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AntipathicZora

geist homebrew

May 7th, 2018
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  1. The Miasma Key
  2. The idea of the Miasma key is simple – it deals with all things poisonous. From arsenic to viral infection,the Sin-Eater with the Miasma key spreads sickness whenever she unlocks a Manifestation.
  3.  
  4. The Miasma Boneyard
  5. Skill: Medicine
  6. The Miasma Boneyard draws upon the slow and steady decay of poison and illness. If the Sin-Eater manifests a Miasma Boneyard in any hospital, abandoned or otherwise, or where an epidemic has broken out within the last ten years – be that as terrible as AIDS or as minor as the common cold, she may add her Medicine rating to the activation successes for determining the maximum area.
  7.  
  8. • Miasma Boneyard ••: The Sin-Eater can target one person in the Boneyard’s range and cause him to begin falling ill. The Sin Eater’s player must roll (Wits + Medicine + activation successes), resisted by the target’s Stamina. If the Sin-Eater is successful, the target suffers a dice penalty on all actions equal to the Sin-Eater’s successes for as long as she maintains concentration on him as he begins to fall ill with stomach cramps and respiratory symptoms. With an Exceptional Success, the dice penalty, and therefore illness, will last as long as the Boneyard does, even without the Sin-Eater’s continued concentration. This power costs 1 plasm, and does not affect supernatural beings who feel no effect from illness.
  9. • Miasma Boneyard •••: The Sin-Eater may extend this power to affect multiple targets. Mechanically, this power functions exactly like the one before it, save for the fact that the Sin-Eater may cause multiple targets dice penalties by falling ill. Each target rolls his Stamina separately, and only those who fail to get more successes than the Sin-Eater are affected. This power costs 1 plasm per target.
  10. • Miasma Boneyard ••••: The Sin-Eater may attack an individual with poison in the air. Depending on the environment, this attack may manifest differently: poison spores in the deep woods, smog from passing vehicles in a city alleyway, or discarded needles in a drug den. The Sin Eater’s player must roll (Wits + Medicine + activation successes). Because this power stems from environmental effects, the target does not receive his Defense, if applicable. Each success causes one level of bashing damage as the airborne poisons ravage his lungs, and each attack costs 1 plasm. On an Exceptional Success, the target suffers one additional level of bashing damage per hour for as long as the Boneyard is active. This power does not affect creatures who are normally unaffected by poisons.
  11. • Miasma Boneyard •••••: The Sin-Eater may now inflict lethal damage on any target within the Boneyard’s area. To make this attack functions the same as the 4 dot Boneyard, except that all damage is lethal instead of bashing. In addition, this power affects supernatural beings who are not normally affected by mundane poisons.
  12.  
  13. The Miasma Caul
  14. Skill: Medicine
  15. The Miasma Caul invites disease and decay into the Sin-Eater’s body. When this Key is active, she always appears sickly and frail, like the wind could blow her over at any moment. Each activation causes a point of lethal damage as the power of the Geist fills her with poison and ill. There is a benefit to this, however, as anybody who deals damage to the Sin-Eater while she wears the Caul must roll Stamina or be subject to the effects of poisoning or illness as detailed in the sourcebook of their supernatural or mortal stripe.
  16.  
  17. • Miasma Caul ••: The Sin-Eater’s skin becomes venomous, like a poison dart frog’s. Anyone who touches her while the Caul is active must roll Stamina, or receive an amount of bashing damage equal to the activation successes.
  18. • Miasma Caul •••: Now, the Sin-Eater’s skin becomes soft and pliable, as if she were a long-deceased corpse. If the Sin-Eater takes one lethal damage, she may slough off the top layer of her skin to escape any grapple. The Sin-Eater’s player rolls (Stamina + Medicine + Activation successes). If the Sin-Eater achieves more successes than the opponent did to grapple her, she may slip free of their grasp. This power costs 2 plasm.
  19. • Miasma Caul ••••: The Sin-Eater becomes capable of absorbing environmental hazards and toxins into herself, and even absorbing illness and poison out of the bodies of others. The Sin-Eater may spend 3plasm, then roll (Stamina + Medicine + Activation successes). On a successful roll, she may take bashing damage equal to the number of successes on this power’s activating roll, and expunge poison or a minor, non-lethal disease from the body of any target she can touch.
  20. • Miasma Caul •••••: This power is functionally identical to the 4-dot Miasma Caul, save for that the Sin-Eater may trade lethal damage to expunge deadly diseases or poisons.
