Boneyard Manifestation

Boneyard Manifestation
Attribute: Wits

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. In this way, the Sin-Eater may extend his senses across a large area and affect his environment in ways associated with the Key used to unlock the Boneyard. While the Boneyard is unlocked, the Sin-Eater’s body must remain in a trance-like state. The Sin-Eater’s body need not rest in the center of the Boneyard, but he must be somewhere within the affected area. If taken by surprise (not an easy thing against the master of a Boneyard), the Sin-Eater typically loses his Defense against attackers. This Manifestation ends instantly if the Sin-Eater suffers any damage. If his body is otherwise disturbed, he may attempt to retain control of the Boneyard with a Resolve + Composure roll.

The basic (one-dot) power of the Boneyard allows the Sin-Eater to create a plasm-tainted area within a particular area, whose size is governed by his Manifestation rating and his activation successes. Some Keys may modify the size of the Boneyard in thematically appropriate ways. For example, the Primeval Boneyard may be bigger than other Boneyards if unlocked within a forest or heavily wooded area. While the Boneyard is unlocked, the Sin-Eater can generally sense any particular person or thing which she wishes to locate within the affected area without a roll, provided that the object of her search is not actively hiding from her (either magically or through mundane means). She can project her senses to any spot within the Boneyard and examine the area as if she were standing there. Many Keys allow the Sin-Eater to use more esoteric senses from any vantage point within the Boneyard.

Once the Boneyard is unlocked, the Sin-Eater can unlock additional Manifestations as desired, and can target their effects against anyone or anything he can perceive within his Boneyard. If an additional Manifestation is unlocked using the same Key as the one used to unlock the Boneyard, the Sin-Eater may add the Boneyard’s activation successes to the next activation roll. If the Keys are different, however, the Boneyard’s activation successes do not apply. There is one exception to this rule: A Sin-Eater may not direct the Rage Manifestation against a target outside the normal range for the given Rage power through the Boneyard.

Activation

Cost: 1 plasm

Dice Pool: Wits + Key Skill + Boneyard rating

Action: Instant

Dramatic Failure: The land is thirsty. The Boneyard fails to manifest, and the character loses two extra points of plasm.

Failure: The attempt to manifest the Boneyard fails.

Success: The Sin-Eater creates a Boneyard lasting for one scene. With Boneyard 1, the radius of the Boneyard is equal to (activation successes x 10) yards. With Boneyard 3, this radius increases to (activation successes x 100) yards. With Boneyard 5, this radius increases to (activation successes) in miles. Once its confines are established, the area covered by the Boneyard is fixed and cannot be modified by the Sin-Eater. Once established, the Boneyard cannot be dispelled prematurely, and the Sin-Eater may not create any new Boneyards while a previously unlocked Boneyard still stands. However, a Sin-Eater may attempt to replace an already existing Boneyard (whether one he created or one created by another Sin-Eater) with a new one, either to improve the Boneyard’s qualities or to assert dominance over another Sin-Eater. In the latter case, whichever Boneyard has more activation successes takes precedence. The Boneyard’s radius is fixed — although it is initially centered on the Sin-Eater, it does not move with her. Activation successes modify many higher-level Boneyard powers but only while the Sin-Eater remains within the Boneyard he created.

Exceptional Success: The Sin-Eater recovers the plasm spent in unlocking the Boneyard. If wounded, the Sin-Eater may still maintain the Boneyard with a successful (Resolve + Composure) roll, but not if he is rendered unconscious or leaves the Boneyard.

Fighting Over Boneyards

Any Sin-Eater with even one dot in Boneyard will immediately know when she has entered into a Boneyard territory created by another Sin-Eater. The intruding Sin-Eater can attempt to establish her own Boneyard within the same area, but the original Sin-Eater may reflexively inflict a penalty equal to his activation successes on attempts by others to establish additional Boneyards within his demesne. If two (or more) Sin-Eaters successfully unlock overlapping Boneyards, the Sin-Eater with the most activation successes is considered to be the master of the Boneyard, and can reflexively apply a penalty equal to his activation successes against his rivals on all Boneyard-related rolls.

The Elemental Boneyard Keys

Skill: Occult

Area Of Effect: Varies

The Sin-Eater instills the essential characteristics of one of the four elements into the fabric of her Boneyard.

Cold Wind Boneyard Key [ Geist: The Sin-Eaters — Page 115 ]

The Cold Wind Boneyard draws upon frigid cold and the devastating power of storms. If the Sin-Eater unlocks the Cold Wind Boneyard while outdoors and in cold weather, or during a heavy rainstorm, she may add her Occult rating to the activation successes for purposes of determining the maximum area.

