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* {{Splat}} -- The way a Wraith died and what kind of personality their Shadow has play a much larger role in the rules than in ''Oblivion''. This would predict a similar trend in GeistTheSinEaters.
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** [[{{TabletopGames/Orpheus}} Projectors]] are mentioned as possible allies or antagonists.

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** [[{{TabletopGames/Orpheus}} [[{{TabletopGame/Orpheus}} Projectors]] are mentioned as possible allies or antagonists.
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** [[TabletopGames/Orpheus Projectors]] are mentioned as possible allies or antagonists.

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** [[TabletopGames/Orpheus [[{{TabletopGames/Orpheus}} Projectors]] are mentioned as possible allies or antagonists.

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** The Ferrymen are a much more mysterious counterpart of the faction of the same name in ''Oblivion''. For one thing, they're not the ghosts of dead people, but actual psychopomps.

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** The Concords are reimaginings of a few of the factions and guilds in ''Oblivion''. The Order, Believers, and Freewraiths can all trace their origins back to the Hierarchy, Heretics, and Renegades, but are also quite different in nature and tone. The Ferrymen are a much more mysterious counterpart of the faction of the same name in ''Oblivion''. For ''Oblivion'': for one thing, they're not the ghosts of dead people, but actual psychopomps.psychopomps. Similarly, the Reapers are a much more malevolent counterpart to the profession of the same name in ''Oblivion''.



** The Concords are reimaginings of a few of the factions and guilds in ''Oblivion''. The Order, Believers, and Freewraiths can all trace their origins back to the Hierarchy, Heretics, and Renegades, but are also quite different in nature and tone.

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* HauntedTechnology -- Wraiths can have mechanical or electronic objects as Anchors, which will exhibit weird behavior even when the Wraith isn't physically present. The Decay Numen allows a Wraith to enter and eventually control such objects at will, including traveling across power lines or even through the internet.



** Grave Goods and Shadowlands are borrowed from ''Exalted: The Abyssals''.
** The Barrier is a reference to the Stormwall in ''Orpheus''.
** The Ferrymen are a much more mysterious counterpart of the faction of the same name in ''Oblivion''.

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** Grave Goods and Shadowlands are concepts borrowed from ''Exalted: The Abyssals''.
** The Barrier is a reference to the Stormwall in ''Orpheus''.
''Orpheus'', serving as a boundary between the Deadlands and... whatever exists on the other side.
** The Ferrymen are a much more mysterious counterpart of the faction of the same name in ''Oblivion''. For one thing, they're not the ghosts of dead people, but actual psychopomps.



** The Concords are reimaginings of a few of the factions and guilds in ''Oblivion''.
** Projectors are mentioned as possible allies or antagonists.

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** The Concords are reimaginings of a few of the factions and guilds in ''Oblivion''.
''Oblivion''. The Order, Believers, and Freewraiths can all trace their origins back to the Hierarchy, Heretics, and Renegades, but are also quite different in nature and tone.
** Projectors [[TabletopGames/Orpheus Projectors]] are mentioned as possible allies or antagonists.antagonists.
** The section on anchors mentions possibilities for [[TheRing haunted video tapes]], [[TheCar haunted cars]], and [[Film/CatsEye haunted cats]], among other things.

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Every Wraith is visually and mentally marked by the way they died. Each ''Death'' carries it own benefits and flaws.

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Every Wraith is visually and mentally marked by the way they died. Each ''Death'' carries it own benefits and flaws.flaws:



* Wraiths of ''Happenstance'' died in an accident. They find easier to move objects and manipulate fortune, but sometimes suffer flashbacks to their deaths.
* Wraiths of ''Insanity'' died when their minds failed. They find easier to induce fear and fight the Shadow, but are permantly deranged in some mild fashion.

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* Wraiths of ''Happenstance'' died in an accident. They find it easier to move objects and manipulate fortune, but sometimes suffer flashbacks to their deaths.
* Wraiths of ''Insanity'' died when their minds failed. They find easier to induce fear and fight the Shadow, but are permantly permanently deranged in some mild fashion.



