Manifestations

back to template application

Unlocking the Manifestations

Each Key unlocks a Manifestation in a different and mutually exclusive way. A Sin-Eater may activate two or more Manifestations simultaneously with different Keys, but he cannot unlock the same Manifestation with more than one Key without terminating the earlier activation. There are seven major Manifestations: the Boneyard, the Caul, the Curse, the Marionette, the Oracle, the Rage, and the Shroud. The Pit is also available to Sin-Eaters willing to face the consequences of its use. Brief descriptions of each Manifestation, along with how its effect vary according to the Key used to unlock it, are below, with more in-depth descriptions of the many possible Manifestation effects to follow.


  Boneyard
(Wits)
Caul
(Stamina)
Curse
(Presence)
Marionette
(Manipulation)
Oracle
(Intelligence)
The Pit
(Composure)
Rage
(Strength)
Shroud
(Resolve)  
Cold Wind + Occult + Occult + Occult + Occult + Occult + Occult + Occult + Occult
Grave-Dirt + Occult + Occult + Occult + Occult + Occult + Occult + Occult + Occult
Pyre-Flame + Occult + Occult + Occult + Occult + Occult + Occult + Occult + Occult
Tear-Stained + Occult + Occult + Occult + Occult + Occult + Occult + Occult + Occult
Industrial + Crafts + Crafts + Crafts + Crafts +Investigation + Crafts + Crafts + Crafts
Passion + Empathy + Empathy + Empathy + Empathy + Empathy + Empathy +Intimidation + Empathy
Phantasmal + Persuasion +Persuasion +Persuasion + Intimidation +Investigation + Persuasion +Persuasion +Persuasion
Primeval + Animal Ken + Animal Ken + Animal Ken + Animal Ken + Survival + Animal Ken + Animal Ken + Animal Ken
Stigmata + Occult + Occult + Medicine + Occult + Occult + Occult + Occult + Occult
Stillness + Subterfuge + Stealth + Stealth + Occult +Investigation + Stealth + Stealth + Stealth
Stygian + Medicine + Medicine + Medicine + Medicine + Medicine + Medicine + Medicine + Medicine


The Boneyard

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 within the affected area which she wishes to locate 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 his immediate presence through the Boneyard.

Boneyard Activation

Cost: 1 plasm
Dice Pool: Wits + (Key Skill) + Boneyard rating
Action: Instant

Roll Results

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 over the other one. 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.

Boneyard Manifestations


The Caul

Attribute: Stamina
Of all Manifestations discovered by Sin-Eaters, the Caul is certainly the most intimate. When a Sin-Eater dons the Caul, he invites his geist deep into his body, allowing its plasm to flow outwards through his every cell, filling him from the inside out. Sharing his body with his geist is an incredibly intimate act, one that strengthens the ties between the Bound and the geist. Once it’s within his body, the geist can change his flesh, molding it in ways defined by the Key used to unlock this Manifestation. The Stigmatic Caul allows a Sin-Eater to control his blood as it seeps from his body, and even to sever limbs to act as homunculi. The Elemental Cauls by contrast suffuse their bodies with the purity of their element. While the Shroud wraps a geist around a Sin-Eater, the Caul bonds the two together. Unless otherwise noted under the unlocking Key, the gross physical changes caused by the Caul are visible to everyone who looks at the Sin-Eater.
The basic power of the Caul invites the geist into the Sin-Eater’s body. These powers all affect the Sin-Eater directly, rather than other people or ghosts. Activation successes on this roll normally inform the magnitude of the subsidiary powers that branch off each version of this Manifestation. Where secondary powers require dice rolls, the activation successes are added to the dice pool as normal. The Caul normally lasts until the end of the scene, though a Sin-Eater can choose to dismiss his geist sooner if he so chooses. Most of the subsidiary powers of the Caul are cumulative as the fusion of Sin-Eater and geist warps into a more powerful form. All powers under a single Key that don’t require a roll or plasm expenditure to activate are cumulative; the Sin-Eater gains all benefits as soon as he dons the Caul. Naturally, a Sin-Eater can have a Caul tied to only one Key at a time.

Caul Activation

Cost: 1 plasm
Dice Pool: Stamina + (Key Skill) + Caul rating
Action: Instant

Roll Results

Dramatic Failure:
The Sin-Eater and geist reject each other on a subconscious level. The Sin-Eater cannot access the Caul until the next sunset.

Failure:
The attempt to manifest the Caul fails.

Success:
The Sin-Eater draws his geist within him, infusing his body with plasm and joining into one.

Exceptional Success:
Both Sin-Eater and geist act in harmony. Any rolls to activate the subsidiary powers of the Caul gain the 9-again quality.