  21.  
  22. The Miasma Curse
  23. Skill: Medicine
  24. The Miasma Curse is subtle, yet cruel: It slows the target’s immune system and causes him to be susceptible to diseases he may have once been resistant to. The victim slowly, steadily weakens under the weight of sicknesses he should have beenrid of as a child for the duration of the hex. The victim suffers a penalty to all rolls requiring physical Attributes equal to half the activation successes.
  25.  
  26. • Miasma Curse ••: The penalty to all rolls requiring physical Attributes is now equal to the activation successes, as illness wracks the victim’s body. The Sin-Eater must spend an additional point of plasm to trigger this effect.
  27. • Miasma Curse •••: The slowing of the immune system progresses to a point where it begins to damage the victim’s physical capabilities, outright. Once per day the curse is active, the victim rolls (Resolve + Stamina). If the victim does not get more successes on this roll than the Sin-Eater did on her activation roll, he suffers damage to to his Strength and Dexterity, losing one dot each. When the curse ends, the victim heals off this damage at the same rate as lethal damage. To use this power, the Sin Eater must spend 3 plasm.
  28. • Miasma Curse ••••: The damage to the victim’s body becomes very real and very dangerous. Every 6 hours until the end of the curse’s effect, the victim must roll (Resolve + Stamina) or suffer 1 bashing damage in addition to the lost Strength and Dexterity dots. The Sin-Eater pays 4 plasm to use this power.
  29. • Miasma Curse •••••: The disease becomes potentially fatal, and the Sin-Eater feeds off of it. This power costs 5 plasm to use, but it increases the damage of the 4 dot version to lethal, and for each lethal damage the victim takes, the Sin-Eater regains 1 plasm.
  30.  
  31. The Miasma Marionette
  32. Skill: Medicine
  33. One with the Miasma Marionette is able to control the spread of diseases and airborne poisons. This is a very straightforward power, and does not grant any additional powers per dot level, but does increase in potency as the Sin-Eater gains power, starting with directing minor diseases and poisons -the common cold, cigarette smoke or small allergens toward one target, or warding them away from one person.
  34.  
  35. • Miasma Marionette ••: The Sin-Eater may direct diseases and poisons as potent as strep throat, the smoke from a fire, away from or towards a maximum of three people in a radius of (10 x activation successes) yards.
  36. • Miasma Marionette •••: The Sin-Eater may direct diseases and poisons as potent as influenza or lead paint fumes away from or toward any and all people in a radius of (10 x activation successes) yards.
  37. • Miasma Marionette ••••: The Sin-Eater may direct diseases and poisons as potent as airborne anthrax, the bubonic plague or mercury away from or toward any and all people in a radius of (100 x activation successes) yards.
  38. • Miasma Marionette •••••: The Sin-Eater may direct diseases and poisons of any potency toward or away from any and all people in a radius of (activation successes) miles.
  39.  
  40. The Miasma Oracle
  41. Skill: Medicine
  42. The Miasma Oracle grants a Sin-Eater insight into poisonings and disease-related phenomena. To start, she gains insight into how close an individual is from dying. By spending 1 plasm and rolling (Intelligence + Medicine + activation successes), she may determine how many levels of damage the victim of a disease or a poisoning has suffered as a result at the time the Miasma Oracle was used.
  43.  
  44. • Miasma Oracle ••: At this level, the Sin Eater may learn how long the victim has been afflicted by his illness.
  45. • Miasma Oracle •••: At this level, the Sin Eater learns the exact symptoms the victim has been suffering, and how they’ve affected him.
  46. • Miasma Oracle ••••: The Sin-Eater learns the exact ailment plaguing the victim, and if there is any way to ease that suffering (orin some cases, prolong it).
  47. • Miasma Oracle •••••: The Sin-Eater learns the names and locations of any person the victim has spread her illness to.
  48.  
  49. The Miasma Pit
  50. Skill: Medicine
  51. The Miasma Pit folds the dark plasm of the Underworld into the victim’s body, corrupting it from the inside out. Strictly speaking, the Miasma Pit removes the victim’s ability to heal himself and recover. Wounds fester longer than they should and become infected, a cold lasts twice as long as it does on anyone else. At it’s base, this power still affects the victim’s Composure (at a number of half the activation successes, rounding up, but the effects last one day per success), imposing penalties as the victim wonders why his cuts don’t heal and why he’s still coughing days later than he should.
  52.  
