Geist the Sin Eaters keys & manifestations

Keys / Manifestations

Boneyard (Wits)

----------------
Cold Wind (Occult)
Geist 112, 115



Establish Boneyard (10 x Suxx Yards), Enter Trance, If unlocked outside in cold weather or during a heavy rainstorm, add Occult to Activation for size.
••
!

Target a person with Wits+Occult+Activation-Stamina, impose Activation as a penalty to all die pools while concentration is maintained.
•••
!

Expand Boneyard (100 x Suxx Yards), as 2-dot power but may select multiple targets at 1 Plasm apiece.
••••
!

Target a person with Wits+Occult+Activation-Stamina, do Suxx as Bashing damage.
•••••
!
●●●
Expand Boneyard (Miles x Suxx ), as with 4-dot power, but do Lethal damage.
Boneyard (Wits)


Grave-Dirt (Occult)
Geist 112, 115



Establish Boneyard (10 x Suxx Yards), Enter Trance, If unlocked in cemetery or in subterranean complex, add Occult to Activation for size.
••
!

Target a person with Manipulation+Occult+Activation-Composure, impose Activation as a penalty to all die pools while concentration is maintained.
•••
!

Expand Boneyard (100 x Suxx Yards), as 2-dot power but may select multiple targets at 1 Plasm apiece.
••••
!

Target a person with Wits+Occult+Activation-Defense, do Suxx as Bashing damage.
•••••
!
●●●
Expand Boneyard (Miles x Suxx ), as with 4-dot power, but do Lethal damage.
Boneyard (Wits)


Industrial (Crafts)
Geist 112, 117



Establish Boneyard (10 x Suxx Yards), Enter Trance, If unlocked in a building, may add Crafts to Activation for size.
••
!

Target a mechanical device and turn it on or off with Wits+Crafts+Activation. Add Activation to Wits-related rolls to perceive aspects of structure at no cost.
•••
!
-/●
Expand Boneyard (100 x Suxx Yards), As with 2-dot power, but may completely control an object and make it act normally at no cost. If not electric and not plugged in, cost is 1 Plasm.
••••
!
●+
Target object with Resolve+Crafts+Activation and move telekenetically, cost of Plasm equal to Size. If used to attack, roll Resolve+Size+Activation-Defense.
•••••

●●●●●, ●●●
Expand Boneyard (Miles x Suxx ), gain total telekinetic control over everything inside Boneyard for it's duration, may spend 3 Plasm to make an object act unnaturally.
Boneyard (Wits)


Passion (Empathy)
Geist 112, 118



Establish Boneyard (10 x Suxx Yards), Enter Trance, add Activation to Empathy when determining emotional nature of those inside.
••
!

Impose emotion on 10-yard radius with Manipulation+Empathy+Activation, those that fail to get Activation on Composure+Psyche feel that emotion in that area. Acting contrary imposes Activation as a penalty to all actions.
•••
!
●●●●●
Expand Boneyard (100 x Suxx Yards), Impose emotions on entire Boneyard for 5 Plasm.
••••


Gain Plasm/Willpower/Health when those inside the Boneyard act in accordance with imposed emotion in significant ways.
•••••
!
●●●
Expand Boneyard (Miles x Suxx ), Attack those impacted by imposed emotion with Intelligence+Empathy+Activation-Composure, doing Willpower damage, then Bashing when Willpower is reduced to zero.
Boneyard (Wits)


Phantasmal (Persuasion)
Geist 112, 118



Establish Boneyard (10 x Suxx Yards), Enter Trance, add Activation to resistance traits to avoid having perceptions manipulated, add Activation to rolls to detect invisible objects or beings and penetrate illusions.
••
!

Alter a target's perceptions of their environment with Manipulation+Persuasion+Activation vs Composure+Psyche so long as concentration is maintained.
•••
!

Expand Boneyard (100 x Suxx Yards), as 2-dot power but affect multiple targets at 1 Plasm apiece.
••••
!
●●●●●
Cloak entire Boneyard or any part of it with illusion by rolling Manipulation+Persuasion+Activation for 5 Plasm. Affects anyone inside with Resolve lower than Suxx rolled.
•••••
!
●●●/●●●●●●
Expand Boneyard (Miles x Suxx ), create a phantasmal killer that does Bashing for 3 Plasm or Lethal for 6 Plasm. Attacks are Wits+Intimidation+Activation-Composure, and if target's Composure+Psyche exceeds Activation, target is immune.
Boneyard (Wits)


Primeval (Survival)
Geist 112, 119



Establish Boneyard (10 x Suxx Yards), Enter Trance, if unlocked in a heavily wooded area, add Animal Ken to Activation for size but can not cross man-made structures (roads, fences, ect) or inside buildings.
••
!

Target an animal and trigger fight-or-flight reflex. If target is magical or sentient, roll Wits+Animal Ken+Activation-Composure to activate.
•••
!
●/●●/●●●
Expand Boneyard (100 x Suxx Yards), as 2-dot power but target multiple animals for 1 Plasm per target or control one animal completely for 2 Plasm. By spending 3 Plasm, the animal can speak in your voice.
••••
!
●●●
Target a person with Manipulation+Animal Ken+Activation vs Composure+Psyche, all animals they encounter will attack on sight, and reduce their Animal Ken rolls to a Chance Die.
•••••
!
●/●●
Expand Boneyard (Miles x Suxx ), attack targets with plant life using Wits+(Brawl/Weaponry)+Activation-Defense doing Bashing for one 1 Plasm or Lethal for 2 Plasm.
Boneyard (Wits)


Pyre-Flame (Occult)
Geist 112, 116



Establish Boneyard (10 x Suxx Yards), Enter Trance, If unlocked in a hot, desolate area or a burned out structure, add Occult to Activation for size.
••
!

Target a person with Manipulation+Occult+Activation-Stamina, impose Activation as a penalty to all die pools while concentration is maintained.
•••
!

Expand Boneyard (100 x Suxx Yards), as 2-dot power but may select multiple targets at 1 Plasm apiece.
••••
!
●+
Target a flammable object with Resolve+Occult+Activation and ignite it, variable Plasm cost depending on Size of target.
•••••
!
●●●
Expand Boneyard (Miles x Suxx ), Ignite any target, doing Wits+Occult+Activation reduced by target's Wits+Athletics in Lethal damage.
Boneyard (Wits)


Stigmata (Occult)
Geist 112, 119



Establish Boneyard (10 x Suxx Yards), Enter Trance, percieve ghosts and sense pathways to the Underworld anywhere within Boneyard.
••
!
●+
Ward an area (5 Yards x Plasm spent) against ghosts with Power less than your Presence+Occult+Activation roll.
•••

●+/xL
Expand Boneyard (100 x Suxx Yards), each Plasm spent extends the ward for one hour, each Lethal damage taken extends the ward for one day after Boneyard is ended.
••••
!
●+/2L
Bind a ghost or spirit into a location with Wits+Occult+Activation vs Power for one hour per Plasm or one day per Plasm if two Lethal damage are taken. Bound ghost takes Activation(+2 if Lethal damage taken) as penalty to all Numia while bound, and Sin-Eater gains Activation to Social rolls against them.
•••••
!
/1L
Expand Boneyard (Miles x Suxx ), drain Corpus from ghost equal to Wits+Occult+Activation-Power and convert to 2 Plasm per Suxx.
Boneyard (Wits)


Stillness (Subterfuge)
Geist 112, 120



Establish Boneyard (10 x Suxx Yards), Enter Trance, give targets bonus to Stealth rolls equal to Activation at 1 Plasm per target.
••
!

Target individual with Resolve less than Activation with a penalty to Wits-based perception, up to a number of targets equal to Activation.
•••
!
●●/●●●●/ ●●●●●●
Expand Boneyard (100 x Suxx Yards), Inflict blindness, deafness or dumbness on target at 2 Plasm cost apiece with Wits+Subterfuge+Activation vs Composure+Psyche so long as concentration is maintained.
••••
!
●●/●●●●
Inflict despondency on all targets with less Resolve than Wits+Subterfuge+Activation in Boneyard. 2 Plasm inflicts natural sleep, 4 Plasm inflicts unnatural sleep that lasts so long as the Boneyard does.
•••••
!

Expand Boneyard (Miles x Suxx ), drain target of Willpower equal to Wits+Subterfuge+Activation-Resolve. If Willpower is reduced to zero, target falls asleep for at least twelve hours.
Boneyard (Wits)


Stygian (Medicine)
Geist 112, BotD 77

!
●, ●
Establish Boneyard (10 x Suxx Yards), Enter Trance, Force one person to indulge in their Vice by the end of the scene or lose Willpower.
••
!

Force up to Psyche targets to indulge their Vice in the Scene or lose Willpower, each as a separate action.
•••


Expand Boneyard (100 x Suxx Yards), all who enter the Boneyard roll Stamina+Resolve or suffer 1 Bashing that does not heal for a week, -1 penalty to all Mental rolls on Dramatic Failure. Objects inside Boneyard for duration lose 1 Durability. You can access Plasm equal to Activation while inside Boneyard, though Manifestations fueled by this Plasm end when the Boneyard does.
••••
!
●●/-
Roll Wits+Medicine+Activations-(Durability or Stamina) to do 1 Lethal damage or 1 Structure damage to target person or object, -1 penalty to all rolls for a scene or -1 permanant reduction to equipment bonus on Exceptional Success. If Boneyard overlaps 2nd stage Promethean Wasteland, pay no Plasm.
•••••
!
●●
Expand Boneyard (Miles x Suxx ), can create an Avernian Gate inside Boneyard with extended Wits+Medicine+Activation roll needing 10 successes (15 minutes per roll), no cost on Exceptional Success.
Boneyard (Wits)


Tear-Stained (Occult)
Geist 112, 117



Establish Boneyard (10 x Suxx Yards), Enter Trance, If unlocked to cover a large body of water, add Occult to Activation for size.
••
!

