Additional powers for Inhabit By Paul Strack (
[email protected]) (28 June 1995) Introduction OK, one of the (few) problems I have with Wraith is that most of the lower level Inhabit powers only work with advanced Technology. Seeing as how the Artificers Guild is one of the oldest and most powerful guilds, I think Inhabit is an ancient Arcanos. To fill the void, I've made up a few additional lower level powers for it. Basic Abilities Evaluate Relic Artificers regularly work with relics, including those created during a wraith's death, and those claimed and brought across the shroud by other Artificers. By examining a relic, the wraith can tell if it is a more durable death-relic, or one that was created via Inhabit. The wraith can also tell if the relic is Empowered or Invested, if it has any unusual properties, who the original "creator" of the relic was, etc. System: The Artificer rolls Perception + Inhabit (difficulty 6). Each success reveals one fact about the relic, starting with the most basic information and moving on to the more complex. * Curse of the Maker By use of this art, the wraith can briefly "contact" an object in the Skinlands, lightly possessing it, though not actually entering it. The wraith has no fine control, but can cause problems for anyone using the object, jerking it away from its intended path. System: The player must roll Wits + Inhabit (difficulty of the local Shroud level). The number of successes gained subtracts from the successes of the living person currently using the object.