K SinEater Form
Total 119 / Spent 118
- Gatekeeper Protector of the paths between life and death.
You’ve no right to be here. That’s why I got involved.
- The Stricken: Death by Sickness
- Plague victims, those taken by disease. Associated Key: Phantasmal and Tear-Stained.
Max Plasm / Per Turn 40/6
- Add your Psyche (Supernatural Tolerance) to rolls to resist disease and poison.
- You can spend 1 Plasm to “absorb” a point of damage
- Mark the health level as a dot, each dot becomes a bashing level of damage at the end of the scene
- Plasma spent to absorb damage does not count against your normal Plasma / Turn limit
- Additional damage “overwrites” plasma-absorbed damage, it doesn’t “shunt it”
- Sin Eaters can always see Ghosts
- They can choose to turn Ghost Sight off at will
- When a Ghost uses a Numina within 30 yards, the Sin Eater rolls (Wits + Occult + Psyche) to notice it
- Determine the relative health of a human with a successful (Wits + Composure) roll
- Automatically notice “Death Stains” (where someone has died)
- Roll Wits + Psyche to determine specific time the stain was made
- Touch a corpse and roll (Wits + Medicine) to determine the cause of death
- Once per Story, a Manifestation used in support of an Archetype has no plasm cost
- Open a door to the Underworld
- Touch a door as an Instant action, spend 1 plasm, roll your Psyche
|Boneyard ••••||Caul •••••||Curse •••||Marionette||Oracle •••||Rage||Shroud •••••|
THE BONEYARD (wits)
Cost: 1 Plasm
Dice Pool: Wits + (Key Skill) + Boneyard rating
- Dramatic Failure: The land is thirsty. The Boneyard fails to manifest, and the character loses two extra points of plasm.
- Failure: The attempt to manifest the Boneyard fails.
- Success: The Sin-Eater creates a Boneyard lasting for one scene. With Boneyard 1, the radius of the Boneyard is equal to (activation successes x 10) yards. With Boneyard 3, this radius increases to (activation successes x 100) yards. With Boneyard 5, this radius increases to (activation successes) in miles.
Once its confines are established, the area covered by the Boneyard is fixed and cannot be modified by the Sin-Eater. Once established, the Boneyard cannot be dispelled prematurely, and the Sin-Eater may not create any new Boneyards while a previously unlocked Boneyard still stands. However, a Sin-Eater may attempt to replace an already existing Boneyard (whether one he created or one created by another Sin-Eater) with a new one, either to improve the Boneyard’s qualities or to assert dominance over another Sin-Eater. In the latter case, whichever Boneyard has more activation successes takes precedence over the other one. The Boneyard’s radius is fixed — although it is initially centered on the Sin-Eater, it does not move with her. Activation successes modify many higher-level Boneyard powers but only while the Sin-Eater remains within the Boneyard he created.
- Exceptional Success: The Sin-Eater recovers the plasm spent in unlocking the Boneyard. If wounded, the Sin-Eater may still maintain the Boneyard with a successful (Resolve + Composure) roll, but not if he is rendered unconscious or leaves the Boneyard.
- Grave-dirt (occult)
•: The Grave-Dirt Boneyard draws upon the resonance of cold, dead earth. If the Sin-Eater manifests a Grave-Dirt Boneyard in either an actual cemetery or in a completely subterranean environment, such as a network of caverns or underground tunnels, he may add his Occult rating to the activation successes for purposes of determining the affected area. Such an underground environment may be manmade (such as catacombs), but the environment must be predominantly stone or earthen. The Sin-Eater does not gain the extended range of the Grave-Dirt Boneyard in a completely artificial underground environment such as in subway tunnels.
••: The Sin-Eater can afflict any person within the Boneyard’s area with a powerful sense of claustrophobia. The Sin-Eater’s player must roll (Manipulation + Occult + activation successes), resisted by the target’s Composure. If the Sin-Eater is successful, the target suffers a dice penalty on all actions equal to the Sin-Eater’s successes for as long as the Sin-Eater maintains concentration on him, as the oppressive gloom of the environment preys upon his mind. With an Exceptional Success, this dice penalty will persist for as long as the Boneyard does, even without the Sin-Eater’s continued concentration. This power costs 1 plasm.
