Geist 2e Storytellers Screen and Reference
Geist 2e Storytellers Screen and Reference
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Synergy Effects
Max Plasm/Per Trait
Synergy Turn Maximum Touchstones Liminal Aura Relationship
1 10/1 5 1 N/A Coercive
2 11/2 5 1 Anchor Positional
3 12/3 5 2 Anchor Positional
4 13/4 5 2 Anchor Positional
5 15/5 5 2 Anchor Sympathetic
6 20/6 6 3 Open Sympathetic
7 30/7 7 3 Open Sympathetic
8 40/8 8 3 Open Empathetic
9 50/9 9 3 Controlled Empathetic
10 100/10 10 3 Controlled Empathetic
Rank* Traditional Name Trait Limits ** Attribute Dots Maximum Essence Numina
0 Spectre/ Phantasm 3 dots 3-4 5 1
• Lare 5 dots 5–8 10 1–3
•• Lemure 7 dots 9–14 15 3–5
••• Lesser Mane 9 dots 15–25 20 5–7
•••• Greater Mane 12 dots 26–35 25 7–9
••••• Lesser Kerberos 15 dots 36–45 50 9–11
* Each Rank levies a –1 modifier on attempts to forcibly bind that ghost and acts as a Supernatural Tolerance trait.
** These represent permanent dots, not temporarily boosted ones.
Crisis Points
UNIVERSAL TRIGGERS JEALOUSY
• Take damage from your geist’s bane. • Hazy: Neglect pursuing your geist’s Remembrance to
• Deliberately ignore the geist’s ban. spend time with the living.
• Suffer a wound in one of your rightmost three Health • Vague: Intercede in a crisis point specifically to protect
boxes. a loved one.
BETRAYAL • Specific: Actively pursue ways to sever the Bargain
between you and your geist.
• Hazy: Suffer a significant loss (of social standing, of
opportunity, of money, etc.) due to the actions of some- MALICE
one you considered a friend or ally. • Hazy: Be the victim of a deliberate attempt to discredit,
• Vague: See a friend or ally fulfill one of your harm, or disempower you.
Aspirations in a way that robs you of the ability to do so. • Vague: Lose access to Social Merits due to a deliber-
• Specific: See your Burden undermined by a friend or ate attempt to block your use of them.
ally. • Specific: See one of your Aspirations thwarted by the
HELPLESSNESS deliberate action of another.
• Hazy: Face a situation that harms you (materially, so- MISFORTUNE
cially, or physically) that you cannot mitigate or control. • Hazy: Be the victim of freak circumstances — nearly hit
• Vague: Dramatically fail a contested action. by a car that runs a red, pickpocketed in the street, or
similar.
• Specific: Watch a loved one die despite your best
efforts to save them. • Vague: Suffer material harm from bad luck — losing
hundreds or thousands of dollars in a card game, suffer
significant injury in a car crash.
• Specific: Suffer material harm from bad luck in the
same form that happened to your geist.
Manifestation Effects
Manifestation Effect
Twilight Form If the ghost is in the living world rather than the Underworld, she is in Twilight (see p. 185). The Effect has no cost,
but produces the ghost’s Size in Plasm in the Underworld when it ends, such as when the ghost passes through an
Avernian Gate.
Avernian Gateway (Requires Open Condition) By spending 3 Essence and touching an Avernian Gate, the ghost may open it and
apply the Underworld Gate Condition to the location. This Manifestation works in the Underworld if the ghost is
Rank 3 or higher.
Bargain (Requires Rank 3 or higher) By spending 10 Essence while touching a dying mortal, the ghost may offer them the
Bargain. If accepted, the mortal becomes a Bound and the ghost her geist, subject to the Bound Geist Condition.
This Manifestation works in the Underworld.
Claim (Requires Controlled Condition, Fetter, and Possess) By spending 5 Essence, the ghost gains permanent control
over an object, creature or corpse, applying the Claimed Condition to the subject. Living subjects contest the roll
with Resolve + Composure + Supernatural Tolerance. A ghost must be capable of both the Fetter and Possess
Manifestations to buy Claim. This Manifestation works in the Underworld.
