Orpheus Default Abilities

Dead-Eyes: Allows you to see spooks and projected entities at any time as a passive ability. Also you can sense how much Vitality remains in an entity by rolling Perception + Permanent Vitality (difficulty 6). Dead-Eyes does not allow you to see spooks that are inhabiting an object or possessing a person; they are “invisible” unless they choose to reveal themselves.

Incorporeal & Invisible: Spending 1 point of Vitality allows you to pass through physical objects at will for an entire scene. Otherwise, anything that passes through your gauze will bleed off 1 point of Vitality per turn. This will continue to happen until you spend 1 point of Vitality to become insubstantial.

Manifest: All Agents can spend Vitality to manifest to the living world. The amount of Vitality spent determines the degree of interaction possible. Current Vitality determines how alive you appear: 7 fully human, 8 vibrant and wam to the touch, 6 and below appearance of signs of death. Fully Manifested you can affect ghosts and humans equally. (For more information on your Shades Manifestation, please go to Orpheus Manifestation Forms.)

Detect Nature Group: You can sense the Nature grouping of a spook or mortal. When in the target's presence, spend 1 point of Vitality to get a rough estimate of their Nature. there is no roll required. You can not guess their exact Nature, only their Nature group, unless they share your own exact Nature.

Misery Loves Company: You can spend 1 point of Vitality to empathize with a ghost in your same Nature group. Connecting in this way gives you +2 dice on all social rolls involving that ghost. Connecting to a ghost of your exact Nature gives you +4 dice.

Sense Lifeline: Spending 1 Vitality point lets you gain information about a ghost's tethers (objects they loved or deeds they want fulfilled). You get a clairvoyant flash relating to each of the ghost's tethers, which will aid you in releasing it. Note: you must be in the same Nature Group as the target ghost to use this ability.

Sever the Strand: Infusing a ghost (of your Nature group) with the knowledge that one of its tethers has been resolved requires the expenditure of 10 Vitality points. This also reaises the target host's Vitality rating by 1 (to a maximum of 5), grants you 10 points of Vitality, and may reduce your Spite points by 1-5 (ST discretion). Liberating a ghost, by severing its final tether, allows you to lose 1 permanent Spite rating or gain 1 permanent Vitality (ST discretion). Note: This is a process, not an instantaneous action, and requires roleplaying with the ghost being affected and previous use of Sense Lifeline to discover a ghost's tether.

Thievery: You can steal Vitality from a ghost in your Nature group. You have to touch the target and then succeed in a contested Willpower roll (difficulty 6). Each success over the target's allows you to drain 1 point of Vitality. This is a vile act and every time Thievery is used you must roll your Spite rating (difficulty 6). Each success earns another point of Spite.



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