•••: The Sin-Eater can cause one or more targets to become lost, whether in the twisting tunnels of a catacomb or amid the menacing tombstones of a cemetery. The Sin-Eater’s player must roll Manipulation + Occult + activation successes, resisted by the target’s Composure. If the Sin-Eater is successful, the target suffers a dice penalty equal to the activation successes on all attempts to navigate through his current environment. The Sin-Eater may direct this power against multiple targets, with each target rolling Composure separately. This power costs 1 plasm per target to be affected, and the effects last as long as the targets remain within the Boneyard.
- Pyre-flame (occult)
•: The Pyre-Flame Boneyard draws upon the resonance of fire, heat and ash. If the Sin-Eater manifests a Pyre-Flame Boneyard in either in a hot, desolate area like a desert or within the confines of a burnt-out structure, she may add her Occult rating to the activation successes for purposes of determining the affected area.
••: The Sin-Eater can afflict any person within the Boneyard’s area with a feverish disorientation. The Sin-Eater’s player must roll Manipulation + Occult + activation successes, resisted by the target’s Stamina. If the Sin-Eater is successful, the target suffers a dice penalty on all actions equal to the Sin-Eater’s successes, for as long as the Sin-Eater maintains concentration on him, as he begins to burn with fever. With an Exceptional Success, this dice penalty will persist for as long as the Boneyard does, even without the Sin-Eater’s continued concentration. This power costs 1 plasm.
•••: The Sin-Eater can inflict the previous power’s penalty on multiple targets, each of whom becomes disoriented by the sensation of acrid, burning smoke pouring into his lungs. This power costs 1 plasm per target to be affected, and the effects last as long as the targets remain within the Boneyard. Any target who rolls more successes on Stamina than the Sin-Eater is unaffected.
- Phantasmal (persuasion)
•: The Phantasmal Boneyard grants the Sin-Eater the power to see through any illusions which exist within the Boneyard’s area. While the Phantasmal Boneyard is active, the Sin-Eater may add his activation successes to all rolls to detect invisible objects or beings, or to see through illusions within the Boneyard. He may also add his activation successes to any Resistance traits subtracted from rolls to manipulate his own perceptions.
••: The Sin-Eater can affect the perceptions of a single individual within the Boneyard. The Sin-Eater’s player must roll Manipulation + Persuasion + activation successes. This roll is resisted by the target’s Composure + Psyche. If the roll succeeds, the Sin-Eater may alter the target’s perceptions of her environment for as long as he maintains concentration on her. With an Exceptional Success, the illusion will persist for the entire scene even without the Sin-Eater’s continued concentration,
although it will remain static and incapable of interacting with the target absent such concentration. Creating such an illusion costs 1 plasm.
•••: The Sin-Eater can create illusions capable of fooling multiple individuals, at a cost of 1 plasm per target. If the targets remain close together, the Sin-Eater can cause the illusion to interact with them all. If they split up, he must choose the target with whom the illusion will interact, but the other targets are still susceptible to this power for the duration of the scene. In other words, the Sin-Eater may not split his attention between different locations within the Boneyard, but so long as he can focus on one area, he can control the perceptions of affected targets found there.
- Stillness (subterfuge)
•: The Stillness Boneyard is a subtle place compared to the Boneyards unlocked with the other Keys. Where the Phantasmal Boneyard allows the Sin-Eater to shape what his enemy sees, the Stillness Boneyard allows him to determine what she overlooks. While this Manifestation is unlocked, the Sin-Eater can confer a dice bonus equal to the activation successes on all Stealth-related rolls made for any allies of his choice, at a cost of 1 plasm per person.
••: The Sin-Eater can target any single individual (including an animal) within the Boneyard’s area and inflict on her a dice penalty equal to the activation successes on all Wits rolls pertaining to perception or observation. Doing so is a diceless action which costs 1 plasm per affected target. The Sin-Eater may only inflict this penalty on a character if the activation successes exceed the target’s Resolve, and he may affect no more targets than the activation successes.
•••: The Sin-Eater can silence his enemies, afflicting them with blindness, deafness and dumbness. The Sin-Eater’s player must roll Wits + Subterfuge + activation successes, contested by the target’s Composure + Psyche. If the roll succeeds, the Sin-Eater may rob the target of her sight, her hearing, or her speech for as long as he maintains concentration on her, at a cost of 2 plasm. By spending 4 plasm, he can rob her of two of those abilities, and by spending 6 plasm, he can affect all three. With an Exceptional Success, the effect will last as long as the Boneyard does, with no further concentration required.
