Horrors (Orpheus)
Contents
Horrors
Each Horror description lists the duration, dicepool, and Vitality expenditure required. Additionally, each Horror has a benefit that can be used to assist other members of a team. Each benefit is a full action and requires the ghost to end any ongoing Horrors they are powering to use.
Congeal
With congeal, a spirit can create weapons and tools from their own ectoplasm.
System
Duration: 1 Scene.
Roll: Manipulation + Weaponry (else weapons), Manipulation + Firearms (guns), or Manipulation + Crafts (everything else). The size and or damage of created item is determined by the amount of Vitality spent. The range of firearms created is 5 yards per point of Vitality spent.
Vitality Costs
0: Hardened Hands [+1 Bashing]
1: Small Objects (Knife, Lockpicks, Brass Knuckles) [+2 Bashing or +1 Lethal]
2: Medium Objects (Hatchet, Short Sword, Arrows, Shuriken) [+3 Bashing or +2 Lethal; 4 projectiles created per use]
3: Large Objects (Axe, Pistol, Crowbar) [+4 Bashing or +3 Lethal; Single shots only from firearms]
4: Larger Objects (Waraxe, rifle, shotgun) [+5 Bashing or +4 Lethal, 9 again; 3 round burst possible with firarms]
5: Largest Objects (Bastard Sword, Assault Rifle, SMG) [+6 Bashing or +5 Lethal, 9 again; Full auto fire possible]
Benefit
Spend 1 Vitality to add 3 to any Horror related dicepool for attacking.
Forebode
Forebode allows a spirit to see both the past and the future.
System
Duration: (Vitality Spent + 1) Turns
Roll: Wits + Empathy with the number of success determining the precision of the visions.
1 Success: Past- Blurry visions of the area directly in front of them with no sound.; Future- 1 event, but with no context.
2 Successes: Past- Clear visions of an event in their viewing angle with dim sound.; Future- 1 relevant event together with some context.
3 Successes: Past- Clear visions and sound of an event from their viewing angle.; Future- 1 event relevant to a question on the character’s mind with context.
4 Successes: Past- Clear vision and sound of an event and the character can move around to watch from other angles.; Future- 1 probable future and at least one possible alternative future.
5+ Successes: Past- Clear vision and sound of an event plus background just like the character was there.; Future- A clear vision relevant to a question on the character’s mind. If there are several possible futures they also see the most important nexus where they split.
Vitality Costs
0: See up to 1 hour into the past or future for 1 turn.
1: See up to 1 day into the past or future for 2 turns.
2: See up to 1 week into the past or future for 3 turns.
3: See up to 1 month into the past or future for 4 turns.
4: See up to 1 year into the past or future for 5 turns.
5: See up to 10 years into the past or future for 6 turns.
Benefit
Spend 1 Vitality to make another Horror related dice pool 9 again for 1 turn.
Helter Skelter
Helter Skelter is the telekinetic movement of objects in the physical world, mostly in a violent manner.
System
Duration: (Vitality Spent + 1) Turns
Roll: The ghost can manipulate 4 pounds of non-living objects per point of this Horror’s Strength in a 30 yard radius. For every 4 pounds of objects controlled this horror looses 1 Dexterity point to a minimum of one at which point the ghost can’t control any more.
To make an attack with an object the ghost rolls the Horror’s current Dexterity + Weaponry, with a damage type determined by the type of object. Objects can be thrown up to (Vitality Spent x 5) yards. Controlling multiple objects doesn’t give more attacks, but for each object (or group of small objects) used in an attack the defender takes -1 penalty to their defense.
Vitality Costs
0: 1 point of Strength and Dexterity; 1 turn of control.
1: +1 point to Strength or Dexterity; 2 turns of control.
2: +2 points to Strength or Dexterity; 3 turns of control.
3: +3 points to Strength or Dexterity; 4 turns of control.
4: +4 points to Strength or Dexterity; 5 turns of control.
5: +5 points to Strength or Dexterity; 6 turns of control.
Benefit
Spend 1 Vitality to energize another Horror by 2 Vitality points for 1 turn.
Inhabit
With Inhabit a ghost can posses and control objects and buildings.
System
Duration: 1 Scene. This can be extended at the cost of 1 Willpower per scene.
Roll: The possession itself is automatic and requires no roll assuming the ghost spends enough vitality to possess a given object. The ghost can perform any normal action of the object using their own stats. If their inhabited object is damaged, the ghost looses 1 Vitality.
To exert any kind of supernatural control on an object the ghost rolls Stamina + Crafts, Computers, or possible Science. The successes rolled determines the effects they can manage for that scene.
1 Success: Minor effects like footsteps down a hall or handprints in a mirror.
2 Successes: The possessing ghost can power the object themselves for the scene.
3 Successes: Harming the host object is possible. Hard drives can be broken, copiers can jam, or car parts can break.
4 Successes: Intuitive understaning of the object. The character can roll to repair an object with Intelligence + Crafts, Computers, or Science. Even “impossible” repairs can be made.
