History TabletopGame / GeistTheSinEaters

26th Apr '16 12:18:27 AM zequeins
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* MeatPuppet:
** The [[FateWorseThanDeath fate]] of those who reach Synergy 0; imprisoned in their own body, with the Geist in control and they can only watch the Geist use their body for their own fun.
** Stygian Marionette allows you to possess corpses. You can raise zombies with Stillness Marionette, but Stygian Marionette gives you a lot more control over said corpse, even allowing you to tap its knowledge and skills it acquired when it was alive.
26th Apr '16 12:06:21 AM zequeins
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* PowerOfTheVoid: The Pit Manifestations channel the Underworld to take ''something'' out from the victim. Lower levels can say, make the victim [[DishingOutDirt start sinking to the ground]], higher levels can [[MakingASplash expel all water from the victim, drying them to an unnatural state.]] That's just the ElementalPowers, the more mental ones can lead to DespairEventHorizon, RetGone, or AndIMustScream. This is the most feared Manifestation, and due to the sheer ''wrongness'' of it, using it is a Synergy 7 sin.
11th Apr '16 9:54:55 AM MrInsecure
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* DyingDealUpgrade: The Bargain between sin-eaters and their geists, and all of the cool powers that come with it.
16th Mar '16 9:32:28 PM PaulA
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** The act of [[YourSoulIsMine ectophagia]] is known as "huffing" amongst Sin-Eaters, and the book pretty much states they got the term from ''Expiration Date'' by TimPowers.

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** The act of [[YourSoulIsMine ectophagia]] is known as "huffing" amongst Sin-Eaters, and the book pretty much states they got the term from ''Expiration Date'' ''Literature/ExpirationDate'' by TimPowers.Creator/TimPowers.
13th Dec '15 12:10:58 PM taikowolf
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* DemonOfHumanOrigin: All player characters are pacted and merged with super-ghosts because they were too hard-assed, too willful, or just insufficiently partied out to stay dead. And then they get to take it out on non-superpowered ghosts.

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* DemonOfHumanOrigin: All player characters are pacted and merged with super-ghosts because they were too hard-assed, too willful, or just insufficiently partied out to stay dead. And Some then they get to take it out on non-superpowered ghosts.ghosts.
** A more literal version comes from a sample geist in the gamebook, The Horned Fiend. Though not literally a demon, ''three hundred years'' of rejections from the dying to form a Sin Eater have mutated it into something that better resembles one, with horns growing all over, seven eyes and an aura that can be felt even by mortals without materializing. Suffice to say, his new appearance isn't helping any and it's made him a little desperate. Trying to break the cycle is actually a suggested plothook for him.
13th Dec '15 2:43:46 AM Morgenthaler
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* DemonOfHumanOrigin: All player characters are pacted and merged with super-ghosts because they were too hard-assed, too willful, or just insufficiently partied out to stay dead. And then they get to take it out on non-superpowered ghosts.
16th Nov '15 5:16:00 PM zequeins
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** With the Revivification merit, a sin-eater also [[TheAgeless stops aging]] and can potentially come back FromASingleCell. However, only Founders of a Tier 3 krewe can purchase this merit, and coming back still requires [[SanitySlippage a drop in Synergy]].

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** With the Revivification Revenance merit, a sin-eater also [[TheAgeless stops aging]] and can potentially come back FromASingleCell. However, only Founders of a Tier 3 krewe can purchase this merit, and coming back still requires [[SanitySlippage a drop in Synergy]].Synergy]].
* ReviveKillsZombie: Inverted: Death Heals Sin-Eaters. The lore states that there is power in death, and they can tap into this. By either destroying one of their Mementos or outright ''murdering'' a poor sap in cold blood, a Sin-Eater can regain lost hit points. The Geist can even bring a Sin-Eater back from the dead by shunting off their death off to another poor soul. KarmaMeter issues aside, this makes them [[WhyWontYouDie pretty darn hard to put down.]]


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* WhyWontYouDie: After [[TabletopGame/PrometheanTheCreated Prometheans,]] Sin-Eaters are among the toughest [=NWOD=] creatures to permanently put down. Even before taking Manifestations into account, their Geist will keep them awake even when they should have fallen unconscious, the Plasm in their blood makes them resistant against diseases and poisons and they can also use their Plasm to [[ManaShield reduce any type of wound into Bashing.]] And when they're close to death, they can heal themselves by destroying their Mementos or by murdering another person in cold blood. And when you ''do'' kill one, their Geist can bring them back to life by shunting off their death to someone else.
10th Nov '15 5:38:58 PM zequeins
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*ManaShield: All Sin Eaters can choose to spend Plasm in order to absorb damage instead of losing health. At the end of the scene, they still take Bashing damage (the worst of the wound is negated, but the sore bruises remain), but given this ability can block Lethal and Aggravated damage, it's a bargain.
9th Nov '15 6:37:05 PM zequeins
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* AGodAmI: Mictlantecuhtli or Polydegmon, Kerberos of the Dead Dominion Mictlan, is implied to be one of the mythical Deathlords. Kerberoi are lords and guardians of the Underworld, but Mictlantecuhtli is a step above the rest. He knows anything that goes in his domain, no matter how minute or private, and one of the Old Laws of the Dominion is [[ScrewTheRulesIMakeThem "The Words of Polydegmon is Law."]] He may be not the most ''powerful'' Kerberos (that would be Leviathan of The Ocean of Fragments), but the sheer, absolute control he has over his Dominion is what sets him apart from the rest.
1st Nov '15 6:54:01 PM zequeins
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* BazaarOfTheBizarre: A krewe can organize a Market gathering, although due to the logistics required, this tends to be limited to the most influential krewe. Also from the Dead Dominions, Dead Man's Hand have ''anything'' for sale if you look close enough, and The Forge of Orcus sells items made of ghosts that are especially effective in the Underworld.



* TheCommandments: The Old Laws.

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* TheCommandments: The Old Laws. They are old even for the Kerberoi enforcing them, and different Dominions have different laws. Some of the laws can even be arbitrarily changed, such as [[ScrewTheRulesIMakeThem "The <Kerberoi>'s Words Are Law"]].


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* EnemyMine[=/=]TeethClenchedTeamwork: Krewes tend to not get along with each other, due to fundamental differences in their philosophy. But once in a while, there's a [[EldritchAbomination horribly ancient terror from beyond]] finding its way back to the world of the living, too big and powerful for a single krewe to handle. Times like this, the most influential krewe would call a War Council, a meeting with all other krewes to set aside their differences for a moment and address this threat.


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* HellIsWar: The Killing Fields, one of the Dead Dominions, is a constant battleground between 2 Kerberoi, [[StrawVulcan Clockwork]] against [[TheBerserker Dominus]]. When you enter the dominion, you are required to pledge allegiance to one of them, and even other Kerberoi aren't exempt.


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* SecretArt: The Stygian Key cannot be learned easily. You have to journey to the Underworld and drink from 3 of its river (gaining benefit and losing something in the process). And then you have to find one of the creatures of the Underworld to teach you; ghosts can't provide this service, so you have to seek one of the [[EldritchAbomination Kerberoi.]] ''Then'' you go back to the world of the living, and sacrifice ''something'' that takes an awful long to recover from. You've gotten the Stygian Key finally.... but [[HumanResources to use them...]]
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