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...Wraiths in WOD use the same formula that vampires and werewolves do. There's a bunch of different types of wraiths, all of them have powers. The main threat to wraiths are their own shadow, which is their alternate persona that tries to become the dominant personality, and make them give in to oblivion instead of reaching transcendence. Specters are wraiths that have succumbed to their shadow, and are a more typical threat, one that wraith empires have armies just for fighting them.
A newly created wraith, by itself, would definitely be better off evading the specters, because specters are going to be way more powerful, and the dark arcanoi gives them much more ability to destroy a wraith than a wraith would have to destroy a specter. Wraith abilities are more about having some limited interaction with the mortal world, and wraiths generally have to rely on using stygian steel weapons or soulforging to truly wreck a specter's afterlife.
I'm a bit more educated on the setting now, after watching Galliard Group.
After watching a play through series, your shadow confirms that you've actually been dead for several years (specific time not given). So by rights, you should have at least picked up something during that time.
Like you said, Wraith society has entire armies dedicated to opposing them. Which means it's not impossible to defend yourself.
Sadly, while the game looks better put together than most WoD titles to be released lately, that doesn't detract from it just being another walking simulator. I don't know how you take a game in which you're the one playing as the ghost, and somehow make it so you're the one constantly being terrorized throughout the game, but the developers found a way to do so.
https://www.youtube.com/watch?v=qKIxrC-cgGo
Charon gets pissed when ghosts start interfering with the mortal world, though.
Like, that's one of Wraith's society's biggest rules. Don't mess with the Skinlands, or Charon will send somebody to kick your ass.