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Sin Eaters; Geist
Topic Started: Dec 21 2010, 01:23 AM (91 Views)
Ara

The Sin-Eaters

Death is only the beginning...

Upon the first death, every Sin Eater is approached by a Geist, an embodiment of an aspect or personification of death. In exchange for being returned to life, Sin Eaters allow the Geist to accompany them, effectively merging into each other in a symbiotic relation with the "human" in control. Upon this return to life, the Sin Eater discovers that they can see and interact with the restless shades of the dead, and must choose what to do with their second chance at life. In all instances, Sin Eaters are forced to deal with the dead, whether through altruism, greed, or just the plain fact that the dead will not leave them alone.

I. Threshold
II. Archetypes
III. Keys
IV. Manifestations
V. Merits




Threshold


The most important thing in a Sin Eater's life is their death and how it happened. The way they view their death and experience it will come through in their abilities and their purpose now in their second life. Thresholds can be somewhat fluid, depending on what aspect of death the Sin Eater-to-be focused on at the moment of death. For example, someone who drowns could be either one of the Prey, who are killed by nature, or one of the Silent, who die from deprivation (a lack of oxygen), or even one of the Torn, if they are held under water.

The Torn
- Victims of murder or violence at the hands of others. As a result, they tend to be angry and violent, and mementos of this threshold have a resonance of malice. The associated keys are Passion and Stigmata.

The Silent
- People who die of deprivation or neglect. As the name suggests, they are quiet and serious by nature. The mementos of this threshold tend to go unnoticed. The keys of this threshold are Stillness and Cold Wind.

The Prey
- Killed by nature, either through exposure to the elements or deadly animals. They see the world as primal, and search for patterns in nature. The mementos are just as primal. The keys of this threshold are Primeval and Grave-dirt.

The Stricken
- Died of disease, illness, or poison. They become very hardy in nature, seeking out challenges to beat. The mementos of this threshold feel unclean or disease ridden. The associated keys are Phantasmal and Tear-stained.

The Forgotten
- Victims of random chance. They see the world as random and tend to gamble more because of that. The mementos feel as if they could kill by accident at any given moment. The keys are Industrial and Pyre Flame.



Archetypes

Right after the actual death of the Sin Eater, their viewpoint on their own demise is the most important thing. The way that they view what happened to them can affect what they do now that they have been given a second chance at life.

Advocate
- Advocates are sin-eaters who dedicate their second lives to helping the dead, either out of a sense of obligation or because it will make their dealings with the dead easier.

Bonepicker
- Bonepickers focus on the material comforts they can gain with their powers, and keep good track of what they're owed by whom.

Celebrant
- Celebrants embrace their second life and everything that it has to give, typically as adrenaline junkies or pleasure seekers.

Gatekeeper
- Gatekeepers believe it is their duty to police the boundaries between life and death, standing against ghosts who meddle with the living and the living who meddle with the dead.

Mourner
- Mourners are obsessed with the fact that they died, and they feed off the emotions of those who are in mourning. Some believe they are still dead.

Necromancer
- Necromancers use ghosts and sometimes trips into the Underworld to gain occult lore and knowledge of the past.

Pilgrim
- Pilgrims focus on the spiritual side of death, and try to help people avoid the Underworld by destroying the connections that could form anchors.

Reaper
- Reapers try to make the world a better place, either by murdering the guilty or haunting them until they change their ways.



Keys

Keys are what a sin-eater uses to "unlock" a manifestation. The type of key used determines how the manifestation works. Two sin-eaters using the same manifestation but different keys will have different results. When a Sin Eater is first created, they are granted two keys. A sin-eater starts with two keys, one of which must be associated their threshold, and both of which must reflect their death or their geist in some way. More keys may be purchased later with experience points.

Elemental keys
- Each elemental key is a separate key that must be obtained alone. Each one is associated with an element combined with death and decay. They are the Cold Wind key, the Grave-dirt key, the Pyre Flame key, and the Tear-stained key. In general, each key can only be used in an elemental environment favorable to it, while using it in an opposing elemental environment is difficult.

The Industrial Key
- This key grants influence and control over technology and machinery. However, technology that is too new is difficult to influence. This key works best on older or archaic technology.

The Passion Key
- This key has to do with the influencing, shaping, and control of emotions of people, places or things. Use of this key can, as a side effect, alter the sin-eater's own emotions.

The Phantasmal Key
- This key lets the sin-eater create illusions. At higher manifestations, they can drive a man mad or kill with it. The side effect of this key is that sin-eater will also experience fleeting hallucinations.

The Primeval Key
- This key allows a sin-eater to influence or control plants and animals. It also grants control over certain fertility rites and allows the sin-eater to take on animal traits. It causes the sin-eater to become more feral, though they do not lose their ability to think.

