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* PowerProfitPotential: Their defining trait is to look for ways to make themselves richer through their connection to the Underworld.
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* DeaderThanDead: A Geist can be completely destroyed by a number of forces. When they "die", they leave behind a "corpse" in the form of a Deathmask: a mask of their old faces that retains a small fragment of the death magic they once had. Other spiritual beings, including Sin-Eaters and especially Reapers, search for these Deathmasks to the power within for their own purposes.
to:
* DeaderThanDead: A Geist can be completely destroyed by a number of forces. When they "die", they leave behind a "corpse" in the form of a Deathmask: a mask of their old faces that retains a small fragment of the death magic they once had. Other spiritual beings, including Sin-Eaters and especially Reapers, search for these Deathmasks to claim the power within for their own purposes.
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None
Changed line(s) 5,6 (click to see context) from:
In 2E, it's completely rejiggered; while method of death does define what a Bound's inherent Key is to sync with their Geist's own, what defines their inherent Haunts is their Burden; each Sin-Eater would have become a ghost were their future partner not their to make the Bargain, and the Burden is the [[GhostlyGoals reason]] they would have lingered, and still do.
to:
In 2E, it's completely rejiggered; while method of death does define what a Bound's inherent Key is to sync with their Geist's own, what defines their inherent Haunts is their Burden; each Sin-Eater would have become a ghost were their future partner not their around to make the Bargain, and the Burden is the [[GhostlyGoals reason]] they would have lingered, and still do.
Added DiffLines:
* DeaderThanDead: A Geist can be completely destroyed by a number of forces. When they "die", they leave behind a "corpse" in the form of a Deathmask: a mask of their old faces that retains a small fragment of the death magic they once had. Other spiritual beings, including Sin-Eaters and especially Reapers, search for these Deathmasks to the power within for their own purposes.
* GhostAmnesia: When a Geist gives up their attachment to humanity, they lose their memories of their old lives.
* GhostAmnesia: When a Geist gives up their attachment to humanity, they lose their memories of their old lives.
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* UnfinishedBusiness: Bounds choose to return to life usually to fulfill some purpose that they couldn't before death. Second Edition codifies this unfinished business as a Burden. To qualify as a Burden, the purpose must be so important to the Bound that they would have lingered in the living world as an intangible ghost had they not bonded with their Geist partner.
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Changed line(s) 201,202 (click to see context) from:
[[folder:Advocate/Pilgrim]]
Mediums who help ghosts by taking care of whatever situation or event is keeping them tethered to this world. Merged with Pilgrims in 2E, and perhaps the best explorers of the Underworld apart from Mourners, seeking ways to help ghosts move on.
Mediums who help ghosts by taking care of whatever situation or event is keeping them tethered to this world. Merged with Pilgrims in 2E, and perhaps the best explorers of the Underworld apart from Mourners, seeking ways to help ghosts move on.
to:
Mediums who help ghosts by taking care of whatever situation or event is keeping them tethered to this world.
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* EnlightenedAntagonist: A Pilgrim who goes wrong is just as serious about helping you let go of worldly attachments-they just don't mind destroying those attachments directly.
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* RealMenLoveJesus: In 2E, they're the most religious Sin-Eaters, viewing themselves as caretakers of the dead who help them move on to the next life, a distinct plurality being Buddhists.
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* AdaptationalVillainy: They're unplayable in 2E due to their complete lack of interest in ComesGreatResponsibility.
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[[folder:Celebrant/Necropolitan]]
Those who have seen death and embrace life to its fullest. Renamed Necropolitans in 2E, and given an overall goal of bringing the living and dead worlds together, which would also make the Underworld much nicer.
Those who have seen death and embrace life to its fullest. Renamed Necropolitans in 2E, and given an overall goal of bringing the living and dead worlds together, which would also make the Underworld much nicer.
to:
Those who have seen death and embrace life to its fullest.
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* AdaptationalVillainy: Since one of their core ideological premises, that the Underworld is working, is flat-out wrong in 2E, they aren't presented as a playable faction.
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[[folder:Reaper/Furies]]
Judges and executioners, choosing who lives and who dies. Renamed Furies in 2E, and made into a more cerebral, conflicted faction after total justice for all, living and dead.
Judges and executioners, choosing who lives and who dies. Renamed Furies in 2E, and made into a more cerebral, conflicted faction after total justice for all, living and dead.
to:
Judges and executioners, choosing who lives and who dies.
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* JudgeJuryAndExecutioner: They appoint themselves as this, using their powers to punish those they consider are guilty. In 2E, however, they're aware how easily abused this is and spend a lot of their time considering moral dilemmas to avoid biased judgement.
to:
* JudgeJuryAndExecutioner: They appoint themselves as this, using their powers to punish those they consider are guilty. In 2E, however, they're aware how easily abused this is and spend a lot of their time considering moral dilemmas to avoid biased judgement.
Changed line(s) 291 (click to see context) from:
* VigilanteMan: They focus on using their abilities to make the world a better place, typically by assaulting those they feel are bad people. In 1E, they tended to focus on mortals or crimes unrelated to ghosts, but in 2E all crime they feel falls under their krewe's jurisdiction is fair game.
to:
* VigilanteMan: They focus on using their abilities to make the world a better place, typically by assaulting those they feel are bad people. In 1E, they They tended to focus on mortals or crimes unrelated to ghosts, but in 2E all crime they feel falls under their krewe's jurisdiction is fair game.ghosts.
Changed line(s) 298 (click to see context) from:
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Sin-Eaters Krewe who seek True Justice, trying to right injustices that plague the living and the dead. They are based on the Reaper Archetype
----
* MurderIsTheBestSolution: {{Averted|Trope}}, as the Furies understand not all injustices can be fixed by simply murdering the perpetrator.
* OccultDetective: {{Downplayed|Trope}}, but in order to ensure true justice is served, Furies often find themselves having to dig deep into background and motivation of criminals.
----
* MurderIsTheBestSolution: {{Averted|Trope}}, as the Furies understand not all injustices can be fixed by simply murdering the perpetrator.
* OccultDetective: {{Downplayed|Trope}}, but in order to ensure true justice is served, Furies often find themselves having to dig deep into background and motivation of criminals.
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Sin-Eater Krewes who seek to find and preserve the knowledge of the dead. They are considered the best when it comes to exploring the Underworld, as they often have to plunge its depths in order to find lost information.
----
* TheDeadHaveNames: And the Mourners will do their best to ensure they're remembered.
----
* TheDeadHaveNames: And the Mourners will do their best to ensure they're remembered.
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Sin-Eater Krewes who try to bring others together in one big party, whether that be other Krewes, the dead, or the living.
----
* BerserkButton: Do not, I repeat, do not call Necropolitans ''selfish''. They are the Krewe of compassion.
----
* BerserkButton: Do not, I repeat, do not call Necropolitans ''selfish''. They are the Krewe of compassion.
Changed line(s) 310,314 (click to see context) from:
[[/folder]]
[[folder:Undertakers]]
An Archetype introduced in 2E, the Undertakers take ''great'' issue with just how much of a CrapsackWorld the hungry Underworld can be, as well as how destructive the fear of death can become. Their solution? Teach mortals to be unafraid of death, and ways to communicate peacefully with the dead.
to:
Changed line(s) 317,319 (click to see context) from:
* CreepyMortician: Defied. Many of them work as actual funeral directors, and the whole point is to help people deal with death maturely and joyfully.
* DontFearTheReaper: Their explicit goal is to change global culture into one that embraces this trope.
* WellIntentionedExtremist: When they go wrong, they can get... ''insistent'' on learning how to accept death.
* DontFearTheReaper: Their explicit goal is to change global culture into one that embraces this trope.
* WellIntentionedExtremist: When they go wrong, they can get... ''insistent'' on learning how to accept death.
to:
* CreepyMortician: Defied. Many EnlightenedAntagonist: A Pilgrim who goes wrong is just as serious about helping you let go of worldly attachments-they just don't mind destroying those attachments directly.
* {{Psychopomp}}: They see it as their duty to not only help the dead move on, but also prepare the living to ensure they die without leaving a ghost behind.
* RealMenLoveJesus: Pilgrims are the most religious Sin-Eaters, viewing themselves as caretakers of the dead who help themwork as actual funeral directors, and move on to the whole point is to help people deal with death maturely and joyfully.
* DontFearTheReaper: Their explicit goal is to change global culture into one that embraces this trope.
* WellIntentionedExtremist: When they go wrong, they can get... ''insistent'' on learning how to accept death.next life, a distinct plurality being Buddhists.
* {{Psychopomp}}: They see it as their duty to not only help the dead move on, but also prepare the living to ensure they die without leaving a ghost behind.
* RealMenLoveJesus: Pilgrims are the most religious Sin-Eaters, viewing themselves as caretakers of the dead who help them
* DontFearTheReaper: Their explicit goal is to change global culture into one that embraces this trope.
* WellIntentionedExtremist: When they go wrong, they can get... ''insistent'' on learning how to accept death.
[[folder:Undertakers]]
An Archetype introduced in 2E, the Undertakers take ''great'' issue with just how much of a CrapsackWorld the hungry Underworld can be, as well as how destructive the fear of death can become. Their solution? Teach mortals to be unafraid of death, and ways to communicate peacefully with the dead.
----
* CreepyMortician: Defied. Many of them work as actual funeral directors, and the whole point is to help people deal with death maturely and joyfully.
* DontFearTheReaper: Their explicit goal is to change global culture into one that embraces this trope.
* WellIntentionedExtremist: When they go wrong, they can get... ''insistent'' on learning how to accept death.
[[/folder]]
An Archetype introduced in 2E, the Undertakers take ''great'' issue with just how much of a CrapsackWorld the hungry Underworld can be, as well as how destructive the fear of death can become. Their solution? Teach mortals to be unafraid of death, and ways to communicate peacefully with the dead.
----
* CreepyMortician: Defied. Many of them work as actual funeral directors, and the whole point is to help people deal with death maturely and joyfully.
* DontFearTheReaper: Their explicit goal is to change global culture into one that embraces this trope.
* WellIntentionedExtremist: When they go wrong, they can get... ''insistent'' on learning how to accept death.
[[/folder]]
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Bound who believe that the Bargain has made them special and more deserving than others.
----
* EntitledBastard: Elysians in a nutshell.
----
* EntitledBastard: Elysians in a nutshell.
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[[/folder]]
[[folder:Gatekeepers]]
Bound who believe the Underworld is fine the way it is, and that no one should try to disrupt the status quo.
to:
Changed line(s) 351,352 (click to see context) from:
* KnightTemplar: At their worst, Gatekeepers can be fanatics who will brutally assault mediums just for interacting with ghosts and forcefully move ghosts from their places even if they didn't do anything dangerous.
to:
* KnightTemplar: At their worst, Gatekeepers can be fanatics EvilCounterpart: Like Mourner Krewes, Thanatologists are interested in learning the secrets and knowledge of the dead. Unlike Mourners, who will brutally assault mediums just want to use it to help others, the Thanatologists are only interested in knowledge for interacting with ghosts knowledge's sake.
* ForScience: Thanatologists seek out information andforcefully move ghosts from their places even if they didn't do anything dangerous.
knowledge for its own sake.
* TheseAreThingsManWasNotMeantToKnow: Thanatologists find this concept ridiculous.
* ForScience: Thanatologists seek out information and
* TheseAreThingsManWasNotMeantToKnow: Thanatologists find this concept ridiculous.
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!Antagonists
[[folder:Chthonic Reapers]]
Introduced in 2E, these kind of Reapers are technically a subcategory of ghosts, those who have come to view the natural order of the Underworld as a good thing and worship its deathlords (or Chthonic Gods, as they like to say). This would just make them interesting sights in the Underworld, except the Gods are known to reward their faithful with the [[MaskPower deathmasks]] of fallen geister. By putting on these masks, Reapers have the ability to assume [[OneWingedAngel powerful forms]] in a religious trance where all their personality boils away to a single mission; to take the unquiet dead to the Underworld, whether they like it or not. And if the living get in the way... well, they were gonna die anyway.
