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  • [2E] Orpheus

    New Hunter Conspiracy: Orpheus
    The dead walk among us.





    Orpheus is not one, but three corporations acting as fronts for the Conspiracy. Known as the Furies, each of them acts independently from the others, but the main goal is the same: to study and combat the supernatural, specifically the undead, in all their shapes and forms.

    Ironically, ghosts that can be bargained with are given the chance to work for Orpheus as agents, and even trainers for still-living operatives using the Conspiracy's projection technology. If they want favors in return, Orpheus is all too happy to oblige.

    Overview
    It all began in 1986 with a company known then as JDG Cryogenics. Founded by Engineer Bob Jackson, and Dr. Anne Del Greco, the company dedicated itself to the preservation of human life through safe cryogenic freezing, specifically those suffering from ailments that science had yet to cure.

    Through the genius of one Dr. Eduardo Fernandez--a man who claimed to have successfully frozen and reanimated a human body--the company was able to gain much needed backing from multiple sponsors world-wide. Such a feat had never been accomplished before, considering the greatest detriment to workable cryogenics, at that point, was the fact that portions of the human body possessed different tolerances to freezing. So while one process worked on one set of organs, it completely destroyed the adjoining tissue. Dr. Fernandez’s process, however, relied on mummifying the body through a high-protein, cold-tolerant suspension fluid that saturated the cells, preventing ice crystals from forming and damaging tissue. The process worked, eventually allowing JDG to revive its first patient, Jane Kennedy, in 1991.

    That was when everything changed. JDG became more and more private about its research, despite their investors’ constant prodding for more detailed answers. JDG finally patented new cryogenic technology to the public, albeit expensive tech that required them to expand their facilities. In truth, however, the company had discovered something supernatural from studying Kennedy: the ability to project one’s spirit from its body. They spent millions in resources trying to delve into this new field of study. Combined with the annoyance of their spurned patrons, JDG began to suffer even as it made headwind in researching ghosts, mediums, and the undead. It nearly folded in its projecting endeavors when a mysterious backer approached the board of directors.

    In 1994, JDG Cryogenics secretly divided itself into three separate corporations. And together, they became Orpheus.

    The Enemy
    While Orpheus was built on the ideal of preserving life, the discovery of life after death – and the existence of the undead – has made it clear how vulnerable humanity is. The Conspiracy has long seen ghosts as people, even customers, but more than once they’ve had to take action against ones that refuse to play nice.
    And then there are Reapers. Intel about the Underworld has given the company reason enough to put down these specters of death. Not only are they bad for business, but the idea of entire cities being dragged into the Deep Below makes them a prime target.

    Creatures such as Mummies, Vampires, Zombies, and the like also give Orpheus a reason to fight, as they often cause chaos or spawn more shades of the dead in their wake. For similar reasons, Slashers and Necromancers are targeted.

    Sin-Eaters remain a dilemma for Orpheus. Like them, they bridge the gap between the living and the dead. Their negative disposition to Reapers and other ephemeral monsters is shared by the Conspiracy, as well as their curiosity for the Underworld. But the nature of their existence leaves some on edge. Are they slaves of their Geists? Are the Geists slaves of them? What ARE Geists? For this reason and more, many agents try to keep only a professional relationship with those Bound they become acquainted with – assuming the Sin-Eater doesn’t give them a reason to turn hostile.

    Threat Tags & Terminology
    • Drone-class — Ghosts unaware of, or oblivious to, their surroundings
    • Blip-class — Ghosts trapped in an action-loop, or specific location
    • Echo-class — Self-aware ghosts, responsive
    • Mirage-class — Self-aware ghosts, elusive
    • Shadow-class — Reapers, ghosts on record of killing one or more operatives
    • Enigma-class — Unknown or new species
    • Ectophage – a human that consumes ghosts
    • Hue – a ghost made from using Pigment
    • Jason – a human possessed by a shadow-class entity
    • Necronaut – an agent specially trained to delve into the Underworld
    • Reaper – a ghost that dispatches other ghosts
    • Skimmer – someone projecting without a Cradle
    • Thanatoid – a Cthonian or similarly native denizen of the Underworld
    Hunters
    Pending…

    L.Y.R.E.
    Shown and given only to agents, the "Learning Your Role Examination" aids the Conspiracy in properly assessing a given agent's priorities and talents, which can be vital when developing cells. Granted, agents are knowing for mocking the exam by pointing out how lyre sounds just like "liar", since the organization could easily put them anywhere they want if it serves the Furies’ greater interests. Even so, few complain once they're settled in. The exam is divided into three parts: first is a multiple-choice test, focusing on mundane, everyday life situations, thereby gleaning important characteristics on the would-be recruit's psychology. The second part focuses on physical acumen, (supernatural) abilities, and leadership skills. Finally, the applicant must undergo their first projection. Failing to do so won’t get them kicked out per se, but does mean they will be reassigned to an auxillary staff position until they retake the LYRE. Once completed, management cross-examines the data, and determines where and with whom to assign an agent, as well as what types of missions they’d be best suited for.

