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Geist 2e Storytellers Screen and Reference

The documents provide charts detailing ranged and melee weapons used in a roleplaying game setting. The ranged weapons chart lists various firearms and their damage, range, ammunition capacity, and other traits. The melee weapons chart similarly lists weapons like knives, swords, axes and their damage, initiative penalty, size, and special qualities. A second document discusses synergy effects between ephemeral entities and their abilities based on rank.
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0% found this document useful (0 votes)
176 views15 pages

Geist 2e Storytellers Screen and Reference

The documents provide charts detailing ranged and melee weapons used in a roleplaying game setting. The ranged weapons chart lists various firearms and their damage, range, ammunition capacity, and other traits. The melee weapons chart similarly lists weapons like knives, swords, axes and their damage, initiative penalty, size, and special qualities. A second document discusses synergy effects between ephemeral entities and their abilities based on rank.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Ranged Weapons Chart

Type DMG Ranges Clip Initiative Strength Size Availability


Revolver, hvy 2 35/70/140 6 −2 3 1 ••
Pistol, lt 1 20/40/80 17+1 0 2 1 •••
Pistol, hvy 2 30/60/120 7+1 −2 3 1 •••
SMG, small* 1 25/50/100 30+1 −2 2 1 •••
SMG, large* 2 50/100/200 30+1 −3 3 2 •••
Hunting Rifle 4 200/400/800 5+1 −5 2 3 ••
Assault Rifle* 3 150/300/600 42+1 −3 3 3 •••
Shotgun** 3 20/40/80 5+1 −4 3 2 ••
Crossbow*** 2 40/80/160 1 −5 3 3 •••

RANGED WEAPON TRAITS


Ranges: Short/medium/long ranges in yards/meters.
Clip: The number of rounds a gun can hold. “+1” indicates that a bullet can be held in the chamber, ready to fire.
Size: 1 — Can be fired one-handed; 2 — Must be fired two-handed and can be hidden in a coat; 3 — Can be fired two-handed but not hidden
on one’s person.
* The weapon is capable of autofire.
** Attack rolls gain the 9-again quality
*** Crossbows take three turns to reload between shots. A crossbow can be used to deliver a stake through the heart (–3 die penalty to attack
rolls; must deal at least 5 damage in one attack)

Melee Weapons Chart


Type DMG Initiative Strength Size Availability Special
Sap 0 −1 1 1 • Stun
Brass Knuckles 0 0 1 1 • Uses Brawl to attack
Metal Club 2 −2 2 2 •
Chain 1 −3 2 2 • Grapple
Shield (small) 0 −2 2 2 •• Concealed
Shield (large) 2 −4 3 3 •• Concealed
Knife 0 −1 1 1 •
Sword 2 −2 2 2 ••
Small Ax 1 −2 1 1 •
Large Ax 3 −4 3 3 •• 9-again, two-handed
Chainsaw 5 −6 4 3 ••• 9-again, two-handed
Spear** 2 −2 2 4 • +1 Defense, two-handed

MELEE WEAPON TRAITS


• Size: 1 — Can be hidden in a hand; 2 — Can be hidden in a coat; 3+ — Cannot be hidden.
• Concealed: A character who wields a shield but doesn’t use it to attack adds its Size to Defense and uses its Size as a concealment
modifier against ranged attacks.
• Grapple: Add the chain’s damage rating to your dice pool when grappling.
• Stun: Halve the victim’s Size when aiming for the head with intent to Stun (p. 297).
• Two-handed: This weapon requires two hands. It can be used one-handed, but doing so increases the Strength requirement by 1.
** The reach of a spear gives a +1 Defense bonus against opponents who are unarmed or wield weapons of Size 1.

