The Best Fears Fire - Wraiths

Wraiths [Hardship 3]
Impulse - To maintain hosts and parasitize.
  Wraiths might be an intermediate stage between a stronger spirit and your average cloud of wisps.  They share traits in common with both, though they have even less direct effect on the physical world than wisps have.  Like wisps, wraiths exist in many places at once, but in the case of wraiths, their habitat is entirely in the minds of dreamers.  Wraiths spread themselves out in the dreams of sleeping sentient creatures (usually humans, but not always; anything that is alive and capable of communicating complex and abstract thoughts is fair game), and is very difficult to confront.  Wraiths are limited in the number and geographical spread of its hosts; most wraith seem to prefer as few hosts as safety permits, but they expand their territory a great deal when someone investigates them.  Wraiths need at least one sleeping host at all times in order to maintain their existence.

Harm - Peril, Moderator Hard Move.  A wraith enters a sleeping mind pretty much at will.  Wards against evil spirits will keep them off, but, otherwise, there aren't any local traditions for defensive dreaming, and individuals who do develop the skill have to do so by trial and error.  Unless a wraith is attempting to attach to one of these people, it's a Soft Move to attach to a PC and no move at all to attach to anyone else.

9-10, never sleep again.
When you have a wraith and you lay down to sleep, face Hardship.

On a Hit, you have some weird dreams, but your sleep is normal (if slightly less refreshing than it would have otherwise been).
On a Hard Hit, you know there is an invading entity in your dreams and you can confront the thing in dreams the next time you sleep.
On a Miss, you go walking in your sleep and do... well, you don't really remember.  Moderator Hard Move.

Wraiths will move their hosts around and can keep them asleep indefinitely (in practice, more than 48 hours risks the life of the host).  While the host is asleep, the wraith has complete control of the host's actions, but the host is clearly sleeping to any onlookers.  Wraiths are reasonably sneaky with their hosts, and simply moving them around is the least evil thing wraiths like to do with their hosts.  While sleepwalking, only serious physical or psychic injury is apt to wake the host.  Wraiths can force wakeful hosts to fall asleep, but that is a standard Hold Steady against Hardship.

In a tangle of thunder, falling, helplessly below.
Wraiths are pretty rare in Crickton, and records of their attacks are hard to find.  It is possible to force a wraith to abandon a host by engaging it in a psychic contest (once abandoned, the host wakes up, if they are sleeping), but causing lasting harm to the wraith is impossible unless you can keep all of its hosts awake for at least 8 hours (during the time they are awake, the wraith is powerless) or by confronting it in dreams.  Wraiths are completely corporeal in dreams, well, corporeal as far as dreams go, and confrontation is about the same as a waking confrontation with a fully corporeal adversary.  During a direct confrontation, a wraith can injure its confronter as well and as easily as the confronter can injure it.  All these injuries are psychic, and potentially lethal for wraith and/or host.  So, yeah, if a wraith kills you in your dreams, it's probably for real.  That said, someone who has been "killed" in a dream but does not die wakes up immune to becomming a host for that wraith.  Unfortunately, this means the former host cannot confront the wraith directly, either.

Dreamers who act under Wraith control often wake up with tiny deposits of a magical mineral around their eyes.  This is usually eldracite, and the hosts usually rub it away without noticing.  These deposits are so small that attempting to farm eldracite from the eyes of wraith hosts would be ridiculously impractical.
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Published on December 17, 2012 09:50
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