    Status
    • - You’ve completed the LYRE, and been provided access to a Cradle, Nursery, and/or Pigment by Orpheus.
    ••• - Your work in the field has made a lasting impression on the higher ups. Take two dots in the Merit: Allies (Orpheus), representing hunters and employees ready to stand by you (be they living or otherwise).
    ••••• - You’ve been given top clearance to some of Orpheus’ most powerful secrets. Choose a Ghost Numen you already know. You may now use said-Numen without projecting, substituting Essence with a Willpower per point. The dicepool utilizes the highest of your relevant Power and Finesse Attributes to activate, plus your effective Rank as ghost. This Numen is considered an Endowment for the purposes of risking Willpower. If you wish to reselect your chosen Numen at a later time, it will require extensive training from Orpheus.

    Factions
    The major companies act independently of one another, but all originated from the discoveries made by JDG Cryogenics. Multiple micro-organizations, charities, and businesses act as fronts for Orpheus, but three of them, known as the Furies, tower over the rest:

    Lazarus Redux
    Free Specialty: Medicine (Cryogenics)
    The official successor to JDG, Lazarus picks up where its predecessor left off, becoming a lead developer in cryogenic research and bioengineering. With an emphasis on preserving life (reflected in their technology), they are the most welcoming towards supernatural recruits such as Sin-Eaters, psychics, ghosts, and the occasional witch. Because of this, LRX has the most knowledge when it comes to said-supernaturals. Even so, they know how to bite when cornered, and utilize Cradles the most when enacting fieldwork. Rumors persist about dirty secrets between them and the U.S. Military, though they've made their presence felt in Canada as well, and begun setting up shop in Sydney Australia.

    NextWorld
    Free Specialty: Streetwise (Blackmarket)
    What Orpheus can’t replicate; it appropriates. NextWorld Inc. functions as a private military company (PMC) and security contractor, devoted to a no-questions-asked policy. With ties to the Russian GRU, NextWorld maintains operations throughout Europe and Asia. Generally, it recruits people who have seen actual combat, whether in military service or simply from an everyday life in dangerous territory. For this reason, it also hires many third world country operatives from war-torn parts of Africa and the Middle-East. NextWorld places more emphasis on intel than T&S, but doesn't travel the same lengths as Lazarus. Most missions they undertake are of the fumigation or removal variety, though they do engage in security contracts, and extensive wetwork as well. Given the high degree of military experience in the organization, NextWorld may also have unofficial access to government technology that not even Terrel & Squib has seen.

    Terrel & Squib
    Free Specialty: Science (Chemistry)
    Named after its founding members, T&S is a pharmaceutical company that invented—and still proliferates— the enigmatic drug “Pigment”, selling it to agents of Orpheus among other strange technologies. Perhaps out of desperation or contempt for the undead, T&S has little against experimenting on that which they can acquire. Unethical, true, they've created such marvels as the Labyrinth Cage and Kirlian Detector. While most of its public workings are centered around T&S Pharmaceuticals, hunters under its employ are sent to its Paranormal Investigations Division (PIV). They're seen as a more white-collared version of NextWorld, wealthier than LRX, but all too willing to throw money and agents at a problem till it goes away. Due to strong competition in Europe, they've remained in the USA, with branch companies in Mexico and South America.

    Stereotypes
    Pending…
    Endowments: Ephemeral Technologies



    The arsenal and science of the Conspiracy is centered around fighting, and even becoming the invisible. Depending on where a given cell sets up shop, hunters can expect to rely on a range of different gadgets and hardware. Quick operations far from a Nursery – a safehouse containing one or more Cradles – often rely on Pigment, which is supplied both for easy ghost projecting and in case of emergencies. For balanced or long-term operations, at least one Cradle is made available, whether in someone’s basement or inside a semi-truck.
    The risk of outside elements stealing such tech for the purpose of ghost projection is minimal, as whatever’s used in Pigment makes it impossible to replicate outside Orpheus’ labs. This also makes a Cradle (which requires Pigment to function), useless or worse to anyone else.

    Ghost Projecting
    Whether through a Cradle or Pigment, every Orpheus operative dives into the grave to become a literal ghost of themselves. For most, the first time is terrifying, even after returning to life. Yet the experience proves itself an invaluable lesson, both on the nature of death, and the risks a hunter must take to uphold the Vigil.

