Tag: Rules

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  • Main Page

    [[File:586425 | class=media-item-align-center | Geist_Skull_Logo.png]] h3. Geist: The Sin-Eaters Rule Wiki
    This will serve as a place for any and all rules used within our World of Darkness/Geist the Sin Eaters Chronicle. If there are any …

  • Ceremonies

    *Ceremonies* Ceremonies are rituals, generally associated with the ghosts or the dead, which Sin-Eaters can learn. These rituals do not directly use the power of the geist as much as they rely upon the Bound's deep connection to the Underworld and its …

  • Synergy

    A Sin-Eater in alignment with his geist benefits from that close connection, which grants a certain peace of mind and an affinity for the little details of the Underworld. Sin-Eaters who flout the needs of their geist or who reject or abuse their …

  • Willpower

    Advantages are aspects of your character that set him apart from his peers, for good or ill. A strong will, an unshakeable moral conviction or a simple talent for ducking are all possible benefits in a rough and uncertain world. As your character develops …

  • Plasm

    Plasm is the "juice" by which Sin-Eaters empower their Manifestations and other supernatural abilities. Ectoplasm appears as a residue in sites that ghosts regularly haunt, and in low places such as cenotes, especially ones with Avernian Gates. This …

  • Size

    Advantages are aspects of your character that set him apart from his peers, for good or ill. A strong will, an unshakeable moral conviction or a simple talent for ducking are all possible benefits in a rough and uncertain world. As your character develops …

  • Defense

    Advantages are aspects of your character that set him apart from his peers, for good or ill. A strong will, an unshakeable moral conviction or a simple talent for ducking are all possible benefits in a rough and uncertain world. As your character develops …

  • Initiative

    Advantages are aspects of your character that set him apart from his peers, for good or ill. A strong will, an unshakeable moral conviction or a simple talent for ducking are all possible benefits in a rough and uncertain world. As your character develops …

  • Speed

    Advantages are aspects of your character that set him apart from his peers, for good or ill. A strong will, an unshakeable moral conviction or a simple talent for ducking are all possible benefits in a rough and uncertain world. As your character develops …

  • Archetypes

    Nobody comes back from beyond the veil of death unchanged. While a geist helps to bring a Sin-Eater back, the real change is in how he reacts to spending time dead. One Christian krewe revolves around the idea that the only way to be born again in Christ …

  • Psyche

    The psychology of the Sin-Eater is a complex subject. To most people, Sin-Eaters can seem delusional or even schizophrenic -- except that they actually do talk to unseen entities. At first, the transition from a "normal" lifestyle to a supernatural one …

  • Keystones

    Every Sin-Eater has visited that gray boundary that exists between life and death. It's in that timeless place that he was visited by a geist and his weak flesh was propped up with spiritual strength. As part of the bonding process between geist and human …

  • Virtue

    All characters have strengths and weaknesses, noble aspects and dark sides to their personalities. While most people try to cultivate virtues and eschew vices, both are intrinsic elements of identity and both equally reinforce a sense of self, whether we …

  • Vice

    All characters have strengths and weaknesses, noble aspects and dark sides to their personalities. While most people try to cultivate virtues and eschew vices, both are intrinsic elements of identity and both equally reinforce a sense of self, whether we …

  • Attributes

    A character's basic, fundamental capabilities are represented with Attributes, which are the foundation of all the acts that he performs. These traits are classified into three categories: Mental, Physical, and Social. Mental Attributes suggest how …

  • Skills: Mental

    A character's Attributes measure his innate physical, mental, and social qualities -- how strong he is, how quick he thinks on his feet, and how well he interacts with other people. The different ways in which a character can apply these Attributes are …

  • Skills: Physical

    A character's Attributes measure his innate physical, mental, and social qualities -- how strong he is, how quick he thinks on his feet, and how well he interacts with other people. The different ways in which a character can apply these Attributes are …

  • Skills: Social

    A character's Attributes measure his innate physical, mental, and social qualities -- how strong he is, how quick he thinks on his feet, and how well he interacts with other people. The different ways in which a character can apply these Attributes are …

  • Forgotten Threshold

    *What are Thresholds?* As recognized by the Bound, Thresholds are states of deathly resonance. They're the marks put on someone or something by Death. Death by violence, for instance, carries a supernatural tie to -- and affinity for -- violence. …

  • Prey Threshold

    *What are Thresholds?* As recognized by the Bound, Thresholds are states of deathly resonance. They're the marks put on someone or something by Death. Death by violence, for instance, carries a supernatural tie to -- and affinity for -- violence. …

  • Rage Manifestation

    Attribute: Strength Some Manifestations are subtle, laying curses on a target or infusing the world around her with the energies of death. The Rage is not subtle at all. At the Sin-Eater's direction, her geist reaches out and attacks someone. The …

  • Combat Summary

    *Combat Summary* *Initiative* Everyone rolls Initiative: The result of a die roll + Dexterity + Composure. The character with the highest Initiative performs her action first. Or you may yield your character's action until later in the Initiative …

  • Combat Summary - Melee

    *Melee Weapons Chart* _Type:_ Your character may use many other types of weapons (meat cleavers, halberds, hammers). Use the traits from above lists that best approximate those weapons. Improvised Weapons suffer a -1 penalty. _Damage:_ The …