Editing
Geist: The Sin-Eaters
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Keys and Manifestations/Haunts== The powers of Geist. What Manifestations do is determined by what Manifestation is used and what type of Key is used. The former come in seven types and determine the rough type of the effect, while the latter determines what its effect actually is. There are ten Keys and seven Manifestations, creating a total of seventy possible powers. Each of these Manifestations has five levels of power, represented by the traditional dots. The more dots you have in a Manifestation the more it can do, though some Manifestations require the spending of additional Plasma to use it. Some Manifestations allow for the use of Anachrotech, pieces of technology that have fallen into disuse. They act as a kind of focus for the Manifestation, adding a dice modifier based on how old the object is. If the object was made before 1960 there is no modifier involved. For every decade onwards (60s, 70s, 80s, 90s, and 2000s) there is a cumulative -1 modifier to a max of -5 in place while older objects made in the 40s, 20s or even the 19th century add a cumulative +1 modifier to a max of +3. A good rule of thumb is that you'll have a MUCH easier time messing with a Ford Model T than a Tesla Model 3. In 2e, Manifestations have been renamed Haunts, and are less directly tied to Keys, and the number of Keys has been drastically reduced. Haunts’ effects no longer change depending on the Key. In fact, you no longer need to use a Key at all to activate a Haunt...though you can. And if you do, you get a boost to your activation dice pool, a burst of free Plasm that’s not subject to per-turn limits (which is great, because Haunts have all sorts of cool tricks you need to spend extra Plasm for), and a thematic negative Condition. ===1e Keys=== *'''Cold Wind:''' Control over air and wind; chill the room or create gale-force winds. Based on the Tibetian 'Sky Funeral' (leaving the body for the animals and elements). *'''Grave-Dirt:''' Control over rock and soil; shift the earth and bury your enemies alive. Based on burying the dead, obviously. *'''Pyre-flame:''' FIRE! To destroy what you've done! FIRE! To end all you've become! It can be a harmless illusion, a psychosomatic hallucination or the real deal. Based on cremation. *'''Tear-stained:''' Water; Make them drown or feel like they're drowning. Based on burial at sea. *'''Industrial:''' Technology, especially the previously mentioned Anachrotech; mess with the lights or make that car drive itself. Based on industrial accidents and the propensity specters have for messing with TVs and phones. *'''Passion:''' Emotions; rage, sorrow, terror. Create maddening illusions or shift the mood of the room. Based on the strong emotions that can accompany a death. *'''Phantasmal:''' The Etherial; bring apparitions into the world both illusionary and very real. You can even manifest your Geist to terrify and destroy. *'''Primeval:''' Nature; control animals and plants alike. Based on old pagan rites, such as animal sacrifice. *'''Stigmata:''' Blood; manipulate it, harness it, turn it into sick-ass razor whips. Based on old religious correlations between blood and life force, hence the term "lifeblood". *'''Stillness:''' The calm and quiet after death AKA necromancy. *'''Stygian:''' Death itself; not to be trifled with. Seriously, using it requires serious mojo and makes you take a hit to your Synergy EVERY time it's used. ===Manifestations/Haunts=== *'''Boneyard:''' Effectively haunt, and therefore control, the surrounding area like a classic ghost or poltergeist. *'''Caul:''' Change and warp your physical form. *'''Curse:''' Affect others through curses, typically passively. *'''Dirge''': Generate feelings and emotional reactions through a wordless song. *'''Marionette:''' Affect and manipulate objects as well as human minds. *'''Memoria:''' Witness a place or an Anchor's memories of a specific death, which can be shared with others. *'''Oracle:''' Release your own ghost out of your body to provide insight beyond the mortal realm. *'''Rage:''' Rip everything and everyone around you TO FUCKING SHREDS! *'''Shroud:''' Protects yourself against several kinds of damage, with some added bonus. *'''Tomb''': Reassemble corpses or destroyed objects into replicas that ghosts can interact with. *'''Pit:''' 1e only. Channel the Underworld itself through your Geist. As with the Stygian Key, using this will hurt your Synergy and likely overwhelm you. Only those unscrupulous, desperate, or truly batshit bonkers should consider using it. *'''Void:''' 1e only. [[Edgy|Counsume and rend with darkness.]] Warning: may also consume the user. *'''Well:''' 1e only. Alter and dissolve things and their properties, especially memories. Can also call upon the power within the Rivers of the Underworld. {{WoD-Games}}
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information