The Experience Trait cost reduction to Guild Arcanoi for Guild members is not applicable in the Sanctioned chronicle. The bonus encourages too many players to play Guild members, something uncommon in the wraith side of the World of Darkness.
A character cannot possess Flux, Mnemosynis, or Intimation at character creation without holding Status in the proper Guild (Alchemists for Flux, Mnemoi for Mnemosynis, or Solicitors for Intimation). These Guilds are fairly protective of their secrets and rarely teach their Arcanoi to non-members, so taking these Arcanoi requires Mid Approval. Flux, Mnemosynis, and Intimation cannot be learned without the instruction of a teacher that already has them (including the Innate Abilities). Learning these Arcanoi in the course of the game also requires Mid Approval.
Basic Arcanoi do not make sufficient impact on their users to be detected through ‘markings’. Intermediate Arcanos markings can be observed with a successful Simple Test. Advanced Arcanoi leave inimitable marks, and are always able to be seen.
Note that the Storyteller may change the difficulty of Static Challenges of any Arcanos from what the Shroud rating is to a level of difficulty that they feel is appropriate to the situation at hand.
As a standard, Arcanoi use the following Abilities when retesting: Argos [Survival], Castigate [Intimidation], Contaminate [Empathy], Embody [Athletics], Fascinate [Empathy], Fatalism [Enigmas], Flux [Science], Inhabit [Repair], Intimation [Subterfuge], Keening [Performance], Larceny [Occult], Lifeweb [Investigation], Mnemosynis [Empathy], Moliate [Medicine], Outrage [Brawl], Pandemonium [Occult], Phantasm [Enigmas], Puppetry [Leadership], Shroud-Rending [Investigation], and Usury [Finance].
This Arcanos allows wraiths to remain hidden to all creatures looking into the Shadowlands, including Sluagh. Enshroud users who win the Static Mental Challenge to stay concealed in combat still become partly visible, but cannot be recognized. They are up one Trait in combat challenges, but gain no other combat benefits from the power.
The optional rule for this power is used in the Sanctioned chronicle.
The secondary use of this power lasts for one turn per success.
Embody, Phantom Whispers
Supernatural creatures can not normally hear wraiths, despite the text for this Arcanos.
Fatalism is difficult to work into a live-action setting and is recommended for non-player characters only. High Approval is required for player characters to learn this Arcanos.
This power is used to give the wraith a number of free retests in challenges for the evening (Ignore the described system of “changing ties into wins”).
Possessing this Arcanos marks a wraith as a member of the Alchemist's Guild (regardless of whether or not she has Status in that guild). Though possession of this Arcanos is hard to notice, characters can be destroyed if they are found to possess it.
Possessing this Arcanos marks a wraith as a member of the Solicitor's Guild (regardless of whether or not she has Status in that guild). Characters can be destroyed merely for possessing Intimation.
While the uses of Deep Desiring (if used to remove desires) and The Craving are unsubtle, most non-Solicitors will attribute the behavior to something else (psychological problems, Dominate, Keening, etc). Over time however, and with the Storyteller decision, they may figure out the cause.
Some of the higher uses of this Arcanos (especially Cupitatis) can completely change a character's motivations and desires. In any case, a complete changing of a character's personality should require many uses of this Arcanos over time and requires the adjudication of the Storyteller. A Storyteller can rule that drastic changes to a character's behavior can fade with therapy and time (at least a few months).
This power does bashing damage, and may be used to affect more than one target at a time. The Chanteur using this power bids one Trait regardless of the number of targets involved.
The subject may initiate a Social Challenge to resist the effects of this Arcanos, regardless of whether or not they are “ready for it”. The effect is broken if a victim of the reverie is seriously attacked (the Narrator rules that the character’s existence is threatened – something is occurring that might send it into a Harrowing).
NPCs may have Lifeweb at Mid Approval, but its use should be strictly regulated. Since there are no systems presented, Top Approval is required for a PC to have this Arcanos.
Possessing this Arcanos marks a wraith as a member of the Mnemoi (regardless of whether or not she has Status in that guild). Characters can be destroyed merely for possessing Mnemosynis.
Moliate can only be used on wraiths, specters, plasmics, shadowed plasmics, and other ecologies of the Underworld. Anything composed of plasm is malleable (unless soulforged or otherwise locked into a form). Visitors to the Underworld can be affected by this power. However, the power fades away when the visit ends. Example: someone who is the target of Soul Stealing can be moliated, however, any changes made disappear when the target re-enters his body.
Sculpt can be used to hide Arcanos markings on the corpus of a wraith, but the effect is not permanent. The mark of an Arcanos returns the next time the sculpted character uses it.
Weapons created by Martialry cannot have moving parts. For example, swords and claws are fine, but crossbows and guns are not. A weapon created by Martialry can only do a maximum of three levels of damage (including base damage of the weapon + the number of success gained with the activation of Martialry). Only one weapon can be created at a time, and a weapon created by Martialry is still attached to the wraith that made it. Armor can only provide a maximum of three temporary Corpus and also must remain attached to the wraith that creates it.
This power costs three Pathos Traits to activate and lasts for ten minutes. Each additional Pathos Trait spent during activation extends the duration by ten minutes.
Pandemonium, Tempus Fugit
Each use of this power can reduce the number of actions that a single victim can perform in combat. Each success removes an action gained from Celerity, Rage, or similar effects, to a minimum of one action per turn (the victim's normal action). Tempus Fugit's effect lasts one turn for each success.
If the wraith has no Tempus Fugit effects working at the time, she can increase her own speed in combat. She gains an additional physical action in a turn if she acquires three successes, or two additional physical actions if she acquires five or more successes. This effect lasts for one turn for each success, during which time Tempus Fugit cannot be used again (even if the wraith gained no extra actions by scoring only one or two successes).