All Wraiths are cursed with a voice in their head known as the ''Shadow'', a reflection of all the darkest aspects of their personality, or in some cases, the positive aspects taken to cruel extremes. The Shadow exists to indulge itself at the expense of the Wraith in question, but they may prove to be useful allies if one can accept the cost. Shadows are able to manipulate their host by using ''Thorns'', which can produce things like hallucinations or Freudian slips.

While every Shadow is unique, they are generally categorized by a personality "type" that follows certain parameters, which correlates with the [[SevenDeadlySins most selfish aspect]], or more disturbingly, the [[SevenHeavenlyVirtues most positive aspect]] of its Wraith's personality.

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All Wraiths are cursed with a voice in their head known as the ''Shadow'', a reflection of all the darkest aspects of their personality, or in some cases, the positive aspects taken to cruel extremes. The Shadow exists to indulge itself at the expense of the Wraith in question, but they may prove to be useful allies if one can accept the cost. Shadows are able to manipulate their host by using ''Thorns'', which can produce things like hallucinations or Freudian slips.

slips. While every Shadow is unique, they are generally categorized by a personality "type" that follows certain parameters, which correlates with the [[SevenDeadlySins most selfish aspect]], or more disturbingly, the [[SevenHeavenlyVirtues most positive aspect]] of its Wraith's personality.parameters:



In the distant past, when enough Wraiths congregated together, they formed political and philosophical factions known as the Concords, which exist to this day.

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In the distant past, when enough Wraiths congregated together, they formed political and philosophical factions known as the Concords, which exist to this day.day:
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While every Shadow is unique, they are generally categorized by a personality "type" that follows certain parameters, which correlates with the [[SevenDeadlySins Vice]], or more disturbingly, the [[SevenHeavenlyVirtues Virtue]] of its Wraith.

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While every Shadow is unique, they are generally categorized by a personality "type" that follows certain parameters, which correlates with the [[SevenDeadlySins Vice]], most selfish aspect]], or more disturbingly, the [[SevenHeavenlyVirtues Virtue]] most positive aspect]] of its Wraith.Wraith's personality.
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All Wraiths are cursed with a voice in their head known as the ''Shadow'', a reflection of all the darkest aspects of their personality. The Shadow exists to indulge itself at the expense of the Wraith in question, but they may prove to be useful allies if one can accept the cost. Shadows are able to manipulate their host by using ''Thorns'', which can produce things like hallucinations or Freudian slips.

While every Shadow is unique, they are generally categorized by a personality "type" that follows certain parameters, which correlates with the Seven Deadly Sins, or more disturbingly, the Seven Heavenly Virtues.

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All Wraiths are cursed with a voice in their head known as the ''Shadow'', a reflection of all the darkest aspects of their personality.personality, or in some cases, the positive aspects taken to cruel extremes. The Shadow exists to indulge itself at the expense of the Wraith in question, but they may prove to be useful allies if one can accept the cost. Shadows are able to manipulate their host by using ''Thorns'', which can produce things like hallucinations or Freudian slips.

While every Shadow is unique, they are generally categorized by a personality "type" that follows certain parameters, which correlates with the Seven Deadly Sins, [[SevenDeadlySins Vice]], or more disturbingly, the Seven Heavenly Virtues.[[SevenHeavenlyVirtues Virtue]] of its Wraith.
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* Wraiths of ''Sickness/Starvation'' died of disease or deprivation. They find easier to manipulate the living and create phantasmal effects, but are surrounded by a sickly miasma that is off-putting to others.

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* Wraiths of ''Sickness/Starvation'' ''Sickness & Starvation'' died of disease or deprivation. They find easier to manipulate the living and create phantasmal effects, but are surrounded by a sickly miasma that is off-putting to others.
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* ''Believers'', who believe that Paradise exists beyond the Barrier. They see the Ferrymen as angels, and devoutly follow their few words. The Believers are the proprietors of the Anchorage Numen, which lets them provide valuable Anchor-related services to other Wraiths, including the creation of new Anchors. However, their ties to their own Anchors are ironically weaker than that of other Wraiths.

