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 power 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.

  • 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

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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