  53. • Miasma Pit ••: Wounds stubbornly refuse to vanish, and start becoming infected, and the victim’s condition doesn’t seem to start improving. The victim takes full activation successes as a penalty to Composure for one day per success. The illness and injury imparts a -1 penalty to Stamina.
  54. • Miasma Pit •••: The victim’s healing deficiency begins to affect him physically. By spending an additional point of plasm, the Sin-Eater can cause the victim’s health levels to take double the time to heal off.
  55. • Miasma Pit ••••: The Sin-Eater, by spending 3 points of plasm, can cause wounds to split open again if jostled too much. If the victim attempts to move at more than half his speed at any point during his turn, he must make a successful Stamina roll or suffer one level of bashing damage.
  56. • Miasma Pit •••••: By spending four additional points of plasm, the Sin-Eater can now will disease into the open wounds, causing them to grow rapidly infected. The victim must succeed in a Stamina roll or be subject to the effects of the 4 dot version of this power, with the exception that they now suffer two levels of bashing damage.
  57.  
  58. The Miasma Rage
  59. Skill: Medicine
  60. The Miasma Rage is just as it sounds – anger condensed into a bitter-tasting, virulent poison. With increasing lethality, its venomous nature also grows worse. This power has no dot levels beyond those present in the activation of the Rage, but on an Exceptional Success, the Miasma Rage poisons a target. Unless the victim succeeds on a (Stamina x Resolve) roll, which must be rolled each hour for a number of hours equal to the activation successes, he suffers 1 bashing damage as the poison ravages his system. At Miasma Rage •••••, this damage becomes lethal.
  61.  
  62. The Miasma Shroud
  63. Skill: Medicine
  64. The Miasma Shroud is very much the inverse of the Miasma Caul, in that it supercharges the Sin-Eater’s immune system and poison resilience. At its base level, in addition to providing armor, activation of the Miasma Shroud completely negates the effects of any Manifestation-based attacks using the Miasma key, unless the attacking Sin-Eater got more successes activating the Key than the defender did in unlocking the Shroud.
  65.  
  66. • Miasma Shroud ••: The Sin-Eater is completely immune to mundane illness while the Shroud is active. She may add her Medicine rating to the Armor rating of her Shroud to determine the effectiveness of magical attacks based in disease.
  67. • Miasma Shroud •••: The benefits of the 2-dot power are improved, and now extend to attacks and effects based around poison, as well as disease.
  68. • Miasma Shroud ••••: At this level, the Sin-Eater may form her Shroud from smog and sickness around her. Anyone who touches or is touched by the Sin-Eater (in mechanical terms, anyone who deals damage to her, or who she deals damage to)must roll Stamina or fall ill with a pox that lasts a number of turns equal to the activation successes, inflicting 1 lethal damage per turn. Each time damage is taken, the Sin-Eater must spend 2 plasm. A Brawl roll may be required to inflict this pox on a resisting target, but this power cannot be used to supplement a Brawl roll –the Sin-Eater must choose whether to strike her target or cause him illness, but cannot do both.
  69. • Miasma Shroud •••••: As per the 4-dot power, except that if the Sin-Eater pays double the plasm cost, the damage is aggravated.
  70.  
  71. The Thunderstruck Key
  72. The Sin-Eater who unlocks the Thunderstruck Key is a master of the raw power of a thunderstorm, from that which strikes the sky and rattles the earth in inclement weather, to the channeled levinbolts in a power grid. This Key gives no control over electronic devices, only the electricity within them – machines are, after all, the purvey of the Industrial Key.
  73.  
  74. The Thunderstruck Boneyard
  75. Skill: Science
  76. The Thunderstruck Boneyard calls upon the raw power of electricity. If the Sin-Eater unlocks the Thunderstruck Boneyard in a power station or other electrically charged location, or immediately after a thunderstorm, she may add her Science rating to the activation successes for the purpose of determining the maximum area.
  77.  
  78. • Thunderstruck Boneyard ••: The Sin Eater may target any source of power in her area of perception within the Boneyard and turn it off and on at will. The Sin-Eater’s player must roll (Wits + Science + activation successes) and spend 1 plasm.
  79. • Thunderstruck Boneyard •••: The Sin Eater may completely control the electrical flow toward any one area within the radius of the Boneyard, using the same dice pool as the previous power. She may completely kill the power flow to that location, cause brown-outs, or cause the electricity to surge. Lights may flicker, dim, completely shut off or burst, and sensitive electronics may be fried by the fluctuating power. This power costs 1 plasm to activate.