© 2019 White Wolf Entertainment AB. All rights reserved. Reproduction without the written permission of the publisher is
expressly forbidden, except for the purposes of reviews, and for blank character sheets, which may be reproduced for personal
use only. White Wolf, Vampire, Chronicles of Darkness, Vampire: The Masquerade, and Mage: The Ascension are registered
trademarks of White Wolf Entertainment AB. All rights reserved. Vampire: The Requiem, Werewolf: The Apocalypse, Werewolf:
The Forsaken, Mage: The Awakening, Promethean: The Created, Changeling: The Lost, Hunter: The Vigil, Geist: The Sin-
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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

Ephemeral Entities by Rank

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

2 Geist: The Sin-Eaters Second Edition


Beat: You fail a Social roll as a result of someone seeing may have the Leveraged Condition multiple times for dif-
the ghost-mark. ferent characters. Any time the specified character requests
something of yours, resolve this Condition if your character
does as requested without rolling to resist.
INDEBTED Example Skills: Empathy, Persuasion, Subterfuge
Your character feels a distinct tension that tells her things Resolution: Your character may either resolve the Condi-
are out of balance. Either the geist grows impatient and tion by complying with a request as above, or if you apply the
displeased or you’re starting to wonder who really benefits Leveraged Condition to the specified character.
from your second shot at life.
Effects LOST
• Cumulative –1 per day to Haunt activation, using Remem-
brance Traits, or crisis point rolls Your character has no idea where he is, or how to reach
his target. He cannot make any headway toward his goal
• The first point of Plasm you spend in a scene has no effect.
without first navigating and finding out where he is. This
Possible Sources: Neglecting one Touchstone for another requires a successful Wits + Streetwise action (in a city) or
Resolution: Regaining Willpower by defending or support- Wits + Survival action (in the wilderness or Underworld).
ing the neglected Touchstone Resolution: Abandoning the goal, successfully navigating.

INSPIRED MEMENTO COLLECTOR


Your character is deeply inspired. When your character Your collection is turning heads.
takes an action pertaining to that inspiration, you may
resolve this Condition. An exceptional success on that toll Effect
requires only three successes instead of five, and you gain a • When interacting with other Sin-Eaters, treat your first
point of Willpower. impression as one level higher.
Example Skills: Crafts, Expression Possible Sources
Resolution: You spend inspiration to spur yourself to A Sin-Eater shows off an impressive collection, such as:
greater success, resolving the Condition as described above.
• Five Mementos with matching Keys.
• A complete set of nine Mementos, each with a different
LAWBREAKER Key.
(PERSISTENT) • One exceptionally famous Memento (at the Storyteller’s
discretion).
You have been branded a lawbreaker by the Kerberos of a
Deep Dominion. The Dominion itself is raised against you, Resolution
and you may only shed the label by completing the task the • The collection is lost or removed.
Kerberos sets you.
When you gain this Condition, note it as Lawbreaker (Do-
minion), with the Dominion in which you broke the Old Law. MEMORY BLEED
(PERSISTENT)
Effects
• Your maximum Synergy is reduced by 2. Wait, did you actually kill that guy at Dottie’s Diner outside
Reno? Or was that someone else? Come to think of it, was
• Within the Dominion, all of your failed rolls become
this always your face?
dramatic failures.
Beat Effect:
• Your reputation as a lawbreaker negatively impacts you. • Once per story, the Storyteller replaces one of your
Possible Sources: Break an Old Law short-term Aspirations with one suggested by one of
your Memories. You can veto any Aspiration you’re
Resolution uncomfortable with, but you can’t choose not to have a
• Complete the task set for you by the Kerberos of the Do- new Aspiration.
minion. Possible Sources: Having more non-personal Memories
• Resolving this Condition grants a Krewe Beat. than you have dots of Integrity.

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.

