Faces of Death

Faces of Death
Faces of Death
The Ghosts of Supernaturals

It's said that no matter who we are, princes or paupers, wicked men or saints, death unites us all in the end. In the World of Darkness, however, the issue is not so simple. There are ways around death, circumventions of that inevitability, such as the undead state of vampires. There's even the possibility for a new form of existence after shedding one's mortal coil, the fate of the Restless Dead. However, none that have been able to attain coveted immortality have avoided paying some terrible price for it... or avoided first passing through the gates of mortality. Among the varied denizens of the World of Darkness, death is inevitable (save for those spirits and beings beyond the pale of corporeal existence).
Even then, a few have the strength of will to thwart death a second time, cursed to not join their ancestors after death, or otherwise fail to pass on to whatever fate they should have. These souls rise as wraiths, just as mortals do... though their lot is often even bleaker than that of other Restless, cursed with strange weaknesses and terrible Shadows. Death takes many forms, and manifests in supernatural entities in different ways.
Supernatural beings that come back as ghosts are exceedingly rare. Perhaps one out of every few thousand wraiths was ever anything but a normal human being. There are no cadres of Camarilla operatives in the Shadowlands thwarting the Giovanni, or packs of wraithly Silent Striders. Any vampire, mage or what-have-you that finds himself in the Underworld is likely to consider himself a unique case, a freak of circumstance, and this isn't far from the truth. And it's not out of the question two former Euthanatoi may happen upon one other, talk shop, and even work together for a time. But unless there are viable, immediate reasons for them to continue associating, they'll soon go their former ways. In other words, common origins and/or philosophies won't unite individuals when their current circumstances are very different from those that united them in life.

So What Do I Do With This?
More important than game mechanics is making a meaningful supplement for your games. After all, the best-written mechanics and background info are useless if you can't do anything with them. What follows isn't meant to introduce superfluous crossover silliness into Wraith games, but to explore the variety of wraiths possible in a complex world of Darkness. When it comes to death, one size need not fit all.
Wraith is a great game as it stands, full of a wide variety of protagonists and antagonists, but sometimes throwing in something new doesn't hurt. This is especially true if your players have read every Wraith book from cover to cover, and nod their heads sagely whenever you try to introduce something new. (This might signal a need for a new gaming group, but that's another issue best covered elsewhere.) An unremarkable wraith shifting to Crinos form in a fight will certainly provoke a double-take, as will the determined ghost of a mad scientist recruiting the characters to help him build his Ectoplasm to Biomatter Reconstituter ("So I can return to the land of the living and continue my research!"). Novelty can easily be overdone, though. Introducing a new idea only once can also ruin the effect, if it's done badly; a Garou wraith that serves no purpose than a monster to smack down is a good example of such a mistake. Before you bring in Lizzie Bathory the Tzimisce Spectre or whatever else into your games, make sure there's a need for it, and that you have a plan for an appropriately dramatic introduction.
The same holds true for other World of Darkness games. The old ghost of an Uktena bound to guard a sleeping Bane until the Wyrm-spirit is slain, or a betrayed Kindred hell-bent on driving her murderers mad with "daymares" and noontime visitations, can provide a fascinating plot hook for Werewolf or Vampire games, respectively. Ghosts are mysterious and largely unknowable to Skinlands residents, even for those that contact them regularly, as the Quick and the dead occupy different worlds, figuratively and literally. Also, the relative obscurity of the Wraith line, while undeserved, is actually a benefit here when springing surprises on your players. Mind the guidelines in the previous paragraph, though: In a nutshell, make the character meaningful, and don't overdo it.
Another way these rules may find use is in "recycling" deceased characters. The death of a character can be a big letdown for a player, especially if he's been playing that character for a while. These rules may give you (the Storyteller) the opportunity to let the player continue with that character. Admittedly, he must be prepared to play a different type of character altogether, with strange abilities and in a radically different setting. The player should be made aware beforehand the character won't keep a lot of the powers and other advantages he accrued during the game; he'll be playing a wraith with an unusual background, not a Lasombra, Bastet or Hollower on another stage. This is a very important distinction. Also, in troupe-style play, keep in mind the other player characters may not be able to meaningfully interact with the ghost character, or even realize he's there. And letting a wraith run around inside a Mage or Werewolf game presents issues of theme compatibility, game balance, feasibility and other problems associated with crossover. For this reason, character recycling probably works best when starting a new Wraith chronicle with an old favorite character, or when playing a one-on-one chronicle that can support such radical transitions. But moderation is the key, here. Too many dead character resurrections will seem contrived and silly, because it is. You should only pull that particular trick out of your hat once with any one group of players... and only then if you know what you're doing.