THE CAUL (stamina)
Cost: 1 Plasm
Dice Pool: Stamina + (Key Skill) + Caul rating
- Dramatic Failure: The Sin-Eater and geist reject each other on a subconscious level. The Sin-Eater cannot access the Caul until the next sunset.
- Failure: The attempt to manifest the Caul fails.
- Success: The Sin-Eater draws his geist within him, infusing his body with plasm and joining into one.
- Exceptional Success: Both Sin-Eater and geist act in harmony. Any rolls to activate the subsidiary powers of the Caul gain the 9-again quality.
The basic power of the Caul invites the geist into the Sin-Eater’s body. These powers all affect the Sin-Eater directly, rather than other people or ghosts. Activation successes on this roll normally inform the magnitude of the subsidiary powers that branch off each version of this Manifestation. Where secondary powers require dice rolls, the activation successes are added to the dice pool as normal. The Caul normally lasts until the end of the scene, though a Sin-Eater can choose to dismiss his geist sooner if he so chooses. Most of the subsidiary powers of the Caul are cumulative as the fusion of Sin-Eater and geist warps into a more powerful form. All powers under a single Key that don’t require a roll or plasm expenditure to activate are cumulative; the Sin-Eater gains all benefits as soon as he dons the Caul.
(Unless otherwise noted under the unlocking Key, the gross physical changes caused by the Caul are visible to everyone who looks at the Sin-Eater.)
- Grave-dirt (occult)
•: The Grave-Dirt Caul transforms the Sin-Eater’s body into dirt and rock from the inside out. While this Caul is unlocked, she takes bashing damage from firearms instead of lethal.
••: The Sin-Eater’s bones turn to thick stone. She becomes immune to being stunned or knocked out (World of Darkness Rulebook, pp. 166-167).
•••: The Manifestation transforms even the Sin-Eater’s flesh to dirt and gravel. She gains temporary Health dots equal to her activation successes.
- Pyre-Flame (occult)
• The Pyre-Flame Caul kindles a flame within the Sin-Eater’s breast that eventually consumes her body. She always feels warm to the touch, as though she’s running a fever, and can cause her body to glow as bright as a bonfire. Anyone trying to attack the Sin-Eater suffers her activation successes as a penalty to the attack roll.
•• The Sin-Eater’s body is a crucible. She can take one point of lethal damage to gain three points of plasm.
••• The character gains swift and agile movement. He can spread his activation successes between his Initiative, Speed, and Defense; each two successes grant a +1 bonus.
- Phantasmal (persuasion)
• The Phantasmal Caul infuses the Sin-Eater with the essence of illusion and madness. His body becomes soft and pliable as ectoplasm under his hands, able to take on terrifying shapes and impossible forms. The Sin-Eater can alter his body’s shape as an Instant action. While this doesn’t directly alter his traits, a suitable modification can add his activation successes to a Physical Skill roll.
•• The Sin-Eater can augment his altered form to inflict paralyzing fear in anyone who sees it. The player spends two plasm and rolls Stamina + Expression + (activation successes) – (the highest Composure rating of any witnesses). Success means whoever sees the Sin-Eater during this activation suffers terrible fear. Viewers suffer a penalty equal to the number of successes rolled for this power on any action that doesn’t involve either cowering in fear or running directly away from the Sin-Eater. This penalty lasts for one turn per success rolled.
••• The Sin-Eater’s body becomes virtually spectral in its pliability. Any bashing damage he takes is halved (rounding down).
- Stillness (stealth)
• Manifesting the Stillness Caul bonds the Sin-Eater to the essence of the Underworld’s shadows. As he unlocks greater powers of the Stillness Caul he can travel through shadows and even subsume his body into living shadow. Simply manifesting this Caul applies his activation successes as a penalty to all Wits + Composure rolls made to detect him by sight, sound, or scent.
•• The Sin-Eater’s shadowy body slips around attacks. He may add his Caul rating to his Defense.