Caul Manifestations


The Curse

Manifesting the Curse lets a Sin-Eater’s geist off the leash just a little. It doesn’t directly attack his opponents, instead leaving just a hint of its plasm. Through that plasm, the geist can touch the world. Unlike other Manifestations, the geist can only nudge events around the victim, rather than interacting with her directly — the Beast Curse may turn every animal she meets against her, while the Stigmata Curse ensures that her wounds bleed and attract the attentions of the unquiet dead. Though its effects are subtle, without a geist’s direct intervention, supernatural creatures who can perceive auras or magic can still pick up on signs of the Curse.
The basic power of the Curse places a hex on a single person, out to a range of her Psyche dots x 10 yards. The effects of the hex depend on the Key used to unlock the Manifestation. Though the target is normally unaware of being cursed she still resists the geist’s influence, though with the lower of her Resolve and Composure. A curse plagues its target for a limited duration, defined by the activation successes. The hex may take effect immediately; alternately, the Sin-Eater may define a specific occurrence as a trigger for the curse, such as the victim seeing a redheaded man, or the next time she eats meat. Attaching a condition to a curse imposes a –2 modifier on the roll. If the victim doesn’t meet the condition within one day per activation success, the curse dissipates.

Attribute: Presence

Curse Activation

Cost: 1 plasm
Dice Pool: Presence + (Key Skill) + Curse rating
Action: Instant

Roll Results

Dramatic Failure:
The hex backfires. The Sin-Eater suffers the effects of his hex for the remainder of the scene.
Failure:
The attempt to manifest the Curse fails.
Success:
The Sin-Eater leaves a trace of his geist’s plasm on his victim. This trace lasts for one day per success, during which time the curse affects its victim. If the Sin-Eater attached a condition to her hex, the duration starts from the point when the victim meets the condition. If the condition isn’t met within one day per success, the hex does not apply.
Exceptional Success:
The victim can sense the presence of the curse, and it weighs on her. She suffers a –1 penalty to any rolls made to resist degeneration or gaining derangements while the hex remains in effect. A person can only be under one hex at a time. A Sin- Eater can end the effects of his own Curse as a reflexive action, though he does have to touch the victim. Another Sin-Eater can force a new hex onto a target, but must roll more activation successes than the existing hex. This applies even if the initial curse was set with a condition that hasn’t yet been met.
A Sin-Eater with this Manifestation can also spend a plasm to attempt removing an application of the Curse. If his activation rolls equal or exceed those of the activation successes made to lay the hex in the first place, the curse is removed. If the Sin-Eater attempting to remove the Curse does not have the appropriate Key, the roll suffers a –2 penalty.

Removing a Curse

Cost: None
Dice Pool: Presence + (Key Skill) + Curse rating – existing curse’s activation successes

Roll Results

Dramatic Failure:
The curse lasts longer than it normally would. Determine the duration as if the original hex had two more activation successes.
Failure:
The Sin-Eater cannot remove the curse.
Success:
The Sin-Eater removes the curse, though whoever set the hex is aware that someone has tampered with his handiwork.
Exceptional Success:
The curse slips off without a problem. Whoever set the curse is unaware that it has been removed.

Curse Manifestations


Marionette

Attribute:Manipulation
Perhaps the most invasive and frightening Manifestation, the Marionette, as its name implies, allows the Sin-Eater to reach out with her plasm to seize control of objects, animals, and even people. To those with the sight to see it, the Sin-Eater reaches out with her hand, and invisible tendrils of plasm reach out to the object of her desire, ensnaring it (or him) and compelling obedience. The Marionette does not inspire loyalty in affected persons — the victim remains free-willed and often vocally opposed, but his body has been enslaved. Some Marionette powers can transform living human beings into virtual zombies, and Sin-Eaters steeped in the traditions of Vodoun and its sister religions often describe slaves bound with Marionette as zombies in order to take advantage of local beliefs about those religions.
The precise nature of the control depends upon which Key is used to unlock the Marionette. The Primeval Key and Industrial Key are used to control animals and machinery, respectively, but other Keys provide for more… abstract methods of control, such as the Passion Marionette, which manipulates the emotions of another person, or the Stillness Marionette, which seizes control of her body. The Phantasmal Key unlocks the power to create mystical puppets under the Sin-Eater’s control, while the Stigmata Key allows her to manipulate ghosts and spirits. Generally, the target of the Manifestation must be within the Sin-Eater’s line-of-sight. If the Sin-Eater has an active Boneyard or Oracle Manifestation that allows her to see the target, she may influence it even outside her immediate vision as long as the target is within the range of the other Manifestation. Once control is established, the Sin- Eater can usually perceive her slave and maintain control for the duration of the Manifestation.