One More Thing...
Those with an eye for systems might notice the following things. One, "specialty wraiths" are often weaker than normal Restless, saddled with special weaknesses and goofy mechanics. This is intentional. It's the epitome of cheese to just stack benefits on top of more benefits, creating super-powered monsters in the process. I don't want to overshadow standard wraiths, here, which are special enough. The wraithly condition is custom-made for normal mortals, and it doesn't translate well when applied to other beings. Which is one reason there are so few of them, and why those few that do exist don't dominate other Restless. Also, the rules here are my own creation, and may contradict official rules sets. While I don't flout canon just for the heck of it, I do have my own ideas that sometimes don't match up neatly with what's in the books. (The fact that I ended the Sixth Great Maelstrom early to continue my Wraith games is proof of that!) If you don't like what's presented here, feel free to salvage what you can of my ideas and do your own thing.

Game Rules
Characters that start out as something else, are played for a time, and then become wraiths (rather than starting out as wraith characters) defy normal Wraith rules for new character creation. Instead, use the following "base" rules for all departed supernaturals; special rules for specific character types will be noted under their custom writeups, in nifty little shaded box-type side tables like this one. The following rules work very well for "normal" mortal characters too, if the Storyteller wants to run an extended prelude for a Wraith game before having the character hit by a truck, eaten by a vampire, or whatever.

Attribute and Ability ratings are retained. Willpower is retained, too, unless the character immediately becomes (or is generated as) a Spectre. All Backgrounds are lost; exceptions, of course, are noted in individual writeups.
The character gains five dots of Arcanoi, seven Background dots, and ten dots each of Fetters and Passions. Beginning Angst is generated normally, though as you'll soon see there are special case rules for vampires and Shifters. No freebie points are gained under normal circumstances (as the player spent them the first time he made the character), though Storytellers who want to relieve the sting of being killed may offer a few freebie to players.

Storyteller Tips: If the death and reaping of the character is roleplayed, Storytellers shouldn't just hand out all these dots as soon as the caul is pulled from his face. It gives one the impression that all these Arcanoi, Shadowlands contacts and the like magically appear the instant they die. This isn't what happens; learning takes time, and by-the-books character creation-level wraiths are assumed to have been kicking around in the Shadowlands for some time before play begins. Passions are mostly defined at the point of death (why the character is still around), as well as Fetters (how he's still around), but the character might develop other passions later, and it might take time to track down all her fetters.
One option is to start the character with zero dots in Arcanoi, and only with those Backgrounds that would be immediately realized: Eidolon, a personal Relic, Memoriam and the like. Other Backgrounds dealing with Restless society (including Allies, Contacts, Mentor and Status), as well as Arcanoi dots, are gained during play; lenient Storytellers may choose to reduce or waive the exp costs of these traits until the character reach a number of dots comparable to beginning-level Restless. However, narrators are well within their rights to start characters at ground zero and make them earn most of their dots with exp; after all, the character is likely to be experienced (and possess higher Attributes and Abilities than starting characters), arguably enough of a benefit -- not to mention any special advantages they may retain from their previous existences.
Merits and Flaws are another matter. One option is to tally the total value of the character's Merits and Flaws from life (or unlife), and have the player pick enough Merits, Flaws or other traits to make up the difference. (For example, a character that had one 4-pt. Merit and two 1-pt. Flaws has a total of two freebie points to spend on Merits or traits appropriate to wraiths.) It's probably best to adjudicate these matters on a case-by-case basis, rather than rely on hard rules number-crunching. As a rule of thumb, most Supernatural Merits and Flaws will be lost, as they're based on the peculiarities of the character's previous existence, but others -- especially ones relating to the mind or special aptitudes -- may be retained. Merits and Flaws that are part of the Restless vampire or Shifter "package" are simply given to the character, and aren't figured into any freebie value calculations. Merits and Flaws appropriate to Restless Dead are found in the Wraith Players Guide.


