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Geist: The Sin-Eaters Manifest Geister Statting Geister Merits Lethal Weapon •• ­ ••••• Ranged Attack • ­ ••••• Durable Ephemera ••• ­ ••••• Sin­Eaters Damage Resistance Statting Sin­Eaters Table Experience Costs Synergy Manifestations Threshold Manifestations Manifestation Guidelines Clash of Wills Sample Manifestations

Change Log ● 6/12/14 ­ Added another TKR Keychain ● 6/9/14 ­ Tweaked Manifestation dice pools. They are now a combination of Geist Attribute + Sin­Eater Skill. (e.g. Resistance + Survival) ● 6/9/14 ­ Altered Manifestation Rules. Manifesting no long costs Plasm. It was discovered through play that everyone liked to Manifest their Geister all the time, and the fun was curtailed by the cost. ● 6/9/14 ­ Added another sample Keychain. Courtesy of Metamurpho. And yet another by TheKingsRaven Manifest Geister ● Manifesting one’s Geist is an Instant action a​nd costs 1 Plasm.​ Recalling a Geist is reflexive, both have no cost. ○ Geister may act immediately upon manifesting, but in subsequent turns take their appropriate place in the initiative track. ○ Effectively this means Sin­Eaters can act twice in a turn (His action and his Geist’s). Mage supremacists may now commence whining. ● While manifest a Geist can interact with both material and twilight entities and objects, but remains invisible to anyone who could not normally see (or other Twilight entities). ○ Mortal tools cannot harm a Geist, but powers (Uratha Claws, Awakened , A Demon’s Demonic Form, etc.) deal damage normally. ● As with most ephemeral entities attacks against a Geist deal bashing damage unless backed by magic specifically designed to harm ghosts or spirits. Geist deal bashing damage with their attacks. ○ Merits can improve a Geist with armor, weapon bonuses, ranged attacks, and other advanced qualities. ● Geister share the Sin­Eater’s Health and Willpower. Any injury the Geist receives is reflected back on the Sin­Eater. Reflected damage will not roll over, therefore it is difficult to kill a Sin­Eater through his Geist. ○ If knocked unconscious by bashing damage the Sin­Eater’s Geist demanifests. ○ If the Geist is ‘destroyed’ by lethal damage the Sin­Eater immediately loses access to all Manifestations and drops a dot of Synergy. Each day thereafter the Sin­Eater rolls his Synergy, attempting to accrue 10 successes. If he succeeds his Geist reforms, if he fails his Geist is lost. He gains the Soulless condition, and loses all aspirations save one: to acquire another Geist at any cost. ■ During this time without his Geist it becomes possible to permanently kill a Sin­Eater. ● A Manifest Geist cannot move more than [Psyche * 10] yards from the Sin­Eater. However, within that area it can move in all three dimensions (i.e. Fly) uninhibited by mundane barriers. ● While Manifest Geist may speak, but will only be heard by those who can perceive ghosts. ● Activating Manifestations consumes the Geist’s action, but not the Sin­Eater's. Manifestations uses the Geist’s touch and line­of­sight, but rolls the Sin­Eater’s attributes.

Statting Geister ● Geister receive a stat spread of 5/4/3, using the spirit Attribute model (Power, Finesse, & Resistance). ○ Once determined the player may then opt to add an additional dot, to any of the three Attributes and/or redistribute one dot (keeping in the Geist attribute limits, see table below). ● Geister have three Passions, determined by the player and/or storyteller (depending on the game). These should be broad subjects fit for a spirit like, “punish murderers” not “punish the person who murdered me” ○ Fulfilling a Geist’s Passion generates a Beat, and adds an extra die to the next Synergy degeneration roll (see below) ● Geister begin play with two Keys, appropriate to the spirit, chosen by the player. These are not limited by Threshold. More Keys can be gained via Mementos or Krewe. ○ The book provides a list of 11 keys, but there’s no need to restrict yourself to these. If you can devise a more fitting set and feel comfortable with the homebrewing, by all means do so. ● Like Spirits Geister possess a bane, something related to the manner in which they died. When confronted with this bane the Geist is severely restricted. Barriers marked with the bane cannot be passed, attacks augmented by it deal lethal damage and cannot be reduced via Plasm (see below). ○ The Sin­Eater does not suffer this bane, and will not be inhibited or receive extra damage, save through his Manifest Geist.