Target a person with Wits+Occult+Activation - Composure+Psyche, impose Activation as a penalty to all die pools while concentration is maintained.
•••
!

Expand Boneyard (100 x Suxx Yards), as 2-dot power but may select multiple targets at 1 Plasm apiece.
••••
!
-/●
Target a person with Wits+Occult+Activation-Defense, do Suxx as Bashing damage. If target is in water, Plasm cost is reduced to 0.
•••••
!
-/●●
Expand Boneyard (Miles x Suxx ), as with 4-dot power, but do 2 Bashing per Suxx.





Caul (Stamina)


Cold Wind (Occult)
Geist 112, 121



Add Activation to Stealth rolls and do not show up to thermal imaging systems.
••


Remain 2" above ground, walk on water.
•••


Freeze up to 1 gallon of water on touch, do Caul dots in Bashing damage on grapple.
••••

●●
Reflexively ignore any attack on a lower Initiative.
•••••

●●
Move between outdoor points up to 5 miles apart in one minute.
Caul (Stamina)


Grave-Dirt (Occult)
Geist 112, 121



Immune to being stunned or knocked out.
••


Take Bashing instead of Lethal damage from firearms.
•••


Gain Activation as temporary Health.
••••


Unarmed attacks deal Lethal rather than Bashing damage.
•••••
!
●●
Roll Stamina+Occult+Activation to become a stone statue for up to 1 day / Psyche, heal at double rate.
Caul (Stamina)


Industrial (Crafts) - (Technology Level p111)
Geist 112, 122



-2 to Presence rolls, add Activation to use of implanted tech, implant non-electric/non-chemical devices of up to Size 3.
••


Implant anything of up to Size 3, up to a number of devices equal to Caul dots, use up to two at a time.
•••


Manifest all objects implanted simultaneously, growing extra "arms" as needed.
••••

●●
Meld with objects of Size up to 10+Psyche, add Activation to use of object. Can not store other objects while melded..
•••••

●+
Meld and store objects, manifest them simultaneously, each object manifested costs 1 Plasm.
Caul (Stamina)


Passion (Empathy)
Geist 112, 122



Add Activation to all non-Manifestation Intelligence rolls.
••


Gain Rote Action to one Mental Skill roll.
•••


Add Activation to all mundane Empathy, Intimidation, Persuasion, Socialize and Subterfuge rolls.
••••
!
●●
Roll Manipulation+Empathy+Activation vs Composure+Psyche to cause another touched person to love you. Roll Dexterity+Brawl to touch if resisted. After the Manifestation ends, target gets +3 to Composure rolls against you for remainder of Chapter.
•••••


Reflexively penalize a mental or emotion controlling power attempt against you by -5.
Caul (Stamina)


Phantasmal (Persuasion)
Geist 112, 123



Can modify body as Instant action, possibly adding Activation to a Physical Skill's rolls.
••
!
●●
Roll Stamina+Expression+Activation-(highest Composure present). For 1 turn / success, viewers take as penalty to act.
•••


Any Bashing damage taken is halved, rounded down.
••••


Add Activation to any single Brawl or grapple roll.
•••••
!
●●
Roll Manipulation+Expression+Activation vs Composure+Psyche, inflict minor (or increase to major) one derangement of target for one scene.
Caul (Stamina)


Primeval (Animal Ken)
Geist 112, 124



Add Activation to Perception rolls, can track foes by sound and scent. Add Activation to Survival when tracking.
••

- , ●
Defense is higher of Wits or Dexterity. For 1 Plasm, add Activation to Speed for a turn.
•••


For one scene, distribute Activation amongst Strength, Dexterity and Stamina.
••••
!
●, ●+
Eat an animal of Size 3 to 7 and spend one Plasm to store it's form, up to a number equal to Psyche. Can later transform into that animal as Instant action by paying 1 Plasm per Size and 1 Willpower with Stamina+Animal Ken+Activation roll.
•••••
!
●●
Roll Resolve+Animal Ken+Activation to split into a group of small animals.
Caul (Stamina)


Pyre-Flame (Occult)
Geist 112, 122



Attacks against you take Activation as a penalty, can glow brightly.
••

1L
Gain 3 Plasm.
•••


Allocate 1/2 Activation (rounded down) between Initiative, Speed and Defense.
••••


Onlookers are blinded for Activation turns.
•••••

●+
Spend up to Activation Plasm, each 3 gives +2 to Dexterity, Wits or Manipulation.
Caul (Stamina)


Stigmata (Occult)
Geist 112, 124



Do not need to breath, eat or sleep, not affected by hunger or fatigue.
••
!

Animate your spilt blood, move it up to speed, has Strength 1.
•••
!
1B
See through your spilled blood, lose Defense.
••••
!

Detach arm, move it up to your speed, has your Physical Attributes, Size 2 and 1/2 your Health.
•••••
!
●● 1L
Create blood homunculus, has your Attributes and Skills but is Size 2 and has 1/2 your Health. You have -3 to act while concentrating on it.
Caul (Stamina)


Stillness (Stealth)
Geist 112, 125



Activation acts as penalty to Wits+Composure rolls to detect you by sight, sound or smell.
••


Add Caul dots to Defense.
•••


Step between shadows within 10 yards / Activation, reappear at beginning of your next turn.
••••


Become shadow, pass through windows, under doors or up flat surfaces.
•••••


Become incorporeal, immune to damage (except by Twilight beings), can not affect objects.
Caul (Stamina)


Stygian (Medicine)
Geist 112, BotD 78



Reduce all penalties to Mental rolls by Activation, but Willpower only adds +2.
••


Only take Bashing damage from firearms, no damage from extreme temperatures or pressure, electricity, non-supernatural diseases, drugs and poisons, and do not fall unconscious due to Bashing damage.
•••


Spend 1 Plasm reflexively to add Activation to Stamina (but not Health) for the duration.
••••

- , 1B
Add Activation to Health, do not fall unconscious due to any types of damage, do not suffer wound penalties. May take 1 Bashing damage to fit through any space as large as your head.
•••••


Pay 1 Plasm to become an Anchor for any ghost you can see for one week.
Caul (Stamina)


Tear-Stained (Occult)
Geist 112, 122



May move through water at full running speed.
••


Add Activation to Strength rolls for grappling.
•••


Defense applies against firearms.
••••


Move between points in a body of water up to Caul dots in miles in one scene.
•••••


Transform into a wave, do Activation in Lethal damage to everyone within 10' of path.





Curse (Presence)


Cold Wind (Occult) - (Lower of Target's Resolve or Composure)
Geist 112, 126



Place hex on subject within 10 yards / Psyche for 1 day / Activation. Penalize subject's rolls by 1/2 Activation while outdoors.
••


Extend duration to 3 days / Activation.
•••


Physical Skills of subject used outdoors take a further -2 penalty.
••••


All actions of subject take a further -2 penalty.
•••••


Subject must succeed at a Resolve roll each hour or lose a Willpower point.
Curse (Presence)


Grave-Dirt (Occult) - (Lower of Target's Resolve or Composure)
Geist 112, 126



Place hex on subject within 10 yards / Psyche for 6 hours / Activation. Subject can not sleep for duration of the Curse.
••


Curse extends to anyone who shares a bed with the victim.
•••


Subject loses 1 Stamina dot for the duration.
••••


Subject loses 1 Dexterity dot / 2 Activation for the duration, to a minimum of one.
•••••

●●
Subject's rolls for fine physical manipulation are penalized by Activation. Subject loses 1 Willpower point per day.
Curse (Presence)


Industrial (Crafts) - (Lower of Target's Resolve or Composure)
Geist 112, 127



Place hex on subject within 10 yards / Psyche for 1 day / Activation. Reduce Equipment bonuses for the subject to a maximum of zero.
••


All subject's positive Equipment bonuses become negative, negative Equipment bonuses are penalized by a further -2.
•••


Every roll the subject makes with an item inflict Activation damage on the item, subtracting Durability as normal.
••••


Every roll the subject makes with an item inflicts 3 Bashing damage on himself.
•••••

●●
One item of technology with Equipment modifier less than Activation deals 3x Equipment modifier in Lethal damage to the subject.
Curse (Presence)


Passion (Empathy) - (Lower of Target's Resolve or Composure)
Geist 112, 127



Place hex on subject within 10 yards / Psyche for 1 day / Activation. Subject passes a chosen emotion to others by touch unless they make a Resolve+Composure vs Activation roll.
••


The emotion has a chance to affect anyone the subject speaks to.
•••


Anyone within 10' of the subject may be affected. Actions that are based in the emotion gain Activation as a bonus.
••••

●●
Duration is reduced to 1 hour / Activation, but any rolls related to the emotion take a -4 penalty.
•••••