Discorporate In emergencies, the ghost can voluntarily Discorporate as though it had lost all Corpus to lethal injury — a painful
way to escape a threat. The Effect has no cost.
Fetter (Requires Open Condition) By spending 2 Essence, the ghost adds the Fettered Condition to itself. Living beings
targeted by this Effect contest the roll with Resolve + Composure + Supernatural Tolerance. If the Effect is successful,
living targets gain the Urged Condition.
Image (Requires Anchor Condition) By spending 1 Essence, the ghost may make its Twilight form visible to material beings
for a scene.
Materialize (Requires Open Condition) By spending 3 Essence, the ghost may shift from Twilight form into the Materialized
Condition.
Possess (Requires Open Condition) By spending 3 Essence, the ghost gains temporary control over an object, corpse, or
creature, applying the Possessed Condition to the subject. Living subjects contest the roll with Resolve + Composure
+ Supernatural Tolerance.
Unfetter (Requires Fettered Condition) By spending 1 point of Essence, the ghost temporarily suppresses the Fetter
Condition for a scene, allowing it to use other Manifestation Effects or roam in Twilight. When the scene ends, any
Manifestation Effects used during it immediately end. If the ghost isn’t back within range of its Fetter (see p. 305)
when Unfetter ends, it immediately goes dormant.
Influence Effects
Level Effect
• Strengthen – The ghost can enhance her sphere of influence; she can add her Rank to the Defense of a loved one, make an
emotion strong enough to create a Condition, or give an Anchor her Rank in bonus Health or Structure. This Influence can shift
the Anchor Condition to Open for its duration. The cost is 1 Essence.
•• Manipulate – The ghost can make minor changes within her sphere of influence, such as slightly changing the nature or target
of an emotion, or making minor changes to an animal’s actions, a plant’s growth, or an object’s functioning. The cost is 2
Essence.
••• Control – The ghost can make dramatic changes within her sphere of influence, twisting emotions entirely or dictating an
animal’s actions, a plant’s growth or an object’s functioning. This Influence can shift the Open Condition to Controlled for its
duration. The cost is 3 Essence.
•••• Create – The ghost can create a new example of her sphere of influence: creating a new Anchor, instilling an emotion,
creating a new sapling or young plant, or creating a young animal or brand-new object. The ghost can cause a temporary
Anchor Condition in a subject for the duration of the Influence. The cost is 4 Essence.
••••• Mass Create – The ghost can create (Rank) examples of her sphere of influence: triggering emotions in multiple people
or creating new copses of trees, small groups of animals, or multiple identical items. Alternatively, the ghost may create
one instance of her sphere of influence — including creating the Anchor Condition — permanently, although a ghost can’t
permanently alter the mind of a sentient being. The cost is 5 Essence.
Conditions DEAD
Something’s killed you, and now your geist is free in the
world until it can bring you back.
ADDLED Effects
• Your geist is Unleashed (p. 302) for the rest of the scene.
Something’s wrong with your memory. You remember faces Play as the geist until this Condition is resolved.
but not names, and your sense of time is shot — you’re sure
• If the geist is destroyed or consumed, the Sin-Eater dies
you broke your leg falling off the swings just yesterday, but
with it.
that happened 20 years ago and you have no memory of the
• Resolving this Condition grants a Krewe Beat, as the
guy with the hobbling post who caused this break. You don’t
Sin-Eater better understands the mysteries of the Under-
forget skills or most facts (though you might slip up on the
world.
president’s name); it’s just that your memories are jumbled.
Possible Sources: Suffering fatal damage
Effects Resolution: Return from the dead at the end of the
• Rolls to remember specific events are reduced to a chance scene. When you resolve this Condition, you return to life
die with all your Health boxes filled with lethal damage, all Tilts
• –2 to Composure dice pools removed, and 1 Plasm. Resolving this Condition reduces
your Synergy by 1.
