Difference between revisions of "Orpheus"
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* Thievery (steal a spook's Vitality) | * Thievery (steal a spook's Vitality) | ||
− | + | Terminology: | |
+ | * 'Spook' includes both ghosts and projectors. (See Orpheus 18-19 for a full lexicon.) | ||
+ | * "Spite" and "Temp Spite" on +sheet represent Spite rating and Spite points, respectively. | ||
+ | |||
+ | Vitality has a starting level and a maximum level. | ||
+ | * Luminous merit: Maximum = 15 | ||
+ | * Pallid flaw: Maximum = starting | ||
+ | * All others: Maximum = 10 | ||
+ | |||
+ | ICly regaining Vitality (Orpheus 191-192, OOCly use +gain): | ||
+ | * Rest (no combat or Horror use), but this can't raise it above starting level | ||
+ | ** Projectors, while not projecting: One per hour | ||
+ | ** Projectors, while projecting: Skimmers must spend 1 Vitality per hour or take 1 unsoakable bashing | ||
+ | ** Ghosts: One per eight hours | ||
+ | * Someone else gives you some (this attracts Spectres) | ||
+ | * Spend 1 Willpower to gain 3 Vitality | ||
+ | * Tap Spite points: gain 1 Vitality per point tapped; roll (points tapped) vs 7, each failed die (2-6) = gain 1 point, each botched die (1) = gain 2 points | ||
+ | * Tap Spite rating: equivalent to tapping 10 times as many Spite points | ||
+ | * Steal some using Thievery | ||
+ | * Help a ghost move on | ||
+ | |||
+ | ICly losing Spite: | ||
+ | * Sleepers can get rid of points by converting them to bashing damage and then healing it. (Orpheus 96) | ||
+ | * Otherwise requires helping a ghost move on. (Orpheus 193) | ||
[[Category:Orpheus]] | [[Category:Orpheus]] |
Revision as of 14:39, 15 September 2018
Contents
"I love this plan! I'm excited to be a part of it! Let's do it!"
-Peter Venkman, Ghostbusters
Imagine what would happen if the boy from The Sixth Sense grew up to form his own "ghostbusting" organization and you're on the right track. Rather than destroying or capturing ghosts, though, projectors seek to understand and communicate with them... mostly.
Active PCs
Banshee No pages meet these criteria. |
Haunter No pages meet these criteria. |
Marrow No pages meet these criteria. |
Phantasm No pages meet these criteria. |
Unspecified
No pages meet these criteria. |
Poltergeist No pages meet these criteria. |
Skinrider No pages meet these criteria. |
Wisp No pages meet these criteria. |
Rules and Systems
Innate projector abilities: (Orpheus 82-83, 148-151)
- Dead-Eyes (wraith sight)
- Incorporeal and Invisible (how your projection interacts with the physical world)
- Manifest (how your projection can take physical form)
- Detect Nature Group (infer a spook's Shade)
- Misery Loves Company (gain a spook's empathy)
- Sense Lifeline (sense a ghost's tethers)
- Sever the Strand (resolve a ghost's tether)
- Thievery (steal a spook's Vitality)
Terminology:
- 'Spook' includes both ghosts and projectors. (See Orpheus 18-19 for a full lexicon.)
- "Spite" and "Temp Spite" on +sheet represent Spite rating and Spite points, respectively.
Vitality has a starting level and a maximum level.
- Luminous merit: Maximum = 15
- Pallid flaw: Maximum = starting
- All others: Maximum = 10
ICly regaining Vitality (Orpheus 191-192, OOCly use +gain):
- Rest (no combat or Horror use), but this can't raise it above starting level
- Projectors, while not projecting: One per hour
- Projectors, while projecting: Skimmers must spend 1 Vitality per hour or take 1 unsoakable bashing
- Ghosts: One per eight hours
- Someone else gives you some (this attracts Spectres)
- Spend 1 Willpower to gain 3 Vitality
- Tap Spite points: gain 1 Vitality per point tapped; roll (points tapped) vs 7, each failed die (2-6) = gain 1 point, each botched die (1) = gain 2 points
- Tap Spite rating: equivalent to tapping 10 times as many Spite points
- Steal some using Thievery
- Help a ghost move on
ICly losing Spite:
- Sleepers can get rid of points by converting them to bashing damage and then healing it. (Orpheus 96)
- Otherwise requires helping a ghost move on. (Orpheus 193)