Each Dramatic Failure generated by the 4-dot version of this Curse give you 1 Plasm.
Curse (Presence)


Phantasmal (Persuasion) - (Lower of Target's Resolve or Composure)
Geist 112, 127



Place hex on subject within 10 yards / Psyche for 1 day / Activation. Subject takes Activation as a penalty to Dexterity and Perception (Wits) rolls.
••


Create a number of hallucinogenic characters equal to Activation.
•••


Subject's Dexterity rolls take a further -3 penalty.
••••

●●
The subject believes any one statement unequivocally, but may pay 1 Willpower to ignore the effect for a Scene.
•••••


Subject takes Activation as a penalty to Resolve and Composure rolls.
Curse (Presence)


Primeval (Animal Ken) - (Lower of Target's Resolve or Composure)
Geist 112, 128



Pplace hex on subject within 10 yards / Psyche for 1 hour / Activation. Subject's Animal Ken rolls are take Activation as a penalty.
••


Animals of a specific type gather around the subject.
•••


Animals of a specific type will be hostile to the subject, although not suicidally.
••••

●●
Summon a ghost animal that stalks the subject, who takes Activation as a penalty to their Resolve and Composure rolls.
•••••


The ghost animal may attack once per day, rolling Activation dice to do Willpower damage to the subject.
Curse (Presence)


Pyre-Flame (Occult) - (Lower of Target's Resolve or Composure)
Geist 112, 126



Place hex on subject within 10 yards / Psyche for 1 day / Activation. Prevents subject from making or taking fire for the duration.
••


Suppresses fires within 10 yards / Psyche of subject.
•••


Suppresses electrical devices the subject carries as well.
••••


Suppresses electrical devices within 10 yards / Psyche of the subject.
•••••


Subject is blinded for the duration.
Curse (Presence)


Stigmata (Medicine) - (Lower of Target's Resolve or Composure)
Geist 112, 129



Place hex on subject within 10 yards / Psyche for 1 hour / Activation. Do one Lethal damage that is does not stop bleeding, but heals at the end of duration.
••


Roll a die each scene: if the number is less than Activation, a new wound opens, doing an additional Lethal damage.
•••


Inflict a disease on subject, causing them to take one Lethal damage each hour. Subject takes Activation as a penalty to Social rolls.
••••


Subject is anchor for one apparition or poltergeist per Activation for the duration.
•••••

●●
Subject is forced into Twilight for the duration.
Curse (Presence)


Stillness (Stealth) - (Lower of Target's Resolve or Composure)
Geist 112, 129



Place hex on subject within 10 yards / Psyche for 1 day / Activation. Subject takes Activation as a penalty to all Presence and Manipulation rolls.
••


Subject loses all Social Merits for the duration.
•••


Subject takes a further -3 to all Social rolls and gains the Depression Derangement
••••

●●
Subject loses ability to understand others speech
•••••


Subject can not speak or write intelligibly
Curse (Presence)


Stygian (Medicine) - (Lower of Target's Resolve or Composure)
Geist 112, BotD 78



Place hex on subject within 10 yards / Psyche for 1 day / Activation. Subject takes Activation as a penalty to all Persuade, Empathy, and Socialize rolls.
••
!

Subject loses all sexual desire, successes on secondary roll applied as penalty to all who would find him attractive.
•••
!

On a successful secondary roll, subject suffers -2 to all rolls after using a Willpower point. Lasts one scene.
••••
!
●●
On a successful secondary roll, subject can no longer spend Willpower for the duration of the Curse.
•••••
!
●●
On a successful secondary roll, subject attempts suicide. If they survive, they can never be affected by Stygian Curse again.
Curse (Presence)


Tear-Stained (Occult) - (Lower of Target's Resolve or Composure)
Geist 112, 126



Place hex on subject within 10 yards / Psyche for 1 hour / Activation. Subject gains Hydrophobia derangement for the duration.
••


Subject loses a point of Willpower and can not spend Willpower for the duration.
•••


Extend the duration to 1 day / Activation.
••••


All of subject's rolls take a -2 penalty.
•••••

●●
Subject gains Hysteria Derangement related to water.





Marionette (Manipulation)


Cold Wind (Occult)
Geist 113, 130
• - ••••

●+ [], ●
Create a homunculus egg, requiring special materials, 1 Plasm per Marionette dot and a Willpower DOT that endures for 1 month / Activation. May pay 1 Plasm to activate homunculus, which then is under your direction and has Physical Attributes and Size equal to Marionette dots and uses your Mental and Social Attributes as well as Skills, but has -3 to Presence rolls.
Add Activation to homunculus' Stealth rolls. Homunculus has wings and flies at 3x Speed.
Fire or heat attacks gain +3 bonus against homunculus.
•••••


Homunculus can act independent of your direct control, gains 1 dot in Mental and Social Attributes. Activation can be distributed between Mental and Social Attributes (1/ 1 dot) or Skills (1/ 3 dots).
Marionette (Manipulation)


Grave-Dirt (Occult)
Geist 113, 130
• - ••••

●+ [], ●
Create a homunculus egg, requiring special materials, 1 Plasm per Marionette dot and a Willpower DOT that endures for 1 month / Activation. May pay 1 Plasm to activate homunculus, which then is under your direction and has Physical Attributes and Size equal to Marionette dots and uses your Mental and Social Attributes as well as Skills, but has -3 to Presence rolls.
Homunculus gains +1 to Strength rolls. Homunculus gains Armor equal to Activation.
Water attacks deal Lethal damage to homunculus.
•••••


Homunculus can act independent of your direct control, gains 1 dot in Mental and Social Attributes. Activation can be distributed between Mental and Social Attributes (1/ 1 dot) or Skills (1/ 3 dots).
Marionette (Manipulation)


Industrial (Crafts) - (Technology Level p111)
Geist 113, 132
• - ••••

●+
Spend 1 Plasm per 5 Size to telekentically manipulate an object within line of sight of up to 5x Marionette dots in Size.
•••••
!
●+
Roll Resolve+Crafts+Activation and spend Plasm equal to Size. On success, object explodes doing 1 Lethal damage per success to everyone within 3x Size yards. Those dodging can subtract successes on a Dexterity+Athletics roll from the damage.
Marionette (Manipulation)


Passion (Empathy) vs (Target's Composure+Psyche)
Geist 113, 133



Add Activation to all non-supernatural Presence and Manipulation rolls against the target.
••
!

Roll Manipulation+Empathy+Activation vs Composure+Psyche to impose an emotion on the target, who can spend Willpower to avoid acting on it for an action. When Willpower equal to Activation has been spent, the Manifestation ends and target is immune for a scene.
•••


You can associate the emotion imposed with a person, place, object or stimulus.
••••

●+
Extend the duration by 1 day / Plasm.
•••••


Instead of an emotion, inflict a mild derangement (severe on Exceptional Success).
Marionette (Manipulation)


Phantasmal (Intimidation)
Geist 113, 134



Create Geist-body with traits equal to yours, which you inhabit while your body is comatose. Add Activation to Intimidation rolls. You can pay 1 Plasm to de/materialize at will.
••


Make a permanent decision on how to distribute 4 dots amongst Geist-body's Strength, Dexterity, Stamina, Presence, Size and Speed, up to 2 dots apiece.
•••


Distribute 4 more dots. Can expend one or more to fly (Speed equal to dots spent).
••••


Distribute 4 more dots. Can two or more to gain Lethal weapon (bonus equal to 1/2 dots spent) or to add to flight.
•••••


Distribute 4 more dots. Can add to flight or Lethal weapons.
Marionette (Manipulation)


Primeval (Animal Ken)
Geist 113, 134


●+
Link with an animal up to Size 2 that you can see. You control it and can perceive through it's senses. Pay 1 Plasm per animal.
••


Control an animal up to Size 5, or two animals up to Size 2.
•••

- , ●+
Control an animal up to Size 10, two up to Size 5 or Activation up to Size 2, or control a plant up to Size of Psyche, paying 1 Plasm per plant's Size.
••••


Control an animal of any Size, or any number of animals who's total Size does not exceed 20.
•••••
!
- , ●+
Control a plant of Size up to 5 / Psyche, paying 1 Plasm per 5 Size. Can make an animal into a familiar by paying Plasm up to animals natural Stamina, adding +1 to Physical Attributes, +1 to Perception and +1 to Intimidation per Plasm, with a duration of 6 hours / Plasm.
Marionette (Manipulation)


Pyre-Flame (Occult)
Geist 113, 130
• - ••••

●+ [], ●
Create a homunculus egg, requiring special materials, 1 Plasm per Marionette dot and a Willpower DOT that endures for 1 month / Activation. May pay 1 Plasm to activate homunculus, which then is under your direction and has Physical Attributes and Size equal to Marionette dots and uses your Mental and Social Attributes as well as Skills, but has -3 to Presence rolls.
Homunculus is immune to fire and heat. Homunculus has wings and flies at 1x Speed.
Water attacks deal Lethal damage to homunculus.
•••••


Homunculus can act independent of your direct control, gains 1 dot in Mental and Social Attributes. Activation can be distributed between Mental and Social Attributes (1/ 1 dot) or Skills (1/ 3 dots).
Marionette (Manipulation)


Stigmata (Occult) - (Ghost's Resistance)
Geist 113, 135


●(1L/3B)
Ghost actions that violate command take Activation as penalty, action done in progress of command gain Activation as bonus.
••


You become the ghost's temporary anchor, keeping it within 10 yards / Finesse of you.
•••
!