Possible Sources
• Progressive mental deterioration
• Haunts DEFIANT
Resolution: Walk into a dangerous situation or otherwise (PERSISTENT)
suffer significant difficulty because of your lack of memory.
The character has broken an Old Law, intentionally or
otherwise, and she is stained with the pall of the lawbreaker.
BONDING All can sense the mark of the Kerberos upon her, and avoid
her for their own safety.
You had a brief moment of understanding with your geist,
and you have an inkling of where it is coming from or what Effects
it wants. • The character is aware she has broken an Old Law.
• The character takes a –2 modifier to all Social actions in
Effect
the Dominion.
• Your relationship with your geist improves by one step
• The Kerberos of the Dominion is aware of her location.
Possible Sources: Succeeding at a crisis point roll
Resolution: Face another crisis point, improve your geist’s Possible Sources
Remembrance, or gain a dot of Synergy. Resolving this Con- • Violating an Old Law
dition grants a Synergy Beat. • The Boneyard Haunt (p. 101)
Resolution: Receive punishment from the Dominion’s
CONNECTED Kerberos.
Beat: Experience consequences or difficulties because of
(PERSISTENT)
your transgression.
Your character has made inroads with a specified group.
While he has this Condition, he gets a +2 to all rolls relating
to that group. Alternately, he can shed this Condition to gain DEPRIVED
a one-time automatic exceptional success on the next roll to Your character suffers from an addiction. Because your charac-
influence or otherwise take advantage of the group. Once ter is without it, she’s unable to focus and contain herself. remove
Connected is resolved, the character is considered to have one die from her Stamina, Resolve, and Composure dice pools.
burned his bridges and is no longer an accepted member. The This does not influence derived traits; it simply influences dice
character may be able to regain Connected with the specified pools that use these Attributes.
group per Storyteller approval. Possible Sources: Failing to feed an addiction, placed by a
Example Skills: Politics, Socialize Sin-Eater via Exaltation, failing to perform a Ceremony.
Resolution: The character loses his membership or other- Resolution: Your character indulges their addiction, completes
wise loses his standing with the group. a more powerful Ceremony, or visits the Underworld.
Beat: The character is asked to perform a favor for the
group that inconveniences him,
Conditions 1
• Cannot access Remembrance Traits or Unleash your geist
ECHOES Possible Sources: Hitting Synergy 0
You have echoes of being able to do something despite Resolution
never learning how, fragments of your geist’s experiences
• Complete a stage of your geist’s Remembrance
lingering in your mind.
• Shatter your geist’s Touchstone.
Effect Beat: Face a crisis point.
• –1 to all actions involving a Remembrance Trait
Possible Sources: Using a Remembrance Trait
FUGUE
Resolution (PERSISTENT)
• Buy a dot in any Merit or Skill you have used as a Remem-
brance Trait while possessing this Condition. Something terrible happened. Rather than deal with it
or let it break you, your mind shuts it out. You are prone to
• Gain an exceptional success on any roll using a Remem-
blackouts and lost time.
brance Skill without boosting it with Plasm.
Effects
FERRY BOUND • In circumstances similar to the triggering event, succeed
on a reflexive Resolve + Composure roll or lose control
The character has taken on the mantle of the Ferryman, of your character for the rest of the scene.
tying herself to the Rivers and her vessel. In doing so, she • Left to their own devices, the character will try to avoid
attunes herself to the ebb and flow of the Underworld, to the the scene and leave the immediate area.
rise and fall of Dominions, and the twisting skein of entropy
behind it all — and how to exploit it. Possible Sources
• Psychological trauma
Effects
• Encountering a breaking point
• Automatically succeed on Underworld navigation rolls
• Some Haunts
• Must collect a price from all passengers, commensurate
with the length and peril of the journey. Prices may be in Resolution
Essence, the acquisition of Persistent Conditions or Tilts, • Regain a dot of Integrity
or even more esoteric things. • Lose another dot of Integrity
• The journey always deposits passengers in a situation they • Achieve an exceptional success on a breaking point.
are suited to destabilizing.
Beat: You enter a fugue state as described above.
• Carrying a passenger without payment or leaving the ferry
ends the Condition without resolving.