Geist Merits

Lethal Weapon •• - ••••• Your Geist is equipped with natural weaponry beyond simple firsts. Claws, razor teeth, saw­blade hands, lashing stingers, the options are infinite. With the two dot version of this merit this natural armament provides a +0 weapon modifier to the Geist’s attacks. Each dot beyond adds +1, up to +3 at five dots. Ranged Attack • - ••••• Your Geist can attack at greater distance than normal, either with a long appendage, stretching part of itself or firing plasmic projectiles. Each dot in this merit adds 10 yards to the Geist’s natural reach, up to 50 with five dots. Durable Ephemera ••• - ••••• Whether it’s wiry fur, tough hide, ephemeral armor or something else entirely your Geist is in some way equipped with natural protection. It gains standard armor equal to the merit dots minus two, and ballistic armor equal to the merit dots minus four. A max of 3/1 armor at five dots. Sin-Eaters

Damage Resistance The Sin­Eater’s natural ability to resist damage has been modified to fit GMC’s higher damage model. It now works like this: ● When a Sin­Eater is damaged by an attack he may spend 1 Plasm to convert all damage from that attack to ‘Phantom Damage’. ● Mechanically Phantom damage is a step below bashing, denoted by a dot in the health box. Attacks reduced to Phantom damage inflict no wound penalties, lasting tilts or negative conditions. However, like normal damage Phantom Damage can roll over if enough is built up. ● All Phantom damage heals completely at the end of the Scene.

Statting Sin-Eaters ● A Sin­Eater begins with three core Manifestations one of which must be a Threshold Manifestation, but have the choice to convert one or two of those core Manifestations into two Linked ones. Example: A Sin­Eater could begin with three core Manifestations and no Links, or two core Manifestations each with one Link,​ ​or two core Manifestations one of which has two Links, or one core Manifestation with four Links.

Psyche Table

Psyche Plasm/Per Turn Geist Attributes Limit

1 10/1 6

2 11/2 7

3 12/3 8

4 13/4 9

5 14/5 10

6 15/6 11

7 20/7 12

8 30/8 13

9 50/10 14

10 75/15 15

Experience Costs ● Sin­Eater Attribute ­ 4 exp ● Geist Attribute ­ 3 exp* ● Skill ­ 2 exp ● Specialty ­ 1 exp ● Psyche ­ 5 exp* ● Synergy ­ 3 exp ● Core Manifestation ­ 4 exp ● Threshold Manifestation ­ 3 exp ● Linked Manifestation ­ 2 exp *Each dot of Psyche also grants a free attribute dot to the Geist. Synergy Synergy represents the bond between a Sin­Eater and her Geist, mechanically this is accomplished through the Geist’s Passions. A Sin­Eater who adheres closely to her Geist’s Passions will find her link to the world of the living strong and stable, while one who repeatedly denies her Geist satisfaction will see herself slipping from mind and memory. A Sin­Eater who cannot come to terms with her Geist will eventually be forgotten completely, a living ignored and unloved. ● Whenever a Sin­Eater sees an opportunity to fulfills one of her Geist’s Passions and acts on it she gains a Beat and adds +1 die to her next degeneration roll. ● Whenever a Sin­Eater passes an opportunity to fulfill one of her Geist’s Passions, but refuses to act on it she faces a Synergy breaking point modified by magnitude of the event (a small concession would likely add a few dice, while a massive betrayal would penalize by up to ­5). ○ Storytellers shouldn’t be dicks about this, and a Sin­Eater shouldn’t have to roll for degeneration more than once or twice a chapter. ● In addition to the Geist's Passions, the player and storyteller should define a set of breaking points for the Sin­Eater. Personal lines that, when crossed, risk degeneration. These may quite reasonably conflict with her Geist’s desires. ● Whenever a Sin­Eater loses a dot of Synergy, a bit of him slips away from the mortal world. At high Synergy this could mean a few colleagues forgetting to invite him out to their routine Friday event, at low Synergy it could mean the loss of his job as his colleagues completely forget him. Lost memories do not return, even if Synergy is restored. ○ Loss of Synergy from death and revival remains, but the Synergy loss isn’t permanent. The lost dots can be recovered with normal expenditure of time and experience. The lost memories however, will never return. ○ Supernatural , and those who can see and interact with the dead, do not suffer this forgetting. Manifestations The whole previous Manifestation/Key system is out. Whenever a Manifestation is purchased it must be tied to one of the Sin­Eater’s Keys. This helps limit the Manifestation and maintain a Geist’s thematics. There are two “types” of Manifestation. ● Core Manifestations ­ These consist of a Manifestation & Key pairing, and have a single fairly straightforward effect. ○ Core Manifestations always cost 1 Plasm to activate ○ Core Manifestations always have a dice pool of Geist Attribute + Sin­Eater Skill ○ Activating a core Manifestation automatically Manifests the Sin­Eater’s Geist. ● Linked Manifestations ­ Manifestations may be tied together, creating elaborate linking chains that trigger off one another. These are called Keychains ○ When a Link is purchased it must be tied to an existing Core Manifestations. Repeat Key/Manifestation combinations are not possible within a single Manifestations, so you cannot link Phantasmal Rage to Phantasmal Rage. ○ Linked Manifestations have a trigger condition that, when it comes to pass, automatically activates the Linked effect with no cost and ideally, no roll. ○ See below for some sample Manifestations.

