Basic Character Creation (Mortal Template)

1. The Basics

A. Record the character NAME, the PLAYER name, and the GEIST.

B. Record the CONCEPT of your character.

  • Your concept is the most basic expression of your character and is usually a one- or two-word phrase to describe it.
  • In a way, you need two concepts when creating a Geist. A Sin-Eater exists where the person and the geist become one symbiotic entity. It is vital to the Sin-Eater’s motivations to have an idea of where both halves came from.

C. Record the character’s VIRTUE.

D. Record the character’s VICE.

2. Attribute Assignment

A. You must select ATTRIBUTES, which represent your character’s innate capabilities. Start by prioritizing the three categories.

  • Mental Attributes include: Intelligence, Wits, and Resolve.
  • Physical Attributes include: Strength, Dexterity, and Stamina.
  • Social Attributes include: Presence, Manipulation, and Composure.
  • Though “Power,” “Finesse,” and “Resistance” are listed to the left of the Attributes on the character sheet, do not use them as category headers during character creation.

C. Assign the appropriate number of dots to each category.

  • Your character begins with one dot in each Attribute automatically, which are already filled in on the character sheet and are considered free dots.
  • Place 5 additional dots in any configuration into the three Attributes of your primary category. All dots spent are in addition to the free starting dot in each Attribute.
  • Place 4 additional dots in any configuration into the three Attributes of your secondary category. All dots spent are in addition to the free starting dot in each Attribute.
  • Place 3 additional dots in any configuration into the three Attributes of your tertiary category. All dots spent are in addition to the free starting dot in each Attribute.
  • Please note that placing a fifth dot in any Attribute costs two dots to purchase.

3. Skill Assignment

A. You must select SKILLS, which represent your character’s learned capabilities. Start by prioritizing the three categories.

  • There are three categories of Skills: MENTAL, PHYSICAL, and SOCIAL.
  • The Mental Skills available are: Academics, Computer, Crafts, Investigation, Medicine, Occult, Politics, and Science.
  • The Physical Skills available are: Athletics, Brawl, Drive, Firearms, Larceny, Survival, Stealth, and Weaponry.
  • The Social Skills available are: Animal Ken, Empathy, Expression, Intimidation, Persuasion, Socialize, Streetwise, and Subterfuge.

B. Place dots into select skills.

  • Your character does not gain any free Ability dots to start out with.
  • Place 11 dots in any configuration into the ten Abilities of your primary category.
  • Place 7 dots in any configuration into the ten Abilities of your secondary category.
  • Place 4 dots in any configuration into the ten Abilities of your tertiary category.
  • No single Ability may go above 3 dots at this time. Abilities may be raised up to 5 dots with Freebie Points, however.

4. Skill Specialties

A. Select 3 free Skill Specialties of your choice.

C. You may assign each specialty however you like, whether you assign all of them to a single skill or spread them out over three different skills.

D. There is no limit to how many Specialties can be assigned to a single Skill.

E. A Skill specialty adds +1 die to rolls involving that specialty.

5. Supernatural Template

A. Record the character’s ARCHETYPE.

B. Record the character’s THRESHOLD.

  • There are five types of Thresholds: FORGOTTEN (DEATH BY CHANGE), PREY (DEATH BY NATURE), SILENT (DEATH BY DEPRIVATION), STRICKEN (DEATH BY PESTILENCE), and TORN (DEATH BY VIOLENCE).

C. Record the character’s KREWE.

D. Record your PSYCHE score at a 1.

  • This is the potency of your bond with your geist. A high psyche is a deathly being, an expression of the afterlife in the mundane world. A low-Psyche Sin-Eater seems almost normal to those around her.
  • As the character’s Psyche increases, she becomes capable of more impressive supernatural feats.
  • More Psyche dots may be bought with Merit points, at a cost of three points per dot.
  • Psyche cannot start at a rating higher than a 3.

E. Choose MANIFESTATIONS.

  • Place up to a total of 3 dots among chosen Manifestations.

F. Record your KEYS.

  • Sin-Eaters begin with 2 Keys, one of which must be one of their Threshold’s two favored Keys.
  • When a Sin-Eater opens a conduit and manifests one of his powers, he unlocks that power with a Key. The Key used causes the Manifestation to express itself in a particular way.
  • Consider your character’s death and the origin of his geist carefully when choosing his Keys.
  • There are ten major Keys: The four Elemental Keys, (Grave-Dirt, Cold Wind, Tear-Stained and Pyre-Flame), Industrial, Passion, Phantasmal, Primeval, Stillness, and Stigmata.

G. Record your KEYSTONE MEMENTO.

  • Every Sin-Eater has a keystone memento that allows him to perform ceremonies and access skills his geist might have known in life, among other things.
  • The character’s geist determines the form of the keystone. For example, a geist who appears as a drowned and fish-eaten corpse with tangled kelp hair might have a length of rusted, dripping chain as her keystone.

6. Advantages

A. Record your SYNERGY score at 7 dots.

  • Synergy takes the place of a mortal’s Morality rating.
  • The higher your character’s Synergy rating, the more in tune he is with his geist. The lower it is, the more out of synch the two are, and the more difficult it becomes to deal with the geist.
  • As an optional rule, Storytellers may allow players to exchange Synergy for experience points during character creation. Players may sacrifice one dot of Synergy forv five experience points, lowering their Synergy to as low as 5 (for 10 total experience points).

B. Record your WILLPOWER score. Willpower is equal to Resolve + Composure.

C. Record your PLASM points, which begin at 5.

  • Plasm is rated only as a pool of points that you can spend. There is no dot rating for plasm that your character always possesses.
  • Plasm is the deathly energy that fuels a Sin-Eater’s unnatural powers.
  • You may obtain up to 10 plasm points.
  • If the character has purchased the Haunt Merit, specifically the option of Haunt Liquidity, she begins play with an additional point of plasm per dot of Haunt Residue.
  • All Sin-Eaters begin with a plasm pool equal to half of their maximum plasm pool as determined by Psyche.

D. Record your SIZE rating, which is 5 for most humans.

E. Record your DEFENSE rating. Defense is the lowest score of Dexterity or Wits.

F. Record your INITIATIVE rating. Initiative is equal to Dexterity + Composure.

G. Record your SPEED score, which is equal to Strength + Dexterity +5.

H. Record your ARMOR rating, which is a zero unless the character is actually wearing armor.

I. Record your HEALTH, which is equal to your Stamina + Size scores.

7. Ceremonies, Merits, And Flaws

B. Record any CEREMONIES.

  • These are rituals that the Geist can learn.
  • Ceremonies are bought with Merit points on a point-for-point basis.
  • By paying one extra dot for a ceremony, a Sin-Eater can modify it. The function of the ceremony remains the same, but the method of performing it can change. (See the Ceremonies information).

A. Record any selected MERITS. You have 7 dots to spend for these.

  • Ceremonies are bought with Merit points on a point-for-point basis.
  • More Psyche dots may be bought with Merit points, at a cost of three points per dot.
  • The fifth dot in any Merit costs two dots to purchase.
  • You must meet any prerequisites a Merit requires before taking that Merit.

C. Record any selected FLAWS. You do not gain anything from Flaws, though they do tend to make a story much more interesting.

8. Life Experiences

A. Some Storytellers will award beginning EXPERIENCE POINTS to their players. Others won’t. As always, it is up to the Storyteller. Note: Begging for XP is never a good idea.

Basic Character Creation (Mortal Template)

Geist: The Sin Eaters blacklodgerpg blacklodgerpg