History TabletopGame / GeistTheSinEaters

15th Nov '17 4:39:14 AM zequeins
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** The result of reaching [[KarmaMeter Synergy 0.]] Your geist hijacks your body, and you're helpless as you watch yourself do your geist's bidding, even as you're forced to come back from death after torturous death.

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** The result of reaching [[KarmaMeter Synergy 0.]] Your geist hijacks your body, and you're helpless as you watch yourself do your geist's bidding, even as you're forced to come back from death after torturous death. And if you're ''particularly'' unlucky, the Geist will keep on reviving you, [[UpToEleven over and over and over and over...]]



* FateWorseThanDeath: When the player characters are immortal, you have to [[AndIMustScream step things up a notch.]]
* FauxFlame: The lower ranks of Pyre-Flame Manifestations tend to produce flames that are merely spiritual in nature, and do little damage to the living. This is [[PlayingWithFire not the case]] with higher level Manifestations, however.

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* FateWorseThanDeath: When the player characters are immortal, you have to [[AndIMustScream step things up a notch.]]
* FauxFlame: The lower ranks of Pyre-Flame Manifestations tend to produce flames
]] mes that are merely spiritual in nature, and do little damage to the living. This is [[PlayingWithFire not the case]] with higher level Manifestations, however.



* 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.

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* WhyWontYouDie: After [[TabletopGame/MummyTheCurse Mummies]] and [[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. And if the Geist is ''particularly'' nasty, it will keep reviving the poor Sin-Eater, [[AndIMustScream well past the point where they lose control of their body,]] where death is no release.
6th Sep '17 4:58:58 PM DesertDragon
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* '''The Stricken''': ''The Ravaged Ones'', death by disease, poison, or other forms of illness. In defiance of their death, these Sin-Eaters become hardier. The knowledge that they beat death, however temporarily, gives them an extreme ego boost, and are often driven to ghosts to show that they can overcome the Underworld, too. Their patron is The White Horseman. Their affinity Keys are Tear-Stained (water and drowning) and Phantasmal (hallucinations and ephemera).
* '''The Forgotten''': ''The Lightning-Struck''. Death by random shit. Deaths are completely random, anywhere from struck by lightning ''while indoors'', to crushed by a giant ''Franchise/HelloKitty'' figure. Tend to be gamblers. Also tend to be the most fun loving, and the happiest. Their patron is the Grey Horseman. Their affinity Keys are Industrial (technology) and Pyre-Flame (fire).

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* '''The Stricken''': ''The Ravaged Ones'', death by physical illness: disease, poison, or other forms of illness.drugs, etc. In defiance of their death, these Sin-Eaters become hardier. The knowledge that they beat death, however temporarily, gives them an extreme ego boost, and are often driven to ghosts to show that they can overcome the Underworld, too. Their patron is The White Horseman. Their affinity Keys are Tear-Stained (water and drowning) and Phantasmal (hallucinations and ephemera).
* '''The Forgotten''': ''The Lightning-Struck''. Death by random shit. Deaths are completely accident. The more random, anywhere from struck by lightning ''while indoors'', to crushed by a giant ''Franchise/HelloKitty'' figure. Tend to be gamblers. Also the better. They tend to be gamblers, and also the most fun loving, fun-loving and the happiest. Their patron is the Grey Horseman. Their affinity Keys are Industrial (technology) and Pyre-Flame (fire).
31st Jul '17 3:11:57 AM SorPepita
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** In another Dead Dominion, the Junkyard, all the ghosts have become mechanized and are constantly replacing "parts" to improve themselves to win a Dominion-wide battle royale. If you're willing, you can raid the junk piles for [[ReplacementLimb Replacement Limbs]] or, possibly, you can [[PoweredByAForsakenChild steal a ghost's power core to power your own devices.]]