Roll Manipulation+Intimidation+Activation vs Resistance (which is not affected by penalty) to force ghost to take one action.
••••
!
●●/●●●
Roll Manipulation+Occult+Activation vs Resolve+Psyche to force ghost into a host. If 3 Plasm was spent, the host is unaware.
•••••


While ghost is in a host, it still has access to it's numia and the duration extends to 1 hour / Activation.
Marionette (Manipulation)


Stillness (Occult)
Geist 113, 136



Animate a corpse with small motions (twitches, jerks, convulsions).
••


Animate an animal of up to Size 1, perceive through it's eyes for as long as you concentrate.
•••


Animate an animal of up to Size 10 for as long as you concentrate.
••••

- , ●
Animate a human as long as you concentrate. Physical attributes as body with -1 per 6 months dead. Pay 1 Plasm to distribute Activation amongst Physical Attributes up to 2 apiece. Presence and Manipulation are 0. Duration is 1 hour / Activation.
•••••

●+/●+[]
Animate a corpse with 2 dots in Physical Attributes, 1 dot in Mental and Social Attributes. Pay up to Activation Plasm to distribute 5 dots / Plasm amongst Physical and Mental Attributes and Composure. You can pay a Willpower DOT to extend the duration to permanant.
Marionette (Manipulation)


Stygian (Medicine)
Geist 113, BotD 79



Take over control of a dead body, projecting the consciousness through it and using it almost as if it were one's own.
••

●, ●+
Reduce presence penalty while using new body for a plasm, and can use plasm to heal injuries the body has sustained.
•••


Can spend a plasm when taking over a body to allow greater physical skills.
••••
!

Can spend willpower to maintain control of a new body for up to a week; can shift between bodies with a roll.
•••••
!
●●
Can control both true and new bodies simultaneously, with an extra roll, and penalties to wits and defense.
Marionette (Manipulation)


Tear-Stained (Occult)
Geist 113, 130
• - ••••

●+ [], ●
Create a homunculus egg, requiring special materials, 1 Plasm per Marionette dot and a Willpower DOT that endures for 1 month / Activation. May pay 1 Plasm to activate homunculus, which then is under your direction and has Physical Attributes and Size equal to Marionette dots and uses your Mental and Social Attributes as well as Skills, but has -3 to Presence rolls.
Homunculus swims at 4x speed, but moves at 1/2x Speed on land.
Cold attacks gain +3 bonus against homunculus.
•••••


Homunculus can act independent of your direct control, gains 1 dot in Mental and Social Attributes. Activation can be distributed between Mental and Social Attributes (1/ 1 dot) or Skills (1/ 3 dots).





Oracle (Intelligence)


Cold Wind (Occult)
Geist 113, 137
• - ••

●+ xB
Must be suffocated or strangled (full Bashing). Astral project for 1 hour / Activation + 1 hour / Plasm spent. Can detect tampering with your body with a Wits+Composure+Oracle+Activation roll and return instantly. When you return, all previous damage is healed.
••• - ••••


Fly up to 100 miles per hour / Oracle dot, gain +3 bonus when dealing with ghosts that died due to the elements.
•••••


Duration is Indefinite.
Oracle (Intelligence)


Grave-Dirt (Occult)
Geist 113, 137
• - ••

●+ xB
Must be buried alive (full Bashing). Astral project for 1 hour / Activation + 1 hour / Plasm spent. Can detect tampering with your body with a Wits+Composure+Oracle+Activation roll and return instantly. When you return, all previous damage is healed.
••• - ••••


Fly up to 100 miles per hour / Oracle dot, gain +3 bonus when dealing with ghosts that were buried underground.
•••••


Duration is Indefinite.
Oracle (Intelligence)


Industrial (Investigation) - (Technology Level p111)
Geist 113, 139



Add Activation to Wits-based rolls to perceive or understand a crafted object.
••


Add Activation to any roll dealing with the object.
•••
!

Roll Intelligence+Investigation+Activation to ask a number of questions about object's history equal to successes.
••••
!

Roll Intelligence+Investigation+Activation to ignore one point of Durability of object per successes.
•••••


Can make a phone call and project senses over the line, or use Industrial Boneyard centered on the other end so long as call is connected.
Oracle (Intelligence)


Passion (Empathy)
Geist 113, 140



Add Activation to mundane Empathy and Intimidation rolls, exclusive with Passion Marionette bonus.
••


Gain 9-Again on mundane Empathy and Intimidation rolls.
•••
!

Roll Wits+Empathy+Activation-(target's Composure) to perceive their emotional aura.
••••


When perceiving aura, choose one per success: see Viture, Vice, permanent or temporary Willpower, Morality or a Derangement.
•••••


Add Activation to one Brawl, Melee or Firearms attack roll.
Oracle (Intelligence)


Phantasmal (Investigation)
Geist 113, 140



Add Activation to mundane Empathy (Detect Lies), Subterfuge and Persuasion rolls.
••


Gain 9-Again on mundane Empathy (Detect Lies), Subterfuge and Persuasion rolls.
•••


Add Activation to any roll to resist or see through magical illusions or deceptions. Can roll Intelligence+Investigation to resist even if not normally allowed.
••••
!
●●●
ST rolls your Intelligence+Occult+Activation, takes three minutes to use. Each success gives one cryptic answer to a question.
•••••


Automatically see through any illusion if Psyche is greater than creator's Supernatural Attribute.
Oracle (Intelligence)


Primeval (Survival)
Geist 113, 141



Add Activation to Wits-based perception and mundane Animal Ken and Survival rolls.
••


Add Activation to Initiative and mundane Empathy rolls.
•••


Gain "Direction Sense" Merit while outdoors.
••••


Gain 9-Again on Wits-based perception rolls.
•••••
!

Roll Wits+Survival+Activation vs Wits+Stealth to track a target by scent (1 roll / hour).
Oracle (Intelligence)


Pyre-Flame (Occult)
Geist 113, 137
• - ••

●+ 2L
Must set yourself on fire (2 Lethal damage). Astral project for 1 hour / Activation + 1 hour / Plasm spent. Can detect tampering with your body with a Wits+Composure+Oracle+Activation roll and return instantly. When you return, all previous damage is healed.
••• - ••••


Fly up to 100 miles per hour / Oracle dot, gain +3 bonus when dealing with ghosts that were cremated or burned alive.
•••••


Duration is Indefinite.
Oracle (Intelligence)


Stigmata (Occult)
Geist 113, 141



Add Activation to Wits-based rolls to see or understand anything related to ghosts in the area.
••
!

Roll Wits+Occult+Activation-(ghost's Resistance), each success answers one question about the ghost.
•••
!
- , ●
Roll Wits+Composure+Activation-(1/hour) to detect past Numia and Manifestation use in the area. Roll Wits+Occult+Activation and pay 1 Plasm to gain one answer about the event per success.
••••
!

Roll Wits+Occult+Activation-(1/mile) to detect nearest Underworld Gate.
•••••
!
●●
Roll Stamina+Occult+Activation to send your soul to the Autocthonous Depths. Damage to soul occurs to body as well. Can return with one full action, or by reflexive action if 1 Lethal damage is taken.
Oracle (Intelligence)


Stillness (Investigation)
Geist 113, 142



Add Activation to Investigation and Medicine rolls to examine remains.
••


Gain 9-Again roll on Investigation and Medicine rolls to examine remains.
•••
!

Roll Intelligence+Medicine+Activation to ask a question about 1 minute / success leading up to touched corpse's death.
••••


When asking questions, may ask about life as well as death.
•••••
!
●●
Roll Intelligence+Occult+Activation to take a corpses' Skill Dots, Mental Merit or Specialty for a scene as long as within 10 yards / Psyche of Size 1 remains.
Oracle (Intelligence)


Stygian (Medicine)
Geist 113, BotD 80



Scan collective knowledge of local ghosts; add activation successes to extended Academics or Occult checks, and can understand a number of additional languages equal to activation successes.
••


Gains encyclopedic knowledge merit, or 8-again to rolls to recall something if already possessed. When Stygian Oracle is active, can add activation successes to dice pool for this merit.
•••


Can add activation successes to all Academics or Occult checks; gains a permanent number of known languages equal to Oracle dots.
••••

● (○)
Can spend a plasm to add activation successes to pool for navigating the Underworld; can additionally spend a willpower dot to instantly transit between two rivers.
•••••


For one scene, gains a number of bonus dots to skills in a given category (mental, physical, social) equal to Occult + activation successes, any given skill maxing at four dots. Severe penalties for enhancing an unknown skill this way.
Oracle (Intelligence)


Tear-Stained (Occult)
Geist 113, 137
• - ••

●+ xB
Must drown yourself (full Bashing). Astral project for 1 hour / Activation + 1 hour / Plasm spent. Can detect tampering with your body with a Wits+Composure+Oracle+Activation roll and return instantly. When you return, all previous damage is healed.
••• - ••••


Fly up to 100 miles per hour / Oracle dot, gain +3 bonus when dealing with ghosts that were buried at sea.
•••••


Duration is Indefinite.





