Rage

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The Rage

Cold Wind Grave-Dirt Pyre-Flame Tear-Stained
Industrial Passion Phantasmal Primeval
Stigmata Stillness Stygian Yahtzee

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
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.


Elemental Rage

The Sin-Eater infuses his attacks with the power of one of the four classical elements, altering its effects as appropriate. Note that each Elemental Key must be acquired separately.

The Cold Wind Rage

Cost: 1 plasm
Dice Pool: Strength + Occult + Rage rating – Stamina
Action: Instant

The Cold Wind Rage chills its victims to the bone, carrying a spectral chill only the target can feel. In addition to damage, the Cold Wind Rage inflicts a penalty to Defense and Speed equal to the Sin-Eater’s Rage rating for the duration of the scene (not cumulative).
As the damage rises in lethality, the effects become more pronounced. Frost may form on the victim’s skin. A person slain by the Cold Wind Rage may have her heart frozen in her chest, or even leave a frozen corpse that shatters and slowly melts away.

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.


The Grave-Dirt Rage

Cost: 1 plasm
Dice Pool: Strength + Occult + Rage rating – Stamina
Action: Instant

Victims of the Grave-Dirt Rage feel tremendous pressure crushing them, as if they’re being buried alive. It becomes more difficult to speak, as if one’s mouth is choked with dirt. In addition to damage, the Grave-Dirt Rage inflicts a penalty to Manipulation and Speed equal to the Sin-Eater’s Rage rating for the duration of the scene (not cumulative).
As the damage rises in lethality, the earthen presence becomes increasingly physical. Grave dirt enters the bloodstream, or a victim might develop bruises consistent with the impacts of hurled stone. A person slain by the Grave- Dirt Rage may have his lungs filled with clay, his body crumble to dust, or the very earth swallow it whole.

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.


The Pyre-Flame Rage

Cost: 1 plasm
Dice Pool: Strength + Occult + Rage rating – Stamina
Action: Instant

The Pyre-Flame Rage wreathes its victims in ghostly flames. At lower levels, the heat is purely psychosomatic; at higher levels, the invisible flames create very real burn wounds. The target becomes feverish, as if suffering from sunstroke. In addition to damage, the Pyre-Flame Rage inflicts a penalty to Perception and Defense equal to the Sin-Eater’s Rage rating for the duration of the scene (not cumulative).
A person slain by the Pyre-Flame Rage usually burns entirely to ash, cremated by the power of the geist.

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.


The Tear-Stained Rage

Cost: 1 plasm
Dice Pool: Strength + Occult + Rage rating – Stamina
Action: Instant

To victims of the Tear-Stained Rage, their lungs feel thick and pained, as if filled with brackish water. In addition to damage, the Tear-Stained Rage inflicts a penalty to Physical rolls equal to the Sin-Eater’s Rage rating for the duration of the scene (not cumulative).
At higher levels of this power, actual water — cold and brackish, sometimes salty, sometimes choked with weeds — coalesces in the victim’s body, pours out of his nose and mouth, or even runs from his tear ducts. The corpse of a person slain by the Tear-Stained Rage usually appears bloated and water-logged, as if it had lain at the bottom of a body of water for days.

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.


The Industrial Rage

Cost: 1 plasm
Dice Pool: Strength + Crafts + Rage rating – Durability
Action: Instant

The Industrial Rage smashes and breaks the inanimate. This power is used against material objects rather than entities. The Sin-Eater unlocks the power and rolls to attack as usual, targeting the object’s Durability. Anachrotech penalties do not apply to this use of the Industrial Rage; it is no harder to destroy a modern piece of equipment.
An alternate use of this power is to channel the Sin- Eater’s Rage through a man-made item. By spending a point of plasm, the Sin-Eater may add his Rage rating to the dice pool of any attacks made with a man-made item, although this bonus becomes subject to anachrotech penalties. (In order to gain the full bonus, for instance, the item must have been manufactured before 1960.)

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.


The Passion Rage

Cost: 1 plasm
Dice Pool: Strength + Intimidation + Rage rating – Composure
Action: Instant

Passion Rage •:The Passion Rage digs through the victim’s memories, bringing back moments of weakness and pain to cripple the Sin-Eater’s foe. When the Sin-Eater unlocks the Passion Rage, she inflicts mental trauma that deals bashing damage.

Passion Rage ••: The Sin-Eater can intimidate her foes by wrapping her image in with his victim’s fears. The victim receives a –2 penalty to any Social rolls made against the Sin-Eater for the duration of the scene.

Passion Rage •••: This emotional onslaught may make a victim freeze up in terror. The player may spend an extra point of plasm to reduce her victim’s Defense to 0 until his next turn.

Passion Rage ••••: This attack focuses the victim’s thoughts on his own mortality. For each point of damage dealt, the Sin-Eater can spend two points of plasm to drain one point of Willpower from the victim instead.