Marionette Activation

Cost: Varies
Dice Pool: Manipulation + (Key Skill) + Marionette rating
Other sentient beings targeted for control by the Marionette resist by rolling Resolve + Psyche.
Action: Instant

Roll Results

Dramatic Failure:
The activation attempt fails, and the Sin-Eater may not attempt to use any Marionette-related power for the rest of the scene.
Failure:
The attempt to unlock the Marionette fails.
Success:
The Sin-Eater exudes a tendril of plasm that reaches out and invisibly ensnares the object of the Manifestation, forging a sympathetic connection, which allows for the possibility of control. The activation successes add to other Marionette-related rolls. Unless stated otherwise in the power’s description, the sympathetic link lasts for one scene unless the Sin-Eater chooses to end it prematurely. Once a link is established, the Sin-Eater can maintain it for longer periods at a cost of 1 plasm per hour.
Exceptional Success:
The Sin-Eater regains one point of spent plasm.

Marionette Manifestations


The Oracle

Attribute: Intelligence
Many legends speak of the insight possessed by the dead and of their power to warn the living of future events. Indeed, the term “necromancy” literally refers to the practice of divining the future through communication with the dead. The Oracle Manifestation draws upon this chthonic wisdom, allowing the Sin-Eater to access the special perceptive abilities of her geist. To anyone capable of detecting plasmic energies, a Sin-Eater who has unlocked the Oracle is noticeable for her eyes, which glow with a spectral force. The basic power of the Oracle is simply to augment the Sin-Eater’s perception. Specific Keys refine this perception in appropriate ways.

Manifestation Activation

Cost: 1 plasm
Dice Pool: Intelligence + (Key Skill) + Boneyard rating
Action: Instant

Roll Results

Dramatic Failure:
The activation attempt fails, and the Sin-Eater may not attempt to use any Oracle-related power for the rest of the scene.
Failure:
The attempt to unlock the Oracle fails.
Success:
A pale mist of plasm steams from the Sin-Eater’s glowing eyes, visible only to ghosts and other Sin-Eaters. For the duration of the scene, the Sin-Eater adds a number of bonus dice equal to the activation successes to all Wits-based rolls to observe and understand phenomena relevant to the Key used to unlock the Oracle.
Exceptional Success:
Additional successes are their own reward.

Oracle Manifestations


The Pit

Attribute: Composure
Pain. Fear. Rage. Hate. A lot of people think these feelings have something to do with death. They couldn’t be more wrong. The Underworld has no emotion of its own, because death doesn’t care. You could be a pauper in the Mumbai slums or the richest man in history, but when you die, that’s it: you’re dead. The only real emotion in the Underworld comes from its denizens: ghosts remember what it was like to be alive and chances are any ghost you ask would give everything to experience that once again.
According to some old ghosts, the Underworld wasn’t always that way. But the past isn’t the present, and right now the Underworld is a place that ultimately does not care about the universe and isn’t about to start. The cursed plasm that gives shape to the never-ending tunnels and caverns isn’t something that a sensible Sin-Eater should mess with.
Then again, sensible Sin-Eaters don’t Manifest the Pit. Every ability that the Pit gives requires a Sin-Eater to take in some of that cursed, corrupt plasm and fold it into his geist, absorbing a tiny part of the uncaring world beyond. Doing so, she can unlock powers that make her foes understand not that the universe is out to get them, but that the universe will never know they existed. The Passion Pit kills long-term relationships in favor of short term flings, and encourages people to ignore their noble callings, focusing on simple pleasures. The Primeval Pit shows the natural world’s disdain for the victim’s ongoing existence through whipping branches and howling beasts.
The Pit allows the Sin-Eater to remove an aspect of his victim. The specific Key used to unlock the Pit determines what is removed.
A Sin-Eater stains his soul every time he unlocks a Pit, the plasm brushing close against his soul. Just unlocking a Pit is a sin against Synergy 7. The Sin-Eater is forcing a piece of the Underworld into the living world, bringing the energies of death to those who aren’t yet ready for them. A Sin-Eater who wants to remain in tune with his geist and with the world should stay away from this Manifestation.
He also can’t channel the plasm generated through his Archetype into the Pit — it needs energy drawn from the Underworld. To that end, he has to be within one yard of an Avernian Gate per dot of Psyche to use an Archetypal Manifestation, though the gate doesn’t have to be open at the time.

