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In Depth: Sin Eaters; A more detailed look at certain aspects of the Sin Eaters.
Topic Started: Dec 21 2010, 02:04 AM (156 Views)
Ara

Mementos

Charms- Level one mementos that grant access to one threshold. The death energy in a charm is unfocused, but use of the "Dedicate charm" ceremony can focus the energy into a Key associated with the charms threshold. A charm that has been dedicated gives a bonus to all manifestations associated with the Key. Having a large number of charms or even an impressive one can make the Sin Eater more charismatic. Some samples of a level one memento are listed below:

Casket Jacket

Jacket crafted from the a coffin lining from a large funeral.
Threshold:
Various

Cat’s Eye Marble

Black marble with a hint of blood red, upon which a fleeing convict tripped and broke his skull
Threshold:
Forgotten

Charm Tats

Tattoos made with the blood or ashes of the dead, transplanted tattoos from the dead, or other strange things.
Threshold:
Various

Corpse Teeth
The teeth of the dead, often worn as an amulet. Threshold reflects the manner of death.
Threshold: Various

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.
Threshold: Torn

One Way Ticket
A ticket, smelling of fire and death, taken from onboard a crashed Greyhound bus.
Threshold:
Forgotten

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.
Threshold: Torn or Forgotten

Vanity’s Vanity
The mirror of an actress who died of depression and heartbreak.
Threshold: Silent

Vanquished Timepiece
A timepiece worn by someone as they died.
Threshold: Various




●● Vanitas- Level two mementos that allow the sin-eater to regain spent willpower. The sin-eater must make their own vanitas, and it can be anything they wish it to be. The threshold of a vanitas is the threshold of the sin-eater. Meditating on a vanitas and the nature of their own death allows the sin-eater to regain spent willpower. Destroying the vanitas of another sin-eater grants full willpower. A sin-eater may only have one vanitas at a time.


Battlefield Diorama

A diorama of a battlefield at which the Sin-Eater died.
Threshold: Torn

Crime Scene Collage

Collage of crime scene photographs, allowing for reflection of the Sin-Eater's own violent demise.
Threshold:
Torn

Dead Jazz

A song that reminds the Sin-Eater of their unfortunate demise; each time its played, it ends a different way.
Threshold:
Forgotten

The Germ Closet
A closet filled with bodily fluids of the diseased.
Threshold: Stricken

The Lament

A written tale reflecting emotionally on one's death.
Threshold:
Various

The Offering Table
A table filled with lavish food and drink, a reminder of life and what can be lost.
Threshold: Silent

Roadkill Taxidermy
Taxidermied body of a deer, the impact with which killed the Sin-Eater
Threshold: Prey




●●● Fetters- Level three mementos that have one threshold and one key. A fetter is created by binding a ghost to its own anchor. The ghost may or may not be pleased with the arrangement. The ghost is no longer able to affect the physical realm or use their numina. However, once per scene, the sin-eater may channel a numen through their own body. Each fetter has only one numen associated with it which is determined at the formation of the fetter.


The Collar

The collar of a dog, possessed by his truly devoted owner.
Threshold:
Prey
Key:
Primeval
Numen:
Animal Control

The Girl’s Marionette

A marionette, belonging and possessed by a young girl who took a fatal misstep.
Threshold:
Forgotten
Key:
Phantasmal
Numen:
Telekinesis

Mirror Mirror

A hand mirror, belonging and possessed by a woman of ultimate vanity.
Threshold:
Stricken
Key:
Phantasmal
Numen:
Plasticity

The Notebook

A laptop computer, belonging and possessed by a boy who died of deprivation while playing video games.
Threshold:
Silent
Key:
Industrial
Numen:
Disruption

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.
Threshold:
Torn
Key:
Phantasmal
Numen:
Phantasm

Screaming Mace

A can of mace, belonging and possessed by a woman who was murdered while jogging, the weapon failing to defend her.
Threshold:
Torn
Key
: Stigmata
Numen:
Banshee Wail

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.
Threshold:
Stricken
Key:
Stigmata
Numen:
Terrify

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.
Threshold:
Torn
Key:
Phantasmal
Numen:
Dement



●●●● Deathmask- Level four mementos that are the physical remains of a geist. They have one threshold, one key, and one associated skill. In addition, the deathmask retains a memory of the second key, which can be accessed as a manifestation. The deathmask holds 5 plasm, and replenishes spent plasm at the rate of 1 plasm a night. The plasm cannot be drawn into the sin-eater's own reservoir but may be used in place of it. The sin-eater must be wearing the deathmask to access any of the bonuses, and cannot have more deathmasks than half their psyche rating.