Threshold Manifestations ● Torn ­​ Rage & Pit ● Silent ­​ Curse & Shroud ● Prey ­​ Caul & Oracle ● Stricken ­​ Boneyard & Marionette ● Forgotten ­​ Hearse & Wildcard* *F​orgotten, dead by chance, choose their second Manifestation at random during character creation.​

Manifestation Guidelines Because the Keychain system is so flexible it is impossible to provide a comprehensive list of all effects. That’s the point of it. You can use the Guidelines below to help direct you in devising the appropriate combination for your effect. Notes: T​he summaries here do not map 100% to the Geist book, and include two additional Manifestations, one from a different supplement and one from another homebrew (The Pit and The Hearse). ● Boneyard ­​ Wide ranging, area of effect style powers, tend to affect everyone in the scene often with scene long durations. ● Caul ­​ Physical transformation, usually personal but could be inflicted on others when chained to The Curse or Rage. ● Curse ­​ Long term negative afflictions placed upon subjects, these can last days or even weeks, though shorter durations are more common when Linked to single scene powers. ● Hearse ​­ Governs powers of transportation and movement, both in this world and to others. ● Marionette ­​ Mind Control and puppeteering, this Manifestation handles remote manipulation of people and objects. ● Oracle ­​ , pre and post cognition, as well as general vision into the details people, objects, and environments. ● Pit ­​ The Pit governs ghosts and the underworld, effects that directly alter numina, passions and anchors, or play with the landscape of death fall here. ● Rage ­​ Immediate aggression, the home of fireball spells and similar direct “attacks” ● Shroud ­​ Stealth and obfuscation, the Shroud plays with perceptions and memory, it can also provide some defensive options (similar to wards). Manifestations are deliberately very broad. There will be potential for crossover in effect, and that is fine. The objective here is to create Manifestations that are entirely unique to the character and for that strict limits do more harm than good. Clash of Wills As of Blood & Smoke all contests between two supernatural powers are resolved through a new mechanic called “Clash of WIlls”. When a Sin­Eater’s Manifestation Clashes with another power it rolls the Core Manifestation’s Geist Attribute + the Sin­Eater’s Psyche to contest.

Sample Manifestations Ghost Rider Firecar Lycanthropy Recorderhead Dead Reckoning False Conviction Haunted House Festival of the Dead

Ghost Rider Firecar Core Power: Blazing Firecar Keys:​Pyre­Flame Hearse Dice Pool:​ Resistance + Drive Action:​ Reflexive Duration:​ Scene

Gripping the wheel the Sin­Eater's Geist manifests, and disperses itself through the vehicle. As it does so the transport bursts to life, running on pure Plasm. While in this state it doubles it's speed, durability and handling. However, the Geist is now bound the the vehicle, unable to remove itself until the Manifestation ends. As a result any damage received by the vehicle itself will be reflected on the Sin­Eater as bashing damage.

