CAMARILLA ADDENDUM: GEIST: THE SIN-EATERS (WW60500)
Effective Date: 15 December 2011
Last Updated: 09 December 2011
This addendum is organized
into the following sections:
I. ADDITIONAL BOOKS: A listing of errata and books specifically
sanctioned for this venue.
II. CHARACTERS: Basic rules for Geist Characters.
III. ORGANIZATIONS AND KREWES: Rules pertaining to Sin-Eater krewes.
IV. REALMS: Rules pertaining to magical places.
V. MERITS: Rules pertaining to Sin-Eater specific merits.
VI. KEYS AND MANIFESTATIONS: Rules pertaining to various Sin-Eater powers.
VII. CEREMONIES: Rules pertaining to Sin-Eater Ceremonies.
VIII. STORYTELLER RULES AND
CLARIFICATIONS: Optional rules and other
settings information.
Text in red indicates new or changed
items in this addendum cycle.
Text in blue indicates new or changed
items from the last addendum cycle.
I.
ERRATA AND ADDITIONAL
BOOKS
A.
Book of the Dead (WW 60501)
1. Project
Orpheus: Reserved for the use of the Master Storyteller’s
Office.
2. Stranger
Things Besides:
The Key and The Photographs are unique items reserved for the use of the
Master Storyteller’s Office.
3. Tutelage
of the Dead: Not sanctioned at this
time. Current uses are not
grandfathered, with dots taken removed and XP refunded.
4. Creating a Map: A +1 map
requires 3 successes per mile, not 6.
B.
The House Always Wins (SAS)
II.
CHARACTERS
A.
Background
1. Longevity
a. Born in 1915 or
earlier: High Approval.
b. Born in 1890 or
earlier: Top Approval.
c. Born in 1865 or
earlier: Global Approval.
2. Youth
a. Bound with a Geist prior to
age 3: Global Approval (Mid for NPCs).
b. Bound with a Geist prior to
age 12: High Approval (Low for NPCs).
c. Currently under the age of
16: High Approval (Low for NPCs).
3. Bound Geists
a. It is
impossible to determine the complete age or history of a Bound Geist, as verbal
communication of such a direct nature is nigh impossible. Furthermore, becoming a Geist involves the
former ghost purging much of that which defined such a personal historical
identity from its own awareness.
b. A PC
cannot benefit from knowledge of the supernatural a Geist may have gleaned from
previous Hosts or its former life
4. Krewes
a. Being a
member of a Fallen Tier 3 Krewe: Global approval.
b. Being a
Founder of a Fallen Tier 3 Krewe: Not sanctioned.
5. Transfers
a. Mortal
characters will not be accepted for Permanent Change of Venue (Universal
Addendum III.C.4.) from other venues to the Sin-Eater venue.
B.
Character Types
1. Sin-Eaters: Low Approval.
a. The
Vacant: Top approval, not available at character creation (High for NPCs).
b. The
Wretched: Not available as PCs (Low for NPCs, a PC that reaches Synergy 0 is
retired and becomes an NPC).
c. Other
Supernaturals: Only mortals without a template (of any type) may enter the
Bargain.
2. Geists: Not available as PCs.
a. Unfettered
Geists are High approval as NPCs unless as part of the story of a PC's Bargain
in game.
3. Ghosts: Not available as PCs. (Low for NPCs)
a. Ghosts
may not possess Geist numina.
b. Use of
the "Other Sources" sidebar increases the approval level of the ghost
to Mid.
c. See the
“NWoD Ghost Guide” on the CRD for resources for creating ghosts.
4. Kerberoi: Not available as PCs. Ignore "Maximum Key" category in
their creation. It is Global Approval
for Kerberoi to be used outside of the Underworld; within the Underworld, the
various ranks of Kerberoi are available for NPC use at the following approval
levels:
a. Rank 1:
Mid Approval.
b. Rank 2 to
3: High Approval.
c. Rank 4 to
5: Top Approval.
d. Rank 6+:
Global Approval.
