Bek Sineater Suit


Reaper — You are compelled to choose who lives and who dies.

  • The Torn: Death by Violence
    • Victims of murder or suicide. Those who have had great trauma inflicted on them, or inflicted great trauma on others.
    • Key: Passion and Stigmata.


  • Grave Dirt Key
  • Passion Key
  • Pyre-Flame Key
  • Stillness Key
  • Phantasmal Key


Boneyard •• Caul ••••• Curse Marionette Oracle Rage ••••• Shroud •••••

Boneyard •

Boneyard Activation Cost: 1 plasm
Dice Pool: Wits + (Key Skill) + Boneyard rating
Action: Instant

  • Roll Results
    • 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.
  • The Grave Dirt Boneyard
    Key Skill: Occult
    • Grave-Dirt Boneyard:• The Sin-Eater gains additional insights when unlocking the Boneyard within a cave system or across a graveyard.
    • Grave-Dirt Boneyard ••: 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 Pyre-Flame Boneyard
    Key Skill: Occult
    • Pyre Flame Boneyard:• The Sin-Eater gains influence over any flames or heat sources within the affected area.
    • Pyre-Flame Boneyard ••: 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 Passion Boneyard
    Key Skill: Empathy
    • Passion Boneyard:• The Sin-Eater can sense and influence emotions within the affected area.
    • Passion Boneyard ••: The Sin-Eater can instill the area with a particular emotional resonance such that anyone who enters may be compelled to feel that emotional state. The Sin-Eater’s player must roll (Manipulation + Empathy + activation successes). For each point of plasm spent, the Sin-Eater may taint an area with a 10-yard radius with a particular emotion. Anyone who enters the tainted area whose Composure + Psyche is less than the activation successes will be compelled to feel that emotion for as long as they remain within the area. Whenever an affected character attempts to act contrary to the instilled emotion, he suffers a dice penalty on the action equal to the activation successes.
  • The Phantasmal Boneyard
    Key Skill: Persuasion
    • Phantasmal Boneyard:• The Sin-Eater can generate simple illusions across the affected area.
    • Phantasmal Boneyard ••: 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 Stillness Boneyard
    Key Skill: Subterfuge
    • Stillness Boneyard:• The Sin-Eater can dull the perceptions of others within the affected area and even make them fall asleep.
    • Stillness Boneyard ••: 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 her Resolve, and she may affect no more targets than the activation successes.

