Rime of the Restless Mariners
Flaws which overlap with a Dark Passion enable the Shadow to roll on the Dark Passion once per Story unless the player spends Willpower points. This reflects the effort required to stop brooding on the character’s fixation, even when not confronted by it directly.
Bigotry (1 point)
You are intolerant of a type of person (Indians, the British, Creoles) or Wraith (Guildwraiths, Imperials, Pilgrims, Loa) or just a type of behaviour (praying, dancing, Phantasm, Puppetry) and must spend a point of Willpower to avoid expressing your contempt in public. If your Bigotry is related to a Dark Passion then each Story your Shadow can roll on the Passion unless you spend a Willpower point to stop indulging in it.
Bombast (1 point)
You are wildly over-confident and full of yourself. You must spend a Willpower point to avoid boasting or putting yourself into danger if it would impress people. If your Bombast is related to a Dark Passion then each Story your Shadow can roll on the Passion unless you spend a Willpower point to stop indulging in it.
Choleric (1 point)
You have a fiery temper and take offence easily. You must spend a Willpower point to resist reacting angrily to provocation or threat. If your Choler is related to a Dark Passion then each Story your Shadow can roll on the Passion unless you spend a Willpower point to stop indulging in it.
Dark Secret (1 point)
You have a secret that would cause you shame or danger if it was widely known. The secret emerges in about a quarter of Stories.
Melancholic (1 point)
You have a compulsion towards a particular antisocial behaviour (flirting, brooding, swearing, praying, etc) and must spend a point of Willpower to resist engaging in it. If your Melancholia is related to a Dark Passion then each Story your Shadow can roll on the Passion unless you spend a Willpower point to stop indulging in it.
Timid (1 point)
You are unnerved by something commonplace, such as the sea, women, heights or gunpowder. You must spend a Willpower point to confront the object of your fear or behave naturally in social situations around the thing that upsets you. If your Timidity is related to a Dark Passion then each Story your Shadow can roll on the Passion unless you spend a Willpower point to stop indulging in it.
Obsession (2 points)
You are consumed with a particular prize – a treasure, a woman, a religious doctrine or a patriotic cause. You must spend a point of Willpower to resist the appeal of your obsession and all Passion rolls not directly related to your obsession are at +1 difficulty. If your Obsession is related to a Dark Passion then each Story your Shadow can roll on the Passion unless you spend a Willpower point to stop indulging in it.
Vengeance (2 points)
Similar to Obsession, but the prize is the death or destruction of a person or group. Willpower mus be spent to resist pursuing a vendetta and Passion rolls not supporting the vengeance are at +1 difficulty. If your Vengeance is related a Dark Passion then each Story your Shadow can roll on the Passion unless you spend a Willpower point to stop indulging in it.
Craven (3 points)
You are utterly paralysed by something commonplace, such as the sea, women, heights or gunpowder. You must spend a Willpower point to avoid becoming hysterical in the presence of your fear and 2 points to approach it or act naturally around it. If your Cravenness is related a Dark Passion then each Story your Shadow can roll on the Passion unless you spend a Willpower point to resist hysteria then force another roll unless you spend a Willpower point to approach it naturally.
Lotus Eater (1-3 points)
You are an addict, perhaps a pipe tobacco ‘drinker’ (1 point), a drunken sot (2 points) or a laudanum addict (3 points). Roll dice equal to the size of this Flaw to make a Contested Roll every time you use Passions without the involvement of your addiction. If your Passion is the addiction, then the Contested Roll represents how hardened you are to ordinary usage. If your addiction is related to a Dark Passion then each Story your Shadow can roll on the Passion unless you spend a Willpower point.
Consuming Goal (1-5 points)
One of your Passions is a goal so all-consuming you cannot gain Pathos from it until it has been completed or else Resolved. This Passion cannot be sacrificed to escape a Harrowing. Effectively, the Passion is useless until it is eventually concluded. The character gets freebie points equal to the Passion’s rating.