2 Dots: The Sin-Eater can target any person within the Boneyard’s area with a powerful sensation of bone-chilling cold. The Sin-Eater’s player must roll Wits + Occult + activation successes, resisted by the target’s Stamina. If the Sin-Eater is successful, the target suffers a dice penalty on all actions equal to the Sin-Eater’s activation successes for as long as the Sin-Eater maintains concentration, as the air around him plunges into bitter cold. With an Exceptional Success, this dice penalty will persist for as long as the Boneyard does, even without the Sin-Eater’s continued concentration. This power costs 1 plasm.

3 Dots: The Sin-Eater can affect multiple targets within the Boneyard with even stronger weather effects, such as bitterly cold winds or freezing rain. Mechanically, this power functions just like Cold Wind 2, except that the Sin-Eater may target multiple individuals. Each target rolls her Stamina separately, and those who fail to get more successes than the Sin-Eater are affected. This power costs 1 plasm per target.

4 Dots: The Sin-Eater can target an individual with a cold-weather attack. The precise nature of each attack depends on the extant environmental conditions — depending on the nature of the weather summoned, an attack might manifest as a lightning bolt, a gust of wind which blows a tree limb down onto the target, or even a snow flurry of incredible force which buries him under several feet of snow and ice. The Sin-Eater’s player must roll Wits + Occult + activation successes. Generally, because such an attack comes as part of an environmental effect, a targeted character does not receive his Defense. However, living creatures do have some innate resistance to harmful weather phenomena, if only in having enough sense to get out of the rain. Subtract the target’s Stamina from all weather-based attacks. Mundane armor rarely protects against inclement weather, but many forms of magical protection will apply. Each success inflicts one level of bashing damage, and each attack costs 1 plasm.

5 Dots: The Sin-Eater may now inflict lethal damage on any target within the Boneyard’s area. This power functions just the same as the 4-dot version, except that all damage is lethal instead of bashing, and each attack costs 3 plasm.

Grave-Dirt Boneyard Key [ Geist: The Sin-Eaters — Page 115 ]

The Grave-Dirt Boneyard draws upon the resonance of cold, dead earth. If the Sin-Eater manifests a Grave-Dirt Boneyard in either an actual cemetery or in a completely subterranean environment, such as a network of caverns or underground tunnels, he may add his Occult rating to the activation successes for purposes of determining the affected area. Such an underground environment may be man-made (such as catacombs), but the environment must be predominantly stone or earthen. The Sin-Eater does not gain the extended range of the Grave-Dirt Boneyard in a completely artificial underground environment such as in subway tunnels.

2 Dots: The Sin-Eater can afflict any person within the Boneyard’s area with a powerful sense of claustrophobia. The Sin-Eater’s player must roll (Manipulation + Occult + activation successes), resisted by the target’s Composure. If the Sin-Eater is successful, the target suffers a dice penalty on all actions equal to the Sin-Eater’s successes for as long as the Sin-Eater maintains concentration on him, as the oppressive gloom of the environment preys upon his mind. With an Exceptional Success, this dice penalty will persist for as long as the Boneyard does, even without the Sin-Eater’s continued concentration. This power costs 1 plasm.

3 Dots: The Sin-Eater can cause one or more targets to become lost, whether in the twisting tunnels of a catacomb or amid the menacing tombstones of a cemetery. The Sin-Eater’s player must roll Manipulation + Occult + activation successes, resisted by the target’s Composure. If the Sin-Eater is successful, the target suffers a dice penalty equal to the activation successes on all attempts to navigate through his current environment. The Sin-Eater may direct this power against multiple targets, with each target rolling Composure separately. This power costs 1 plasm per target to be affected, and the effects last as long as the targets remain within the Boneyard.

4 Dots: The Sin-Eater can cause the very earth itself to rise up against a target. Stones hurl themselves against her, and sinkholes open up to trap her feet and knock her to the ground. The Sin-Eater’s player must roll Wits + Occult + activation successes, minus the target’s Defense. Each success inflicts one level of bashing damage, and each attack costs 1 plasm.

5 Dots: The Sin-Eater may now inflict lethal damage on any target within the Boneyard’s area. This power functions just the same as the 4-dot version, except that all damage is lethal instead of bashing, and each attack costs 3 plasm.

Pyre-Flame Boneyard Key [ Geist: The Sin-Eaters — Page 116 ]

The Pyre-Flame Boneyard draws upon the resonance of fire, heat and ash. If the Sin-Eater manifests a Pyre-Flame Boneyard in either in a hot, desolate area like a desert or within the confines of a burnt-out structure, she may add her Occult rating to the activation successes for purposes of determining the affected area.

