| 
             Default Abilities: 
            The Risen might be in the flesh, but they are dead within
            that flesh, and still have most of their Default Abilities as
            a result. Their improved, ghostly senses follow them into the
            meat world, and Dead Eyes works as well as it ever did, too.
            Likewise, they can give and take Vitality from the other members
            of their Crucible  corporeal or not  and gain a bonus
            when using Thievery: the Difficulty to use it on the living is
            5, rather than 6. They can also Yoke their Horrors to other members
            of their Crucible, as long as they can employ the Horror in question
            while Risen {See 'Horrors,' below}. 
            The only Default Abilities that are denied to the Risen are
            Incorporeal & Invisible and Manifestation. They're physical,
            now, which makes the former impossible and the second superfluous.
            But should a Hue leave her body to go back to the spirit realm,
            she can use them, too {See 'Leaving So Soon,' below, for more
            info on leaving the body at will}. 
              
            Vitality: 
            In spite of being back in the flesh, after a fashion, Risen
            do not have Health Levels, only Vitality. Just as when they were
            ghosts, their Vitality is both a measure of their spiritual power
            and their physical togetherness. 
            As a result, Risen have to be careful not to spend too much
            Vitality on Horrors, lest they leave themselves vulnerable to
            damage. This leads many careless Risen to adopt dangerous behaviors
             such as constantly spending Willpower or Tapping Spite
             to make up the shortfall. 
            While a Risen will lose Vitality both from being damaged and
            from spending it, spending it doesn't make the body fall apart,
            decay or become wounded: only actual damage does that. A Risen
            who's spent her Vitality down to one looks the same as a Risen
            with ten Vitality, but she'll seem to be more sluggish and zombielike
            in her movements than one with a full tank of spiritual power.
            That appearance is deceiving, though, as many would-be zombie
            stalkers have found out to their cost. 
            Also, in spite of being "dead," the Risen usually
            appear to be living creatures in the eyes of the incorporeal
            dead. This camouflage works no matter what their current Vitality
            is at. However, the moment a Risen spends three or more Vitality,
            she creates the "blip" described on pg. 191 of Orpheus,
            and any ghosts and spectres in the area could discern them for
            what they truly are. 
              
            Corporal Matters: 
            The body might be up and about, but it is completely and irrevocably
            dead. It will not do anything but move, "breathe" and
            heal, and it does these things only begrudgingly. It's as if
            the body desperately wants to lie back down and stop moving;
            Indeed, Risen have described being back in their bodies as wearing
            a cold and hateful suit of dry, dead meat. 
            This state of being can be good news, of a sort, as it renders
            the Risen impervious to many things that would kill or maim the
            living. They won't catch a disease, or be infected. They can't
            be poisoned or drugged, and extremes of heat and cold won't bother
            them. Drowning is not a danger, and exposure to a total vacuum
            does nothing at all. 
            They also never tire, and can keep going without having to
            make Stamina rolls for exertion or exhaustion. The flip side
            of this is that they don't need to sleep, and can't make themselves
            do it, either. At best they can have a good, long daydream, but
            it doesn't satisfy one the way a proper dream should. Fortunately,
            they are immune to the psychological damage that not dreaming
            can cause. 
            Certain "earthly" pleasures are now a bad scene.
            Eating and drinking is particularly awful: they can taste food
            and drink just fine, and "swallow" them, too. But anything
            put in the gullet will not digest; Instead, it will just rot
            there, and Risen then have to tip all the way over and let the
            chewed and fermented gunk run back up their throats and out their
            mouths to get rid of it. This gross hassle makes all but the
            most epicurean of ghosts swear off even trying, unless they don't
            mind spitting mouthfuls out into a slop bucket. 
            Also, just as Risen can't be drugged, they can't take any
            pleasure from drugs, if that's their thing. Alcohol just
            sits in the gut and ferments a little more. Cigarettes look cool
            and edgy but won't ease the mental need for nicotine. And anything
            else that could be inhaled, popped, snorted, injected or inserted
            is less than useless, now. 
            And that goes for Pigment, as well. Whatever its spiritual
            qualities, the drug needs a living system to be properly activated,
            rendering it just as useless as any other drug. Any Hues who
            came back to get another hit of Black Heroin are in for an unpleasant
            surprise. 
            