4 Geist: The Sin-Eaters Second Edition


• Use any Haunts your Bound knows with a dice pool of Conditions have Influence Conditions as prerequisites and
Power + Rank + Haunt. vice-versa. The lower tiers are naturally occurring, while the
• Use Down and Dirty Combat against lower-Rank ghosts later ones must be created by ghosts using Influences and
and living people without a supernatural template. Manifestations.
• This Condition ends (without resolving) at the end of the In the most advanced forms of Influence and Manifesta-
scene. tion, ghosts may attempt to create a long-lasting Condition
Possible Sources: Unleashing that has a prerequisite of a very temporary one. When one
Condition is advanced into another, the remaining duration
Resolution: The geist’s Corpus track is filled with lethal
of the prerequisite Conditions is “frozen.”
or aggravated damage. When this Condition resolves, the
Sin-Eater takes a Synergy Beat and loses all remaining Plasm. If a prerequisite Condition is removed from a character
(for example, a Possessed character’s Open Condition is
removed by exorcism) any Conditions relying on it, any rely-
WAVERING ing on them, and so on are immediately removed. The most
advanced remaining Condition then resumes its duration.
You did something to piss off your geist, and now it doesn’t
want anything to do with you. You can still communicate,
but getting it to work with you is harder. ANCHOR
Effect: You must spend a point of Willpower in order to
The subject of this Condition — usually a location or ob-
roll any dice pool including Synergy.
ject, though it can be a person in rare cases — is within the
Possible Sources: Failing a crisis point roll or otherwise sphere of influence of a ghost. Ghosts in or within (Rank x
annoying your geist 3) yards of their Anchors do not suffer Essence bleed.
Resolution: Make a significant physical or material sac- Causing the Condition: This Condition is immediately
rifice when following your geist’s Remembrance. Resolving created when a new ghost is formed, based on whatever
this condition grants a Synergy Beat. subject anchors the ghost’s identity. Summoning rituals in-
tended to release ghosts from the Underworld or call them
WEAKENED BOND from elsewhere temporarily create this Condition in their
target. Finally, a high-Rank ghost can use a Create Influence
You have unleashed your geist upon the world, and it is to mark a target as an Anchor.
focused on acting out its own agenda in the world of the Ending the Condition: The easiest way to end an Anchor
living. While this is a powerful state for the geist to be in, it condition is to destroy the subject. Some ghosts cling to
strains the link between both halves of the Bound, leaving Anchors that represent unfinished business, in which case
the Sin-Eater in a weakened state. resolving those issues can remove the Condition. Ghosts
Effects without Anchors bleed Essence until they fall into dormancy,
at which point the Underworld Gate Condition is created
• Cannot spend Plasm.
and the ghost is banished to the Great Below.
• This effect ends (without resolving) when the Unleashed
Condition on the Sin-Eater’s geist ends (without resolv-
ing). BOUND GEIST
Possible Sources: Unleashing your geist
The ghost is now a geist, partnered with one of the Bound
Resolution: The end of the scene after the geist resolves thanks to the Bargain. While Bound, a geist’s Attributes are
the Unleashed Condition. replaced with those derived from the host. Bound geists may

Ephemeral Influence and


not use any Influences, Numina, or other Manifestations,
but do not need to spend Essence to remain active or suffer
Essence Bleed. They use the host’s Willpower and Plasm