Link #1: Holy Shit Fire Whips Keys:​ Pyre­Flame Caul Trigger:​ "When driving at least half the vehicle's maximum speed..."

...the Sin­Eater manifests great chains of molten metal, which thrash from side­to­side. So long as he continues to move at speed he may make attacks, using a pool of Strength + Drive, against anyone he passes. The chains deal lethal damage, aggravated to anything vulnerable to fire, have a +1 weapon modifier and may strike ghosts as though material. Attacking multiple enemies in a turn is possible, and uses the same rules for splitting automatic fire.

Link #2: Hooked on Speed Keys:​ Phantasmal Rage Trigger:​ “When someone is struck with a chain…”

...she is promptly grappled, and dragged behind the vehicle. Living beings take one automatic lethal wound per turn until they successfully break free by amassing five successes on an extended Strength + Athletics (or Power) roll, one roll per turn. Ghosts take no damage, instead losing a point of Essence for each turn spent bound. Ghosts without Essence lose the ability to struggle, bound until the Sin­Eater elects to slow down. As above, grappling multiple victims in this manner is possible and does not penalize the Sin­Eater.

Link #3: Driven Beyond Death Keys:​ Phantasmal Curse Trigger:​ “When living victim is killed by a chain…”

...the cruel hook latches onto her , and drags it from her body. The victim becomes a ghost, one with no Essence and a single fetter, the Sin­Eater’s vehicle. She is immediately bound and grappled, with no chance of escape. Her only hope for freedom is for the vehicle to be slowed or stopped, causing the chains to discorporate.

Link #4: Drag Me to Hell Pyre­Flame Pit Trigger: "When dragging a ghost that is out of Essence..."

...The Sin­Eater may opt to deliver the dead to his or her ultimate resting place. If he does so a burning gate opens 300 feet ahead, the ghost has until the Sin­Eater passes through that gate to break free, for once they pass through she will be plunged into hellish oblivion from which there is no return. Once through the gate snaps shut, dooming the ghost and depositing the Sin­Eater and his vehicle safely in the Underworld.

Lycanthropy Core Power: Curse of the Wild Keys:​ Primeval Curse Dice Pool:​ Power + Animal Ken vs Resolve + Supernatural Tolerance Action:​ Instant Duration:​ One Week Per Success

Inflicting this curse requires the Sin­Eater touch her victim and draw blood, though no damage need be dealt. Biting is the classic example, though a quick cut with a knife or scratch will do (a cunning Geist can easily make this appear an accident). The victim of the curse finds her mind dulled, filled with instinct and bestial thoughts. She gains the Beastial condition (see Blood & Smoke) for the duration of the curse, though she may spend a point of willpower to repress it for a scene.

Link #1: Form of the Wolf Keys:​ Primeval Caul Trigger:​ “When the moon is full…”

...the victim undergoes a terrific transformation, sprouting fur and fangs she collapses into the form of a humongous black wolf. In this form she adds +2 to all her physical statistics, gains a +1 damage bite attack and doubles her land speed. She also loses all capacity for language and higher thought, becoming for that brief time a true beast with a single imperative: to hunt. In this form she will seek prey, prioritizing animals and avoiding human contact, save one exception: She will deliberately go out of her way to stalk and kill humans against whom she bears a grudge. Regardless of how the hunt goes she will return to her normal form when next the sun rises, naked and with no recall of the previous nights events.

Recorderhead Core Power: Instant Record Keys:​ Industrial Oracle Dice Pool:​ Finesse + Investigation Action:​ Reflexive Duration:​ Scene

Pointing directing his Geist’s eyes towards the scene the Sin­Eater enable his ally to record and remember all proceedings. In doing so he enables the Geist to create a perfect mental record of the entire proceeding. What’s more, at any point in the future he can touch a display device or piece of media and transcribe the entire scene, or parts of it, onto it. In the case of a television this would cause the scene to play out on the screen, while a DVD would acquire a recording of the event. A piece of paper, on the other hand, would be colored with a single still image chosen from the proceedings. The recorded scene may be played back in any order, at the highest definition, and from any angle the Geist could have possibly perceived (even if it didn't at the time). This means the power can be used to investigate scenes after the fact, from angles the Sin­Eater couldn't have gleaned during the actual event.