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* ''Believers'', who believe that Paradise exists beyond the Barrier. They see the Ferrymen as angels, and devoutly follow their few words. The Believers are the proprietors of the Anchorage Numen, which lets them provide valuable Anchor-related services to other Wraiths, including the creation of new Anchors. However, their following the concord's faith requires them to slowly relinquish the ties to their own Anchors are ironically weaker than that of other Wraiths.Anchors.
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* GermansLoveDavidHasselhof -- Apparently, ''Arising'' proved popular enough in Italy that [[http://www.gdrzine.com/viewtopic.php?t=7661 a group of fans recruited enough people to translate it.]] ''[[CrowningMomentOfAwesome All 300 pages of it.]]''

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* GermansLoveDavidHasselhof GermansLoveDavidHasselhoff -- Apparently, ''Arising'' proved popular enough in Italy that [[http://www.gdrzine.com/viewtopic.php?t=7661 a group of fans recruited enough people to translate it.]] ''[[CrowningMomentOfAwesome All 300 pages of it.]]''
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* FanArt -- Italian artist Darcad drew [[http://darcad.deviantart.com/gallery/?q=believers#/d19wvbi this sketch of his believer character.]]


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* GermansLoveDavidHasselhof -- Apparently, ''Arising'' proved popular enough in Italy that [[http://www.gdrzine.com/viewtopic.php?t=7661 a group of fans recruited enough people to translate it.]] ''[[CrowningMomentOfAwesome All 300 pages of it.]]''
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* DarknessInducedAudienceApathy -- The reason why ''Arising'' dropped many of the structures and conventions of ''Oblivion'' was to avoid this very problem. YMMV as to how well that works.
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** Taking cues directly from ''Orpheus'', even the most recently deceased Wraith is able to materialize and pass for human, negating much of ''Oblivion'''s angst about being separated from the living. Simple manifestations are not nearly as useful as using Numina, as the Wraith is cold, pale, and unable to do much physical labor.

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** Taking cues directly from ''Orpheus'', even the most recently deceased Wraith is able to materialize and pass for human, partially negating much of ''Oblivion'''s angst about being separated from the living. Simple However, simple manifestations are not nearly as useful as using Numina, as the Wraith is cold, pale, and unable to do much physical labor.labor, and usually lasts only for a few moments.
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* GenreLaunch -- Tremlett once jokingly stated the game's genre was "Gothic Horror Survivalist Heartbreak Psychic Trauma Brainfart Disco."
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* JacobMarleyApparel -- Objects that are buried with people who become ghosts will develop ghostly doubles known as ''Relics'', and as long as the object continues to remain mostly intact in the Liveworld, the Relic will continue to exist for use by ghosts.

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* JacobMarleyApparel -- Objects that are buried with people who the deceased (regardless of whether they become ghosts or not) will develop ghostly doubles known as ''Relics'', and as long as the object continues to remain mostly intact in the Liveworld, the Relic will continue to exist for use by ghosts.
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* AncientTomb -- The Catacombs are essentially a gigantic network of tombs, accessible only to Wraiths. This overlaps slightly with DungeonCrawling, as one of the reasons for entering the Catacombs is to acquire Relics (ghostly doubles of Liveworld objects). The Catacombs are also home to religious shrines.


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* BiggerOnTheInside -- Within the labyrinthine depths of the Catacombs, distances often behaves strangely. For example, if a Wraith has visited a particular landmark before, they will find it quicker to travel there on subsequent visits. Hypothetically, the Catacombs may be nearly infinite in size.
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* {{Delinquents}} -- The Order considers the Freewraiths to be like this, and many of them are. However, most of the Freewraiths are simply not interested in following the rules of Order, and are otherwise generally decent people.

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* {{Delinquents}} -- The Order considers the Freewraiths to be like this, and many some of them are. However, most of the Freewraiths are simply not interested in following the rules of Order, and are otherwise generally decent people.
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* {{Delinquents}} -- The Order considers the Freewraiths to be like this, and many of them are. However, most of the Freewraiths are simply not interested in following the rules of Order, and are otherwise generally decent people.
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* TheNecrocracy -- This is the stated purpose of the Order. Cities claimed by a Wraith government (which is all of them) are known as ''Necropoli''.