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

Emphemeral Influence and Manifestation Conditions 5


ghost merge together over the course of several days. During She must have succeeded in possessing the subject on a num-
the period of fusion, the subject is under all the effects of the ber of separate occasions equal to the Willpower of ghost or
Urged Condition, described on p. 306. Once per day, starting subject (whichever is higher). If any Possessed Condition is
with the moment the Claimed Condition is created, add one removed before its duration ends, progress is lost on building
dot of the ghost’s Attributes to the host’s, permanently raising to the required number of possessions.
them. Power may be assigned to Strength, Intelligence, or Ending the Condition: Successfully ending the Claimed
Presence, Finesse to Wits, Dexterity, or Manipulation, and Condition against the ghost’s will, for example by forcing the
Resistance to Stamina, Composure, or Resolve.  The host’s Claimed subject into contact with the ghost’s Bane, removes
physical form begins to mutate, taking on an appearance this Condition and reverts the subject to Open.
influenced by the original host and the ghost.
Claimed corpses add points to Attributes as above, but
start with all Mental and Social Attributes at 0. Inanimate ENGULFED
objects use the statistics appropriate for their type (Adding The ghost has been imprisoned within another ghost’s
Resistance to Structure and Durability, Power to Acceleration Corpus. While Engulfed, the victim enters hibernation as
and Finesse to Handling) instead of Physical Attributes, and though she had lost all Corpus, but cannot regain Essence.
also start the claiming process with all Mental and Social Anything that would cause an Engulfed ghost to gain Essence
Attributes at 0. Corpses and inanimate hosts don’t spend grants that Essence to the captor instead. The captor may also
the claiming period under the Urged Condition, having no commit ectophagia (p. 99) on the target without resistance.
minds of their own to warp.
Causing the Condition: This Condition is created by a
Claimed may use the ghost’s Influences, but not Numina or ghost using the Engulf Manifestation Effect on another ghost.
Manifestation Effects. They may develop supernatural powers
Ending the Condition: Engulfed lasts one day, but the
as Merits. From the moment the Claimed Condition is laid,
engulfing ghost may pay the Essence cost spent to engulf the
the ghost is safe from Essence Bleed. The hybrid being that
victim again to make it last another day. When this Mani-
results has the ghost’s Essence trait, Virtue, Vice, Ban, and
festation ends, the victims are expelled from the engulfing
Bane, but is a material being. Claimed that were once spirits
ghost and begin regaining Essence.
may cross the Gauntlet at a Locus with a successful Intelli-
gence + Presence roll. Claimed that were inanimate objects
are fully animate, fusions of spiritual power, metal, and plastic. FETTERED
Causing the Condition: This Condition is created by a
The ghost has secured itself to an object or creature. As
ghost using the Claim Manifestation Effect.
long as it remains Fettered, the ghost is safe from Essence
Ending the Condition: Claim is permanent in living hosts Bleed. The ghost remains in Twilight and must stay within
unless the ghost decides to detach itself, rolling its original five yards of the Fetter. Most entities Fettering themselves
Power + Finesse penalized by Rank in dice and contested by literally hide inside their Fetters if they are small enough.
the Claimed hybrid’s Resolve + Composure, including any
The ghost pays one fewer Essence for using Influences
dots gained from being Claimed. If the ghost succeeds, the
on the Fetter, but may not use them or Numina on another
ghost and host are separated. Former hosts are physically and
target as long as the Fetter lasts.
mentally scarred — the physical appearance changes back at
the same rate it mutated and the extra Attribute dots fade at Prerequisites: The intended subject of this Condition must
a rate of two per day. The Essence trait and any supernatural have the Open Condition, tagged to the ghost attempting
powers the Claimed developed immediately vanish. Former to cause it.
Claimed, however, retain the Virtue and Vice of the ghost Causing the Condition: This Condition is created by a
that took them over. ghost using the Fetter Manifestation Effect.
In nonliving hosts, Claim is only temporary — once the Ending the Condition: Fetters are permanent unless the
Claim has fully formed, the host loses one dot of a Physical prerequisite Conditions are ended, or if the subject of the
Attribute (or equivalent for formerly inanimate objects) per Fetter is destroyed or killed (if a living being). The ghost
three days. When any of these Attributes reaches 0, the host can voluntarily end the Condition by using the Unfetter
disintegrates and the ghost is released into Twilight. Manifestation Effect.

