Puppetry is one of the thirteen primary Arcanoi from Wraith: The Oblivion. Those who master Puppetry can control the bodies of the Quick.
Puppeteers are usually responsible for the classic possessions of history. If someone is behaving in a strange fashion, a Puppeteer is likely behind it, Skinriding the person and bending them to their will. However, this possession is not usually as all-encompassing as a Puppeteer would like it to be. Most Puppeteers can only manage small changes or suggestions to a host. It is the more powerful Puppeteers that those still living should fear, as they can completely control a person or even destroy the soul and ride the body alone.
In order to use any of the arts of Puppetry, a Puppeteer must always Skinride their potential host first. After this, they may do what they have the power to do, but this first step must always be taken, no matter how powerful the Puppeteer is. More experienced Puppeteers will, in all probability, have an easier time Skinriding and working on a host faster. Only one wraith may possess a mortal at a time; any wraith who wishes to boot one already there must have a battle of will with them.
Puppetry is said to be the art that Charon forbade the most (excepting the three Forbidden Arcanoi). Only he, Deathlords, and higher members of the Hierarchy were permitted to Skinride mortals, and only then on a strictly limited basis. Despite the prohibited nature of Puppetry, some wraiths risk it anyway. Some want to feel the sensations of life they can’t get through Embody. Others see it as part of a religious experience, the Riders of the Wheel being one strong example. At any rate, any Puppeteer not involved with the Hierarchy had best use this art wisely and infrequently.
Puppeteers frequently become trapped in their hosts if something goes wrong with Puppetry. Other problems include their hosts doing things the Puppeteer did not intend; really messing this up can mean a host will even do the opposite.
Basic Abilities[]
- Detect Possession: A Puppeteer can detect if a mortal is being Skinridden.
Standard Powers[]
First / Second Edition[]




Skinride: A Puppeteer can slip into the body of a mortal.



Sudden Movement: A Puppeteer may take momentary control of a host’s limb.



Master’s Voice: A Puppeteer can temporarily speak for a mortal host.



Rein in the Mind: A Puppeteer can take almost complete control over a host.



Obliterate the Soul: A Puppeteer can kick out a host’s soul and claim the body for their own until it decays.
20th Anniversary Edition[]
Basic abilities were dropped in the 20th anniversary edition.
The standard powers of Puppetry are the same as previous editions, with the following exception, which replaces the skill of the same level.
Alternate Powers[]
Guildbook: Pardoners and Puppeteers[]
Animal Arts[]




Skinride Animal: This is similar to Skinride, but can only be used on animals.



Control Creature: This is similar to Rein in the Mind, but can only be used on animals.



Obliterate Animal: This is similar to Obliterate the Soul, but can only be used on animals.



Manipulate Herd: A Puppeteer can control several animals of the same type at once.



Shadow Possess: A Puppeteer can turn an animal into a Conduit for the Risen.
Medicinal Arts[]




Analyze: A Puppeteer may assess the health of someone they are skinriding.



Alter Vital Signs: A Puppeteer may make adjustments to the heart rate, breathing, or blood pressure of a host.



Healing: A Puppeteer can heal a host's lost health levels.



Faint: A Puppeteer can force a host into unconsciousness.



Marionette: This ability is similar to Rein in the Mind, except in addition to being in control, a Puppeteer can make use of a host's knowledge and skills without penalty.
Wraith: The Great War[]
Puppetry 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.




Spasm: This ability is essentially the same as Sudden Movement.



Ventriloquy: This ability is essentially the same as Master's Voice.



Anesthesia: This ability is essentially the same as Rein in the Mind, with the exception it only works on sleeping or entranced hosts.
20th Anniversary Edition[]
The 20th anniversary edition introduces the initiate arts, a set of Puppetry abilities available to members of the Puppeteers' Guild with sufficient standing.




Menagerie Mask: A Puppeteer can ride primates and supernaturally-gifted mortals, with more powerful Puppeteers able to expand the range of animals they can ride: first all mammals, then birds, then reptiles, fish and amphibians. Requires the knowledge of Skinride beforehand.



Admix Humors: A Puppeteer can control their host's bodily functions for a variety of effects.



Shared Blood, Shared Breath: A Puppeteer can heal both themselves and their host from any damage the host suffered while being possessed.



Revivify: A Puppeteer can temporarily possess and control a recently dead corpse.



