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 denizens. Ceremonies are just that: The Sin-Eater must perform a set of specific actions and must often use specific props like iron wire or mirrors. Without both these props and actions, the ceremony cannot be performed.

Although it is possible to write down the physical steps of a ceremony, there are precious few compilations of such information. By and large, Sin-Eaters learn ceremonies directly from a teacher. Many of these ceremonies are centuries old, but characters can update older ceremonies to better fit with the realities of modern life. For example, most ceremonies that require an image of a target have been adapted so that photographs can be used.

Each ceremony is learned as a separate Merit (costing dots x2 in experience). Sin-Eaters can learn as many or as few ceremonies as they want. The Krewe Binding ceremony is the most widely known of the ceremonies, but many experienced Sin-Eaters know half a dozen or more ceremonies.

Every ceremony has a few features in common. All ceremonies are performed as extended rolls. The Sin-Eater begins performing the actions involved in the ceremony, and continues with the ritual until he has obtained the necessary number of successes. Unless specified otherwise, a ceremony has a target number of successes equal to 2 + the number of dots in the ceremony. Also, the greater the number of dots in a ceremony, the longer the time between rolls. The character’s Synergy rating may affect this roll. If the target number of successes is reached on a single roll with five or more successes, the ceremony may be considered an exceptional success, bestowing additional benefits. These benefits don’t apply if an exceptional success was rolled earlier in the process, but the target number of successes is reached with a roll of four or fewer successes — the exceptional success must be the roll that closes the ceremony.

While most ceremonies are easy to complete, there is a consequence for failure. If a character fails the roll three times (in succession or otherwise) without successfully completing the ceremony, the ceremony fails and he must begin again. Dramatic failures are even worse, stripping away all accumulated successes and often inflicting some sort of penalty. Though a ceremony may be comparatively simple and quick, botching the observances can draw down spectral ire.

Updating And Modifying Ceremonies: 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. Such alterations should not make performing the ceremony particularly easier or harder, merely different. For example, a ceremony that requires a bowl of blood might be changed so that it required the sacrifice of a large toad or a rooster. Similarly, a ceremony that required a photograph could be changed so that clear fingerprints and a bit of skin or hair could work instead. Most often, ceremonies are updated so they can work with the technology and practicalities of modern life. Updating a ceremony requires several days of work, wherein the Sin-Eater tries out minor variations of the existing ceremony until she has modified it to work as she wants it to. Storytellers are free to forbid versions of ceremonies that seem too easy or too silly.

• Ceremonies

Ceremony: Cigarette Dawn
Pool (plus Psyche): Presence
Description: Ask questions of the Living about the Dead
Source: BotD pg. 70-71

Ceremony: Final Vision
Pool (plus Psyche): Wits
Description: Allow to see the last turn (6 seconds) of life of a corpse by looking in his eyes.
Source: Geist 151

Ceremony: Finding
Pool (plus Psyche): Stamina
Description: Locate a person or a corpse with a piece of their body.
Source: Geist 151

Ceremony: Krewe Binding
Pool (plus Psyche): Presence
Description: Form a crew or introduce a new member to a crew.
Source: Geist 152

Ceremony: One Last Song
Pool (plus Psyche): Composure
Description: Help a companion live the last moments of it’s life to the fullest
Source: BotD pg. 71

Ceremony: Pass On
Pool (plus Psyche): Presence
Description: Release a willing ghost to it’s final rest after it’s Anchors have been resolved (Must be done in the Underworld)
Source: Geist 152

Ceremony: Reverse Bargain
Pool (plus Psyche): Stamina
Description: Create a Sin-eater by forcing a Geist to enter the corpse of a human. The newly created Sin-eater have 1 point of synergy, 3 dots of manifestation and 3 keys.
Source: Geist 243

Ceremony: Speaker of the Dead
Pool (plus Psyche): Manipulation
Description: By holding the hand of a ghost, the sin-eater let that ghost speak by his mouth.
Source: Geist 153

•• Ceremonies

Ceremony: Distant Vision
Pool (plus Psyche): Wits
Description: By looking in a mirror, the sin-eater can see the location of a person or a ghost.
Source: Geist 153

Ceremony: Distant Voices
Pool (plus Psyche): Presence
Description: Allow to send a message of 12 words and receive an answer of 12 words to someone, living or dead.
Source: Geist 154

Ceremony: Faces in Smoke
Pool (plus Psyche): Stamina
Description: Reveal the image of the dead in Cigarette Smoke
Source: BotD pg. 71-72

Ceremony: Lifting the Scales
Pool (plus Psyche): Manipulation
Description: Allow a mortal to perceive Twilight and ghosts with Ghost sight and giving them the power of Death Stains.
Source: Geist 154

Ceremony: Listening to the Spectral Howl
Pool (plus Psyche): Wits
Description: Allow a sin-eater to find a particular type of ghost with a map. The type of ghost may be, by example, a ghost in need of vengeance, in need of protection, etc.
Source: Geist 155

Ceremony: Message from Beyond
Pool (plus Psyche): Manipulation
Description: Passes on Messages from a Ghost to intended Target
Source: BotD pg. 72-73

Ceremony: Mortis Mask
Pool (plus Psyche): Dexterity
Description: Falsify the cause of death of a corpse (A drowned corpse may look like he’s been shot by a gun instead)
Source: Geist 155

