Keys and Manifestations (1st Edition) - Codex of Darkness Wiki

Keys and Manifestations (1st Edition)

Jump to: navigation, search
Boneyard (Wits) Cold Wind (Occult) Geist 112, 115
Establish Boneyard (10 x Suxx Yards). Enter Trance. If unlocked outside in cold weather or during a heavy rainstorm, add Occult to Activation for size.
•• Hinder with weather. Target a person with Wits+Occult+Activation vs. Stamina, impose Activation as a penalty to all die pools while concentration is maintained.
••• Expand Boneyard (100 x Suxx Yards). As 2-dot power, but may select multiple targets at 1 Plasm apiece, separate Stamina rolls.
•••• Attack with weather. Target a person with Wits+Occult+Activation-Stamina, do Suxx as Bashing damage. Magic armor may apply.
••••• ●●● Expand Boneyard (Miles x Suxx ). As with 4-dot power, but do Lethal damage.
Boneyard (Wits) Grave-Dirt (Occult) Geist 112, 115
Establish Boneyard (10 x Suxx Yards). Enter Trance. If unlocked in cemetery or stone/earthen subterranean complex, add Occult to Activation for size.
•• Hinder with claustrophobia. Target a person with Manipulation+Occult+Activation vs. Composure, impose Activation as a penalty to all die pools while concentration is maintained.
••• Expand Boneyard (100 x Suxx Yards). Hinder navigation. Target one or more with Manipulation+Occult+Activation vs. Composure, impose Activation as penalty to navigate, separate Composure rolls.
•••• Attack with the earth. Target a person with Wits+Occult+Activation-Defense, do Suxx as Bashing damage.
••••• ●●● Expand Boneyard (Miles x Suxx ), as with 4-dot power, but do Lethal damage.
Boneyard (Wits) Industrial (Crafts) Geist 112, 117
Establish Boneyard (10 x Suxx Yards). Enter Trance. If unlocked in or near enough to a building, may add Crafts to Activation for size, but boundaries cannot extend outside the building.
•• Target a mechanical device and turn it on or off with Wits+Crafts+Activation. Add Activation to Wits-related rolls to perceive aspects of structure at no cost.
••• -/● Expand Boneyard (100 x Suxx Yards). As with 2-dot power, but may completely control an object and make it act normally at no cost. If electric and not plugged in, cost is 1 Plasm. Limited extended boundaries can encompass multiple connected buildings, but nothing outside a structure.
•••• ●+ Target object with Resolve+Crafts+Activation and move telekenetically, cost of Plasm equal to Size. If used to attack, roll Resolve+Size+Activation-Defense.
••••• ●●●●●, ●●● Expand Boneyard (Miles x Suxx ), activation cost is now 5 Plasm. Gain total telekinetic control over everything inside Boneyard for it's duration, may spend 3 Plasm to make an object act unnaturally. Expanded boundaries can extend across grounds of a manmade area.
Boneyard (Wits) Passion (Empathy) Geist 112, 118
Establish Boneyard (10 x Suxx Yards). Enter Trance. Add Activation to Empathy when determining emotional nature of those inside.
•• Impose emotion on 10-yard radius with Manipulation+Empathy+Activation, those that fail to get Activation on Composure+Psyche feel that emotion in that area. Acting contrary imposes Activation as a penalty to all actions.
••• ●●●●● Expand Boneyard (100 x Suxx Yards). As 2-dot power, but impose emotions on entire Boneyard for 5 Plasm.
•••• Gain Plasm/Willpower/Health when those inside the Boneyard act in accordance with imposed emotion in significant ways.
••••• ●●● Expand Boneyard (Miles x Suxx ). Attack those impacted by imposed emotion with Intelligence+Empathy+Activation-Composure, draining Willpower, then doing Bashing when Willpower is reduced to zero.
Boneyard (Wits) Phantasmal (Persuasion) Geist 112, 118
Establish Boneyard (10 x Suxx Yards). Enter Trance. Add Activation to resistance traits subtracted from rolls to avoid having perceptions manipulated, add Activation to rolls to detect invisible objects or beings and penetrate illusions.
•• Alter a target's perceptions of their environment with Manipulation+Persuasion+Activation vs. Composure+Psyche so long as concentration is maintained.
••• Expand Boneyard (100 x Suxx Yards). As 2-dot power but affect multiple targets at 1 Plasm apiece, may not split attention between areas.
•••• ●●●●● Cloak entire Boneyard or any part of it with illusion by rolling Manipulation+Persuasion+Activation for 5 Plasm. Affects anyone inside with Resolve lower than Suxx rolled.
••••• ●●●/●●●●●● Expand Boneyard (Miles x Suxx ). Create a phantasmal killer that does Bashing for 3 Plasm or Lethal for 6 Plasm. Attacks are Wits+Intimidation+Activation-Composure, and if target's Composure+Psyche exceeds Activation, target is immune.
Boneyard (Wits) Primeval (Animal Ken) Geist 112, 119
Establish Boneyard (10 x Suxx Yards). Enter Trance. If unlocked in a heavily wooded/forest area, may add Animal Ken to Activation for size, but Boneyard becomes limited to forest and can't cross man-made structures (roads, fences, etc) or enter buildings.
•• Target an animal and trigger fight-or-flight reflex, Sin-Eater's choice if it flees the Boneyard or attacks first human it encounters. If target is magical or sentient, roll Wits+Animal Ken+Activation vs. Composure to activate.
••• ●/●●/●●● Expand Boneyard (100 x Suxx Yards). As 2-dot power, but target multiple animals for 1 Plasm per target, or control one animal completely for 2 Plasm. By spending 3 Plasm, the animal can speak in your voice.
•••• ●●● Target a person with Manipulation+Animal Ken+Activation vs. Composure+Psyche, all animals they encounter will attack on sight, and reduce their Animal Ken rolls to a Chance Die.
••••• ●/●● Expand Boneyard (Miles x Suxx ). Attack targets with plant life. Brawl to grapple, Weaponry to attack otherwise, roll is Wits+Attack Skill+Activation-Defense. Attack does Bashing for 1 Plasm or Lethal for 2 Plasm.
Boneyard (Wits) Pyre-Flame (Occult) Geist 112, 116
Establish Boneyard (10 x Suxx Yards). Enter Trance. If unlocked in a hot, desolate area or a burned out structure, add Occult to Activation for size.
•• Hinder with feverish disorientation. Target a person with Manipulation+Occult+Activation vs. Stamina, impose Activation as a penalty to all die pools while concentration is maintained.
••• Expand Boneyard (100 x Suxx Yards). Hinder with choking smoke. As 2-dot power, but may select multiple targets at 1 Plasm apiece.
•••• ●+ Target a flammable
••••• ●●● ) in Lethal damage.
Boneyard (Wits) Stigmata (Occult) Geist 112, 119
Establish Boneyard (10 x Suxx Yards). Enter Trance. Perceive ghosts and pathways to the Underworld anywhere within Boneyard.
•• ●+ Ward an area (roughly 5 Yards x Plasm spent) against ghosts with Power less than your Presence+Occult+Activation roll.
••• ●+/xL Expand Boneyard (100 x Suxx Yards). Each Plasm spent extends the ward for one hour, each Lethal damage inflicted on self extends the ward for one day after Boneyard ends.
•••• ●+/2L Bind a ghost or spirit into a location with Wits+Occult+Activation vs. Power for one hour per Plasm or one day per Plasm if two Lethal damage are taken. Bound ghost takes Activation(+2 if Lethal damage taken) as penalty to all Numina while bound, and Sin-Eater gains Activation to Social rolls against them and can compel to (de)materialize.