••• The Sin-Eater may step through shadows. He has to be standing in a patch of shadow large enough to conceal himself, and can move to any patch of shadow within 10 yards per activation success. He spends 1 plasm to shadow-step, vanishing utterly, and appears in the destination shadow at the beginning of his next turn.
THE CURSE (presence)
Cost: 1 Plasm
Dice Pool: Presence + (Key Skill) + Curse rating – lower of target’s Resolve and Composure
- Dramatic Failure: The hex backfires. The Sin-Eater suffers the effects of his hex for the remainder of the scene.
- Failure: The attempt to manifest the Curse fails.
- Success: The Sin-Eater leaves a trace of his geist’s plasm on his victim. This trace lasts for one day per success, during which time the curse affects its victim. If the Sin-Eater attached a condition to her hex, the duration starts from the point when the victim meets the condition. If the condition isn’t met within one day per success, the hex does not apply.
- Exceptional Success: The victim can sense the presence of the curse, and it weighs on her. She suffers a –1 penalty to any rolls made to resist degeneration or gaining derangements while the hex remains in effect.
The basic power of the Curse places a hex on a single person, out to a range of her Psyche dots x 10 yards. The effects of the hex depend on the Key used to unlock the Manifestation. Though the target is normally unaware of being cursed she still resists the geist’s influence, though with the lower of her Resolve and Composure. A curse plagues its target for a limited duration, defined by the activation successes. The hex may take effect immediately; alternately, the Sin-Eater may define a specific occurrence as a trigger for the curse, such as the victim seeing a redheaded man, or the next time she eats meat. Attaching a condition to a curse imposes a –2 modifier on the roll. If the victim doesn’t meet the condition within one day per activation success, the curse dissipates.
(Though its effects are subtle, without a geist’s direct intervention, supernatural creatures who can perceive auras or magic can still pick up on signs of the Curse.)
A person can only be under one hex at a time. A Sin-Eater can end the effects of his own Curse as a reflexive action, though he does have to touch the victim. Another Sin-Eater can force a new hex onto a target, but must roll more activation successes than the existing hex. This applies even if the initial curse was set with a condition that hasn’t yet been met. A Sin-Eater with this Manifestation can also spend a plasm to attempt removing an application of the Curse. If his activation rolls equal or exceed those of the activation successes made to lay the hex in the first place, the curse is removed. If the Sin-Eater attempting to remove the Curse does not have the appropriate Key, the roll suffers a –2 penalty.
Dice Pool: Presence + (Key Skill) + Curse rating – existing curse’s activation successes
- Dramatic Failure: The curse lasts longer than it normally would. Determine the duration as if the original hex had two more activation successes.
- Failure: The Sin-Eater cannot remove the curse.
- Success: The Sin-Eater removes the curse, though whoever set the hex is aware that someone has tampered with his handiwork.
- Exceptional Success: The curse slips off without a problem. Whoever set the curse is unaware that it has been removed.
- Grave-dirt (occult)
•: A victim of the Grave-Dirt Curse feels the weight of the world pressing down upon him. Normally it’s nothing that a couple of cups of coffee wouldn’t fix, but at night the weight crushes his chest and stops him breathing just long enough to wake him right back up. This curse lasts for six hours per activation success. The victim cannot sleep for the duration of the hex (see “Fatigue,” World of Darkness Rulebookp. 179, but note that the victim automatically succeeds at Stamina + Resolve rolls).
••: The base effect of the Grave-Dirt Curse applies to anyone who attempts to share a bed with the hex’s victim.
•••: The victim suffers even when he’s not sleeping. He’s short of breath before any exercise. For the duration of the curse, the victim loses one point of Stamina (to a minimum of 1). This effect costs an additional point of plasm, and only affects the victim of the curse.
- Pyre-Flame (occult)
• As man created fire to hold back the dark, the Pyre-Flame Curse steals it back. The only Elemental Curse with largely physical effects, the base curse simply prevents her from making fire: lighters spark but don’t catch, and matches break when she tries to strike them. If she tries to take a flame from another source, say by lighting a piece of paper, the flame dies as she watches.
•• The fire-blocking effect extends to a range of 10 yards per dot of Psyche if the Sin-Eater spends an extra point of plasm when hexing the victim. Not only can nobody make fire in that radius, existing fires go out — especially dangerous in an apartment with a gas stove.
