Horrors

How to use Horrors

Horrors are fueled by Vitality. Each Horror has a variety of “levels of power” that can be used depending on how much Vitality is expended. Zero to Five Vitality can be used on a single Horror's effect.

After spending a number of Vitality for a Horror, additionally may be spent after the initial “casting” of the Horror to increase its effect and/or duration. For example, you spend two Vitality to fuel a Horror on your first turn. On your second turn you want to make the effect stronger, so you may spend up to three more Vitality to increase the effect (and possibly duration) of the Horror.

Special Note: Spending 3 or more Vitality for a Horror starts to send supernatural “ripples” that other spooks (and Spectres) may feel. Be cautious as others may detect your presence.

Benefits: Each Horror also has an exclusive Benefit. These are used to help Crucible-mates in using their Horrors more effectively. To do so, the character spends a single point of Vitality and invests it into a Crucible-mate. The Crucible-mate's next Horror use in that scene will benefit from the caster's expenditure of Vitality in a unique way.



BANSHEE

Wail: Allows the user to elicit emotional responses or cause damage with his voice. Automatic to Banshees.

System:

Duration: (Vitality spent + 1) turns. Spook cannot dodge, fight or pursue any action more complicated than a simple walk without cancelling the effect of this Horror.

Special Note: Only one effect can be used at a time (i.e. If you spend 5 Vitality, you can choose to Calm or Annoy, deal damage to individuals or deal damage to an object).

Calm or Annoy: 0-2 Vitality. Roll Man. + Empathy (Difficulty is target’s Willpower). Successes determine power of effect on target audience:

1 = Mildly soothing or annoying. Lowers all Physical dice pools by 1 if soothing; Mental and Social pools by 1 if annoying. Affects 1 person. Maximum effect with 0 Vitality.
2 = Calm a screaming baby or enrage an average shopper. Lowers dice pools by 2 as above. Affects 2 people.
3 = Calms an angry commuter or annoys a serene mother. Lowers dice pools by 3 as above. Affects up to 5 people. Maximum effect possible for 1 Vitality point spent.
4 = Calms a new widow or infuriates a controlled security guard. Lowers dice pools by 4 as above. Affects up to 10 people.
5 = Pacifies a raging lunatic or enrages a Buddhist monk. Lowers dice pools by 5 as above. Affects up to 50 people. Maximum effect possible for 2 Vitality points spent.

Wound: 2 or more Vitality. Affects . Roll Manipulation + Empathy (Difficulty 6). Inflicts 1 level of Lethal damage per success, targets soak damage with Stamina (Difficulty = Vitality spent +3). 3 Vitality ignores Armor ratings of 1, 4 Vitality ignores Armor ratings of 2, etc.

Damaging Objects: 4 or more Vitality. Range is 10 yard radius around you, and all entities directly in front of you within the line of attack, friend or foe. Roll Manipulation + Empathy (Difficulty 4 for Wood, 6 for Stone, or 8 for Steel). Destroys 1 cubic foot of per success. You can narrow the scope of damage, only a door for example. Must manifest to affect physical objects.

Benefit: 1 Vitality doubles range, area of effect, or number of targets of another Horror.


Forebode: Allows the user to gain limited glimpses into the past and future. Requires Wail.

System:

Duration: (Vitality spent + 1) turns. Ask a question about a specific person, place, or object.

0 Vitality = 1 hour into past or future for 1 turn. 1 = 1 day for 2 turns. 2 = 1 week for 3 turns. 3 = 1 month for 4 turns. 4 = 1 year for 5 turns. 5 Vitality = 10 years for 6 turns.

Roll Perception + Empathy (Difficulty 6), successes determine level of precision:

1 = Past – blurred vision in front Future – 1 event that will happen, but no context
2 = Past – clear vision, dim sound Future – 1 event with some context
3 = Past – clear vision and sound Future – 1 event relevant to the question asked
4 = Past – clear and can move Future – 1 relevant future, and 1 or more possible futures
5 = Past – full replay of event Future – 1 future in question, any possibles with the nexus where they meet

Benefit: 1 Vitality lowers the Difficulty of another Horror by 2. Lasts for 1 turn.



HAUNTER

Inhabit: The ability to possess and control inanimate objects and buildings. Automatic to Haunters.

System:

Duration: 1 scene, can prolong by spending 1 Willpower per scene. Possessed object becomes your “body”. Each turn that the object receives damage, you lose 1 point of Vitality. You can do anything that the device can normally do, substituting your own traits.

Vitality spent determines size: 0 = cell phone or pistol, 1 = microwave or computer, 2 = motorcycle or bookcase,
3 = car or small shed, 4 = house or bus, 5 = mansion or airliner

More spectacular effects can be achieved by rolling Stamina + Crafts (Difficulty 6).
1 Success = small special effects, 2 = need no external power, 3 = harm the host object at will, 4 = internal repairs by rolling Intelligence + Crafts/Technology, 5 = dramatic effects like moving statues or walking chairs

Benefit: 1 Vitality imbeds the effect of a Horror into an object. Releases after 1-3 turns.