Possible Sources: Claim a vessel worthy of sailing the Riv- GHOST-MARKED
ers of the Underworld and swear an oath to carry passengers (PERSISTENT)
safely to their destination.
Something has marked you, and you’re no longer entirely a
Resolution: Carry a passenger or passengers to a destina-
creature of the living. Perhaps one of your hands has had its
tion they will ultimately help to destabilize.
flesh burned away yet remains intact as an animate skeleton,
or your eyes have rotted away even though you can still see
FLATLINING just fine. While you can hide the mark, and people who see
it at a distance might mistake it for makeup or a prosthetic,
(PERSISTENT) those who get up close will not make that mistake.
The relationship with your geist has broken down com-
Effects
pletely; you’re not able to communicate enough even to
threaten or cajole one another. • Social actions against anyone living who can currently see
the mark are reduced to a chance die.
Effects • –2 on social actions against anyone living who has previ-
• Cannot gain Synergy Beats or spend Synergy Experiences ously seen the mark.
• Cannot use Haunts or Keys • Sin-Eaters instinctively know the character has been
• Cannot spend Plasm marked, even without seeing the mark.
• Do not come back from the dead when killed Possible Sources: Some Haunts
• Cannot interact with beings in Twilight Resolution
• Automatically fail rolls involving crisis points, and cannot • The Sin-Eater who bestowed the mark removes it
prevent your geist from responding
• Another supernatural power removes the mark
LEVERAGED
Another character has blackmailed, tricked, convinced,
or otherwise leveraged yours into doing what they wish. You
Conditions 3
MUTE SPOOKED
(PERSISTENT) You have seen something supernatural — not overt enough
Your character cannot speak. Any communication must to terrify you, but unmistakably otherworldly. How your
be done through writing, gestures, or hand signs. Illness, character responds to this is up to you, but it captivates her
injury, or supernatural powers can inflict this Condition on and dominates her focus.
a temporary basis. Possible Sources:
Resolution: The character regains her voice through • Face a breaking point
mundane or supernatural means.
• Encounter the supernatural
Beat: Your character suffers a limitation or communication
• Be in a flared liminal aura
difficulty that heightens immediate danger.
Resolution: Do something that hinders the group or
complicates the situation (goes off alone to investigate a
NOTORIETY weird noise, spends all night researching, runs away instead
of holding her ground, etc.)
Whether or not your character actually did something
heinous in the past, the wrong people think he did and now
he’s ostracized by the general public. Suffer a THEOPHANY
−2 on any Social rolls against those who know of his no- (PERSISTENT)
toriety. If using Social Maneuvering, the character must open
one extra Door if his target knows of his notoriety. It was all well and good when it started — faith, works, and
a bit of miracle mixed in to spice things up. It was easy enough
Example Skills: Socialize, Subterfuge
to understand the little things, the proof of life after death, the
Resolution: The story is debunked or the character’s ectoplasm, the apparitions. It was less easy to cope with helping
name is cleared. family members you thought long gone move on, less easy to
ride through the realization that you, too, were probably going
OBSESSION to be stuck in that hellish place. Now the faith has torn an
archetypal specter from the shadows, set it and all the deaths
(PERSISTENT) like it free, made real changes in something ancient, monolithic,
Something’s on your character’s mind and she just can’t and evil. This shit is real, and it’s working. How do you cope
shake it. She gains the 9-again quality on all rolls related to with something like that?
pursuing her obsession. On rolls that are unrelated to her
Effects
obsession, she loses the 10-again quality. Obsession can be a
temporary Condition per Storyteller approval. • The krewe gains 8-again on all Resistance rolls.
Resolution: The character sheds or purges her fixation. • Individual krewe members gain +1 Willpower (maximum
10).
Beat: Character fails to fulfill an obligation due to pursuing
her obsession. Resolution: The krewe experiences a schism, grounding
their expectations.
Krewe Beat: The krewe suffers harm or a major setback
REGALIA due to their own overabundance of confidence.