  80. • Thunderstruck Boneyard ••••: The Sin Eater can strike any one person with lightning and electricity that surges up through the ground. The Sin-Eater’s player must roll (Wits + Medicine + activation successes – Defense). Each success causes 1 level of lethal damage, and each attack cots 1 plasm.
  81. • Thunderstruck Boneyard •••••: The Sin Eater now has dominion over every source of power within the Boneyard’s reach. Unlocking this level of the Boneyard costs 5plasm, but utilizing every preceding power costs nothing thereafter.
  82.  
  83. The Thunderstruck Caul
  84. Skill: Science
  85. The Thunderstruck Caul invites a thunderstorm into the Sin-Eater’s body and changes her into a conduit of power and rumbling sound. She seems to carry a palpable aura of static around her at all times, and her voice seems to carry through the air even if she whispers. The Sin-Eater adds her activation successes to all Intimidation rolls made while the Caul is active.
  86. • Thunderstruck Caul ••: The Sin-Eater drifts over the ground as if blown about by the storm, rather than walking. She hovers two inches over the ground at all times, and over water just as easily. This power differentiates itself from the same level of Cold-Wind Caul in that the Sin-Eater also becomes a conduit of static. Any sensitive electronics that do not belong to her begin to malfunction in her presence.
  87. • Thunderstruck Caul •••: Now, the Sin Eater is so charged with electricity that she may charge any electronic device that belongs to her, and may power appliances or lights by coming into contact with the wires and plugs that power them. To do so, the Sin-Eater must roll (Stamina + Science + activation successes) and spend 2 plasm.
  88. • Thunderstruck Caul ••••: The Sin-Eater’s form so embodies the storm that her shout becomes a forcible clap of thunder. By spending 1 plasm per attack, the Sin-Eater may roll (Stamina + Science + activation successes) to release from her mouth a concussive sound attack that sounds like a clap of thunder. This attack does 1 level of bashing damage per success from the concussive force of the sound.
  89. • Thunderstruck Caul •••••: The Sin-Eater becomes the very picture of a raging storm cloud. She may expend 2 points of plasm reflexively to ignore any attack that occurs after her initiative. In addition, by spending an additional point of plasm per attack, she may inflict 1 point of lethal damage on any attacker who passes through her from the roils of thunder and lightning.
  90.  
  91. The Thunderstruck Curse
  92. Skill: Science
  93. The Thunderstruck Curse afflicts the victim with the feelings and effects of being struck by lightning. At first, this manifests as illusory nerve damage. Numbness and tingling manifests in the extremities, imposing a penalty to Dexterity rolls involving fine motor skills equal to half the activation successes on the victim.
  94.  
  95. • Thunderstruck Curse ••: The illusory nerve damage intensifies, imparting all activation successes as a penalty to Dexterity rolls on the victim.
  96. • Thunderstruck Curse •••: The victim’s body begins to ache from the effects of this level of the Thunderstruck Curse. The victim’s limbs and joints protest as he tries to move. Now, all Dexterity rolls are penalized, as opposed to solely those involving fine motor control. If the Sin Eater spends a point of plasm, she may intensify that pain, rendering the victim unable to move further than half his Speed.
  97. • Thunderstruck Curse ••••: If the Sin Eater imparts yet another additional point of plasm, she may cause the victim’s sight to begin to fade along with the other effects of the Curse, as if the victim had developed the ocular cataracts that often come after one has been struck by lightning. The penalty to Dexterity rolls now also applies to Perception rolls involving sight.
  98. • Thunderstruck Curse •••••: This ultimate power of the Thunderstruck Curse causes the victim’s hearing to fade as if thunder had ruptured his eardrums. The penalties of Thunderstruck Curse ••• and •••• apply to the victim, but the Perception penalty now also applies to hearing-based rolls as well as sight.
  99.  
  100. The Thunderstruck Marionette
  101. Skill:Science
  102. The Sin-Eater who manifests the Thunderstruck Marionette is able to bend electricity, be it in a thunderstorm or in a power grid. Unless combined with the powers of the Boneyard or the Oracle, the powers of the Marionette only extend to the Sin Eater’s line of sight. She must be able to see any power source she wishes to manipulate in order to enact the Thunderstruck Marionette upon it. Many of the higher-level powers of the Thunderstruck Boneyard duplicate this Manifestation, but Thunderstruck Marionette is usually cheaper, sacrificing range and versatility for efficiency. With Thunderstruck Marionette •, she may affect one room’s light sources or power outlets. The size of the power grid she may affect increases per level. With Thunderstruck Marionette ••, she may affect a circuit grid. With •••, a house, and with ••••, an office building. With Thunderstruck Marionette •••••, she may affect a skyscraper, or a whole neighborhood’s power supply.