5+ Successes: Dramatic physical actions like walking statues can be accomplished.
Vitality Costs
0: Small handheld objects (Cell Phone, Pistol)
1: Up to 2 cubic feet of object (Microwave, PC)
2: Approximately human sized objects (Motorcycle, Bookcase)
3: Up to a large SUV in size (Cars, Large Generator)
4: Large and mobile objects (Normal House, Main Battle Tank)
5: Extremely large objects (Mansion, Jet Liner)
Benefit
Spend 1 Vitality to embed another horror in an object to go off within 1 to 3 turns.
Juggernaut
Juggernaut allows a ghost to augment their strength and stamina.
System
Duration: (Vitality Spent + 1) Turns
Roll: Juggernaut is a reflexive action with no roll required. The vitality spent allows more augmentation to a character’s physical attributes. These can be spent on Strength, Dexterity, or Stamina.
Strength: Augmenting Strength simply adds more dots to the ghost’s current rating for the duration of the horror.
Dexterity: Augmenting Dexterity doesn’t add to the Dexterity attribute. Instead, for each point augmented the ghost receives a +1 bonus to Defense, Initiative, and Speed for the duration of the horror.
Stamina: Augmenting Stamina doesn’t add to the Stamina attribute. Instead, for each point augmented the ghost receives a +1 bonus to Armor for the duration of the horror.
Vitality Costs
0: 1 point of augmentation; 1 turn
1: 2 points of augmentation; 2 turns
2: 3 points of augmentation; 3 turns
3: 4 points of augmentation; 4 turns
4: 5 points of augmentation; 5 turns
5: 6 points of augmentation; 6 turns
Benefit
Spend 1 Vitality to add a +2 bonus to another Horror’s dicepool that uses a physical attribute.
Puppetry
Possession and control of the living is the domain of Puppetry.
System
Duration: Varies
Roll: Roll Presence + Persuasion or Intimidate contested by the victim’s Resolve + Composure. The number of successes indicates the duration of the effect, however can only gain a number of effective successes for the duration equal to (Vitality Spent + 1):
1 Success: 1 turn
2 Successes: 1 Minute
3 Successes: 1 Scene
4 Successes: 1 Day
5+ Successes: Indefinite
Vitality Costs
0: Brief, simple actions against an unguarded victim. After use the victim will be aware of something and immune to 0 Vitality uses for the scene. (ie A few steps, writing with a pen already in hand)
1: The same as before only now they can force guarded victims to act. Movements made by the victim look clumsy and puppetlike with an effective Dexterity of 1.
2: Full control of the victim’s body as long as the ghost concentrates on making the victim act or speak. The control is still clumsy and puppetlike with a Dexterity of 1. The target is aware that they aren’t in control of their bodies.
3: Full control of the target’s body, but now the ghost can suppress the victim’s consciousness leaving gaps in memory. The ghost has access to the victim’s physical attributes except Dexterity. Use the lower of either the ghost’s or the victim’s.
4: Full control of the target’s body and limited access to their mind. Besides their physical attributes, the ghost can gain limited use of the victim’s skills. Roll Presence + Investigation – Target’s Composure. If successful they gain 1 dot in one of the victim’s skills. Dexterity is now the higher of either the ghost’s or the victim’s.
5: Near perfect possession. At will the ghost can use any 5 dots of the victim’s skills. The ghost also has access to the victim’s memories and can search them to learn more about them.
Benefit
Spend 1 Vitality to add a +2 bonus to another Horror’s dicepool that uses a mental attribute.
Storm Wending
With Storm Wending a ghost can teleport to places they have seen before.
System
Duration: 1 Turn
Roll: There is no roll to teleport a character or willing participants under normal circumstances. To use this on unwilling victims make a contested Dexterity + Wits check. If a ghost wants to teleport to gain combat advantage roll Wits + Composure, the number of successes gained adds to the ghost’s initiative for the next turn.
Vitality Costs
0: Up 2 yards. Self only. If used to avoid attacks, double Defense for the turn.
1: Up to 10 yards. Self only.
2: Up to 100 feet. Self only.
3: Up to 100 yards. Up to two people transported.
4: Up to 1000 feet. Up to three people transported.
5: Up to 1/2 a mile. Up to five people transported.
Benefit
Spend 1 Vitality to allow up to 2 dice from a Horror dicepool to be rerolled.
Unearthly Repose
With Unearthly Repose a ghost gains an aura of charisma and light that appears even in the physical world.
System
Duration: 1 Scene
Roll: The aura effects all who can see the ghost (even allies). In order to resist its effects, victims must spend 1 Willpower and roll Resolve + Composure – Amount of Vitality Spend. If successful they are immune to the aura for the rest of the scene or until the ghost spends more Vitality to strengthen the aura.
The ghost can perform other actions while this aura is active, but takes a -2 penalty to all other dicepools while it is active.