              
                | 
                  Oh, Necrophilia? Up yours!
                   Speaking of that one, "other"
                  earthly pleasure, it's flat-out impossible for a Risen to really
                  get it on. Still blood will not suffuse the male organ, and no
                  clitoral engorgement or lubrication will occur in the female.
                  And no one's going to get pregnant from dead sperm, or fertilize
                  a dead egg. 
                  Further, while orgasm might take place
                  in the brain, and the ghost's improved senses are such that erotic
                  sensations are magnified, the body just isn't going to cooperate,
                  leaving sex a very stunted and restrained affair, indeed. 
                  {Of course, if being stunted and restrained
                  was your Risen's thing in the first place, that might not be
                  so bad.}
                  | 
               
             
              
            Damage: 
            Being back in dead flesh gives Risen ghosts an edge in combat.
            They don't react the same way to pain that the living do, so
            it won't slow them down. And as their bodies are dead, they can
            take a lot of damage. 
            The upshot of this is that the Risen do not suffer any penalties
            to their dice pool for losing Vitality. And while they can soak
            both Bashing and Lethal damage, as they could when they were
            ghosts, all Bashing damage is halved after the soak, and
            all Lethal damage takes one dot of Vitality, rather than
            two. 
            {Aggravated damage is still unsoakable, though it may be a
            while before they encounter that kind of punishment, depending
            on what the ST has in mind for her Chronicle.} 
            Risen subtract two dice of damage from electrocution, since
            their hearts won't stop and their organs won't fry. And they
            subtract three dice of damage from falling, since they can shrug
            off broken bones and have no fear of burst organs or crushed
            blood vessels. On the other hand fire causes an extra die of
            damage: their dead flesh, and the semi-decayed junk that coats
            it, can be fairly flammable. 
              
            Healing: 
            For the Risen, "healing" comes with an increase
            in Vitality. Risen Spirits can gain it back in keeping with all
            the conditions on pg.191 of Orpheus. And although proper
            sleep is denied to them, eight hours of inactive "downtime"
            will do the trick, eyes closed or not. 
            Hues, however, are incapable of naturally regaining Vitality
            through rest. They can still gain it through the other methods
            mentioned on pg. 191, though the temptation to get it back by
            Tapping Spite is always at the forefront of their minds, oddly
            enough... 
            Risen who are in combat and need to heal injuries they can
            take it from someone {willingly or no}, spend Willpower, or Tap
            Spite to get it back. Spending Willpower and Tapping Spite act
            as Reflexive actions, while Thievery takes an action to perform. 
              
            Horrors: 
            While back in the flesh, Risen aren't able to use all the
            Horrors that they normally have access to. They can still use
            Wail, Forbode, Juggernaut, Contaminate, Unearthly Repose
            and Pandemonium as normal. Uses of Juggernaut by
            the Risen are especially formidable, as they don't have to waste
            Vitality manifesting and then pump their stats  they're
            already here. 
            Risen can use Inhabit, but at +1 Difficulty, and they
            must not only be in physical contact with whatever they're trying
            to Inhabit, but cannot take any other actions with their body
            while they're maintaining the effect. They are fully conscious
            of their bodies' surroundings, though, and can break the effect
            at any time. 
            Risen are also capable of using Puppetry, but under
            severe handicap, as the ghost isn't entering the other person
            so much as she's messing with her from outside. All rolls are
            at +1 Difficulty, as with Inhabit, and they must also
            be in contact with the person, and cannot take any other actions.
            In addition, the Risen can only achieve effects up to three Vitality. 
            