••••• ○/1L Expand Boneyard (Miles x Suxx ). Drain Corpus from ghost equal to Wits+Occult+Activation-Power and convert to 2 Plasm each.
Boneyard (Wits) Stillness (Subterfuge) Geist 112, 120
Establish Boneyard (10 x Suxx Yards). Enter Trance. Give targets bonus to Stealth rolls equal to Activation for 1 Plasm per target.
•• Target individual with Resolve less than Activation with a penalty to Wits-based perception of Activation, up to a number of targets equal to Activation.
••• ●●/●●●●/ ●●●●●● Expand Boneyard (100 x Suxx Yards). Inflict blindness, deafness and dumbness on target at 2 Plasm cost per sense with Wits+Subterfuge+Activation vs Composure+Psyche so long as concentration is maintained.
•••• ●●/●●●● Inflict ennui on all targets with less Resolve than Wits+Subterfuge+Activation in Boneyard. 2 Plasm inflicts natural sleep, 4 Plasm inflicts unnatural sleep that lasts as long as the Boneyard does.
••••• Expand Boneyard (Miles x Suxx ). Drain target of Willpower equal to Wits+Subterfuge+Activation-Resolve. If Willpower is reduced to zero, target falls asleep for at least twelve hours.
Boneyard (Wits) Stygian (Medicine) Geist 112, BotD 77
●, ● Establish Boneyard (10 x Suxx Yards), Enter Trance, Force one person to indulge in their Vice by the end of the scene or lose Willpower.
•• Force up to Psyche targets to indulge their Vice in the Scene or lose Willpower, each as a separate action.
••• Expand Boneyard (100 x Suxx Yards), all who enter the Boneyard roll Stamina+Resolve or suffer 1 Bashing that does not heal for a week, -1 penalty to all Mental rolls on Dramatic Failure. Objects inside Boneyard for duration lose 1 Durability. You can access Plasm equal to Activation while inside Boneyard, though Manifestations fueled by this Plasm end when the Boneyard does.
•••• ●●/- Roll Wits+Medicine+Activations-(Durability or Stamina) to do 1 Lethal damage or 1 Structure damage to target person or object, -1 penalty to all rolls for a scene or -1 permanant reduction to equipment bonus on Exceptional Success. If Boneyard overlaps 2nd stage Promethean Wasteland, pay no Plasm.
••••• ●●○ Expand Boneyard (Miles x Suxx ), can create an Avernian Gate inside Boneyard with extended Wits+Medicine+Activation roll needing 10 successes (15 minutes per roll), no cost on Exceptional Success.
Boneyard (Wits) Tear-Stained (Occult) Geist 112, 117
Establish Boneyard (10 x Suxx Yards). Enter Trance. If unlocked to cover a large body of water and far enough on the water or near a drowning site, add Occult to Activation for size.
•• Hinder with sense of drowning. Target a person with Wits+Occult+Activation vs. Composure+Psyche, impose Activation as a penalty to all die pools while concentration is maintained.
••• Expand Boneyard (100 x Suxx Yards). As 2-dot power but may select multiple targets at 1 Plasm apiece, separate Composure+Psyche rolls.
•••• -/● Manifest a flood to attack. Target a person with Wits+Occult+Activation-Defense, do Suxx as Bashing damage. If target is in water, Plasm cost is reduced to 0.
••••• -/●● Expand Boneyard (Miles x Suxx ), as with 4-dot power, but do 2 Bashing per Suxx.
Caul (Stamina) Cold Wind (Occult) Geist 112, 121
Body is chilled and clammy. Add Activation to Stealth rolls and do not show up to thermal imaging systems.
•• Blown by a cold wind, rather than walking. Remain 2" above ground, 'walk' on water.
••• Body temperature lowers. Freeze up to 1 gallon of water on touch, do Activation in Bashing damage on grapple.
•••• ●● Rendered insubstantial. Reflexively ignore any attack on a lower Initiative.
••••• ●● Merge with the wind. Vanish and re-form, move between outdoor points up to 5 miles apart in one minute, carry size 4 or smaller only.
Caul (Stamina) Grave-Dirt (Occult) Geist 112, 121
Body transformed to dirt and stone. Take Bashing from firearms instead of Lethal.
•• Bones become thick stone. Become immune to being stunned or knocked out.
••• Flesh becomes dirt and gravel. Gain Activation as temporary Health.
•••• Bones become diamond-hard. Unarmed attacks deal Lethal rather than Bashing damage.
••••• ●● Roll Stamina+Occult+Activation to become a stone statue for up to 1 day / Psyche, heal at double rate.
Caul (Stamina) Industrial (Crafts), Reduce activation successes by 1/2 Technology Level penalty (p111) Geist 112, 122
-2 to Presence rolls, add Activation to use of implanted tech, implant simple (no electric/chemical power source) devices of up to Size 3, hide/reveal reflexively.
•• Implant anything up to Size 3, up to a number of devices equal to Caul dots, use up to two at a time extending through the arms.
••• Manifest all objects implanted simultaneously, growing extra mechanical "arms" as needed.
•••• ●● Meld with objects of Size up to 10+Psyche, add Activation to use of object. Can't implant other objects while doing so.
••••• ●+ Meld and store objects, manifest them simultaneously, each object manifested costs 1 Plasm.
Caul (Stamina) Passion (Empathy) Geist 112, 122
Fully share mind with your geist. Add Activation to all Intelligence rolls.
•• Work with your geist's help to solve a mental problem. Gain Rote Action to one Mental Skill roll.
••• Add Activation to all Empathy, Intimidation, Persuasion, Socialize and Subterfuge rolls.
•••• ●● Roll Manipulation+Empathy+Activation vs Composure+Psyche to cause another touched person to love you for as long as Passion Caul is up. Roll Dexterity+Brawl to touch if resisted. After the Manifestation ends, target knows about manipulation, gets +3 to Composure rolls against you for remainder of Chapter.
••••• Complete mind/soul merger with geist. Completely negate a mind- or emotion-controlling power used against you for 1 Willpower.
Caul (Stamina) Phantasmal (Persuasion) Geist 112, 123
Can modify body's shape as Instant action, suitable mod adds Activation to a Physical Skill's rolls.
•• ●● Alter form to inflict paralyzing fear. Roll Stamina+Expression+Activation-(highest Composure present). For 1 turn / success, viewers take as penalty to act except cowering/running away.
••• Body becomes very pliable. Any Bashing damage taken is halved, rounded down.
•••• Warp body to grow limbs stretch chest into a cage. Add Activation to any single Brawl or grapple roll.
••••• ●●○ Shift into a form that induces madness. Roll Manipulation+Expression+Activation vs Morality+Psyche, inflict minor (or increase to major) derangement on target for one scene.
Caul (Stamina) Primeval (Animal Ken) Geist 112, 124
Senses are heightened. Add Activation to Perception rolls. If blinded, can track foes by sound and scent. Add Activation to Survival when tracking.
•• Gain instinctive animal awareness. Defense is higher of Wits or Dexterity. Add Activation to Speed.
••• Body takes on animal features. For one scene, distribute Activation amongst Strength, Dexterity and Stamina.
•••• ●, ●○ Eat some flesh of an animal Size 3 to 7. Spend one Plasm to store it's form, up to a number equal to Psyche, for up to a month. Can later transform into that animal as Instant action by paying 1 Plasm and 1 Willpower with Stamina+Animal Ken+Activation roll, up to end of scene. Must revert to human form to use Caul benefits besides Perception/Defense bonus.
••••• ●● Roll Resolve+Animal Ken+Activation to split into a group of small animals.
Caul (Stamina) Pyre-Flame (Occult) Geist 112, 122
Feel warm to the touch. Attacks against you take Activation as a penalty, can glow brightly.
