Harrowings
I have such amazing things to show you
A lifetime's worth of mistakes and fears
Every little error you've made
These puppets are mine to control
The Book of Truth and Joy - Anon. |
A Harrowing is a hideous psychodrama that plays out inside the
Wraith's senses, where the Shadow tries to assert dominance upon
on the Wraith: showing her that it is right, and she is wrong.
The Wraith must find some way to persevere through this, or else
lose to the Shadow, who becomes that much stronger for its dark
victory.
To begin the Harrowing, the Shadow must spend almost all the
Tainted Essence it has, taking itself down to one. However, note
that in the case of a failed roll to stave off mental imbalances,
following a failed Degeneration roll, a Harrowing occurs without
the Shadow having to spend anything: see Morality
for more information.
When this happens, the Wraith is immediately plunged into
a catatonic state, and "wakes up" in the bizarre, nightmare
reality the Shadow has created for her. The Shadow then brings
to life an odd and twisted morality play, giving the Wraith a
choice to embrace the Shadow's point of view, or else sucumb
to its power.
In game terms, at the climax of the Harrowing, the Storyteller
rolls the Wraith's Presence or Manipulation - whichever is higher,
or more appropriate - plus the Shadow's Angst, to repesent the
Shadow's side of the matter. The Wraith's player then rolls her
character's Manipulation or Composure - whichever is higher,
or more appropriate - plus the Wraith's Eidolon. No Modifiers
are allowed on this roll.
A failure on the part of the Wraith means that she chooses poorly,
or submits. A failure by the Shadow means that the Wraith saw
past the lies, or stood firm. Either way, the Harrowing ends,
and the Wraith is brought back to her senses - however befuddled
they may be - either better or worse for having gone through
the ordeal. Meanwhile, the Shadow is exhausted by the effort,
and cannot say or do anything for a day and a night.
If a Harrowing should result in a Shadow's Angst going up
to 10, then the Wraith immediately becomes one of the Damned.
The connections to her Anchors are cut, and she falls through
the Barrier, screaming with the joy and relief of the Shadow.
The character is no longer a suitable player character, and the
ST should take possession of the sheet.
Cost: All the Tainted Essence in the Shadow's pool, minus
one
Dice Pool: Presence/Manipulation + Angst vs. Manipulation/Composure
+ Eidolon}
Action: Contested
Dramatic Failure: N/A
Success/Failure:
If the Shadow fails, the Wraith succeeds, and leaves the Harrowing
feeling vindicated, regaining a dot of Willpower for her trouble.
If she was Lost, she is no longer so.
If the Wraith fails, the Shadow succeeds and gets another
point of Angst, and if the Wraith was Lost, she remains so. In
addition, if the gaining of another point of Angst should overlap
the Wraith's current Morality, then that dot of Morality is lost,
forever.
Exceptional Success:
An exceptional success for the Shadow not only gets ita point
of Angst, but gives back one point of Tainted Essence per success
past the first. Wraiths, meanwhile, not only come "back"
if they were Lost, but also regain two dots of Willpower due
to the extreme self-affirmation of the experience.
Diceless Options and Inspirations
Note that the roll to resolve the Harrowing
is not entirely necessary: Storytellers are encouraged to take
this matter beyond dice, and allow the day to be carried by good
roleplaying on the part of the Wraith. They can simply judge
the matter to be a success or failure for the Wraith based on
how the player chooses, and why.
More details on Harrowings, what you can do with them, and how
to pull them off, can be found in: Wraith: the Oblivion 2nd
ed, Wraith Player's Guide, Shadow Player's Guide and The
Sea of Shadows.
For the purposes of Wraith:
the Arising, don't pay any attention to the rules for Target
Harrowings or Destruction Harrowings: these distinctions are
obsolete in the WOD 2.0 setting.
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