The Beaked Mask of Bile and Blood

Mask of the Coronated Coroner; inflicts bloody respiratory illness on all within 50 yards.
Threshold:
Stricken
Key:
Stigmata
Skill:
Medicine

Coral Mask, the

Mask of the Wailing Widow; can transmute at will up to a dumpster full of water into undrinkable brine.
Threshold:
Silent
Key:
Passion
Skill:
Empathy

Gold Teeth

Mask of the Gluttonous Shadow; can make a lethal bite attack without grappling, and all nearby are continually starving.
Threshold:
Torn
Key:
Stillness
Skill:
Stealth

Gravedigger’s Shovel

Mask of the Gravedigger; allows perfect vision no matter how dark it gets, but cuts off peripheral vision.
Threshold:
Silent
Key:
Grave-Dirt
Skill:
Weaponry

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.
Threshold:
Forgotten
Key:
Passion
Skill:
Expression

Swallow in Glass

Mask of the Birdwatcher; the Sin-Eater can mimic the call of any bird.
Threshold:
Prey
Key:
Primeval
Skill:
Investigation


●●●●● Memorabilia- Level five mementos that are connected to the death of a famous person, and are more powerful charms because of this. They come with a threshold and can be dedicated to a key, granting a bonus to any manifestations used with that key. Also the Sin Eater has a more charismatic aura while in possession of the memento. If the memento is not a particular piece of equipment it can grant the Sin Eater a skill which they can use. However doing so will result in the Sin Eater having nightmares during their next sleep period and actually suffer charismatically when dealing with normal humans.


The Bournemouth Heart

The mummified heart of Percy Shelly.
Threshold: Prey
Skill: Empathy

Derringer, the

The pistol that shot Abraham Lincoln
Threshold:
Torn
Skill: None; equipment bonus

Kennedy’s Final Ride

The limo in which Kennedy was assassinated.
Threshold:
Torn
Skill: None; equipment bonus

McCall’s Necktie

The noose that hung Wild Bill's murderer
Threshold:
Torn
Skill: Firearms

Presley in Repose

Photograph of Elvis in his coffin at his funeral
Threshold:
Stricken
Skill: Expression

Pulverized Porcelain of Pol Pot

The broken down toilet Pol Pot died athrone
Threshold:
Stricken
Skill: Intimidation

The Starlet’s Ring

Ring Joe DiMaggio gave to Marilyn Monroe at her funeral.
Threshold:
Stricken
Skill: Socialize

Vidocq’s Lens

Magnifying Lens of Francois Vidocq
Threshold: Silent
Skill: None; equipment bonus
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Ara

Ceremonies


• Ceremonies


Cigarette Dawn

Ask questions of the Living about the Dead


Final Vision

Allows the user to see the last few seconds of a corpse's life by looking in his eyes.


Finding

Locate a person or a corpse with a piece of their body.


Krewe Binding

Form a crew of introduce a new member to a crew.

One Last Song

Help a companion live the last moments of it's life to the fullest


Pass On

Release a willing ghost to it's final rest after it's Anchors have been resolved (Must be done in the Underworld)

Reverse Bargain

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.

Speaker of the Dead

By holding the hand of a ghost, the sin-eater let that ghost speak by his mouth.


•• Ceremonies


Distant Vision

By looking in a mirror, the sin-eater can see the location of a person or a ghost.


Distant Voices

Allow to send a message of 12 words and receive an answer of 12 words to someone, living or dead.


Faces in Smoke

Reveal the image of the dead in Cigarette Smoke

Lifting the Scales

Allow a mortal to perceive Twilight and ghosts with Ghost sight and giving them the power of Death Stains.


Listening to the Spectral Howl

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.


Message from Beyond

Passes on Messages from a Ghost to intended Target

Mortis Mask

Falsify the cause of death of a corpse (A drowned corpse may look like he's been shot by a gun instead)


Plasmic Manifestation

Create a plasm "thing" that takes the look of the ghost and allows it to communicate with the living.

