Guild: Harbingers

Eyes turn jet black

Basic Abilities
  • Maelstrom Navigation: roll Perception+Argos (difficulty 8) to navigate the Tempest or ignore penalties to movement/perception during a Maelstrom
  • Tempest Glimpse: roll Perception+Argos (difficulty 6) to look into the Tempest and communicate with persons there
  • Tempest Threshold: not available during the Third Great Maelstrom, but any Wraith can enter the Tempest through the Shadowseas by expending a Willpower point

● Shadow Mantle
Roll Dexterity+Argos (difficulty 6) and spend 1 Pathos to be hidden for one turn per success.

●● Storm Robes
Roll Strength+Argos (difficulty is Maelstrom rating +4) and spend 2 Pathos; Storm Robes reduce Maelstrom damage by one die per success and make damage non-aggravated; lasts as long as the Wraith keeps travelling

●●● Ducks & Drakes
Roll Dexterity+Argos (difficulty 6 or 8 if destination is out of sight) and spend 1 Pathos to ‘skip’ through the Tempest, reducing travel time by one turn per success; botches strand the character in the Tempest

●●●● Fair Winds & Following Seas
Roll Stamina+Argos (difficulty is 9 minus Fetter’s rating) and spend 3 Pathos to travel instantly to a Fetter. NB This will not allow Wraith’s to travel to Fetters beyond the Dark Caribbean.
Wraiths may fix another location in the Shadowlands as their haven – such as a haunt or Shadowjammer. This requires spending a permanent point of Willpower. Restoring the art back to a link to Fetters can be done by spending a point of Temporary Willpower.

●●●●● Davy Jones’ Locker
Roll Strength+Argos (difficulty is target’s Willpower) and spend 3 Pathos and gain 1 Angst; the target wraith discorporates and is either dropped into the Tempest or held in place for one turn per success

Alternative Arcanoi known to the Guild

●●● Stormrunner
Roll Dexterity+Argos (difficulty is Maelstrom level +4) and spend 1 Pathos and 1 Willpower to ride the wave of a Maelstrom safely to a new (but random) location. With 3 successes the Wraith can be sure to end up in a Haunt or other safe location, with 5 successes the Wraith can choose the exact destination, but on a botch the Wraith is sucked into the Labyrinth to experience a Harrowing.

●●●● Neptune’s Portal
This is the ability to open a Nihil and guide a large naval vessel through the resultant opening. Roll Stamina + Argos against a difficulty determined by the size of the vessel(sloop 4, frigate 6, galleon or argosy 8). A Nihil opened with a single success lasts several days, one opened with 3+ successes lasts several hours, and one opened by 5+ successes closes immediately. Botches leave behind a Nihil that never heals. Neptune’s Portal costs a point of Temporary Willpower and a number of Pathos equal to the difficulty of the roll. Tempest slip also causes a number of levels of Permanent Corpus damage to the Harbinger equal to the number of 1s rolled.

●●●●● Moving Haunt
Roll Stamina + Argos (difficulty 8) and spend 3 Pathos and 1 Willpower to turn a Relic ship or vehicle into a Haunt with a value of one dot per success. The effect lasts for a day but can be extended for extra days if successes are removed from the Haunt’s potency to add to the duration.


Rime of the Restless Mariners Jon_Rowe