The Stigmata Key
- This key allows the sin-eater to influence or control ghosts or spirits through the use of blood and sacrifice. A sin-eater using this key may choose to take on wounds instead of The damage must be deliberately caused by the sin-eater for this purpose.

The Stillness Key
- This key helps the sin-eater in matters of stealth and subterfuge. This key works best when the sin-eater remains still and silent. Most who use this key will even avoid speaking to friends while it's active.

The Stygian Key
- This key give the sin-eater influence or control over death, decay and rot. This key requires that a sacrifice be made before unlocking any manifestation, and can only be learned from a Kerberos after crossing three rivers and drinking from each.



Manifestations

Manifestations are the true essence of the Sin Eater's powers. A manifestation has different properties based on the key that the Sin Eater uses to "unlock" and use it. There are 5 levels for each manifestation, with the effects and abilities strengthening greatly as the level increases.

Boneyard
- By bleeding plasm into the ground, the sin-eater is granted influence over a large area. The sin-eater's body must remain in a trance-like state while this manifestation is active. While active, a sin-eater can sense any person or thing they wish to find if it is within the boneyard, and affect it with other manifestations. (Note: The Rage manifestation cannot be used in this way.)

Caul
- The sin-eater allows the geist to merge with their physical body, changing it in a way defined by the Key used to unlock it. All forms of the Caul affect the sin-eater directly, rather than anyone around the sin-eater. The manifestation lasts till the end of the scene, or until the sin-eater dismisses it.

Curse
- This manifestation places a hex on another person, which is carried out by the geist. Typically, only the area around the cursed person is affected, rather than affecting the person directly. The length of the curse is determined by the success of the activation and may be resisted by someone.

Marionette
- The sin-eater can control people, animals, or objects. The victim retains free will, but cannot control their actions. The nature of the control depends on what key is used. Control typically ends when line of sight is broken, unless used with oracle or boneyard.

Oracle
- This manifestation alters a sin-eater's perception, according to the key used to unlock it. Anyone who can see plasmic energy knows a sin-eater who has activated the oracle on sight. In some cases, the astral self leaves the body, while in others, a bonus is added to perceiving anything associated with the key.

Rage
- This is a direct attack on another person by the geist. With a few exceptions, the rage is invisible, though the effects are known by the target and anyone with the ability to see such things (such as mage sight). The range of the rage is 10 yds per dot of Psyche. The level of rage determines what kind of damage is done.

Shroud
- Plasm envelops the sin-eater, creating a form of armor. The form of the armor depends on the key. It is invisible to the physical, except to those who have supernatural sights. The armor bonus is equal to the shroud rating, and there are special effects added on based on the key.

Pit
- Using the cursed plasm that shapes the Underworld, a sin-eater can remove some aspect of the target, or force some aspect of the world to ignore him. Unlocking this manifestation is a level 7 synergy sin. Also, only Underworld plasm can fuel this ability. If the Sin-eater wants to use an Archetypal manifestation, he must be within one yard of an Avernian Gate.



Merits

There are certain Merits that are specific to a Sin Eater. The types of merit are Ceremonies, Haunts, and Mementos. Ceremonies are rituals to achieve specific effects. The number of dots in this merit are equal to the total number of dots for ceremonies a starting character can have. For example, a starting character with 3 dots in the ceremony merit may have one 3-dot ceremony, three 1-dot ceremonies, or one 1-dot and one 2-dot ceremony. The number of dots in the ceremony merit does not indicate a cap on how high a level ceremony you may purchase, and the new ceremonies are not treated as an expansion of the merit.

A Haunt is a place with a strong connection to the Underworld. Sin-eaters may use such places to harvest plasm or to open an Avernian Gate. Any place with strong death energy can become a haunt.

Mementos are items that contain a connection to death and act as a focal point of power. All sin-eaters have at least one memento, their keystone, which is given to them by their geist. The Keystone grants access to one threshold and two keys. This memento is free at character creation, and is typically kept in the Twilight. All other mementos must be purchased as separate merits.

Ceremonies (• to •••••)
Affects the number and level of ceremonies that the Sin Eater can perform.

Haunt-Utility (• to •••••)
Size, security, accessibility, and mundane usefulness of the Haunt.

Haunt-Fluidity (• to •••••)
Represents how strong the connection to the Underworld is and how easily an Avernian Gate can be opened at the Haunt.

Haunt-Residue (• to •••••)
How well the Haunt collects plasm. each dot in residue represents a dot of plasm per week.

Memento (• to •••••)
An item connected to death that gives the Sin Eater additional power.

Death Touched (•• to •••••)
A bonus to interacting with ghosts in the Underworld and even ghosts anywhere.
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