5. Abmortals: Not available as PCs (Mid for NPCs).
a.
Abmortals as a Lesser Supernatural Template (Geist page 247-249):
low approval NPCs
b.
Abmortals created by Night Horrors: The Camarilla have the
following requirements and are created at Mid approval
i.
Night Horror Abmortals must buy a regenerative power and an
immortality power. These can be Advanced
powers, even if the Night Horror would normally not be able to purchase
Advanced powers.
ii.
A Night Horror Abmortal weakness does not cause an increased amount
or category of damage. Instead, their
weakness causes resistant damage that they cannot supernaturally heal
from. If killed by resistant damage,
their immortality power cannot bring them back.
iii.
Night Horror Abmortals are fundamentally human adversaries. In their creation under step 2 remember that
they were once human, but found some way to extend their life at the cost of
others. In step 3 they are obsessed with
survival as their primary motive.
6. Chthonians: Not available as PCs.
a. Refer to the Chthonian
document for NPC approval levels and creation details, "Global Geist
Document - Chthonians Guide" on the CRD..
C.
Psyche
1. ●●●●●
● to ●●●●● ●●: High Approval.
2. ●●●●●
●●● to ●●●●●
●●●●: Top
Approval.
3. ●●●●●
●●●●●:
Global Approval.
4. Anchors
that allow for increased Psyche must be specifically identified in the
application for Psyche.
D.
Archetypes
1. Custom
Archetypes: Not available at this time.
2. Changing
Your Archetype: Mid Approval.
III.
ORGANIZATIONS AND KREWES
A.
Charonites: Approval level based on
scope of control of the Twilight Network.
1. Local: Mid Approval.
2. State: High Approval.
3. Nation: Top Approval.
4. International: Global Approval.
B.
Krewe Founders: The
Founders of a krewe must be noted in the application. You cannot add more
founder slots at a later date.
1. Successorship:
If a Founder's successor is to take the mantle of the Founder slot, this
requires the same approval level as the initial approval for the Krewe.
2. Innocent
Successors: This method may not be used to justify a new character of the same
player as the Founder character that was just lost nor can it be used to
justify adding in new Founder slots at a later date.
3. Hostile Successors: This
method does not guarantee the new Founder all the same approvals possessed by
the former Founder. The player of the
Hostile Founder must apply separately for all approvals they wish to inherit
from the previous Founder. Complete
inheritance is not guaranteed.
C.
Non-founder Krewe Members: Low
Approval, with Founder approval number listed in application.
D.
Tier 1 Krewes: Low approval for Founders (all Founders and Founder
slots must be listed in every application), Low approval for members.
1. Founding Benefits:
a. Krewe
Fate: This is a shared merit, to a maximum of 5 dots.
b. Mythic
Aspect: Low Approval, benefit must be notated on character sheet.
2. Supernatural Benefits:
a. Deathsoul
Initiation: Mid Approval
i.
Keys do not have dots.
ii.
Associated Key and Manifestation cannot be changed once chosen,
even for new dots purchased.
iii.
Founder's PC and OOC contact info must be noted in the approval
along with shared powers
3. Temporal Benefits:
a. Pooled
Merits: Low Approval.
i.
When the limit of users is reached, the upgrade to Tier 2 temporal
benefits is not automatic without approval for Tier 2 krewe.
E.
Tier 2 Krewes: High
Approval for Founders (all Founders and Founder slots must be listed in every
application), Mid approval for members.
1. Founding Benefits:
a. Mythic
Avatar: Mid Approval.
i.
Aspect Attribute must be noted in the approval.
b. Death
Rite: Low Approval.
i.
Participants in the Rite need not be Sin-Eaters.
2. Supernatural Benefits:
a. Key
Initiation: Mid Approval.
i. The
benefit should read: "...The Sin-Eater can learn this Key for free."
ii. Drawback:
Select only one of the three Flaws presented as the drawback.