Amnesiac (3 points)
You have no recollection of your mortal life or how you died. Moreover, you will not know the location of your Fetters or why they were important to you, making rolls involving your Fetters at +1 difficulty until you have solved the mystery of their importance.
Landlubber (3 points)
You know nothing of life at sea. This means you cannot swim, may not take starting dots in Sailing or put any dots towards your party’s Ghost Ship. Moreover, dice rolls involving activities on ship (eg during ship-to-ship combat, climbing rigging, boarding enemy ships) are at +1 difficulty. Other sailorly wraiths look down on you for this.
Bungler (5 points)
You have 5 less points to spend on Talents and cannot have any Talent higher than 3.
Hapless Dolt (5 points)
You have 5 less points to spend on Skills and cannot have any Skill higher than 3.
Ignoramus (5 points)
You have 5 less points to spend on Knowledges and cannot have any Knowledge higher than 3.
Distinctive Visage (1 point)
Your Corpus is highly distinctive, whether through unusual hair, tattoos or scars, and you are easily recognised by other wraiths. Subterfuge rolls based on concealing your identity are at +2 difficulty.
Mortal Wound (2 points)
Your Corpus still bears the wound that killed you, highly visibly. This is a Distinctive Visage (qv.) which also means you have one less level of Permanent Corpus at all times. The wound reopens even if you are Moliated, restoring this Flaw within a few hours.
Rotting Corpse (2 points)
Your Corpus has decaying flesh and protruding bones, perhaps because you starved to death or were buried alive. This is a Distinctive Visage (qv.) which permanently loses 2 dots in Appearance. An Appearance of 0 or less terrifies mortals. Those seeing you in a dream phantasie will become hysterical and if you incarnate physically mortals are treated as if their Willpower was 2 lower for purposes of the Fog. The rot sets in again even if you are Moliated, restoring this Flaw within a few hours.
Scorched Corpse (3 points)
Your Corpus is blackened and burnt – probably because you died in a fire or an explosion on ship or else were burned as a heretic. This is a Distinctive Visage (qv.) with the same drawbacks as Rotting Corpse (qv.) but also a fragile plasm that loses 2 Permanent Corpus instead of 1 when you are discorporated. The scorching reoccurs even if you are Moliated, restoring this Flaw within a few hours.
Drowned Wretch (4 points)
Your Corpus resembles a drowned corpse – bloated, lip-less and constantly oozing salt water. This is a Rotting Corpse (qv.) with minus 3 dots in Appearance and very fragile plasm, losing 2 Permanent Corpus rather than 1 when discorporated. The decay sets in again even if you are Moliated, restoring this Flaw within a few hours.
Amputee (2-3 points)
You lost a limb or other vital body part while alive (or at the time of your death) and your Corpus has formed without it. A missing hand, eye or foot is a 2 point Flaw, a missing arm or leg is a 3 point flaw. You are at a -2 or -3 dice penalty for rolls which are hampered by your missing limb. The Masquer’s Guild can provide you with a prosthetic, but these need constant replacing and don’t come cheaply. If you want to start play with a Moliated prosthetic, this Flaw is 1 point less severe.
Weak Sight (2-3 points)
This affects either your Death Sight or your Life Sight (or, for 3 points, both), which are at +2 difficulty to use.
Pirate (3 points)
You have a dreadful reputation among just about every Wraith faction as a double-dealer and outlaw and suffer a -2 dice penalty on Social rolls when you are trying to be trusted or respected.
Enemy (1-5 points)
You have a foe who makes your afterlife miserable, featuring in about a third of Stories. 1 or 2 point foes are local bigwigs (a Guild boss or Imperial commander), 3 or 4 point foes have wider powers (a Stygian lord, vampire necromancer or mage) while 5 point foes would take an entire Chronicle to defeat (Deathlord, vampire elders, demons). The difference between this an a foe who is the subject of a Fetter or Passion is that an Enemy seeks you out to cause you harm. If your Enemy is related to a Dark Passion, then every Story your Shadow can roll on the Passion unless you spend a Willpower point.