You are crowned with the mythic power of your krewe’s
mysteries. When your group creates a Regalia, you should
rename this Condition and spend a moment or two thinking
UNLEASHED
about how that particular Regalia appears. You are loose, free to act upon the world directly rather
than through the powers of the Bargain. An Unleashed geist
Effects is a powerful force, but that power comes with increased
• Improve your impression level (p. 154) with other Sin-Eat- vulnerability.
ers by 1.
Effects
• One Regalia Effect (p. 177).
• Immediately Materialize (p. 305), ignoring all requirements
Possible Sources: The Bestow Regalia Ceremony
of that Manifestation.
Resolution • Gain the following Advantages: Size 5, Corpus (Size +
• Act in opposition to a krewe Doctrine, Virtue, or Creed. Resistance), Initiative (Finesse + Resistance), Defense
Gain the Guilty Condition. (lower of Power or Finesse), Speed (Power + Finesse + 5).
• Resolve the Condition as described in the Regalia Effect • Share Plasm and Willpower pools with your bound Sin-Eater.
description (p. 177). • Treat innate Keys as Influences with dot ratings equal to
• Resolving this Condition grants a Krewe Beat. your Rank.
Manifestation Conditions
instead of their own Willpower and Essence pools.
Causing the Condition: This Condition is created by a
ghost using the Bargain Manifestation.
Ending the Condition: Although low Synergy can cause
If something falls into a ghost’s sphere of influence, this
the Bargain to waver, the bond between Bound and geist is
is handled mechanically by declaring an Influence Con-
only destroyed by the host’s final death.
dition. Influence Conditions resemble Tilts and character
Conditions.
The different forms of the Manifestation Effect are also CLAIMED
Conditions applied to the location, object, or character the
ghost is Manifesting into or, in cases like Materialized, to A Claimed object, corpse, creature, or person has been
the ghost. permanently possessed and merges with the ghost involved.
Unlike Possess, living Claimed aren’t put into a fugue state,
Unlike many Conditions, Influence and Manifestation
but remain mentally active while their soul and the Claiming
Conditions are tiered and interrelated; Manifestation
CONTROLLED MATERIALIZED
The object, creature, or person covered by an Open The ghost has shifted from ephemeral to material sub-
Condition has now been so conditioned that the ghost may stance, manifesting in physical form. All the rules for ephem-
attempt to Claim it, permanently merging with it. eral entity’s traits still apply except for the effects of being
Prerequisites: The intended subject of this Condition must in Twilight. This Condition protects the ghost from Essence
have the Open Condition, tagged to the ghost attempting Bleed for its duration.
to cause it. Causing the Condition: This Condition is created by a
Causing the Condition: This Condition is the result of ghost using the Materialize Manifestation Effect on an Open
repeated use of the Possess Manifestation effect by a ghost. Condition. If the Open Condition used is on an object or
Environmental Tilts
Tilt Effects
Blizzard −1 penalty to visual Perception and ranged attack rolls, increased by 1 per 10 yards. −1
penalty to Physical rolls per four inches of snow.
Earthquake Penalty to Dexterity rolls depending on severity. Take one to three lethal damage per turn,
Stamina + Athletics downgrades to bashing.
Extreme Cold Bashing damage doesn’t heal. −1 penalty to all rolls, increasing by 1 per hour. At −5,
further hours deal one point of lethal damage.
Extreme Heat Bashing damage doesn’t heal. −1 penalty to all rolls, increasing by 1 per hour. At −5,
further hours deal one point of lethal damage.
Flooded −2 to Physical dice pools per foot of flooding. Once water is over head, character must
swim or hold breath.
Heavy Rain −3 to aural and visual Perception rolls.
Heavy Winds −3 modifier to aural Perception rolls. Winds rated between 1 and 5, severity acts as pen-
alty to Physical rolls and deals that much bashing damage per turn, Dexterity + Athletics
to avoid.
Ice −2 Speed, −2 to Physical actions. Can move at normal speed but −4 Physical actions.
Dramatic Failure causes Knocked Down; Drive rolls are at −5 and half Acceleration.
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