    Orpheus has spent decades trying to map and pinpoint the characteristics a given agent will demonstrate upon becoming a ghost; their Influences, Manifestations, Numina, and overall strength. Rarely are their predictions perfect, as such powers manifest based on a given individual’s nature and history. A pair of twins with near exact backgrounds and personalities will display a vastly different repertoire from each other while projecting.

    Projecting is an Instant action, requiring a Resolve + Composure check unless utilizing a Cradle.

    Use the following to build your projection:
    • All agents begin as Rank 2 ghosts. Choose the highest of the following Attributes to determine Power (Intelligence, Strength, Presence), Finesse (Wits, Dexterity, Manipulation), and Resistance (Resolve, Stamina, Composure).
    • Corpus = Resistance + Size
    • Willpower = Resistance + Finesse (Max 10)
    • Initiative = Finesse + Resistance
    • Defense = Lower of Power or Finesse. Ghosts apply Defense against all attacks, even firearms.
    • Speed = Power + Finesse + 5
    • Size remains the same as your body’s.
    • Your body becomes an Anchor. If you’re projecting via Cradle, it also becomes an Anchor. You also gain 2 dots in Influence over said-Anchors.
    • In addition to Twilight Form, choose 1 Manifestation. Note that the Materialize Manifestation is rare among new recruits, but not unheard of.
    • Choose 3 Numina permissible to ghosts. If projecting with Pigment, gain the Anchor Jump Numen for free until they return to the body. If your character already has it, and the chosen Anchor they jump to is their body, it costs no Essence to activate, even in the Underworld.
    • Choose a Bane and a Ban reflecting your Rank.
    • At character creation, or later in play, you may choose to buy Ghost Merits for your character. These are suppressed while your character isn’t projecting, but will always be active whenever they do so. Alternatively, with storyteller’s permission, you may spend a number of dots on Ghost Merits equal to the number of dots your character has on Merits that wouldn’t translate into your new ghost form.
    • Your Integrity score freezes while projecting, barring you from suffering a final breaking point. Instances where you would normally suffer a breaking point – unless a mechanic specifically says otherwise – are also suppressed until you return to your body, at which point you roll for all of them. While projecting, however, the following act as breaking points regardless: first time projecting, drinking from a River of the Underworld, committing ectophagia, violating an Old Law in a Dominion.
    • Gain Essence equal to your Integrity + unspent Willpower whenever you project. Unspent Essence is lost upon returning to your body.
    • You may increase your ghost form’s stats using the following chart:
    Trait Experience Cost
    Attribute dot 6
    Numen 3
    Manifestation 3
    Influence dot 5
    Skill dot 2
    Merit dot 1
    Specialty 1
    Rank* 5
    *To increase Rank, a ghost must have the Experiences needed to buy both the Rank dot and purchase dots in Attributes, Numina, Manifestations, and Influences to bring herself up to the minimum for the new Rank as soon as it increases. Then she must drink from a River of the Dead in the Underworld. If she survives, her player may spend the Experiences to raise Rank and buy the other attached Traits.


    Cradle
    Designed by JDG Cryogenics, the cradle was originally meant to safely flash-freeze occupants suffering from medical problems that society had yet to find successful treatments for. When Jane Kennedy discovered the ability to project from her body via this machine, the cradle was re-purposed to act as both a storage compartment and life-support system for operatives; their bodies safe from possession and aging.
    Having this endowment means you have access and clearance to use a Cradle. Orpheus always tries to station each Cradle in a secure, underground location, preferably with another Cradle to form a Nursery. But as long as the Cradle in question has access to a power-source and isn’t at risk of being discovered, any safehouse will do.

    Each Cradle functions with a built-in battery and backup system. The machine was designed to refines Pigment into the serum that replaces the blood of its occupant. If damaged, the unit will need a company mechanic to properly fix it.

    Backlash: It takes an hour to get in or out of cryogenic suspension, with the user taking 1 Lethal on both exit and entry. The user is also considered flat-lined during all of this, and may risk fatality if the Cradle is improperly shut down or sabotaged. Corporate policy recommends agents avoid flat-lining for a minimum of 2 weeks after use, though agents can often stay in ghostform for around 3 before psychological side-effects begin to manifest. It is not uncommon for the Fugue, Insane, Shaken, or Spooked Conditions to manifest.

    Ghost-Shot Ammo
    An innovation of T&S, these translucent munitions contain a chemical compound that glows a pale green at the tip of each bullet. Originally designed to combat hostile ephemera, Ghost-Shot can be used to safely strike at a ghost or spirit in possession of a living host, the bullet's casing disintegrating in a flash of green light as it passes through physical obstructions (save perhaps those supernaturally warded somehow).

    Per bullet shot, a possessing entity takes 1 Bashing, while acquiring a cumulative -1 penalty to maintain control of its host. If out in the open, this damage is treated as Lethal instead.