[[folder:Chthonic Reapers]]
Introduced in 2E, these kind of Reapers are technically a subcategory of ghosts, those who have come to view the natural order of the Underworld as a good thing and worship its deathlords (or Chthonic Gods, as they like to say). This would just make them interesting sights in the Underworld, except the Gods are known to reward their faithful with the [[MaskPower deathmasks]] of fallen geister. By putting on these masks, Reapers have the ability to assume [[OneWingedAngel powerful forms]] in a religious trance where all their personality boils away to a single mission; to take the unquiet dead to the Underworld, whether they like it or not. And if the living get in the way... well, they were gonna die anyway.
to:
[[folder:Chthonic Reapers]]
Introduced in 2E, these kind of Reapers are technically a subcategory of ghosts, those
Bound who
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* KnightTemplar: Gatekeepers are fanatics who will brutally assault mediums just for interacting with ghosts and forcefully move ghosts from their places even if they didn't do anything dangerous.
* StatusQuoIsGod: As far as Gatekeepers are concerned, the Underworld works fine as is, and anyone who says otherwise is sticking their nose where it doesn't belong.
[[/folder]]
!Antagonists
[[folder:Chthonic Reapers]]
Introduced in 2E, these kind of Reapers are technically a subcategory of ghosts, those who have come to view the natural order of the Underworld as a good thing and worship its deathlords (or Chthonic Gods, as they like to say). This would just make them interesting sights in the Underworld, except the Gods are known to reward their faithful with the [[MaskPower deathmasks]] of fallen geister. By putting on these masks, Reapers have the ability to assume [[OneWingedAngel powerful forms]] in a religious trance where all their personality boils away to a single mission; to take the unquiet dead to the Underworld, whether they like it or not. And if the living get in the way... well, they were gonna die anyway.
----
* StatusQuoIsGod: As far as Gatekeepers are concerned, the Underworld works fine as is, and anyone who says otherwise is sticking their nose where it doesn't belong.
[[/folder]]
!Antagonists
[[folder:Chthonic Reapers]]
Introduced in 2E, these kind of Reapers are technically a subcategory of ghosts, those who have come to view the natural order of the Underworld as a good thing and worship its deathlords (or Chthonic Gods, as they like to say). This would just make them interesting sights in the Underworld, except the Gods are known to reward their faithful with the [[MaskPower deathmasks]] of fallen geister. By putting on these masks, Reapers have the ability to assume [[OneWingedAngel powerful forms]] in a religious trance where all their personality boils away to a single mission; to take the unquiet dead to the Underworld, whether they like it or not. And if the living get in the way... well, they were gonna die anyway.
----
Is there an issue? Send a MessageReason:
Since Archetype was retooled in 2E, much like how Threshold was retooled to Burden, I figured the tropes for 1E and 2E should be separate. Will work more on this later.
In 2E, much like with Burdens, the system has been retooled. Archetype is now serves as the classification for a Krewe's philosophy and beliefs, such as their views on the Underworld and the purpose of their Bargain.
!!Archetypes of 1E
!!Archetypes of 1E
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[[folder:Undertakers]]
An Archetype introduced in 2E, the Undertakers take ''great'' issue with just how much of a CrapsackWorld the hungry Underworld can be, as well as how destructive the fear of death can become. Their solution? Teach mortals to be unafraid of death, and ways to communicate peacefully with the dead.
----
* CreepyMortician: Defied. Many of them work as actual funeral directors, and the whole point is to help people deal with death maturely and joyfully.
* DontFearTheReaper: Their explicit goal is to change global culture into one that embraces this trope.
* WellIntentionedExtremist: When they go wrong, they can get... ''insistent'' on learning how to accept death.
An Archetype introduced in 2E, the Undertakers take ''great'' issue with just how much of a CrapsackWorld the hungry Underworld can be, as well as how destructive the fear of death can become. Their solution? Teach mortals to be unafraid of death, and ways to communicate peacefully with the dead.
----
* CreepyMortician: Defied. Many of them work as actual funeral directors, and the whole point is to help people deal with death maturely and joyfully.
* DontFearTheReaper: Their explicit goal is to change global culture into one that embraces this trope.
* WellIntentionedExtremist: When they go wrong, they can get... ''insistent'' on learning how to accept death.
to:
An Archetype introduced in 2E, the Undertakers take ''great'' issue with just how much
----
* CreepyMortician: Defied. Many of them work as actual funeral directors, and the whole point is to help people deal with death maturely and joyfully.
* DontFearTheReaper: Their explicit goal is to change global culture into one that embraces this trope.
* WellIntentionedExtremist: When they go wrong, they can get... ''insistent'' on learning how to accept death.
!!!Playable Archetypes
[[folder:Furies]]
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!Antagonists
[[folder:Chthonic Reapers]]
Introduced in 2E, these kind of Reapers are technically a subcategory of ghosts, those who have come to view the natural order of the Underworld as a good thing and worship its deathlords (or Chthonic Gods, as they like to say). This would just make them interesting sights in the Underworld, except the Gods are known to reward their faithful with the [[MaskPower deathmasks]] of fallen geister. By putting on these masks, Reapers have the ability to assume [[OneWingedAngel powerful forms]] in a religious trance where all their personality boils away to a single mission; to take the unquiet dead to the Underworld, whether they like it or not. And if the living get in the way... well, they were gonna die anyway.
[[folder:Chthonic Reapers]]
Introduced in 2E, these kind of Reapers are technically a subcategory of ghosts, those who have come to view the natural order of the Underworld as a good thing and worship its deathlords (or Chthonic Gods, as they like to say). This would just make them interesting sights in the Underworld, except the Gods are known to reward their faithful with the [[MaskPower deathmasks]] of fallen geister. By putting on these masks, Reapers have the ability to assume [[OneWingedAngel powerful forms]] in a religious trance where all their personality boils away to a single mission; to take the unquiet dead to the Underworld, whether they like it or not. And if the living get in the way... well, they were gonna die anyway.
to:
[[folder:Chthonic Reapers]]
Introduced
[[/folder]]
[[folder:Necropolitans]]
[[/folder]]
[[folder:Pilgrims]]
[[/folder]]
[[folder:Undertakers]]
An Archetype introduced in 2E,
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* AntagonistAbilities: While Reapers are regular Rank 2 Ghosts (AKA slightly more powerful than a human being) in their natural states, putting on their Death Mask causes them to become what are functionally geists, upgrading them to Rank 3 to 5 (AKA demi-god level of power), giving them way higher stats than Sin-Eaters usually will have, without the difficulty true geists have with communication since they can always take the mask off. On top of that, they possess the ability to kidnap ghosts inside their own bodies in order to drag them back to the Underworld, and, if in numbers, may sink entire buildings, or even ''cities'' in it.
* AntiVillain: Many Reapers are actually outright likable and heroic people, the problem is that they fear any change to the status quo of the Underworld will cause more harm than good- in contrast with the Sin-Eaters, who do believe a serious change is needed.
* AscendedFanboy: Villainous version; they once loved and served the deathlords, now they're the right-hand wraiths of the gods.
* BadassCreed: ''The dead belong below.''
* BigBad: 2E introduced them as the biggest threat the Bound usually have to face; while they do not ''rule'' the Underworld per say (they believe they answer to Chtonic Gods who might or might not exist), they are the primary force defending its status quo, which the Sin-Eaters are trying to oppose.
* DontFearTheReaper: Subverted. They seem harmless to the living, right up until it turns out they don't actually care. If the living must die or be sealed in the Underworld to sort the unquiet from the living, so be it.
* HeroAntagonist: Nicer Reapers are often the only sources of law and order in the Underworld outside of Dead Dominions. They just have a view of it completely incompatible with Sin-Eater campaigns to reform it.
* KnightTemplar: They don't care if the dead would be better served by remaining among the living, or even if they have to take entire sections of the living world to the Underworld with their charges, they will. Entire cities have gone missing because the Reapers decided it was more efficient to suck the entire human populace below.
* ManipulativeBastard: Particularly smart and dangerous Reapers will approach ghosts in non-masked form and convince them to come to the Underworld willingly.
* MaskOfPower: They uses Death Masks as such; usually they are just normal ghosts, but putting on their Masks allows them to assume monstrous, much more powerful forms.
* OneWingedAngel: Their deathmasks allow them to assume the form of the geist who was destroyed to create it. Along with their power and the mandate handed down by the Cthonic Gods to capture ghosts.
* WasOnceAMan: Downplayed. They're ghosts, but becoming a Reaper doesn't really change them further than that, just gives them a mission and a superpowered alternate form. They're still just as much people as Sin-Eaters are, and may be more human than many geister.
* AntiVillain: Many Reapers are actually outright likable and heroic people, the problem is that they fear any change to the status quo of the Underworld will cause more harm than good- in contrast with the Sin-Eaters, who do believe a serious change is needed.
* AscendedFanboy: Villainous version; they once loved and served the deathlords, now they're the right-hand wraiths of the gods.
* BadassCreed: ''The dead belong below.''
* BigBad: 2E introduced them as the biggest threat the Bound usually have to face; while they do not ''rule'' the Underworld per say (they believe they answer to Chtonic Gods who might or might not exist), they are the primary force defending its status quo, which the Sin-Eaters are trying to oppose.
* DontFearTheReaper: Subverted. They seem harmless to the living, right up until it turns out they don't actually care. If the living must die or be sealed in the Underworld to sort the unquiet from the living, so be it.
* HeroAntagonist: Nicer Reapers are often the only sources of law and order in the Underworld outside of Dead Dominions. They just have a view of it completely incompatible with Sin-Eater campaigns to reform it.
* KnightTemplar: They don't care if the dead would be better served by remaining among the living, or even if they have to take entire sections of the living world to the Underworld with their charges, they will. Entire cities have gone missing because the Reapers decided it was more efficient to suck the entire human populace below.
* ManipulativeBastard: Particularly smart and dangerous Reapers will approach ghosts in non-masked form and convince them to come to the Underworld willingly.
* MaskOfPower: They uses Death Masks as such; usually they are just normal ghosts, but putting on their Masks allows them to assume monstrous, much more powerful forms.
* OneWingedAngel: Their deathmasks allow them to assume the form of the geist who was destroyed to create it. Along with their power and the mandate handed down by the Cthonic Gods to capture ghosts.
* WasOnceAMan: Downplayed. They're ghosts, but becoming a Reaper doesn't really change them further than that, just gives them a mission and a superpowered alternate form. They're still just as much people as Sin-Eaters are, and may be more human than many geister.
to:
* AntagonistAbilities: While Reapers are regular Rank 2 Ghosts (AKA slightly more powerful than a human being) in their natural states, putting on their Death Mask causes CreepyMortician: Defied. Many of them to become what are functionally geists, upgrading them to Rank 3 to 5 (AKA demi-god level of power), giving them way higher stats than Sin-Eaters usually will have, without work as actual funeral directors, and the difficulty true geists have whole point is to help people deal with communication since they can always take the mask off. On top of that, they possess the ability to kidnap ghosts inside their own bodies in order to drag them back to the Underworld, and, if in numbers, may sink entire buildings, or even ''cities'' in it.
* AntiVillain: Many Reapers are actually outright likabledeath maturely and heroic people, the problem is that they fear any change to the status quo of the Underworld will cause more harm than good- in contrast with the Sin-Eaters, who do believe a serious change is needed.
* AscendedFanboy: Villainous version; they once loved and served the deathlords, now they're the right-hand wraiths of the gods.
* BadassCreed: ''The dead belong below.''
* BigBad: 2E introduced them as the biggest threat the Bound usually have to face; while they do not ''rule'' the Underworld per say (they believe they answer to Chtonic Gods who might or might not exist), they are the primary force defending its status quo, which the Sin-Eaters are trying to oppose.
joyfully.