Rage (Strength)


Cold Wind (Occult) - (Target's Stamina)
Geist 113, 143



Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack. Penalize target's Defense and Speed by Rage Dots for a scene.
••


Damage may be Bashing or Lethal.
•••


Ignore up to -3 of modifiers for concealment ("substantial").
••••


Range extends to line-of-sight.
•••••


Damage is Aggravated for one attack.
Rage (Strength)


Grave-Dirt (Occult) - (Target's Stamina)
Geist 113, 143



Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack. Penalize target's Manipulation and Speed by Rage Dots for a scene.
••


Damage may be Bashing or Lethal.
•••


Ignore up to -3 of modifiers for concealment ("substantial").
••••


Range extends to line-of-sight.
•••••


Damage is Aggravated for one attack.
Rage (Strength)


Industrial (Crafts) - (Objects's Durability)
Geist 113, 143



Attack an object's Durability within 10 yards / Psyche equal to successes with an invisible attack, or add Rage Dots to attacks made with an object (penalized by technology level, p111).
••


Damage may be Bashing or Lethal.

•••


Ignore up to -3 of modifiers for concealment ("substantial").

••••


Range extends to line-of-sight.

•••••


Damage is Aggravated for one attack.
Rage (Strength)


Passion (Empathy) - (Target's Composure)
Geist 113, 143



Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack.
••


Penalize target's Social rolls against you by -2 for a Scene.
•••


Reduce target's Defense to 0 until his next turn. Ignore up to -3 of modifiers for concealment ("substantial").
••••

●●+
For each point of damage that would be dealt, you can spend 2 Plasm to drain 1 Willpower instead. Range extends to line-of-sight.
•••••
~
●●○,
Instead, roll Manipulation+Empathy+Rage-(lower of target's Resolve and Composure) to do 1 Dot of Mental Attribute damage per success, that heals at a rate of 1 Dot / 2 days. Additionally, may pay 1 Willpower to cause damage to be Aggravated for one attack.
Rage (Strength)


Phantasmal (Persuasion) - (Target's Composure)
Geist 113, 144



Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack. Damage is removed at the end of the Scene.
••
~
●●
Instead, roll Manipulation+Persuasion+Rage to create a phantom that attacks before you for three turns with successes as it's pool. Damage may be Bashing or Lethal, and is removed at end of the Scene.
•••
~
●●
Instead, roll Presence+Persuasion+Rage vs Resolve+Psyche to cause target to have nightmares the next time they sleep that causes damage equal to their Strength that lasts until the next time they sleep for 6 hours. Alternately, ignore up to -3 of modifiers to Activation.
••••


For remainder of the scene, target must roll Resolve+Composure to do more than move at Speed directly away. Range extends to line-of-sight.
•••••

- , ○
Add target's Strength to your Activation roll. May pay 1 Willpower to make damage Aggravated, and is removed at end of the Scene.
Rage (Strength)


Primeval (Survival) - (Target's Defense)
Geist 113, 144



Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack.
••

●+
Damage may be Bashing or Lethal. Reduce target's Defense against the attack by 1 / Plasm.
•••
~
●●
Instead, roll Stamina+Animal Ken+Rage-(target's Stamina) to summon a swarm that attacks with 4 dice at the end of your turn for successes turns. Additionally, ignore up to -3 of modifiers for concealment ("substantial").
••••


Call nearby animals, add Size of largest to Activation roll. Range extends to line-of-sight.
•••••

●+,
Can make the Activation roll against highest Defense of multiple targets (1 additional Plasm / target), Defense is increased by 1 / target, dividing successes amongst them. May pay 1 Willpower to cause damage to be Aggravated for one attack.
Rage (Strength)


Pyre-Flame (Occult) - (Target's Stamina)
Geist 113, 143



Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack. Penalize target's Defense and Perception rolls by Rage Dots for a scene.
••


Damage may be Bashing or Lethal.
•••


Ignore up to -3 of modifiers for concealment ("substantial").
••••


Range extends to line-of-sight.
•••••


Damage is Aggravated for one attack.
Rage (Strength)


Stigmata (Occult) - (Target's Stamina/Resistance)
Geist 113, 145



Do Bashing damage to a target within 2 yards / Psyche equal to successes with an invisible attack. Can affect ghosts as well.
••


Damage may be Bashing or Lethal. Penalize all of target's Mental rolls by 1/2 Activation, rounded down.
•••


Target bleeds 1 Bashing damage / turn until they receive medical attention (Intelligence+Medicine). Additionally, ignore up to -3 of modifiers for concealment ("substantial").
••••


Range is 20 yards / Psyche.
•••••

○,
Upgrade bleeding damage to Aggravated. May pay 1 Willpower to cause damage to be Aggravated for one attack.
Rage (Strength)


Stillness (Subterfuge) - (Target's Stamina)
Geist 113, 145



Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack.
••


Damage may be Bashing or Lethal. If target dies from the attack, it appears to be from natural causes.
•••


Reduce the Durability of cover for the target. Additionally, ignore up to -3 of modifiers for concealment ("substantial").
••••


Ignore target's Stamina. Range extends to line-of-sight.
•••••
~
●●,
Instead, roll Strength+Brawl+Rage-(target's Defense) to do 2 Lethal damage each turn for successes turns and reduce target's Defense to 0. Additionally, may pay 1 Willpower to cause damage to be Aggravated for one attack.
Rage (Strength)


Stygian (Medicine) - (Target's )
Geist 113, BotD 80



Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack. Inflicts penalty to social rolls until damage is healed.
••


Can instead inflict one point of lethal damage per turn for activation success turns. Until damage is healed inflicts -1 Dexterity.
•••


Can instead inflict activation success dots in damage to physical attributes, which heals as though lethal damage.
••••


Can enhance Stygian Rage ●● to instead inflicting two points of lethal damage per turn.
•••••

●●
Deals aggravated damage instead of lethal; permanently lowers Presence and maximum Presence of victim.
Rage (Strength)


Tear-Stained (Occult) - (Target's Stamina)
Geist 113, 145



Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack. Penalize all of target's Physical rolls by Rage Dots for a scene.
••


Damage may be Bashing or Lethal.
•••


Ignore up to -3 of modifiers for concealment ("substantial").
••••


Range extends to line-of-sight.
•••••


Damage is Aggravated for one attack.





Shroud (Resolve)


Cold Wind (Occult)
Geist 113, 146



Gain Shroud Dots as Armor, completely negates all damage from extreme cold, and negates any hostile Manifestation using the Cold Wind key if the Shroud has higher activation successes.
••


Grants immunity to gas and suffocation based attacks while Shroud is active
•••


Can inflict cold bashing damage based on activation successes when hit or on touch with a Plasm
••••


Grants immunity to electricity from natural sources while Shroud is active; from supernatural sources, add Occult to the Shroud's effective armor rating.
•••••

●●
As Cold Wind Shroud ●●●, but inflicts lethal damage instead of bashing.
Shroud (Resolve)


Grave-Dirt (Occult)
Geist 113, 146



Gain Shroud Dots as Armor, immunity to suffocation, and invulnerability to damage inflicted by grappling.
••


Can add Stamina to effective Armor rating granted by Shroud
•••

●●●
Can choose to downgrade any mundane lethal damage that makes it through the Shroud to bashing.
••••
!
●●+
Can detonate the Shroud in a cloud of choking dust with a successful secondary roll; significantly incapacitates all in the area, but ends the Shroud. Additionally, allies can be spared from the effect at a cost of 2 Plasm each.
•••••

●●
As long as the Sin-Eater is standing on or near solid earth, they can negate any received damage at 2 Plasm per bashing or lethal health level, or 4 Plasm per aggravated health level.
Shroud (Resolve)


Industrial (Crafts)
Geist 113, 147


●, ●
Gain Shroud Dots as Armor. Can pay 1 Plasm reflexively to double Armor for one attack from a man-made weapon.
••
!

Unlock any non-magical lock. For an electronic lock, roll Intelligence+Larceny+Activation-(Technology Level p111).
•••


You are invisible to electronic surveillance.
••••
!
●/●●
Roll Intelligence+Crafts+Activation-(Technology Level p111) (Durability applies) to disable a mechanical device by touch, or pay an extra Plasm to do so at 10 yards / Shroud Dot range.
•••••

●●, ●●
Inflict Activation Lethal damage by touch. Additionally, may pay 2 Plasm when using Industrial Shroud ●●●● to bypass object's Durability.
Shroud (Resolve)


Passion (Empathy)
Geist 113, 148



Gain Shroud Dots as Armor, and can add Shroud dots to Resolve or Composure to resist mind-affecting supernatural powers.
••


Can add activation successes as a die bonus to Intimidation
•••


Can add activation successes to Presence or Manipulation rolls.
••••
!
●/●●●
Can drain Willpower points of a touched or touching target, with a successful secondary roll. Costs one Plasm normally, three Plasm as part of a Brawl attack.
•••••
!
●●/●●●●●●
As Passion Shroud ●●●●, but ignores target's composure penalty to the secondary roll, and if all Willpower points are drained can inflict a Derangement of Sin-Eater's choosing.
Shroud (Resolve)


Phantasmal (Persuasion)
Geist 113, 149



Gain Shroud Dots as Armor, and can Manipulation to Defense as well against thinking beings.
••


Anyone attempting to remember details of the Sin-Eater observed under this Shroud take a penalty equal to Activation successes.
•••
!