2 Dots: The Sin-Eater can afflict any person within the Boneyard’s area with a feverish disorientation. The Sin-Eater’s player must roll Manipulation + Occult + activation successes, resisted by the target’s Stamina. If the Sin-Eater is successful, the target suffers a dice penalty on all actions equal to the Sin-Eater’s successes, for as long as the Sin-Eater maintains concentration on him, as he begins to burn with fever. With an Exceptional Success, this dice penalty will persist for as long as the Boneyard does, even without the Sin-Eater’s continued concentration. This power costs 1 plasm.

3 Dots: The Sin-Eater can inflict the previous power’s penalty on multiple targets, each of whom becomes disoriented by the sensation of acrid, burning smoke pouring into his lungs. This power costs 1 plasm per target to be affected, and the effects last as long as the targets remain within the Boneyard. Any target who rolls more successes on Stamina than the Sin-Eater is unaffected.

4 Dots: The Sin-Eater can ignite flammable materials within the Boneyard’s area. The Sin-Eater’s player must roll Resolve + Occult + activation successes. This roll may gain +1 to +5 bonus dice on attempts to ignite particularly flammable materials, like oily rags or dry brush, or it may suffer a —1 to —5 penalty on attempts to ignite fire retardant materials, like wet cloth or foam insulation. The Sin-Eater may not target any moving object with this power, nor any living being. This power costs a variable number of plasm points equal to the size of the fire to be created. Lighting a candle costs 1 plasm, while blowing up a car might cost 10.

Plasm Cost Size Description
1 1 or smaller A book.
2 2 – 3 A trash can, a bush.
3 4 – 6 Roughly man-sized.
4 7 – 10 Up to the size of a small car.
5 11 – 15 Up to the size of a large truck. This is the maximum Size which can be targeted with this power.

5 Dots: The Sin-Eater may now inflict lethal fire damage on any target within the Boneyard’s area. The Sin-Eater’s player must roll Wits + Occult + activation successes. Defense does not apply to this roll, but it takes a few seconds for a burning target to take damage from the flames, allowing a quick-witted target to “drop and roll” to put out the flames without taking damage. Any target subject to a successful use of this power may roll Wits + Athletics to put out the flames without taking damage. The target’s successes on this roll are subtracted from those rolled for the Sin-Eater, with each remaining success inflicting one level of lethal damage (or aggravated damage for beings who are especially vulnerable to fire). Each attack made with this power costs 3 plasm.

Tear-Stained Boneyard Key [ Geist: The Sin-Eaters — Page 117 ]

The Tear-Stained Boneyard draws upon the cold embrace of the sea. If the Sin-Eater extends the Tear-Stained Boneyard to cover a large body of water, he may add her Occult rating to the activation successes for purposes of determining the maximum area. In order to gain this benefit, the Sin-Eater must either actually be on or in water, far enough from shore to be over her head (although the Boneyard may be unlocked from a boat) or the Sin-Eater must be within (Boneyard rating x 100) yards of the spot where someone has drowned within the last ten years.

2 Dots: The Sin-Eater can target any person within the Boneyard’s area and afflict them with the psychological sensation of drowning. The Sin-Eater’s player must roll Wits + Occult + activation successes, contested by the target’s Composure + Psyche. If the Sin-Eater is successful, the target suffers a dice penalty on all actions equal to the Sin-Eater’s activation successes for as long as the Sin-Eater maintains concentration on her, as she becomes unable to draw breath and becomes convinced that she is drowning. With an Exceptional Success, this dice penalty will persist for as long as the Boneyard does, even without the Sin-Eater’s continued concentration. This power costs 1 plasm.

3 Dots: The Sin-Eater can target multiple targets with the 2-dot version of this power. Mechanically, this power functions just like the one before it, except that the Sin-Eater may target multiple individuals . Each target rolls her Composure separately, and those who fail to get more successes than the Sin-Eater are affected. This power costs 1 plasm per target to be affected.

4 Dots: The Sin-Eater can target an individual with a watery attack even on dry land, as a flood of brackish sea water manifests to strike the target at the Sin-Eater’s bidding before disappearing. The Sin-Eater’s player must roll Wits + Occult + activation successes. The target’s Defense applies to this roll. Each success inflicts one level of bashing damage, and each attack costs 1 plasm. If the target is actually in the water (whether swimming in the sea or lounging in a bathtub), this power costs nothing to activate.