  103.  
  104. In addition, the Sin-Eater may manipulate sounds with the Thunderstruck Marionette. With Thunderstruck Marionette •, she may manipulate sounds of up to 30db, or the sound of somebody whispering. This increases by 30db for each dot level. With Thunderstruck Marionette •••••, she may bend sounds as loud as 150db, or the level of shotgun blast or rocket launch. She may manipulate sounds even louder with this if she takes a dice penalty of -1 per every 20db to be manipulated in excess of 150.
  105.  
  106. The Thunderstruck Oracle
  107. Skill:Science
  108. The Thunderstruck Oracle allows the Sin-Eater to gain insight into electrical systems. While this Manifestation is active, she may add all activation successes to rolls made to understand the power grid and electrical anomalies. When performing any Wits-based actions to scrutinize electrical systems in the area, add the Sin-Eater’s activation successes as bonus dice to any such roll.
  109.  
  110. • Thunderstruck Oracle ••: The Sin-Eater may detect power flow within whatever he scrutinizes with the Thunderstruck Oracle. She may determine what is drawing the most power in the grid she is currently observing, and gain a general sense of where that device happens to be.
  111. • Thunderstruck Oracle •••: The Sin-Eater may now tell the exact locations of all sources of strong power draw in the observed system.
  112. • Thunderstruck Oracle ••••: With this power, the Sin-Eater may look at a device for a few seconds and instantly know how it works and what powers it. He may add his activation successes to any roll made to disable, activate complex devices. In addition, the Sin-Eater is now able to discern whether a source of electrical damage was mundane in origin or whether it came from a supernatural source, such as vampire Disciplines, Awakened magic or another Sin-Eater with the Thunderstruck key.
  113. • Thunderstruck Oracle •••••: The Sin Eater may extend her senses into the local power grid using the power of the electrical lines that criss-cross the world. She may target an open power outlet, and may perceive anything that she would be able to perceive from that vantage point. This, on its own, is not that impressive. However, if the Sin-Eater has access to the Boneyard Manifestation, she may unlock that Manifestation with the Thunderstruck or Industrial Keys, center it on the outlet, and be able to use any powers associated with those Boneyards as if she were physically at that location. This Manifestation ends immediately if something is plugged into the outlet.
  114.  
  115. The Thunderstruck Pit
  116. Skill:Science
  117. The Thunderstruck Pit robs the victim of the power of electricity, and the sound of the world abandons him with it. Electricity does not spark for him, though it is more than happy to electrocute him all the same. He might be in the midst of the Las Vegas lights, but if he should so much as brush against them, they shut off as if the power was cut. At first, this power extends solely to lights. This penalizes his Composure nonetheless – he cannot make electricity listen to him, but others around him certainly can.
  118.  
  119. • Thunderstruck Pit ••: The first level of the Thunderstruck Pit extends to lightbulbs and other light sources. With this level, however, soon other devices grow disobedient. His phone will not turn on, though he charged it this morning. His computer will immediately turn off. The Victim must succeed in a (Wits + Composure – activation successes) roll in order to cause electrical objects to turn on. If he can manage to activate them, they are perfectly normal. Causing devices to malfunction is still the purvey of the Industrial Key.
  120. • Thunderstruck Pit •••: At this level, the victim of the Thunderstruck Pit is such a pariah to electricity that it begins to inconvenience others around him. Should he so much as enter a room, the lights shut off and devices deactivate. He must succeed in a (Wits + Composure – activation successes) roll to suppress this effect.
  121. • Thunderstruck Pit ••••: Electricity begins to turn on the victim. When using the effects of Thunderstruck Pit ••, the Sin Eater may spend an additional point of plasm. If she does, any failures on the victim’s Wits + Composure roll to activate electrical devices causes him to take 1 point of lethal damage as the electricity within it arcs out of the device and strikes him.
  122. • Thunderstruck Pit •••••: The Sin-Eater can expend an additional point of plasm when activating Thunderstruck Pit ••••. If she does, any damage accrued by the victim is aggravated, rather than lethal.
  123.  