•• 1L Body is a crucible. Gain 3 Plasm. Can't negate damage with Plasm, counts as agg for Mending the Mortal Coil.
••• Become more agile. Allocate Activation between Initiative, Speed and Defense.
•••• Body shines more brightly. Those who look directly at you are blinded for Activation turns.
••••• ●+ Spend up to Activation Plasm, 1-to-1 for Dexterity, Wits or Manipulation.
Caul (Stamina) Stigmata (Occult) Geist 112, 124
Control autonomic functions of body. Do not need to breathe, eat or sleep, not affected by hunger or fatigue penalties.
•• 1B+ Create pool of own blood, at least 1 Bashing worth. See through pool. Lose Defense, shifting between pools is instant action.Animate your spilt blood, move it up to speed, has Strength 1.
••• Control pool of own blood, infused with plasm. Focus and move up to your Speed, form into shapes.
•••• Detach arm, move it up to your Speed, has your Physical Attributes, Size 2 and 1/2 your Health.
••••• ●● 1L Bigger pool. Create blood homunculus, has your Attributes and Skills but is Size 2 and has 1/2 your Health. You have -3 to act while concentrating on it.
Caul (Stamina) Stillness (Stealth) Geist 112, 125
Activation acts as penalty to Wits+Composure rolls to detect you by sight, sound or smell.
•• Remove self from someone's memories. 1 target at a time, max 1x/day/target. Wits+Stealth+Activation vs. Resolve+Psyche. Removes up to 2 turns (6sec) per point of Caul from memory.
••• Step between shadows within 10 yards / Activation, vanish, reappear at beginning of your next turn.
•••• ●● Become shadow, immune to physical damage, pass through windows, under doors or up flat surfaces. Cannot manipulate objects.
••••• ●● As Stillness Caul 2, but completely remove self from short term memory of target. Same roll, with success, target will forget you again every turn.
Caul (Stamina) Stygian (Medicine) Geist 112, BotD 78
Reduce all penalties to Mental rolls by Activation, but Willpower only adds +2.
•• Only take Bashing damage from firearms, no damage from extreme temperatures or pressure, electricity, non-supernatural diseases, drugs and poisons, and do not fall unconscious due to Bashing damage.
••• Spend 1 Plasm reflexively to add Activation to Stamina (but not Health) for the duration.
•••• - , 1B Add Activation to Health, do not fall unconscious due to any types of damage, do not suffer wound penalties. May take 1 Bashing damage to fit through any space as large as your head.
••••• Pay 1 Plasm to become an Anchor for any ghost you can see for one week.
Caul (Stamina) Tear-Stained (Occult) Geist 112, 122
Body infused with water. Heal 1B per turn, heal Lethal as Bashing if at least half submerged in water.
•• Add Activation to Strength rolls for grappling.
••• Body flows around attacks. Defense applies against firearms.
•••• Meld with a body of water of at least Size 10. Move between points up to Caul dots in miles in one scene.
••••• Transform into a wave, travel 30' forward, do Activation in Lethal damage to everyone within 10' of path.
Curse (Presence) Cold Wind (Occult) - (Lower of Target's Resolve or Composure) Geist 112, 126
Place hex on subject within 10 yards / Psyche for 1 day / Activation. Bad weather follows the target. Penalize subject's rolls by 1/2 Activation while exposed.
•• Extend duration to 3 days / Activation.
••• Victim cannot get warm, shivers uncontrollably. -2 modifier to all actions.
•••• Temperature in vicinity drops below freezing. If using a Physical Skill outdoors, -2 modifier to keep balance.
••••• Subject must succeed at a Resolve roll each hour or lose a Willpower point, even indoors.
Curse (Presence) Grave-Dirt (Occult) - (Lower of Target's Resolve or Composure) Geist 112, 126
Place hex on subject within 10 yards / Psyche for 6 hours / Activation. Subject can not sleep for duration of the Curse. See WoD p179 for fatigue rules, but auto-success on Stamina+Resolve rolls.
•• Sleeplessness extends to anyone who shares a bed with the victim.
••• Subject becomes short of breath. Subject loses 1 Stamina dot for the duration.
•••• Subject's limbs feel weighted down. Subject loses 1 Dexterity dot / 2 Activation for the duration, to a minimum of one.
••••• ●● Subject feels like wrapped in mud. Rolls for fine physical manipulation are penalized by Activation. Subject loses 1 Willpower point per day.
Curse (Presence) Industrial (Crafts) - (Lower of Target's Resolve or Composure) - Tech modifier of most recent object affected Geist 112, 127
Place hex on subject within 10 yards / Psyche for 1 day / Activation. Reduce Equipment bonuses for the subject to a maximum of zero.
•• All subject's positive Equipment bonuses become negative, negative Equipment bonuses are penalized by a further -2.
••• Every roll the subject makes with an item inflicts Activation damage on the item, subtracting Durability as normal.
•••• Every roll the subject makes with an item inflicts 1 Bashing damage on himself.
••••• ●● One item of technology with Equipment modifier less than Activation deals 3x Equipment modifier in Lethal damage to the subject.
Curse (Presence) Passion (Empathy) - (Lower of Target's Resolve or Composure) Geist 112, 127
Place hex on subject within 10 yards / Psyche for 1 day / Activation. Subject passes a chosen emotion to others by touch.
•• The emotion has a chance to affect anyone the subject speaks to.
••• Anyone within 10' of the subject may be affected. Actions that are based in the emotion gain Activation as a bonus, in opposition take Activation as penalty.
•••• ●● Duration is reduced to 1 hour / Activation. If someone acts in furtherance of the emotion, one roll (ST's choice) that doesn't further is reduced to chance die.
••••• Each Dramatic Failure generated by the 4-dot version of this Curse give you 1 Plasm.
Curse (Presence) Phantasmal (Persuasion) - (Lower of Target's Resolve or Composure) Geist 112, 127
Place hex on subject within 10 yards / Psyche for 1 day / Activation. Perceive distances as warped and twisted. Subject takes Activation as a penalty to Dexterity and Perception rolls. (Not Defense.)
•• Create a number of hallucinogenic characters equal to Activation. May dictate details or leave it up to the subconscious.
••• Distortions impact balance. Subject's Dexterity rolls doing anything but walking slowly forward reduced to chance die in initial Scene.
•••• ●● The subject believes any one simple statement per success unequivocally for the duration.
••••• Extend duration to 1 week / Activation. Medication and therapy do not improve it.
Curse (Presence) Primeval (Animal Ken) - (Lower of Target's Resolve or Composure) Geist 112, 128
Place hex on subject within 10 yards / Psyche for 1 hour / Activation. Subject's Animal Ken rolls are reduced to chance die, even despite any bonuses.
•• Animals equal to Activation of a specific type gather around the subject, including trying to break into buildings.
••• All animals within 100 yards / Activation are drawn to the subject.
•••• ●● Victim takes form of next animal he touches. Non-reflexive physical actions take -4 due to confusion. Separate hex.
••••• Victim's mind turns into that of next animal he sees. Supernaturals can resist with 2 plasm (or equivalent) and 1 Willpower to think as human for a turn. Mental/social attributes take penalty equal to Activation. Otherwise, focused on finding food and avoiding predators. Separate hex.
Curse (Presence) Pyre-Flame (Occult) - (Lower of Target's Resolve or Composure) Geist 112, 126
Place hex on subject within 10 yards / Psyche for 1 day / Activation. Prevents subject from making or taking fire for the duration.
•• Suppresses fires within 10 yards / Psyche of subject--nobody can start, existing fires go out.
••• Suppresses electrical devices the subject carries as well.
•••• Suppresses electrical devices within 10 yards / Psyche of the subject.