5 Dots: The Sin-Eater may seek to drown his victim even on dry land. This power functions just the same as the 4-dot version, except that each net success inflicts two points of bashing damage, and each attack costs 2 plasm.

Industrial Boneyard Key [ Geist: The Sin-Eaters — Page 117 ]

Skill: Crafts

The Industrial Boneyard draws upon the relentless inhumanity of the machine and the sterility which separates man-made structures from natural ones. If the Sin-Eater unlocks the Industrial Boneyard inside a building of any kind, he may add his Craft rating to the activation successes for purposes of determining the maximum area, but if he does so, the Boneyard’s area can never extend beyond the physical structure of the building itself. In order to gain this benefit, the Sin-Eater need not be inside the structure, but he must be able to touch one of its outer walls. With Industrial Boneyard 3, the Sin-Eater can extend his control to encompass multiple connected buildings which are part of the same unit (such as a mansion and its guest house or all the cookie-cutter houses in a residential subdivision) but not any place outside of a structure. With Boneyard 5, the Sin-Eater’s gaze even covers the grounds of a large estate or the yards and streets of a residential neighborhood.

2 Dots: The Sin-Eater can target any mechanical device she is capable of perceiving within the Boneyard and turn it on or off at will. The Sin-Eater’s player must roll Wits + Craft + activation successes and spend 1 plasm. In addition to this power, the Sin-Eater may reflexively add her activation successes to any Wits-related roll to perceive or understand any aspect of the structure within which she stands. She can easily perceive hidden passages, concealed safes and the like. This aspect of the power costs nothing.

3 Dots: The Sin-Eater can completely control a single device within the Boneyard, directing it as he wishes, using the same dice pool as the previous power. However, he can only cause such devices to do things normally within their purview. That is, he could cause a vacuum cleaner to begin cleaning a rug but he could not cause it to fly about the room. This power costs nothing, provided that the target device either does not require any electricity or is already plugged in if it does require power. Feats such as activating an unplugged appliance or moving an unplugged vacuum cleaner cost 1 plasm per target to be affected.

4 Dots: The Sin-Eater can telekinetically move any non-living item which he can perceive within the Boneyard. He can cause items to fling themselves at targets or he can turn on a television and cause it to display whatever images he desires. Controlling inanimate objects in this manner costs a number of plasm points equal to the size of the item. The player must roll Resolve + Craft + activation successes to activate this power. If the Sin-Eater attempts to hurl the item at a target, the roll is Resolve + the object’s Size + activation successes, minus the target’s Defense. The Sin-Eater may only make one such attack per turn, and also costs plasm equal to the item’s Size.

5 Dots: The Sin-Eater gains dominion over every object within the Boneyard’s reach. Unlocking the Boneyard at this level raises the activation cost to 5 plasm, but thereafter, the Sin-Eater pays nothing to use any of the preceding Industrial Boneyard powers. Additionally, while this power is in effect, the Sin-Eater can spend 3 plasm to cause an object to do something completely unnatural, such as causing a chair to wrap its arms around someone sitting in it and restrain her, or rearranging the oil on a painting to change what it depicts. These unnatural effects only last as long as the Boneyard does; afterwards, the object reverts to its prior shape.

Passion Boneyard Key [ Geist: The Sin-Eaters — Page 118 ]

Skill: Empathy

The Passion Boneyard grants the Sin-Eater understanding of the emotional states of any thinking beings caught within its confines. While the Passion Boneyard is active, the Sin-Eater may add her activation successes to all Empathy rolls to judge the emotional nature of anyone she observes within.

2 Dots: The Sin-Eater can instill the area with a particular emotional resonance, so that anyone who enters may be compelled to feel that emotional state. The Sin-Eater’s player must roll Manipulation + Empathy + activation successes. For each point of plasm spent, the Sin-Eater may taint an area with a 10-yard radius with a particular emotion. Anyone entering the tainted area whose Composure + Psyche is less than the activation successes will be compelled to feel that emotion for as long as they remain within the area. Whenever an affected character attempts to act contrary to the instilled emotion, he suffers a dice penalty on the action equal to the activation successes.

3 Dots: The Sin-Eater can taint any or all of the Boneyard with an emotion, using the rules described under the 2-point version, for a flat cost of 5 plasm.

4 Dots: The Sin-Eater gains the power to actually feed off the strong emotions inculcated with the Passion Boneyard like a psychic vampire. Whenever a character affected by an emotional resonance instilled by the Sin-Eater acts on it in some important way, the Sin-Eater regains plasm and, in some cases, Willpower. There is no roll associated with this power.