* DontFearTheReaper:Subverted. They seem harmless to the living, right up until it turns out they don't actually care. If the living must die or be sealed in the Underworld to sort the unquiet from the living, so be it.
* HeroAntagonist: Nicer Reapers are often the only sources of law and order in the Underworld outside of Dead Dominions. They just have a view of it completely incompatible with Sin-Eater campaigns to reform it.
* KnightTemplar: They don't care if the dead would be better served by remaining among the living, or even if they have to take entire sections of the living world to the Underworld with their charges, they will. Entire cities have gone missing because the Reapers decided it was more efficient to suck the entire human populace below.
* ManipulativeBastard: Particularly smart and dangerous Reapers will approach ghosts in non-masked form and convince them to come to the Underworld willingly.
* MaskOfPower: They uses Death Masks as such; usually they are just normal ghosts, but putting on their Masks allows them to assume monstrous, much more powerful forms.
* OneWingedAngel:Their deathmasks allow them explicit goal is to assume the form of the geist who was destroyed to create it. Along with their power and the mandate handed down by the Cthonic Gods to capture ghosts.
* WasOnceAMan: Downplayed. They're ghosts, but becoming a Reaper doesn't reallychange them further than that, just gives them a mission and a superpowered alternate form. They're still just as much people as Sin-Eaters are, and may be more human than many geister.global culture into one that embraces this trope.
* WellIntentionedExtremist: When they go wrong, they can get... ''insistent'' on learning how to accept death.
* AntiVillain: Many Reapers are actually outright likable
* AscendedFanboy: Villainous version; they once loved and served the deathlords, now they're the right-hand wraiths of the gods.
* BadassCreed: ''The dead belong below.''
* BigBad: 2E introduced them as the biggest threat the Bound usually have to face; while they do not ''rule'' the Underworld per say (they believe they answer to Chtonic Gods who might or might not exist), they are the primary force defending its status quo, which the Sin-Eaters are trying to oppose.
* DontFearTheReaper:
* HeroAntagonist: Nicer Reapers are often the only sources of law and order in the Underworld outside of Dead Dominions. They just have a view of it completely incompatible with Sin-Eater campaigns to reform it.
* KnightTemplar: They don't care if the dead would be better served by remaining among the living, or even if they have to take entire sections of the living world to the Underworld with their charges, they will. Entire cities have gone missing because the Reapers decided it was more efficient to suck the entire human populace below.
* ManipulativeBastard: Particularly smart and dangerous Reapers will approach ghosts in non-masked form and convince them to come to the Underworld willingly.
* MaskOfPower: They uses Death Masks as such; usually they are just normal ghosts, but putting on their Masks allows them to assume monstrous, much more powerful forms.
* OneWingedAngel:
* WasOnceAMan: Downplayed. They're ghosts, but becoming a Reaper doesn't really
* WellIntentionedExtremist: When they go wrong, they can get... ''insistent'' on learning how to accept death.
Changed line(s) 320,323 (click to see context) from:
[[folder:Abmortals/Ghost Eaters]]
Individuals who through various methods found ways to escape death. Unfortunately, the one thing they tend to have in common is that they usually need to harm or kill someone else in order to maintain their immortality, which frequently bring them in conflict with Sin-Eaters.
In 2E, they have been retooled as the Ghost-Eaters, humans who prolongate their life by devouring ghosts, with Abmortality merely being an ability the eldest among them develop.
Individuals who through various methods found ways to escape death. Unfortunately, the one thing they tend to have in common is that they usually need to harm or kill someone else in order to maintain their immortality, which frequently bring them in conflict with Sin-Eaters.
In 2E, they have been retooled as the Ghost-Eaters, humans who prolongate their life by devouring ghosts, with Abmortality merely being an ability the eldest among them develop.
to:
Individuals who through various methods found ways to escape death. Unfortunately,
[[folder:In General]]
* AdaptationalVillainy: Two of the
In 2E, they have been retooled as the Ghost-Eaters, humans who prolongate
* AndIMustScream: Some enemy Krewes force their
* ItsAllAboutMe: Ultimately, this is why they are antagonists, since they feel no obligation to use their powers to help the
[[/folder]]
[[folder:Elysians]]
[[/folder]]
[[folder:Bonepickers]]
Scavengers that use their otherworldly powers to make this world more comfortable for themselves.
Changed line(s) 325,332 (click to see context) from:
* AchillesHeel: All Abmortals have at least ''one'' weakness, a flaw in the source of their immortality that allows you to inflict them resistant damages and kill them for real.
* TheAgeless: Almost all Abmortals have the ability to stop their aging.
* BalancingDeathsBooks: Frequently how they immortality works-- some of them need to have other die for them in order to stay immortal.
* DealWithTheDevil: A common source of their immortality. For example, the corebook suggests as an example of Abmortal a man who made a deal with a Kerberoi and brings him Geists in exchange for preventing his death.
* HealingFactor: To an absurd degree; not only do they typically heal 1 bashing damage per turn, 1 lethal damage per hour and 1 aggravated per day, they keep regenerating even after suffering things that would kill even other supernaturals, like decapitation or being burnt. Even an Abmortal whose body has been ''reduced to powder'' will keep healing until he's fully recovered.
* ImmortalityImmorality: Type 1; most of them can only maintain their immortality either by killing someone else in their place or otherwise harming someone else. This is the main reason they usually become a problem Sin-Eaters feel like they need to take care of.
* LifeDrinker: A common variant of Abmortal is that they either drain life force from other people or have someone else die in their place on a regular basis.
* NighInvulnerability: Unless you inflict them resistant damages using their specific weakness, Abnormals simply ''cannot'' die, no matter what you inflict on them.
* TheAgeless: Almost all Abmortals have the ability to stop their aging.
* BalancingDeathsBooks: Frequently how they immortality works-- some of them need to have other die for them in order to stay immortal.
* DealWithTheDevil: A common source of their immortality. For example, the corebook suggests as an example of Abmortal a man who made a deal with a Kerberoi and brings him Geists in exchange for preventing his death.
* HealingFactor: To an absurd degree; not only do they typically heal 1 bashing damage per turn, 1 lethal damage per hour and 1 aggravated per day, they keep regenerating even after suffering things that would kill even other supernaturals, like decapitation or being burnt. Even an Abmortal whose body has been ''reduced to powder'' will keep healing until he's fully recovered.
* ImmortalityImmorality: Type 1; most of them can only maintain their immortality either by killing someone else in their place or otherwise harming someone else. This is the main reason they usually become a problem Sin-Eaters feel like they need to take care of.
* LifeDrinker: A common variant of Abmortal is that they either drain life force from other people or have someone else die in their place on a regular basis.
* NighInvulnerability: Unless you inflict them resistant damages using their specific weakness, Abnormals simply ''cannot'' die, no matter what you inflict on them.
to:
*
* TheAgeless: Almost all Abmortals have the ability to stop
*
* WithGreatPowerComesGreatPerks: For the most part, they choose to
* DealWithTheDevil: A common source of
* HealingFactor: To an absurd degree; not only do they typically heal 1 bashing damage per turn, 1 lethal damage per hour and 1 aggravated per day, they keep regenerating even after suffering things
* ImmortalityImmorality: Type 1; most of them can only maintain
* LifeDrinker: A common variant of Abmortal is that they either drain
* NighInvulnerability: Unless you inflict them resistant damages using their specific weakness, Abnormals simply ''cannot'' die, no matter what you inflict on them.
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!Others
[[folder:Ghosts]]
The beings most commonly met by Sin-Eaters, ghosts can end up having a wide variety of interaction with them, being either allies, enemies, victims requesting their help or just valuable sources of informations. Regardless, they always are an essential part in a Sin-Eater's life.
[[folder:Ghosts]]
The beings most commonly met by Sin-Eaters, ghosts can end up having a wide variety of interaction with them, being either allies, enemies, victims requesting their help or just valuable sources of informations. Regardless, they always are an essential part in a Sin-Eater's life.
to:
[[folder:Ghosts]]
The beings most commonly met by Sin-Eaters, ghosts can end up having a wide variety of interaction with them, being either allies, enemies, victims requesting their help or just valuable sources of informations. Regardless, they always are an essential part in a Sin-Eater's life.
[[/folder]]
[[folder:Gatekeepers]]
Bound who believe the Underworld is fine the way it is, and that no one should try to disrupt the status quo.
Changed line(s) 340,347 (click to see context) from:
* AscendedExtra: Unlike most Ephemeral beings introduced in the other gamelines ([[TabletopGame/WerewolfTheForsaken Spirits]], [[TabletopGame/MageTheAwakening Goetia]], [[TabletopGame/DemonTheDescent Angels]], [[TabletopGame/MummyTheCurse Amkhata]]...), ghosts have actually been there since the very first ''TabletopGame/NewWorldOfDarkness'' corebook, but they were little more than a sample type of antagonists for everyone in the setting, with little detail given about them aside from their basic mechanics. ''Geist'' makes them its main theme and flesh them out, giving them more background in the process.
* GhostlyChill: One of the most common abilities they have. In fact, the majority of them cannot do much more impressive than this.
* GhostlyGoals: The wide majority of them are Type A, either constantly repeating the events that led to their demise or wishing to solve UnfinishedBusiness so they can move on. Unfortunately, they can be Type B as well if they were made from particularly evil people or if they have grown insane enough
* HauntedFetter: Ghosts typically are connected to the world of the living via an "Anchor", which is an object or a place related to either the person they were when alive or the events leading to their death. It provides them memories to feed on and allows them to subsist, meaning they will usually start losing [[{{Mana}} Essence]] when venturing too far away from it, and their powers won't be as powerful outside of its area of influence.
* LivingMemory: Truth be told, ghosts are echoes of the dead, some part of the person they once were left behind when they died, rather than actual souls. Many of them are little more than memories of dead people playing over and over again. To reflect this, one of the unique ways ghosts can regain [[{{Mana}} Essence]] is by having people remembering them or thinking about them, thus feeding their memory.
* OurGhostsAreDifferent: They are always part of someone dead left behind, usually as the result of a sudden or traumatic death, but beyond that they can be a lot of different things; some are barely sentient images and memories constantly repeating the events of their demise, while others are still very intelligent and capable of thinking. They also are perhaps the most common supernatural beings in the New World of Darkness, but the large majority of them barely have the ability to influence the outside world, and the truly powerful, dangerous ones are fairly rare. Usually, they stick to the physical world by feeding on Essence and memory from Anchors, and need help in order to move in the afterlife. Finally, they cannot hope to evolve and increase in power as long as they are in the physical world, but become capable of doing so once they are in the Underworld, though getting out after that is less than easy.
* UnfinishedBusiness: Many ghosts find themselves unable to move to the afterlife because they still have something left to do in the physical world.
* TheUsualAdversaries: While not all ghosts are malevolent or hostile toward Sin-Eaters, they are still drawn to them for various reasons, present everywhere in the Underworld, and canonically the most common type of supernatural in the setting; as a result, the large majority of antagonists or problems Sin-Eaters have to deal with tend to be ghosts.
* GhostlyChill: One of the most common abilities they have. In fact, the majority of them cannot do much more impressive than this.
* GhostlyGoals: The wide majority of them are Type A, either constantly repeating the events that led to their demise or wishing to solve UnfinishedBusiness so they can move on. Unfortunately, they can be Type B as well if they were made from particularly evil people or if they have grown insane enough
* HauntedFetter: Ghosts typically are connected to the world of the living via an "Anchor", which is an object or a place related to either the person they were when alive or the events leading to their death. It provides them memories to feed on and allows them to subsist, meaning they will usually start losing [[{{Mana}} Essence]] when venturing too far away from it, and their powers won't be as powerful outside of its area of influence.
* LivingMemory: Truth be told, ghosts are echoes of the dead, some part of the person they once were left behind when they died, rather than actual souls. Many of them are little more than memories of dead people playing over and over again. To reflect this, one of the unique ways ghosts can regain [[{{Mana}} Essence]] is by having people remembering them or thinking about them, thus feeding their memory.
