.…………............................102-107
  Vulnerabilities…………………..….99-107
  Vampyre Powers and Vulnerabilities........……99-107
  Bard............................……….........102-103
  Bloodthirst…………........................….103
  Creatures of Essence and Flesh.............…….99
  Enter the Threshold.............…………………….99
  Essence Depletion...............……………....……….99
  Essence Vampirism……….............…….....……….99
  Evolution...........................…………………….100
  Greater Shifting..........…………………....….103-104
  Holy Burial........................…………………….102
  Invulnerability...................…………………….100
  Magus................................…………………….104
  Manipulate Emotions…….……………….....104-105
  Manipulations of the Flesh…………………….100
  Mirage...............................…………………….105
  Muse..........................…………………….105-106
  Nightmare..........................…………………….106
  Sabe’s Curse………………..........................….107
  Semblance of Life..............…………………….102
  Vulnerability to Daylight…...………………….102
  Wither.................................…………………….107
  Vulnerabilities
  Ferals....................…………………….…..201-202
  Gaining............................……………………….57
  Ghost............................………………………68-81
  Losing............................…………………….…..57
  Phantasm........................………………………88-91
  Relentless.................………………………112-115
  Vampyre…………….....................…………99-107
  Tables
  Addiction Point Value..................................……..….27
  Anchoring Characteristics................................………71
  Character Association Chart…………………....…..209
  Character Type Reference……………………...…..208
  Corrosive Damage.................................……………..52
  Crowd Essence Cost...........…………………….…..157
  Fear Table...........................…………………….…..213
  Language Skill Level...................................……..…..36
  Metaphysics Experience Cost…..................................44
  Powers of the Haunt.................................……………75
  Qualities and Drawbacks Table…………….…..210-211
  Skill List...............................…………………….…..212
  Mystery Codex Change Boxes
  Attributes.................................……..……………….26
  Casting Invocations…………...............……….…..145
  Magical Signatures................………………….…..144
  Manipulation Effects………....................………….100
  Metaphysics Experience Cost …..................................44
  Process of Casting Invocations………………….…145
  Purchasing Metaphysics………...................................44
  Seer Strength Costs................……………………..145
  Skill Improvement during play.................................…45
  Success Level and Damage....................................….47
  Time 
  to 
  Cast
  I n v o c a t i o n s . . . . . . . … … . … … … … … … . … 1 4 5
  Using Ambient Essence……..........………………...145
  Armageddon Notes
  Associations..............................………………….120
  Age Quality.......................................……………….27
  Iscariots...................................……………….…..124
  Pariahs.....................................……………….…..135
  Storm Dragons.............................……………….…..141
  Thanatoi..................................………………….…..129
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