Manifestations

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Contents

Keys

Choose two, one representing your death, the other representing your geist.

  • Elemental Keys
    • Cold Wind Key
    • Grave-Dirt Key
    • Pyre-Flame Key
    • Tear-Stained Key
  • Industrial Key
  • Passion Key
  • Phantasmal Key
  • Primeval Key
  • Stigmata Key
  • Stillness Key

Manifestations

These are the skills of your geist (and of ghosts). The skill is rolled and the result determines the strength of the manifestation and what it can accomplish. The manifestation is often rolled, like a skill, for subsequent actions. Each manifestation can only be unlocked with one key at a time.

The Boneyard

When a Sin-Eater calls forth the Boneyard, he allows his geist’s plasm to flow forth from his body to stain the surrounding area with plasmic residue.

The Boneyard allows the Sin-Eater to spread her awareness of a large area and to assert control over her environment, usually by triggering “haunting” effects. The Boneyard covers one zone per shift on the roll. The Sin-Eater's body remains in a trance-like state, requiring a Discipline roll to maintain the boneyard if injured with a difficulty equal to stress taken. They gain perception within the area and can perform maneuvers by manipulating elements specific to the key used to unlock it. Special perception is also gained through certain keys. They can also use other manifestations on those they perceive, restricted by the Boneyard strength.

  • Elemental
    • Cold Wind: Outdoors and in cold weather or during a heavy rainstorm.
    • Grave-Dirt: Underground or in a cemetery.
    • Pyre-Flame: Hot, desolate area or within a burned-out structure.
    • Tear-Stained: On the water or near where someone's drowned within the last ten years.
  • Industrial: Inside a building. Perceive hidden passages, concealed safes and the like.
  • Passion: Perceive the emotional states of thinking beings.
  • Phantasmal: See through illusions and perceive invisible entities.
  • Primeval: Heavy wooded or forest area.
  • Stigmata: Perceive ghosts and death stains.
  • Stillness: Cause things to be overlooked.

The Caul

When a Sin-Eater dons the Caul, he invites his geist deep into his body, allowing its plasm to flow outwards through his every cell, filling him from the inside out.

The Caul permits the Sin-Eater to reshape his own body as needed, often in esoteric and frightening ways. These changes last for the scene but the Sin-Eater can end them sooner.

  • Elemental
    • Cold Wind: The Cold Wind Caul chills the Sin-Eater’s body. He always feels cold and slightly clammy, as if he’s been dead for several hours, and turns translucent and indistinct. A Fair (+2) Caul allows movement by floating a couple inches above the ground and walking on water. A Good (+3) Caul allows freezing water by touch and doing 2-stress hits on grappled opponents due to cold. A Great (+4) Caul allows the Sin-Eater to be fully insubstantial, immune to and unable to make physical attacks. A Superb (+5) Caul he can merge with the wind, vanishing and reforming at the end of the scene miles away. Both departure and arrival location must be outdoors.
    • Grave-Dirt: The Grave-Dirt Caul transforms the Sin-Eater’s body into dirt and rock from the inside out. A Fair (+2) Caul turns his bones to stone, giving him Armor:1. A Good (+3) Caul transforms his flesh to dirt and gravel, granting two extra Physical Stress boxes. A Great (+4) Caul grants bones and nails that are diamond hard, allowing Weapon:2 unarmed attacks. A Superb (+5) allows transformation into a statue, unaware and unable to move but with Armor equal to the Manifestation Strength. He can remain in this form for up to Discipline rating in days.
    • Pyre-Flame: The Pyre-Flame Caul kindles a flame within the Sin-Eater’s breast that eventually consumes his body. He always feels warm to the touch, as though he’s running a fever, and can cause his body to glow as bright as a bonfire. A Fair (+2) Caul allows supplemental movement without a penalty. A Good (+3) Caul allows setting combustibles on fire by touch and doing 2-stress hits on grappled opponents due to heat. A Great (+4) Caul actually catches fire, allowing Weapon:2 unarmed attacks. A Superb (+5) Caul allows transformation into a raging inferno, allowing for attacks on his entire zone.
    • Tear-Stained: The Tear-Stained Caul infuses the Sin-Eater’s body with brackish, cold water. A Fair (+2) Caul grants +1 to grappling. A Good (+3) Caul grants +1 to Athletics for dodging. A Great (+4) can merge with a body of water, vanishing and reforming at the end of the scene miles away on the same body of water. A Superb (+5) Caul allows transformation into a crashing wave, allowing for attacks on his entire zone.
  • Industrial:

The Curse

The Curse enables the Sin-Eater to afflict her enemies with strange curses and ailments and to subtly influence their minds.

The Marionette

The Marionette allows the Sin-Eater to control physical objects, animals and even other people, manipulating their bodies like a twisted puppeteer.

The Oracle

The Oracle grants the Sin-Eater heightened sensory powers, clairvoyance and even precognitive abilities.

The Rage

The Rage represents the Sin-Eater’s power to strike at others with pure, unadulterated power.

The Shroud

The Shroud governs effects which alter or improve the Sin-Eater’s own aura in some way, most often by strengthening it into a form of protection. The geist may materialize itself, forming around the Bound. Most versions of the Shroud add armor equal to the activation successes, but some do not.


FATE Geist

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