Use the standard rules for wraiths for Restless that were once vampires, except as follows:

Determine starting permanent Angst normally. Then, subtract the character's Humanity or Path of Enlightenment rating from 12. The result is the minimum starting permanent Angst she has; if this result exceeds the previous Angst total, use it instead.
The only Shadow Archetype available for former Kindred is Monster, a reflection of the Beast she had in unlife.
A vampire-wraith loses all the benefits of being Kindred; the mystical might of a vampire rests in her vitae, and without it, the character is just another wraith. Generation, Disciplines, the ability to boost Attributes with blood, and other vampiric powers are gone forever. (A Kindred that manages to become Risen has access to Disciplines, but has to start over from scratch; the principles by which Risen attain Disciplines is different from the way Kindred do.) However, traditional weaknesses associated with vampirism are gone as well, including vulnerabilities to sunlight and staking.
Ghost-Kindred may not take the Merits: Full of Life or Weak Shadow.

Tips: Most former vampires pick up Usury quickly and become adept at it, as it helps them fulfill their Pathos "hunger", and it complements the prestation-based political grounding of Kindred nicely. Castigate is also useful in reigning in their invariably high Angst ratings. Puppetry is a natural for any vampire used to mind-control. Fetters and the subjects of Passions often involve former vampire associates; while this results in wraiths designed to stick around for the long haul, it's doubly difficult (maybe even impossible) for them to resolve their Fetters and Passions and attain Transcendence.