    Backlash: Unfortunately, since most operatives are already projected when on a mission, Ghost-Shot has been more often used as ammunition for defensive side-arms. Therefore, they are only manufactured for pistols and the like.

    Gray Patch
    This gray, 1-inch by 1-inch square patch is a medicated adhesive placed upon the skin of an operative, usually on the arm or leg, where a chemical cocktail is introduced into the bloodstream. The patch itself was meant to help stabilize active users of Pigment, but also serves another function. While wearing a gray patch, the hunter becomes harder for the undead to influence or control.

    Per patch in active use, the agent receives a +1 to resist attempts by ghosts, vampires, mummies, sin-eaters (etc.) to manipulate supernaturally, including possession and psychic attacks. Each day the hunter uses a Gray Patch, they ignore the penalties of the Deprived Condition if it was caused by using Pigment.

    Backlash: If the hunter uses more gray patches than he or she has dots in Stamina, they suffer the Drugged Tilt, which, after resolving, forces a reflexive Stamina + Resolve check. Failure replaces the Tilt with the Addict Condition. It also, for reasons unknown, makes it all the more difficult for agents to project, adding a -1 penalty to relevant skill check per active patch.

    Kirlian Goggles
    With the knowledge that ghosts and goblins lurk unseen within the world of man, it became a matter of security to find a means of detecting the things that go bump in the night, preferably before they added you among the legions of the dead. Named after scientific research conducted in the 1940s by a Russian husband-and-wife team, Semyon and Valentina Kirlian, a Kirlian lens is a form of chemically treated glass that—when charged with electricity—enables anyone looking through it to see entities in Twilight.

    When the endowment is taken, the hunter acquires a pair of battery-powered goggles they can carry into the field. To outsiders, these goggles might seem nothing more than standard night-vision goggles, and indeed, they can see perfectly well in total darkness. What gives them away is the purple-tint of the glass beneath the infrared light source that lays atop the brow. The goggles have a battery-life of 6 hours when used for night vision, and 3 hours to peer into Twilight.

    Backlash: While active, the goggles have the side-effect of disorienting even a specially-trained veteran as the user sees Twilit ephemera just as solid and real as the mundane world around him. He suffers a -2 to visual-based Skill checks.

    Labyrinth Cage
    It goes without saying that not all incorporeal creatures go quietly or cooperate with Orpheus. Some would rather die again and again before doing anything of the sort. Be they indestructible, or too useful to let go, ghosts that Orpheus deems important are sometimes targeted for acquisition. This is made possible by a Labyrinth Cage, a black metal box no larger than a car battery. Utilizing a mixture of advanced sonic frequencies and EMP fields, the cage is capable of trapping ephemera within the confined space of the cage, the alloy it's made from –known only to T&S – making it solid and impossible to phase through. Activation is as simple as pushing a button, forcing all ghosts and similar beings within a 20-yard radius to roll Resistance, even if not manifested. If the targets are less than 10 feet away from the device, they suffer a -3 penalty. The cage has no effect if the spirits are currently possessing a host, or inhabiting an object. A single LC can hold up to 4 ghosts or spirits, though doing so can be dangerous for the occupants if they hate each other.

    Escaping a Labyrinth Cage is difficult without outside help, but rumors persist that it can be done. Sometimes the cage is even used to safely smuggle projected agents through haunted territory, a surprise ambush in a box, or escape from the Underworld. It can also be useful in keeping unfettered ghosts in the physical world, who become immortal keepers of knowledge for the Conspiracy. Less scrupulous agents sometimes use it as a means of interrogation and torture, and not all of the Furies are against such practices.

    Backlash: Those caught inside an LC are still capable of interacting with fellow occupants, as well as attacking each other and using Numina – though such powers have no effect on the Labyrinth Cage or anything outside of it. If an agent is projecting via Pigment, their silver thread is cut upon being successfully trapped.

    Pigment
    A new hallucinogen, also known as black heroin or Black H, Pigment is addictive but cheap. When used, Pigment acts much akin to normal heroin (causing the Drugged Tilt), save that the user gains two benefits. One, they become able to see the shades of the departed while under the effects of the drug. Two, when an agent makes a successful meditation check, they can choose to fall unconscious, their ghost projecting as a cradle-user would, save for a silver thread connecting them to their body.

    Useful in situations where a cradle is not easily accessible, Pigment allows imbibers to pass through Avernian Gates without the risk of being trapped on the other side, as well as escape a Reaper’s use of the Engulf Numen, as the silver thread returns them to their body as a Reflexive Action, so long as the thread remains intact. If cut, the silver thread reforms after the agent successfully returns to their body.

    Acquiring this endowment means you have access to a steady supply of Pigment, usually delivered at a predetermined dead-drop, or by similarly inconspicuous means. For safety reasons, Orpheus only delivers a number of doses equal to 2 + Status per month. In an emergency, additional doses can be requisitioned, but no guarantees are made.