Can cause a target to forget everything about a Sin-Eater after he leaves their presence; requires a successful resisted secondary roll.
••••


Can shape the Shroud into an illusion causing onlookers to think the Sin-Eater is someone else; requires one Plasm and higher activation successes than target's Composure per deception.
•••••
!
●/●●●
Can take an utterly terrifying visage visible by one target; roll Activation succeses - Target's Composure, each success yields one bashing damage (1 Plasm) or one lethal damage (3 Plasm). Even if no damage is done, the target is too terrified to attack back for the scene unless Composure is greater than Activation successes.
Shroud (Resolve)


Primeval (Survival)
Geist 113, 149


●, ●
Gain Shroud Dots as Armor, and can spend 1 Plasm to add Stamina to this armor against any one attack from any source.
••

●+
May reflexively spend up to lesser of Animal Ken or Shroud rating in Plasm to augment a physical attribute by that amount for one roll.
•••


May reflexively generate plasmic talons, invisible to mortals, which deal +2 lethal damage, or aggravated damage to materialized ghosts.
••••

●+
As Primeval Shroud ●●, but bonuses last until the Shroud expires, and can distribute the increase to any physical attributes as desired.
•••••

●●●●
As Primeval Shroud ●●●, but inflicts aggravated damage to all targets; other Shrouds are affected as though this damage is only lethal.
Shroud (Resolve)


Pyre-Flame (Occult)
Geist 113, 147



Gain Shroud Dots as Armor, and casts a ghostly illuminating light, visible only by Sin-Eaters or ghosts.
••


Grants immunity to fire and heat from natural sources while Shroud is active; from supernatural sources, add Occult to the Shroud's effective armor rating.
•••


While Shroud is active, can ignite any flammable object with a touch.
••••

●●
Can inflict burning lethal damage based on activation successes when hit or on touch with two Plasm
•••••

●●●●
As Pyre-Flame Shroud ●●●●, but inflicts aggravated damage.
Shroud (Resolve)


Stigmata (Occult)
Geist 113, 149



Gain Shroud Dots as Armor, and can add Shroud dots to resistance versus ghost Numina and Manifestations.
••


Can affect unmanifested ghosts as if they were manifested, including with brawl attacks.
•••


As Stigmata Shroud ●●, but can now affect unmanifested ghosts with melee weapons.
••••

●●●○ / 1L / ●●●1L / 2L
May enter the Twilight for Activation success minutes, or until deliberately ended.
•••••

●●●○ / 1L / ●●●1L / 2L
As Stigmata Shroud ●●●●, but can bring one person per activation success, and lats for a full scene.
Shroud (Resolve)


Stillness (Stealth)
Geist 113, 150



Gain Shroud Dots as Armor, and adds Shroud dots to all stealth-related rolls.
••


Can become invisible to all mortal eyes; automatically successful against passive observers, active ones must roll and beat activation successes. Technology and animals are not affected, and attacking anything ends the Shroud immediately.
•••


As Stillness Shroud ●●, but extends to animals and technology.
••••


Can become intangiable for one turn for non-combat purposes.
•••••

●●● / ●●●●● / ●●● / ●●●●●
As long as the Sin-Eater has Defense, can now reflexively become intangible to ignore the attack. Costs 3 Plasm, or 5 Plasm if the attack is aggravated. Can even exceed Plasm rates based on Psyche with a Willpower point.
Shroud (Resolve)


Stygian (Medicine)
Geist 113, BotD 81



Gains Shroud Dots as Armor, and whenever an attack inflicts no damage, redirect it to the nearest character.
••


While active, any Killing Blow inflicts normal damage.
•••


Triggered when struck in melee and still has Defense, can redirect attack to the nearest character.
••••
!
●●
Can now choose the target of redirected attacks.
•••••
!
●●
Whenever Sin-Eater is attacked, their geist attacks the target with a pool of damage taken + activation successes, inflicting lethal damage and draining willpower.
Shroud (Resolve)


Tear-Stained (Occult)
Geist 113, 147



Gain Shroud Dots as Armor, grants ability to breathe underwater, and can add activation successes as bonus dice to all swimming or other underwater checks.
••
(!)

Can douse any mundane flame up the activation successes in Size; supernaturally sparked ones require a secondary roll.
•••


Can inflict drowning bashing damage based on activation successes when hit or on touch with a Plasm
••••
!
●●
Can inflict water damage on any inanimate object with a secondary roll, against electronic items durability is ignored.
•••••

●●●
As Tear-Stained Shroud ●●●, but instead inflicts automatic bashing damage equal to activation successes-Target's stamina





The Pit (Composure)


Cold Wind (Occult) - (Lower of Target's Resolve/Composure)
Book of the Dead 82, 83



Subtracts activation successes from Persuasion and Socialize (max -5) for one scene
••


Lasts until victim next sleeps instead of one scene
•••
!

Deprives the victim of breath for one minute per success on secondary roll, also causing panic.
••••
!
●●
For one scene, all failed Presence or Manipulation rolls are treated as dramatic failures
•••••


When using Cold Wind Pit ●●●, can add activation successes to secondary roll and cause damage done to Composure rather than health.
The Pit (Composure)


Grave-Dirt (Occult) - (Lower of Target's Resolve/Composure)
Book of the Dead 82, 83



Subtracts activation successes from Composure (max -5) for one scene; potentially causes knockdown if victim moves and fails a secondary roll
••
!

If a contested secondary roll is successful, victim suffers penalties to Dexterity the higher they are from ground level.
•••


Victim's speed reduced to Strength; activation successes applied as a penalty to all Athletics checks, and dramatic failure on Athletics inflicts damage.
••••


Enhances Grave-Dirt Pit ●●, to also inflict damage and stun for one turn.
•••••
!
●●
Victim is dragged underground; stays there for one turn per success on secondary roll; inflicts damage for falling and they cannot breathe.
The Pit (Composure)


Industrial (Crafts) - (Lower of Target's Resolve/Composure)
Book of the Dead 82, 84



Until next sunset, victim suffers a penalty to Composure equal to the anachrotech penalty of the newest device they've used in a given scene.
••
!
●●
Sin-Eater selects a specific visible device, of size up to (5+Activation Successes), and makes a secondary roll. If successful, victim always rolls a chance die when using that device.
•••
!
●●
Can bind a ghost to a machine.
••••


Enhances Industrial Pit ●●, such that it can affect a maximum size of (10+2*Activation Successes). Additionally, can affect up to Pysche separate machines simultaneously, as long as the total size does not exceed maximum.
•••••
!
●●●
With a successful contested secondary roll, a target is erased from civilization; credit cards are canceled, all ID checks fail, and they lose the effects of all social merits. Lasts for one week.
The Pit (Composure)


Passion (Empathy) - (Lower of Target's Resolve/Composure)
Book of the Dead 82, 85



Subtracts activation successes from Composure (max -5) for one scene
••
!

With a successful resisted roll, the victim suffers an increasing penalty to all extended actions.
•••
!

With a successful contested roll, the victim gains only one Willpower for exercising their Virtue, suffering a penalty to rolls to do so, and afterwords cannot regain Willpower via virtue or vice until the next chapter.
••••
!
●●●
With a successful resisted roll, the next successes rolls for instant or extended actions are reduced to chance die.
•••••


Enhances Passion Pit ●●●●, such that the victim now must spend Willpower to roll at all.
The Pit (Composure)


Phantasmal (Persuasion) - (Lower of Target's Resolve/Composure)
Book of the Dead 82, 86



Subtracts activation successes from Composure (max -5) for one scene; must touch the victim, and they must be in a clear state of mind.
••
!

With a successful contested roll, the victim suffers a mild derangement.
•••
!

With a successful contested roll, the victim becomes delusional, suffering -2 to all social roles and reacting to confrontation with fight or flight. Victim can spend a Willpower point to become lucid for one minute.
••••


Can enhance Phantasmal Pit ●●, such that it now inflicts a severe derangement.
•••••
!
●●●
With a successful resisted roll, can inflict the resulting successes in damage to the victim's Presence or Manipulation. This damage heals as if it were lethal damage.
The Pit (Composure)


Primeval (Survival) - (Lower of Target's Resolve/Composure)
Book of the Dead 82, 86



Subtracts activation successes from Composure (max -5) for one scene; if activated in the wilderness, activation roll gains 8-again property.
••
!

With a successful resisted roll, the victim's speed drops by two per successes, possibly immobilizing them. Lasts until duration expires or they set foot on man-made terrain.
•••


Forces the victim to either spend a willpower point or do nothing but seek out the nearest civilization.
••••
!

With a successful contested roll, the victim flees in panic, suffering a large penalty to all other actions.
•••••

●●●
Summons a ghost that takes the form of an undead predator, which hunts down the victim. With a Willpower point spent, the creature remains until the next sunrise, rather than the Pit duration.
The Pit (Composure)


Pyre-Flame (Occult) - (Lower of Target's Resolve/Composure)
Book of the Dead 82, 84



Subtracts activation successes from Composure (max -5) for one scene
••


Apply activation successes as a penalty to perception to notice whether a surface is hot.
•••


As Pyre-Flame Pit ●●, and victim must spend a Willpower point to even roll perception; additionally, they can see no light from fires.
••••
!
●●
With a successful secondary roll, weapons that would cause a victim to catch flame with an exceptional success now do so with a normal success.
•••••


Can enhance Pyre-Flame Pit ●●●●, such that sparked fires are always at least the size of a torch and the heat of a chemical fire.
The Pit (Composure)


Stigmata (Occult) - (Lower of Target's Resolve/Composure)
Book of the Dead 82, 88



Subtracts activation successes from Speed and Initiative (max -5) for one scene
••
!