••• Sparks of electricity refuse to fire for the victim. Any device that runs on electricity, from computers to light switches, will not work.
- Phantasmal (persuasion)
• The Phantasmal Curse is a curse of illusion and madness. The victim may see or hear things that aren’t there at lower levels, while at higher levels the illusions can follow him around and drive him insane. A particularly nasty Sin-Eater can leave someone under the Phantasmal Curse for long enough that his victim is diagnosed with schizophrenia, leaving him alive but very much unable to interfere in the Sin-Eater’s plans. To a victim of the Phantasmal Curse, distances warp and twist. Initially, he just appears clumsy and awkward — bottles and jars slip from his grasp, and he can’t write coherently worth a damn. He suffers a penalty to Dexterity and Perception rolls equal to the activation successes. That’s just the start of his torment.
•• The Sin-Eater can insert fictitious characters in the victim’s mind. These characters appear real to the victim, talk to him, and generally act just like other people. The hallucination can be anything from a Manifestation of how the victim wants to look and act to a six-foot threeand-a-half inch talking rabbit. The Sin-Eater can craft one character per activation success, or leave the precise details up to the recesses of her victim’s subconscious. Once created, the fictitious characters are under the control of the victim’s subconscious, not the Sin-Eater.
••• The victim’s sense of balance erodes as distances warp and become thoroughly malleable. All Dexterity rolls to do more than walk forwards slowly are reduced by an additional three dice for a scene when the curse takes hold.
- Stillness (stealth)
• The basic power of the Stillness Curse removes its victim from the limelight in his own life. All Presence and Manipulation rolls suffer a penalty equal to activation successes, as he has a hard time bringing people around to his way of thinking — or having them pay him much attention at all. To begin with, it’s annoying. But that’s just the start.
Some Sin-Eaters have even used this Curse upon themselves in the interests of anonymity. They find, somewhat to their chagrin, that the powers of the Curse cut them off from their own krewes as well as their enemies — and that the dead still remember them all too well.
•• People don’t remember the victim unless something prompts them, be that a letter arriving for the victim or his actions. While it might be nice to have a landlord forget about the three months of back rent, the victim likely can’t deal with going to a club and watching his girlfriend hit on a guy until he reminds her that he’s right there sat next to her — and then having her shrug and carry on the second he leaves. The victim loses access to all Social Merits for the duration of the curse.
••• The Sin-Eater spends an extra point of plasm. Even when the victim’s present, people forget him. If they see him, they don’t remark upon it. If they hear him it doesn’t make a difference. For the duration of the curse, the victim’s simply a nonentity, forgotten by the mundane world. The victim suffers a –3 penalty to Social rolls and gains the depression derangement for the duration of the curse.
THE ORACLE (intelligence)
Cost: 1 Plasm
Dice Pool: Intelligence + (Key Skill) + Oracle rating
- Dramatic Failure: The activation attempt fails, and the Sin-Eater may not attempt to use any Oracle-related power for the rest of the scene.
- Failure: The attempt to unlock the Oracle fails.
- Success: A pale mist of plasm steams from the Sin-Eater’s glowing eyes, visible only to ghosts and other Sin-Eaters. For the duration of the scene, the Sin-Eater adds a number of bonus dice equal to the activation successes to all Wits based rolls to observe and understand phenomena relevant to the Key used to unlock the Oracle.
- Exceptional Success: Additional successes are their own reward.
To anyone capable of detecting plasmic energies, a Sin-Eater who has unlocked the Oracle is noticeable for her eyes, which glow with a spectral force. The basic power of the Oracle is simply to augment the Sin-Eater’s perception. Specific Keys refine this perception in appropriate ways.
- Grave-dirt and Pyre-Flame (occult)
To unlock the Grave-Dirt Oracle, the Sin-Eater must allow herself to be buried alive.
For the Pyre-Flame Oracle, the Sin-Eater must set herself ablaze, taking at least 2 levels of lethal fire damage and making no effort to put out the blaze.
If the Sin-Eater unlocks the Manifestation properly, she will take no lasting damage. Instead, she will slip into a death-like trance while her astral form slips free of her body to travel as he wishes. When the Manifestation ends, the Sin-Eater emerges from her trance with no visible signs of injury. If the Manifestation is unsuccessful, however, the Bond actually suffers the damage inflicted and may well be in danger of dying if she has no one to watch over her body and see that she doesn’t asphyxiate, drown, or burn to a crisp.