    Backlash: When an imbiber overdoses, they take damage for (eight minus Stamina) hours, with Pigment being treated as having Toxicity 7. Furthermore, if the silver thread is severed (through supernatural attacks), the body remains comatose and vulnerable to possession until the owner returns. Those who die from this or from their body being slain while under the effects of Pigment always return as Rank 1 ghosts, easily distinguished from others by being devoid of any coloration in their corpus.

    PLE Monitor
    This handheld device allows for rudimentary detection of post-life entities. Orpheus engineers, however, had to make a few compromises to make it work as a handheld. It is about the size of a PDA, but only has a half-hour battery life and grows very warm to the touch after just one minute of continuous use. After one turn, the user can make a Wits + Computer check to determine the number of ghosts within 50 meters and their rough location (to within about five meters). If the device’s user can move around, he can triangulate nearby spooks’ locations more effectively; successful subsequent Wits + Computer rolls allow him to reduce the margin of error by one meter per attempt.

    These devices are usually used for establishing a perimeter around important sites, chokepoints, and safehouses, and can be hooked into power-outlets when available.

    Backlash: the monitor emits an audible ping to those in Twilight. Anyone carrying a PLE Monitor suffers a Chance Die to all stealth checks against such entities, provided they are in range of the device.






    Old Content
    Ghost-Shot Ammo (oo; renewable)
    This endowment can be purchased multiple times, each purchase equaling 1 magazine of Ghost-Shot for a designated side-arm of your choice.
    An innovation of LRX, these translucent munitions contain a chemical compound that glows a pale green at the tip of each bullet. Originally designed to combat hostile ephemera, Ghost-Shot can be used to safely strike at a ghost or spirit in possession of a living host, the bullet's casing disintegrating in a flash of green light as it passes through physical obstructions (save perhaps those supernaturally warded somehow). Per bullet shot, a possessing entity takes 1 Bashing, while acquiring a cumulative -1 penalty to maintain control of its host. If out in the open, this damage is treated as Lethal instead. Unfortunately, since most operatives are already projected when on a mission, Ghost-Shot has been more often used as ammunition for defensive side-arms, therefore, they are only manufactured for pistols and the like.

    Gray Patch (o; renewable)
    This gray, 1-inch by 1-inch square patch is a medicated adhesive placed upon the skin of an operative, usually on the arm or leg, where a chemical cocktail is introduced into the bloodstream. The patch itself was meant to help stabilize active users of Pigment, but also serves another function. While wearing a gray patch, the hunter becomes harder for the undead to influence or control. Per patch in active use, the agent receives a +1 to resist attempts by ghosts, vampires, mummies, sin-eaters (etc.) to manipulate supernaturally, including possession and psychic attacks. Each day the hunter uses a Gray Patch, they ignore the penalties of the Deprived Condition if it was caused by using Pigment.
    Backlash: If the hunter uses more gray patches than he or she has dots in Stamina, they suffer the Drugged Tilt, which, after resolving, forces a reflexive Stamina + Resolve check. Failure replaces the Tilt with the Deprived Condition. It also, for reasons unknown, makes it all the more difficult for agents to project, adding a -1 penalty to relevant skill check per active patch.

    Kirlian Lenses (oo, or ooo)
    With the knowledge that ghosts and goblins lurk unseen within the world of man, it became a matter of security to find a means of detecting the things that go bump in the night, preferably before they added you among the legions of the dead. A Kirlian lens is a form of chemically treated glass that--when charged with electricity--enables anyone looking through it to see entities in Twilight. At 2 dots, the hunter acquires a pair of battery-powered goggles they can carry into the field. To outsiders, these goggles might seem nothing more than standard night-vision goggles, and indeed, they can see perfectly well in total darkness. What gives them away is the purple-tint of the glass beneath the infrared light source that lays atop the brow. The goggles have a battery-life of 6 hours when used for night vision, and 3 hours to peer into Twilight. At 3 dots, the hunter acquires a security camera they can have installed into a vehicle, safehouse, or similar property that they own. It can either be hooked up to a power grid, or utilize batteries much the same as the goggles.
    Backlash: While active, the goggles have the side-effect of disorienting even a specially-trained veteran as the user sees Twilit ephemera just as solid and real as the mundane world around him. He suffers a -2 to visual-based skill checks.

