Anchors in Action:

As stated previously, Anchors provide both advantages and drawbacks for the Wraiths who have them. All Wraiths are generally aware of the advantages, though some of the drawbacks might not be readily apparent. And this is yet another opportunity for the Shadow to cause problems.

Travel: Wraiths can teleport to their Anchors at any time by taking a full turn to concentrate, and then spending a point of Willpower. They can use this ability to carry other Wraiths, or things, off to her Anchors, but there is a limit to how much can be taken. A general rule of thumb is that a Wraith can teleport an amount equal to her own Size along with her for free, but each increment thereafter requires another point of Willpower.

For example: if Fred is Size 5, he can bring another Wraith of Size 5 along with him with no troubles. If another Wraith of Size 5 or less wants to come along, however, he'll have to spend another Willpower point to do it. And so on.

Teleporting to an Anchor usually counts as an Extended Action, as it takes a full turn to concentrate on the Anchor. That said, it is possible to teleport as an Instant action. However, this costs the Wraith an automatic point of Lethal damage, due to the system shock. Also: if a Wraith is being grappled by an opponent of equal or less Size than the Wraith, that opponent will vanish right along with the Wraith, and appear next to the Anchor along with her.

A Wraith can venture anywhere up to mile from an Anchor for each dot in Willpower she has. Once she passes this barrier, however, she can feel her Anchors pulling her back. This pull makes itself felt as a sense of growing unease, insecurity and dread - much like wondering if you left the gas stove on.

The moment a Wraith passes her limit, she is subject to a -1 Modifier on all rolls involving Numina, and Mental, Physical and Social Skills, due to that sense of being too far away. She can spend a point of Willpower to alleviate the nagging doubt for a Scene, thus removing the modifier, but it will come right back at the end of that Scene.

And it gets worse: after a full day of being away from the nearest Anchor, the -1 Modifier becomes a -2 Modifier, and then a -3 on the next day, a -4 on the day after that, and so on. To add insult to dread, expending Willpower only removes one from the Modifier for a Scene: someone with a -3 Modifier will be at -2 on all rolls for a Scene if she spends Willpower, and then it's back up to -3.


Numina: A Wraith's connection to the world of the living also limits the kind of power she can bring to bear upon it. It's not impossible for a Wraith to use various Arts on the Living, or their world, while away from her Anchors. However, it requires more effort than usual, and not many Wraith are willing to expend that effort so frivolously.

The limit to a Wraith's use of Numina on the Living is equal to ten yards per dot in Anchor rating. If a Wraith wants to use her powers on the Living, or their world, while beyond that barrier, she can. However, this costs a point of Willpower per Art activated, as it requires that the Wraith concentrate to feel the link to the mortal realm. {This cost is above and beyond any other Willpower requirements a specific Art may require}


Manifestation: Being in the presence of an Anchor makes it much easier for Wraiths to Manifest to the living, and less costly as well.

If a Wraith is within the same field for easy use of Numina on the Living {ten yards per dot in Anchor rating} then her player may add one die per dot in Anchor rating after the first to the roll. For example: if Bloody Mary wants to appear and scare the crap out of an onlooker at her *** Haunted Clump of Trees, she gets two extra dice to roll.

As for the costs involved: being within the same zone gives a Wraith a power boost, negating the first dot of Essence they would have to spend to Manifest. This means that a Wraith can do a no-Essence and one-Essence Manifestation for free, and only pay one Essence for a two-Essence Manifestation. This bonus is applied regardless of the Anchor's rating.


Echoes: A Wraith's attachment to an Anchor affects the Anchor in certain ways, even when the Wraith isn't anywhere near it. A dead killer's favorite knife often seems more threatening than a normal one, for example, and a person who has a dead relative or lover looking after them might seem somewhat fey {or, for want of a better word, haunted}. And as for a "haunted house," the place could be plagued with cold drafts, clammy rooms, inexplicable noises or stark, white silence.

Ordinary mortals might just shrug the oddness off as nerves, strain or an overactive imagination. Those who are schooled in the occult, or well-versed in battling it, however, can use these clues to help discover a Wraith's Anchors. It's no substitute for investigation, observation and research, but it might help to confirm one's suspicion that something - or someone - is "just not right."

For every dot in an Anchor's rating, past the second, there is a +1 Modifier to any roll made to locate "something odd/supernatural" in the vicinity. Storytellers should insist that only those with sufficient scores in Occult or Academics {Religion/Parapsychology} can make this roll without heavy negative Modifiers, if they can make the roll at all.

A Wraith can, if in the proximity of a Anchor, spend a point of Essence and a point of Willpower to "turn off" the Echoes for a Scene, thus dropping the positive Modifier from the onlooker's roll. It won't negate any supernatural powers used on the Anchor, but it will make it less apparent to anyone who's looking that the Anchor isn't just an ordinary person, place or thing.