* OurGhostsAreDifferent: They are always part of someone dead left behind, usually as the result of a sudden or traumatic death, but beyond that they can be a lot of different things; some are barely sentient images and memories constantly repeating the events of their demise, while others are still very intelligent and capable of thinking. They also are perhaps the most common supernatural beings in the New World of Darkness, but the large majority of them barely have the ability to influence the outside world, and the truly powerful, dangerous ones are fairly rare. Usually, they stick to the physical world by feeding on Essence and memory from Anchors, and need help in order to move in the afterlife. Finally, they cannot hope to evolve and increase in power as long as they are in the physical world, but become capable of doing so once they are in the Underworld, though getting out after that is less than easy.
* UnfinishedBusiness: Many ghosts find themselves unable to move to the afterlife because they still have something left to do in the physical world.
* TheUsualAdversaries: While not all ghosts are malevolent or hostile toward Sin-Eaters, they are still drawn to them for various reasons, present everywhere in the Underworld, and canonically the most common type of supernatural in the setting; as a result, the large majority of antagonists or problems Sin-Eaters have to deal with tend to be ghosts.
to:
*
* GhostlyChill: One of the most common abilities they have. In fact, the majority of them cannot do much more impressive than this.
* GhostlyGoals: The wide majority of them are Type A, either constantly repeating the events that led to their demise or wishing to solve UnfinishedBusiness so they can move on. Unfortunately, they can be Type B as well
* HauntedFetter: Ghosts typically are connected to the world of the living via an "Anchor", which is an object or a place related to either the person they were when alive or the events leading to their death. It provides them memories to feed on and allows them to subsist, meaning they will usually start losing [[{{Mana}} Essence]] when venturing too far away from it, and their powers won't be as powerful outside of its area of influence.
* LivingMemory: Truth be told, ghosts are echoes of the dead, some part of the person they once were left behind when they died, rather than actual souls. Many of them are little more than memories of dead people playing over and over again. To reflect this, one of the unique ways ghosts can regain [[{{Mana}} Essence]] is by having people remembering them or thinking about them, thus feeding their memory.
* OurGhostsAreDifferent: They are always part of someone dead left behind, usually as the result of a sudden or traumatic death, but beyond that they can be a lot of different things; some are barely sentient images and memories constantly repeating the events of their demise, while others are still very intelligent and capable of thinking. They also are perhaps the most common supernatural beings in the New World of Darkness, but the large majority of them barely have the ability to influence the outside world, and the truly powerful, dangerous ones are fairly rare. Usually, they stick to the physical world by feeding on Essence and memory from Anchors, and need help in order to move in the afterlife. Finally, they cannot hope to evolve and increase in power as long as they are in the physical world, but become capable of doing so once they are in the Underworld, though getting out after that is less than easy.
* UnfinishedBusiness: Many ghosts find themselves unable to move to the afterlife because they still have something left to
* TheUsualAdversaries: While not all ghosts are malevolent or hostile toward Sin-Eaters, they are still drawn to them for various reasons, present everywhere in the Underworld, and canonically the most common type of supernatural in the setting; as a result, the large majority of antagonists or problems Sin-Eaters have to deal with tend to be ghosts.
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[[folder:Kerberoi]]
Creatures from the Underworld of unknown origin, the Kerberoi serve as the closest thing it has to rulers. Each of them is assigned to a particular Dominion here, and has as its function to enforce the Old Laws of the Dominion and punish those who break them. Unfortunately, said laws are so old and alien they tend to be beyond the understanding of humans and Sin-Eaters.
to:
[[folder:Chthonic Reapers]]
Introduced in 2E, these kind of Reapers are technically a subcategory of ghosts, those who have come to view the natural order of the Underworld
Changed line(s) 355,369 (click to see context) from:
* AwakeningTheSleepingGiant: Typically, Kerberoi won't bother you as long as you respect their laws. If you ''do'' break them, however, you better run and not turn back until you're out of their territory.
* BerserkButton: It ''is'' technically possible to resist a Kerberos trying to enforce a punishment on you and refuse to accomplish the task he asks from you. However, doing this will make them ''pissed''.
* BlueAndOrangeMorality: As far as Kerberoi are concerned, there are no such things as good and evil - [[LawfulNeutral just the Old Laws, how you break it, and what kind of punishment is applied when you break it]]. And said laws don't necessarily follow human standards, so they can easily appear completely nonsensical to mortals, even though to the Kerberoi they are completely logical.
* TheDeterminator: Once you have broken one of the Old Laws in a Kerberoi's Dominion, ''nothing'' short of leaving said Dominion and never coming back again will stop the Kerberoi from going after you. They ''will'' apply the sentence, by any mean necessary.
* DidYouJustPunchOutCthulhu: It will be hard, but it's not impossible to kill a Kerberos. The book says that where they fall, they would leave a permanent mark on the landscape, as a forever reminder that someone felled a Kerberoi on this spot.
* DisproportionateRetribution: Mostly averted; a Kerberos who catches someone breaking a law will apply exactly the appropriate punishment, and nothing more. Moreover, death or physical harm actually are pretty rare sanctions; most of the time, they instead force the lawbreaker to accomplish a task for them as retribution.
* TheDreaded: By definition, Kerberoi are the one type of being you ''don't'' want to piss off when you go to the Underworld.
* EldritchAbomination: No one knows for sure ''what'' the Kerberoi are, and they tend to have nightmarish, inhuman shapes bearing no resemblance to any living thing.
* GreaterScopeVillain: Potentially; while most Kerberoi will be neutral toward Sin-Eaters as long as they respect the Old Laws, [[AwakeningTheSleepingGiant they become a force to reckon with if you do break said laws]]. However, leaving their Dominion will weaken them as they go further away from it, and leaving the Underworld is impossible for them period, so those with a grudge toward Sin-Eaters back at the surface [[TheManBehindTheMan will often recruit Reapers to bring them back]].
* HomefieldAdvantage: Kerberoi are at their most powerful inside their Dominion; while they can leave it, their power will weaken the further away they get from it.
* JudgeJuryAndExecutioner: They are in charge of enforcing the Old Laws in the Underworld, deciding which sentence fits and applying said sentence on lawbreakers.
* LoopholeAbuse: Averted. Kerberoi are the living embodiments of the Old Laws, so they are ''incapable'' of not acting in spirit of the Laws.
* LordBritishPostulate: Kerberoi have stats, so you can actually face them in combat and it's even possible to [[DidYouJustPunchOutCthulhu kill them permanently]]. [[SubvertedTrope Not so]] with the Leviathan aka The Beast Below of The Ocean of Fragments. Stats are provided only for its tentacles for the purpose of escaping it. The rulebook states that you can't defeat The Beast Below any more than you can defeat a hurricane; The Beast Below just ''is''.
* ScrewTheRulesIMakeThem: One particular Kerberos has the old Law that states "The Words of <Kerberos> is Law". Combined with his ability to know what you are up to in his realm at all times, and the ability to ''defy'' DeaderThanDead, he's heavily hinted to be one of the mythical [[AGodAmI Deathlords.]]
* SinisterSurveillance: A Kerberos instantly knows when someone has broken a law on its Dominion and where the lawbreaker is. You literally ''cannot'' escape its vigilance without a power to shroud yourself, and even that isn't a sure protection.
* BerserkButton: It ''is'' technically possible to resist a Kerberos trying to enforce a punishment on you and refuse to accomplish the task he asks from you. However, doing this will make them ''pissed''.
* BlueAndOrangeMorality: As far as Kerberoi are concerned, there are no such things as good and evil - [[LawfulNeutral just the Old Laws, how you break it, and what kind of punishment is applied when you break it]]. And said laws don't necessarily follow human standards, so they can easily appear completely nonsensical to mortals, even though to the Kerberoi they are completely logical.
* TheDeterminator: Once you have broken one of the Old Laws in a Kerberoi's Dominion, ''nothing'' short of leaving said Dominion and never coming back again will stop the Kerberoi from going after you. They ''will'' apply the sentence, by any mean necessary.
* DidYouJustPunchOutCthulhu: It will be hard, but it's not impossible to kill a Kerberos. The book says that where they fall, they would leave a permanent mark on the landscape, as a forever reminder that someone felled a Kerberoi on this spot.
* DisproportionateRetribution: Mostly averted; a Kerberos who catches someone breaking a law will apply exactly the appropriate punishment, and nothing more. Moreover, death or physical harm actually are pretty rare sanctions; most of the time, they instead force the lawbreaker to accomplish a task for them as retribution.
* TheDreaded: By definition, Kerberoi are the one type of being you ''don't'' want to piss off when you go to the Underworld.
* EldritchAbomination: No one knows for sure ''what'' the Kerberoi are, and they tend to have nightmarish, inhuman shapes bearing no resemblance to any living thing.
* GreaterScopeVillain: Potentially; while most Kerberoi will be neutral toward Sin-Eaters as long as they respect the Old Laws, [[AwakeningTheSleepingGiant they become a force to reckon with if you do break said laws]]. However, leaving their Dominion will weaken them as they go further away from it, and leaving the Underworld is impossible for them period, so those with a grudge toward Sin-Eaters back at the surface [[TheManBehindTheMan will often recruit Reapers to bring them back]].
* HomefieldAdvantage: Kerberoi are at their most powerful inside their Dominion; while they can leave it, their power will weaken the further away they get from it.
* JudgeJuryAndExecutioner: They are in charge of enforcing the Old Laws in the Underworld, deciding which sentence fits and applying said sentence on lawbreakers.
* LoopholeAbuse: Averted. Kerberoi are the living embodiments of the Old Laws, so they are ''incapable'' of not acting in spirit of the Laws.
* LordBritishPostulate: Kerberoi have stats, so you can actually face them in combat and it's even possible to [[DidYouJustPunchOutCthulhu kill them permanently]]. [[SubvertedTrope Not so]] with the Leviathan aka The Beast Below of The Ocean of Fragments. Stats are provided only for its tentacles for the purpose of escaping it. The rulebook states that you can't defeat The Beast Below any more than you can defeat a hurricane; The Beast Below just ''is''.
* ScrewTheRulesIMakeThem: One particular Kerberos has the old Law that states "The Words of <Kerberos> is Law". Combined with his ability to know what you are up to in his realm at all times, and the ability to ''defy'' DeaderThanDead, he's heavily hinted to be one of the mythical [[AGodAmI Deathlords.]]
* SinisterSurveillance: A Kerberos instantly knows when someone has broken a law on its Dominion and where the lawbreaker is. You literally ''cannot'' escape its vigilance without a power to shroud yourself, and even that isn't a sure protection.
to:
* AwakeningTheSleepingGiant: Typically, Kerberoi won't bother you as long as you respect AntagonistAbilities: While Reapers are regular Rank 2 Ghosts (AKA slightly more powerful than a human being) in their laws. If you ''do'' break them, however, you better run and not turn back until you're out of natural states, putting on their territory.
* BerserkButton: It ''is'' technically possible to resist a Kerberos trying to enforce a punishment on you and refuse to accomplish the task he asks from you. However, doing this will makeDeath Mask causes them ''pissed''.
* BlueAndOrangeMorality: As far as Kerberoi are concerned, there are no such things as good and evil - [[LawfulNeutral just the Old Laws, how you break it, andto become what kind of punishment is applied when you break it]]. And said laws don't necessarily follow human standards, so they can easily appear completely nonsensical to mortals, even though to the Kerberoi they are completely logical.
* TheDeterminator: Once you have broken one of the Old Laws in a Kerberoi's Dominion, ''nothing'' short of leaving said Dominion and never coming back again will stop the Kerberoi from going after you. They ''will'' apply the sentence, by any mean necessary.
* DidYouJustPunchOutCthulhu: It will be hard, but it's not impossible to kill a Kerberos. The book says that where they fall, they would leave a permanent mark on the landscape, as a forever reminder that someone felled a Kerberoi on this spot.