F.
Tier 3 Krewes: Global
Approval for Founders (all Founders and Founder slots must be listed in every
application), High approval for members.
1. Founding Benefits:
a. Forge
Key: This benefit is reserved for use by the Master Storyteller's Office.
b. Revenance:
High Approval (Mid for Approved Tier 3 NPCs).
i.
The Drawback triggering Threshold must be noted in the approval.
ii.
Global Approval to purchase in background.
iii.
Regular age approvals apply.
2. Supernatural Benefits:
a. Mythic
Aspect: The mechanical benefit must conform to the Founder's Mythic Aspect. The
Founder's Aspect that is shared is permanent once chosen.
IV.
REALMS
A.
Underworld: Approval
levels are based on ST authority of the geography. Travel to that
"level" of the Underworld represents a proxy through the ST chain to
your goal, handled by the presiding ST or Geist specific assistant.
1. Autochthonous Depths: Low authority, unique and
standardized to each domain.
2. Dead Dominions: refer to the Dominions and
Rivers Settings Document.
3. Rivers: refer to the Dominions and
Rivers Settings Document.
a. The River of Lamentation (Cocytus): The effect of the waters
of Lamentation cannot be gained again until a Synergy loss has happened
subsequently to the last drink. This does not include a Synergy loss incurred
by drinking of the River of Lamentation.
B.
Deep Doors: Global
Approval, must be noted in VSS.
C.
The Shadow: Finding
an Avernian Gate from the Underworld to the Shadow is Top Approval.
V.
MERITS
A.
Merits Affected by the
Addendum
1. Codex:
a. ●●●:
High Approval.
i.
Cannot teach Tier 2 Founder benefits.
ii.
As a Memento: Top Approval.
b. ●●●●●:
Top Approval.
i.
Cannot teach Tier 2 or 3 Founder benefits.
ii.
As a Memento: Top Approval.
2. Haunt:
a. Haunts
are not detectable by other supernaturals, and are therefore not considered
'places of power.'
b. Haunt
Utility: Replace all use of "Haunt Accessibility" in the passage
with "Haunt Utility."
c. Haunt
Fluidity: cannot be used by non Sin-Eaters to pass into the Underworld.
3. Mementos:
a. Keystone: Low
Approval.
i. All Bound
receive one for free, which cannot be replaced or destroyed.
ii. Must be
built per Geist: the Sin-Eaters p.
195 and notated on character sheet.
iii. If the
item chosen to represent the Keystone Memento would impart an equipment bonus
(i.e. a weapon, vehicle, lockpick, etc.), then the bonus imparted is restricted to
the same equipment bonus of the item it represents.
iv. The
Keystone Skill: when boosted with plasm, is not considered the natural rating
of the skill.
v. No Keystone can come
prefilled with any sort of supply to make it work. Examples include batteries
for a flashlight, bullets for a gun, liquid chemicals in containers, etc. However, when Reverse
Possessing, any Keystone that requires a supply (fuel, battery, ammunition,
etc.) to work will work without that supply.
4. Charm: Low Approval.
a. Build per
Geist: the Sin-Eaters p. 195.
b. Must be
created via the Dedicate Charm Ceremony after character creation.
c. Charms as
tattoos: Mid Approval.
5. Language (Ghost Speech):
a. Sin Eaters are the only PC
type able to understand Ghost Speech (Geist: the Sin-Eaters p. 175) and the Old Laws without
any additional spell or ability.
b. Old Laws may be written in
an appropriate language for the Dominion they are in, but are instantly
understandable to a Sin Eater upon finding them (Geist: the Sin-Eaters p. 271) while in the
underworld. Other character types must
find a way to translate the languages the Old Laws are written in as well as
the languages spoken by the Ghosts surrounding them.