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

6 Geist: The Sin-Eaters Second Edition


person, the ghost must materialize within its Rank in yards. for a turn, but doing so causes one point of lethal damage or
Ending the Condition: Materialization lasts for one hour structure loss to the host.
per success on the activating roll. When the duration ends, Living hosts require more time for the ghost to gain full
the ghost fades back into Twilight. Physical contact with a control and always use their own Attributes. The ghost may
Bane or removal of a prerequisite Condition can cause the read the host’s mind with a Finesse Roll at a –4 die penalty, use
Condition to end early. the host’s Physical Skills at a –3 penalty, and the host’s Social
and Mental Skills at –4. These penalties are all reduced by
one die per day that the ghost has been Fettered to the host.
OPEN Most possessing entities Fetter themselves to their intended
The place, object, animal, or person covered by Anchor hosts and use the Possess Manifestation Effect to take full
has now been conditioned to accept a ghost. That ghost can control only in emergencies.
now attempt to Fetter itself to the subject of the Condition, To possess a host, the ghost must remain in Twilight, super-
or, if the Condition is on a location, Manifest. imposed over the host. This means that if the host touches
Prerequisites: The Anchor Condition for the same phe- the ghost’s Bane or is injured by a weapon made of the Bane,
nomenon to which this Condition is tagged. the ghost will suffer wounds to its Corpus.
Causing the Condition: This Condition is usually the Causing the Condition: This Condition is created by a
result of fine-tuning the Anchor Condition as part of an ghost using the Possess Manifestation Effect. The object or
extended action, involving the subject and ghost acting in victim must be under the Open Condition, tagged to the
concert for a number of scenes equal to Rank or a living sub- ghost.
ject’s Resolve, whichever is higher. Using a Control Influence Ending the Condition: The possession lasts for a single
allows a ghost to temporarily create the Open Condition as scene, unless the ghost abandons it early or the host is killed
an instant action, and Plasm created by Manifestation causes or destroyed.
Open on anything it covers until it decays.
Ending the Condition: The Condition ends if the Anchor
Condition is removed or the Plasm creating it decays.
UNDERWORLD GATE
The location has an open gateway between the Underworld
and living world, which ghosts may freely use to cross between
POSSESSED worlds. All ghosts on the living world side lose 1 Essence per
This object, corpse, or living being is temporarily controlled scene that they are in the gateway’s presence.
by a ghost. Living hosts are put into a coma-like state while Causing the Condition: This Condition can be created
being possessed — they experience the possession as missing by using the Avernian Gateway Manifestation Effect on an
time, except for flashbacks that might come out in dreams or Open Condition. Existing Avernian Gates may be opened by
times of stress such as losing Integrity. The ghost may not use anyone utilizing the proper Key (p. 121).
Numina or Influences while controlling the host, but is safe Ending the Condition: At the end of the scene, the
from Essence Bleed as long as the possession lasts. Condition fades.
The ghost may pay 1 Essence per turn to heal one lethal or
bashing wound or a point of structure lost to damage. Corpses
that died through damage begin Possession incapacitated and URGED
must be “healed” with Essence. This animal or human host has been used as a Fetter by an
Entities possessing inanimate objects or corpses have a ephemeral being. The ghost may read the subject’s thoughts
great deal of control over their host. A ghost controlling an with a successful Power + Finesse roll, contested by Resolve
object can’t make it do anything it couldn’t do while being + Supernatural Tolerance. Success reveals surface thoughts.
operated, but it can turn switches on and off, operate ma- The ghost may urge the host to take a specified action with
chinery, use keyboards, and turn dials. Use the ghost’s Finesse a successful Power + Finesse roll contested by Resolve +
if dice rolls are necessary. Composure with an extra die. If the ghost wins, the urge is
Corpses and other articulated hosts capable of movement, created. Following it rewards the host with a Beat.
such as shop mannequins or industrial robots, use their own Causing the Condition: This Condition is created by a
Physical Attributes but the ghost’s Attributes in Social or ghost using the Fetter Manifestation Effect.
Mental rolls. By spending a point of Essence, the ghost can Ending the Condition: The Urged Condition ends when-
use its own Attributes instead of the host’s for Physical tasks ever the linked Fetter ends.

Emphemeral Influence and Manifestation Conditions 7


Personal Tilts
Tilt Effects
Arm Wrack One arm: Drop anything held, suffer off-hand penalties for most rolls. Both arms:
Chance die on rolls requiring manual dexterity, −3 to other Physical actions.
Beaten Down Cannot take violent action in combat without spending Willpower.
Blinded One eye: −3 to vision-related rolls. Both eyes: −5 to vision-related rolls, lose all De-
fense.
Deafened One ear: −3 Perception rolls. Both ears: Chance die on Perception rolls, −2 to combat
rolls.
Drugged −2 Speed, −3 to combat rolls (including Defense and Perception). Ignore wound penal-
ties.
Immobilized No combat actions. Can’t move or apply Defense.
Insane +1 to combat rolls, act after everyone else, −3 to Social rolls, can’t spend Willpower.
Insensate No combat actions. Can move and apply Defense. Taking damage ends the Tilt.
Knocked Down Lose action this turn (if it hasn’t been taken), knocked prone. Can apply Defense, attack
from ground at −2.
Leg Wrack One leg: half Speed, −2 penalty on Physical rolls for movement. Both legs: Knocked
Down, give up action to move at Speed 1, movement-based Physical rolls reduced to
chance die.
Poisoned Moderate: One point of bashing damage per turn. Grave: One point of lethal damage
per turn.
Sick Moderate: −1 to all actions. Penalty increases by 1 every two turns. Grave: As moder-
ate, but also inflicts one point of bashing damage per turn.
Stunned Lose next action. Half Defense until the characters next acts.

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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8 Geist: The Sin-Eaters Second Edition

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