  124. The Thunderstruck Rage
  125. Skill:Science
  126. The Thunderstruck Rage manifests itself as what many younger Sin-Eaters refer to as ‘force lightning’. Arcs of phantasmal lightning leap from the Sin-Eater’s body toward the unfortunate victim,surging him with electricity and deafening him from the roar of thunder.
  127.  
  128. At lower levels, this lightning leaves no lasting damage visible to the naked eye. At the highest levels, the electricity surges and burns just as it would if the victim were electrocuted by a faulty wire or a lightning strike. In fact, victims of the Thunderstruck Rage are covered with the branching marks of death by lightning strike.
  129.  
  130. The Thunderstruck Shroud
  131. Skill: Science
  132. The purvey of the Shroud as electricity falls to the domain of the Cold-Wind Key. While the Thunderstruck Shroud offers some of that protection in its own right, the Shroud itself is made of concussing thunder and driving rains, defending the Sin-Eater against more than just lightning. The Sin-Eater suffers no penalties to movement and takes no environmental damage should she be caught outside in harsh weather.
  133.  
  134. • Thunderstruck Shroud ••: The Sin-Eater is completely immune to the effects of wind-based or sound-based concussive damage from mundane sources. From supernatural sources, she adds her Science to the Armor rating of the Shroud to determine effectiveness.
  135. • Thunderstruck Shroud •••: The Sin-Eater is completely immune to damage from mundane sources of electricity. Against magical attacks that confer electricity damage, she may add her Science score to the Armor rating of her Shroud to determine how effective it is. This power is a mirror of the Cold-Wind Shroud 4-dot power.
  136. • Thunderstruck Shroud ••••: The Sin Eater forges her Shroud out of a raging storm. Anyone who touches her or who she touches is then jolted by the lightning within the Shroud. Each time damage is taken, the Sin-Eater must spend 2 plasm. A Brawl roll may be required to inflict this damage on a resisting target, but this power cannot be used to supplement a Brawl roll –the Sin-Eater must choose whether to strike her target or jolt him, but cannot do both.
  137. • Thunderstruck Shroud •••••: The Sin Eater’s stormy Shroud damages the hearing of whoever dares to touch her with a clap of mighty thunder. When the Sin-Eater activates Thunderstruck Shroud ••••, she may spend an extra point of plasm per attack. If she does, the attacker also takes a penalty to sound-based Perception rolls for a number of turns equal to the activation successes.
  138.  
  139. The Fleshbound Key
  140. The Fleshbound Key transforms a Sin-Eater, literally and figuratively, into a master of the flesh and bone, both of her body and the bodies of others. With some keys, she may shape and transform herself and others, and with other keys she may inflict horrible mutations. All effects of this Key last only as long as the key itself… unless, of course, the victim dies this way.
  141.  
  142. The Fleshbound Boneyard
  143. Skill: Medicine
  144. The Fleshbound Boneyard allows the Sin-Eater to sense the presence of living bodies within the Boneyard’s range. At its basic level, the Fleshbound Boneyard detects life within its range. Any living being who does not wish to be detected this way must roll (Dexterity + Stealth – activation successes)else the Sin-Eater is immediately alerted to their presence.
  145.  
  146. • Fleshbound Boneyard ••: The Sin-Eater
  147. may influence any single being to leave the area of her Boneyard, or compel them to stay. The Sin-Eater’s player rolls (Wits + Persuasion + activation successes), contested by the target’s (Resolve + Composure) roll. If the Sin-Eater wins the roll, the target is either influenced to leave the Boneyard’s radius, or compelled to stay within it.
  148. • Fleshbound Boneyard •••: Now, the Sin Eater may influence every individual within the Boneyard to stay or leave. This works the same as the 2-dot version of this power,save for that every living individual in the Boneyard’s radius must roll (Resolve + Composure).
  149. • Fleshbound Boneyard ••••: The effects of the previous two powers now extend to the undead, such as vampires, with the expenditure of a point of plasm. In fact, the Sin-Eater may also spend a point of plasm to choose whether only living beings may remain in the area of her Boneyard, whether only undead may remain, or whether both are compelled to stay or leave.
  150. • Fleshbound Boneyard •••••: The Sin Eater may pay 5 plasm to become one with her Boneyard, literally sinking into the earth. She is invulnerable to damage while she is melded into the earth. She may reappear anywhere within the area of her Boneyard, though she must pay plasm again to meld with the earth again.
  151.  
