Anchors at Character Creation: Every Wraith starts out with ten dots to place into Anchors. Storytellers might be willing to allow a player to trade in dots in Anchors for extra Experience Points, to reflect a Wraith who's been Awake for decades, or even centuries. But that's entirely up to the Storyteller as befits her Chronicle. When choosing Anchors, the player picks people, places or tangible objects for the Wraith to be attached to. Concepts, philosophical ideas and organizations or movements the Wraith left behind can't be used as Anchors, because they, in themselves, are not physical, or are hopelessly spread out amongst far too many people to hold onto. The player then decides what the primary emotion behind that
Anchor is: when the Wraith is in the presence of it, what does
she feel? Love for the child? Hate for the workplace? Fear for
the murderer? Nostalgia for the toy? Note that the size or strength of the Anchor should not be reflected in the dots; A huge, "haunted" house could have a rating of 1, while a wedding ring could have a rating of 5. Finally, the player marks this information down on the Character Sheet, under Anchors. "The Knife I Was Killed With (Fear): 3" would be an example, as would "The Streetcorner Where I Died (Terror): 2," or "My Girlfriend (Love): 4." |