Caul •••••

  • The Grave Dirt Caul
    • Grave Dirt Caul •: immune to being stunned or knocked out
    • Grave-Dirt Caul ••: takes bashing damage from firearms instead of lethal
    • Grave-Dirt Caul •••: gain temporary Health dots equal to activation successes
    • Grave-Dirt Caul ••••: unarmed attacks deal lethal damage rather than bashing
    • Grave-Dirt Caul •••••: spend two plasm and rolls Stamina + Occult + (activation successes). Success indicates that the Sin-Eater becomes a stone statue. She cannot move in this form but is surprisingly resistant to damage. She gains one point of Durability per success, and Structure equal to her Durability + Size. She can remain in this form for up one day per point of Psyche, during which times he heals at twice the normal rate. Any Structure lost in this form is ignored when she reverts to human form. In this form, the Sin-Eater is effectively unconscious and unaware of her surroundings, though she retains some sense of the passage of time. On an exceptional success, she remains aware of her surroundings.
  • The Pyre-Flame Caul
    • Pyre-Flame Caul •: always warm, glow like bonfire, activation successes in penalties to attack rolls against me
    • Pyre-Flame Caul ••: can take one point of lethal damage to gain three points of plasm
    • Pyre-Flame Caul •••: can spread activation successes between Initiative, Speed, and Defense; each two successes grant a +1 bonus
    • Pyre-Flame Caul ••••: The Sin-Eater’s body shines incredibly bright. Anyone who looks directly at him is blinded for a number of turns equal to his activation successes.
    • Pyre-Flame Caul •••••: spend number of points of plasm up to activation successes. Each three points allows to distribute an extra 2 points among Finesse Attributes as long as manifests the Pyre-Flame Caul.
  • The Passion Caul
    • Passion Caul •: empathy die pool, add Caul as bonus dice to Intelligence rolls
    • Passion Caul ••: can turn any mundane Mental Skill roll into a rote action by spending a point of plasm
    • Passion Caul •••: add activation successes as bonus dice to all mundane Empathy, Intimidation, Persuasion, Socialize, or Subterfuge rolls
    • Passion Caul ••••: With a touch, the character can forge a strong emotional bond with another person. She can make another person love her for as long as she manifests the Passion Caul. If her target’s actively trying to avoid her, she may first need to succeed at a Dexterity + Brawl roll to touch him (the World of Darkness Rulebook, p. 157). The player spends two plasm and rolls Manipulation + Empathy + (activation successes) versus the target’s Composure + Psyche (resistance is reflexive). Success infuses the target with an overwhelming admiration for the SinEater, coupled with a desire to keep her from harm. He will not take a violent action against her while she manifests the Passion Caul. Some people (especially those with the Virtue of Charity or Justice or Pride or Wrath as their Vice) will go further, fighting on her side because of their infatuation with her. When the effect ends, her target knows that he was manipulated. He gains a +3 modifier to his Composure when dealing with the Sin-Eater until the end of the chapter.
    • Passion Caul •••••: Any supernatural powers that directly target the Sin-Eater’s mind are diffused and deflected as the geist takes over; another use of the power against the geist simply returns the Sin-Eater to majority control. The SinEater can apply a –5 penalty to any use of a mind or emotion-controlling power used against her by spending a Willpower point; this is a reflexive action.
  • The Phantasmal Caul
    • Phantasmal Caul •: Sin-Eater can alter his body’s shape as an Instant action.
    • Phantasmal Caul ••: 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.
    • Phantasmal Caul •••: The Sin-Eater’s body becomes virtually spectral in its pliability. Any bashing damage he takes is halved (rounding down).
    • Phantasmal Caul ••••: The Sin-Eater can warp his body in strange ways, stretching his chest into a cage or growing extra limbs. He may spend one plasm to add his activation successes to any Brawl roll, including those made to grapple foes.
    • Phantasmal Caul •••••: The Sin-Eater can shift into a form that induces utter madness in a single target. The player spends 2 plasm and 1 Willpower, and rolls Manipulation + Expression + (activation successes) versus target’s Composure + Psyche (resistance is reflexive). Success inflicts the target with a new minor derangement, or the major form of an existing minor derangement. This derangement lasts until the end of the scene.
  • The Stillness Caul
    • Stillness Caul •: Stealth die pool, activation successes in penalties to perceive me
    • Stillness Caul ••: add Caul rating to Defense
    • Stillness Caul •••: 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.
    • Stillness Caul ••••: The Sin-Eater can become living shadow. He may spend a point of plasm to transform into a shadowy, quasi-solid form for the remainder of the scene. As a part-shadow, he can pass through windows and under doors, and may flow or creep up flat surfaces at his full Speed.
    • Stillness Caul •••••: The Sin-Eater can reflexively shift between solidity and incorporeal shadow with the expenditure of one plasm. While incorporeal, he becomes immune to physical damage (though not the attacks of entities in Twilight). However, he can only move along flat surfaces, and cannot manipulate objects while in his shadow form.

The Rage •••••

Cost: 1 plasm
Dice Pool: Strength + (key skill) + Rage rating – (Key Defense)
Action: Instant
Roll Results
* Dramatic Failure: The plasm wracks the Sin-Eater’s body, dealing a point of lethal damage.
* Failure: The attempt to manifest the Rage fails.
* Success: The target takes one point of damage (bashing, lethal or aggravated depending on Rage rating) per success.
* Exceptional Success: The terrible wounds inflicted by such potent Rage are their own reward.