••••• Subject is blinded for the duration.
Curse (Presence) Stigmata (Occult) - (Lower of Target's Resolve or Composure) Geist 112, 129
Place hex on subject within 10 yards / Psyche for 1 hour / Activation. Do one Lethal damage that is does not stop bleeding, but heals at the end of duration.
•• Wounds open across the body. Lethal damage equal to Activation. Each wound bleeds profusely, leaves scars after.
••• Inflict a wasting disease on subject, causing them to take one Lethal damage each hour. Subject takes Activation as a penalty to Social rolls.
•••• Subject is anchor for one apparition or poltergeist per Activation for the duration.
••••• ●● Subject is forced into Twilight and cannot re-materialize for the duration.
Curse (Presence) Stillness (Stealth) - (Lower of Target's Resolve or Composure) Geist 112, 129
Place hex on subject within 10 yards / Psyche for 1 day / Activation. People disregard the subject. -2 penalty to all Presence and Manipulation rolls.
•• People tend to forget the victim unless reminded. Gain Depression derangement for the duration.
••• People forget the victim even when he's present. Each day after the first, victim loses 1 Willpower due to isolation.
•••• ●● Subject temporarily retroactively removed from history for the duration--people act like he never existed.
••••• If Willpower is spent on any form, 1 week / Activation duration.
Curse (Presence) Stygian (Medicine) - (Lower of Target's Resolve or Composure) Geist 112, BotD 78
Place hex on subject within 10 yards / Psyche for 1 day / Activation. Subject takes Activation as a penalty to all Persuade, Empathy, and Socialize rolls.
•• Subject loses all sexual desire, successes on secondary roll applied as penalty to all who would find him attractive.
••• On a successful secondary roll, subject suffers -2 to all rolls after using a Willpower point. Lasts one scene.
•••• ●● On a successful secondary roll, subject can no longer spend Willpower for the duration of the Curse.
••••• ●● On a successful secondary roll, subject attempts suicide. If they survive, they can never be affected by Stygian Curse again.
Curse (Presence) Tear-Stained (Occult) - (Lower of Target's Resolve or Composure) Geist 112, 126
Place hex on subject within 10 yards / Psyche for 1 hour / Activation. Subject gains Hydrophobia derangement for the duration.
•• Depression instead of hydrophobia. Subject loses a point of Willpower and can not spend Willpower for the duration.
••• Extend the duration to 1 day / Activation.
•••• Bombarded by images of failure and loss. All of subject's rolls take a -2 penalty.
••••• ●● Subject gains Hysteria Derangement related to water.
Marionette (Manipulation) Cold Wind (Occult) Geist 113, 130
• - •••• ●+ [○], ● Create homunculus. Requires a person's dying breath. 1 Plasm Marionette dot plus a Willpower DOT. Endures 1 month / Activation. 1 Plasm to activate, may direct it. Physical Attributes and Size equal to Marionette dots, use Mental and Social Attributes as well as skills, -3 Presence. Has wings, can fly 3x Speed. Add Activation to its Stealth rolls. Fire/heat attacks get +3 to hurt it.
••••• Homunculus can act independent of your direct control, gains 1 dot in Mental and Social Attributes. Activation can be distributed between Mental and Social Attributes (1/ 1 dot) or Skills (1/ 3 dots).
Marionette (Manipulation) Grave-Dirt (Occult) Geist 113, 130
• - •••• ●+ [○], ● Create homunculus. Requires fresh soil from interment. 1 Plasm Marionette dot plus a Willpower DOT. Endures 1 month / Activation. 1 Plasm to activate, may direct it. Physical Attributes and Size equal to Marionette dots, use Mental and Social Attributes as well as skills, -3 Presence. +1 to Strength rolls and add Activation to Armor. Water-based attacks do Lethal to it.
••••• Homunculus can act independent of your direct control, gains 1 dot in Mental and Social Attributes. Activation can be distributed between Mental and Social Attributes (1/ 1 dot) or Skills (1/ 3 dots).
Marionette (Manipulation) Industrial (Crafts) - (Technology Level p111) Geist 113, 132
• - •••• ●+ Spend 1 Plasm per 5 Size to telekinetically manipulate an object within line of sight of up to 5x Marionette dots in Size, manipulating it in a variety of ways.
••••• ●+ Roll Resolve+Crafts+Activation and spend Plasm equal to Size. On success, object explodes doing 1 Lethal damage per success to everyone within 3x Size yards. Those dodging can subtract successes on a Dexterity+Athletics roll from the damage.
Marionette (Manipulation) Passion (Empathy) vs (Target's Composure+Psyche) Geist 113, 133
Create sympathetic link to target. Add Activation to all mundane Presence and Manipulation rolls against them.
•• Roll Manipulation+Empathy+Activation vs Composure+Psyche to impose a intense emotion on the target. Target takes Activation as penalty due to being overcome with emotion. Can spend Willpower to negate penalty for one action. When Willpower equal to Activation has been spent, the Manifestation ends and target is immune to emotional manipulation from you for a scene. Max duration of one scene.
••• You can associate the emotion imposed with a person, place, object or stimulus.
•••• ●●+ For two Plasm, extend duration to 1 day. Extend the duration further by 1 day / Plasm.
••••• Instead of an emotion, inflict a mild derangement (severe on Exceptional Success) for one day per Plasm.
Marionette (Manipulation) Phantasmal (Intimidation) Geist 113, 134
Create Geist-body with traits equal to yours, which you inhabit while your body is comatose. Add Activation to Intimidation rolls. You can pay 1 Plasm to de/materialize at will.
•• Make a permanent decision on how to distribute 4 dots amongst Geist-body's Strength, Dexterity, Stamina, Presence, Size and Speed, up to 2 dots apiece.
••• Distribute 4 more dots. Can expend one or more to fly (Speed multiplied by dots spent).
•••• Distribute 4 more dots. Can two or more to gain Lethal weapon (bonus equal to 1/2 dots spent) or to add to flight.
••••• Distribute 4 more dots. Can add to flight or Lethal weapons.
Marionette (Manipulation) Primeval (Animal Ken) Geist 113, 134
Create a bond with a target animal. Must maintain concentration to control; if distracted; re-roll to resume.
•• Control an animal up to Size 5, or two animals up to Size 2.
••• - , ●+ Control an animal up to Size 10, two up to Size 5 or Activation up to Size 2, or control a plant up to Size of Psyche, paying 1 Plasm per plant's Size.
•••• Control an animal of any Size, or any number of animals who's total Size does not exceed 20.
••••• - , ●+ Control a plant of Size up to 5 / Psyche, paying 1 Plasm per 5 Size. Can make an animal into a familiar with Presence+Animal Ken+Activation-Animal's Stamina. Pay Plasm up to animals natural Stamina, adding +1 to Physical Attributes, +1 to Perception and +1 to Intimidation per Plasm, with a duration of 6 hours / Plasm.
Marionette (Manipulation) Pyre-Flame (Occult) Geist 113, 130
• - •••• ●+ [○], ● Create homunculus. Requires ashes from recent cremation or burning death. 1 Plasm Marionette dot plus a Willpower DOT. Endures 1 month / Activation. 1 Plasm to activate, may direct it. Physical Attributes and Size equal to Marionette dots, use Mental and Social Attributes as well as skills, -3 Presence. Has wings, can fly at normal Speed. Immune to fire/heat attacks. Water-based attacks do Lethal and submerging for more than a turn returns it to an egg.
••••• Homunculus can act independent of your direct control, gains 1 dot in Mental and Social Attributes. Activation can be distributed between Mental and Social Attributes (1/ 1 dot) or Skills (1/ 3 dots).