Cost: 1 plasm, plus 1 additional plasm per extra hour of astral projection
Dice Pool: Intelligence + Occult + Oracle rating
- Dramatic Failure: The activation attempt fails. The Sin-Eater actually suffers whatever damage was inflicted on his body, and he will not be able to extricate himself from the elemental hazard in which he has placed himself without assistance. Worse, anyone who has been assigned to watch over his body will suffer a –3 penalty on any roll to realize that the attempt has failed and that the Sin-Eater is actually dying.
- Failure: The activation attempt fails. The Sin-Eater suffers the damage inflicted on his body, but he will be able to extricate himself without taking any more damage. Anyone assigned to watch over him will immediately realize that the attempt has failed and that the Sin-Eater may need assistance.
- Success: The Sin-Eater falls into a death-like coma. Her astral form slips free from her body and may travel wherever she wishes while in a Twilight state. The astral form is intangible and invisible save to other Twilight beings and to those capable of seeing and/or affecting Twilight beings. While the Sin-Eater’s astral form roams, her body appears to be dead, save to other Sin-Eaters who will automatically realize she is astrally projecting.
- Exceptional Success: The Sin-Eater’s Power, Finesse, and Resistance are each considered to be 1 higher.
While astrally projecting, the Sin-Eater can use any Manifestations or other powers that do not require her to physically touch something in the material world. Instead of her normal traits, the Sin-Eater has a Power rating equal to the highest of her Intelligence, Presence, or Strength; a Finesse rating equal to the highest of her Wits, Manipulation, or Dexterity; and a Resistance rating equal to the highest of her Resolve, Composure, or Stamina.
With Elemental Oracle •••, the Sin-Eater can fly in her astral form at a speed equal to (Elemental Oracle rating) x 100 miles per hour. If the Sin-Eater
interacts with ghosts while in this form, she gains a three-dice bonus if the ghosts’ remains were interred in or disposed of within that element corresponding to her Key or Keys. The Sin-Eater can maintain her astral form for a number of hours equal to the activation successes, plus one additional hour per extra plasm spent. At the end of that period, his astral form snaps back to his body, which then awakens, free of all injury. This includes damage taken prior to the activation of this Manifestation, which means it also presents a cheap (if somewhat reckless) means of fast healing. If the Sin-Eater was trapped in a burning building, he walks out without so much as a scorch mark on his clothing.
In addition to allowing for astral projection, this power, due to its reparative properties, is also quite useful for escaping from deadly situations. For
example, if a Sin-Eater capable of unlocking the Grave-Dirt Oracle is buried alive by a cave-in, he can use this power to put his body into a protective trance and then astral project to seek help, emerging unscathed once the cave-in is cleared. However, this immunity does not extend to harm coming from some other element or from a non-elemental source. If the aforementioned Sin-Eater were dug out of the cave-in and then set on fire (or simply shot with a pistol), the resulting damage would not be healed when the Manifestation ends.
A Sin-Eater will automatically know if someone is tampering with her comatose body with a successful Wits + Composure + Oracle rating + activation successes roll. Regardless of her normal speed, the Sin-Eater may cause her astral form to return to her body instantly and reflexively.
- Phantasmal (investigation)
• While most uses of the Phantasmal Key allow the Sin-Eater to create and manipulate illusions, the Phantasmal Oracle allows him to see through illusions instead — not just the glamours and phantasms created through magic but also the less esoteric illusions common to humanity. After unlocking the Phantasmal Oracle, the Sin-Eater may add his activation successes to all mundane Empathy rolls to detect lies. He may also add the activation successes as bonus dice to all mundane Subterfuge and Persuasion rolls, as his insights enable him to better craft his lies to fit his audience’s expectations.
•• The Sin-Eater’s insight into these areas grows ever more acute. By spending 1 plasm, the Sin-Eater may gain the 9-again quality on a single Empathy roll to detect lies or a single Subterfuge or Persuasion roll to persuade another of some untruth.