Vampires
With few exceptions, Kindred are creatures of massive egos, ruthless drive and undying passion. These qualities make them fine candidates for returning from Final Death, right? Yes... except for the unfortunate tendency of extinguished vampires to immediately plummet into Oblivion's clutches. The chances of this seems to be connected to the strength of the vampire's Beast. Many Kindred that become wraiths become murderous Mortwights, ravening Spectres that call to mind the behavior and drives of vampires in Wassail. The "lucky" few that manage to become true Restless are still stained by their Beasts, and find struggling with their Shadows to be tough going. And the Shadows of Kindred are, without exception, monstrous things, barely possessed of sentience, that drive the vampire-wraith to mindless rampages and acts of unimaginable violence during Catharsis. A Kindred might be mortified at having to struggle with her "Beast" even after Final Death, but will find it a familiar evil... until she realizes its new-found evil cunning, as well as its tendency to gibber madly in her mind.
While a Kindred that becomes a ghost has a lot going against her from the get-go, she may claim a few advantages. First, a vampire that was undead for a long time has the experience and wisdom of decades, even centuries, to draw upon. And while the Kindred's Disciplines and other hallmarks of the Curse of Caine are gone forever (even for those oddball vampire-wraiths that become Risen), she retains any mundane aptitudes she gained while undead. Such ancient creatures are far more powerful than other Enfants, and are likely to thrive in the Underworld. A tale is told of such a Restless attaining a high position in the Hierarchy within only a few years, using the political skills she learned in the centuries as a Kindred to climb her way up the chain of command and seize control of a citadel. On the vampire front, the wraith no longer needs to fear sunlight or fire. (However, a once-vampire is quite likely to retain a nocturnal activity cycle for some time after Final Death from force of habit or ignorance -- especially if she met her fate through the sun! Finally, no few Kindred reborn as wraiths find themselves able to gather all sorts of information secretly, able to pass unnoticed in the halls of power. Those with the knack for finding out information, and the Arcanoi to manifest to their former peers, can leverage some major favors if they play their cards just right.
It's perhaps fitting that those Kindred that are most likely to become wraiths (or Spectres) are Giovanni. Even for those that manage to avoid permanent Catharsis and retain their higher selves (such as they are), this is by no means a reprieve. When a Necromancer awakens on the other side of the Shroud, she finds herself quickly beset by enemies she made while undead... and her former necromantic might is lost. Assuming she survives these enemies' attentions, she will find herself in the exact same position as the wraiths that once served her, bound and compelled by selfish and callous necromancers. And most Giovanni aren't prone to showing favoritism to former relations; a tool is a tool, after all, even if you know its name and once called it a friend -- and especially if you know where all its fetters are and are familiar with the passions that drive it.
Worth mentioning are the Laibon, the vampires of the African continent, and their relation to life after Final Death. The Laibon are much less likely to become abambo or Sinkinda than Kindred are to become wraiths or Spectres, with those with strong Orun almost never remaining behind. This isn't due to any moral or supernatural superiority on the part of Laibon. Instead, it reflects the importance of family in the overarching cosmology of Africa. The Laibon are an extended family, as much united by this unseen bond as by blood, in the wider community of mortals, animals, spirits, gods, skin-changers and other beings. It seems that the gods, the laws of the land, or whatever grand principles that govern the Dark Continent have decreed that Laibon are to fulfill a different role than abombo, and thus one shall not become the other. This arrangement seems fine with everyone involved. For those odd Laibon that do stick around after Final Death, they find themselves in much the same boat as their Kindred relations, alone and likely to be dominated by their Shadows outright.
Cathayans can't become wraiths; upon Final Death, their souls are pulled straight back into Yomi. A Kuei-jin thwarts Hell once to take her Second Breath, and that's all the chances she'll get.



For Restless Shifters, use the standard rules for wraiths, except as follows:

All Backgrounds are lost, with the exception of Ancestors.
Determine starting permanent Angst normally. However, the character's Rage is his minimum starting permanent Angst; if this result exceeds the previous Angst total, use it instead.
Most of the character's Shifting heritage is crippled or forever lost. Gone are Gnosis, Rage, all Gifts and Rank, regeneration, and the ability to shapeshift naturally. (No Gnosis means no Stepping Sideways into the Umbra, the Skinlands or anywhere.) However, there is a benefit to being dead: any vulnerability to silver or gold is lost (as death breaks the mystical connections to the Incarna that govern these metals), as well as to such things as toxic waste.
Shapeshifting is still possible, but only with the expenditure of a point of Pathos (and a Stamina + Primal Urge roll), as the wellspring of vital energy that enabled transformations in life is no longer there. However, a character can always assume breed form with no expenditure. Attribute adjustments, sensory benefits and the like are retained, and claws and teeth still inflict aggravated damage, so an ectoplasmic Crinos is still something to be reckoned with. However, the Shadow is at -1 difficulty on Catharsis rolls when the character is in any form but full human or animal form (not a good thing for metis), and the character's temporary Angst is considered one higher for purposes of determining when such rolls may be made (though an extra die isn't added to the roll).
Restless Shifters automatically have the Flaw: Umbral Connection. Those with the Ancestors Background get an equal value version of the Throwback Flaw. Ghostly Shifters of any breed but homid have the functional equivalent of the 3-pt. Botched Moliation Flaw. These Flaws don't grant extra freebie points; they're part of the "I'm dead now" package. Shifters may not take the Past Life Merit (as Ancestors pretty well covers this) or Weak Shadow.