Marionette (Manipulation) Stigmata (Occult) - (Ghost's Resistance) Geist 113, 135
●(1L/3B) Ghost actions that violate command take Activation as penalty, action done in progress of command gain Activation as bonus.
•• You become the ghost's temporary anchor, keeping it within 10 yards of you.
••• Roll Manipulation+Intimidation+Activation vs Resistance (which is not affected by penalty) to force ghost to take one action.
•••• ●●/●●● Roll Manipulation+Occult+Activation vs Resolve+Psyche to force ghost into a host. If 3 Plasm was spent, the host is unaware.
••••• While ghost is in a host, it still has access to it's Numina, and the duration extends to 1 hour / Activation.
Marionette (Manipulation) Stillness (Occult) Geist 113, 136
Animate a corpse with small motions (twitches, jerks, convulsions).
•• Animate an animal of up to Size 1, perceive through it's eyes for as long as you concentrate.
••• Animate an animal of up to Size 10 for as long as you concentrate.
•••• - , ● Animate a human as long as you concentrate. Physical attributes as body with -1 per 6 months dead. Pay 1 Plasm to distribute Activation amongst Physical Attributes up to 2 higher than its lowest Physical trait. Your Mental and Composure, but Presence and Manipulation are 0. Duration is 1 hour / Activation.
••••• ●+/●+[○] Animate a corpse with 2 dots in Physical Attributes, 1 dot in Mental and Social Attributes. Pay up to Activation Plasm to distribute 5 dots / Plasm amongst Physical and Mental Attributes and Composure. You can pay a Willpower DOT to extend the duration to permanent.
Marionette (Manipulation) Stygian (Medicine) Geist 113, BotD 79
Take over control of a dead body, projecting the consciousness through it and using it almost as if it were one's own.
•• ●, ●+ Reduce presence penalty while using new body for a plasm, and can use plasm to heal injuries the body has sustained.
••• Can spend a plasm when taking over a body to allow greater physical skills.
•••• Can spend willpower to maintain control of a new body for up to a week; can shift between bodies with a roll.
••••• ●●○ Can control both true and new bodies simultaneously, with an extra roll, and penalties to wits and defense.
Marionette (Manipulation) Tear-Stained (Occult) Geist 113, 130
• - •••• ●+ [○], ● Create homunculus. Requires water from lungs of drowning victim or from area where human was buried at sea during same scene. 1 Plasm Marionette dot plus a Willpower DOT. Endures 1 month / Activation. 1 Plasm to activate, may direct it. Physical Attributes and Size equal to Marionette dots, use Mental and Social Attributes as well as skills, -3 Presence. Can swim 4x Speed but moves half Speed on land. Can breath underwater. +3 to heat/fire attacks against it.
••••• Homunculus can act independent of your direct control, gains 1 dot in Mental and Social Attributes. Activation can be distributed between Mental and Social Attributes (1/ 1 dot) or Skills (1/ 3 dots).
Oracle (Intelligence) Cold Wind (Occult) Geist 113, 137
• - •• ●+ xB Must be suffocated or strangled (full Bashing). Astral project for 1 hour / Activation + 1 hour / Plasm spent. Can detect tampering with your body with a Wits+Composure+Oracle+Activation roll and return instantly. When you return, all previous damage is healed.
••• - •••• Fly up to 100 miles per hour / Oracle dot, gain +3 bonus when dealing with ghosts that died due to the elements.
••••• Duration is Indefinite.
Oracle (Intelligence) Grave-Dirt (Occult) Geist 113, 137
• - •• ●+ xB Must be buried alive (full Bashing). Astral project for 1 hour / Activation + 1 hour / Plasm spent. Can detect tampering with your body with a Wits+Composure+Oracle+Activation roll and return instantly. When you return, all previous damage is healed.
••• - •••• Fly up to 100 miles per hour / Oracle dot, gain +3 bonus when dealing with ghosts that were buried underground.
••••• Duration is Indefinite.
Oracle (Intelligence) Industrial (Investigation) - (Technology Level p111) Geist 113, 139
Add Activation to Wits-based rolls to perceive or understand a crafted object.
•• Add Activation to any roll dealing with the object.
••• Roll Intelligence+Investigation+Activation to ask a number of questions about object's history equal to successes.
•••• Roll Intelligence+Investigation+Activation to ignore one point of Durability of object per successes.
••••• Can make a phone call and project senses over the line, or use Industrial Boneyard centered on the other end so long as call is connected.
Oracle (Intelligence) Passion (Empathy) Geist 113, 140
Add Activation to mundane Empathy and Intimidation rolls, exclusive with Passion Marionette bonus.
•• Gain 9-Again on mundane Empathy and Intimidation rolls.
••• Roll Wits+Empathy+Activation-(target's Composure) to perceive their emotional aura.
•••• When perceiving aura, choose one per success: see Viture, Vice, permanent or temporary Willpower, Morality or a Derangement.
••••• Add Activation to one Brawl, Melee or Firearms attack roll.
Oracle (Intelligence) Phantasmal (Investigation) Geist 113, 140
Add Activation to mundane Empathy (Detect Lies), Subterfuge and Persuasion rolls.
•• Gain 9-Again on mundane Empathy (Detect Lies), Subterfuge and Persuasion rolls.
••• Add Activation to any roll to resist or see through magical illusions or deceptions. Can roll Intelligence+Investigation to resist even if not normally allowed.
•••• ●●● ST rolls your Intelligence+Occult+Activation, takes three minutes to use. Each success gives one cryptic answer to a question.
••••• Automatically see through any illusion if Psyche is greater than creator's Supernatural Attribute.
Oracle (Intelligence) Primeval (Survival) Geist 113, 141
Add Activation to Wits-based perception and mundane Animal Ken and Survival rolls.
•• Add Activation to Initiative and mundane Empathy rolls.
••• Gain "Direction Sense" Merit while outdoors.
•••• Gain 9-Again on Wits-based perception rolls.
••••• Roll Wits+Survival+Activation vs Wits+Stealth to track a target by scent (1 roll / hour).
Oracle (Intelligence) Pyre-Flame (Occult) Geist 113, 137
• - •• ●+ 2L Must set yourself on fire (2 Lethal damage). Astral project for 1 hour / Activation + 1 hour / Plasm spent. Can detect tampering with your body with a Wits+Composure+Oracle+Activation roll and return instantly. When you return, all previous damage is healed.
••• - •••• Fly up to 100 miles per hour / Oracle dot, gain +3 bonus when dealing with ghosts that were cremated or burned alive.
••••• Duration is Indefinite.
Oracle (Intelligence) Stigmata (Occult) Geist 113, 141
Add Activation to Wits-based rolls to see or understand anything related to ghosts in the area.
•• Roll Wits+Occult+Activation-(ghost's Resistance), each success answers one question about the ghost.
••• - , ● Roll Wits+Composure+Activation-(1/hour) to detect past Numia and Manifestation use in the area. Roll Wits+Occult+Activation and pay 1 Plasm to gain one answer about the event per success.
•••• Roll Wits+Occult+Activation-(1/mile) to detect nearest Underworld Gate.
••••• ●●○ Roll Stamina+Occult+Activation to send your soul to the Autocthonous Depths. Damage to soul occurs to body as well. Can return with one full action, or by reflexive action if 1 Lethal damage is taken.
Oracle (Intelligence) Stillness (Investigation) Geist 113, 142
Add Activation to Investigation and Medicine rolls to examine remains.
•• Gain 9-Again roll on Investigation and Medicine rolls to examine remains.
••• Roll Intelligence+Medicine+Activation to ask a question about 1 minute / success leading up to touched corpse's death.
•••• When asking questions, may ask about life as well as death.