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* TheNecrocracy -- This is the stated purpose of the Order. Cities claimed Order, and to a lesser degree the other Concords. Any city inhabited by a Wraith government (which Wraiths is all of them) are known as ''Necropoli''.a ''Necropolis'', and is usually split amongst multiple necrocracies in the form of the Concords.
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* GenericEthnicCrimeGang -- The Freewraiths have shades of this, and quite a few of them are actual criminals by the standards of the Order. They even go so far as to permanently tattoo their "colors" onto their members' bodies, and mercilessly charge protection money from any unaffiliated Wraiths who have Haunts in their Domains.

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* GenericEthnicCrimeGang -- The Quite a few of the Freewraiths have shades of this, and quite a few of them are actual criminals by the standards of the Order. They even go so far as to permanently tattoo their "colors" onto their members' bodies, and mercilessly charge protection money from any unaffiliated Wraiths who have Haunts in their Domains.bodies.

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* HauntedHouse -- Unsurprisingly, Wraiths tend to live in these. Any anchor that happens to be a building is known as a ''Haunt''. Haunts are considered valuable property by the Concords, due to the Essence they produce, as well as the security and protection they provide. In fact, the Concords play a complex political game known as the "Game of Houses," where they collect Haunts to increase the power of their Domains at cross-purposes to one another.

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* HauntedHouse -- Unsurprisingly, Wraiths tend to live in these. Any anchor that happens to be a building is known as a ''Haunt''. Haunts are considered valuable property by the Concords, due to the Essence they produce, as well as the security and protection they provide. In fact, the Concords play a complex political game known as the "Game of Houses," where they collect Haunts to increase the power of their Domains at cross-purposes to one another.


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* PlaceOfPower -- Haunts act as these, providing valuable Essence to any ghost who enters, not just the one who owns it. As a result, Haunts are considered valuable property by the Concords due to both this and the security they provide. In fact, the Concords play a complex political game known as the "Game of Houses," where they collect Haunts to increase the power of their Domains at cross-purposes to one another.
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** The Manifestation Affinity is styled after the rules in ''Orpheus''.
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* EnergyEconomy -- Essence is considered a valuable commodity, and Wraiths will trade different flavors of it for favors and other rewards. It is common practice to charge the Wraiths that live in a given Concord's Domain, payments usually taking the form of Essence. Favors are also a valuable commodity, their fulfillment being an actual ''law'' called the Rule of Four, and anyone who doesn't payback their debts will have to answer to the Magistrates in charge.
* GenericEthnicCrimeGang -- The Freewraiths have shades of this, and quite a few of them are actual criminals by the standards of the Order. They even go so far as to permanently tattoo their "colors" onto their members' bodies, and charge protection money from any unaffiliated Wraiths who have Haunts in their Domains.

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* EnergyEconomy -- Essence is considered a valuable commodity, and Wraiths will trade different flavors of it for favors and other rewards. It is common practice to charge the Wraiths that live in a given Concord's Domain, Domain (Wraiths unaffiliated with that Concord are usually given leeway), payments usually taking the form of Essence. Favors are also a valuable commodity, their fulfillment being an actual ''law'' called the Rule of Four, and anyone who doesn't payback their debts will have to answer to the Magistrates in charge.
* GenericEthnicCrimeGang -- The Freewraiths have shades of this, and quite a few of them are actual criminals by the standards of the Order. They even go so far as to permanently tattoo their "colors" onto their members' bodies, and mercilessly charge protection money from any unaffiliated Wraiths who have Haunts in their Domains.
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* EnergyEconomy -- Essence is considered a valuable commodity, and Wraiths will trade different flavors of it for favors and other rewards.