L​ink #1: Quick Edit Keys:​ Industrial Marionette Trigger:​ “Re while watching a recorded event…”

...the Sin­Eater may tweak and edit the record as a filmmaker would edit a film. He ability to tweak isn’t limitless, he has to work with elements present in the scene. But within that limitation he can reorder, edit and remove people, actions and objects as he sees fit. The final record is completely convincing, with no sign of tampering.

Link #2: Master Record K​ eys:​ Stillness Caul Trigger:​ “By showing an edited record to someone who was there…”

...That person’s memories will be altered, causing them to recall the event as presented in the edited version. Extras have no recourse against this, but important characters and supernatural beings may offer some resistance. They roll Resolve + Supernatural advantage, attempting to beat the Sin­Eater’s original successes on this power. Succeed and they recall the event accurately, fail and their memories are similarly altered.

Dead Reckoning Core Power: Corpse Puppet Keys:​ Stillness Marionette Dice Pool:​ Finess + Action:​ Instant Duration:​ Scene

Touching a recently dead body the Geist fills it with the animating force of Plasm. The body rises staggering too it’s feet (assuming it has the structural integrity to stand) ready to obey the Sin­Eater’s every command. It possesses the victims physical statistics, and muscle memory retains physical skills up to 3 dots, but otherwise it is a shambling zombie.

Link #1: Dead Men Tell Tales Keys:​ Stillness Oracle Trigger:​ “If the body is brought to where it died…”

...it immediately begins to re­enact, in reverse, it’s every word and action in the scene leading up to it’s death. Even if the body lacks the structural integrity to do so, invisible forces will drag it upright, and do their best to mimic speech and life. Of course, if relevant objects or set pieces are moved or missing from the scene the body will not be able to reproduce them, but will pantomime actions as though those items were present.

Link #2: Home Sweet Home Keys:​ Stillness Pit Trigger:​ “If the ghost of that body is present when it rises…”

...it is drawn into the body, inhabiting it through possession. If the ghost does not want to be drawn it it may resist by rolling Resistance + Rank, attempting to beat the Sin­Eater’s original successes. Otherwise it inhabits the body and takes full control for one day per success on the activation roll. Within the body the Ghost loses all numina and manifestations that would require it to be incorporeal, but recovers its living attributes and skills.

Link #3: A Dish Best Served Cold Keys:​ Tear­Stained Caul Trigger:​ “If the body encounters the person who killed it…”

...a icy mist seeps from it’s flesh, covering the body in a sheet of jagged ice. This ice does not harm the corpse, on the contrary it strengthens it, shoring up structural instabilities and providing 2/2 armor and a +1 Weapon modifier on Brawl attacks. Moreover the cold will continue to reinforce the corpse, restoring one point of structural damage per turn. During this time the body leaves the Sin­Eater’s control, and embarks on a singular quest, to murder the murderer. It continues until the Manifestation expires or the murderer escapes or is killed.

False Conviction Original Version By Metamurpho of the Onyx Path Forms. Core Manifestation: Trace Evidence Keys: ​Phantasmal Boneyard Dice Pool: ​Power + Subterfuge Action: ​Instant Duration: ​Scene The Sin­Eater thinks of someone he has met, even if it was in passing. For the remainder of the scene, his Geist leaves trace evidence behind as if it were that person. Fingerprints are left on objects, as it glide across the floor the Geist leaves behind the victim’s foot (or shoe) prints, and bitemarks will match the victim’s dental records exactly. Large scale physical evidence is impossible, the victim’s purse won’t magically appear on the scene, and bullets won’t change caliber to match the victim’s gun (though the barrel patterns will match up).

Link #1: It’s Always Someone You Know Keys: P​ hantasmal Shroud Trigger: ​“If the Geist attacks someone who knows the victim…”

...the defender sees the Geist as a doppelganger of his victim. The details are all provided by the defender’s mind so the Geist appears as a perfect facsimile, down to even the smell of their breath, the sound of their voice, and feel of their hands.