  • The Pyre-Flame Rage
  • Skill: occult
    • The Pyre-Flame Rage wreathes its victims in ghostly flames. This does not ignite inanimate objects.
    • Pyre-Flame Rage ••: The Sin-Eater can spend an extra point of plasm to set his target’s clothes on fire. The victim takes one point of lethal damage each turn until the flames are extinguished.
    • Pyre-Flame Rage •••: This power leaves terrible illusory scars. The player spends one point each of Willpower and plasm (up to a number of each equal to her Occult Skill) when activating this power, and each point spent applies a –1 penalty to all the target’s Social rolls until the end of the scene.
    • Pyre-Flame Rage ••••: The Bound can empower her flames to do terrible damage. All subsequent uses of the Pyre-Flame Rage deal aggravated damage.
    • Pyre-Flame Rage •••••: The flames feast on the victim’s body. By spending a point of Willpower and two points of plasm, the player can spread the resultant damage across her victim’s Physical Attributes as well as her Health. Such damage is healed at the same rate as ordinary damage.
  • The Grave-Dirt Rage
  • Skill: occult
    • Victims of the Grave-Dirt Rage feel tremendous pressure crushing them, as if they’re being buried alive.
    • Grave-Dirt Rage ••: The Sin-Eater’s target is weighed down, reducing her Speed by one for every point of damage caused.
    • Grave-Dirt Rage •••: The Bound can make his target feel like she’s being buried alive. This power costs two points of plasm and is resisted by Composure rather than Defense. Each success removes a point of the target’s Willpower rather than targeting her Health.
    • Grave Dirt Rage ••••: This power holds its target in place, preventing her from moving. If the Sin-Eater deals any damage, he can reflexively spend a point of plasm to reduce the target’s Defense to 0 until the start of the Sin-Eater’s next turn.
    • Grave Dirt Rage •••••: The ground opens up to swallow his target. He spends three points of plasm and rolls as normal, but ignores armor. Every point of damage subtracts one from the victim’s Dexterity. On an exceptional success, the victim is buried, and will start to suffocate if still alive.
  • The Passion Rage
    Skill: Intimidation
    Key Defense: Composure
    • Passion Rage digs through the victim’s memories, bringing back moments of weakness and pain to cripple the Sin-Eater’s foe. When the Sin-Eater unlocks the Passion Rage, she inflicts mental trauma that deals bashing damage.
    • Passion Rage ••: The Sin-Eater can intimidate her foes by wrapping her image in with his victim’s fears. The victim receives a –2 penalty to any Social rolls made against the Sin-Eater for the duration of the scene.
    • Passion Rage •••: This emotional onslaught may make a victim freeze up in terror. The player may spend an extra point of plasm to reduce her victim’s Defense to 0 until his next turn.
    • Passion Rage ••••: This attack focuses the victim’s thoughts on his own mortality. For each point of damage dealt, the Sin-Eater can spend two points of plasm to drain one point of Willpower from the victim instead.
    • Passion Rage •••••: At this level, the SinEater can devastate her target’s mind. The player spends 2 plasm and 1 Willpower, and rolls Manipulation + Empathy + Rage rating – the lower of target’s Resolve and Composure. Each success reduces one of the target’s Mental Attributes by one point. This Attribute damage heals at the same rate as lethal damage.
  • The Phantasmal Rage
    Skill: Persuasion
    Key Defense: Composure