Tips: In addition to the Flaws all Shifters get, the following Merits and Flaws are particularly appropriate: Bright, Full of Life, Damned, Echoes, and a Time Cycle based on the phase of the moon. Due to their tendency to have high Angst ratings, many wraith-Shifters discover a need for Castigate. (If he were happen upon it, a Shifter may very well find Verdis to his liking.) Passions related to auspice, tribe, and the protection of Gaia and former packmates are appropriate. Fetters can include valued fetishes, packmates and even caerns... but tread carefully, here. Those who were of high rank often have songs sung and tales told of their deeds, and even low-ranked characters that died honorably (and aren't suspected of sticking around as one of the Restless Dead) will be honored -- an excellent source of Legacy and Memoriam; a good rule of thumb is to award a number of free dots equal to the character's rank to be spent on these Backgrounds. Appropriate Shadow Archetypes for wraith-Shifters include Bully, Leech, Martyr, Monster and Paranoid, as these reflect the crushing depression caused by their disconnection from Gaia.

The Changing Breeds
Shifters are full of life energy, reflecting their vital link to the spirit of the earth itself. This isn't to say they fear or loathe death; as a whole, the Shifting Breeds understand that death is an integral part of the natural order, another aspect of life, and a passing from one existence to another. They have little tolerance, and no respect, for any creature that subverts the cycle of life by means of its existence, namely vampires and other undead mockeries of life. However, ghosts don't fit very neatly into this framework. While they cling to pathetic half-lives in an imperfectly understood Dark Umbra, they resist easy classification in Gaian cosmology. Ghosts must be flukes, a sad symptom of cosmic imbalance rather than active contributors to it, and are largely unimportant in the grand scheme of things.
Then, what of those Shifters that remain behind as Restless Dead?
Such an event isn't at all common; in fact, something has to go terribly wrong for this to occur. Normally, the souls of Shifters pass on to Gaia, to be born anew later. But a few Shifters have a special affinity for death, and possess Gifts and rites that allow contact with the realm of the dead and its denizens. If an individual makes frequent contact with the Shadowlands and dies a violent death (especially while in that realm), there's a very small chance that the natural pathways that departed souls travel will be subverted; should this happen, the dead Shifter winds up in the Dark Umbra as a permanent resident. In no case (save the Bunyip, below) has such a reported Shifter-wraith not had some connection with the lands of the dead in life; however, it seems that even infrequent contact is sufficient to create a spiritual link to that unhealthy realm, and avoidance of it is sufficient to ensure a proper death. However, this isn't common knowledge, and Shifters that divine this secret usually do so posthumously.
Due to this requirement for a link to death, the tribes and Breeds most likely to produce wraiths are Silent Striders, Uktena, Bubasti, and the Gurahl. (While the last possibility might not seem likely, the werebears perform a great many death rites which can create an unnatural link to the Shadowlands.) However, there are several unique cases. One noteworthy ghost is Glint-On-Moonsilver, a Silver Fang hero and Theurge of the Ivory Priesthood camp; her spirit was recently, and forcibly, laid to rest by members of her former tribe. Also, rumors persist of a centuries-old departed Korean Kitsune that leads wraiths against the jade-hungry vampires of his homeland.