6. Vanitas: Mid Approval.
a. Build per
Geist: the Sin-Eaters p. 199
7. Fetters: High Approval.
a. Build per
Geist: the Sin-Eaters p. 202.
b. Fetters
made after Character Creation require the character sheet of the ghost to be
posted into the application by the presiding ST.
c. Fetters
made after Character Creation require the "Fetter's Binding"
ceremony, Geist: the Sin-Eaters p.
167.
d. Geists
and spirits cannot be bound into a Fetter.
8. Deathmasks: Top Approval.
a. Build per
Geist: the Sin-Eaters p. 206.
b. The
deathmask's associated Skill bonus is not added to the natural level of the
skill.
c. The
associated "ghost power" of the deathmask is thematic and should not
confer any mechanical advantages beyond this.
9. Memorabilia: Global Approval.
a. Build per
Geist: the Sin-Eaters p. 209.
b. As truly
unique historical items, Memorabilia applications require the history of how
the item came into the character's possession as well as details of its
history.
VI.
KEYS AND MANIFESTATIONS
A.
Keys
1. Character Creation
a. The second free Key at
Character Creation can be chosen from any Threshold, but should represent the
connection between the Sin-Eater and his Geist.
b. A starting character may
not spend more than 50% of their starting XP on Keys.
2. Keys Do Not Have Dots: Remove any mention of Keys
with variable levels. All keys have a flat XP cost of 10 xp, regardless of Threshold
affinity.
3. Quests: Adding such a fundamental
aspect of Death to the connection between a Sin-Eater and their Geist is
difficult. Storytellers are encouraged to require specific quests (please see
Document “Geists of a Thousand Faces”) or trips into the Underworld for PC’s to
acquire these abilities.
4. Stigmata Key: Self inflicted damage taken as part of using any Manifestation with
the Stigmata Key cannot be downgraded with the Ectoplasmic Flesh ability.
5. Stygian Key [Book of the Dead]: High approval, Global notification; cannot be
taken at character creation. Acquiring this Key requires completion of a
dedicated globally approved toolkit.
B.
Manifestations
1. Activation Successes: Capped by the highest of natural Attribute,
Skill, or Manifestation rating involved in activation draw.
2. Bonuses to attributes or
skills derived from the basic activation of a Manifestation are not considered
natural levels of the attribute or skill nor can they be added to a draw for a
separate manifestation or ceremony.
3. Manifestations Affected by the Addendum
a. Boneyard:
i.
There is no assumption that use of Boneyard allows for sensing
activities of other venues in a domain, and actual interactions via use of the
power require standard cross venue approvals.
ii.
While a boneyard is active the Sin-Eaters physical body cannot
move, despite not needing to be in the center of the Boneyard. The only actions available to the Sin-Eater
are the activation of manifestations through the Boneyard.
iii.
Only Stigmata Boneyard can perceive ghosts in the state of Twilight. Other Boneyards can see ghosts if they are
visible without needing Ghost Sight or a similar ability to perceive them (such
as while manifested or in the Underworld.)
iv.
Cold Wind Boneyard:
(a) ●●
and ●●●: Replace "resisted by target's Stamina" to
"Contested by target's Stamina+Psyche
or equivalent Supernatural Advantage."
v.
Grave-Dirt Boneyard:
(a)
●● and ●●●: Replace "resisted
by target's Composure" with "Contested by target's Composure+Psyche
or equivalent Supernatural Advantage."
vi.
Passion Boneyard:
(a)
●● and ●●●: Replace "Anyone who
enters...whose Composure+Psyche is less than activation successes" with
"Anyone who enters must draw Composure+Psyche vs the users draw to
activate the ability."
vii.
Phantasmal Boneyard:
(a)
●●●●: Replace "Any character who
enters...whose Resolve is less than the successes rolled..." with
"Any character who enters resists the illusion with Resolve+Psyche."
viii.
Primeval Boneyard:
(a)
●●●●●: Armor applies.
ix.