Spectral Photography

Capture pictures of ghosts on a place suspected of hauntings


••• Ceremonies


Dead Voices on Air

Capture a ghost, even one in the twilight, on still or moving film.

Dedicate Charm

Associate an appropriate Key with the Threshold of an un-Dedicated Charm (Memento 1)

Finding the Crossroads

Divine a nearby location at which someone will soon die.

Funerary Tools

Create an item to use in Twilight, with possibility of taking it to the Depths

Lemure’s Lure

Make a location highly attractive to ghosts, likely causing a temporary haunting of the area.

Loosen the Coil

Temporarily allow a mortal to project as a ghost.

Moment of Absolution

Receive explanation of why an Anchor is an Anchor.

Plumbing the Depths

See memories of bonded Geist; must continually roll to avoid gaining derangement while searching.

Quicken the Dead

Bind a ghost to a body, creating a zombie.

Reading the Echoes

Can get impressions from the past history of an object.

Warding Circle

Enchant a circle to be impervious to ghosts, and potentially other supernatural creatures as well.


•••• Ceremonies


Bind Anchor

Create an Anchor for a ghost, even one currently in the Underworld


Danse Macabre

Reminds participants of their own morality. Could create Ghosts in the Underworld without anchors

Ghost Drinker

Drink either the Ghost's knowledge or it's power. Gain truthful yes/no answers or a bump to Physical Traits

Ghostly Guardian

Bind a ghost to one of it's Anchors as a protector

Mending the Mortal Coil

Heal a target of wounds at the cost of plasm.

Warding the Household

As Warding Circle, but potentially for an entire building.


••••• Ceremonies


Crash the Gates

Transform body into an open Avernian Gate connected to a random point in the Depths.

Create Deathly Passage

Open or reopen an Avernian Gate

Dumb Supper

Makes the Twilight and material worlds one and the same for all ghosts in a given room, for a short time, allowing conventional interaction.

Fetter’s Binding

Bind a ghost to it's last Anchor as a Fetter with one of it's Numia (Memento 3)

Sepulchral Gateway

Allows entry from one Avernian Gate and exit through another, without passage through the Underworld.

Spectral Captivity

Binds a ghost inside a room or container, from which it has no power to escape.

Unbinding

Sever a geist from a Sin-Eater, ending the bargain; causes significant discord.

Wings of the Moth

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.
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Ara

Synergy

While Psyche represents the strength of the bond between the human and the geist, Synergy represents the balance of the bond and how well aligned the goals of the two parts of the Bound are. It replaces the Morality advantage used by normal humans. Listed below are the traditional sins against Synergy that a Sin Eater can do to act in discord with their Geist. The lower the number is, the greater the sin is and the harsher the effect on the bond between Sin-Eater and Geist.


Synergy 10: Opening an Avernian Gate; entering the Underworld.

Synergy 9: Using plasm from a deathmask; violating an Old Law.

Synergy 8: Closing an Avernian Gate.

Synergy 7: Destroying a charm or fetter; using the Pit Manifestation.

Synergy 6: Destroying a ghost or Avernian Gate, ectophagia (eating of ghosts).

Synergy 5: Destroying a vanitas, reviving a dead person.

Synergy 4: Destroying a memorabilia or deathmask; accidental murder or manslaughter.

Synergy 3: Destroying a keystone; destroying a geist.

Synergy 2: Torture; serial murder.

Synergy 1: Mass murder; suicide attempt; attempting to destroy one's own geist.

When a Bound drops to 0 Synergy (usually only accomplished by successive deaths), they become one of the Wretched. The two parts of the Bound are totally seperate, and both the human and the geist constantly battle for control over the body. Often neither remembers the time spent under the control of the other. Eventually, the geist will completely over power the human soul, gaining full and total control of the body. For obvious reasons, this is a fate to be avoided. Surprisingly enough, most geists wish to avoid this as well, as such a state ultimately fails to last, and the geist will soon have to seek a new merger if it is not destroyed by angry sin-eaters. It is important to note that synergy can be restored through serious attention by the sin-eater and their krewe or neighboring sin-eaters.
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