    Labyrinth Cage (oooo)
    It goes without saying that not all incorporeal creatures go quietly or cooperate with Orpheus. Some would rather die again and again before doing anything of the sort. Be they indestructible, or too useful to let go, ghosts that Orpheus deems important are sometimes targeted for acquisition. This is made possible by a Labyrinth Cage, a black metal box no larger than a car battery. Utilizing a mixture of advanced sonic frequencies and EMP fields, the cage is capable of trapping ephemera within the confined space of the cage, the alloy it's made from--known only to T&S--making it solid and impossible to phase through. Activation is as simple as pushing a button, forcing all ghosts and similar beings within a 20-yard radius to roll Resistance, even if not manifested. If the targets are less than 10 feet away from the device, they suffer a -3 penalty. The cage has no effect if the spirits are currently possessing a host, or inhabiting an object. A single LC can hold up to 4 ghosts or spirits, though doing so can be dangerous for the occupants if they hate each other.
    Escaping a Labyrinth Cage is difficult without outside help, but rumors persist that it can be done. Sometimes the cage is even used to safely smuggle projected agents through haunted territory, a surprise ambush in a box, or escape from the Underworld. It can also be useful in keeping unfettered ghosts in the physical world, who become immortal keepers of knowledge for the Conspiracy. Less scrupulous agents sometimes use it as a means of interrogation and torture, and not all of the Furies are against such practices.

    Personal Cradle Unit (ooooo)
    Designed by JDG Cryogenics, the cradle was originally meant to safely flash-freeze occupants suffering from medical problems that society had yet to find successful treatments for. When Jane Kennedy discovered the ability to project from her body via this machine, the cradle was re-purposed to act as both a storage compartment and life-support system for operatives; their bodies safe from possession and aging. The PCU is a cradle that you've been allowed to place and keep outside of the regional nursery. Though not as secure as company owned units, the PCU functions as a normal cradle, with a built-in battery and backup system. It has a built-in device that refines Pigment into the serum that replaces the blood of its occupant. If damaged, the unit will need a company mechanic to properly fix it.
    Backlash: It takes five hours to get in or out of cryogenic suspension. The user is also considered flat-lined during all this, and may risk fatality if the cradle is improperly shut down or sabotaged. Corporate policy recommends agents avoid flat-lining for a minimum of 2 weeks after use, though agents can often stay in ghost form for around 3 before psychological side-effects begin to manifest. It is not uncommon for the Fugue, Insane, Shaken, or Spooked Conditions to manifest.

    Pigment (o to ooooo; special)
    Each dot represents a maximum number of doses that the operative can receive each month (to a maximum of five doses). A new hallucinogen, also known as black heroin or Black H, Pigment is addictive but cheap. When used, Pigment acts much akin to normal heroin (causing the Drugged Tilt), save that the user gains two benefits. One, they become able to see the shades of the departed while under the effects of the drug. Two, when an agent makes a successful meditation check, they can choose to fall unconscious, their ghost projecting as a cradle-user would, save for a silver thread connecting them to their body.
    Useful in situations where a cradle is not easily accessible, Pigment allows imbibers to pass through Avernian Gates without the risk of being trapped on the other side, as well as escape a Reaper’s use of the Engulf Numen, as the silver thread returns them to their body as a Reflexive Action, so long as the thread remains intact. If cut, the silver thread reforms after the agent successfully returns to their body.
    Backlash: When an imbiber overdoses, they take damage for (eight minus Stamina) hours, with Pigment being treated as having Toxicity 7. Furthermore, if the silver thread is severed (through supernatural attacks), the body remains comatose and vulnerable to possession until the owner returns. Those who die from this or from their body being slain while under the effects of Pigment always return as ghosts, easily distinguished from others by being devoid of any coloration in the corpus.
    Last edited by MrParaduo; 02-27-2020, 02:29 PM.


    nWoD Warhammer Fantasy RPG,
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  • #2
    Thanks for creating this! I love the idea of porting Orpheus and its themes into Hunter. That said, some of the above could use some mechanical adjustment. From what we've seen of the book, Endowments no longer have dot values for example, so the higher-power options should be nerfed and the lower should be buffed. On a more personal level I also disagree with creating a whole new ghost-character thing as I feel it takes away from the "humanity" of Hunter. Projection should probably also be an Endowment option rather than an automatic membership bonus, despite how it was in Orpheus the standalone game.
    Here's my contribution:

    Projecting (alt)
    • You are ephemeral and in the Twilight and may interact with ephemeral entities and objects directly (and they with you).
    • You retain your skills, attributes, and traits (your Corpus is equal to your Health). If an effect calls for your Power use your highest Power attribute, likewise for Finesse and Resistance. Your Honorary Rank is 1 and you have no Influence.
    • You do not have Essence; You cannot gain it and any effects that would cause you to lose it affect Willpower instead.
    • Your body is an Anchor to you and Open to other entities.
    • You may not interact with material objects and entities, and if one interacts with you (by passing through you) you take 1 corpus damage. Yes this includes walls. If you are subject to attack with a material weapon/trap/hazard, convert the damage to bashing.