Legion: A Puppeteer can temporarily control multiple hosts.
Puppetry and Supernatural Creatures[]
No member of the World of Darkness is immune to Puppetry, though, certain beings have distinct advantages when it comes to resisting a Puppeteer's influence. Any Awakened being who becomes aware that they are being meddled with can spend Willpower point and make a Willpower roll (difficulty 7) to resist the particular use of Puppetry that he senses. In most cases, arts like Skinride, Sudden Movement and Master's Voice can't be anticipated, and therefore cannot be resisted. However, the Awakened can be on the lookout for repeated attempts from that point on.
Most vampires are little better than mortals at resisting the effects of Puppetry. Only those Kindred with level 4 Auspex or higher may sense the presence of a wraith hitching a Skinride and, thus, anticipate the actions of the unwanted passenger. To become aware of a potential Skinrider, the vampire rolls Perception + Empathy (Difficulty equals the local Shroud rating); successes indicate that the vampire is aware of the presence of a potentially hostile being.
If a wraith tries to influence a Dominated individual, they must win a contested Willpower roll against the controlling vampire, if their goal is to counteract a direct order. Both the Blood Bond and Presence, on the other hand, are easily countermanded by the use of Puppetry - for a little while, at least. (Note: Any attempt to force a Blood Bound individual - or animal - to do something that directly countermands the Bond is at +3 difficulty.)
Some of the Puppeteer's reputation for weird mannerism may come from failed attempts to Skinride Malkavians. A botch on a Puppetry roll involving a Malkavian indicates that the Puppeteer picks up part the vampire's Derangement (at Storyteller's discretion).
Garou aren't known for their subtlety, which is why a werewolf often won't detect a passenger Skinriding them until it's too late. On the other hand, if a Garou uses Sense Wyrm while a wraith is Skinriding her, she may notice the passenger, especially if the wraith has more than 4 points of temporary Angst. A Garou thus alerted has a much better chance of resisting arts such as Sudden Movement and Master's Voice. The Rite of Cleansing is effectively an exorcism ritual, and it expels a Skinriding wraith instantly.
Most mages don't have advantages beyond what any other Awakened creature has when it comes to dealing with Puppeteers. Like a Garou using Sense Wyrm, a Mage with knowledge of the Spirit Sphere may make an Arete roll to notice the presence of a wraith Skinriding him. If the mage has at least two levels in Spirit, they may also spend 1 Willpower point and make a contested Willpower roll in order to drive out the wraith.
Hopping into Changelings is frowned upon by the Guild as a particularly unwise practice. Sluagh are nearly impossible to possess; they can sense wraiths and are thus forewarned against them. Most fae can be easily possessed when they are in their mortal seemings, but are almost impossible (difficulty for all rolls is 9) to possess when in fae mien. It should be noted that the use of Marionette does not give the Puppeteer access to a fae's birthrights.
Possession of the fae in their faerie seemings tends to have nasty side effects. A wraith who Skinrides a fae will automatically suffer from severe nightmares the next time he attempts to Slumber, which robs him of any benefit he might have gained from the rest. If he persists in trying to Skinride the fae, the nightmares rapidly get worse and worse, bestowing 1 point of temporary Angst after the third attempt (and 1 additional for each attempt thereafter).
References[]
- WTO: Wraith: The Oblivion Rulebook, p. 167-169
- WTO: Wraith: The Oblivion Second Edition, p. 158-159
- WTO: Buried Secrets, p. 24
- WTO/cMET: Oblivion, p. 130-132
- WTO: Wraith Players Guide, p. 187
- WTGW: Wraith: The Great War Rulebook, p. 129-130
- WTO: Wraith: The Oblivion 20th Anniversary Edition, p. 212-215
- WTO: Guildbook: Pardoners and Puppeteers, p. 44-48
- HTR: Hunter: The Reckoning Rulebook, p. 275-277
| Wraith: The Oblivion Arcanoi | |
| Guild Arcanoi | Argos · Castigate · Embody · Fatalism · Flux · Inhabit · Intimation · Keening · Lifeweb · Mnemosynis · Moliate · Outrage · Pandemonium · Phantasm · Puppetry · Usury |
|---|---|
| Dark Arcanoi | Blighted Insight · Contaminate · Corruption · False Life · Hive-Mind · Larceny · Maleficence · Shroud-Rending · Tempestos · Tempest-Weaving |
| Risen | Fascinate · Serendipity |
| Jade | Chains of the Emperor · Way of the Artisan · Way of the Farmer · Way of the Merchant · Way of the Scholar · Way of the Soul |
| Dark Kingdoms | Behest · Connaissance · Displace |
| Miscellaneous | Alloyed Arcanoi · Leechcraft · Kinesis · Osseum · Tempered Arcanoi |