              
                | 
                   Example:
                  Roger Guillard, returned corporate creep, is at a board meeting
                  with the people who thought he disappeared, and the self-appointed
                  CEO who  unbeknownst to all but he and Roger  tried
                  to do the "disappearing." Roger has his hand on the
                  CEO's thigh, under the table, and is intent on using his would-be
                  usurper as his mouthpiece to announce Roger's return to the position. 
                  Roger decides he doesn't want the meathead
                  to remember too much of this, much less snap back and freak out,
                  so he spends three Vitality on the effect. Then his player rolls
                  his Charisma + Leadership (7 dice) against the CEO's Willpower
                  of 4, +1 for the added Difficulty. 
                  He gets 1,3,4,5,6,8,9: three successes,
                  which give him control for up to a Scene if he wants it. Fortunately,
                  the "good news" of his return to the company, along
                  with the CEO's announcement of taking a much needed vacation,
                  shouldn't take more than a few minutes to resolve...
                  | 
               
             
            As a side note, Risen can use Puppetry to force someone
            out of a body, if and only if they are spending more than, or
            equal to, the Vitality that the current possessor spent to activate
            it. Since Risen can spend no more than three Vitality on Puppetry
            in the first place, they'll have to hope the other ghost
            went cheap. 
              
            Spite: 
            Becoming a Risen might sound like a good deal to a ghost,
            but once she's back in her body it becomes apparent that it wasn't
            all it was cracked up to be. 
            The state of walking undeath isn't just uncomfortable and
            smelly, it's the height of the unnatural. Every day a ghost spends
            in the suit of dead meat that used to be warm, used to be soft
            and used to be... well, alive, dammit, is a constant reminder
            of her own death. And on top of that, there is the Spirit's uncomfortable
            proximity to her Doppleganger, and the Hue's constant reminder
            that she died a junkie  hooked on a spiritual poison. 
            As a result of these feelings, not to mention the dark energy
            the Risen used to get there, gaining Spite is much easier for
            Risen. Any time that a Risen's Spite Pool increases, for whatever
            reason, an extra dot is added on. This goes for such things
            as Tapping Spite, as well as the Spite that can be gained from
            using Thievery to take Vitality or Spite, or performing
            any action that the ST deems worthy of an increase. 
            And so long as the ghost is a Risen  or connected to
            the body, in the case of a Hue  she will never be able
            to lose Spite. No matter what she does, or why she does it,
            her Spite Pool and Spite Rating can only ever stay stable, or
            go up. 
            And it will most likely do the latter, only. 
              
            Stains: 
            While the Risen's "health" is equal to her Vitality,
            she is wrapped in flesh, and not gauze. The dead flesh can be
            surged with power, and the ghost's spiritual presence can be
            slid out to control things with Horrors, but the flesh can only
            be repaired, and not radically altered. 
            As such, it is impossible for Stains to manifest while a Risen,
            and this can be something of a mixed blessing. Ghosts who have
            visible Stains still have them, as Risen, but have no access
            to the benefits and drawbacks those Stains provide when in the
            flesh. And while Hues who leave their Risen bodies can access
            their Stains as normal, they become "dormant" the moment
            they re-enter the corpse. 
            If a Risen should raise her Spite Rating enough to manifest
            a new Stain, she'll know it's appeared, but she won't have it
            available until she returns to spirit form, somehow. 
              