If the Sin-Eater can shed at least one lethal point of damage on the victim and succeed on a resisted roll, ghosts gain the successes in bonuses to manifest around the victim.
•••


Victim also suffers activation successes as a penalty to Wits rolls
••••


Can enhance Stigmata Pit ●●, such that ghosts can manifest as if the victim were an anchor, and all ghosts in the area are alerted of this ability.
•••••
!
●●
With a successful contested roll, the victim suffers an additional point of bashing damage with every attack suffered; if this bashing damage would cause overflow into lethal damage, the victim begins bleeding heavily to death. Vampires lose Vitae instead.
The Pit (Composure)


Stillness (Subterfuge) - (Lower of Target's Resolve/Composure)
Book of the Dead 82, 88



Subtracts activation successes from Composure and Perception rolls (max -5) for one scene
••


Victim has all perception and surprise rolls reduced to a chance die; additionally, they cannot spend willpower on these rolls.
•••
!

With a successful contested roll, the victim becomes invisible, inaudible, and unnoticeable to anyone who cannot see ghosts in Twilight.
••••
!
●●
With a successful contested roll, the victim becomes unable to pick up or touch anything. They can spend a willpower point to do so for one turn.
•••••
!
●●●
Can activate Stillness Pit with a single contested roll; on a success, all above effects are inflicted at once, and the duration is extended until the next sunrise.
The Pit (Composure)


Stygian (Medicine) - (Target's Resistance)
Book of the Dead 82, 89



Subtracts activation successes from a target ghost's Resistance (max -5) for one scene; victim must be in Twilight, usage in the Underworld instead inflicts one aggravated damage on the Sin-Eater
••
!

With a successful extended and contested roll, the Sin-Eater devours a ghost, gaining plasm and cast the victim into to the Underworld.
•••
!

With a successful secondary roll, the Sin-Eater's geist can briefly assume the form of a ghost devoured with Stygian Pit ●●, can remotely act as a ghost can.
••••
!
●●●
With a successful secondary roll, the Sin-Eater's geist, when in the form of a devoured ghost, can access its memories, including anchors. Extends duration to five minutes per success, but all those who knew the ghost in life gain a temporary derangement.
•••••

(●)
Sin-Eater can now use the Stygian Pit in the Underworld; with an extra point of Plasm can also affect Kerberoi, psychopomps, and other Underworld natives.
The Pit (Composure)


Tear-Stained (Occult) - (Lower of Target's Resolve/Composure)
Book of the Dead 82, 84



Subtracts half activation successes from Composure (max -5) for one scene; lasts for one day per activation success
••


Victim gains no sustenance from drink for the duration, possibly dehydrating
•••


Victim's Stamina is halved for purposes of holding breath underwater; drowning damage is doubled.
••••
!
●●
Damages the victim's physical attributes for a number of successes on a secondary roll; heals as if they were lethal damage.
•••••


Enhances Tear-Stained Pit ●●●●, such that attribute damage heals as if it were physical damage.

Activation = Initial Successes used to Unlock Manifestation.
● = Plasm Cost
○ = Willpower Cost
#B = Costs a number of Bashing Damage to the user to activate.
#L = Costs a number of Lethal Damage to the user to activate.
! = Requires a separate roll after Manifestation is Unlocked
~ = Alternate Activation ability

Ceremonies

• Ceremonies
Pool
(plus Psyche)
Description
Source
Cigarette Dawn
Presence
Ask questions of the Living about the Dead
BotD pg. 70-71
Final Vision
Wits
Allow to see the last turn (6 seconds) of life of a corpse by looking in his eyes.
Geist 151
Finding
Stamina
Locate a person or a corpse with a piece of their body.
Geist 151
Krewe Binding
Presence
Form a crew of introduce a new member to a crew.
Geist 152
One Last Song
Composure
Help a companion live the last moments of it's life to the fullest
BotD pg. 71
Pass On
Presence
Release a willing ghost to it's final rest after it's Anchors have been resolved (Must be done in the Underworld)
Geist 152
Reverse Bargain
Stamina
Create a Sin-eater by forcing a Geist to enter the corpse of a human. The newly created Sin-eater have 1 point of synergy, 3 dots of manifestation and 3 keys.
Geist 243
Speaker of the Dead
Manipulation
By holding the hand of a ghost, the sin-eater let that ghost speak by his mouth.
Geist 153
•• Ceremonies



Distant Vision
Wits
By looking in a mirror, the sin-eater can see the location of a person or a ghost.
Geist 153
Distant Voices
Presence
Allow to send a message of 12 words and receive an answer of 12 words to someone, living or dead.
Geist 154
Faces in Smoke
Stamina
Reveal the image of the dead in Cigarette Smoke
BotD pg. 71-72
Lifting the Scales
Manipulation
Allow a mortal to perceive Twilight and ghosts with Ghost sight and giving them the power of Death Stains.
Geist 154
Listening to the Spectral Howl
Wits
Allow a sin-eater to find a particular type of ghost with a map. The type of ghost may be, by example, a ghost in need of vengeance, in need of protection, etc.
Geist 155
Message from Beyond
Manipulation
Passes on Messages from a Ghost to intended Target
BotD pg. 72-73
Mortis Mask
Dexterity
Falsify the cause of death of a corpse (A drowned corpse may look like he's been shot by a gun instead)
Geist 155
Plasmic Manifestation
Stamina
Create a plasm "thing" that take the look of the ghost and allow it to communicate with the livings.
Geist 156
Spectral Photography
Dexterity
Capture pictures of ghosts on a place suspected of hauntings
Geist 157
••• Ceremonies



Dead Voices on Air
Wits
Capture a ghost, even one in the twilight, on still or moving film.
Geist 157
Dedicate Charm
Manipulation
Associate an appropriate Key with the Threshold of an un-Dedicated Charm (Memento 1)
Geist 158
The Devil's Bargen
Wits
Transfer time from one person to another, with horrific side effects.
The House Always Wins 4
Finding the Crossroads
Wits
Divine a nearby location at which someone will soon die.
Geist 159
Funerary Tools
Stamina
Create an item to use in Twilight, with possibility of taking it to the Depths
BotD pg. 73
Lemure’s Lure
Manipulation
Make a location highly attractive to ghosts, likely causing a temporary haunting of the area.
Geist 159
Loosen the Coil
Resolve
Temporarily allow a mortal to project as a ghost.
Geist 160
Moment of Absolution
Wits
Receive explanation of why an Anchor is an Anchor.
BotD pg. 73-74
Plumbing the Depths
Intelligence
See memories of bonded Geist; must continually roll to avoid gaining derangement while searching.
Geist 161
Quicken the Dead
Presence
Bind a ghost to a body, creating a zombie.
Geist 161
Reading the Echoes
Resolve
Can get impressions from the past history of an object.
Geist 163
Warding Circle
Resolve
Enchant a circle to be impervious to ghosts, and potentially other supernatural creatures as well.
Geist 163
•••• Ceremonies



Bind Anchor
Resolve
Create an Anchor for a ghost, even one currently in the Underworld
Geist 164
Danse Macabre
Presence
Reminds participants of their own morality. Could create Ghosts in the Underworld without anchors
BotD pg. 74-75
Ghost Drinker
Stamina
Drink either the Ghost's knowledge or it's power. Gain truthful yes/no answers or a bump to Physical Traits
BotD pg. 75
Ghostly Guardian
Manipulation
Bind a ghost to one of it's Anchors as a protector
Geist 164
Mending the Mortal Coil
Intelligence
Heal a target of wounds at the cost of plasm.
Geist 165
Warding the Household
Dexterity
As Warding Circle, but potentially for an entire building.
Geist 165
••••• Ceremonies



Crash the Gates
Stamina
Transform body into an open Avernian Gate connected to a random point in the Depths.
BotD pg. 76
Create Deathly Passage
Resolve
Open or reopen an Avernian Gate
Geist 166
Dumb Supper
Resolve
Makes the Twilight and material worlds one and the same for all ghosts in a given room, for a short time, allowing conventional interaction.
Geist 166
Fetter’s Binding
Resolve
Bind a ghost to it's last Anchor as a Fetter with one of it's Numia (Memento 3)
Geist 167
Sepulchral Gateway
Intelligence
Allows entry from one Avernian Gate and exit through another, without passage through the Underworld.
Geist 167
Spectral Captivity
Presence
Binds a ghost inside a room or container, from which it has no power to escape.
Geist 168
UnBinding
Intelligence
Sever a geist from a Sin-Eater, ending the bargain; causes significant discord.
Geist 244
Wings of the Moth
Manipulation
Binds a ghost to a body, effectively returning them to mortality, for one week; at the end of this time, the new body is killed again, and one of their anchors is destroyed.
Geist 169


