World of Darkness - Alpha Network
“Special quotation regarding Character Examples..”
Haunt is a place for wraiths to seek shelter in Wraith: The Oblivion, as well as a Background available during character creation. Certain areas become known in the Skinlands as being “haunted” or “creepy”, and for a good reason; these buildings, roads, and other areas have strong ties to a wraith or several wraiths.
A wraith develops a tie to a Haunt because of some connection in life; it may have been the house they were born in, the club where they met their wife or husband, the alleyway they were murdered in, or any other similar example. Much like relics, Haunts tend to resonate emotionally with that wraith. Because of the constant presence of the wraith, the Shroud in or around a Haunt is much thinner than normal, making it easier for wraiths to cross through or use their Arcanoi, giving the Quick that ever-so-creepy feeling when they roam nearby. Many Haunts become run down in the Skinlands, as no one wants to inhabit or take care of them. Haunts can accumulate points in the Background Memorium, or, on rare occasions, be a Fetter for wraith, making the Haunt especially powerful.
Haunts can be shared between wraiths, but dedicated groups sharing one place are rare; many wraiths simply don’t trust others enough to let them into their emotional stomping grounds. Particularly strong Haunts, however, may be used as a place of shelter for several wraiths in a Maelstrom or Great Maelstrom as they withstand the sheer winds and debris better than a regular Shadowlands structure.
Haunts gain one additional benefit in Orpheus. A ghost or projector in spirit form can spend Vitality while in their Haunt to make it completely invisible and impenetrable to outsiders. Anyone inside the Haunt can see and act normally, as well as act on any living person who passes through it.