            The Doppleganger: 
            Spirits who become Risen must drag their dark halves along.
            This coupling can be rather uncomfortable, as previously mentioned.
            But at least the Spirit can be sure that the Doppleganger is
            trapped in the meat along with her, and unable to mess with her
            life  or death  while in this condition. 
            Unfortunately, the Spirit would be wrong. While the two halves
            are made "whole" in the Risen, the dark half can do
            quite a bit to mess with the Spirit's agenda. Risen must be careful,
            lest they be tricked into doing what their Doppleganger secretly
            wanted all along... 
            * Talk, Talk: The Doppleganger is in the back seat
            while the Spirit's driving, and can make a real back seat driver
            of itself. If it wants, it can hector the Spirit 24/7, constantly
            providing negative feedback, sick suggestions or "advice"
            that sounds oddly sensible at times. The Risen can spend a point
            of Willpower to "tune out" the whisper in her ear for
            a scene, but this can get rather expensive after a while. 
            * Dark Demands: Not only is the Doppleganger capable
            of providing a running commentary, but it also has its own agenda.
            A condition or two might have been partially fulfilled in order
            to become Risen in the first place, or the dark half might have
            left a "favor" hanging. 
            Either way, the Doppleganger can always ask its Spirit to
            do little "favors" for it, from time to time. And if
            the Spirit complies then the dark half rewards her with between
            1 - 3 points of Vitality: in theory, anyway  it could always
            renege on the deal. 
            Clever Dopplegangers use this ability as a "carrot,"
            and clever Storytellers use this as an opportunity to test the
            character's limits. How low will the Risen sink before she realizes
            she's playing into her worst enemy's hands? {And, yes, the Doppleganger
            can ask the Risen to do things that would give her Spite,
            either now or later, when she realizes exactly what she's done.} 
            As for how often the Dark Demands can be made: the dark half
            has a pool of... something, and that pool goes between
            one and ten, just like Vitality. And it takes the Doppleganger
            exactly as long to get this something back as it takes a Spirit
            to regain a point of Vitality through rest. For the Doppleganger,
            "rest" means shutting the hell up, and Risen will sometimes
            give into such demands just for some peace and quiet. 
            * The Push: The "stick" to Dark Demands'
            "carrot," this is the Doppleganger's ability to try
            and get out of the bargain, and force both it and its Spirit
            out of the body. This is a costly thing to pull off, but a Risen's
            dark half might well do it if it realizes that the do-gooder
            it shacked up with just isn't going to get with the program. 
            While the Spirit can leave at will  severing the connection
            with the body in the process  the Doppleganger can't automatically
            leave: it's chained to the body, in a certain respect, and has
            to lead where the Spirit follows. So if it's decided it's time
            to go, then it actually has to push the Spirit out, allowing
            it to follow thereafter. 
            To do this, the Doppleganger must spend her entire
            pool of energy, and make a contested Willpower roll against the
            Spirit {Difficulty 6}. This roll cannot be botched, only won
            or lost; Nothing happens on a tie. 
            If the Doppleganger wins, then the Spirit is rudely shoved
            right out of the body, and the dark half follows after. It's
            completely drained, though, and can't do anything more than gloat,
            say "I told you," or run for the hills. If the Spirit
            wins, then nothing happens, but the Spirit feels very strange,
            as though she was floating back out of the body for a moment.
            Also, the Doppleganger must "rest," until its entire
            pool of energy is replenished, for having tried it and failed. 
            
              
                | 
                  That Sounds Kind of Familiar...
                   Storytellers who want to play up the
                  relationship between the Spirit and the Doppleganger while a
                  Risen might want to check out Wraith: the Oblivion's rules
                  for Shadowguiding. 
                  While giving the Doppleganger the option
                  of taking over the body, adding in Thorns or the like might complicate
                  things, it might also add a creepy new dimension to the bargain
                  the Spirit thought she was getting. 
                  On the other hand, having so many variables
                  to work with may slow down play, and deprive other players' characters
                  of attention. When in doubt, Keep It Simple, Storyteller.
                  | 
               
             
              