* DisproportionateRetribution: Mostly averted; a Kerberos who catches someone breaking a law will apply exactly the appropriate punishment, and nothing more. Moreover, death or physical harm actually are pretty rare sanctions; most of the time, they instead force the lawbreaker to accomplish a task forfunctionally geists, upgrading them as retribution.
* TheDreaded: By definition, Kerberoi are the one typeto Rank 3 to 5 (AKA demi-god level of being you ''don't'' want to piss off when you go to the Underworld.
* EldritchAbomination: No one knows for sure ''what'' the Kerberoi are, and they tend to have nightmarish, inhuman shapes bearing no resemblance to any living thing.
* GreaterScopeVillain: Potentially; while most Kerberoi will be neutral towardpower), giving them way higher stats than Sin-Eaters as long as usually will have, without the difficulty true geists have with communication since they respect can always take the Old Laws, [[AwakeningTheSleepingGiant mask off. On top of that, they become a force to reckon with if you do break said laws]]. However, leaving their Dominion will weaken them as they go further away from it, and leaving possess the Underworld is impossible for them period, so those with a grudge toward Sin-Eaters back at the surface [[TheManBehindTheMan will often recruit Reapers ability to bring them back]].
* HomefieldAdvantage: Kerberoi are at their most powerfulkidnap ghosts inside their Dominion; while they can leave it, their power will weaken the further away they get from it.
* JudgeJuryAndExecutioner: They areown bodies in charge of enforcing the Old Laws in order to drag them back to the Underworld, deciding and, if in numbers, may sink entire buildings, or even ''cities'' in it.
* AntiVillain: Many Reapers are actually outright likable and heroic people, the problem is that they fear any change to the status quo of the Underworld will cause more harm than good- in contrast with the Sin-Eaters, who do believe a serious change is needed.
* AscendedFanboy: Villainous version; they once loved and served the deathlords, now they're the right-hand wraiths of the gods.
* BadassCreed: ''The dead belong below.''
* BigBad: 2E introduced them as the biggest threat the Bound usually have to face; while they do not ''rule'' the Underworld per say (they believe they answer to Chtonic Gods who might or might not exist), they are the primary force defending its status quo, whichsentence fits and applying said sentence on lawbreakers.
* LoopholeAbuse: Averted. Kerberoithe Sin-Eaters are trying to oppose.
* DontFearTheReaper: Subverted. They seem harmless to the living, right up until it turns out they don't actually care. If the livingembodiments must die or be sealed in the Underworld to sort the unquiet from the living, so be it.
* HeroAntagonist: Nicer Reapers are often the only sources of law and order in the Underworld outside of Dead Dominions. They just have a view of it completely incompatible with Sin-Eater campaigns to reform it.
* KnightTemplar: They don't care if the dead would be better served by remaining among the living, or even if they have to take entire sections of theOld Laws, so living world to the Underworld with their charges, they will. Entire cities have gone missing because the Reapers decided it was more efficient to suck the entire human populace below.
* ManipulativeBastard: Particularly smart and dangerous Reapers will approach ghosts in non-masked form and convince them to come to the Underworld willingly.
* MaskOfPower: They uses Death Masks as such; usually they are''incapable'' of not acting in spirit just normal ghosts, but putting on their Masks allows them to assume monstrous, much more powerful forms.
* OneWingedAngel: Their deathmasks allow them to assume the form of theLaws.
* LordBritishPostulate: Kerberoi have stats, so you can actually face them in combat and it's even possiblegeist who was destroyed to [[DidYouJustPunchOutCthulhu kill them permanently]]. [[SubvertedTrope Not so]] create it. Along with the Leviathan aka The Beast Below of The Ocean of Fragments. Stats are provided only for its tentacles for the purpose of escaping it. The rulebook states that you can't defeat The Beast Below any more than you can defeat a hurricane; The Beast Below just ''is''.
* ScrewTheRulesIMakeThem: One particular Kerberos has the old Law that states "The Words of <Kerberos> is Law". Combined with his ability to know what you are up to in his realm at all times,their power and the ability to ''defy'' DeaderThanDead, he's heavily hinted to be one of mandate handed down by the mythical [[AGodAmI Deathlords.]]
Cthonic Gods to capture ghosts.
*SinisterSurveillance: A Kerberos instantly knows when someone has broken WasOnceAMan: Downplayed. They're ghosts, but becoming a law on its Dominion Reaper doesn't really change them further than that, just gives them a mission and where the lawbreaker is. You literally ''cannot'' escape its vigilance without a power to shroud yourself, superpowered alternate form. They're still just as much people as Sin-Eaters are, and even that isn't a sure protection.may be more human than many geister.
* BerserkButton: It ''is'' technically possible to resist a Kerberos trying to enforce a punishment on you and refuse to accomplish the task he asks from you. However, doing this will make
* BlueAndOrangeMorality: As far as Kerberoi are concerned, there are no such things as good and evil - [[LawfulNeutral just the Old Laws, how you break it, and
* TheDeterminator: Once you have broken one of the Old Laws in a Kerberoi's Dominion, ''nothing'' short of leaving said Dominion and never coming back again will stop the Kerberoi from going after you. They ''will'' apply the sentence, by any mean necessary.
* DidYouJustPunchOutCthulhu: It will be hard, but it's not impossible to kill a Kerberos. The book says that where they fall, they would leave a permanent mark on the landscape, as a forever reminder that someone felled a Kerberoi on this spot.
* DisproportionateRetribution: Mostly averted; a Kerberos who catches someone breaking a law will apply exactly the appropriate punishment, and nothing more. Moreover, death or physical harm actually are pretty rare sanctions; most of the time, they instead force the lawbreaker to accomplish a task for
* TheDreaded: By definition, Kerberoi are the one type
* EldritchAbomination: No one knows for sure ''what'' the Kerberoi are, and they tend to have nightmarish, inhuman shapes bearing no resemblance to any living thing.
* GreaterScopeVillain: Potentially; while most Kerberoi will be neutral toward
* HomefieldAdvantage: Kerberoi are at their most powerful
* JudgeJuryAndExecutioner: They are
* AntiVillain: Many Reapers are actually outright likable and heroic people, the problem is that they fear any change to the status quo of the Underworld will cause more harm than good- in contrast with the Sin-Eaters, who do believe a serious change is needed.
* AscendedFanboy: Villainous version; they once loved and served the deathlords, now they're the right-hand wraiths of the gods.
* BadassCreed: ''The dead belong below.''
* BigBad: 2E introduced them as the biggest threat the Bound usually have to face; while they do not ''rule'' the Underworld per say (they believe they answer to Chtonic Gods who might or might not exist), they are the primary force defending its status quo, which
* LoopholeAbuse: Averted. Kerberoi
* DontFearTheReaper: Subverted. They seem harmless to the living, right up until it turns out they don't actually care. If the living
* HeroAntagonist: Nicer Reapers are often the only sources of law and order in the Underworld outside of Dead Dominions. They just have a view of it completely incompatible with Sin-Eater campaigns to reform it.
* KnightTemplar: They don't care if the dead would be better served by remaining among the living, or even if they have to take entire sections of the
* ManipulativeBastard: Particularly smart and dangerous Reapers will approach ghosts in non-masked form and convince them to come to the Underworld willingly.
* MaskOfPower: They uses Death Masks as such; usually they are
* OneWingedAngel: Their deathmasks allow them to assume the form of the
* LordBritishPostulate: Kerberoi have stats, so you can actually face them in combat and it's even possible
* ScrewTheRulesIMakeThem: One particular Kerberos has the old Law that states "The Words of <Kerberos> is Law". Combined with his ability to know what you are up to in his realm at all times,
*
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[[folder:Absent]]
Introduced in 2E, Absent are those ghosts who have the Numina and desperation to discover something important; while ghosts are ultimately living memories, those memories don't have to belong solely to the ghost in question. Anything emotionally charged enough can stabilize their Corpus, and help stave off the [[AndIMustScream horror]] of dissolution into the Underworld. This allows the Absent to change in large ways normally denied to other ghosts, [[PromotedToPlayable making them playable]].
to:
Individuals who through various methods found ways to escape death. Unfortunately, the one thing they tend to have
In 2E, they have been retooled as the
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* AchillesHeel: All Abmortals have at least ''one'' weakness, a flaw in the source of their immortality that allows you to inflict them resistant damages and kill them for real.
* TheAgeless: Almost all Abmortals have the ability to stop their aging.
* BalancingDeathsBooks: Frequently how they immortality works-- some of them need to have other die for them in order to stay immortal.
* DealWithTheDevil: A common source of their immortality. For example, the corebook suggests as an example of Abmortal a man who made a deal with a Kerberoi and brings him Geists in exchange for preventing his death.
* HealingFactor: To an absurd degree; not only do they typically heal 1 bashing damage per turn, 1 lethal damage per hour and 1 aggravated per day, they keep regenerating even after suffering things that would kill even other supernaturals, like decapitation or being burnt. Even an Abmortal whose body has been ''reduced to powder'' will keep healing until he's fully recovered.
* ImmortalityImmorality: Type 1; most of them can only maintain their immortality either by killing someone else in their place or otherwise harming someone else. This is the main reason they usually become a problem Sin-Eaters feel like they need to take care of.
* LifeDrinker: A common variant of Abmortal is that they either drain life force from other people or have someone else die in their place on a regular basis.
* NighInvulnerability: Unless you inflict them resistant damages using their specific weakness, Abnormals simply ''cannot'' die, no matter what you inflict on them.
[[/folder]]
!Others
[[folder:Ghosts]]
The beings most commonly met by Sin-Eaters, ghosts can end up having a wide variety of interaction with them, being either allies, enemies, victims requesting their help or just valuable sources of informations. Regardless, they always are an essential part in a Sin-Eater's life.
----
* AscendedExtra: Unlike most Ephemeral beings introduced in the other gamelines ([[TabletopGame/WerewolfTheForsaken Spirits]], [[TabletopGame/MageTheAwakening Goetia]], [[TabletopGame/DemonTheDescent Angels]], [[TabletopGame/MummyTheCurse Amkhata]]...), ghosts have actually been there since the very first ''TabletopGame/NewWorldOfDarkness'' corebook, but they were little more than a sample type of antagonists for everyone in the setting, with little detail given about them aside from their basic mechanics. ''Geist'' makes them its main theme and flesh them out, giving them more background in the process.
* GhostlyChill: One of the most common abilities they have. In fact, the majority of them cannot do much more impressive than this.
* GhostlyGoals: The wide majority of them are Type A, either constantly repeating the events that led to their demise or wishing to solve UnfinishedBusiness so they can move on. Unfortunately, they can be Type B as well if they were made from particularly evil people or if they have grown insane enough
* HauntedFetter: Ghosts typically are connected to the world of the living via an "Anchor", which is an object or a place related to either the person they were when alive or the events leading to their death. It provides them memories to feed on and allows them to subsist, meaning they will usually start losing [[{{Mana}} Essence]] when venturing too far away from it, and their powers won't be as powerful outside of its area of influence.
* LivingMemory: Truth be told, ghosts are echoes of the dead, some part of the person they once were left behind when they died, rather than actual souls. Many of them are little more than memories of dead people playing over and over again. To reflect this, one of the unique ways ghosts can regain [[{{Mana}} Essence]] is by having people remembering them or thinking about them, thus feeding their memory.
* OurGhostsAreDifferent: They are always part of someone dead left behind, usually as the result of a sudden or traumatic death, but beyond that they can be a lot of different things; some are barely sentient images and memories constantly repeating the events of their demise, while others are still very intelligent and capable of thinking. They also are perhaps the most common supernatural beings in the New World of Darkness, but the large majority of them barely have the ability to influence the outside world, and the truly powerful, dangerous ones are fairly rare. Usually, they stick to the physical world by feeding on Essence and memory from Anchors, and need help in order to move in the afterlife. Finally, they cannot hope to evolve and increase in power as long as they are in the physical world, but become capable of doing so once they are in the Underworld, though getting out after that is less than easy.