Pyre-Flame Boneyard:
(a)
●● and ●●●: Replace "resisted
by target's Stamina" to "Contested by target's Stamina+Psyche or equivalent Supernatural
Advantage."
x.
Stigmata Boneyard:
(a)
●●●●●: Replace, “Instead, the
Sin-Eater must spend either 1 Willpower point or inflict 1 lethal health level
on himself per roll. The Sin-Eater’s player must then roll (Wits + Occult +
activation successes, minus the ghost’s Power). Each net success drains the
ghost of one point of Corpus which is converted into 2 plasm,” with, “Instead,
the Sin-Eater must spend either 1 Willpower point or inflict 1 lethal health
level on himself per roll. The Sin-Eater’s player must then roll (Wits + Occult
+ activation successes, minus the ghost’s Power). Each net success drains the
ghost of one point of essence which is converted into 1 plasm. Alternatively,
the Sin-Eater must spend either 1 Willpower point or inflict 1 lethal health
level on himself per roll. The Sin-Eater’s player must then roll (Wits + Occult
+ activation successes vs. the ghost’s Power+ Resistance). Each net success
drains the ghost of one point of Corpus which is converted into 2 plasm. Lost Corpus heals at the rate of aggravated
damage.”
xi.
Stillness Boneyard:
(a)
●●●: Replace "resisted" with
"Contested."
(b)
●●●●: This power is contested by
Resolve+Psyche and only can effect one target a round. Someone attacked while under the effects of
this power, even in the "unnatural sleep", wakes immediately and can
defend themselves. Damage by an ally
does not invoke this effect.
(c)
●●●●●: Someone attacked while
unconscious as a result of this ability immediately wakes and can defend
themselves, but their draw pools are limited by their Synergy until the 12-hour
period has passed or the target has regained a Willpower.
xii.
Stygian Boneyard [Book of the Dead]:
(a)
●●: Once targets equal to psyche have been affected,
the Sin-Eater cannot affect any more with that activation of the Boneyard.
(b)
●●●: A target can only be affected by the
persistent bashing damage once.
xiii.
Tear-Stained Boneyard:
(a)
●● and ●●●: Replace "resisted
by target's Composure" with "Contested by target's Composure+Psyche
or equivalent Supernatural Advantage."
b. Caul:
i.
Cold Wind Caul:
(a)
●●●: Only applies to the initial grapple
challenge. Does not apply to normal
brawl or touch attacks.
(b)
●●●●: Standard plasm expenditure limits
apply.
(c)
●●●●●:
(1)
Only can be activated on character's initiative.
(2)
This power can only be used to carry things smaller than the size
of the character activating it. The user must successfully execute the
immobilize opponent grapple maneuver before carrying another being with this
power.
ii.
Industrial Caul:
(a)
Cannot be used to enhance magical items.
iii.
Passion Caul:
(a)
●●●●: This ability is negated if the user
attacks the target at any time.
iv.
Pyre-Flame Caul:
(a)
●●: Cannot use plasm to negate the lethal taken. Does not apply to lethal garnered when
attacked. This lethal damage represents
a sacrifice to the Geist, and is therefore resistant and cannot be healed by
supernatural means.
(b)
●●●: Costs 1 Plasm.
(c)
●●●●:
Contested drawing Stamina+Composure vs. Activation successes.
v.
Stillness Caul:
(a) ●●●:
This power can only be used to carry things smaller than the size of the
character activating it. The user must successfully execute the immobilize opponent
grapple maneuver before carrying another being with this power.
(b) ●●●●:
The Sin-Eater can still harm and be harmed while in this form.
(c) ●●●●●:
A Sin-Eater may only become incorporeal on their turn. Shifting out of this form is an Instant
action.
vi.
Tear-Stained Caul:
(a)
●●●●●: Targets can make a
Dexterity+Athletics challenge to move out of the way, with their successes
negating levels of damage.
c. Curse:
i.