Manifestation Activation

Cost: 1 plasm
Dice Pool: Composure + (Key Skill) + Pit rating – lower of target’s Resolve and Composure
Action: Instant

Roll Results

Dramatic Failure:
The Underworld turns on the Sin- Eater, burrowing into his soul and his geist both. The Sin-Eater loses a point of Willpower, and must roll for degeneration as though he’d committed a sin with a Synergy threshold of 4.
Failure:
The corrupt energies of the Underworld do not yield to the Sin-Eater’s command.
Success:
The Sin-Eater draws the cursed plasm of the Underworld through his geist and unleashes it against his target. In addition to the main effects of the Pit when unlocked with a specific Key, the target subtracts the Sin-Eater’s activation successes from all Composure rolls (to a maximum penalty of -5).
Exceptional Success:
The dark tendrils of the Underworld linger, latching into the target’s mind. She loses a point of Willpower, in addition to the other effects of this Manifestation. Unless otherwise noted, the effects of the Pit last until the end of the scene, though the Sin-Eater can end them before if he chooses.

Pit Manifestations


The Rage

Attribute: Strength
Some Manifestations are subtle, laying curses on a target or infusing the world around her with the energies of death. The Rage is not subtle at all. At the Sin-Eater’s direction, her geist reaches out and attacks someone. The precise nature of the attack varies depending on the Key used to unlock the Rage. Further, the Sin-Eater can change the appearance of the Rage at any time, as long as it’s thematic to the Key used — a blast of Bestial Rage could send carrion crows to tear his opponent apart or summon a cloud of wasps and bees that crawl all over his flesh. Unless a Key specifically manifests the attack in the physical world, the Rage is generally invisible. The target can perceive its effects, as can certain supernatural creatures using powers such as vampiric Aura Perception or a warlock’s Mage Sight.


Rage •:The basic power of the Rage allows a Sin-Eater to attack a target at a range of up to ten yards per dot of Psyche. The activation roll for the Rage is also the attack roll, with each success dealing a point of bashing damage. The attack roll subtracts Defense or another Trait in the place of defense, depending on the Key (referred to as the Key Defense).
Rage ••: The damage may be bashing or lethal.
Rage •••: The Sin-Eater may ignore modifiers for concealment up to and including “substantially concealed” (World of Darkness, pg. 182).
Rage ••••: The range extends to line of sight.
Rage •••••: The Sin-Eater may inflict aggravated damage, at the cost of one Willpower per attack.

Manifestation Activation

Cost: 1 plasm
Dice Pool: Strength + (Key Skill) + Rage rating – Key Defense
Action: Instant

Roll Results

Dramatic Failure:
The plasm wracks the Sin-Eater’s body, dealing a point of lethal damage.
Failure:
The attempt to manifest the Rage fails.
Success:
The Sin-Eater manifests the Rage, directing his geist to strike at someone. The target takes one point of damage (bashing, lethal or aggravated depending on Rage rating) per success.
Exceptional Success:
The terrible wounds inflicted by such potent Rage are their own reward.

Rage Manifestations


The Shroud

Attribute: Resolve
The Shroud is the Manifestation most commonly used for defensive purposes. When a Sin-Eater dons the Shroud, the Bound allows the raw plasm of her geist to flow over her body, congealing into a hard shell which protects her from harm. The geist’s plasm flows out of the Sin-Eater’s body through every pore, enveloping his body and forming a protective armor of plasm. The precise results vary according to the Key used to unlock the Manifestation. Furthermore, Sin-Eaters generally customize their Shrouds, each of which is personal to the one who dons it. A Sin-Eater who favors the Primeval Shroud will often be enveloped into the silhouette of some great menacing creature of rippling muscle and shaggy fur or bristles, while one who favors the Industrial Shroud might seem to wear armor forged from castoff car parts or rusted metal. Regardless of its appearance or effects, the Shroud is generally invisible to anyone save a Sin-Eater or a ghost, either of whom can perceive that the character is defended. Other supernatural creatures may be able to perceive the Shroud with appropriate powers, such as vampiric Aura Perception or Mage Sight.

Shroud Activation

Cost: 1 plasm
Dice Pool: Resolve + (Key Skill) + Shroud rating
Action: Instant

Roll Results

Dramatic Failure:
The attempt to manifest the Shroud goes horribly wrong. The Sin-Eater suffers a number of levels of bashing damage equal to his Shroud rating and will be unable to unlock the Shroud for the remainder of the scene.
Failure:
The attempt to manifest the Shroud fails.
Success:
The Sin-Eater manifests her Shroud which provides an Armor bonus equal to her Shroud rating, as well as any special effects provided by the Key used in the activation.
Exceptional Success:
The Sin-Eater’s Shroud rating is considered to be one higher for purposes of determining her Armor rating.

Shroud Manifestations


top keys thresholds Becoming archetypes

 

Manifestations

And Justice for All yskah