The greatest concentration of Shifter-wraiths exist in Australia and Tasmania, the remnants of the Bunyip tribe. Due to the extreme violence and unnatural nature of the tribe's death, quite a few of these aboriginal Garou became Restless. Most became Spectres, and have been consumed by Oblivion, though a few remain to wreck havoc where they can. Even those ghostly Bunyip that retain their Psyches are almost always hellbent on vengeance against other Garou, with a marked hatred for Spirals and Red Talons above all others. These tormented spirits are greatly feared, as the rites and Gifts that werewolves use to ward or wound spirits are ineffective against denizens of Karta (the Dark Umbra of Australia). Silent Striders have had some limited success in countering these Restless Bunyip. Unbeknown to the Garou of Australia, the combined efforts of Karta's wraith population and a dreadful Dark Umbral beast called the Wulguru keep the number of Bunyip-ghosts in check. Only about a dozen of these Garou remnants exist in Karta, now, with perhaps a quarter of them not completely consumed by their Shadows. These survivors are strong and resourceful enough to survive anything the Garou, wraiths and Wulguru have yet thrown at them.
Among those Shifters that find themselves in the Shadowlands, almost a full quarter of them immediately fall victim to their Shadows. The greater an individual's Rage in life, the greater the chance he'll end up as a Mortwight afterward. However, unlike vampires, Shifter wraiths don't retain their righteous anger; instead, what's left is a hollow ache where their Rage and connection to Gaia used to be, an apathy that drives them to Harano-like fits of depression and suicidal behavior when they enter Catharsis. Even those Shifters with low Rage or none at all must contend with their Shadows, though their burdens are no worse than other Restless.
Even for those that remain lucid, existence is tough and thankless. Shifters lose a great many of the blessings they once had, and are burdened with new curses and find old ones augmented. No matter his station, Rank or spiritual wisdom in life, a wraith-Shifter starts out at square one. His Gifts are gone, as they're incompatible with his new spiritual nature; the spirits are unable to hear him perform rites, much less answer them (assuming they would, anyway). He can still shapeshift, but it drains him emotionally to do so, and it strengthens his Shadow. His regenerative ability is gone. Another peculiarity of Shifter nature ensures that while they're now forever denied access to the true Umbra, they never lose their connection with it completely. Thus, they're still subject to being bound into fetishes, answering rites, and contacted and controlled through Gifts. In effect, they shoulder the burdens of being a Gaian spirit, but reap none of the benefits.
As with all ghosts, returning to his old life is out of the question for a wraith-Shifter (and unless he's smart enough to keep his origins secret, he isn't welcome in the Underworld, either). There's no place in the society of any Changing Breed for those that refuse to die a proper death, even if they stayed behind for a noble reason or somehow ended up in the Dark Umbra without wanting to be there. Most of a Shifter's former peers will shun him and beseech him to meet a more seemly fate if he's lucky, or actively seek his destruction if he's not. Part of this reaction is fear not of the ghost himself, but what he represents: the possibility, however remote, they will meet the same fate. A Shifter found to be clinging to existence as a ghost will lose Renown posthumously, and his tales and deeds are no longer told; this hurts the wraith considerably, cutting him off from a needed source of Pathos. A Restless Shifter that possessed a connection to ancestral spirits still does, even after death. However, the ancestors are decidedly unhappy with the wretched existence of the individual in question, and they let him know this in no uncertain terms. While they grudgingly grant him aid, they too encourage (or angrily demand) that he end his false life and rejoin the Great Cycle, often unbidden and at unexpected times... mimicking the whisperings of a certain other voice in his head. What the living and honorably departed Shifters fail to understand is that upon destruction, the wraith may well fall into the maw of Oblivion -- a cosmic force of destruction analogous (and possibly synonymous with) the Wyrm -- rather than joining his ancestors after dying again. Thus, most Restless Shifters pursue Transcendence with fervor, unwilling to risk being consumed by Oblivion and being forever barred from the cycle of life.


