Geist
Name: Jester of Blades
Remembrance Trait: Weaponry
Rank: 3
Virtue: Patience
Vice: Cruelty
Ban: Will never turn down a game of cards
Bane: The Joker Card
Crises Point: Misfortune -Be the victim of freak circumstances — nearly hit by a car that runs a red, pickpocketed in the street, or similar.
Attributes |
Power |
• • • • • o o o o o |
Finesse |
• • • • • • • o o o |
Resistance |
• • • o o o o o o o |
Key: Chance - Dexterity
Resonance: The Key of Chance is resonant when the Bound is risking something important, like a treasured belonging, a friend, or her life on a single action. It also has Resonance when the subject of the Haunt is a machine with at least three moving parts capable of inflicting lethal damage (e.g. a gun, an industrial press, a wood chipper, etc.)
Doom: The next time your character makes a roll with a +3 or greater bonus, roll a chance die for that action instead and resolve this Doom. If the action succeeds, it counts as an exceptional success.
Manifestations |
Boneyard |
o o o o o |
Caul |
• • • o o |
Curse |
o o o o o |
Marionette |
o o o o o |
Memoria |
o o o o o |
Oracle |
o o o o o |
Shroud |
o o o o o |
Tomb |
• • o o o |
Remembrance: Driving a dagger into the heart of a Lord, his face obscured. Flight through a castle with floors of marble. A knight, in gleaming golden armor, who was not supposed to be here, driving an axe into his head.
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Merits and Haunts
Effect: Most people turn away at the sight of blood, other bodily fluids, or exotic biology. Your character has seen enough that nothing turns her stomach. When other characters must resist shock or physical repulsion from the disgusting and morbid, your character stands her ground. You do not need to make Composure, Stamina, or Resolve rolls to withstand the biologically strange. This doesn’t mean she’s immune to fear; she’s just used to nature in all its nasty forms.
Effect:Your character has vast experience managing complex tasks, keeping schedules, and meeting deadlines. When taking an extended action, halve the time required between rolls.
Effect:Your character must create things that last. She’s particularly good at this; she pours her all into everything, every institution, every relationship she can. When taking an extended action to create something your character finds significant, you gain a number of additional dice equal to your Merit dots. You can divide these dice as you see fit across any number of rolls. Any roll benefiting from these dice gains the 8-again quality.
Notes: If your character’s Burden is Abiding, also add her Merit dots to her unmodified dice pool for determining how many rolls she’s allowed in her extended actions.
Effects:
Caul has a number of charges determined when it is placed upon you. Spend a charge for one of the following effects. (Other Haunts may add additional options to this list.)
- Gain an exceptional success on three successes instead of five when your viscous body would aid you (e.g. grappling, squeezing through tight spaces, intimidating the living).
- Ignore wound penalties for one turn.
- Substitute one of your geist’s Attributes for yours in the same category for an action. Power may substitute for Strength, Intelligence, or Presence; Finesse for Dexterity, Wits, or Manipulation; and Resistance for Stamina, Resolve, or Composure.
The Condition ends, without resolving, when all charges have been spent.
Possible Sources: The Caul Haunt
Resolution:
- The character dies or is otherwise rendered unconscious.
- The geist is dismissed from their body either willingly or unwillingly.
- The geist suffers a crisis point.
- You are confronted with your geist’s Ban or Bane
Extrude the Caul (•)
Cost: 1-5 Plasm
Action: Instant
Dice Pool: Synergy + Caul
Roll Results
Success: The Sin-Eater dons the Caul, becoming one with her geist. She gains the Caul Condition, with a number of charges equal to the Plasm spent.
Exceptional: When the Haunt ends without resolving, the Sin-Eater regains half the Plasm spent on Extrude the Caul.
Failure: The Sin-Eater fails to entice the geist into her body.
Dramatic Failure: The merging of Plasm and flesh goes horrifically wrong as bodies distort and fail come together. The geist pulls away, trapping the Sin-Eater in Twilight for the duration of the scene.
Cold Flesh (••)
The Sin-Eater’s skin quivers and grows cold as she takes on the pallor of a cadaver. Rather than blood, all that manages to drip from her wounds is viscous Plasm that evaporates as it touches the pavement. The fire sizzles as the Sin-Eater walks through inferno but the dead nerves barely register the pain of the act. Sarin gas? She kicked that like a bad habit years ago.
Each Sin-Eater has personally tasted death, and for some it’s a reminder of the few physical advantages that being dead has over being alive. This is an expression of the most obvious common ground between the Sin-Eater and his geist: their mutual shuffling out of life. Both remember what it was like to feel their limbs growing cold and the feeling of death looming.
Now instead of terror they both feel satisfaction — nothing can take anything away from them that they haven’t already lost before.
Enhancements
- 3 Plasm: The Bound gains a general Armor rating equal to her Caul rating, and a ballistic Armor rating equal to half her Caul rating (rounded up).