    • A Sin-Eater that unlocks the Phantasmal Rage can conjure realistic illusions that scour her foe’s body. At early levels, the injuries inflicted by this Manifestation are illusory, even debilitating wounds fade as the victim’s head clears. As the Sin-Eater unlocks new powers, she can create illusions that draw a victim into harming himself. The damage caused by the base Phantasmal Rage is entirely illusory (though it might “count as” bashing, lethal or aggravated as usual). If the victim is outright killed by it, he dies of fright; otherwise he is left unharmed, if perhaps somewhat traumatized, at the end of the scene.
    • Phantasmal Rage ••: The Sin-Eater can create a spectral opponent that strikes at his opponent. The player spends 2 plasm and rolls Manipulation + Persuasion + Rage rank. Success creates a spectral combatant with a dice pool equal to this power’s activation successes. This apparition deals illusory damage, and acts just before the Sin-Eater. The main use of this combatant is to stack numbers in the Sin-Eater’s favor. The opponent lasts for three turns, then vanishes into mist.
    • Phantasmal Rage ••: When a Sin-Eater unlocks this ability, he can unleash a dream hunter, a small part of his geist that lingers in his opponent’s mind and strikes when she falls asleep. The player spends 2 plasm and rolls Presence + Persuasion + Rage rank versus the target’s Resolve + Psyche. If the Sin-Eater is successful, the next time the victim falls asleep, she’s haunted by terrible nightmares. She suffers illusory damage equal to her Strength. This damage remains until she next sleeps for more than six hours.
    • Phantasmal Rage ••••: The character can create illusions so terrifying that his victim is hardpressed to respond. This power costs an additional
      point of plasm. If the character deals any damage, his target must suceed at a Resolve + Composure roll to do anything other than moving his Speed directly away from the Sin-Eater for the remainder of the scene.
    • Phantasmal Rage •••••: The victim’s instinctive reactions to the terrors turn her own body against her. The Sin-Eater adds the victim’s Strength to any damage rolls made with the Phantasmal Rage.
  • The Stillness Rage
    Skill: Stealth
    Key Defense: Stamina
    • Far from impotent, the Stillness Rage is anger boiled into controlled malice, poison placed in the food, and a stiletto through the heart rather than a frenzied attack with a kitchen knife. The attacks made via the Stillness Rage are invisible, telekinetic attacks, like knives made of unseen ectoplasm. The attacks are completely silent, with no sound of impact or tissue damage.
    • Stillness Rage ••: The Sin-Eater can inflict damage that seems to leave no mark. If he kills a target with the Stillness Rage, he may choose to have the corpse appear as if it died of natural causes.
    • Stillness Rage •••: The Sin-Eater can ignore some measure of solid cover when attacking. When striking through cover, the player treats the cover as having 1 less Durability.
    • Stillness Rage ••••: The Sin-Eater can strike from any angle. He spends an additional point of plasm on the attack, and the victim’s Stamina does not subtract as a defense.
    • Stillness Rage •••••: This gruesome power can steal a victim’s breath from his mouth. Ugly purple bruises open on the victim’s throat and she gasps for breath. The player spends 2 plasm and rolls Strength + Brawl + Rage rating – the target’s Defense. If successful, the victim suffers two points of aggrevated damage per turn (ignores armor) and cannot apply her Defense to any incoming attacks. This power lasts for one turn per success.