  152. The Fleshbound Caul
  153. Skill:Medicine
  154. The Fleshbound Caul allows the Sin-Eater to control her physical form. In the Fleshbound Caul’s basic form, the Sin-Eater may change anything superficial about herself. She may change her eye, skin or hair color at will as long as the Caul is active, though without higher levels of this power, she may not change her facial features. When the effects of any level of this Manifestation end, the Sin-Eater’s body eases back to normal over the course of a few minutes.
  155. • Fleshbound Caul ••: Now, the Sin-Eater may roll (Stamina + Medicine + activation successes) to shape minor facial features. She may change the shape of her nose, the width of her cheekbones; just enough to disguise her at a glance. This power costs 1 plasm.
  156. • Fleshbound Caul •••: The Sin-Eater may make major changes to herself using the same system as the 2-dot version of this power. She may make herself up to a foot taller or shorter, slough off weight, or change her face so drastically that she is completely unrecognizeable.
  157. • Fleshbound Caul ••••: Now, the Sin-Eater becomes capable of shifting and moulding bone as easily as she moulds her own flesh. She may twist herself into grotesque forms, imparting a Composure penalty onto anyone who witnesses her equal to the activation successes as they become paralyzed with fear. This power costs 3 plasm.
  158. • Fleshbound Caul •••••: The Sin-Eater’s mastery of her own flesh is so complete that she may take nearly any shape she desires for the duration of the Caul. She may take the shape of any living being with a Size rating up to two greater or less than her own with a successful roll of (Stamina + Medicine + activation successes). She is largely indistinguishable from an ordinary creature of that species for the duration of the Caul.
  159.  
  160. The Fleshbound Curse
  161. Skill: Medicine
  162. The Fleshbound Curse slowly mutates its victim into a terrifying, vulgar creature, twisting flesh and bone into physical mutations that take a toll both on the victim’s health and her Social Attributes. In its lowest form, the Fleshbound Curse simply warps others’ perspectives of the victim. They can’t place why, but the Curse’s target seems… uglier, and less pleasant to be around. The target suffers a penalty to all Social Attribute rolls equal to the activation successes.
  163.  
  164. • Fleshbound Curse ••: The victim of the Fleshbound Curse now notices how off he looks any time he looks in a mirror. In addition to the penalty to all Social rolls, he now takes a penalty to Composure equal to half the activation successes.
  165. • Fleshbound Curse •••: The victim now begins to physically mutate. One eye has slid down his face, and he has a sudden underbite. At this level, the penalty to Composure rolls increases to equal to the activation successes. The Sin-Eater must spend 1 plasm to enact this level of the Fleshbound Curse.
  166. • Fleshbound Curse ••••: The mutations have become worse and more exaggerated, to the point where they begin to deal damage to the victim’s Social Attributes. In addition to the penalties levied by the lower levels of this power, if the Sin-Eater spends an additional point of plasm, the victim’s Social Attributes are each lowered by 1. On an Exceptional Success, this increases to 2.
  167. • Fleshbound Curse •••••: The victim becomes as ugly as some vampire myths. At this level of the Fleshbound Curse, the damage to Social Attributes increases to affect Social Merits (or Backgrounds) until the Curse ends. Once it ends, it’s up to the victim to pick up the pieces. This power costs 3 plasm to use.
  168.  
  169. The Fleshbound Marionette
  170. Skill:Medicine
  171. Where the Stillness Marionette allows its user to raise the dead and command them, the Fleshbound Marionette allows a Sin-Eater to seize control of a still-living body. At first, this manifests as small tremors and inconveniences. With a successful (Manipulation + Medicine + activation successes) roll, the Sin-Eater may cause a victim to shiver uncontrollably, or his hand to jolt and drop an object.
  172.  
  173. • Fleshbound Marionette ••: The Sin-Eater may cause her victim to jolt uncontrollably. An arm flies off to the side. A leg gives out. A limb suddenly refuses to work. This costs 1 plasm to activate.
  174. • Fleshbound Marionette •••: Now, the Sin Eater may make her target do more complex actions. She may force her target to punch their friend in the middle of a conversation, fall down the stairs or other such effects. Make a resisted roll. The Sin Eater rolls (Manipulation + Medicine + activation successes), and the target rolls (Resolve + Composure). If the Sin-Eater scores more successes than the target, the action is performed whether the victim wishes it to or not. This power costs 1 plasm.
  175. • Fleshbound Marionette ••••: The Sin Eater may force her target into a full seizure. When enacting the 3-dot version of this Manifestation, spend an additional plasm. If the resisted roll is successful, the affected target is unable to act for a number of turns equal to the activation successes.