While only one Curse may be placed upon a target at a time, the
highest potency Curse is the one that takes hold.
ii.
The trigger (if any) for a Curse must be possible and plausible.
iii.
Willing subjecting yourself to a Curse is a Synergy threshold sin
of 3 or less.
iv.
All curses are resisted by the higher of the target's Resolve or
Composure.
v.
Grave-Dirt Curse:
(a)
●●: A person interacting with the victim in such a
manner that the curse may affect him makes a reflexive Resolve + Composure +
Psyche roll. If he does not achieve more than the Sin-Eater’s activation
successes, the curse takes hold.
vi.
Passion Curse:
(a)
Replace the sentence starting " A person interacting with the
victim... makes a reflexive Resolve + Composure roll" with "A person
interacting with the victim in such a manner that the curse may affect him
makes a reflexive Resolve + Composure + Psyche roll"
(b)
●●●●●: Replace “Every dramatic failure arising from the four-dot
hex” with “Any failed roll that was emotionally affected by the Sin-Eater’s
four-dot Passion Curse hex”.
vii.
Phantasmal Curse:
(a)
This power affects Dexterity dice pools, not derived traits such
as Defense.
(b)
●●●●●: The penalty to Resolve and
Composure dice pools does not apply to resisting powers that cause damage.
viii.
Pyreflame Curse:
(a)
●●/●●●●: A person interacting
with the victim in such a manner that the curse may affect him makes a
reflexive Resolve + Composure + Psyche roll. If he does not achieve more than
the Sin-Eater’s activation successes, the curse takes hold.
ix.
Stigmata Curse:
(a) ●●●:
This damage can be mitigated through the use of plasm.
(b) ●●●●●:
This power is contested by Stamina+Psyche.
x.
Stygian Curse [Book of the Dead]:
(a)
●●●●●: Use of this power is a
Threshold Sin against Synergy 4.
d. Marionette:
i.
Elemental Marionette:
(a)
The cap on attributes and skills for a homonculus is equal to the
character's Psyche or 5, whichever is higher.
(b)
The permanent willpower spent to gain an 'egg' represents a
fraction of the user's being and cannot be re-purchased with XP. It can,
however, be regained by destroying the egg (i.e., willing it out of existence),
which can be done as an Instant action regardless of the egg's location or
owner.
(c)
After the duration of the power's use, the permanent willpower is
regained. A new egg must be constructed with new materials and a new permanent
willpower, as above.
(d)
Possession of a homunculus egg does not constitute an active
Marionette. An active homunculus does count as an active Marionette.
ii.
Phantasmal Marionette:
(a)
●●●● and
●●●●●: The maximum bonus to a lethal attack
gained in this way is +5.
(b)
Damage done to this form translates to the Sin-Eater's body,
resulting in all appropriate conditions, wound penalties, and potential death.
Players and storytellers should be cognizant of damage upgrades from a loss of
size or health levels.
iii.
Stillness Marionette:
(a) ●●●●●:
Successes added to increase a zombie's attributes may not take them higher than
the Sin-Eater's Psyche or 5, whichever is greater.
(b) Replace the sentence
starting with "Instead, each zombie has a Durability..." with
"Instead, each zombie has Armor equal to twice the activation successes
rolled in its creation, and a Structure equal to its Size plus the activation
successes."
iv.
Stygian Marionette [Book of the Dead]:
(a)
●●●●●:
(1)
The two bodies share a single plasm pool.
(2)
Use of this power allows during downtime periods allows up to
twice the number of downtime actions that would otherwise be possible, subject
to the limitations of the power.
(3)
The two bodies getting more than 20 yards apart does not end the
Marionette. It merely suppresses the effects of Marionette 5, which become
available again once the bodies are brought back together.
e. Oracle:
i.
Elemental Oracle:
(a)
Upon successful activation of an Elemental Oracle, the health track
of the physical body is fully healed. Any subsequent damage suffered by the
physical body or the astral body is applied to the physical body's health track
and is not healed when the Oracle ends. Visual effects of the healing or astral
body's damage do not occur until the Oracle ends.