Traits Regained Situation
1 plasm The target spends a Willpower in furtherance of the emotion.
1 plasm The target achieves an Exceptional Success or a Dramatic Failure in furtherance of the emotion.
1 plasm per health level The target injures himself as a result of the strong emotion.
3 plasm The target either loses Morality or gains a derangement as a result of the strong emotion.
1 plasm per health level, plus 1 Willpower The target dies (commits suicide, suffers a heart attack, etc.) as a direct result of the strong emotion.

5 Dots: The Sin-Eater can damage someone psychically through the power of emotional resonance. Once a target has come under the effect of an emotional resonance created through the Passion Boneyard, the Sin-Eater may attack them emotionally, draining them of Willpower and even health. Activating this power costs 3 plasm, and the Sin-Eater’s player must roll Intelligence + Empathy + activation successes, minus the target’s Composure. Each net success on the attack roll causes the target to lose one point of Willpower. If the target is totally drained of Willpower, she becomes emotionally overcome as any remaining successes inflict one point of bashing damage each. Emotions triggered by this attack do not produce plasm for Sin-Eaters.

Phantasmal Boneyard Key [ Geist: The Sin-Eaters — Page 118 ]

Skill: Persuasion

The Phantasmal Boneyard grants the Sin-Eater the power to see through any illusions which exist within the Boneyard’s area. While the Phantasmal Boneyard is active, the Sin-Eater may add his activation successes to all rolls to detect invisible objects or beings, or to see through illusions within the Boneyard. He may also add his activation successes to any Resistance traits subtracted from rolls to manipulate his own perceptions.

2 Dots: The Sin-Eater can affect the perceptions of a single individual within the Boneyard. The Sin-Eater’s player must roll Manipulation + Persuasion + activation successes. This roll is resisted by the target’s Composure + Psyche. If the roll succeeds, the Sin-Eater may alter the target’s perceptions of her environment for as long as he maintains concentration on her. With an Exceptional Success, the illusion will persist for the entire scene even without the Sin-Eater’s continued concentration, although it will remain static and incapable of interacting with the target absent such concentration. Creating such an illusion costs 1 plasm.

3 Dots: The Sin-Eater can create illusions capable of fooling multiple individuals, at a cost of 1 plasm per target. If the targets remain close together, the Sin-Eater can cause the illusion to interact with them all. If they split up, he must choose the target with whom the illusion will interact, but the other targets are still susceptible to this power for the duration of the scene. In other words, the Sin-Eater may not split his attention between different locations within the Boneyard, but so long as he can focus on one area, he can control the perceptions of affected targets found there.

4 Dots: The Sin-Eater can target any part of the Boneyard or all of it, cloaking its true appearance in an illusion of his choosing. A dilapidated hovel can become a stunning mansion, while a desolate graveyard can suddenly become home to a carnival. The Sin-Eater’s player must roll Manipulation + Persuasion + activation successes, paying a flat cost of 5 plasm. Any character who enters the affected area and whose Resolve is less than the successes rolled for this power sees the area however the Sin-Eater wishes.

5 Dots: The Sin-Eater can harm someone with an illusion. None of the preceding powers are directly harmful, although they can indirectly harm a target by, for example, concealing a flight of stairs or the edge of a cliff. This power, on the other hand, allows the Sin-Eater to create illusions that can kill. The resulting illusion has an ambulatory form and acts as an extension of the Sin-Eater’s will. The Sin-Eater can cause her illusion to attack anyone who believes in it. The illusory killer’s attacks inflict bashing damage if the Sin-Eater spends 3 plasm to activate this power, or lethal if she spends 6 plasm. Regardless, each attack the killer makes requires the Sin-Eater’s player to roll Wits + Intimidation + activation successes. Defense does not apply; the killer is illusory, and therefore will always “hit” if the Sin-Eater wishes it to. However, the target’s Composure subtracts from the attack roll. Furthermore, if the target’s Composure + Psyche exceeds the activation successes, he is immune to the phantasmal killer.

Primeval Boneyard Key [ Geist: The Sin-Eaters — Page 119 ]

Skill: Animal Ken

Manifesting the Primeval Boneyard puts the Sin-Eater in tune with any wild area within the Boneyard’s radius and any wild animals within, allowing her to perceive the movements of such creatures with a thought. If the Sin-Eater unlocks this Boneyard within a heavily wooded or forest area, she can add her Animal Ken to the activation successes for purposes of determining the area. However, in such a case, the area of the Boneyard may never extend beyond the range of the forest in question, and its effects are blocked by signs of encroaching civilization — the Primeval Boneyard’s range cannot extend across any road which cuts through the forest, nor any fence constructed within the last ten years, nor may the Sin-Eater’s perception penetrate within any man-made structure erected within the Boneyard.