For mages and sorcerers that become ghosts, use the standard rules for wraiths except as follows:

Spheres and Numina are lost forever, so cross them off the sheet; there's no way for a wraith to keep, or regain, the magics she commanded in life, nor does she gain any special mystical benefits or disadvantages. However, she gains free dots in Eidolon equal to her former Avatar rating.

Tips: The following Merits and Flaws are recommended for wraiths that were formerly Willworkers or sorcerers: Echoes, Fast Learner, Mage Ally, Psychic Ally, and Umbral Connection (for those that were adept with the Spirit Sphere).

Mages and Sorcerers
Being a wraith isn't very pleasant for anybody. Sure, it's not all angst (or Angst); being dead has its perks, but no Restless hasn't regretted her existence and wished she wasn't dead at some point or another. Even Spectres, on some level, want all the suffering to just stop. But perhaps it's not unfair to say that the personal impact of death is worst for mages and sorcerers than most, who lose their magic upon death. Though dead Willworkers retain their knowledge and memories, death shatters one's Avatar (just ask any vampire that was Embraced), and Numina are similarly dependent on the character's life energy to function. Sure, dead Willworkers aren't brimming over with violent Angst like your typical vampire-ghost, or saddled with other dark, mystic legacies; in fact, the ghosts that once commanded magic are, for all intents and purposes, normal. However, going from someone that once molded reality through will alone to a mewling Enfant -- something she once could once shred with a few chants and handful of ashes -- is a very long way to fall.
But maybe wraiths that were Willworkers don't deserve too much sympathy. After all, their bemoaning of their wraithly condition is born of hubris and entitlement, the crying of a fallen prince now forced to beg for his food. Not all magic-users (and their ghosts) are so arrogant, of course, and even those that are typically discover humility when faced with enough adversity. But the stereotype of the disgraced would-be archmage bemoaning her unjust fate is accurate enough to stick, especially considering those individuals with the drive to attain power at any cost are exactly those that are the most likely to stick around as ghosts. It's especially damning when a mage's passion to pursue magic was the very reason she stuck around, only now to find those secrets forever lost to her.
While wraiths that were once mages are rare (greatly due to the rarity of mages), some Traditions are more likely to produce wraiths than others. The most well-represented Tradition among the Restless are the Euthanatos. Some might consider this appropriate, but only those that fail to see past the simple stereotype of "death-mages". Chakravanti themselves consider this an ironic and cruel fate, for they believe fervently in rejoining the Karmic Wheel after shunting this mortal coil. The underlying reason for this phenomenon is Jhor, the Entropic Resonance that taints mages overly focused on death. The more Jhor a mage has, the greater her chances of being drawn to the Shadowlands after death. It's still an uncommon event, thankfully, and Johr is no sure indication of such a fate; Willworkers absolutely brimming with Jhor pass on normally, while others only touched by such dark Resonance find themselves waking from death on the other side of the Shroud; clearly, there is much more yet to be understood. A good many mages-cum-ghosts are Dreamspeakers that made frequent contact with the Shadowlands; they, too, generate their own form of death-Resonance that pulls them into the Underworld. Between them, these Traditions form more than half all ex-mage Restless; members of the other Traditions are more-or-less evenly distributed among the wraithly population. (Despite what many assume, Hollow Ones seem no more likely to become ghosts than any other Willworkers. This makes sense, when one considers their flirting associations with death have little spiritual gravity.) Several Etherites and a couple of Void Engineers have found themselves on the wrong side of the Shroud after an unfortunate malfunction, failed experiment, or similar mishap of (Enlightened) Science. While any fatal event can potentially result in a ghost, more often than not experiments that directly involve ectoplasmic entities and their home dimension are the most likely to produce wraiths.
No matter the paradigm a mage followed in life, and regardless the trappings of her linear magic, all Restless they all find themselves in pretty much the same boat. Whether one's worldview admitted this sort of existence or not, the ghost is now forced to get by without those skills that set her apart from and above other people. Some individuals adapt better to this situation than others -- an African Dreamspeaker that was on good terms with his tribal ancestors may consider it a privilege to join their ranks and protect his village as an ibambo, for instance. Other once-Willworkers fail to appreciate their wraithly senses and specialized abilities, and seek to restore their mortality and power at all costs; others bemoan what they lost and cave in to hopelessness. Such malcontents are soon claimed by Oblivion, either worn down by repeated failures or wasting away from despair. Ex-Awakened mages are somewhat more prone to mania and/or depression than ex-sorcerers. The Willworkers that manage to make it as ghosts (the majority of them) find their discipline and unique understanding serve them well as Restless. Ex-sorcerers especially, used to linear magics, adopt and master Arcanoi quickly. They aren't saddled with special weaknesses or unusual capabilities (unlike those vampires and Shifters that become ghosts), and find it very easy to fit in among other Restless Dead.


Go to the Wraith index.