* UnfinishedBusiness: Many ghosts find themselves unable to move to the afterlife because they still have something left to do in the physical world.
* TheUsualAdversaries: While not all ghosts are malevolent or hostile toward Sin-Eaters, they are still drawn to them for various reasons, present everywhere in the Underworld, and canonically the most common type of supernatural in the setting; as a result, the large majority of antagonists or problems Sin-Eaters have to deal with tend to be ghosts.
[[/folder]]
[[folder:Kerberoi]]
Creatures from the Underworld of unknown origin, the Kerberoi serve as the closest thing it has to rulers. Each of them is assigned to a particular Dominion here, and has as its function to enforce the Old Laws of the Dominion and punish those who break them. Unfortunately, said laws are so old and alien they tend to be beyond the understanding of humans and Sin-Eaters.
----
* AwakeningTheSleepingGiant: Typically, Kerberoi won't bother you as long as you respect their laws. If you ''do'' break them, however, you better run and not turn back until you're out of their territory.
* BerserkButton: It ''is'' technically possible to resist a Kerberos trying to enforce a punishment on you and refuse to accomplish the task he asks from you. However, doing this will make them ''pissed''.
* BlueAndOrangeMorality: As far as Kerberoi are concerned, there are no such things as good and evil - [[LawfulNeutral just the Old Laws, how you break it, and what kind of punishment is applied when you break it]]. And said laws don't necessarily follow human standards, so they can easily appear completely nonsensical to mortals, even though to the Kerberoi they are completely logical.
* TheDeterminator: Once you have broken one of the Old Laws in a Kerberoi's Dominion, ''nothing'' short of leaving said Dominion and never coming back again will stop the Kerberoi from going after you. They ''will'' apply the sentence, by any mean necessary.
* DidYouJustPunchOutCthulhu: It will be hard, but it's not impossible to kill a Kerberos. The book says that where they fall, they would leave a permanent mark on the landscape, as a forever reminder that someone felled a Kerberoi on this spot.
* DisproportionateRetribution: Mostly averted; a Kerberos who catches someone breaking a law will apply exactly the appropriate punishment, and nothing more. Moreover, death or physical harm actually are pretty rare sanctions; most of the time, they instead force the lawbreaker to accomplish a task for them as retribution.
* TheDreaded: By definition, Kerberoi are the one type of being you ''don't'' want to piss off when you go to the Underworld.
* EldritchAbomination: No one knows for sure ''what'' the Kerberoi are, and they tend to have nightmarish, inhuman shapes bearing no resemblance to any living thing.
* GreaterScopeVillain: Potentially; while most Kerberoi will be neutral toward Sin-Eaters as long as they respect the Old Laws, [[AwakeningTheSleepingGiant they become a force to reckon with if you do break said laws]]. However, leaving their Dominion will weaken them as they go further away from it, and leaving the Underworld is impossible for them period, so those with a grudge toward Sin-Eaters back at the surface [[TheManBehindTheMan will often recruit Reapers to bring them back]].
* HomefieldAdvantage: Kerberoi are at their most powerful inside their Dominion; while they can leave it, their power will weaken the further away they get from it.
* JudgeJuryAndExecutioner: They are in charge of enforcing the Old Laws in the Underworld, deciding which sentence fits and applying said sentence on lawbreakers.
* LoopholeAbuse: Averted. Kerberoi are the living embodiments of the Old Laws, so they are ''incapable'' of not acting in spirit of the Laws.
* LordBritishPostulate: Kerberoi have stats, so you can actually face them in combat and it's even possible to [[DidYouJustPunchOutCthulhu kill them permanently]]. [[SubvertedTrope Not so]] with the Leviathan aka The Beast Below of The Ocean of Fragments. Stats are provided only for its tentacles for the purpose of escaping it. The rulebook states that you can't defeat The Beast Below any more than you can defeat a hurricane; The Beast Below just ''is''.
* ScrewTheRulesIMakeThem: One particular Kerberos has the old Law that states "The Words of <Kerberos> is Law". Combined with his ability to know what you are up to in his realm at all times, and the ability to ''defy'' DeaderThanDead, he's heavily hinted to be one of the mythical [[AGodAmI Deathlords.]]
* SinisterSurveillance: A Kerberos instantly knows when someone has broken a law on its Dominion and where the lawbreaker is. You literally ''cannot'' escape its vigilance without a power to shroud yourself, and even that isn't a sure protection.
[[/folder]]
[[folder:Absent]]
Introduced in 2E, Absent are those ghosts who have the Numina and desperation to discover something important; while ghosts are ultimately living memories, those memories don't have to belong solely to the ghost in question. Anything emotionally charged enough can stabilize their Corpus, and help stave off the [[AndIMustScream horror]] of dissolution into the Underworld. This allows the Absent to change in large ways normally denied to other ghosts, [[PromotedToPlayable making them playable]].
----
* TheAgeless: Almost all Abmortals have the ability to stop their aging.
* BalancingDeathsBooks: Frequently how they immortality works-- some of them need to have other die for them in order to stay immortal.
* DealWithTheDevil: A common source of their immortality. For example, the corebook suggests as an example of Abmortal a man who made a deal with a Kerberoi and brings him Geists in exchange for preventing his death.
* HealingFactor: To an absurd degree; not only do they typically heal 1 bashing damage per turn, 1 lethal damage per hour and 1 aggravated per day, they keep regenerating even after suffering things that would kill even other supernaturals, like decapitation or being burnt. Even an Abmortal whose body has been ''reduced to powder'' will keep healing until he's fully recovered.
* ImmortalityImmorality: Type 1; most of them can only maintain their immortality either by killing someone else in their place or otherwise harming someone else. This is the main reason they usually become a problem Sin-Eaters feel like they need to take care of.
* LifeDrinker: A common variant of Abmortal is that they either drain life force from other people or have someone else die in their place on a regular basis.
* NighInvulnerability: Unless you inflict them resistant damages using their specific weakness, Abnormals simply ''cannot'' die, no matter what you inflict on them.
[[/folder]]
!Others
[[folder:Ghosts]]
The beings most commonly met by Sin-Eaters, ghosts can end up having a wide variety of interaction with them, being either allies, enemies, victims requesting their help or just valuable sources of informations. Regardless, they always are an essential part in a Sin-Eater's life.
----
* AscendedExtra: Unlike most Ephemeral beings introduced in the other gamelines ([[TabletopGame/WerewolfTheForsaken Spirits]], [[TabletopGame/MageTheAwakening Goetia]], [[TabletopGame/DemonTheDescent Angels]], [[TabletopGame/MummyTheCurse Amkhata]]...), ghosts have actually been there since the very first ''TabletopGame/NewWorldOfDarkness'' corebook, but they were little more than a sample type of antagonists for everyone in the setting, with little detail given about them aside from their basic mechanics. ''Geist'' makes them its main theme and flesh them out, giving them more background in the process.
* GhostlyChill: One of the most common abilities they have. In fact, the majority of them cannot do much more impressive than this.
* GhostlyGoals: The wide majority of them are Type A, either constantly repeating the events that led to their demise or wishing to solve UnfinishedBusiness so they can move on. Unfortunately, they can be Type B as well if they were made from particularly evil people or if they have grown insane enough
* HauntedFetter: Ghosts typically are connected to the world of the living via an "Anchor", which is an object or a place related to either the person they were when alive or the events leading to their death. It provides them memories to feed on and allows them to subsist, meaning they will usually start losing [[{{Mana}} Essence]] when venturing too far away from it, and their powers won't be as powerful outside of its area of influence.
* LivingMemory: Truth be told, ghosts are echoes of the dead, some part of the person they once were left behind when they died, rather than actual souls. Many of them are little more than memories of dead people playing over and over again. To reflect this, one of the unique ways ghosts can regain [[{{Mana}} Essence]] is by having people remembering them or thinking about them, thus feeding their memory.
* OurGhostsAreDifferent: They are always part of someone dead left behind, usually as the result of a sudden or traumatic death, but beyond that they can be a lot of different things; some are barely sentient images and memories constantly repeating the events of their demise, while others are still very intelligent and capable of thinking. They also are perhaps the most common supernatural beings in the New World of Darkness, but the large majority of them barely have the ability to influence the outside world, and the truly powerful, dangerous ones are fairly rare. Usually, they stick to the physical world by feeding on Essence and memory from Anchors, and need help in order to move in the afterlife. Finally, they cannot hope to evolve and increase in power as long as they are in the physical world, but become capable of doing so once they are in the Underworld, though getting out after that is less than easy.
* UnfinishedBusiness: Many ghosts find themselves unable to move to the afterlife because they still have something left to do in the physical world.
* TheUsualAdversaries: While not all ghosts are malevolent or hostile toward Sin-Eaters, they are still drawn to them for various reasons, present everywhere in the Underworld, and canonically the most common type of supernatural in the setting; as a result, the large majority of antagonists or problems Sin-Eaters have to deal with tend to be ghosts.
[[/folder]]
[[folder:Kerberoi]]
Creatures from the Underworld of unknown origin, the Kerberoi serve as the closest thing it has to rulers. Each of them is assigned to a particular Dominion here, and has as its function to enforce the Old Laws of the Dominion and punish those who break them. Unfortunately, said laws are so old and alien they tend to be beyond the understanding of humans and Sin-Eaters.
----
* AwakeningTheSleepingGiant: Typically, Kerberoi won't bother you as long as you respect their laws. If you ''do'' break them, however, you better run and not turn back until you're out of their territory.
* BerserkButton: It ''is'' technically possible to resist a Kerberos trying to enforce a punishment on you and refuse to accomplish the task he asks from you. However, doing this will make them ''pissed''.
* BlueAndOrangeMorality: As far as Kerberoi are concerned, there are no such things as good and evil - [[LawfulNeutral just the Old Laws, how you break it, and what kind of punishment is applied when you break it]]. And said laws don't necessarily follow human standards, so they can easily appear completely nonsensical to mortals, even though to the Kerberoi they are completely logical.
* TheDeterminator: Once you have broken one of the Old Laws in a Kerberoi's Dominion, ''nothing'' short of leaving said Dominion and never coming back again will stop the Kerberoi from going after you. They ''will'' apply the sentence, by any mean necessary.
* DidYouJustPunchOutCthulhu: It will be hard, but it's not impossible to kill a Kerberos. The book says that where they fall, they would leave a permanent mark on the landscape, as a forever reminder that someone felled a Kerberoi on this spot.
* DisproportionateRetribution: Mostly averted; a Kerberos who catches someone breaking a law will apply exactly the appropriate punishment, and nothing more. Moreover, death or physical harm actually are pretty rare sanctions; most of the time, they instead force the lawbreaker to accomplish a task for them as retribution.
* TheDreaded: By definition, Kerberoi are the one type of being you ''don't'' want to piss off when you go to the Underworld.
* EldritchAbomination: No one knows for sure ''what'' the Kerberoi are, and they tend to have nightmarish, inhuman shapes bearing no resemblance to any living thing.
* GreaterScopeVillain: Potentially; while most Kerberoi will be neutral toward Sin-Eaters as long as they respect the Old Laws, [[AwakeningTheSleepingGiant they become a force to reckon with if you do break said laws]]. However, leaving their Dominion will weaken them as they go further away from it, and leaving the Underworld is impossible for them period, so those with a grudge toward Sin-Eaters back at the surface [[TheManBehindTheMan will often recruit Reapers to bring them back]].
* HomefieldAdvantage: Kerberoi are at their most powerful inside their Dominion; while they can leave it, their power will weaken the further away they get from it.
* JudgeJuryAndExecutioner: They are in charge of enforcing the Old Laws in the Underworld, deciding which sentence fits and applying said sentence on lawbreakers.
* LoopholeAbuse: Averted. Kerberoi are the living embodiments of the Old Laws, so they are ''incapable'' of not acting in spirit of the Laws.