2 Dots: The Sin-Eater can target a specific animal within the Boneyard and trigger the creature’s fight-or-flight instinct. Any affected animal will either flee the Boneyard as fast as it is able, or attack the first human it encounters in a rage, whichever the Sin-Eater desires. This power costs 1 plasm. There is no roll unless the animal is magical or otherwise sentient, in which case the Sin-Eater’s player must roll Wits + Animal Ken + activation successes, resisted by the animal’s Composure. With an Exceptional Success, any affected animal gains a two-die bonus to any actions made under this power’s compulsion, such as Athletics rolls to flee or Brawl rolls to attack.

3 Dots: The Sin-Eater may target multiple animals with the preceding power at a cost of 1 plasm per creature. He may also target one specific animal and control it completely. This aspect of the power costs 2 plasm, but uses the same mechanical rules as the previous power. If the Sin-Eater spends 3 plasm, she can even speak through the animal with her own voice.

4 Dots: The Sin-Eater may now engineer more complicated responses in the creatures of the forest. With this power, she may target a single person within the Boneyard’s area and instill within him a powerful aura which provokes atavistic rage in most animals. While the target is under this baleful effect, he will automatically provoke a rabid, bloodthirsty frenzy in any and every creature he encounters within the Boneyard, and all but the smallest and most cowardly of such creatures will invariably attack him on sight. This power costs 3 plasm, and the Sin-Eater’s player must roll Manipulation + Animal Ken + activation successes, resisted by Composure + Psyche. In addition to any other effects, the target of this power is reduced to a chance roll on all Animal Ken rolls while in the Boneyard. With an Exceptional Successes, the taint placed on the target is so pervasive that it persists for a full day — even after the target leaves the Boneyard.

5 Dots: The Sin-Eater can now manipulate plant life within the Boneyard, causing vines to grapple his enemies or trees limbs to smash them. Each attack costs 1 plasm to inflict bashing damage or 2 to inflict lethal damage. The Sin-Eater’s player must roll Wits + Brawl for grapple attacks or Wits + Weaponry, adding the activation successes as bonus dice. The target’s Defense applies.

Stigmata Boneyard Key [ Geist: The Sin-Eaters — Page 119 ]

Skill: Occult

While this Manifestation is active, the Sin-Eater can perceive ghosts anywhere within the Boneyard’s radius. The Sin-Eater can also automatically sense pathways to the Underworld which exist anywhere within the Boneyard’s radius. Although all Sin-Eaters can normally see ghosts automatically, a Sin-Eater cannot perceive ghosts outside his immediate presence through a Boneyard unless it has been unlocked with the Stigmata Key.

2 Dots: The Sin-Eater can ward a location within the Boneyard against spiritual intrusion, forbidding all but the most powerful of ghosts to enter her domain. The Sin-Eater’s player must roll Presence + Occult + activation successes. The radius of the protected area is generally equal to five yards per plasm spent. However, wards of this nature tend to conform to structural boundaries, so if the radius is approximately equal to the area of the house in which the Sin-Eater stands, usually the ward will be coextensive with the house’s walls instead of forming a true circle. Any ghost will be unable to pass through the ward’s boundaries unless the ghost’s Power exceeds the successes rolled for this power. A ghost who cannot pass through the ward will also be unable to target anyone inside it with Numina. Any ghosts who are already within the confines of the ward when it is erected will be trapped within, unless they are powerful enough to escape.

3 Dots: The Sin-Eater may create wards which endure even past the termination of the Boneyard itself. For every extra plasm spent, a ward created with the 2-dot version of Stigmata Boneyard will endure for one hour after the Boneyard is terminated. For every lethal level of damage the Sin-Eater inflicts on herself, the ward will persist for one full day after the Boneyard falls.