••• The Sin-Eater’s gaze can cut to the heart of even supernatural deceptions. While the Phantasmal Oracle remains unlocked, the Sin-Eater may add her activation successes to any Attribute relevant to resisting or seeing through magical illusions, including effects that confer any form of invisibility. The Sin-Eater may also add the activation successes to any rolls to resist magical effects that might force him to believe something that is untrue. If the effect is one that does not normally allow for a resisted roll, allow the Sin-Eater to roll his Intelligence + Investigation (without adding activation successes) against the roll used to create the deceptive effect. The effects of this power do not stack with other bonuses granted by Manifestations.
- Stillness (investigation)
• With this Manifestation, the Sin-Eater gains insight into the dead. The basic power allows the Sin-Eater to add his activation successes to all Investigation or Medicine related rolls made to examine a dead body or other physical remains.
•• The Sin-Eater also gains the 9-again quality on all such rolls.
••• With this power, the Sin-Eater becomes the ultimate medical examiner. By touching human remains, the Sin-Eater may relive the deceased’s last minutes of life. The player spends 1 plasm and rolls Intelligence + Medicine + (activation successes). For each net success, the Sin-Eater perceives one minute of time seen through the deceased’s eyes leading up to her death. The Sin-Eater’s player may ask the Storyteller one question about what the character sees per success. alternatively, the player may choose to ask whether the deceased went on to become a ghost and, if so, may ask questions about the ghost’s current status and whereabouts.
THE SHROUD (Resolve)
Cost: 1 plasm
Dice Pool: Resolve + (Key Skill) + Shroud rating
- Dramatic Failure: The attempt to manifest the Shroud goes horribly wrong. The Sin-Eater suffers a number of levels of bashing damage equal to his Shroud rating and is unable to unlock the Shroud for the remainder of the scene.
- Failure: The attempt to manifest the Shroud fails.
- Success: The Sin-Eater manifests her Shroud, which provides both an Armor bonus equal to her Shroud rating and any special effects provided by the Key used in the activation.
- Exceptional Success: The Sin-Eater’s Shroud rating is considered to be one higher for purposes of determining her Armor rating.
- Grave-dirt (occult)
•: The Grave-Dirt Shroud In addition to providing Armor equal to the Sin-Eater’s Shroud rating, the Grave-Dirt Shroud also renders the Sin-Eater completely immune to suffocation (but not drowning or gas attacks) and to any damage inflicted by grapple attacks.
••: The Bound may draw upon the strength of the unyielding earth. She now adds her Stamina to her Shroud rating for purposes of determining her Armor rating.
•••: The Sin-Eater may cause his Shroud to become particularly resistant to stone, earth and metal. If attacked with a metal or earthen weapon, whether a sword, bullets, or simply a hurled rock, the Sin-Eater may downgrade any damage which bypasses the Shroud from lethal to bashing at a cost of 3 plasm per attack.
••••: The Sin-Eater may channel plasm through her Shroud, causing it to explode outward in a cascade of dust. The Sin-Eater’s player must roll Resolve + Composure + activation successes. Anyone within ten yards whose Stamina is less than the successes on this roll is overcome by a paroxysm of coughing and choking. For the next turn, anyone within the area of effect is reduced to a chance die on all rolls and loses benefit of Defense. Then, for a number of turns equal to the activation successes, any affected characters will suffer a –5 dice penalty on all actions. This effect costs only 2 plasm, but it immediately ends the Manifestation and potentially leaves the Sin-Eater vulnerable to harm. The Sin-Eater can protect allies from the choking dust at a cost of 2 plasm per protected ally.
- Pyre-Flame (occult)
•: A Pyre-Flame Shroud illuminates the area surrounding the Sin-Eater with a ghostly fire which envelops his body. In addition to the normal Armor bonus, the Sin-Eater can see in complete darkness by the unearthly light his Shroud generates. Of course, since only Sin-Eaters and ghosts can normally perceive a Shroud, only such beings can perceive the light that the Shroud generates. Thus the Sin-Eater and his allies can move about easily while his enemies remain in the dark.
••: The Sin-Eater may totally ignore the harmful effects of natural fire and heat. Against supernatural fire and heat, the Sin-Eater adds her Occult to the Shroud’s Armor rating.
•••: The Bound may ignite any flammable material with a touch, at a cost of 1 plasm.
