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21011
Authors: Kraig Blackwelder, Ann Braidwood, Sharon Cichelli, Tim Dedopulos, Bruce Graw, Jonathan Leistiko, Jesse Scoble, Zev Shlasinger, Adam Tinworth
Additional writing: Lucien Soulban
Developer: Lucien Soulban
Editor: John Chambers
Art Director: Becky Jollensten
Artists: Avery Butterworth, Michael Gaydon, Becky Jollensten, Chris Martinez, Ken Meyer, Jr., Mark Nelson, Andy Trabbold
Front Cover: William O'Connor
Back Cover: Becky Jollensten
Layout, Typesetting and Design: Becky Jollensten
Publisher: White Wolf Publishing, Inc
Imprint: White Wolf Game Studio
Published: 2003
Pages: 168
Year: 2003
Publication #: WW 21011
Reference #: 1-58846-603-5
Price: $21.95

Shadow Games is the fourth book in the Orpheus series and the third supplemental sourcebook. A remnant of the old world of ghosts falls into this world, creating havoc. Meanwhile, the pigment cults continue to gain strength and prepare to reveal their true colors.

SummaryEdit

From the White Wolf catalog:

When God Tore the Sky
It came from nowhere, a spectral shard from beyond the Stormwall, where the lands of the dead are scoured by winds. They say the other side is a blistering hell of storms. Well, you're about to find out because there's a hole in the sky and the other side is leaking through...into the land of the living.
Queen Of The Dead
Shadow Games, the next episode in the evolving history of Orpheus, offers closure on one chapter and reveals a terrible new truth about the hereafter. In this third supplement, discover a new threat that plagues humanity and new allies in the form of Lazarus Redux -- Orpheus Group reborn. Also presented are Spectre artifacts and a dark secret that no spook should be without -- how to use the destructive energies of Spite to fuel Horrors.

Prologue: Collateral DamageEdit

The opening story details three Orpheus signature characters experiences with the crash of the tower and resulting ghost-quake.

The IntroductionEdit

As in all of the other Orpheus books, this chapter explains this book’s part in the metaplot using movie structure analogies, and has recommended movies for the reader to watch to help them feel the atmosphere of the book. It also offers short previews (via Radio Free Death) of things to come in the metaplot.

Chapter One: Ghost-QuakeEdit

The opening campaign details the events of a massive Stygian watchtower that pierces the Stormwall and causes a catastrophic mishap in both the worlds of the dead and the living.

Chapter Two: Cult of PersonalityEdit

This chapter talks about the cultural response to the art of projection, as well as more details on the pigment cults in general, and Uriah Bishop’s Missionary Works of the Holy Ghost specifically. It also, at long last, reveals the truth about Project Flatline.

Chapter Three: The Unearthed Players GuideEdit

This section demonstrates the benefits and problems of using of Spite to power Horrors rather than Vitality. It also provides a number of new Stains.

Chapter Four: Storytelling the DeadEdit

The final chapter presents the growing presence of ghosts, the confrontations against the pigment cults, and the new organization known as Lazarus Redux.

Background InformationEdit

The Radio Free Death quote at the beginning of Chapter One verifies that the tower came from Stygia; however, End Game shows that it is not part of the Onyx Tower. This is also the only time in Orpheus that Stygia's name is directly referred to; for the rest of the game's run, it is called the Nameless City.

Memorable QuotesEdit

"I used to joke that I cheated death when I became a ghost. Now, I know...death wasn't what I should have been worrying about." -- Annie Harper

CharactersEdit

TerminologyEdit

Missionary Works of the Holy Ghost

ReferencesEdit

Previous book:
Orpheus: Shades of Gray Bullet-pdf Bullet-nip
Game Books
Orpheus books
Next book:
The Orphan-Grinders

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