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Orpheus:  Don't Look Back

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Changeling Crossover

The Sluagh birthright Sharpened Sense may see through the following Horrors: Bedlam, Draw Forth (the target will still take damage, but will know it is an illusion).
Sluagh may also see unmanifested Orpheans following the same rules they use for seeing Wraiths.

Nockers can't use the Fix-It birthright on objects that have been Inhabited, nor can Orpheans use Inhabit on Glamour infused objects as they are either Chimerical or protected from the possession by the energy of the Dreaming.

Redcaps cannot Swallow Whole Ghosts or Projected Entities. Projectors who are in-body are fair game.

Orpheans are affected with the Actor Realm.

Glamour can't be gained from Orpheans.

Banality: Sleepers & Spirits- 4, Skimmers & Hues - 5

 

Demon Crossover

Awareness and Demonic Awareness are triggered by any expenditure of Vitality or Spite at the same plane of existence. This does not include manifesting, since the actual expenditure is done on the ghost side of the Skinlands before the Orphean manifests.

Demons using Ghostwalk (Lore of the Realms 3) will be able to see unmanifested Orpheans and other entities that inhabit the same plane. This is from the Demon basically being spread across three planes at the same time, making the user invulerable to damage inflicted to them even by unmanifested Orpheans, unless they find a way to affect all three planes at the same time.

Doorway into Darkness (Lore of Portals 5) leads to the plane inhabited by Orpheans, Ghosts and Spectres, allowing anyone stepping through to interact with those they encounter normally.

When viewed with Lamp of Faith (Lore of Celestials 1), Orpheans show as having a Faith potential of their Vitality minus their Spite rating for the normal evocation and their Spite rating minus their Vitality determines how much they stand out with the high Torment evocation. They still can not be thralled, however, as no supernatural thralls are allowed.

Demons using Fuel (Lore of Flame 1) on a person that has Witch's Nimbus activated with the fire effect will indeed fuel the Horror's effect as well, causing the intensity of the Witch's Nimbus to raise by one Vitality for every two successes on the Demon's roll. Ignite (Lore of Flame 2) behaves similair, but adds one intensity level for each success, but up to a maximum the effect of three Vitality, then the character is fully ignited.

Command the Flame (Lore of Flame 3) allows a Demon to use the dice from the evocation roll to either increase or decrease the Vitality level by one for every success of a person using Witch's Nimbus with the fire effect.

When targeted by Holocaust, the Orphean's Faith pool is equal to their Vitality or Spite, whichever is higher.

All use of Lore of the Spirit, as well as Imbue Object (Lore of the Forge 5) on Orpheans have a difficulty penalty of +2.

Lore of Awakening and Lore of Death does not work on Orpheans that are not alive and currently residing in their bodies.

Ghost Sight can see into the ghost side of the Skinlands, but is not able to see past the Stormwall into the Shadowlands, since the book states it can only see ghosts lingering in the mortal realm.

Immunity to Mind-Control grants immunity to the following Horrors: Wail (not the damaging effects), Unearthly Repose, Draw Forth.

Immunity to Possession grants immunity to the following Horrors: Puppetry, Sandman, Dream-Walker, Nightmarish Gestalt (can be absorbed, but will always retain a mind of its own).

Resistance to Illusions grants resistance to the following Horrors: Bedlam.

 

Mage Crossover

Awareness is triggered by any expenditure of Vitality or Spite at the same plane of existence. This does not include manifesting, since the actual expenditure is done on the ghost side of the Skinlands before the Orphean manifests.

Affecting the pattern of an Orphean directly requires Entropy 4 and the appropriate level of Spirit, in addition to what other Spheres you want to use.

When sensing Quintessence in an Orphean, the total score is the Orphean's total sum of Vitality and Spite added together. Vitality with a very positive, energetic and lively resonance and Spite with a very negative, destructive and angry resonance.

All magic that target unmanifested Orpheans or anything else present in the ghost side of the Skinlands has a difficulty penalty of +2, this includes both travel to and from it, since this is a very new layer of the Umbra and probably completely uncharted territory. Mages, and others they might bring along, who cross over into this realm lose one Willpower point for each turn that they are there. Once their Willpower is gone, they gain a temporary derangement and suffer one level of bashing damage per turn that may not be soaked

 

Vampire Crossover

Necromancy: Necromancy affects Spirits and Projected Entities at a +2 Difficulty if they have a Vitality of Five or Higher. Vitality is a a concept unknown to Vampiric Necromancers and thus are unprepared to counter stronger spirits.
Sepulcher Path
1:Insight: This power works as normal as it doesn't affect spooks in any way.
2:Summon Soul: This power is at a plus 2 difficulty for any spook of vitality 5 or higher. A Botch on summoning a Spirit may summon his doppelganger instead (or a Spectre for other Laments).
3: Standard +2 difficulty.
4: The difficulty for this is based on the spook's Vitality or Willpower, whichever is higher (+2, as usual). Skimmers may ripcord back to their body to free themselves of the power's effects, but Horrors may not be used to get away. A failed escape attempt shreds 2 vitality from the spook's gauze. Spook's are never thrown into the Shadowlands by this power, they may merely continue trying to escape until they discorporate. Often the Necromancer will end up with a bound spectre, one connected to the Hive Mind and distinctly unhappy...
5: Standard +2 difficulty. Also bare in mind that the spook is not in the shadowlands, so the Vampire isn't protected from retaliation without taking other protective measures.
Necromantic Rituals work as normal, although they also suffer from the +2 difficulty for high vitality spooks.

Vampires with Heightened Senses activated (Auspex 1) Can pick out 1 point manifestations easily.

An Orphean's aura to detection varies based on their Lament. Sleepers and Skimmers will have normal auras, though paler while projecting. Spirits will be grey and faded, and hues are almost non existent.

An Orphean cannot be Possessed by Domination 5 if they are Spirit, Hue or projected entity. The body is simply not there. Any attempt automatically fails.

Blood consumption also is troublesome for Vampires dealing with ghosts and projected entities. The agents have no blood, thus grant no sustenance.

Witch's Nimbus causes Rötschrek tests when manifesting fire

 

Werewolf Crossover

Orpheans register to any of the 'sense...' powers as a mortal would.
Scent of the True Form will register Ghosts as ghosts, and Projectors as Human, even while projecting.
Gifts that affect mortals will affect in-body Projectors normally, Projected Entities at +2 difficulty, and Ghosts are immune.
Gifts that affect the spirits of the dead will affect Ghosts and Projected Entities at +2 difficulty, and in-body Projectors are immune.
The Silent Strider merit 'Ghost Sight' will not allow the Garou to see Ghosts and Projected entities, since they are not inhabiting the Dark Umbra.
The Silent Strider camp gift 'Ghost Touched' functions normally vs Ghosts and Projected Entities. In-body projectors are unaffected

 

Mortal Crossover

Regular mortal PCs will not be able to jump into the Orpheus game, either as mundane employees, projectors, or ghosts. Sometimes, death really is the end.

Pigment: As cheap and obtainable as Ecstasy, as addictive as Heroin, so called 'Black Heroin' has rapidly spread among casual and habitual drug users; ravers, college students and hard core addicts alike. Available in cigarette, pill, or powder form (to be injected like heroin rather than snorted like coke), with effects varying based on which form you take. All effects are outlined on p.244 of Orpheus. Effects last for [8-Stamina] hours- taking a second dose within this time has a similar result to a heroin overdose

Last Updated on: 08/15/08