If you think being a Vampire is a tragedy or being a Werewolf is a rage-fueled crusade, you haven’t spent five minutes as a Wraith. In Wraith: The Oblivion (one of the most beautifully melancholic settings in the World of Darkness ), you play a ghost. But not just any ghost—a soul trapped in the labyrinthine afterlife of the Underworld, haunted by your own darkest impulses (your Shadow), and desperately clinging to the memories of the living.

You learn the .

The art of Fetters. Every Wraith is tied to the living world by Fetters—physical objects or people that anchor them to life. Lifeweb allows you to manipulate that connection. You can sense your childhood home from across the city, or feel when your widow is crying. Masters of Lifeweb can even possess their old possessions.

The art of movement and navigation. The Underworld is infinite, shifting, and hostile. Argos allows a Wraith to find doors where there are no walls, to travel the ghostly byways (The Tempest), and eventually walk the living world without getting lost. If your Wraith is an explorer or a messenger, Argos is your lifeline.