Witch's Nimbus: The ability to generate and discharge fire and electricity. Requires Inhabit.

System:

Duration: 1 scene. With 3+ Vitality, you may roll Dexterity + Athletics (Difficulty 6) to hit with an energy blast, range is 10 yards. Vitality spent determines level of effect:

0 – small ball the size of a candle flame, can read by or ignite things
1 – heat, touch = 1 Lethal, brawl = Bashing and 1 Lethal (soaked separately), -1 stealth
2 – flame, 2L touch, brawl = Bashing and 2L, -2 stealth
3 – bonfire, 3L touch, +3L brawl, one 3L blast every 2 turns, -3 stealth
4 – blazing, 4L touch, +4L brawl, one 4L blast per turn, 1L/5 foot range, -4 stealth, +1 aim
5 – small sun, 5L touch, +5L brawl, two 5L blasts per turn, 2L/10 foot range, 0 stealth, +2 aim

Benefit: 1 Vitality doubles the duration of another Horror.



PHANTASM

Bedlam: Allows the user to create realistic sensory illusions. Automatic to Phantasms.

Duration: 1 scene while spook is concentrating. If spook departs or takes fast or violent action, the illusion lasts
Vitality + 1 after the action is taken.

Each different illusion (i.e. different illusions for different people simultaneously) incurs its own Vitality cost, and requires a Wits + Subt roll (diff. 6 for first additional illusion, 7 for third, 8 for fourth, and 9 for any subsequent targets).

0 Vitality – Affect one sense for a single target
1 Vitality – Affect two senses for a single target
2 Vitality – Affect three senses for a single target, or one sense for general perception
3 Vitality – Affect four senses for a single target, possibly including touch, balance or other “internal” senses, or two senses for general perception.
4 Vitality – Affect five senses for a single target, or three senses for general perception.
5 Vitality – Affect up to sixe senses for a single target, possibly including supernatural senses, or four senses for general perception, possibly including touch.

Benefit: 1 Vitality adds 2 to the difficulty to resists beneficiaries’ Horror.


Sandman: Allows the user to witness, enter and interact with another's dreams. Requires Bedlam.

System:

Duration: as long as the dream lasts, usually between 10-15 minutes. Roll is required to initiate, to catch thethreads of dream. Per + Aware roll, diff 6 while target is currently dreaming, 7 just before or after dreaming, 8 during deep, dreamless sleep (or those drowsing or in a slight trance, like from watching TV).

0 – watches a person’s dream, but cannot affect it.
1 – can put a willing spook to sleep, and allow the user to observe the spook’s dreams.
2 – nudge target’s dreams to reveal information about their life; Per + Aware roll. Each success gives a fact.
3 – can enter the dream, move through it and interact with characters in the dream. Each success allows the user to bring along another spook into the dream.
4 – alter the dream with Char + Aware roll, diff. depending on how large the change. Keep making changes without further Vitality expenditure.
5 – cause drastic changes in dream to show dreamer’s greatest hopes and joys, or worst fears and failings. Cha + Aware diff. 8. Each success causes dreamer to gain or lose a Willpower point. Can be used 1/dream.

Benefit: 1 Vitality allows Phantasm to ask a single question about the linked Horror’s target.



POLTERGEIST

Helter Skelter: The power to manipulate and move objects. Automatic to Poltergeists.

System:

Duration: (Vitality spent + 1) turns. Range = 30 yards. At 0 Vitality, the Horror has 1 die in both Strength and Dexterity. Each point of Vitality spent adds 1 additional die of Strength or Dexterity, but not both.

Horror’s Strength – Determines base damage done by an attack (Horror’s Strength in Bashing or Lethal depending on object). Determines weight of objects thrown (Horror’s Strength x 4 in pounds), and the distance that the object can be hurled (Horror’s Strength x 5 in yards).

Horror’s Dexterity – Determines the attack success by rolling Horror’s Dexterity + Melee (Difficulty 6). Determines how many items can be thrown at once (one 4 lb. item or one group of small items per point of Horror’s Dexterity). Every additional item/group means -1 to Horror’s Dexterity, -1 to attack difficulty, and +1 to target’s difficulty for all actions while under the barrage.

Benefit: 1 Vitality energizes another Horror with a +2 Vitality boost. Lasts 1 turn.


Congeal: The power to create items and weapons from one's own gauze. Requires Helter Skelter.