            Leaving So Soon: 
            Now that the ghost has re-entered her body, it is possible
            to leave it and go back to spirit form for a jaunt in the Underworld.
            However, this isn't a terribly good idea for Spirits, and while
            Hues have a much easier time of it, the process brings its own
            risks. 
            Spirits who wish to abandon their corpse simply slip out of
            it. This is done just as if the Spirit was abandoning a Puppetry
            effect. And while outside the body, the Spirit can act as though
            she were a normal Spirit, again, changing Laments from Risen
            back to Spirit once more. 
            However, once the Spirit leaves her body, the corpse returns
            to the state it was in, pre-Rising, and the Spirit loses all
            connection to it. It is as if the ghost never was a Risen, and
            the condition of getting an extra dot of Spite for every gain
            no longer exists for her. All Spite previously gained in that
            manner is still kept, though. 
            If and when the Spirit returns to her corpse, she must perform
            the roll to Rise all over again. And she will not only have to
            spend the five Vitality to do this, but get the Doppleganger
            to agree to go back in, too. This is a proposition that may require
            an even worse "favor" for her dark half, or something
            else. 
            There's also another danger, as the moment she leaves the
            corpse, the Doppleganger follows after. It can then attack her,
            threaten to destroy the body, or try to mess with other members
            of the Crucible. And it might be doing so with a full tank of
            power {provided it hasn't given any Vitality, or tried to push
            the Spirit out, lately}. As such, ex-Risen Spirits need to consider
            well the places where they leave their bodies. 
            Hues, on the other hand, can maintain a constant level of
            connection with the corpse. In fact, Risen Hues act a lot like
            Skimmers: not only can they port out after a minute's concentration,
            but they can slip back into their bodies and "wake up"
            without needing to perform another Rising roll. And they can
            ripcord right back to their bodies, too, which happens without
            the Skimmer's level of automatic Bashing damage. 
            But, much like Skimmers, there is a price to pay for the time
            spent out of the body, and it's a risky one indeed. For every
            hour that the Hue is outside of her regained flesh, she must
            tap a point of Spite in order to maintain the connection to the
            corpse. 
            Unlike most Spite Taps for the Risen, failing this particular
            roll doesn't give an extra dot to the Spite Pool. Failing
            the roll will still feed the corpse the dark energy it needs,
            but adds one to the Hue's Spite Pool. Botching gives two
            dots of Spite, and might possibly cause some horrific consequence
            {At the ST's discretion, of course} 
            On the other hand, any damage that the Hue suffers while out
            of the body is not shunted back to that body, as the only
            Vitality the corpse has is that of the Hue that has reanimated
            it. Any damage taken by the Hue is soaked as normal for a ghost,
            and shows up on the inactive body. 
            Any damage that might be done to the inactive body is immediately
            taken out of the Hue, though damage done to the body, itself,
            is subject to its improved Soak roll. If damage is done to the
            corpse, the Hue will know where the damage has come from, but
            won't know all the details: questions of how many attackers,
            who they are, exactly what they're doing, and so on will have
            to be settled when she gets back to the body's vicinity. 
            Should the Hue choose to stop Tapping Spite every hour to
            feed the corpse, the connection to it is broken. The body will
            return to the state it was before Rising, and the Hue will have
            to make the Rising roll all over again in order to re-enter it. 
              
            Final Death and the Risen 
            While Risen are tougher than normal humans while in the flesh,
            that isn't to say that they can't be worn down and killed. Any
            ghost in the body may be overwhelmed by damage, and those outside
            the body might eventually be worn down to nothing by running
            out of Willpower. 
            If a Hue or Spirit is destroyed while in the body of a Risen,
            then the ghost dies again. The body goes back to being an ordinary
            corpse, and returns to the state it was in, prior to Rising,
            within the hour. Such a corpse makes a tempting target for a
            possessing Spectre, though: if a Spectre with Puppetry or Virus
            comes by before the hour's up, there's a good chance the body
            may "Rise" again. 
            Likewise, if a Hue should be truly destroyed while out of
            the body, then the waiting corpse may be targeted by a Spectre.
            Fortunately for the friends of truly-dead Spirits, there is no
            danger of this happening. The empty shell of such a ghost will
            have already returned to the state it was in, prior to Rising,
            and is simply so much dead meat.
            |