    Skimmer:
    Terrel and Squib agents train in meditation techniques and consume drug cocktails in order to briefly leave their bodies without dying permanently. This is a potent advantage to espionage agents an necessary to anyone intending to really interact with ghosts, but projecting hunters are shockingly vulnerable in body and spirit.
    Cost: 1 Willpower
    Dice Pool: Resolve + Composure
    Roll Results:
    Success- You manage separate your soul from your body over the course of five minutes of meditation. You may range 10 yards from your Anchor without suffering from Essence Bleed. Damage taken in this state is mirrored by your body, but you otherwise obey all rules associated with Projecting.
    Failure- You don't quite manage to get out of your body. You may try again, but must spend willpower to re-activate this Endowment.
    Exceptional Success- You escape your mrtal shell, leaving only the barest of threads to pull you back to rejoin the living. You may range 50 yards from your Anchor without suffering from Essence Bleed. Damage taken in this state is mirrored by your body, but you otherwise obey all rules associated with Projecting.
    Exceptional Failure- You have to abort midway through, leaving yourself Open in the process. You fail to Project and gain the Open condition to ephemeral entities until the end of the Scene.

    Sleeper:
    Lazarus employees die in their cryogenic chambers all the time- they just come back later. These necronauts project from their frozen coffins, their bodies kept safe from harm but with souls more vulnerable than ever. Unfortunately, these "coffins" are slow and not portable in the slightest. It takes an hour to project and another hour to revive a projecting employee.
    Cost: 1 Bashing damage when projecting, 1 more when being resuscitated.
    Dice Pool: Stamina + Composure
    Roll Results:
    Success- Your soul separates from your body as you enter cryogenic preservation, emerging as you expire. You do not suffer essence bleed fir 1 day after Projecting from a Sleeper Cradle.
    Failure- You fail to project and must be resuscitated before trying again, taking the commensurate damage.
    Exceptional Success- You make a clean break from your chilled corpse. You take no damage from being frozen and resuscitated and you do not suffer essence bleed fir 1 day after Projecting from a Sleeper Cradle.
    Exceptional Failure- You panic as you freeze to death and the thrashing of your ghost disrupts the freezing process, causing 1 lethal damage instead of bashing damage when freezing and resuscitating.

    Comment


    • #3
      Originally posted by Thaumaterge View Post
      Thanks for creating this! I love the idea of porting Orpheus and its themes into Hunter. That said, some of the above could use some mechanical adjustment. From what we've seen of the book, Endowments no longer have dot values for example, so the higher-power options should be nerfed and the lower should be buffed. On a more personal level I also disagree with creating a whole new ghost-character thing as I feel it takes away from the "humanity" of Hunter. Projection should probably also be an Endowment option rather than an automatic membership bonus, despite how it was in Orpheus the standalone game.
      Thanks! You make some very valid points. My only concern is this'll make projecting a little boring, especially since there's so much to explore with the possibility of literal ghost hunters. Maybe an endowment that allows them to acquire dread powers akin to specific Numina?


      nWoD Warhammer Fantasy RPG,
      WoD Wraith: The Oblivion
      and Infernum-style Demon: The Descent, Shadows of Abaddon --> http://madnessforums.com/forums/inde...opic,26.0.html

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      • #4
        New content update, this time with Endowments that emulate the various shades.

        The L.Y.R.E. test isn't just for show, and neither is it primarily used for team assignments, as is most often theorized. The personality test is actually intended to identify certain traits capable of altering the very nature of the soul, and thus the ghosts that agents become when they project. In order to take the following Endowments, the Hunter must possess at least one projection method. Each of the Endowments has a minor expression, which may be used without paying the cost (but still suffering the Backlash), and a major one subject to the usual limitations.

        Banshee
        Empathy, compassion, and insight are common traits among those with the potential to become banshees. Lazarus Inc. forces prospective banshees to rely even more heavily on these talents by putting them through a grueling gauntlet of ethics problems and high-stakes zero-sum games. Fully-trained banshees are stereotyped as nosy, but well-meaning individuals with a hair-trigger for suspicion. Even when projecting Banshees can interact with the real world aurally, unleashing an ear-piercing scream in times of need.
        Cost: 1 Willpower
        Dice Pool: Presence + Empathy
        Minor: You can speak while projecting and be heard by people in the real world. No matter how loud you speak they always hear only a whisper, though the sound carries over the normal distance.
        Roll Results:
        Success- Your shriek is at once haunting and foreboding. Anyone who hears your voice gains the Spooked condition, and your words may affect how they go about resolving that condition.
        Exceptional Success- Your scream rings in the ears long after your voice has ceased. In addition to being Spooked, listeners must also make a Resolve + Stamina - your successes check to avoid taking the Deafened tilt until the end of the scene.
        Failure- You speak, but cannot put enough weight behind your words. You talk as per the Minor expression, with no other effects.
        Exceptional Failure- You choke, temporarily losing your ability to speak. For the rest of the scene you cannot say any words and must communicate using nonverbal noises.

