Guildbook 3: Masquers (1e)
Why do you have to keep the face you died with? Odds are¸ you weren't looking your best when you croaked. that's where the Masquers come in. They can make you look like anyone or anything¸ or even nothing at all. Masquers are never the same Wraith twice!
Included are rules for use of Moliate¸ among the most potent wraithly powers known. Also¸ the history and secrets of the Guild that houses the Underworld's best spies and assassins¸ famous Masquers¸ character templates¸ and a stunning revelation in the continuing story " A Road of Steel and Souls". And thats just for starters - when you join the Masquers¸ the fun never ends.
First thing you have to realize is that you're not meat anymore. You're plasm¸ son¸ and you know what I can do with plasm? I can do anything I damn well please. I can make you look like a movie star¸ turn your hands to knives¸ or twist you into a black-velvet painting of Elvis. And if you can't decide what you want to be¸ heck¸ I'll decide for you. Hold still. This won't hurt a bit.
"Pity the poor¸ misunderstood Masquers. Even among the outlawed Guilds¸ they're distrusted. And why? Just because they can change their faces in an instant¸ mold fearsome weapons from the plasm of their bodies¸ transmogrify other wraiths into tapestries and transform ordinary wraiths into the dreaded Barghests¸ some (dead) people are afraid of them. And yet¸ they all seem so nice...
"Guildbook: Masquers is the third in a series of Guildbooks for Wraith: The Oblivion. Take a look inside the Guild with a proud reputation for treachery¸ deceit and impeccable taste. You might even like what you see. After all¸ when the Masquers can look like anyone or anything¸ everyone they meet is a potential client - or a potential resource. Go ahead¸ they're just dying to meet you.