* LordBritishPostulate: Kerberoi have stats, so you can actually face them in combat and it's even possible to [[DidYouJustPunchOutCthulhu kill them permanently]]. [[SubvertedTrope Not so]] with the Leviathan aka The Beast Below of The Ocean of Fragments. Stats are provided only for its tentacles for the purpose of escaping it. The rulebook states that you can't defeat The Beast Below any more than you can defeat a hurricane; The Beast Below just ''is''.
* ScrewTheRulesIMakeThem: One particular Kerberos has the old Law that states "The Words of <Kerberos> is Law". Combined with his ability to know what you are up to in his realm at all times, and the ability to ''defy'' DeaderThanDead, he's heavily hinted to be one of the mythical [[AGodAmI Deathlords.]]
* SinisterSurveillance: A Kerberos instantly knows when someone has broken a law on its Dominion and where the lawbreaker is. You literally ''cannot'' escape its vigilance without a power to shroud yourself, and even that isn't a sure protection.
[[/folder]]
[[folder:Absent]]
Introduced in 2E, Absent are those ghosts who have the Numina and desperation to discover something important; while ghosts are ultimately living memories, those memories don't have to belong solely to the ghost in question. Anything emotionally charged enough can stabilize their Corpus, and help stave off the [[AndIMustScream horror]] of dissolution into the Underworld. This allows the Absent to change in large ways normally denied to other ghosts, [[PromotedToPlayable making them playable]].
----
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dewicked Ill Girl
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* IllGirl: Well, not necessarily girl, but they usually died from sickness.
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Final Death has been disambiged
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* ScrewTheRulesIMakeThem: One particular Kerberos has the old Law that states "The Words of <Kerberos> is Law". Combined with his ability to know what you are up to in his realm at all times, and the ability to ''defy'' DeaderThanDead and even FinalDeath, he's heavily hinted to be one of the mythical [[AGodAmI Deathlords.]]
to:
* ScrewTheRulesIMakeThem: One particular Kerberos has the old Law that states "The Words of <Kerberos> is Law". Combined with his ability to know what you are up to in his realm at all times, and the ability to ''defy'' DeaderThanDead and even FinalDeath, DeaderThanDead, he's heavily hinted to be one of the mythical [[AGodAmI Deathlords.]]
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Introduced in 2E, these kind of Reapers are technically a subcategory of ghosts, those who have come to view the natural order of the Underworld as a good thing and worship its deathlords (or Chthonic Gods, as they like to say). This would just make them interesting sights in the Underworld, except the Gods are known to reward their faithful with the [[MaskPower deathmasks]] of fallen geister. By putting on these masks, Reapers have the ability to [[OneWingedAngel powerful forms]] in a religious trance where all their personality boils away to a single mission; to take the unquiet dead to the Underworld, whether they like it or not. And if the living get in the way... well, they were gonna die anyway.
to:
Introduced in 2E, these kind of Reapers are technically a subcategory of ghosts, those who have come to view the natural order of the Underworld as a good thing and worship its deathlords (or Chthonic Gods, as they like to say). This would just make them interesting sights in the Underworld, except the Gods are known to reward their faithful with the [[MaskPower deathmasks]] of fallen geister. By putting on these masks, Reapers have the ability to assume [[OneWingedAngel powerful forms]] in a religious trance where all their personality boils away to a single mission; to take the unquiet dead to the Underworld, whether they like it or not. And if the living get in the way... well, they were gonna die anyway.
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* AntagonistAbilities: While Reapers are regular Rank 2 Ghosts (AKA slightly more powerful than a human being) in their natural states, putting on their Death Mask causes them to become what are functionally geists, upgrading them to Rank 3 to 5 (AKA demi-god level of power), giving them way higher stats than Sin-Eaters usually will have, without the difficult true geists have with communication since they can always take the mask off. On top of that, they possess the ability to kidnap ghosts inside their own bodies in order to drag them back to the Underworld, and, if in numbers, may sink entire buildings, or even ''cities'' in it.
to:
* AntagonistAbilities: While Reapers are regular Rank 2 Ghosts (AKA slightly more powerful than a human being) in their natural states, putting on their Death Mask causes them to become what are functionally geists, upgrading them to Rank 3 to 5 (AKA demi-god level of power), giving them way higher stats than Sin-Eaters usually will have, without the difficult difficulty true geists have with communication since they can always take the mask off. On top of that, they possess the ability to kidnap ghosts inside their own bodies in order to drag them back to the Underworld, and, if in numbers, may sink entire buildings, or even ''cities'' in it.
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* BackFromTheDead: All Sin-Eaters have this as their backstory; a Sin-Eater is, by definition, someone who came close from death and was brought back to life by striking a deal with a Geist.
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* BackFromTheDead: BackFromTheDead:
** All Sin-Eaters have this as their backstory; a Sin-Eater is, by definition, someone who came close from death and was brought back to life by striking a deal with a Geist.
** All Sin-Eaters have this as their backstory; a Sin-Eater is, by definition, someone who came close from death and was brought back to life by striking a deal with a Geist.
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* CreepyGood: Geists essentially are nightmarish ghost-spirit hybrids, and the people they possess are gifted with several rather disturbing death-related abilities, but in general, Sin-Eaters are among the most benevolent supernaturals in the setting.
to:
* CreepyGood: CreepyGood:
** Geists essentially are nightmarish ghost-spirit hybrids, and the people they possess are gifted with several rather disturbing death-related abilities, but in general, Sin-Eaters are among the most benevolent supernaturals in the setting.
** Geists essentially are nightmarish ghost-spirit hybrids, and the people they possess are gifted with several rather disturbing death-related abilities, but in general, Sin-Eaters are among the most benevolent supernaturals in the setting.
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* HorrifyingTheHorror: The ''TabletopGame/HunterTheVigil'' book ''Mortal Remains'' points out that slashers often end up horrified at what the ghostwalkers are capable of, especially since Sin-Eaters make it possible for the slasher's victims to get revenge from beyond the grave. Even Masks, the nigh-unstoppable killers who pay homage to killers like [[Franchise/{{Halloween}} Michael Myers]] and [[Franchise/FridayThe13th Jason Voorhees]], find angry Sin-Eaters terrifying.
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* AntagonistAbilities: While Reapers are regular Rank 2 Ghosts (AKA slightly more powerful than a human being) in their natural states, putting on their Death Mask upgrades them to Rank 4 to 5 (AKA demi-god level of power), giving them way higher stats than Sin-Eaters usually will have. On top of that, they possess the ability to kidnap ghosts inside their own bodies in order to drag them back to the Underworld, and, if in numbers, may sink entire buildings, or even ''cities'' in it.
to:
* AntagonistAbilities: While Reapers are regular Rank 2 Ghosts (AKA slightly more powerful than a human being) in their natural states, putting on their Death Mask upgrades causes them to become what are functionally geists, upgrading them to Rank 4 3 to 5 (AKA demi-god level of power), giving them way higher stats than Sin-Eaters usually will have.have, without the difficult true geists have with communication since they can always take the mask off. On top of that, they possess the ability to kidnap ghosts inside their own bodies in order to drag them back to the Underworld, and, if in numbers, may sink entire buildings, or even ''cities'' in it.
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* BigBad: 2E introduce them as the biggest threat the Bound usually have to face; while they do not ''rule'' the Underworld per say (they believe they answer to Chtonic Gods who might or might not exist), they are the primary force defending its status quo, which the Sin-Eaters are trying to oppose.
to:
* BigBad: 2E introduce introduced them as the biggest threat the Bound usually have to face; while they do not ''rule'' the Underworld per say (they believe they answer to Chtonic Gods who might or might not exist), they are the primary force defending its status quo, which the Sin-Eaters are trying to oppose.
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* OneWingedAngel: Their Deathmask grant them an alternate form with higher starts and a much more monstrous, bizarre appearance.
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* OneWingedAngel: Their Deathmask grant deathmasks allow them an alternate to assume the form of the geist who was destroyed to create it. Along with higher starts their power and a much more monstrous, bizarre appearance.the mandate handed down by the Cthonic Gods to capture ghosts.
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Those who died feeling that they didn't make their mark, that they were unfulfilled in life. They come back with a plan, and a newfound focus born of knowing how close they came to never being able to determine their dreams.
to:
Those who died feeling that they didn't make their mark, that they were unfulfilled in life. They come back with a plan, and a newfound focus born of knowing how close they came to never being able to determine their dreams. Their Haunt Affinities are the Caul, the Memoria, and ''the Tomb''.
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Those who died with a broken heart and a profound loss on their minds, only to discover their loved ones are ''really freaking hard'' to find in the Underworld. They come back rather more subdued personality than most Bound but special determination to find the people they lost and make restitution.
to:
Those who died with a broken heart and a profound loss on their minds, only to discover their loved ones are ''really freaking hard'' to find in the Underworld. They come back rather more subdued personality than most Bound but special determination to find the people they lost and make restitution. Their Haunts Affinities are the Curse, the ''Oracle'', and the Shroud.
* {{Curse}}: One of their Haunt affinities, fittingly named [[ExactlyWhatItSaysOnTheTin the Curse]], is about cursing opponents with negative effects.
* IWillFindYou: Their core motivation; they lost someone dear to them, and came back because they want to find these loved ones, no matter what.
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Those who died [[TheAtoner regretting actions they did or didn't do, and came back in order to make up for it]].
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Those who died [[TheAtoner regretting actions they did or didn't do, and came back in order to make up for it]]. Their Haunt Affinities are the ''Dirge'', the Marionette, and the Shroud.
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Those who when dying refused to leave behind something they couldn't take with them, and decided to come back for it. This can be anything, ranging from material possessions to a pleasure or passion they had in life.
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Those who when dying refused to leave behind something they couldn't take with them, and decided to come back for it. This can be anything, ranging from material possessions to a pleasure or passion they had in life. Their Haunt Affinities are the ''Boneyard'', the Marionette, and the Caul.
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Those who suffered an offense from someone in life, and came back in order to get retribution.
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Those who suffered an offense from someone in life, and came back in order to get retribution. Their Haunt Affinities are the Curse, the Memoria, and the ''Rage''.
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* BlackMage: Fittingly given their nature as revenge-oriented nature, their powers are primarily offensive-oriented; two of their Affinity Haunt, the Rage and the Curse, are about inflicting damages and bring bad luck respectively, and they get additional benefits from buying the Retribution merit, which increases their fighting prowess when they seek revenge.
to:
* BlackMage: Fittingly given their nature as revenge-oriented nature, their powers are primarily offensive-oriented; two of their Affinity Haunt, the Rage and the Curse, are about inflicting damages and bring bringing bad luck respectively, and they get additional benefits from buying the Retribution merit, which increases their fighting prowess when they seek revenge.
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* {{Curse}}: One of their Haunt affinities, fittingly named [[ExactlyWhatItSaysOnTheTin the Curse]], is about cursing opponents with negative effects.
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* VengefulGhost: They aren't ghost ''per say'', but they are based around this archetype, being people who come back form the dead to get retribution.
* WhenAllYouHaveIsAHammer: Unlike other Haunts, which can usually be employed for a variety of non-violent or subtle purposes (such as [[PeoplePuppet the Marionette]] being used [[MundaneUtility to make your life easier]] or the Curse being used to teach people lessons), the Vengeful's unique Haunt Affinity, the Rage, is inherently destructive, and has no purpose aside from hurting people. But it's ''really'' good at doing this.
* WhenAllYouHaveIsAHammer: Unlike other Haunts, which can usually be employed for a variety of non-violent or subtle purposes (such as [[PeoplePuppet the Marionette]] being used [[MundaneUtility to make your life easier]] or the Curse being used to teach people lessons), the Vengeful's unique Haunt Affinity, the Rage, is inherently destructive, and has no purpose aside from hurting people. But it's ''really'' good at doing this.