(b)
Wound penalties against the activation of Elemental Oracle are
calculated before damage is applied to attempt activation of the Oracle.
ii.
Passion Oracle:
(a) ●●●●●:
Must have succeeded on the previous Wits+Empathy check. Can only spend 1 plasm
a turn for this effect, and the bonus lasts for only a turn.
iii.
Stygian Oracle [Book of the Dead]:
(a)
●:
(1)
This power cannot give understanding to any Supernatural Language
(Atlantean, First Tongue, etc.).
(2)
This power only adds to Occult/Academics for extended actions.
(b)
●●●:
(1)
This power cannot give understanding to any Supernatural Language
(Atlantean, First Tongue, etc).
(2)
This power only adds to Occult/Academics for instant actions.
(c)
●●●●●:
(1)
The lost Presence returns at the rate of days equal to the
attacker’s Psyche.
(2)
The loss of maximum presence returns at the rate of months equal o
the attacker’s Psyche.
(3)
A victim can only be affected by one use of this effect at any
time.
f. Pit [Book of the Dead]:
i.
High approval, Global notification; cannot be taken at character
creation. Acquiring this Manifestation requires completion of a dedicated
globally approved toolkit.
ii.
The Pit Manifestation is not sanctioned for use through the
Boneyard Manifestation.
iii.
Cold Wind Pit:
(a) ●●:
This effect requires an additional 1 plasm to activate.
(b) ●●●●:
Every time the victim draws a 2, it is considered an automatic failure (as
drawing a 1) until the end of the scene.
(c) ●●●●●:
Composure damage dealt by this power heals 1 dot every 15 minutes.
iv.
Industrial Pit:
(a) ●●●●●:
(1) There are
social merits other than Inspiring and Striking Looks that are not affected by
being cut off from identity. ST’s are cautioned to logically construe what is
and is not effected.
(2) All social merits return to
use after a week, as the system sorts itself out.
v.
Primeval Pit:
(a) ●●●●●:
The attributes of the summoned creation are capped by the Sin Eater’s Psyche or
5, whichever is higher.
vi.
Stigmata Pit:
(a) ●●●●●:
This effect adds a level of bashing damage to each attack against the victim.
Standard damage cap rules apply. Damage is not accrued if the attack achieves 0
successes.
vii.
Stygian Pit:
(a) ●●●●●:
Consuming a kerberos to use this
power has its own reward, but does not imply that the kerberos is dead or that
the Dominion has lost its protector. Trying to access the memories of a
kerberos requires a Resolve+Stamina check at -3, resulting in 1 bashing if
successful and 1 lethal if a failure as the user suffers minor brain
damage. Successfully accessing the memories causes a derangement that
lasts for 10 minus the sin-eater’s Synergy in months.
viii.
Tear Stained Pit:
(a) ●●●●:
Attribute damage heals at the rate of Bashing damage.
(b) ●●●●●:
Attribute damage heals at the rate of Lethal damage.
g. Rage:
i. Rage
manifestations may not be used through other manifestations, e.g., Boneyard, Oracle
projections and Phantasmal Marionette.
(a) The range
of Rage manifestations while utilizing an active Boneyard is the standard
Psyche x number of yards, regardless of the character's Rage dot rating.
ii. With the exception of
Primeval, all Rage attacks ignore mundane armor.
iii. Supernatural effects that
provide armor or protection could penalize the Rage attack pool at the ST’s
discretion.
iv. Passion Rage:
(a) This
combination only inflicts bashing, not lethal or aggravated, damage.
v. Stigmatic Rage:
(a) ●●●●:
This range should be Psyche x 10 yards.
h. Shroud:
i.
The armor provided by Shroud penalizes Rage attack rolls against
the character.
ii.