Krewe Membership Benefits

Name
Cost
Tier
Type
Prerequisites
Description
Reference
Codex
(••• or •••••)
-
-
Ceremonially Bonded Member
Teaches benefits of Faction or Conspiracy level Supernatural benefits; these benefits cannot then be bought higher with XP, they must be repurchased.
Geist 191
Death Rite
(• to •••••)
Faction
Founder
Flesh Fair
Can ritually transform a gathering of Sin-Eaters and others into a temporary Haunt.
Geist 187
Deathsoul Initiation
(••• to •••••)
Cult
Supernatural

Gain the ability to use a single Manifestation/Key pairing known by a Founder.
Geist 185
Enhanced Merit
Automatic
Faction
Temporal
Krewe Status ••
Gain bonus dots to one social merit, based on Krewe Status
Geist 188
Ethos Commitment
Opt-In
Cult
Supernatural

Gains rote action on discord rolls relating to ethos; suffers massive discord when violating the ethos. Costs a willpower dot to withdraw commitment.
Geist 185
Flesh Fair
(• to •••)
Cult
Founder

Provides a bonus to Haunt Fluidity when hosting other Sin-Eaters.
Geist 185
Forge Key
Opt-In
Conspiracy
Founder
Psyche •••••, two Manifestations at •••••
With krewe experience points, can create a new Key, which may be taught to other members or via Key Initiation.
Geist 189
Key Initiation
Opt-In
Faction
Supernatural
Ceremonially Bonded Member
Krewe has a chosen key; members can learn it without a teacher and at reduced cost, but doing so causes a derangement or flaw.
Geist 188
Krewe Fate
(• to •••••)
Cult
Founder

Founder can decree bonuses or penalties to any member when conducting a predetermined action. Founder suffers if decree is counter to krewe myth or ethos.
Geist 184
Krewe Status
(• to •••••); Automatic
Faction
Temporal
Member or Ally
As Status merit, but some dots can be granted for free under certain circumstances.
Geist 188
Mentor
•• or ••••
Special
-

Being mentored by a krewe founder allows them to instruct in supernatural merits, or founder merits if declared a successor.
Geist 191
Merit Mastery
Automatic
Conspiracy
Temporal
Krewe Status •
Each Krewe may choose three Social merits; all members gain these at half experience cost.
Geist 190
Mythic Aspect (Founder)
(••••)
Cult
Founder

Gain permanent ability to spend plasm to boost a choice of skill or attribute; suffers a penalty to discord rolls for the remainder of scene when this is invoked.
Geist 185, 189
Mythic Aspect (Members)
(••••)
Conspiracy
Supernatural
Ceremonially Bonded Member
As above, but members may acquire it.
Geist 189
Mythic Avatar
(•••••)
Faction
Founder
Psyche ••••••, Mythic Aspect
Briefly takes the form of the Krewe's Aspect, gaining significant supernatural powers. Suffers a penalty to synergy while in this form.
Geist 186
Mythic Factors
(• to •••••)
Conspiracy
Supernatural
Ceremonially Bonded Member
By performing difficult rituals, member may significantly enhance the power of Manifestations
Geist 189
Pooled Merits
-
Cult
Temporal

Allies, Contacts, and Resource merits bought pooled can be shared by all members, but dots used by one member can't be used simultaneously.
Geist 186
Revenance
(•••••)
Conspiracy
Founder
Psyche ••••••
Can return to life without loss of maximum Psyche; ceases to suffer from aging, though health dots deplete over time with age.
Geist 189
Sending Forth the Aspect
(•••••)
Faction
Founder

Blesses a krewe member with the founder's aspect; recipient can use any of the founder's Keys, founder can cast manifestations through the recipient, and both can communicate telepathically. Founder must concentrate for the duration.
Geist 187


Mementos

● Charm
Description
Threshold


Page
Casket Jacket
Jacket crafted from the a coffin lining from a large funeral.
Various
Geist 195
Cat’s Eye Marble
Black marble with a hint of blood red, upon which a fleeing convict tripped and broke his skull
Forgotten
Geist 196
Charm Tats
Tattoos made with the blood or ashes of the dead, transplanted tattoos from the dead, or other strange things.
Various
Geist 196
Corpse Teeth
The teeth of the dead, often worn as an amulet. Threshold reflects the manner of death.
Various
Geist 196
Crucifix


Geist Quickstart 50
Dead Man’s Wallet
The blood-soaked wallet of a man on hard times who just won a small lottery, then was brutally murdered for the winnings.
Torn
Geist 196
Dreamcatcher


Geist Quickstart 50
Forgotten Key Ring


Geist Quickstart 50
One‐Way Ticket
A ticket, smelling of fire and death, taken from onboard a crashed Greyhound bus.
Forgotten
Geist 197
Sugar Skulls
The skull of an animal, covered in a burnt sugar coating, taken from a creature who died near the site of a violent or sudden human death.
Torn or Forgotten
Geist 197
Vanity’s Vanity
The mirror of an actress who died of depression and heartbreak.
Silent
Geist 198
Vanquished Timepiece
A timepiece worn by someone as they died.
Various
Geist 198
●● Vanitas

Threshold



Battlefield Diorama
A diorama of a battlefield at which the Sin-Eater died.
Torn
Geist 199
Crime Scene Collage
Collage of crime scene photographs, allowing for reflection of the Sin-Eater's own violent demise.
Torn
Geist 199
Dead Jazz
A song that reminds the Sin-Eater of their unfortunate demise; each time its played, it ends a different way.
Forgotten
Geist 200
The Germ Closet
A closet filled with bodily fluids of the diseased.
Stricken
Geist 200
The Lament
A written tale reflecting emotionally on one's death.
Various
Geist 200
The Offering Table
A table filled with lavish food and drink, a reminder of life and what can be lost.
Silent
Geist 200
Roadkill Taxidermy
Taxidermied body of a deer, the impact with which killed the Sin-Eater
Prey
Geist 200
The Weeping Wall


Geist Quickstart 50
●●● Fetter

Threshold
Key
Numen

Collar, the
The collar of a dog, possessed by his truly devoted owner.
Prey
Primeval
Animal Control
Geist 202
The Girl’s Marionette
A marionette, belonging and possessed by a young girl who took a fatal misstep.
Forgotten
Phantasmal
Telekinesis
Geist 203
Mirror Mirror
A hand mirror, belonging and possessed by a woman of ultimate vanity.
Stricken
Phantasmal
Plasticity
Geist 203
The Notebook
A laptop computer, belonging and possessed by a boy who died of deprivation while playing video games.
Silent
Industrial
Disruption
Geist 203
The Projector
A projector, belonging and possessed by a woman who captured on the film the murder of man after man, until one finally overpowered her.
Torn
Phantasmal
Phantasm
Geist 204
Screaming Mace
A can of mace, belonging and possessed by a woman who was murdered while jogging, the weapon failing to defend her.
Torn
Stigmata
Banshee Wail
Geist 204
The Screwdriver
A screwdriver, belonging and possessed by a serial murderer who used it as his weapon of choice, and died of cancer before being caught.
Stricken
Stigmata
Terrify
Geist 204
The Thirty‐Thirty
A still functional old rifle, beloning and possessed by a crazed man who used it to take hostages to sacrifice to a ghost, before same hostages got the better of him.
Torn
Phantasmal
Dement
Geist 205
●●●● Deathmask

Threshold
Key
Skill

The Beaked Mask of Bile and Blood
Mask of the Coronated Coroner; inflicts bloody respiratory illness on all within 50 yards.
Stricken
Stigmata
Medicine
Geist 206
Coral Mask, the
Mask of the Wailing Widow; can transmute at will up to a dumpster full of water into undrinkable brine.
Silent
Passion
Empathy
Geist 206
Gold Teeth
Mask of the Gluttonous Shadow; can make a lethal bite attack without grappling, and all nearby are continually starving.
Torn
Stillness
Stealth
Geist 206
Gravedigger’s Shovel
Mask of the Gravedigger; allows perfect vision no matter how dark it gets, but cuts off peripheral vision.
Silent
Grave-Dirt
Weaponry
Geist 207
Perfect Fifth, the
Mask of Violinist-in-Ash; the Sin-Eater's voice becomes musical, and while wearing the mask can determine the mood of the musician playing any piece of music, even on records.
Forgotten
Passion
Expression
Geist 208
Swallow‐in‐Glass
Mask of the Birdwatcher; the Sin-Eater can mimic the call of any bird.
Prey
Primeval
Investigation
Geist 208
●●●●● Memorabilia

Threshold
Skill


The Bournemouth Heart
The mummified heart of Percy Shelly.
Prey
Empathy
Geist 209
Derringer, the
The pistol that shot Abraham Lincoln
Torn
None; equipment bonus
Geist 210
Kennedy’s Final Ride
The limo in which Kennedy was assassinated.
Torn
None; equipment bonus
Geist 210
McCall’s Necktie
The noose that hung Wild Bill's murderer
Torn
Firearms
Geist 210
Presley in Repose
Photograph of Elvis in his coffin at his funeral
Stricken
Expression
Geist 211
Pulverized Porcelain of Pol Pot
The broken down toilet Pol Pot died athrone
Stricken
Intimidation
Geist 211
The Starlet’s Ring
Ring Joe DiMaggio gave to Marilyn Monroe at her funeral.
Stricken
Socialize
Geist 211
Vidocq’s Lens
Magnifying Lens of Francois Vidocq
Silent
None; equipment bonus
Geist 211


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