••••• ●● Roll Intelligence+Occult+Activation to take a corpses' Skill Dots, Mental Merit or Specialty for a scene as long as within 10 yards / Psyche of Size 1 remains.
Oracle (Intelligence) Stygian (Medicine) Geist 113, BotD 80
Scan collective knowledge of local ghosts; add activation successes to extended Academics or Occult checks, and can understand a number of additional languages equal to activation successes.
•• Gains encyclopedic knowledge merit, or 8-again to rolls to recall something if already possessed. When Stygian Oracle is active, can add activation successes to dice pool for this merit.
••• Can add activation successes to all Academics or Occult checks; gains a permanent number of known languages equal to Oracle dots.
•••• ● (○) Can spend a plasm to add activation successes to pool for navigating the Underworld; can additionally spend a willpower dot to instantly transit between two rivers.
••••• For one scene, gains a number of bonus dots to skills in a given category (mental, physical, social) equal to Occult + activation successes, any given skill maxing at four dots. Severe penalties for enhancing an unknown skill this way.
Oracle (Intelligence) Tear-Stained (Occult) Geist 113, 137
• - •• ●+ xB Must drown yourself (full Bashing). Astral project for 1 hour / Activation + 1 hour / Plasm spent. Can detect tampering with your body with a Wits+Composure+Oracle+Activation roll and return instantly. When you return, all previous damage is healed.
••• - •••• Fly up to 100 miles per hour / Oracle dot, gain +3 bonus when dealing with ghosts that were buried at sea.
••••• Duration is Indefinite.
Rage (Strength) Cold Wind (Occult) - (Target's Defense) updated Geist 113, 143
Inflicts Bashing. On hit, victim suffers a -1 penalty to all rolls until the end of the scene.
•• Penalties stack to a maximum of -5.
••• Spend an additional plasm to knock victim back 5 yards per point of damage.
•••• Spend plasm 1:1 to increase Activation dice pool upto Occult rating. All Cold Wind Rage attacks inflict Lethal for no additional cost.
••••• ●●○ Victim adds their Stamina to their Defense. On success, re-roll failed dice as if rote.
Rage (Strength) Grave-Dirt (Occult) - (Target's Stamina) Geist 113, 143
Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack. Penalize target's Manipulation and Speed by Rage Dots for a scene.
•• Damage may be Bashing or Lethal.
••• Ignore up to -3 of modifiers for concealment ("substantial").
•••• Range extends to line-of-sight.
••••• Damage is Aggravated for one attack.
Rage (Strength) Industrial (Crafts) - (Objects's Durability) Geist 113, 143
Attack an object's Durability within 10 yards / Psyche equal to successes with an invisible attack, or add Rage Dots to attacks made with an object (penalized by technology level, p111).
•• Damage may be Bashing or Lethal.
••• Ignore up to -3 of modifiers for concealment ("substantial").
•••• Range extends to line-of-sight.
••••• Damage is Aggravated for one attack.
Rage (Strength) Passion (Empathy) - (Target's Composure) Geist 113, 143
Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack.
•• Penalize target's Social rolls against you by -2 for a Scene.
••• Reduce target's Defense to 0 until his next turn. Ignore up to -3 of modifiers for concealment ("substantial").
•••• ●●+ For each point of damage that would be dealt, you can spend 2 Plasm to drain 1 Willpower instead. Range extends to line-of-sight.
••••• ~ ●●○, ○ Instead, roll Manipulation+Empathy+Rage-(lower of target's Resolve and Composure) to do 1 Dot of Mental Attribute damage per success, that heals at a rate of 1 Dot / 2 days. Additionally, may pay 1 Willpower to cause damage to be Aggravated for one attack.
Rage (Strength) Phantasmal (Persuasion) - (Target's Composure) Geist 113, 144
Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack. Damage is removed at the end of the Scene.
•• ~ ●● Instead, roll Manipulation+Persuasion+Rage to create a phantom that attacks before you for three turns with successes as it's pool. Damage may be Bashing or Lethal, and is removed at end of the Scene.
••• ~ ●● Instead, roll Presence+Persuasion+Rage vs Resolve+Psyche to cause target to have nightmares the next time they sleep that causes damage equal to their Strength that lasts until the next time they sleep for 6 hours. Alternately, ignore up to -3 of modifiers to Activation.
•••• For remainder of the scene, target must roll Resolve+Composure to do more than move at Speed directly away. Range extends to line-of-sight.
••••• - , ○ Add target's Strength to your Activation roll. May pay 1 Willpower to make damage Aggravated, and is removed at end of the Scene.
Rage (Strength) Primeval (Survival) '- (Target's Defense)' Geist 113, 144
Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack.
•• ●+ Damage may be Bashing or Lethal. Reduce target's Defense against the attack by 1 / Plasm.
••• ~ ●● Instead, roll Stamina+Animal Ken+Rage-(target's Stamina) to summon a swarm that attacks with 4 dice at the end of your turn for successes turns. Additionally, ignore up to -3 of modifiers for concealment ("substantial").
•••• Call nearby animals, add Size of largest to Activation roll. Range extends to line-of-sight.
••••• ●+, ○ Can make the Activation roll against highest Defense of multiple targets (1 additional Plasm / target), Defense is increased by 1 / target, dividing successes amongst them. May pay 1 Willpower to cause damage to be Aggravated for one attack.
Rage (Strength) Pyre-Flame (Occult) - (Target's Stamina) Geist 113, 143
Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack. Penalize target's Defense and Perception rolls by Rage Dots for a scene.
•• Damage may be Bashing or Lethal.
••• Ignore up to -3 of modifiers for concealment ("substantial").
•••• Range extends to line-of-sight.
••••• Damage is Aggravated for one attack.
Rage (Strength) Stigmata (Occult) - (Target's Stamina/Resistance) Geist 113, 145
Do Bashing damage to a target within 2 yards / Psyche equal to successes with an invisible attack. Can affect ghosts as well.
•• Damage may be Bashing or Lethal. Penalize all of target's Mental rolls by 1/2 Activation, rounded down.
••• Target bleeds 1 Bashing damage / turn until they receive medical attention (Intelligence+Medicine). Additionally, ignore up to -3 of modifiers for concealment ("substantial").
•••• Range is 20 yards / Psyche.
••••• ●○○, ○ Upgrade bleeding damage to Aggravated. May pay 1 Willpower to cause damage to be Aggravated for one attack.
Rage (Strength) Stillness (Subterfuge) - (Target's Stamina) Geist 113, 145
Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack.
•• Damage may be Bashing or Lethal. If target dies from the attack, it appears to be from natural causes.
••• Reduce the Durability of cover for the target. Additionally, ignore up to -3 of modifiers for concealment ("substantial").
•••• Ignore target's Stamina. Range extends to line-of-sight.
••••• ~ ●●, ○ Instead, roll Strength+Brawl+Rage-(target's Defense) to do 2 Lethal damage each turn for successes turns and reduce target's Defense to 0. Additionally, may pay 1 Willpower to cause damage to be Aggravated for one attack.
Rage (Strength) Stygian (Medicine) - (Target's ) Geist 113, BotD 80
Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack. Inflicts penalty to social rolls until damage is healed.
•• Can instead inflict one point of lethal damage per turn for activation success turns. Until damage is healed inflicts -1 Dexterity.
••• Can instead inflict activation success dots in damage to physical attributes, which heals as though lethal damage.
•••• Can enhance Stygian Rage ●● to instead inflicting two points of lethal damage per turn.
••••• ●●○ Deals aggravated damage instead of lethal; permanently lowers Presence and maximum Presence of victim.
Rage (Strength) Tear-Stained (Occult) - (Target's Stamina) Geist 113, 145
Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack. Penalize all of target's Physical rolls by Rage Dots for a scene.