Link #2: I Did It Keys: P​ hantasmal Marionette Trigger: ​“If the victim is present while the Geist impersonates her…”

...she, and all others will recall the scene as though the victim herself was the aggressor, even if it would have been impossible for her to do so. This only takes affect after the scene is finished, so during that time the victim is free to act and even assist against the Geist’s onslaught. This can, in certain cases cause a degree of cognitive dissonance, perhaps even enough to cause others to doubt their memories, no amount of dissonance will unravel the illusion. Extras have no defense against this power, important characters and can contest the activation roll with a Composure + Supernatural Tolerance roll.

Link #3: Did I Do It? Keys: P​ hantasmal Curse Trigger: ​“If the victim is currently asleep…”

...she experiences the Geist’s actions in the first person as in I Did It, but as a vivid dream recalled clearly upon waking. Should anything the Geist does trigger a Breaking Point for the character, she is unable to recover Willpower from that night’s rest due to the fitful sleep. In the following [Psyche] weeks should she encounter anything evidence of the scene ­­ such as the victim or police investigating the incident ­­ the victim experiences further Breaking Points, with an added die for each prior encounter. Once the bonus reaches +3, no more Breaking Points may be incurred.

Link #4: Apparent Suicide Keys: C​ old Wind Rage Trigger: “I​f the victim comes within [Psyche] yards of a weapon marked by Trace Evidence…”

…it jumps to life and attacks her and aiming for a lethal blow. In mechanical terms, a weapon delivers a single attack, as though wielded by the Geist with an all­out attack. Melee weapons soar unnaturally through the air, while firearms turn and shoot unassisted. As this is usually an unexpected attack, Defense rarely applied.

Haunted House Original Version By the Kings Raven of the Onyx Path Forums Core Power: Haunted House Keys:​ Phantasmal Boneyard Dice Pool:​ Power + Intimidation Action:​ Instant Duration:​ Until the Sin­Eater Leaves the House

The Sin­Eater creates a ectoplasmic version of whatever building they're in, it looks like the same building after a decade of years or neglect ­ with a lot more creepy doors everywhere. Anyone within the building takes a penalty equal to the Sin­Eater's dots in Psyche to all Composure and navigation rolls as the Manifestation preys upon their mind. Resistance is also penalised when the Storyteller deems that it is being used in a Composure like manner.

Link 1: A Place For You Keys:​ Phantasmal Curse Trigger:​ “If a character enters one of the doors...”

...They enter a room of nightmares and are confronted with one of their fears. Every turn they roll Resolve + Supernatural Advantage ­ the Sin­Eater’s Psyche. When they accumulate successes equal to the Geist’s Power they escape; but for every roll they make they lose a point of Willpower and the Sin­Eater gains a point of Plasm. If they run out of willpower before escaping they are thrown from the room, semi­comatose and highly vulnerable to both natural and supernatural manipulation. For most, this is a breaking point. If the victim is a ghost the effects are mostly identical, save that this room is filled with Mementos of the ghosts life, being destroyed one­by­one. The Ghost rolls Resistance + Rank, and loses Essence instead of Willpower. If the ghost has no Essence it loses Corpus instead. A ghost that loses all it’s corpus is trapped, a prisoner of the room until the Sin­Eater elects to free him.

Link 2: In the Walls Keys:​ Stigmatic Hearse Trigger:​ “If a being attempts to use a supernatural ability to travel within the affected area; such as teleporting to an anchor or even floating through a wall…”

… It enters a Clash of Wills with the Sin­Eater, on a failure It finds itself in a room of horrors as per A Place For You.

Link 3: Right This Way Keys:​ Phantasmal Marionette Trigger:​ “If a character fails a navigation or composure roll…”

...They find themselves confronted by a ghastly door, under a strong compulsion to enter. Extras have no recourse, but important characters and supernatural beings roll Composure + Supernatural Advantage, penalized by Haunted House, to turn away.

Link 4: You’ll Never Leave. Keys:​ Industrial Boneyard Trigger:​ “If someone attempts to force their way out, either by force or finesse…”

...Their roll is penalized by the Geist’s Finesse. Should the roll fail the path still opens, but deposits the would be escapee into a phantasmal room as per A Place For You.

Link 5: Master of the House. Keys:​ Stigmatic Marionette Trigger:​ “If someone inside the house attacks the Sin­Eater or targets him with hostile magic...