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** In another Dead Dominion, the Junkyard, all the ghosts have become mechanized and are constantly replacing "parts" to improve themselves to win a Dominion-wide battle royale. If you're willing, you can raid the junk piles for [[ReplacementLimb Replacement Limbs]] replacement limbs or, possibly, you can [[PoweredByAForsakenChild steal a ghost's power core to power your own devices.]]



* RomanticizedAbuse: ''Book Of The Dead'' is about realms of the dead. One of them is a very friendly place called Oppia, that offer a abundance of food and {{sex slave}}s. Of course, it's very easy to break a rule and get enslaved yourself. Some of the slaves chose to remain slaves after they served the term of their punishment. Of course said slaves actually enjoy being prostitutes, and they're willing: ''actual'' slaves, on the other hand, are literally prohibited from receiving pay or even food for their work, and in the case where you coerce an obviously unwilling one into the act...[[WhatTheHellHero well...]]

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* RomanticizedAbuse: ''Book Of The Dead'' is about realms of the dead. One of them is a very friendly place called Oppia, that offer a abundance of food and {{sex slave}}s. Of course, it's very easy to break a rule and get enslaved yourself. Some of the slaves chose to remain slaves after they served the term of their punishment. Of course said slaves actually enjoy being prostitutes, and they're willing: ''actual'' slaves, on the other hand, are literally prohibited from receiving pay or even food for their work, and in the case where you coerce an obviously unwilling one into the act... [[WhatTheHellHero well...]]



* 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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* 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....finally... but [[HumanResources to use them...]]
31st Jul '17 3:09:38 AM SorPepita
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* EnemyWithin: So, so averted. There's nothing about Geists that's inherently malevolent towards Sin-Eaters, and for the somewhat...[[PsychoForHire morbid]] desires many of them have, the Sin-Eater can just tell them to shut up. In fact, it's specifically stated that Geists are rather protective of their other halves, and thus rarely push them into situations that are blatantly suicidal. In addition, you might get lucky and end up with a Geist who might actually be helpful in your day to day life (like giving advice, or maybe they notice something you don't-- it IS in their best interest to keep you alive, after all.)
** However, the core book says that some geists do torment their hosts for various reasons. Some do it in an attempt to break the Sin-Eater's will and make him/her more likely to do what it wants to do, or [[ForTheEvulz because they think it's funny]]. A few are just so insane that they think [[TalkativeLoon constantly screaming nonsense in their host's ears]] or making their host see half-decayed children dancing in the street and singing songs by the Beatles are normal things to do. One of the sample adventures, ''Dem Bones,'' features a Sin-Eater who has been driven to the verge of madness by the eponymous geist, who keeps singing the same snippet of the same song. Over and over. The opening snippet makes it abundantly clear that poor Regan has resorted to ''repeated suicide attempts'' just to get Dem Bones to ''shut up so she can sleep.''
** It's also noted that Geists aren't "just" ghosts anymore, that they're "part spirit," having replaced a ghost's Anchor with a concept. A Geist of car crashes causes car crashes. . . not because it wants to, not because it thinks it's fun, not because it wants to hurt people, but because ''that's what it is''. Bound are accorded respect due to the kind of Geist they're bound with: someone keeping a Geist of vengeance in check is a badass, but a Bound keeping the actual Spirit of Vengeance itself in check must have cast-iron cojones.

to:

* EnemyWithin: So, so averted. There's nothing about Geists that's inherently malevolent towards Sin-Eaters, and for the somewhat... [[PsychoForHire morbid]] desires many of them have, the Sin-Eater can just tell them to shut up. In fact, it's specifically stated that Geists are rather protective of their other halves, and thus rarely push them into situations that are blatantly suicidal. In addition, you might get lucky and end up with a Geist who might actually be helpful in your day to day life (like giving advice, or maybe they notice something you don't-- it IS in their best interest to keep you alive, after all.)
** However, the core book says that some geists Geists do torment their hosts for various reasons. Some do it in an attempt to break the Sin-Eater's will and make him/her more likely to do what it wants to do, or [[ForTheEvulz because they think it's funny]]. A few are just so insane that they think [[TalkativeLoon constantly screaming nonsense in their host's ears]] or making their host see half-decayed children dancing in the street and singing songs by the Beatles are normal things to do. One of the sample adventures, ''Dem Bones,'' features a Sin-Eater who has been driven to the verge of madness by the eponymous geist, Geist, who keeps singing the same snippet of the same song. Over and over. The opening snippet makes it abundantly clear that poor Regan has resorted to ''repeated suicide attempts'' just to get Dem Bones to ''shut up so she can sleep.''
** It's also noted that Geists aren't "just" ghosts anymore, that they're "part spirit," spirit", having replaced a ghost's Anchor with a concept. A Geist of car crashes causes car crashes. . .crashes... not because it wants to, not because it thinks it's fun, not because it wants to hurt people, but because ''that's what it is''. Bound are accorded respect due to the kind of Geist they're bound with: someone keeping a Geist of vengeance in check is a badass, but a Bound keeping the actual Spirit of Vengeance itself in check must have cast-iron cojones.
31st Jul '17 2:54:36 AM SorPepita
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* BlessedWithSuck: ''Averted'', [[CrapsackWorld surprisingly]]. Sure, there's a ghost in the back of the Sin-Eaters' heads that has forgotten what it means to be human...But given that said voice brought them BackFromTheDead, and they [[CameBackStrong get all these nifty powers out of it]], [[CursedWithAwesome most Sin-Eaters view it as a fair trade]]. Geists also have an incentive to aid their sin-eater hosts- after all, if you die, it needs to go through the process of finding a suitable host all over again.

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* BlessedWithSuck: ''Averted'', [[CrapsackWorld surprisingly]]. Sure, there's a ghost in the back of the Sin-Eaters' heads that has forgotten what it means to be human... But given that said voice brought them BackFromTheDead, and they [[CameBackStrong get all these nifty powers out of it]], [[CursedWithAwesome most Sin-Eaters view it as a fair trade]]. Geists also have an incentive to aid their sin-eater hosts- after all, if you die, it needs to go through the process of finding a suitable host all over again.
7th Jun '17 11:33:34 AM ProfessorDetective
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''Geist: The Sin-Eaters'' is the seventh game for the TabletopGame/NewWorldOfDarkness, released in August 2009. Despite the name, the writers are on record that Geist is not a direct successor to ''TabletopGame/WraithTheOblivion''; geists, whatever else they may be, are not exactly wraiths or ghosts. It does look to be something of a SpiritualSuccessor to Wraith in that it takes a look at the Underworld and what goes on there. The game, as described through the previews, bears some similarity to two Old World of Darkness games that also dealt heavily with the underworld: ''TabletopGame/MummyTheResurrection'' and ''TabletopGame/{{Orpheus}}''. The former dealt with a recently dead person bonded with an ancient spirit and brought back to life; the latter had (as one character type) a character who would enter a near-death state and become a 'ghost' out of body, gaining strange ghostly powers in the process. Inspiration for the game may well stem from all three sources.

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''Geist: The Sin-Eaters'' is the seventh game for the TabletopGame/NewWorldOfDarkness, released in August 2009. Despite the name, the writers are on record that Geist is not a direct successor to ''TabletopGame/WraithTheOblivion''; geists, whatever else they may be, are not exactly wraiths or ghosts. It does look to be something of a SpiritualSuccessor to Wraith in that it takes a look at the Underworld and what goes on there. The game, as described through the previews, bears some similarity to two Old World of Darkness games that also dealt heavily with the underworld: Underworld: ''TabletopGame/MummyTheResurrection'' and ''TabletopGame/{{Orpheus}}''. The former dealt with a recently dead person bonded with an ancient spirit and brought back to life; the latter had (as one character type) a character who would enter a near-death state and become a 'ghost' out of body, gaining strange ghostly powers in the process. Inspiration for the game may well stem from all three sources.
10th Mar '17 6:39:19 AM ErikModi
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Added DiffLines:

** Also to the New World Of Darkness/Chronicles of Darkness as a whole. The [=nWoD=] is consistently portrayed as a CrapsackWorld, with legit monsters running around screwing things up for everyone else. But in ''Geist'', the whole point of the character is ''the will to live''. You wanted your life to keep going, because it was something worth having. Bound are also, as mentioned in many other tropes, the least afflicted by their supernatural condition, able to lead fairly normal lives if they want. And if they choose to pursue their Sin-Eater calling, and help ghosts resolve their Anchors and move on, they're ''actively making the world a better place''.
10th Mar '17 6:26:52 AM ErikModi
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Added DiffLines:

** It's also noted that Geists aren't "just" ghosts anymore, that they're "part spirit," having replaced a ghost's Anchor with a concept. A Geist of car crashes causes car crashes. . . not because it wants to, not because it thinks it's fun, not because it wants to hurt people, but because ''that's what it is''. Bound are accorded respect due to the kind of Geist they're bound with: someone keeping a Geist of vengeance in check is a badass, but a Bound keeping the actual Spirit of Vengeance itself in check must have cast-iron cojones.
1st Feb '17 10:12:06 AM PixelKnight
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* '''The Silent''': also known as ''The Starving Ones'', death by neglect: suffocation, starvation, heartbreak, or other ways along those lines. The Black Horseman is their patron, and they tend to attract hungry or needy Geists, and always seem to want more things, and tend towards [[TheQuietOne the laconic]]. Their affinity Keys are Cold-Wind (air) and Stillness (shadows and silence)
* '''The Prey''': ''The Eaten and Drowned Ones'', death by nature, be it weather, animals, drowning, or something else along those lines, instilling in them a respect for the cycle of life (namely, how amoral it is). They tend to have the most inhuman geists, and they'd like to hang out with The Pale Horseman. Their affinity keys are Grave-Dirt (earth) and Primeval (nature and animals).
* '''The Stricken''': ''The Ravaged Ones'', death by disease, poison, or other forms of illness. In defiance of their death, these Sin-Eaters become hardier. The knowledge that they beat death, however temporarily, gives them an extreme ego boost, and are often driven to ghosts to show that they can overcome the Underworld, too. Their patron is The White Horseman. Their affinity Keys are Tear-Stained (water) and Phantasmal (hallucinations and ephemera).

to:

* '''The Silent''': also known as ''The Starving Ones'', death by neglect: suffocation, starvation, heartbreak, or other ways along those lines. The Black Horseman is their patron, and they tend to attract hungry or needy Geists, and always seem to want more things, and tend towards [[TheQuietOne the laconic]]. Their affinity Keys are Cold-Wind (air) (air and coldness) and Stillness (shadows (shadows, silence, and silence)
indifference)
* '''The Prey''': ''The Eaten and Drowned Ones'', death by nature, be it weather, animals, drowning, or something else along those lines, instilling in them a respect for the cycle of life (namely, how amoral it is). They tend to have the most inhuman geists, and they'd like to hang out with The Pale Horseman. Their affinity keys are Grave-Dirt (earth) (earth, claustrophobia, and graves) and Primeval (nature and animals).
* '''The Stricken''': ''The Ravaged Ones'', death by disease, poison, or other forms of illness. In defiance of their death, these Sin-Eaters become hardier. The knowledge that they beat death, however temporarily, gives them an extreme ego boost, and are often driven to ghosts to show that they can overcome the Underworld, too. Their patron is The White Horseman. Their affinity Keys are Tear-Stained (water) (water and drowning) and Phantasmal (hallucinations and ephemera).
29th Dec '16 12:08:36 AM zequeins
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Added DiffLines:

* BerserkButton: As enforcers of the Old Laws, obviously each Kerberos has one. But especially notable is the Old Law that states that you are not to take away any water from the Ocean of Fragments. Break this rule and you will find yourself chased by ''[[HopelessBossFight EVERY]]'' Kerberoi.
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