•• Damage may be Bashing or Lethal.
••• Ignore up to -3 of modifiers for concealment ("substantial").
•••• Range extends to line-of-sight.
••••• Damage is Aggravated for one attack.
Shroud (Resolve) Cold Wind (Occult) Geist 113, 146
Gain Shroud Dots as Armor, completely negates all damage from extreme cold, and negates any hostile Manifestation using the Cold Wind key if the Shroud has higher activation successes.
•• Grants immunity to gas and suffocation based attacks while Shroud is active
••• Can inflict cold bashing damage based on activation successes when hit or on touch with a Plasm
•••• Grants immunity to electricity from natural sources while Shroud is active; from supernatural sources, add Occult to the Shroud's effective armor rating.
••••• ●● As Cold Wind Shroud ●●●, but inflicts lethal damage instead of bashing.
Shroud (Resolve) Grave-Dirt (Occult) Geist 113, 146
Gain Shroud Dots as Armor, immunity to suffocation, and invulnerability to damage inflicted by grappling.
•• Can add Stamina to effective Armor rating granted by Shroud
••• ●●● Can choose to downgrade any mundane lethal damage that makes it through the Shroud to bashing.
•••• ●●+ Can detonate the Shroud in a cloud of choking dust with a successful secondary roll; significantly incapacitates all in the area, but ends the Shroud. Additionally, allies can be spared from the effect at a cost of 2 Plasm each.
••••• ●● As long as the Sin-Eater is standing on or near solid earth, they can negate any received damage at 2 Plasm per bashing or lethal health level, or 4 Plasm per aggravated health level.
Shroud (Resolve) Industrial (Crafts) Geist 113, 147
●, ● Gain Shroud Dots as Armor. Can pay 1 Plasm reflexively to double Armor for one attack from a man-made weapon.
•• Unlock any non-magical lock. For an electronic lock, roll Intelligence+Larceny+Activation-(Technology Level p111).
••• You are invisible to electronic surveillance.
•••• ●/●● Roll Intelligence+Crafts+Activation-(Technology Level p111) (Durability applies) to disable a mechanical device by touch, or pay an extra Plasm to do so at 10 yards / Shroud Dot range.
••••• ●●, ●● Inflict Activation Lethal damage by touch. Additionally, may pay 2 Plasm when using Industrial Shroud ●●●● to bypass object's Durability.
Shroud (Resolve) Passion (Empathy) Geist 113, 148
Gain Shroud Dots as Armor, and can add Shroud dots to Resolve or Composure to resist mind-affecting supernatural powers.
•• Can add activation successes as a die bonus to Intimidation
••• Can add activation successes to Presence or Manipulation rolls.
•••• ●/●●● Can drain Willpower points of a touched or touching target, with a successful secondary roll. Costs one Plasm normally, three Plasm as part of a Brawl attack.
••••• ●●/●●●●●● As Passion Shroud ●●●●, but ignores target's composure penalty to the secondary roll, and if all Willpower points are drained can inflict a Derangement of Sin-Eater's choosing.
Shroud (Resolve) Phantasmal (Persuasion) Geist 113, 149
Gain Shroud Dots as Armor, and can Manipulation to Defense as well against thinking beings.
•• Anyone attempting to remember details of the Sin-Eater observed under this Shroud take a penalty equal to Activation successes.
••• Can cause a target to forget everything about a Sin-Eater after he leaves their presence; requires a successful resisted secondary roll.
•••• Can shape the Shroud into an illusion causing onlookers to think the Sin-Eater is someone else; requires one Plasm and higher activation successes than target's Composure per deception.
••••• ●/●●● Can take an utterly terrifying visage visible by one target; roll Activation succeses - Target's Composure, each success yields one bashing damage (1 Plasm) or one lethal damage (3 Plasm). Even if no damage is done, the target is too terrified to attack back for the scene unless Composure is greater than Activation successes.
Shroud (Resolve) Primeval (Survival) Geist 113, 149
●, ● Gain Shroud Dots as Armor, and can spend 1 Plasm to add Stamina to this armor against any one attack from any source.
•• ●+ May reflexively spend up to lesser of Animal Ken or Shroud rating in Plasm to augment a physical attribute by that amount for one roll.
••• May reflexively generate plasmic talons, invisible to mortals, which deal +2 lethal damage, or aggravated damage to materialized ghosts.
•••• ●+ ○ As Primeval Shroud ●●, but bonuses last until the Shroud expires, and can distribute the increase to any physical attributes as desired.
••••• ●●●● As Primeval Shroud ●●●, but inflicts aggravated damage to all targets; other Shrouds are affected as though this damage is only lethal.
Shroud (Resolve) Pyre-Flame (Occult) Geist 113, 147
Gain Shroud Dots as Armor, and casts a ghostly illuminating light, visible only by Sin-Eaters or ghosts.
•• Grants immunity to fire and heat from natural sources while Shroud is active; from supernatural sources, add Occult to the Shroud's effective armor rating.
••• While Shroud is active, can ignite any flammable object with a touch.
•••• ●● Can inflict burning lethal damage based on activation successes when hit or on touch with two Plasm
••••• ●●●● As Pyre-Flame Shroud ●●●●, but inflicts aggravated damage.
Shroud (Resolve) Stigmata (Occult) Geist 113, 149
Gain Shroud Dots as Armor, and can add Shroud dots to resistance versus ghost Numina and Manifestations.
•• Can affect unmanifested ghosts as if they were manifested, including with brawl attacks.
••• As Stigmata Shroud ●●, but can now affect unmanifested ghosts with melee weapons.
•••• ●●●○ / 1L○ / ●●●1L / 2L May enter the Twilight for Activation success minutes, or until deliberately ended.
••••• ●●●○ / 1L○ / ●●●1L / 2L As Stigmata Shroud ●●●●, but can bring one person per activation success, and lats for a full scene.
Shroud (Resolve) Stillness (Stealth) Geist 113, 150
Gain Shroud Dots as Armor, and adds Shroud dots to all stealth-related rolls.
•• Can become invisible to all mortal eyes; automatically successful against passive observers, active ones must roll and beat activation successes. Technology and animals are not affected, and attacking anything ends the Shroud immediately.
••• As Stillness Shroud ●●, but extends to animals and technology.
•••• Can become intangiable for one turn for non-combat purposes.
••••• ●●● / ●●●●● / ●●●○ / ●●●●●○ As long as the Sin-Eater has Defense, can now reflexively become intangible to ignore the attack. Costs 3 Plasm, or 5 Plasm if the attack is aggravated. Can even exceed Plasm rates based on Psyche with a Willpower point.
Shroud (Resolve) Stygian (Medicine) Geist 113, BotD 81
Gains Shroud Dots as Armor, and whenever an attack inflicts no damage, redirect it to the nearest character.
•• While active, any Killing Blow inflicts normal damage.
••• Triggered when struck in melee and still has Defense, can redirect attack to the nearest character.
•••• ●● Can now choose the target of redirected attacks.
••••• ●●○ Whenever Sin-Eater is attacked, their geist attacks the target with a pool of damage taken + activation successes, inflicting lethal damage and draining willpower.
Shroud (Resolve) Tear-Stained (Occult) Geist 113, 147
Gain Shroud Dots as Armor, grants ability to breathe underwater, and can add activation successes as bonus dice to all swimming or other underwater checks.
•• $ ● Can douse any mundane flame up the activation successes in Size; supernaturally sparked ones require a secondary roll.
••• Can inflict drowning bashing damage based on activation successes when hit or on touch with a Plasm
•••• ●● Can inflict water damage on any inanimate object with a secondary roll, against electronic items durability is ignored.