The Shroud •••••

  • The Pyre-Flame Shroud
  • Skill: occult
    • 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.
    • Pyre-Flame Shroud ••: 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.
    • Pyre-Flame Shroud •••: The Sin-Eater may ignite any flammable material with a touch at a cost of 1 plasm.
    • Pyre-Flame Shroud ••••: 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 freeze him, but she cannot do both.
    • Pyre-Flame Shroud •••••: As per the 4-dot power, except if the Sin-Eater pays double the normal plasm cost, the damage is aggravated.
  • The Passion Shroud
  • Skill: Empathy
    • In addition to the normal Armor bonus, the Passion Shroud allows the Sin-Eater to add her Shroud rating to her Resolve or Composure for purposes of resisting magical attacks which might affect her mind or her emotional state.
    • Passion Shroud ••: The Sin-Eater can make himself more terrifying to others, adding the activation successes as a dice bonus to any Intimidation roll made during the scene.
    • Passion Shroud •••: The Sin-Eater may shape his aura to fit the emotional state of anyone with
      whom he interacts. The Sin-Eater may spend 1 point of plasm in order to add the activation successes for the Shroud as bonus dice to any Presence or Manipulation roll made during the scene.
    • Passion Shroud ••••: The Sin-Eater may assault her enemies with a psychically devastating touch. Whenever the Sin-Eater touches or is touched by another person, she may roll a number of dice equal to (activation successes minus the target’s Composure). If the roll is successful, the target becomes emotionally drained and loses one temporary Willpower per success. This attack costs 1 plasm. Unlike similar Shroud powers, this effect can supplement a Brawl attack. That is, the Sin-Eater can strike his target to inflict physical damage and also attempt to drain her of Willpower, although such a double-edged attack raises the plasm cost to 3.
    • Passion Shroud •••••: As per the 4-dot power, except that the Sin-Eater may trigger a debilitating emotional trauma. At this level, the Sin-Eater may double the normal plasm cost to negate the penalty normally inflicted on the roll by the target’s Composure. Furthermore, if the Sin-Eater completely drains his enemy of Willpower, he may impose a derangement on her of his choice which lasts until she has recovered at least one Willpower point.
  • The Grave-Dirt Shroud
  • Skill: occult
    • 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.
    • Grave-Dirt Shroud ••: The Sin-Eater 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.
    • Grave-Dirt Shroud •••: 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.
    • Grave-Dirt Shroud ••••: 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 will be reduced to a Chance Die on all rolls and will lose Defense. Then, for the next (activation successes) turns, 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.
    • Grave-Dirt Shroud •••••: The Sin-Eater is so in tune with the earth that he can shift damage from any source into it. So long as the Sin-Eater is either standing on earth or is no more than (Psyche) yards above the earth, he can negate any amount of damage at a cost of 1 plasm per health level lost. If the attack normally inflicts aggravated damage, the cost increases to 2 plasm per damage level.
  • The Phantasmal Shroud
  • Skill: 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.
    • Phantasmal Shroud ••: 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.
    • Phantasmal Shroud •••: 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.
    • Phantasmal Shroud ••••: The Sin-Eater may reshape his Phantasmal Shroud so as 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.
    • Phantasmal Shroud •••••: Drawing upon her terrible understanding of the Underworld and the phantasms which lurk within it, the Sin Eater may cloak herself in an illusory appearance which is utterly frightening to a particular person. Only the targeted individual perceives the Sin-Eater’s terrifying visage, and only that target can be the focus for such an attack. Damage from attacks made with this power often appear to be the result of sudden heart attacks or aneurysms. The Sin-Eater’s player must spend plasm and roll (activation successes, minus the target’s Composure). Each success on the roll inflicts one level of damage on the target. For 1 plasm per attack, this damage is bashing. For 3 plasm per attack, it is lethal. Furthermore, even if the Sin-Eater fails to inflict damage on her enemy, he will be unable to attack her due to his terror for the duration of the scene unless his Composure is higher than the activation successes.
  • The Stillness Shroud
  • Skill: 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.
    • Stillness Shroud ••: The Sin-Eater can spend 1 plasm to become invisible to other people. While this effect is active, a passive observer will never notice the Sin-Eater’s presence unless he draws attention to himself by touching or attacking the observer or 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 for whatever reason knows that an invisible person is nearby suffers 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 to the senses of animals. Attacking anyone or attempting to damage any physical object will automatically end this Shroud.
    • Stillness Shroud •••: The benefits of the 2-dot power are improved, as 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.
    • Stillness Shroud ••••: The Sin-Eater 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 lasts for one full action.
    • Stillness Shroud •••••: The Sin-Eater can become intangible reflexively so as to evade physical attacks. When the Sin-Eater is subject to a Brawl, Firearms or Weaponry attack to which his Defense would normally apply, he may spend 3 plasm to allow the attack to pass harmlessly through his body. This defense only applies to attacks with a purely physical component — if the Sin-Eater is attacked with a flaming torch, for example, the fire may still burn him despite his intangibility. Also, if the attack is one which would normally inflict aggravated damage, the plasm cost increases to 5. This power is an exception to the normal limits on how much plasm a Sin-Eater can spend per turn. If the SinEater’s Psyche is not normally high enough to allow him to spend 3 or 5 plasm, he may still do so when activating this power, but doing so will also cost him 1 Willpower point per activation.