••••: The Sin-Eater’s aura now burns those who would oppose him. If the Sin-Eater touches another person or is touched by another person, he can choose to burn her with his ghostly flames, inflicting a number of lethal damage dice equal to the activation successes. Each time damage is inflicted, the Sin-Eater must pay 2 plasm. A Brawl roll may be required in order to inflict this damage on a resisting target, but the damage dice inflicted with this power cannot supplement a Brawl attack. The Sin-Eater must choose whether to strike her target or burn him; she cannot do both.
- Phantasmal (persuasion)
•: In addition to the normal Armor benefits, the Phantasmal Shroud allows the Sin-Eater to add her Manipulation to her Defense against all attacks made by thinking beings, as the Shroud distracts and disturbs those who would do her harm.
••: The Sin-Eater may occlude his own features from the observation of others. Anyone attempting to remember anything about the Sin-Eater’s appearance suffers a dice penalty equal to the activation successes. This effect is automatic unless the Sin-Eater chooses not to occlude his features.
•••: The Sin-Eater can cause a single target to forget everything about the Sin-Eater once he leaves her presence. The Sin-Eater’s player must roll Manipulation + Persuasion + activation successes, resisted by the target’s Resolve + Psyche. This power costs 1 plasm.
••••: The Sin-Eater may reshape his Phantasmal Shroud to deceive others. With this power, the Sin-Eater may choose to wrap himself in an illusion which allows him to pose as another person. Compare the activation successes to the Composure of anyone with whom the Sin-Eater interacts. If the successes equal or exceed a given character’s Composure, that character believes the Sin-Eater is who she claims to be. The effects of this illusion last for as long as the Shroud is maintained. This power costs 1 plasm per person to be deceived.
- Stillness (stealth)
•: In addition to its Armor benefits, the Stillness Shroud also improves the Sin-Eater’s stealth. While the Stillness Shroud is active, the Sin-Eater adds her Shroud rating as bonus dice to all Stealth-related rolls.
••: The Sin-Eater can spend 1 plasm to become invisible to other people. While this effect is active, a passive observer is oblivious to the Sin-Eater’s presence unless he draws attention to himself by touching or attacking the observer, or by otherwise causing some nearby commotion. Anyone actively searching for the Sin-Eater will be unable to see him unless she gets more successes on a Wits + Composure roll than the activation successes. Anyone who knows that an invisible person is nearby suffers a sense of dread, inflicting a dice penalty on all attacks against her equal to the activation successes. At this level, the Sin-Eater is still visible to technology such as cameras or infrared goggles, and can also by perceived by animals. Attacking anyone or attempting to damage any physical object will automatically end this Shroud.
•••: The benefits of the 2-dot power are improved: The Sin-Eater’s invisibility now extends to technology and to animals. Additionally, the Sin-Eater may now attack others without sacrificing his invisibility, although each attack costs 1 plasm. As with the 2-dot power, anyone who realizes that an invisible person is nearby (such as after being punched by one) suffers a dice penalty on all attacks equal to the activation successes.
••••: The Bound can render himself intangible long enough to pass through a wall or other solid barrier. Doing so requires one full turn of concentration and the expenditure of 1 plasm. The intangibility applies to one action.
In the early 1900s, Sofia, an Italian immigrant, made a name for herself as an esteemed actress, with the incredible ability to convincingly assume a variety of roles, like a chameleon. Her career came to a most unfortunate, and sudden, end when she started experiencing hallucinations and paranoia. Her fiance, the Director of her most recent play, had her committed to a mental institute. A few of her friends objected, wanting to investigate her frantic claims of drugs, citing the sudden, drastic onset of symptoms, but to no avail. Several years in to her confinement the Spanish Influenza ravaged the populace and the mental institute was no exception. Indeed, the conditions of the facility were so bad that death from illness was fairly common place, but this particular outbreak caused a wide spread panic. The staff at the facility were not as careful as they should have been to ensure that all of the bodies they sent down for cremation were actually deceased. Sofia was burned alive.
A mask from one of Sofia’s performances.
- Allows the wearer to change both their appearance and voice.
- The Stricken: Death by Sickness
- Keys: Phantasmal and Pyre-Flame.
- Skill: Expression
- +3 to the activation roll for associated keys
- Can spend 1 plasm / dot in associated Skill to increase her own rating (max 5)
- lasts for a number of rolls equal to her Psyche (Supernatural Tolerance)