Vitality Costs
Persuasion: Add a number of dice to non-threatening social dicepools equal to the Vitality spent. At 0-1 Vitality spent victims find the ghost intriguing. At 2-3 the ghost feels like an old friend. At 4-5 the ghost seems like a lover or trusted confidante.
Calming: If the ghost has spent between 2 to 5 Vitality they can induce a -1 penalty to initiative and physical dicepools of those staring at them.
Attraction: The ghost can enrapture those who see them with their otherworldly light. The strength of the effect is based on the Vitality spent:
0: The light gains the attention of those around the ghost. They will take a step towards them but is not compelled any for.
1: The viewers follow the ghost slowly but stop if distracted in any way.
2: The viewers follow the ghost, ignoring audible distractions but stopping if touched or startled.
3: The viewers concentrate solely on the ghost and only stop following it when struck.
4: The victims follow the ghost at the exclusion of all else. If they are physically stopped, they will fight to free themselves. If they lose sight of the light the victims gain an immediate Wits + Composure roll to break the effect.
5: The victims follow the ghost at the exclusion of everything including personnel safety. They will fight to continue following if stopped. Even if the victims lose sight of the ghost they will continue to walk in its general direction until the ghost choose to end the effect.
Benefit
Spend 1 Vitality to add a +2 bonus to another Horror’s dicepool that uses a social attribute.
Wail
Wail allows ghosts to effect emotions and even cause harm with their voice.
System
Duration: (Vitality Spent + 1) Turns
Roll: To cause damage the ghost must spend at least 2 Vitality. To affect objects and structures, they must spend at least 4 Vitality. To affect the physical world (humans, objects) they must be fully manifested. The attack roll is Presence + Expression. This attack inflicts Lethal damage to living targets and will destroy 1 cubic foot of material per success if attacking objects. The attack has a range of 10 yards.
At 0-2 Vitality spent, the ghost can calm or enrage a victim. Roll Manipulation + Empathy – Victims Resolve. To affect the living the ghost must be fully manifested. The number of successes determines the effect.
1 Success: Mildly soothing or annoying. Lowers all physical dicepools by 1 if soothing and lowers all mental or social rolls by 1 if annoying. Only 1 person affected. Maximum effect for 0 Vitality.
2 Successes: Same as above only it lowers dicepools by -2. Up to 2 people affected.
3 Successes: Same as above only it lowers dicepools by -3. Up to 5 people affected. Maximum effect for 1 Vitality.
4 Successes: Same as above only it lowers dicepools by -4. Up to 10 people affected.
5+ Successes: Same as above only it lowers dicepools by -5. Up to 50 people affected.
Vitality Costs
0: Calming or Annoying voice.
1: Calming or Annoying voice.
2: Calming or Annoying voice. Can be used to attack ghosts and the living.
3: Can be used to attack ghosts and the living. Ignores 1 armor.
4: Can be used to attack ghosts, the living, and physical objects. Ignores 2 armor.
5: Can be used to attack ghosts, the living, and physical objects. Ignores 3 armor.
Benefit
Spend 1 Vitality to double the range or number of targets of another Horror. This bonus is not cumulative.
Witche’s Nimbus
With Witche’s Nimbus a ghost can turn their ectoplasm into fire or electricity.
System
Duration: 1 Scene
Roll: There is no roll required to activate the aura. Ranged attacks can be made after expending at least 3 Vitality. The attack roll is Dexterity + Athletics and does lethal damage.
Vitality Costs
0: Small flame or sparks. Enough to read by or light flammables on fire with if fully manifested.
1: The ghost is surrounded by flame or arcing electricity. Anything coming in contact with the ghost takes 1 Letal damage. This damage is added as a bonus to the character’s normal brawl attack. -1 to Stealth Dicepools for the ghost.
2: As before only now the aura deals 2 Lethal damage and the Stealth penalty is -2.
3: The aura is now a bonfire or dynamo. The ghost is hot enough to leave scorched footprints, set nearby flammables alight, and light off fire sprinklers if fully manifested. Contact with the ghost causes 3 Lethal damage. This damage is added as a bonus to the character’s normal brawl attack which now does lethal damage. The ghost can also hurl this fire or electricity up to 10 yards every other turn. Stealth rolls are at -3.
4: The aura is hot enough to melt asphalt. As before, only now the aura does 4 Lethal damage if touched and adds 4 Lethal damage to brawl damage. Additionally, it does 1 Lethal damage to everyone within 2 yards of the ghost. The ghost can hurl flame or electricity up to 10 yards every turn. The aura is bright enough that any attack that requires vision to aim receive a -1 penalty. The ghost is at -4 to Stealth rolls.
5: The ghost looks like a miniature sun, and is hot enough to melt steel and fuse sand into glass. The contact and bonus brawl damage increases to 5 Lethal and their damaging aura increases to 2 Lethal damage at range or 3 yards. Any attack that requires vision to aim against the ghost is at a -2 penalty. All Stealth rolls made by the ghost automatically fail.
Benefit
Spend 1 Vitality to embed another horror in an object to go off within 1 to 3 turns.