  • Distant Vision (••)
    • This ceremony allows the Sin-Eater to gain a brief vision of an individual. If the individual is a ghost, this ceremony reveals the ghost’s present location in either the mortal world or the Underworld. If the person is alive, then this ceremony shows the person and his immediate surroundings in the mortal world.
    • Performing the Ceremony: This ceremony requires a mirror or other similarly reflective surface that once reflected the face of the intended target. If the target is a ghost, then the mirror could either have reflected the person’s face in life, or some physical Manifestation created by the ghost. The SinEater must also either know the individual’s name or at least a unique descriptor, such as “the tall black woman who shot at me yesterday” or “the ghost who is haunting this apartment”. The Sin-Eater stares into the mirror and eventually, images begin to form. This image is visible to other Sin-Eaters, but not to mortals. The image also cannot be photographed with anything except a camera that is also a memento.
    • Dice Pool: Psyche + Wits (Vision Roll Modifiers) | Action: Extended (target number of 4) | Time Increment: The Sin-Eater can roll for this ceremony once every minute.
    • Roll Results
      • Dramatic Failure: All successes are lost. The mirror cracks and clouds over, rendering it useless for this ceremony.
      • Failure: No successes are gained.
      • Success: Successes are gained. If the target number is reached, the Sin-Eater sees a still image of the target and the target’s immediate surroundings, much like a photograph of the target taken at the moment the ceremony was performed. The image appears as though the Bound is looking at the target from approximately 10 feet away. If desired, the Sin-Eater can cause the image to expand, so she can examine some part of the image more closely.
      • Exceptional Success: Successes are gained. If the target number is reached, the image depicts motion for the next minute, much like a video image without sound.
  • Fetter’s Binding (•••••)
    • The creation of a fetter is no small affair. The Sin-Eater locks a ghost inside its anchor, obliging the ghost to use its powers in service of its jailor. In theory, this ceremony is intended to remove those shades that are too dangerous or malicious to be allowed to continue meddling in the living world, without consigning them to the purgatory of the Underworld. Whether imprisonment in an item that makes the ghost completely unable to interact with the world around them is preferable than the Underworld is debatable, but most Sin-Eaters agree that it is after their first trip down. The reality of things is that while many Sin-Eaters do use this ceremony to render judgment on wicked ghosts without delivering them into the Underworld, there are those who couldn’t care less whether a ghost is guilty or innocent. They choose to bind ghosts into fetters purely to gain the service of their Numina.
    • Performing the Ceremony: All but one of the ghost’s anchors must be destroyed before the ritual can be performed. The ritual space must be prepared with the anchor placed precisely in the center of a spiral some Sin-Eaters call the “funnel,” and others call the “drain.” The anchor itself is engraved with a series of deathly sigils, which symbolize the imprisonment of a soul. When the ghost enters the spiral, whether it is summoned, tricked, or trapped into its arms, it is inexorably drawn down into its anchor. When the shade is trapped within the anchor, the Sin-Eater must spend a point of Willpower to seal the bindings and create the fetter. For more information on fetter mementos, click here. Particularly old and powerful ghosts can be more difficult to trap in this manner. For every 50 years the ghost has been active, the roll suffers a –1 die penalty. This penalty can be canceled out by placing existing fetters around the spiral funnel, to create a sort of ghostly trap powered by ghosts. For each fetter so arranged, the ritualist gains a +1 die bonus.
    • Dice Pool: Psyche + Resolve (Fetter Roll Modifiers) | Action: Extended (target number of 7) | Time Increment: The Sin-Eater can roll for this ceremony once every 15 minutes.
    • Roll Results
      • Dramatic Failure: All successes are lost. The Sin-Eater loses one Willpower point.
      • Failure: No successes are gained.
      • Success: Successes are gained. If the target number is reached, the ghost is bound into its anchor, and the fetter is created.
      • Exceptional Success: Successes are gained. If the target number is reached, the ghost is bound into its anchor, the fetter is created, and the Sin-Eater recoups the Willpower spent.

The Geist

Anita was a vampire hunter in the 1940s; she was good at her job, but still only human. Her last fight her targets, a pair of Mehkets, turned the tables…the fire meant for them…they used it to burn her. The Mehkets tied her to a chair, doused her in kerosene and left her in an abandoned building to burn… One of the Mehkets stuck a Swisher Sweet, her cigarette of choice, between Anita’s lips before tossing her favorite zippo lighter onto her lap…

Keystone Memento

  • never runs out of fuel and always starts
  • when ignited near a supernatural being the flame illuminates individuals in an aura of their supernatural type for the owner to perceive
  • associated skill: occult
  • associated keys: Passion, Pyre-Flame
  • +3 to the activation roll for associated keys
  • can spend 1 plasm / dot in that Skill to increase her own rating (max 5)
    • lasts for a number of rolls equal to her Psyche (Supernatural Tolerance)

Innate Abilities

  • 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

Bek Sineater Suit

Corporate Woman GMJJ