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Taptap

Unexpectedly subtle for a basic Outrage art, Taptap was once a Spooks’ Guild trade secret. Centuries of leaks have spread it beyond the organization’s control, but it’s still uncommon, as the Arcanos’ students tend to seek out flashier manifestations. Wiggling a finger, the Spook audibly taps on an object or silently presses someone else’s skin within line of sight. This can be a distraction, but it’s more useful as a signal — particularly if the wraith and his audience know a tap code (of which the guild has several). More recently, younger Spooks have discovered that this art is an excellent way to affect touchscreen computer interfaces. System: The player spends 1 Pathos and rolls Stamina + Outrage. For three turns per success, the Spoke can tap or knock lightly on a surface, or can silently tap or poke a single other being. In either case, this art works within line of sight. It isn’t strong enough to move anything with more substance than a dust mote. Communicating via Taptap is slow, as the wraith must spell out individual symbols: one word per turn in most cases. The Storyteller is the final authority on the complexity of messages that Taptap can convey. If the player also spends 1 Corpus when activating Taptap, the Spook can manipulate touchscreens and other technologies that respond to physical input through similar principles.

Stonehand Parry

Spooks get in a lot of fights. After a few Harrowings, smart Spooks look for ways to avoid being hit. This age-old Outrage art is the brawler’s best friend, allowing a bare-handed Spook to block clubs, swords, or Moliated tentacles. System: As the wraith is about to be hit by a close-combat attack, the player spends 1 Pathos and rolls Strength + Outrage. Successes on this roll cancel successes on the attack on a one-for-one basis. Extra successes become levels of bashing damage on the attacker or weapon that struck the Spook. Using Stonehand Parry is reflexive and doesn’t cost an action. The wraith may block thrown or archaic ranged weapon attacks at +1 difficulty. Firearm attacks and similar faster-than-sight projectiles are impossible to stop with Stonehand Parry.

Tantrum

A Spook using Tantrum stands at the eye of a telekinetic storm, hurling loose objects about with abandon. This art is exhausting to use, but it’s an excellent means of impairing multiple aggressors or persuading groups of meddlesome kids to vacate. Tantrum simultaneously affects both the Skinlands and the Shadowlands, which makes it something of a double-edged mace. System: The player spends 2 Pathos and 2 Corpus and rolls Stamina + Outrage. The Spook’s Shadow gains 1 temporary Angst. In a radius equal to the Spook’s Willpower in yards, random energies pick up every loose small object (less than one pound) and fling it about in a swirling vortex that lasts for one turn per success rolled. The randomly moving cloud of debris makes combat difficult. Any hand-to-hand or firearm attack targeting a character in the Tantrum suffers +1 difficulty, and any thrown or archaic missile weapon attack suffers +2 difficulty. At the Storyteller’s discretion, other rolls may suffer similar impairment from the distraction and interference. In addition, each character in the Tantrum at the beginning of each turn suffers 2 levels of bashing damage from constant battering. The Spook himself is immune to Tantrum’s negative effects, as he has enough control over the storm to keep it from blocking his own shots. The radius of effect remains centered on him as he moves. At Outrage ••••, the player may spend 2 additional Corpus when invoking Tantrum to double the radius of effect or contract it to one yard. At Outrage •••••, he may alternately or additionally spend 1 additional Pathos to attach Tantrum to another target, centering its effects on an object or character rather than himself.

Wyldfire

Some Spooks’ rage burns hot, while others stoke a cold fury. Wyldfire literalizes the metaphor, enabling the wraith to conjure barrow-flame. This art’s raw destructive potential delights the Shadow, all the more so because the wraith has no control over the fire once he releases it. System: The wraith concentrates for a full turn, focusing on a target within his Willpower x 10 yards. The player spends 2 Pathos and 1 Corpus and rolls Stamina + Outrage. The wraith’s Shadow gains 1 temporary Angst per success. The size and intensity of the barrow-flame produced depend on successes:
1 success Candle (soak difficulty 3, 1 level of aggravated damage/turn)
2 successes Torch (soak difficulty 4, 1 level of aggravated damage/turn)
3 successes Campfire (soak difficulty 5, 2 levels of aggravated damage/turn)
4 successes Bonfire (soak difficulty 7, 2 levels of aggravated damage/turn)
5 successes Inferno (soak difficulty 9, 3 levels of aggravated damage/turn)
As always, the barrow-flame does aggravated damage, and victims may soak it only if they have an appropriate art. If Wyldfire creates barrow-flame in the Skinlands, the resulting conflagration triggers the Fog.

Anger Enough for Two Worlds

Most Outrage arts reach across the Shroud. This one reaches for the Shroud, takes it by the throat, and beats it into submission. Never willingly taught outside the Spooks’ Guild, Anger Enough for Two Worlds rends the barrier between the Skinlands and the Shadowlands to shreds. It exacts a terrible toll on the wraith who uses it, but in extremis dedicated Spooks are willing to pay its price. System: Anger Enough for Two Worlds is usable only in the Shadowlands. The player spends 1 Willpower and 3 Pathos and rolls Strength + Outrage. The wraith loses 1 Corpus per success, his Shadow gains 1 temporary Angst per success, and every other character in the scene suffers 1 level of bashing damage per success. The local Shroud ratings drops by the number of successes rolled. It regains one point every turn until it’s back to its normal value. If this art reduces the Shroud below 4, the Shadowlands and Skinlands become one until the Shroud recovers. During this time, the Shroud is considered to be 3 for purposes of all rolls relying on it. All wraiths in the area can interact with Skinlands objects as if they had mortal bodies, while all relics become fully visible and tangible to Skinlands denizens. Any supernatural power that normally works on only one side of the Shroud can affect anything in the area. Such a condition invokes the Fog, gets Oblivion’s full attention, and is immediately obvious to every supernatural being in the vicinity. The Storyteller determines what these latter effects do but they should have far-reaching repercussions.
pc/outrage_guild.txt · Last modified: 2021/Mar/10 15:15 by set