4 Dots: Having mastered the art of warding, the Sin-Eater progresses to the more difficult art of binding. With this power, the Sin-Eater can temporarily bind a spirit or ghost to a location, sticking the entity’s spiritual body to the spot like a butterfly caught in a web. The Sin-Eater’s player must roll Wits + Occult + activation successes, resisted by the ghost’s Power. If the roll is successful, the ghost will be bound to a spot of the Sin-Eater’s choosing (within the Boneyard’s area) for one hour per plasm spent in activating the power. With an Exceptional Success, the number of hours the ghost is bound doubles. If the Sin-Eater voluntarily suffers two levels of lethal damage, the ghost will instead be bound for one day per plasm spent. While bound, the ghost is incapable of leaving the location to which it is chained and it suffers a dice penalty on all Numina equal to (activation successes + 1 per lethal health level suffered by the Sin-Eater), which is normally enough to render most ghosts helpless. The Sin-Eater may choose to negate the Numina penalty as she wishes, and she can also free a bound ghost as a reflexive action. The Sin-Eater may also compel any ghost she has bound to materialize or dematerialize as she wishes, and she gains a dice bonus equal to the activation successes on all Social rolls to influence or manipulate the ghost.
*
5 Dots:* With this, the ultimate affront to the dignity of the dead, the Sin-Eater may drain Corpus directly from a ghost, converting it into plasm. No physical or spiritual contact is necessary, as the Sin-Eater may target any ghost she can perceive within the confines of the Boneyard. There is no plasm cost. Instead, the Sin-Eater must spend either 1 Willpower point or inflict 1 lethal health level on himself per roll. The Sin-Eater’s player must then roll Wits + Occult + activation successes, minus the ghost’s Power. Each net success drains the ghost of one point of Corpus, which is converted into 2 plasm. The Sin-Eater cannot store more plasm than her normal limit, but that does not limit the number of Essence or Corpus levels he can steal — extra plasm is simply lost.

Stillness Boneyard Key [ Geist: The Sin-Eaters — Page 120 ]

Skill: Subterfuge

The Stillness Boneyard is a subtle place compared to the Boneyards unlocked with the other Keys. Where the Phantasmal Boneyard allows the Sin-Eater to shape what his enemy sees, the Stillness Boneyard allows him to determine what she overlooks. While this Manifestation is unlocked, the Sin-Eater can confer a dice bonus equal to the activation successes on all Stealth-related rolls made for any allies of his choice, at a cost of 1 plasm per person.

2 Dots: The Sin-Eater can target any single individual (including an animal) within the Boneyard’s area and inflict on her a dice penalty equal to the activation successes on all Wits rolls pertaining to perception or observation. Doing so is a diceless action which costs 1 plasm per affected target. The Sin-Eater may only inflict this penalty on a character if the activation successes exceed the target’s Resolve, and he may affect no more targets than the activation successes.

3 Dots: The Sin-Eater can silence his enemies, afflicting them with blindness, deafness and dumbness. The Sin-Eater’s player must roll Wits + Subterfuge + activation successes, contested by the target’s Composure + Psyche. If the roll succeeds, the Sin-Eater may rob the target of her sight, her hearing, or her speech for as long as he maintains concentration on her, at a cost of 2 plasm. By spending 4 plasm, he can rob her of two of those abilities, and by spending 6 plasm, he can affect all three. With an Exceptional Success, the effect will last as long as the Boneyard does, with no further concentration required.

4 Dots: Using his own plasm to leech away the very life force of his enemies, the Sin-Eater can inflict a powerful ennui. Usually, this will cause the target to fall asleep or, at the very least, to ignore everything around her. The Sin-Eater’s player must roll Wits + Subterfuge + activation successes. Every character within the Boneyard contests with Resolve + Psyche; failure indicates they fall asleep for the duration of the Boneyard. For 2 plasm, this is a natural sleep from which a target can be roused by physical contact or loud noise. For 4 plasm, this is an unnatural sleep from which no affected target can be roused until the Boneyard ends.

5 Dots: The Sin-Eater may ensnare a target with tendrils of invisible plasm which burrow into her soul and leech it of its vitality. A successful use of this power will cause the target to lose points of Willpower. The Sin-Eater’s player must roll Wits + Subterfuge + activation successes, minus the target’s Resolve. Each net success causes the target to lose one point of temporary Willpower. If the target is completely drained of Willpower, she lapses into unconsciousness and cannot be aroused for at least twelve hours.

Stygian Boneyard Key [ Book Of The Dead — Page 77 ]

Skill: Medicine

Area Of Effect: 20 yards per activation success

Underworld. While other Keys tap into blood as the river of life to commune with the dead, the Stygian Key taps in to the essence of Death itself. It’s the Key of ultimate endings; possessing it grants a Sin-Eater power over death and decay. While modern occultists claim that “death” is often a symbol of transition and change, that’s spin applied by the living to help them sleep at night. Death is the End, the line between a living, breathing person and a lump of broken meat on a mortuary slab. The only real change is that between a vital, creative being and a ghost formed of memories and regrets.