Ceremony: Plasmic Manifestation
Pool (plus Psyche): Stamina
Description: Create a plasm “thing” that take the look of the ghost and allow it to communicate with the livings.
Source: Geist 156

Ceremony: Spectral Photography
Pool (plus Psyche): Dexterity
Description: Capture pictures of ghosts on a place suspected of hauntings
Source: Geist 157

••• Ceremonies

Ceremony: Dead Voices on Air
Pool (plus Psyche): Wits
Description: Capture a ghost, even one in the twilight, on still or moving film.
Source: Geist 157

Ceremony: Dedicate Charm
Pool (plus Psyche): Manipulation
Description: Associate an appropriate Key with the Threshold of an un-Dedicated Charm (Memento 1)
Source: Geist 158

Ceremony: The Devil’s Bargen
Pool (plus Psyche): Wits
Description: Transfer time from one person to another, with horrific side effects.
Source: The House Always Wins 4

Ceremony: Ease the Path
Pool (plus Psyche): Manipulation
Description: Heal a subject of disease, toxins and give perfect health for one month, then subject dies
Source: GotU p39

Ceremony: Finding the Crossroads
Pool (plus Psyche): Wits
Description: Divine a nearby location at which someone will soon die.
Source: Geist 159

Ceremony: Funerary Tools
Pool (plus Psyche): Stamina
Description: Create an item to use in Twilight, with possibility of taking it to the Depths
Source: BotD pg. 73

Ceremony: Lemure’s Lure
Pool (plus Psyche): Manipulation
Description: Make a location highly attractive to ghosts, likely causing a temporary haunting of the area.
Source: Geist 159

Ceremony: Loosen the Coil
Pool (plus Psyche): Resolve
Description: Temporarily allow a mortal to project as a ghost.
Source: Geist 160

Ceremony: Moment of Absolution
Pool (plus Psyche): Wits
Description: Receive explanation of why an Anchor is an Anchor.
Source: BotD pg. 73-74

Ceremony: Plumbing the Depths
Pool (plus Psyche): Intelligence
Description: See memories of bonded Geist; must continually roll to avoid gaining derangement while searching.
Source: Geist 161

Ceremony: Quicken the Dead
Pool (plus Psyche): Presence
Description: Bind a ghost to a body, creating a zombie.
Source: Geist 161

Ceremony: Reading the Echoes
Pool (plus Psyche): Resolve
Description: Can get impressions from the past history of an object.
Source: Geist 163

Ceremony: Warding Circle
Pool (plus Psyche): Resolve
Description: Enchant a circle to be impervious to ghosts, and potentially other supernatural creatures as well.
Source: Geist 163

•••• Ceremonies

Ceremony: Bind Anchor
Pool (plus Psyche): Resolve
Description: Create an Anchor for a ghost, even one currently in the Underworld
Source: Geist 164

Ceremony: Danse Macabre
Pool (plus Psyche): Presence
Description: Reminds participants of their own morality. Could create Ghosts in the Underworld without anchors
Source: BotD pg. 74-75

Ceremony: Ghost Drinker
Pool (plus Psyche): Stamina
Description: Drink either the Ghost’s knowledge or it’s power. Gain truthful yes/no answers or a bump to Physical Traits
Source: BotD pg. 75

Ceremony: Ghostly Guardian
Pool (plus Psyche): Manipulation
Description: Bind a ghost to one of it’s Anchors as a protector
Source: Geist 164

Ceremony: Mending the Mortal Coil
Pool (plus Psyche): Intelligence
Description: Heal a target of wounds at the cost of plasm.
Source: Geist 165

Ceremony: Warding the Household
Pool (plus Psyche): Dexterity
Description: As Warding Circle, but potentially for an entire building.
Source: Geist 165

••••• Ceremonies

Ceremony: Crash the Gates
Pool (plus Psyche): Stamina
Description: Transform body into an open Avernian Gate connected to a random point in the Depths.
Source: BotD pg. 76

Ceremony: Create Deathly Passage
Pool (plus Psyche): Resolve
Description: Open or reopen an Avernian Gate
Source: Geist 166

Ceremony: Dumb Supper
Pool (plus Psyche): Resolve
Description: Makes the Twilight and material worlds one and the same for all ghosts in a given room, for a short time, allowing conventional interaction.
Source: Geist 166

Ceremony: Fetter’s Binding
Pool (plus Psyche): Resolve
Description: Bind a ghost to it’s last Anchor as a Fetter with one of it’s Numia (Memento 3)
Source: Geist 167

Ceremony: Sepulchral Gateway
Pool (plus Psyche): Intelligence
Description: Allows entry from one Avernian Gate and exit through another, without passage through the Underworld.
Source: Geist 167

Ceremony: Spectral Captivity
Pool (plus Psyche): Presence
Description Binds a ghost inside a room or container, from which it has no power to escape.
Source: Geist 168

Ceremony: UnBinding
Pool (plus Psyche): Intelligence
Description Sever a geist from a Sin-Eater, ending the bargain; causes significant discord.
Source: Geist 244

Ceremony: Wings of the Moth
Pool (plus Psyche): Manipulation
Description Binds a ghost to a body, effectively returning them to mortality, for one week; at the end of this time, the new body is killed again, and one of their anchors is destroyed.
Source: Geist 169

Ceremonies

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