  176. • Fleshbound Marionette •••••: By spending 5 plasm, the Sin-Eater may assume full control of her target for a number of turns equal to the activation successes on a resisted (Manipulation + Medicine + activation successes) roll. As before, this is resisted by the target’s (Resolve + Composure).
  177.  
  178. The Fleshbound Oracle
  179. Skill:Medicine
  180. The Fleshbound Oracle allows the Sin-Eater to determine facts about the target’s physical state of being. At first, she may tell whether or not her target is living or undead, and if undead, what their state of undeath is, be that vampire, zombie, or other such creature. Sin-Eaters register as both living and undead to this power.
  181.  
  182. • Fleshbound Oracle ••: With the investment of a point of plasm, the Sin Eater may determine exactly what the target is, be that vampire, werewolf, mage, or other such sort.
  183. • Fleshbound Oracle •••: The Sin-Eater may determine how many points of damage the target has taken, if any. The Fleshbound Oracle does not grant the ability to treat these wounds in any supernatural way, but may give insight into how best to treat them by any means the Sin-Eater has on hand… or, for the more grim sorts, make them worse.
  184. • Fleshbound Oracle ••••: This strange power lets the Sin-Eater determine what sorts of alterations have been performed on the target, if any. She knows if he has had recent surgery or been altered in any way by supernatural magic or other Manifestations of the Fleshbound Key, but not which, specifically.
  185. • Fleshbound Oracle •••••: The Sin-Eater may see through the target’s wounds and alterations in order to see who performed them. A mist pours out of the Sin-Eater’s mouth and forms the visage of that person or being’s face.
  186.  
  187. The Fleshbound Pit
  188. Skill: Medicine
  189. The Fleshbound Pit robs its victim of the pulse of life. His skin grows cold and pale, and he radiates an aura of sickness and death. No matter what the victim may try, he cannot make himself flush with color again. This confers a penalty to his Composure equal to half the activation successes, rounded up, but the effects last for one day per success.
  190.  
  191. • Fleshbound Pit ••: No matter what the victim does, though he breathes, his chest does not rise and fall. The penalty to his Composure now equals the full number of activation successes.
  192. • Fleshbound Pit •••: Food no longer holds any sustenance for the victim, and in fact his body may violently reject it. The target must make a successful (Resolve + Composure) roll in order to hold down any sort of sustenance. This can be very dangerous – if the target does not manage to keep down any sort of food, he may become subject to the effects of starvation as per his system’s specific rules.
  193. • Fleshbound Pit ••••: The sun eagerly burns the victim at this level of the Fleshbound Pit. For each minute he spends out in the sun, he must roll (Stamina + Composure) else suffer 1 point of bashing damage. Though not necessarily a direct effect of the Pit, the effects of this power are very easily mistaken by vampire hunters. The target may, at the Storyteller’s discretion, be mistakenly subject to a vampire hunter’s ire. To use this power, the Sin-Eater must spend 4 plasm.
  194. • Fleshbound Pit •••••: As the 4-dot version of this power, except the sun’s light causes lethal damage rather than bashing.
  195.  
  196. The Fleshbound Rage
  197. Skill: Medicine
  198. In addition to the effects of the Rage Key that are universal to all Keys – which manifests in the Fleshbound Rage as burst blood vessels and fractured bones, the Sin-Eater manifesting the Fleshbound Rage may sculpt her own body into weapons. She may sculpt her knuckles into spikes of bone, or produce keratin quills from her skin. At later levels the weapons crafted by the user of the Fleshbound Rage become more complex, and deadly. At Fleshbound Rage •, she is limited to quills or bone spikes, which deal additional bashing damage to any Brawl attack. At Fleshbound Rage •••, she is able to craft bludgeons and simple melee weapons from her limbs, which are capable of dealing lethal damage. At Fleshbound Rage •••••, a master of this Manifestation is able to craft ornate weapons from her body, and each one deals aggravated damage.
  199.  
  200. The Fleshbound Shroud
  201. Skill:Medicine
  202. The Fleshbound Shroud transforms the Sin-Eater’s body into a hyper-resilient bastion. When manifesting the Fleshbound Shroud, rather than individual powers, she may add her Shroud rating and any activation successes to any roll involving Stamina, and gains levels of health equal to her Shroud rating. True masters of the Fleshbound Shroud have taken hailfires of bullets and survived.
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