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* EnergyEconomy -- Essence is considered a valuable commodity, and Wraiths will trade different flavors of it for favors and other rewards. It is common practice to charge the Wraiths that live in a given Concord's Domain, payments usually taking the form of Essence. Favors are also a valuable commodity, their fulfillment being an actual ''law'' called the Rule of Four, and anyone who doesn't payback their debts will have to answer to the Magistrates in charge.

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* GenericEthnicCrimeGang -- The Freewraiths have shades of this, and quite a few of them are actual criminals by the standards of the Order. They even go so far as to permanently tattoo their "colors" onto their members' bodies.

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* GenericEthnicCrimeGang -- The Freewraiths have shades of this, and quite a few of them are actual criminals by the standards of the Order. They even go so far as to permanently tattoo their "colors" onto their members' bodies.bodies, and charge protection money from any unaffiliated Wraiths who have Haunts in their Domains.
* HauntedHouse -- Unsurprisingly, Wraiths tend to live in these. Any anchor that happens to be a building is known as a ''Haunt''. Haunts are considered valuable property by the Concords, due to the Essence they produce, as well as the security and protection they provide. In fact, the Concords play a complex political game known as the "Game of Houses," where they collect Haunts to increase the power of their Domains at cross-purposes to one another.
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* WhatCouldHaveBeen -- Tremlett had originally planned to finish much more material, but then suffered a terrible case of writer's block. The netbook is mostly playable, but is missing sections for the Order (an overview, explanations of organization, titles/duties, members, beliefs, and rituals), the Freewraiths (likewise), Ghostly Society (social roles, customs, taboos, the favors economy, mortal/wraith relations, projectors, etc), Antagonists (Reapers, Dark Walkers, stranger things, etc), and other details.

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* WhatCouldHaveBeen -- Tremlett had originally planned to finish much more material, but then suffered a terrible case of writer's block. The netbook is mostly playable, but is missing sections for the Order (an overview, explanations of organization, titles/duties, members, beliefs, and rituals), the Freewraiths (likewise), Ghostly Society (social roles, customs, taboos, the favors economy, mortal/wraith relations, projectors, etc), Antagonists (Reapers, Dark Walkers, stranger things, etc), Ossification, and quite a bit of other details.

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* EldritchAbomination -- This is the standard for the Damned, the Reapers and the Dark Walkers, as well as the strange creatures that sometimes appear in the Wilderness follow this formula.

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* EldritchAbomination -- This is the standard for the Damned, the Reapers and the Dark Walkers, as well as the strange creatures that sometimes appear in the Wilderness follow this formula. It's possible that this is true for the Ferrymen, but they are quite benevolent compared to other examples.



** The Manifestation Affinity is borrowed from ''Orpheus''.

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** The Manifestation Affinity is borrowed from styled after the rules in ''Orpheus''.



** The Ferrymen are a much more mysterious counterpart of the faction of the same name in ''Oblivion''. Namely, they are not ghosts, but something stranger.

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** The Ferrymen are a much more mysterious counterpart of the faction of the same name in ''Oblivion''. Namely, they are not ghosts, but something stranger.



** The Concords are also references to a few of the factions and guilds in ''Oblivion''.

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** The Concords are also references to reimaginings of a few of the factions and guilds in ''Oblivion''.''Oblivion''.
** Projectors are mentioned as possible allies or antagonists.


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* WhatCouldHaveBeen -- Tremlett had originally planned to finish much more material, but then suffered a terrible case of writer's block. The netbook is mostly playable, but is missing sections for the Order (an overview, explanations of organization, titles/duties, members, beliefs, and rituals), the Freewraiths (likewise), Ghostly Society (social roles, customs, taboos, the favors economy, mortal/wraith relations, projectors, etc), Antagonists (Reapers, Dark Walkers, stranger things, etc), and other details.
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* EnergyEconomy -- Essence is considered a valuable commodity, and Wraiths will trade different flavors of it for favors and other rewards.
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* TheNecrocracy -- The Order. This is their stated purpose.

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* TheNecrocracy -- The Order. This is their the stated purpose.purpose of the Order. Cities claimed by a Wraith government (which is all of them) are known as ''Necropoli''.

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