Inhabit

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Acceptable Arcanoi

Inhabit sigil.png

Name: Inhabit
Guild: Artificers
Status: Allowed
Marking(s): Red welts or burned-in traces of circuit board patterns. Markings from Inhabited objects. Soulforgers are marked by the forges.


Introduction

Inhabit is one of the primary thirteen Arcanoi from Wraith: The Oblivion. Wraiths gifted with Inhabit can manipulate and control inanimate objects.

Inhabit is one of the oldest Arcanoi, and also the one that has changed the most with time. At the beginning of the twentieth century, Inhabit as it exists now was a different art and was known as Kinesis. As technology continues to improve and evolve, the Artificers are there along with it, always ready to take advantage of the new benefits it offers. In addition, Artificers are very good at changing existing objects, imbuing them with new powers, creating relics and artifacts, or even making them come "alive".

Despite the fact that Artificers frequently skirt the line of the Dictum Mortuum, they are among the more accepted and welcomed wraiths in Stygian society. They are valued not for their abilities in the living world, but because many of them become accomplished Soulforgers. As the only thing that exists in the Shadowlands is plasm, those who can melt it down and shape it into useful items are valued above almost anything else. The Hierarchy in particular makes use of several Artificers to melt down wraiths that are troublesome, criminal, or otherwise unwanted or not useful to the society of the Shadowlands.

Inhabit is highly hazardous, however, when it goes wrong. Becoming trapped and unable to manipulate an item, breaking it or shorting it out, or becoming overwhelmed by its power source are all potential problems when things don’t go as planned for an Artificer.





Basic Abilities

○○○○○ Sense Gremlin: An Artificer may determine if any wraiths are currently hiding in or possessing an object.
○○○○○ Shellride: An Artificer may hide themselves in a machine without having to control it.


Standard Powers

{First / Second Edition}

●○○○○ Surge: An Artificer may manipulate the power source of an electronic device.
●●○○○ Ride the Electron Highway: An Artificer can travel through phone lines, modems, or other communication networks.
●●●○○ Gremlinize: An Artificer can possess and control a machine.
●●●●○ Claim: An Artificer may use a machine or object as a temporary body.
●●●●● Empower: An Artificer can imbue an object or relic with Arcanoi.


{20th Anniversary Edition}

Basic abilities were dropped in the 20th anniversary edition.

The standard powers of Fatalism are the same as previous editions, with the following exceptions, which replace the skills of the same level or where noted.

●○○○○ Kismet: An Oracle can read the deathmarks on a wraith or mortal, and can also see that person's importance in Fate's plans.
●●●○○ Reading the Bones: An Oracle can see a person or object's future, save for their own.
●●●●○ Sidestep: Kin to Guesswork and Presage, the Oracle can foretell forthcoming attacks, allowing them to prepare a defense, or place themselves in the way of an attack meant for someone else.
●●●●● Breathing the Mists: An Oracle's foresight allows them to prepare for future events.


Alternate Powers

{Guildbook: Spooks and Oracles}

●○○○○ Distant Visions: An Oracle may clearly see what relevant events are happening elsewhere.
●●○○○ A Quick Read: An Oracle can read using a relic attuned to a living person.
●●○○○ Malocchio: An Oracle may mark another with an "evil eye" that curses them with bad luck, which only other Oracles can see.
●●●○○ Pulling Strings: An Oracle may make small changes in the Web of Fate, learning something of what is to come and preparing accordingly.
●●●●○ Tangles: An Oracle may twist, tangle, or knot another wraith's Thread of Fate, causing bad luck when they attempt to pursue a particular Passion.
●●●●● Ensnare: An Oracle can tangle a wraith's threads to the point they no longer control their own destiny, instead serving another's ends.


{Wraith: The Great War}

Fatalism abilities during the Great War are the same as the basic abilities and standard powers with the following exceptions, which replace the skills of the same level or where noted.

○○○○○ Augur: Other than the name change, this is essentially the same as Kismet.
●○○○○ Sensing the Strands: An Oracle can read an object and determine who used it and how it was used.
●●●●○ Presage: Other than being applied more to combat actions, this is essentially the same as Guesswork.


{20th Anniversary Edition}

The 20th anniversary edition introduces the initiate arts, a set of Fatalism abilities available to members of the Oracles' Guild with sufficient standing.

●○○○○ Friendly Card: An Oracle can select the best option when faced with a random choice.
●●○○○ Retrace: An Oracle can see how a person's fate has been changed in the past.
●●●○○ Malocchio: Aside from the rating, this is essentially the same as the original Malocchio.
●●●●○ Entangle: An Oracle can bind the existences of multiple wraiths together.
●●●●● Ensnare: An Oracle can redefine someone's fate.


Other Books

{WTO: The Book of Legions}

●●●○○ Fate's Hand Apparent: An Oracle can detect the death of a mortal that Fate has chosen.
●●●●● Eldritch Awareness: An Oracle may become aware of Fate as it relates to the Ladies of Fate.

References

WTO: Wraith: The Oblivion Second Edition, p. 142-143
WTO: Wraith: The Great War Rulebook, p. 119
WTO: Wraith: The Oblivion 20th Anniversary Edition, p. 162-166
WTO: Guildbook: Spooks and Oracles, p. 124-127
WTO: The Book of Legions, p. 92




https://whitewolf.fandom.com/wiki/Inhabit