Manifestations unlocked with the Stygian Key grant influence over death, decay, and rot. Not just the death of living things, but the death of sensation through means such as darkness, silence, and blindness; the death of the future by inflicting sterility; the death of enjoyment thanks to depression and kindling feelings like la petite mort, the little death felt after sex. Unlocking a Manifestation with the Stygian Key invokes the lex talionis: An eye for an eye, and a death for a death. The Sin-Eater has to kill a living thing. Most use small animals like mice that are readily available from pet stores and are small enough to hide in a pocket. A larger sacrifice does offer more power to the Sin-Eater, but carries risks of its own — not least of which is the involvement of mundane authorities. The Size of the creature equals the bonus gained to the roll to a maximum of +5 dice.

Unlike other Keys, a Sin-Eater has to seek out the Stygian Key. If he wants the dangerous knowledge of the dead, he has to find it for himself. Earning the Key changes his geist in subtle but noticeable ways, and those with the Stygian Key can recognize each other by perceiving the scars of the Underworld. Those changes also prevent the Key being shared between members of a krewe — knowing the nature of death is an intensely personal thing that cannot be shared.

A Sin-Eater must learn the Stygian Key by studying the Underworld itself. She must cross at least three of the Rivers, taking a draught of the “waters” of each along with her each time. The Sin-Eater then has to entreat a creature of the lands of death to teach him. Ghosts can’t perform that service; instead they have to seek out one of the Kerberoi, a creature that has no memory of the living world. The Kerberos imparts secret knowledge to the Sin-Eater and her geist, but that’s like receiving the ingredients for a meal rather than a cooked dish. To cook the dish — to make use of the Stygian Key — the Sin-Eater has to return to the living world and sacrifice part of herself. She might give up her memory of her first husband, scar her face, or deliberately cut into her own muscles. That sacrifice costs her one dot from an Attribute of her choice. The damage will heal, but only over time; she does not recover the lost dot until the end of the next story.

The plasm permeating the Stygian Boneyard grips those living people who cross its boundaries with the certain knowledge of their own mortality. Someone within the Boneyard knows with absolute clarity that she is going to die. Many people, when faced with this information, start to focus on the negative aspects of their lives, those bad habits that bring the last breath ever closer.

As an instant action costing 1 plasm, the Sin-Eater can force one person within the Boneyard to indulge her Vice. If that person does not do so by the end of the scene, she loses a point of Willpower. The Sin-Eater can affect only one person each time he unlocks this Boneyard.

2 Dots: The character can force the closeness of Death on a number of people in the Boneyard equal to her Psyche. The Sin-Eater cannot affect the same person twice within the same Boneyard, and each person affected takes a separate action.

3 Dots: The Bound can drain the fires of life out of the surrounding area. Material objects suffer a month’s wear in a matter of hours and everyone who passes through the area picks up a stubborn head cold. Anyone who passes through the Boneyard must roll Stamina + Resolve as a reflexive action. On a failure, the person suffers a point of bashing damage that refuses to heal for a week. A dramatic failure inflicts a -1 penalty to all Mental rolls for the week as illness fogs the victim’s mind. Objects that remain in the area for the duration of the Boneyard lose one point of Durability. The Sin-Eater can also access a pool of extra plasm equal to the activation successes for as long as he remains within the Boneyard. This plasm only lasts while the Bound remains within the Stygian Boneyard. If she uses it to power any Manifestations with a lasting duration, they all end along when this Manifestation ends.

4 Dots: The plasm permeating the Stygian Boneyard actively decays material objects and ages people by years at a time. As an instant action, the Sin-Eater can affect a person or object in the Boneyard. His player rolls (Wits + Medicine + activation successes) – target’s Durability or Stamina. The target suffers one point of lethal damage or loses one point of Structure per success. On an exceptional success, an object permanently reduces its equipment modifier by one, and a person suffers a -1 penalty to all rolls until the end of the scene. This power costs 2 plasm. If the Sin-Eater’s Boneyard is in an area suffering the second stage of a Promethean’s Wasteland, this power costs no plasm.

5 Dots: The essence of death so permeates the Stygian Boneyard that a Sin-Eater can create a temporary Avernian Gateway in the Boneyard — for as long as it remains Manifested. Creating the gateway is an extended action with a dice pool of Wits + Medicine + activation successes requiring 10 successes, with each roll representing 15 minutes of concentration. The character has to signify a doorway to be the actual location of the gate, which must exist within the Boneyard. If the roll is successful, anyone can open the gate, and once created the Sin-Eater can’t seal the gate unless he also dissipates the Stygian Boneyard. An exceptional success allows the character to open the gate without spending any plasm. This power costs 2 plasm and 1 Willpower.

Boneyard Manifestation

Geist: The Sin Eaters blacklodgerpg blacklodgerpg