Passion Rage •••••: At this level, the Sin- Eater can devastate her target’s mind. The player spends 2 plasm and 1 Willpower, and rolls Manipulation + Empathy + Rage rating – the lower of target’s Resolve and Composure. Each success reduces one of the target’s Mental Attributes by one point. This Attribute damage heals at the same rate as lethal damage.


The Phantasmal Rage

Cost: 1 plasm
Dice Pool: Strength + Persuasion + Rage rating – Composure
Action: Instant

Phantasmal Rage •: A Sin-Eater that unlocks the Phantasmal Rage can conjure realistic illusions that scour her foe’s body. At early levels, the injuries inflicted by this Manifestation are illusory, even debilitating wounds fade as the victim’s head clears. As the Sin-Eater unlocks new powers, she can create illusions that draw a victim into harming himself.
The damage caused by the base Phantasmal Rage is entirely illusory (though it might “count as” bashing, lethal or aggravated as usual). If the victim is outright killed by it, he dies of fright; otherwise he is left unharmed, if perhaps somewhat traumatized, at the end of the scene.

Phantasmal Rage ••: The Sin-Eater can create a spectral opponent that strikes at his opponent. The player spends 2 plasm and rolls Manipulation + Persuasion + Rage rank. Success creates a spectral combatant with a dice pool equal to this power’s activation successes. This apparition deals illusory damage, and acts just before the Sin-Eater. The main use of this combatant is to stack numbers in the Sin-Eater’s favor. The opponent lasts for three turns, then vanishes into mist.

Phantasmal Rage •••: When a Sin-Eater unlocks this ability, he can unleash a dream hunter, a small part of his geist that lingers in his opponent’s mind and strikes when she falls asleep. The player spends 2 plasm and rolls Presence + Persuasion + Rage rank versus the target’s Resolve + Psyche. If the Sin-Eater is successful, the next time the victim falls asleep, she’s haunted by terrible nightmares. She suffers illusory damage equal to her Strength. This damage remains until she next sleeps for more than six hours.

Phantasmal Rage ••••:The character can create illusions so terrifying that his victim is hard-pressed to respond. This power costs an additional point of plasm. If the character deals any damage, his target must succeed at a Resolve + Composure roll to do anything other than moving his Speed directly away from the Sin-Eater for the remainder of the scene.

Phantasmal Rage •••••: The victim’s instinctive reactions to the terrors turn her own body against her. The Sin-Eater adds the victim’s Strength to any damage rolls made with the Phantasmal Rage.


The Primeval Rage

Cost: 1 plasm
Dice Pool: Strength + Animal Ken + Rage rating – Defense
Action: Instant

Primeval Rage •: The Primeval Rage calls forth animals to strike at a Sin-Eater’s enemies. Initially, those animals are spectral extensions of his geist that dissipate immediately after attacking, but at higher levels mundane creatures may join in on the attack.

Primeval Rage ••: The Sin-Eater can manifest more than one creature — a murder of crows, a pack of hell-hounds, or a wake of vultures. His attacks are thus harder to defend against. Every point of plasm spent in addition to the one necessary to activate the Primeval Rage reduces the target’s Defense by one point.

Primeval Rage •••: This level of Manifestation conjures a swarm of venomous insects that crawls across the target’s skin, painfully biting and stinging. The player spends 2 plasm and rolls Stamina + Animal Ken + Rage rating – target’s Stamina. Success summons a swarm of insects to harass a foe. The swarm acts at the end of the Sin-Eater’s turn and has an attack dice pool of four dice to which the target’s Defense does not apply. The insects attack for one turn per success.

Primeval Rage ••••: The Sin-Eater can augment his attacks with animals in the nearby area by spending a point of plasm. On a city street, rats and feral dogs come to his aid, while in rural areas he can attract cougars, wolves, or even bears. Precisely which animals are in the local area is up to the Storyteller. Add a number of dice to the attack equal to the Size of the largest attacking animal.

Primeval Rage •••••: The Sin-Eater may spread his attention to more than one foe at a time by spending a point of plasm per extra target. This power doesn’t allow the character to make more than one attack; instead roll once against the highest Defense of all the targets, plus one per extra victim. If the roll succeeds, allocate the successes between each target. No target can take less than one point of damage if the player rolls enough successes. The two, four, and five-dot powers of the Primeval Rage can all apply to the same activation roll. In addition to requiring lots of plasm, the Sin-Eater must spend one point of Willpower to use two subsidiary powers, or two points of Willpower to use all three. This is costly, but the combination of powers is potent enough to be worth it.


The Stigmata Rage

Cost: 1 plasm
Dice Pool: Strength + Occult + Rage rating – Stamina
Action: Instant

Stigmata Rage •: The Stigmata Rage calls to the primal energies of blood and death. The ritualistic damage inflicted to activate this key allows a Sin-Eater’s geist to affect ghosts just as easily as he can affect living (or unliving) creatures, and calls on blood to inflict terrible wounds. This Manifestation requires a Sin- Eater get in closer to her foes than other uses of the Rage — the range of this power is 2 yards per dot of Psyche .