Old World Fetter (1-5 points)
One of your Fetters is back in Europe and inaccessible to you because of the Third Great Maelstrom. Identify the Fetter, but you cannot reform in it, access it with Argos or Lifeweb or use it to escape Harrowings. Instead you get freebie points equal to its value. If you somehow travel to the Old World, this Fetter would be available but your Caribbean Fetters would be lost.
Unhallowed (1 point)
Your religious beliefs condemn you as an unclean spirit or rejected by God. You cannot spend Willpower on holy ground or in the presence of holy symbols.
Damned (2 points)
A more extreme version of Unhallowed (qv.) which means you are discorporated by even light contact with holy symbols or blessed objects (such as holy water flicked around a room).
Umbral Spirit (2 points)
You have a tie to the Umbral spirit worlds (perhaps you were a mage’s Grog or a werewolf’s Kinfolk). You are affected by spell, Gifts and powers that work on Umbrood spirits – including being bound into Fetishes. This is more common with Wraiths from Carib backgrounds than Europeans or Creoles.
Doubly Damned (3 points)
The most extreme version of Damned (qv.) which means you take wounds from hearing ordinary prayers, hymns or readings from sacred texts. The damage dice pool is equal to your Permanent Angst, but it can be soaked.
Salt Bound (3 points)
You are repelled by salt water, which discorporates you on contact even if you know how to swim. Your powers cannot extend across salt water channels unless they are bridged – this includes Arcanoi like Argos and Lifeweb. You can function normally on a boat, but your powers cannot extend outside the boat.
Voodoo Slave (3 points)
You are bound to a Voodoo Houngan (priest), Mambo (priestess) or Bokor (sorcerer) who can summon you at will and compel your service. The Voodooist features in about a third of Stories and most of his or her tasks are inconvenient rather than dangerous. You cannot harm the Voodooist but if you take him or her as an Ally then the Voodooist might repay you for your services.
Requiem (1-3 points)
Any Haunt or Fetter you are present in (or any object you Inhabit, dream you visit, body you Incarnate or person you skinride) is distinguished in the Skinlands by lights, scents or sounds from your memories of life. 1 point might be a distinctive scent (tobacco, gunpowder, the sea), 2 points a noticeable sound (a musical melody, screams or sobs) and with 3 points something visual or tactile (candles light up, a ‘cold spike’, will-o-wisp or St Elmo’s fire). This makes it clear when you are present to enemies or ghost-hunters who know you.
Tidal Spirit (1-3 points)
The Shroud is harder for you to penetrate except at high tide or low tide (you choose); at other times you suffer a dice penalty equal to this Flaw.
Cursed (1-5 points)
You have been cursed by someone with magical powers (a Carib sorceress, Voodoo bokor or Gypsy fortune teller) or someone with an emotional connection to you so strong that the curse manifests in the Underworld (your dying father or wife, a hated enemy or slave you mistreated). 1-2 point curses tend to be awkward or inconvenient (forcing you to blurt out the truth, stammering uncontrollably), 3-4 point curses are dangerous or debilitating (weapons break, enemies always find you) while 5 point curses are the stuff of legend (such as the Flying Dutchman).
Unburied (1-5 points)
Your own corpse is one of your Fetters but you cannot benefit from it (reforming, healing, escaping Harrowings) until it has been recovered and given an appropriate burial. A 1-2 point Flaw might involve recovering the body and arranging a simple religious ceremony, 3-4 point Flaws demand full requiem Mass and the presence of grieving family, with 5 points the body is at the bottom of the ocean or needs to be buried in a family vault back in Paris). The Fetter has the same value as the Flaw.
Superstitious Dread (2-4 points)
Local beliefs about warding off the dead affect you. This is similar to Unhallowed (for 2 points), Damned (3 points) and Doubly Damned (4 points) except rather than your old religion affecting you, the local religions and folklore affect you whether you believe in them or not.