Vitiate (•••)
As the Sin-Eater grows more comfortable in communion with their geist, they find it easier to eschew strictly humanoid body plans. With a thought his arms grow longer, giving him a quadrupedal gait like a horse, or skin unzips from his chest and back allowing him to take to the air like a literal bat out of hell. His body swells to grotesque proportions, or he scuttles about as a spider made exclusively of human corpses. These are the stories that make Sin-Eaters pass on rumors about the sort of person that learns the Caul, the kind that begin with growing extra limbs and end with opening a locked door by unspooling their own body into hundreds of feet ofbloody, millimeter-thin worms. For some practitioners of the Caul, there is a playfulness to these actions — the sort of person that delighted in finding something gross to show off in his mortal life or possessed of a fascination with the morbid. For others it may be a personal discomfort or dislike of their own body that makes the transformations of the Caul seem no worse then what life already gave them.
These transformations are unpalatable enough to people that regularly spend their time around the dead, but the living witnessing the transformations are quite another matter. Simply seeing a Sin-Eater using this level of the Caul is cause for a breaking point in most circumstances.
Enhancements
- Free: The Caul Condition has two charges per Plasm spent on Extrude the Call.
- 1-4 Plasm: The Sin-Eater’s body swells and bloats, gaining Size equal to Plasm spent. For every 2 Size gained, he also gains a dot of Strength.
- 1 Plasm: The Sin-Eater warps his body into a scuttling thing, all spindly limbs and gripping fingers. He moves at twice his normal Speed on the ground, and can climb walls and ceilings at his normal Speed.
- 1 Plasm: The Sin-Eater’s next unarmed attack inflicts lethal damage. This Enhancement may be applied more than once.
- 2 Plasm: The Sin-Eater grows wings, allowing him to fly at his normal Speed.
- 4 Plasm: The Sin-Eater transforms into a swarm of tiny animals or a viscous mass of flesh capable of seeping through any crack wide enough to permit light through. Passing through cracks takes one turn per point of Size.
Memory and Plasm have woven form out of nothingness, creating a facsimile of what was lost.
Effects:
- The piece or symbolic representation of the object becomes a precise replica of the original at whatever point in its history the Sin-Eater desires. This includes any contaminants, fingerprints, or similar — if the Sin-Eater recreates a knife at the moment it was used in a murder, it has the victim’s actual blood, and possibly the killer’s actual fingerprints, on it.
- People or animals created by this Condition appear as freshly deceased corpses at whatever age the Sin-Eater desires.
- Objects created by this Condition are equally tangible to the living and ghosts.
*This Condition ends (without resolving) after a number of days equal to the Sin-Eater’s Tomb dots. The Sin-Eater may extend this duration by spending Plasm equal to the Plasmic object’s Size.
Possible Sources: The Tomb Haunt.
Resolution:
- The object comes into contact with the Ban of the creating Sin-Eater’s geist.
- When this Condition resolves, the Sin-Eater who created it also takes a Beat.
Open the Tomb (•)
Requirement: The subject must come from an object that has been destroyed or a dead person or animal.
Cost: 1-4 Plasm
Action: Instant
Subject: A piece of one object or creature whose original Size was up to (Tomb + Plasm spent).
Dice Pool: Synergy + Tomb
Roll Results
Success: The subject gains the Tomb Condition.
Exceptional: When the Haunt ends without resolving, the Sin-Eater regains half the Plasm spent on Open the Tomb.
Failure: Plasm fails to coalesce.
Dramatic: The Sin-Eater’s memories grow clouded as she struggles to differentiate what is and what was. She can remember faces, but has no idea to whom they belong; she remembers an address but has no idea that it’s her home. She suffers the Addled Condition.
Headstone (••)
The headstone is not the dead. It is a reminder, a symbol of the life that is no longer, a convenient repository for the memories and the grief of the living. With this power, the Sin-Eater applies that same metaphysical connection to the Tomb. Now, a representation, or an object linked to the thing she wants to recreate, is enough. With the jacket of a dead biker, a Sin-Eater can recreate the deceased’s treasured Ducati, while a photograph of a long-dead child suffices to give her a semblance of form.Enhancements
2 Plasm: The Sin-Eater may use Open the Tomb on a representation of an object or creature (e.g. a photograph or recording), or on an object closely linked to it (e.g. a man’s wedding ring or the keys to a house). The representation must still be of a specific object or person — a drawing of “a policeman” won’t work. In the case of a representation, the Plasmic recreation represents the object as it is depicted. This Enhancement must be applied when Open the Tomb is activated
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Inventory
- Revolver, hvy (2 damage, 35/70/140 Ranges, 6 Clip, -2 Init, 3 Str, Size 1)
- Reinforced Clothing (Rating 1/0, Str 1, Def 0, Speed 0, Covers Torso, arms, legs)
- Item 3
- Item 4
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