        Haunter
        Introversion, wanderlust, and hoarding are common traits among those with the potential to become haunters. Terrel & Squib nurture these tendencies by keeping prospective haunters moving, either on long drives or from project to project with little human contact for months on end. After returning from their training haunters are even more distant than before, eschewing conversation for technical or hands-on activities with a tendency towards obsession. When they project, haunters can occupy (haunt) material object, moving them as they would their own body.
        Cost: 1 Willpower
        Dice Pool: Resolve + Crafts
        Minor: You can inhabit a small simple object of size 1 or 2, gaining Influence 1 over it in the process. You may strengthen (as per the Ephemeral Influence rules) or weaken it once for free, adding or subtracting your honorary rank from its structure. The influence remains only as long as you occupy the object.
        Roll Results:
        Success- You take control of an object of size Endowment * Successes or less and gain Influence 2 over it. You may strengthen, weaken, or manipulate it for free while you occupy it, and once you leave you lose the Influence, as above.
        Exceptional Success- You integrate yourself fully into the haunted object, gaining Influence 3 over it and the ability to Control it for free in addition to the results of Success.
        Failure- You occupy the object but have no control, merely riding along.
        Exceptional Failure- You get stuck in the object and require assistance to get out. Either another entity in the Twilight must pull you out or the material object itself must be broken.
        Backlash: As the haunter becomes one with the object, his sense of self begins to dissipate. When you possess an object you take a cumulative -1 penalty to Resolve that decreases by 1 for each scene not spent projecting. If this penalty reduces your Resolve to 0, you become stuck in the object as per Exceptional Failure in addition to your roll results.

        More later!

        Comment


        • #5
          Poltergeist
          People with the potential to be poltergeists tend to be fairly obvious, boiling over with frustration and anger issues. Nextworld likes to refine these candidates, turning their urges inward without diminishing them to create the perfect pressure cooker of rage. Full-fledged poltergeists can channel this emotional energy to move physical objects with violent force when projecting.
          Cost: 1 Willpower
          Dice Pool: Strength + Athletics - Defense (if any)
          Minor: You strike a small inanimate physical object while projecting and send it flying despite your intangibility. You may 'throw' it as though you had a Dexterity of 1.
          Roll Results:
          Success- You grip a cloud of inanimate physical objects, hurling them at a target damaging ghost and mortal alike. Deal bashing or lethal damage equal to your successes + your Endowment rating.
          Exceptional Success- Objects around you swirl and bounce perilously, leaving you untouched. In addition to the effects of success, creatures within 1 yard of you take 1 bashing damage and the area is affected by the Blizzard tilt (assuming sufficient small items are available) to which you are immune.
          Failure- Your grip fails at a critical moment, leaving to object or objects to shift about rather than flying under your control.
          Exceptional Failure- Your rage turn inwards.at exactly the wrong moment, hurling the objects at and through you rather than at their intended target. You take 1 lethal damage and the area within 1 yard of you suffers the Blizzard tilt (assume sufficient objects are available) to which you are not immune.
          Backlash: Manifesting one's anger and frustration at the world is hardly a healthy release, but it is cathartic in the extreme. When a Poltergeist activates this endowment they get swept along by the current, suffering the Insane tilt until there are no more perceptible enemies or someone calms them down with a Composure + Empathy vs Resolve check.

          Comment


          • #6
            What if we made Shades into something akin to Iconography Merits?


            nWoD Warhammer Fantasy RPG,
            WoD Wraith: The Oblivion
            and Infernum-style Demon: The Descent, Shadows of Abaddon --> http://madnessforums.com/forums/inde...opic,26.0.html

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            • #7
              Example:

              Shade Merit: Skinrider (o)
              Requirements: Ghost, at character creation only.
              Effects:
              • Treat all living humans as though they permanently had the Anchor Condition for the purposes of creating the Open Condition.
              • Spend 1 Essence. For the remainder of the scene, you can influence the body of a Possessed, Fettered, or Claimed subject to display the symptoms of a disease, or suppress them. The effect immediately ends on a reflexive action by the skinrider, or if you are no longer controlling them.
              Drawback: Double the Essence Cost of all actions made by the ghost to heal their Corpus or cosmetically alter it. This includes Moliate, Regeneration, and similar powers, with Claim being the exception.


              nWoD Warhammer Fantasy RPG,
              WoD Wraith: The Oblivion
              and Infernum-style Demon: The Descent, Shadows of Abaddon --> http://madnessforums.com/forums/inde...opic,26.0.html

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