System:

Duration: 1 scene. Roll Manipulation + appropriate Ability (Difficulty 7) to create actual items. Vitality spent determines the size and/or damage potential of the created item. Range for all projectile weapons is Vitality spent x 5 in yards. Size and damage is below:

0 Vitality – hardened hands; Strength +1 Bashing.
1 – small objects (knife, key, lock pick, brass knuckles); Strength +2 Bashing or +1 Lethal
2 – medium (short sword, club, shuriken); +3 Bashing or +2 Lethal; 4 single shot projectiles
3 – large (axe, pistol, crowbar); +4 Bashing , +3 Lethal, or 5 base; single shot firearms
4 – large (rifle, battleaxe, shotgun); +5 Bashing, +4 Lethal, or 8 base; 3-round burst firearms
5 – large (great sword, SMG); +6 Bashing, +5 Lethal, or 8 base; full-auto for firearms

Benefit: 1 Vitality adds +4 damage dice to targets very next Horror attack. Lasts 1 scene.



SKINRIDER

Puppetry: Enables the user to possess and control humans. Automatic to Skinriders.

System:

Duration: successes rolled with Charisma + Leadership (Difficulty is target’s Willpower). 1 = 1 turn, 2 = 1 minute, 3 = 1 scene, 4 = 1 day, 5+ = indefinitely. You can not use more successes than the Vitality spent + 1. Vitality also determines the amount of control:

0 – slightly alter the hosts current action
1 – enter the host body, share senses, Cha. + Leadership each turn, only 1 action at a time, Dexterity = 1
2 – full control through concentration, Dexterity = 1
3 – suppress host’s mind, control freely, Dexterity = Skinrider’s
4 – Cha. + Meditation (Difficulty Willpower) to access 1 dot in 1 Ability at time, Dexterity = highest of the 2
5 – all memories, any 5 dots in Abilities

Benefit: 1 Vitality links your minds and adds 2 dice to any Mental roll involved with a Horror.


Juggernaut: Enables the user to bolster his physical abilities. Requires Puppetry.

System:

Duration: (Vitality spent + 1) turns. Juggernaut is a reflexive action and affects only you. At 0 Vitality you gain 1 dot for physical Attribute modifications. Each additional point of Vitality spent grants 1 additional dot for physical Attributes, up to a maximum of +6 dots at 5 Vitality.

Strength – Modifying Strength simply grants an extra point of Strength to be used for anything
your Strength is normally used for (damage, lifting, throwing, etc.).

Dexterity – Augmenting your Dexterity does not actually increase your Dexterity rating. Instead you receive 1 extra action each turn for each point applied to Dexterity. These extra actions can not be divided further by splitting dice pools. These extra actions can be used for Horrors.

Stamina – Adding a point to your Stamina actually provides you with an Armor rating of 1, this Armor cancels 1 level of damage done to you (before soak).

Benefit: 1 Vitality lends 2 dice to a Physical Attribute roll for a Horror’s effect. Lasts 1 turn.



WISP

Unearthly Repose: Creates a charismatic aura around the user. Automatic to Wisps.

System:

Duration 1 scene. Glow affects everyone (even allies) that is looking at you. Anyone that realizes what is happening can resist by spending 1 Willpower point and rolling Willpower (Difficulty is Vitality spent + 5). Targets that snap out of it can not be affected again for the rest of the scene unless more Vitality is spent.

Persuade – adds (Vitality spent) dice to all non-threatening Social rolls you make for the scene. At 0-1Vitality you are mildly intriguing, at 2-3 Vitality you are a trusted friend, and at 4-5 points you are a confidant or lover and targets will not refuse any reasonable request.

Calm – At 2-5 Vitality you can calm and soothe an angry viewer. Onlookers act at -1 initiative and +1 difficulty on any strenuous physical actions for every turn in which they stare at you.

Lead – You can cause 1 target to follow you against their will. If the target loses sight of you, they can roll Willpower (Difficulty 8) to snap out of it. Vitality spent determines the strength of the effect. 0 – viewer takes a step towards you, 1 – follows you slowly but stops if distracted, 2 – follows you and will only stop if touched or startled, 3 – concentrates only on you and only stops if struck, 4 – shuts out the rest of the world and fights to free himself if stopped, 5 – loses concern for personal safety and even walks in the general direction of you light if he loses sight of you.

Benefit: 1 Vitality adds 2 dice to a Horror roll using one of the Social Attributes. Lasts 1 turn.


Storm-Wending: Transports the user from one location to another almost instantly. Requires Unearthly Repose.

System:

Duration: 1 full turn. You can teleport short distances in about 3 seconds, 1 turn. You must be able to see the target location, or you must have seen it at least once before. 3+ Vitality lets you teleport other people with (or instead of) you, maximum range is 100 feet. Transport unwilling targets results in a contested Dexterity + Intuition roll (Difficulty 7). When teleporting to position yourself in combat, make a reflexive roll of Perception + Alertness (Difficulty 6), successes add to your next turn’s initiative. Vitality spent determines distance and passangers:

0 – 5 feet, alone, this can reflexively double your Dexterity while dodging. 1 – 10 yards, alone.
2 – 100 feet, alone. 3 – 100 yards, 2 people. 4 – 1000 feet, 3 people. 5 – .5 miles, 5(6) people.

Benefit: 1 Vitality lets a target re-roll any 2 dice on a Horror (except for botched rolls).




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