...Doors within the house begin to loudly burst open, as all Ghosts unraveled through Worse Than Death are freed into the house. With the singular motivation “Find whoever harmed the master, and drag him through the nearest a door”. For simplicity treat all Ghosts as a Rank 1 entity with Power 3, Finease 2, Resistance 3 and the Blast Numinea. As a reward for their service, the ghost that successfully drags the victim into a door is freed to pass on, sink into the underworld or return to its previous haunt.

Link 6: Loyal Steward Keys:​ Stigmatic Pit Trigger:​ “If at least one ghost is permanently trapped in the house…”

...The Sin­Eater may declare a bound ghost as the ‘New Master’ when he leaves. By doing so the duration of the Haunted House changes, now expiring only when that ghost leaves the home. Likewise all triggers, penalties and calculations that previously relied on the Sin­Eater now use the new Master instead. The Ghost itself is freed from its room and restored to full Corpus and Essence, but remains bound to the home unable to leave. Only the Sin­Eaters return or the destruction of the Ghost can relieve it of it’s new duties.

Link 7: Secret Passage Keys:​ Phantasmal Hearse Trigger:​ “If the Sin­Eater opens a phantom door…”

...He may pass seamlessly through into any room of the house. In this manner he can move unseen and unrestricted about the entire building, or ‘peek in’ and observe victims of A Place For You.

Festival of the Dead Original Version By the Kings Raven of the Onyx Path Forums Core Power: Call to Prayer Keys:​ Passion Boneyard Dice Pool:​ Finesse + Expression Action:​ Instant Duration:​ Scene

A powerful fervor grips the gathering drawing in faithful and onlookers alike, within minutes a great ceremony commences. All mortals within the Boneyard who participate in the group ritual; shouting slogans, praying, waving religious imagery, etc, gain the Inspired Condition. The Sin­Eater may need to make a mundane Presence + Expression roll to get things started, but the Boneyard's effects quickly make this self­sustaining. Even once the ceremony is over, and the Inspired Condition spent, those who participated have two doors fewer in their next social interaction with the Sin­Eater.

Link #1: Spirits Heed Us Keys:​ Stygian Pit Trigger:​ “If the ceremony is performed in a Cenote…”

... The Cenote's Fluidity and Residue jump by one dot for every ten participants, to a maximum of five dots. It remains this way for a full month, plus an additional month for each ten participants over the five dot limit.

Link 2: Grace Us With Your Presence Keys:​ Stigmata Pit Trigger:​ “If a large enough crowd chants the name of a specific ghost…”

...it is summoned from the Underworld, fully Manifested and reinforced with the benefits of Plasmic Infusion. It takes 10 people to call a Ghost from the Upper Reaches, with each River inbetween doubling the required numbers. No amount of devotees will call up a Ghost that has Passed On or been destroyed. At the end of the scene the Ghost is sent back to wherever it came from, unless the ghost is anchored (such as the Bind Anchor Ceremony), either willingly or unwillingly to something in the material world.

Link 3: Cure Our Exhausted and Infirm Keys:​ Primeval Caul Trigger:​ “If the Sin­Eater brings an injured or infirm participant before the congregation…”

... Roll Presence + Expression, with an extra die for every ten participants. Each success heals one lethal damage, removes a temporary physical Tilt, or resolves a detrimental condition. Aggravated damage and permanent tilts and conditions (such as the loss of a limb or total madness) may can also be restored, but each requires an exceptional success.

Link 4: And Guide Those Lost and Persecuted Keys:​ Stigmatic Marionette Trigger:​ “If someone confesses a secret transgression or taboo (one applicable to their society) before a congregation of thirty or more...”

... A random Ghost that resonates with their plight is called from the nearby Upper Reaches of the Underworld and anchored to that person. If their confession is honest, the guardian spirit will protect the confessee against harm and persecution for a full month, or [Residue] Months if performed in a Cenote. However, if the confession is false the ghost will furiously haunt and harass the liar until it is exorcised or his life is ruined. For simplicity treat this as a rank two Ghost with Power 3, Finesse 4, Resistance 3 and three of the following Numina: Awe, Dement, Hallucination, Left­Handed Spanner, Sign, Telekinesis.