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Wraith: The Arising is a remake of Wraith: The Oblivion set in the New World of Darkness, with some elements of Orpheus and Exalted: The Abyssals, written by J. Edward Tremlett and Chris Jackson and with some illustrations by artists Taz Jurz and Lost Soul. The story behind the game's genesis is explained in its Statement of Intent. Every Wraith is visually and mentally marked by the way they died. Each Death carries it own benefits and flaws. A character sheet has been made by both MrGone and Renfield286. Unfortunately, the game was never finished, although it is in a playable state.

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  • Wraith: The Arising
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  • Wraith: The Arising is a remake of Wraith: The Oblivion set in the New World of Darkness, with some elements of Orpheus and Exalted: The Abyssals, written by J. Edward Tremlett and Chris Jackson and with some illustrations by artists Taz Jurz and Lost Soul. The story behind the game's genesis is explained in its Statement of Intent. Every Wraith is visually and mentally marked by the way they died. Each Death carries it own benefits and flaws. A character sheet has been made by both MrGone and Renfield286. Unfortunately, the game was never finished, although it is in a playable state.
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  • Wraith: The Arising is a remake of Wraith: The Oblivion set in the New World of Darkness, with some elements of Orpheus and Exalted: The Abyssals, written by J. Edward Tremlett and Chris Jackson and with some illustrations by artists Taz Jurz and Lost Soul. The story behind the game's genesis is explained in its Statement of Intent. Every Wraith is visually and mentally marked by the way they died. Each Death carries it own benefits and flaws. * Wraiths of Violence died by the hand of another person. They find it easier to induce fear and move objects, but may fall prey to their Shadow more easily. * Wraiths of Sickness/Starvation died of disease or deprivation. They find easier to manipulate the living and create phantasmal effects, but are surrounded by a sickly miasma that is off-putting to others. * Wraiths of Old Age died when their aged bodies could no longer sustain themselves. They find it easier to manipulate the living and inanimate objects, but are more prone to Ossification. * Wraiths of Happenstance died in an accident. They find easier to move objects and manipulate fortune, but sometimes suffer flashbacks to their deaths. * Wraiths of Insanity died when their minds failed. They find easier to induce fear and fight the Shadow, but are permantly deranged in some mild fashion. * Wraiths of Mystery don't know how they died. They may be particularly skilled in any single Numen, but are compelled to find out how they died. * Wraiths of Fate died because Fate decided it must be so. They find easier to create phantasmal effects and manipulate fortune, but risk becoming puppets of Fate. All Wraiths are cursed with a voice in their head known as the Shadow, a reflection of all the darkest aspects of their personality. The Shadow exists to indulge itself at the expense of the Wraith in question, but they may prove to be useful allies if one can accept the cost. Shadows are able to manipulate their host by using Thorns, which can produce things like hallucinations or Freudian slips. While every Shadow is unique, they are generally categorized by a personality "type" that follows certain parameters, which correlates with the Seven Deadly Sins, or more disturbingly, the Seven Heavenly Virtues. * The Martyr, Shadows of Charity * The Zealot, Shadows of Faith * The Complicated, Shadows of Fortitude * The Deluded, Shadows of Hope * The Vigilante, Shadows of Justice * The Coward, Shadows of Prudence * The Restrainer, Shadows of Temperance * The Jealous, Shadows of Envy * The Pig, Shadows of Gluttony * The Hoarder, Shadows of Greed * The Violator, Shadows of Lust * The Primadonna, Shadows of Pride * The Lump, Shadows of Sloth * The Rager, Shadows of Wrath Because of the Shadow, all Wraiths have a risk of becoming one the Lost, Wraiths who have lost touch with reality due to the meddling of their Shadows (but frighteningly, this is not always apparent to others), or one of the Damned, Wraiths who have been permanently subsumed by their Shadows and exist only to cause suffering and destruction. In the distant past, when enough Wraiths congregated together, they formed political and philosophical factions known as the Concords, which exist to this day. * Believers, who believe that Paradise exists beyond the Barrier. They see the Ferrymen as angels, and devoutly follow their few words. The Believers are the proprietors of the Anchorage Numen, which lets them provide valuable Anchor-related services to other Wraiths, including the creation of new Anchors. However, their ties to their own Anchors are ironically weaker than that of other Wraiths. * Freewraiths, who choose to live by their own rules, without regard for religion or organized government, seeing the Ferrymen and the Order as liars and fools. They are the proprietors of the Shaping Numen, which they use to produce goods to sell to the other Concords. Those who join the Freewraiths have the "colors" of their allegiance tattooed to their Corpus. * Haunters, who choose to scare the living for essence. All the other Concords distrust them, in many cases to the point of violence. Even amongst themselves, they do not tolerate mistakes. * Messengers, who act as guardians and angels to the living. They are the proprietors of the Regis Numen, allowing them to read and control the minds of others. As part of their initiation, they are mystically bound to protect human life. * The Order, an organized government who follow and enforce the Injunction, a series of laws laid down by Charon in ancient times. Their traditions date back to the Etruscans, and their structure has shades of theocracy. As part of their initiation, members are mystically bound to uphold the Injunction, and must pay a tithe to the Order. * Pardoners, who wage war against the Shadow and are constantly on the lookout for the Lost and the Damned. They are the proprietors of the Castigate and Shaping Numina, but their initiation requires them to permanently sacrifice some of their strength to their Shadow, making it stronger than the Wraiths of other Concords. Wraiths are not alone in their twilight state. Joining them are the Ferrymen, enigmatic beings that may serve the role of Psychopomps. The Ferrymen rarely speak, save to tell the Wraiths to "have faith." If they are not careful, and wander to the outskirts of the Necropolis, a Wraith may encounter Reapers, strange creatures that hunt ghosts for sport and drag them off to some horrible fate. Even worse are the Dark Walkers, vicious killers similar to Ferrymen at a distance, given away by their inability to speak. All of these beings originate from beyond the Barrier, an imaginary wall that separates the land of the living from the "true" afterlife, which virtually no Wraith has ever seen. Those rare few that claim to have traveled beyond and returned are invariably insane, making it impossible to determine the truth of their claims. Wraiths may learn supernatural powers known as Numina, which allow them to interact with and manipulate the world around them. There are several different kinds of Numina, each with their own purviews. Numina are generally separated into Paths, which each manipulate a different aspect of that Numen. * Anchorage, which manipulates Anchors. * Bios, which manipulates the bodies of the living. * Castigate, which actively defies the Shadow. * Decay, which manipulates inanimate objects. * Embody, which creates illusory and physical manifestations visible to the living. It has no set paths. * Fate, which manipulates destiny and chance. * Fear, which manipulates waking nightmares and hallucinations. * Kinesis, which manipulates force, allowing the Wraith to touch and move objects and people. * Regis, which manipulates the minds of the living and dead. * Shaping, which manipulates Essence, the substance of the dead. A character sheet has been made by both MrGone and Renfield286. Unfortunately, the game was never finished, although it is in a playable state.
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