Stigmata Rage ••: The Sin-Eater can make humans bleed from their eyes and ears, while ghosts expel similarly vital fluids into the air. In addition to the damage caused by the base attack, her victim becomes woozy and distracted. Every two points of damage dealt (rounded down) also inflicts a –1 modifier (maximum –5) to Mental rolls for the duration of the scene. Successive attacks don’t stack penalties; the highest penalty always applies.

Stigmata Rage •••: On a successful attack, the Sin- Eater may spend an extra point of plasm to force more of his victim’s fluids from his body. At the end of the victim’s turn, he takes a point of bashing damage until he receives medical attention (success on a simple Intelligence + Medicine roll suffices) or the scene ends.

Stigmata Rage ••••: The range extends to 20 yards for every dot of Psyche.

Stigmata Rage •••••: The Sin-Eater can force her victim’s blood out of every pore. This is akin to Stigmata Rage ••• but costs two points of Willpower in addition to the two-plasm cost. The damage inflicted each turn is aggravated instead of bashing.


The Stillness Rage

Cost: 1 plasm
Dice Pool: Strength + Stealth + Rage rating – Stamina
Action: Instant

Stillness Rage •: Far from impotent, the Stillness Rage is anger boiled into controlled malice, poison placed in the food, and a stiletto through the heart rather than a frenzied attack with a kitchen knife. The attacks made via the Stillness Rage are invisible, telekinetic attacks, like knives made of unseen ectoplasm. The attacks are completely silent, with no sound of impact or tissue damage.

Stillness Rage ••: The Sin-Eater can inflict damage that seems to leave no mark. If he kills a target with the Stillness Rage, he may choose to have the corpse appear as if it died of natural causes.

Stillness Rage •••: The Sin-Eater can ignore some measure of solid cover when attacking. When striking through cover, the player treats the cover as having 1 less Durability.

Stillness Rage ••••: The Sin-Eater can strike from any angle. He spends an additional point of plasm on the attack, and the victim’s Stamina does not subtract as a defense.

Stillness Rage •••••: This gruesome power can steal a victim’s breath from his mouth. Ugly purple bruises open on the victim’s throat and she gasps for breath. The player spends 2 plasm and rolls Strength + Brawl + Rage rating – the target’s Defense. If successful, the victim suffers two points of lethal damage per turn and cannot apply her Defense to any incoming attacks. This power lasts for one turn per success.


The Stygian Rage

Cost: 1 plasm
Dice Pool: Strength + Medicine + Rage rating – Stamima
Action: Instant

Stygian Rage •: The Stygian Rage is anything but subtle. Even at low levels the geist putrefies flesh and weakens bones, and can easily disfigure the Bound’s victim. At higher levels, the Sin-Eater can leave his victims fully aware but caged in a prison of dead flesh. Due to the ugly wounds inflicted, every successful attack using the Stygian Rage applies a -1 modifier to the victim’s Social rolls until the damage is healed.

Stygian Rage ••: The Sin-Eater can infect his foe with a necrotizing virus that spreads out from one point to consume her body. Instead of applying the damage from the Rage all at once, the victim takes one point of continuous lethal damage over a number of turns equal to the activation successes (see “Continuous Damage,” World of Darkness Rulebook p. 167). Until she heals the damage from this power, the victim also has a -1 penalty to all Dexterity rolls.

Stygian Rage •••: Corrupt plasm rots the target’s muscles, leaving her weak. Only later will she notice the strange crawling lumps under her skin where the maggots are consuming her dead meat. The Sin-Eater must spend an extra point of plasm when Manifesting the Stygian Rage to activate this power. Instead of dealing damage normally, the Sin-Eater’s player divides the damage dealt across the victim’s Physical Attributes in any way she sees fit. The victim’s body regrows the dead flesh at a rate equivalent to healing lethal damage (see “Attribute Damage,” World of Darkness Rulebook p. 167).

Stygian Rage ••••: The Sin-Eater can inflict terrible infections that eat the victim’s flesh from within. As a reflexive action, the Sin-Eater can spend 1 plasm when activating Stygian Rage ••. If she does, the power deals two points of damage per turn, rather than one.

Stygian Rage •••••: Even though the physical trauma heals over time, the victim is scarred for life. The Sin-Eater spends two extra points of plasm and a point of Willpower when unleashing the Stygian Rage. The damage dealt is aggravated instead of lethal. If the victim takes even a single point of damage, she permanently loses one point of Presence. This point does not heal over time, and her maximum Presence score is lowered by one (hence a normal person cannot have a Presence score above 4 after being a victim of this power). Only supernatural healing can restore the loss. Using this power repeatedly against the same target doesn’t cause further loss of Presence.

Rage

And Justice for All yskah