••••• ●●● As Tear-Stained Shroud ●●●, but instead inflicts automatic bashing damage equal to activation successes-Target's stamina
The Pit (Composure) Cold Wind (Occult) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 83
Subtracts activation successes from Persuasion and Socialize (max -5) for one scene
•• Lasts until victim next sleeps instead of one scene
••• Deprives the victim of breath for one minute per success on secondary roll, also causing panic.
•••• ●●○ For one scene, all failed Presence or Manipulation rolls are treated as dramatic failures
••••• When using Cold Wind Pit ●●●, can add activation successes to secondary roll and cause damage done to Composure rather than health.
The Pit (Composure) Grave-Dirt (Occult) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 83
Subtracts activation successes from Composure (max -5) for one scene; potentially causes knockdown if victim moves and fails a secondary roll
•• If a contested secondary roll is successful, victim suffers penalties to Dexterity the higher they are from ground level.
••• Victim's speed reduced to Strength; activation successes applied as a penalty to all Athletics checks, and dramatic failure on Athletics inflicts damage.
•••• Enhances Grave-Dirt Pit ●●, to also inflict damage and stun for one turn.
••••• ●●○ Victim is dragged underground; stays there for one turn per success on secondary roll; inflicts damage for falling and they cannot breathe.
The Pit (Composure) Industrial (Crafts) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 84
Until next sunset, victim suffers a penalty to Composure equal to the anachrotech penalty of the newest device they've used in a given scene.
•• ●● Sin-Eater selects a specific visible device, of size up to (5+Activation Successes), and makes a secondary roll. If successful, victim always rolls a chance die when using that device.
••• ●● Can bind a ghost to a machine.
•••• Enhances Industrial Pit ●●, such that it can affect a maximum size of (10+2*Activation Successes). Additionally, can affect up to Pysche separate machines simultaneously, as long as the total size does not exceed maximum.
••••• ●●● With a successful contested secondary roll, a target is erased from civilization; credit cards are canceled, all ID checks fail, and they lose the effects of all social merits. Lasts for one week.
The Pit (Composure) Passion (Empathy) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 85
Subtracts activation successes from Composure (max -5) for one scene
•• With a successful resisted roll, the victim suffers an increasing penalty to all extended actions.
••• With a successful contested roll, the victim gains only one Willpower for exercising their Virtue, suffering a penalty to rolls to do so, and afterwords cannot regain Willpower via virtue or vice until the next chapter.
•••• ●●● With a successful resisted roll, the next successes rolls for instant or extended actions are reduced to chance die.
••••• Enhances Passion Pit ●●●●, such that the victim now must spend Willpower to roll at all.
The Pit (Composure) Phantasmal (Persuasion) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 86
Subtracts activation successes from Composure (max -5) for one scene; must touch the victim, and they must be in a clear state of mind.
•• With a successful contested roll, the victim suffers a mild derangement.
••• With a successful contested roll, the victim becomes delusional, suffering -2 to all social roles and reacting to confrontation with fight or flight. Victim can spend a Willpower point to become lucid for one minute.
•••• Can enhance Phantasmal Pit ●●, such that it now inflicts a severe derangement.
••••• ●●● With a successful resisted roll, can inflict the resulting successes in damage to the victim's Presence or Manipulation. This damage heals as if it were lethal damage.
The Pit (Composure) Primeval (Survival) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 86
Subtracts activation successes from Composure (max -5) for one scene; if activated in the wilderness, activation roll gains 8-again property.
•• With a successful resisted roll, the victim's speed drops by two per successes, possibly immobilizing them. Lasts until duration expires or they set foot on man-made terrain.
••• Forces the victim to either spend a willpower point or do nothing but seek out the nearest civilization.
•••• With a successful contested roll, the victim flees in panic, suffering a large penalty to all other actions.
••••• ●●● Summons a ghost that takes the form of an undead predator, which hunts down the victim. With a Willpower point spent, the creature remains until the next sunrise, rather than the Pit duration.
The Pit (Composure) Pyre-Flame (Occult) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 84
Subtracts activation successes from Composure (max -5) for one scene
•• Apply activation successes as a penalty to perception to notice whether a surface is hot.
••• As Pyre-Flame Pit ●●, and victim must spend a Willpower point to even roll perception; additionally, they can see no light from fires.
•••• ●● With a successful secondary roll, weapons that would cause a victim to catch flame with an exceptional success now do so with a normal success.
••••• Can enhance Pyre-Flame Pit ●●●●, such that sparked fires are always at least the size of a torch and the heat of a chemical fire.
The Pit (Composure) Stigmata (Occult) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 88
Subtracts activation successes from Speed and Initiative (max -5) for one scene
•• If the Sin-Eater can shed at least one lethal point of damage on the victim and succeed on a resisted roll, ghosts gain the successes in bonuses to manifest around the victim.
••• Victim also suffers activation successes as a penalty to Wits rolls
•••• Can enhance Stigmata Pit ●●, such that ghosts can manifest as if the victim were an anchor, and all ghosts in the area are alerted of this ability.
••••• ●● With a successful contested roll, the victim suffers an additional point of bashing damage with every attack suffered; if this bashing damage would cause overflow into lethal damage, the victim begins bleeding heavily to death. Vampires lose Vitae instead.
The Pit (Composure) Stillness (Subterfuge) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 88
Subtracts activation successes from Composure and Perception rolls (max -5) for one scene
•• Victim has all perception and surprise rolls reduced to a chance die; additionally, they cannot spend willpower on these rolls.
••• With a successful contested roll, the victim becomes invisible, inaudible, and unnoticeable to anyone who cannot see ghosts in Twilight.
•••• ●● With a successful contested roll, the victim becomes unable to pick up or touch anything. They can spend a willpower point to do so for one turn.
••••• ●●●○ Can activate Stillness Pit with a single contested roll; on a success, all above effects are inflicted at once, and the duration is extended until the next sunrise.
The Pit (Composure) Stygian (Medicine) - (Target's Resistance) Book of the Dead 82, 89
Subtracts activation successes from a target ghost's Resistance (max -5) for one scene; victim must be in Twilight, usage in the Underworld instead inflicts one aggravated damage on the Sin-Eater
•• With a successful extended and contested roll, the Sin-Eater devours a ghost, gaining plasm and cast the victim into to the Underworld.
••• With a successful secondary roll, the Sin-Eater's geist can briefly assume the form of a ghost devoured with Stygian Pit ●●, can remotely act as a ghost can.
•••• ●●● With a successful secondary roll, the Sin-Eater's geist, when in the form of a devoured ghost, can access its memories, including anchors. Extends duration to five minutes per success, but all those who knew the ghost in life gain a temporary derangement.
••••• (●) Sin-Eater can now use the Stygian Pit in the Underworld; with an extra point of Plasm can also affect Kerberoi, psychopomps, and other Underworld natives.
The Pit (Composure) Tear-Stained (Occult) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 84
Subtracts half activation successes from Composure (max -5) for one scene; lasts for one day per activation success
•• Victim gains no sustenance from drink for the duration, possibly dehydrating
••• Victim's Stamina is halved for purposes of holding breath underwater; drowning damage is doubled.
•••• ●●○ Damages the victim's physical attributes for a number of successes on a secondary roll; heals as if they were lethal damage.
••••• Enhances Tear-Stained Pit ●●●●, such that attribute damage heals as if it were physical damage.
  • Activation = Initial Successes used to Unlock Manifestation.
  • #B = Costs a number of Bashing Damage to the user to activate.
  • #L = Costs a number of Lethal Damage to the user to activate.
  • $ = Requires a separate roll after Manifestation is Unlocked
  • ~ = Alternate Activation ability


Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation ●(○)
○, ●/item