Stigmata Shroud:
(a)
Bonuses to Resistance and Armor stack from Stigmata Shroud, if both
are applicable.
iii.
Stygian Shroud [Book of the Dead]:
(a)
●●●: The first time this power is used, the Sin
Eater must also spend a Willpower point.
VII.
CEREMONIES
A.
Cost: Ceremonies are always
considered “simple” merits that cost 3 XP per dot.
B.
Updating and Modifying
Ceremonies: High Approval to modify method of performing a ceremony at the
cost of 1 extra dot of rating.
C.
Custom Ceremonies:
1. Low notification to learn
from another PC.
2. Global Approval to
create. See the “Custom Ceremony Guide”
on the CRD for guidelines.
D.
Ceremonies Affected by the
Addendum:
1. The Devil’s Bargain [The House Always Wins]:
a. Approval Level:
i.
Reserved for use by the Master Storyteller’s
Office until November 2011.
ii.
Low Notification if learned via a PC teacher after November 2011.
iii.
High Approval if learned via an NPC teacher after November 2011.
b. Use of
this ceremony is a Synergy 5 sin for the caster.
c. Each use
of this ceremony requires a Low Notification after use.
d. Character
types that do not die of old age (e.g., vampires), may not be the donor for
this power
e. While the
target's rightmost health box is filled with aggravated damage, their natural
healing is suspended. They continue to
be incapacitated and unconscious till they receive supernatural healing or the
ceremony's duration ends.
f. The
Caster, Donor and Target must be three separate people.
g. It is a
Synergy 1 sin for a Sin Eater to be a Donor for this power.
2. Crash the Gates [Book of the Dead]:
a. Low Notification if learned
via a PC teacher.
b. High Approval if learned
via an NPC teacher.
3. Danse Macabre [Book of the Dead]:
a. Low Notification if learned
via a PC teacher.
b. High Approval if learned via
an NPC teacher.
4. Ghost Drinker [Book of the Dead]:
a. Mid Approval.
b. Containers cannot be sealed
and stored for future use; the Ghost Drink must be consumed when it is created.
c. Performing this Ceremony is
a Synergy 6 sin, as per Ectophagia.
d. A character can only benefit
from one 'drink for power' effect from this ceremony at a time. Performing it this way a second time causes
the benefits of the first drink to fade
e. Attribute bonuses from this
Ceremony are capped at Psyche or +5, whichever is greater
f. Increased attributes from
this Ceremony are not considered the character's natural attribute levels
5. Lemure’s Lure: Replace the sentence after “Action:” with the
following: “Extended (target number of 5, or 8 if used at a distance).”
6. Moment of Absolution [Book of the Dead]:
a. Approval Level:
i.
Reserved for use by the Master Storyteller’s
Office until November 2011.
ii.
Low Notification if learned via a PC teacher after November 2011.
iii.
High Approval if learned via an NPC teacher after November 2011.
7. One Last Song [Book of the Dead]: Any act of violence by or upon the
individual this ritual was cast on will immediately end the ritual. Supernatural abilities and powers are not
available to the character during their One Last Song.
8. Plumbing the Depths: Low approval; knowledge gained cannot bypass
other approval levels.
9. Reverse Bargain: Top Approval (High Approval for NPCs).
10. Unbinding: Top Approval (High Approval for NPCs).
VIII.
STORYTELLER RULES AND
CLARIFICATIONS
A.
Channeling Manifestations
through Archetype: Can be done once per Game session.
Once done, the character receives the "2 again" effect, her
next drawn 2 is considered a 1 for the purposes of automatic failures.
B.
Premeditated Murder and
Synergy: Premeditated murder
(not accidental death, manslaughter, or serial murder) is not a discord trigger
for Synergy unless planned as a ritualistic murder for healing, as per Geist:
the Sin-Eaters pp. 172-173.
C.
Krewe Experience: Not sanctioned at this time.
D.
NPC Mentors of Krewe
Benefits: Not Sanctioned at
this time.