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[[folder:Abmortals]]
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Added DiffLines:
In 2E, they have been retooled as the Ghost-Eaters, humans who prolongate their life by devouring ghosts, with Abmortality merely being an ability the eldest among them develop.
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Changed line(s) 293,296 (click to see context) from:
!Others
[[folder:Ghosts]]
The beings most commonly met by Sin-Eaters, ghosts can end up having a wide variety of interaction with them, being either allies, enemies, victims requesting their help or just valuable sources of informations. Regardless, they always are an essential part in a Sin-Eater's life.
[[folder:Ghosts]]
The beings most commonly met by Sin-Eaters, ghosts can end up having a wide variety of interaction with them, being either allies, enemies, victims requesting their help or just valuable sources of informations. Regardless, they always are an essential part in a Sin-Eater's life.
to:
[[folder:Ghosts]]
The beings most commonly met by Sin-Eaters, ghosts can end up having a wide variety
[[folder:Chthonic Reapers]]
Introduced in 2E, these kind of
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* AscendedExtra: Unlike most Ephemeral beings introduced in the other gamelines ([[TabletopGame/WerewolfTheForsaken Spirits]], [[TabletopGame/MageTheAwakening Goetia]], [[TabletopGame/DemonTheDescent Angels]], [[TabletopGame/MummyTheCurse Amkhata]]...), ghosts have actually been there since the very first ''TabletopGame/NewWorldOfDarkness'' corebook, but they were little more than a sample type of antagonists for everyone in the setting, with little detail given about them aside from their basic mechanics. ''Geist'' makes them its main theme and flesh them out, giving them more background in the process.
* GhostlyChill: One of the most common abilities they have. In fact, the majority of them cannot do much more impressive than this.
* GhostlyGoals: The wide majority of them are Type A, either constantly repeating the events that led to their demise or wishing to solve UnfinishedBusiness so they can move on. Unfortunately, they can be Type B as well if they were made from particularly evil people or if they have grown insane enough
* HauntedFetter: Ghosts typically are connected to the world of the living via an "Anchor", which is an object or a place related to either the person they were when alive or the events leading to their death. It provides them memories to feed on and allows them to subsist, meaning they will usually start losing [[{{Mana}} Essence]] when venturing too far away from it, and their powers won't be as powerful outside of its area of influence.
* LivingMemory: Truth be told, ghosts are echoes of the dead, some part of the person they once were left behind when they died, rather than actual souls. Many of them are little more than memories of dead people playing over and over again. To reflect this, one of the unique ways ghosts can regain [[{{Mana}} Essence]] is by having people remembering them or thinking about them, thus feeding their memory.
* OurGhostsAreDifferent: They are always part of someone dead left behind, usually as the result of a sudden or traumatic death, but beyond that they can be a lot of different things; some are barely sentient images and memories constantly repeating the events of their demise, while others are still very intelligent and capable of thinking. They also are perhaps the most common supernatural beings in the New World of Darkness, but the large majority of them barely have the ability to influence the outside world, and the truly powerful, dangerous ones are fairly rare. Usually, they stick to the physical world by feeding on Essence and memory from Anchors, and need help in order to move in the afterlife. Finally, they cannot hope to evolve and increase in power as long as they are in the physical world, but become capable of doing so once they are in the Underworld, though getting out after that is less than easy.
* UnfinishedBusiness: Many ghosts find themselves unable to move to the afterlife because they still have something left to do in the physical world.
* TheUsualAdversaries: While not all ghosts are malevolent or hostile toward Sin-Eaters, they are still drawn to them for various reasons, present everywhere in the Underworld, and canonically the most common type of supernatural in the setting; as a result, the large majority of antagonists or problems Sin-Eaters have to deal with tend to be ghosts.
* GhostlyChill: One of the most common abilities they have. In fact, the majority of them cannot do much more impressive than this.
* GhostlyGoals: The wide majority of them are Type A, either constantly repeating the events that led to their demise or wishing to solve UnfinishedBusiness so they can move on. Unfortunately, they can be Type B as well if they were made from particularly evil people or if they have grown insane enough
* HauntedFetter: Ghosts typically are connected to the world of the living via an "Anchor", which is an object or a place related to either the person they were when alive or the events leading to their death. It provides them memories to feed on and allows them to subsist, meaning they will usually start losing [[{{Mana}} Essence]] when venturing too far away from it, and their powers won't be as powerful outside of its area of influence.
* LivingMemory: Truth be told, ghosts are echoes of the dead, some part of the person they once were left behind when they died, rather than actual souls. Many of them are little more than memories of dead people playing over and over again. To reflect this, one of the unique ways ghosts can regain [[{{Mana}} Essence]] is by having people remembering them or thinking about them, thus feeding their memory.
* OurGhostsAreDifferent: They are always part of someone dead left behind, usually as the result of a sudden or traumatic death, but beyond that they can be a lot of different things; some are barely sentient images and memories constantly repeating the events of their demise, while others are still very intelligent and capable of thinking. They also are perhaps the most common supernatural beings in the New World of Darkness, but the large majority of them barely have the ability to influence the outside world, and the truly powerful, dangerous ones are fairly rare. Usually, they stick to the physical world by feeding on Essence and memory from Anchors, and need help in order to move in the afterlife. Finally, they cannot hope to evolve and increase in power as long as they are in the physical world, but become capable of doing so once they are in the Underworld, though getting out after that is less than easy.
* UnfinishedBusiness: Many ghosts find themselves unable to move to the afterlife because they still have something left to do in the physical world.
* TheUsualAdversaries: While not all ghosts are malevolent or hostile toward Sin-Eaters, they are still drawn to them for various reasons, present everywhere in the Underworld, and canonically the most common type of supernatural in the setting; as a result, the large majority of antagonists or problems Sin-Eaters have to deal with tend to be ghosts.
to:
*
* GhostlyChill: One of the most common abilities they have. In fact, the majority of them cannot do much more impressive
* GhostlyGoals: The wide majority of them are Type A, either constantly repeating the events that led to their demise or wishing to solve UnfinishedBusiness so they can move on. Unfortunately, they can be Type B as well if they were made from particularly evil people or if they have grown insane enough
* HauntedFetter: Ghosts typically are connected to the world of the living via an "Anchor", which is an object or a place related to either the person they were when alive or the events leading to their death. It provides them memories to feed on and allows them to subsist, meaning they will
* LivingMemory: Truth be told, ghosts are echoes of the dead, some part of the person
* OurGhostsAreDifferent: They are always part of someone dead left behind, usually as the result of a sudden or traumatic death, but beyond that they can be a lot of different things; some are barely sentient images and memories constantly repeating the events of their demise, while others are still very intelligent and capable of thinking. They also are perhaps the most common supernatural beings in the New World of Darkness, but the large majority of them barely have
* AntiVillain: Many Reapers are actually outright likable and heroic people, the problem is that
* UnfinishedBusiness: Many ghosts find themselves unable to move
* TheUsualAdversaries: While not all ghosts are malevolent or hostile toward
* AscendedFanboy: Villainous version; they once loved and served the deathlords, now they're the right-hand wraiths of the gods.
* BadassCreed: ''The dead belong below.''
* BigBad: 2E introduce them as the biggest threat the Bound usually have to face; while they do not ''rule'' the Underworld per say (they believe they answer to Chtonic Gods who might or might not exist), they are
* DontFearTheReaper: Subverted. They seem harmless to the living, right up until it turns out they don't actually care. If the living must die or be sealed in the Underworld to sort the unquiet from the living, so be it.
* HeroAntagonist: Nicer Reapers are often the only sources of law and order in the Underworld outside of Dead Dominions. They just have a view of it completely incompatible with Sin-Eater campaigns to reform it.
* KnightTemplar: They don't care if the dead would be better served by remaining among the living, or even if they have to
* ManipulativeBastard: Particularly smart and dangerous Reapers will approach ghosts in non-masked form and convince them to come to the Underworld willingly.
* MaskOfPower: They uses Death Masks as such; usually they are just normal ghosts, but putting on their Masks allows them to assume monstrous, much more powerful forms.
* OneWingedAngel: Their Deathmask grant them an alternate form with higher starts and a much more monstrous, bizarre appearance.
* WasOnceAMan: Downplayed. They're ghosts, but becoming a Reaper doesn't really change them further than that, just gives them a mission and a superpowered alternate form. They're still just as much people as Sin-Eaters are, and may be
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[[folder:Kerberoi]]
Creatures from the Underworld of unknown origin, the Kerberoi serve as the closest thing it has to rulers. Each of them is assigned to a particular Dominion here, and has as its function to enforce the Old Laws of the Dominion and punish those who break them. Unfortunately, said laws are so old and alien they tend to be beyond the understanding of humans and Sin-Eaters.
Creatures from the Underworld of unknown origin, the Kerberoi serve as the closest thing it has to rulers. Each of them is assigned to a particular Dominion here, and has as its function to enforce the Old Laws of the Dominion and punish those who break them. Unfortunately, said laws are so old and alien they tend to be beyond the understanding of humans and Sin-Eaters.
to:
Creatures from the Underworld
[[folder:Ghosts]]
The beings most commonly met by Sin-Eaters, ghosts can end up having a wide variety of
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* AscendedExtra: Unlike most Ephemeral beings introduced in the other gamelines ([[TabletopGame/WerewolfTheForsaken Spirits]], [[TabletopGame/MageTheAwakening Goetia]], [[TabletopGame/DemonTheDescent Angels]], [[TabletopGame/MummyTheCurse Amkhata]]...), ghosts have actually been there since the very first ''TabletopGame/NewWorldOfDarkness'' corebook, but they were little more than a sample type of antagonists for everyone in the setting, with little detail given about them aside from their basic mechanics. ''Geist'' makes them its main theme and flesh them out, giving them more background in the process.
* GhostlyChill: One of the most common abilities they have. In fact, the majority of them cannot do much more impressive than this.
* GhostlyGoals: The wide majority of them are Type A, either constantly repeating the events that led to their demise or wishing to solve UnfinishedBusiness so they can move on. Unfortunately, they can be Type B as well if they were made from particularly evil people or if they have grown insane enough
* HauntedFetter: Ghosts typically are connected to the world of the living via an "Anchor", which is an object or a place related to either the person they were when alive or the events leading to their death. It provides them memories to feed on and allows them to subsist, meaning they will usually start losing [[{{Mana}} Essence]] when venturing too far away from it, and their powers won't be as powerful outside of its area of influence.
* LivingMemory: Truth be told, ghosts are echoes of the dead, some part of the person they once were left behind when they died, rather than actual souls. Many of them are little more than memories of dead people playing over and over again. To reflect this, one of the unique ways ghosts can regain [[{{Mana}} Essence]] is by having people remembering them or thinking about them, thus feeding their memory.
* OurGhostsAreDifferent: They are always part of someone dead left behind, usually as the result of a sudden or traumatic death, but beyond that they can be a lot of different things; some are barely sentient images and memories constantly repeating the events of their demise, while others are still very intelligent and capable of thinking. They also are perhaps the most common supernatural beings in the New World of Darkness, but the large majority of them barely have the ability to influence the outside world, and the truly powerful, dangerous ones are fairly rare. Usually, they stick to the physical world by feeding on Essence and memory from Anchors, and need help in order to move in the afterlife. Finally, they cannot hope to evolve and increase in power as long as they are in the physical world, but become capable of doing so once they are in the Underworld, though getting out after that is less than easy.
* UnfinishedBusiness: Many ghosts find themselves unable to move to the afterlife because they still have something left to do in the physical world.
* TheUsualAdversaries: While not all ghosts are malevolent or hostile toward Sin-Eaters, they are still drawn to them for various reasons, present everywhere in the Underworld, and canonically the most common type of supernatural in the setting; as a result, the large majority of antagonists or problems Sin-Eaters have to deal with tend to be ghosts.
[[/folder]]
[[folder:Kerberoi]]
Creatures from the Underworld of unknown origin, the Kerberoi serve as the closest thing it has to rulers. Each of them is assigned to a particular Dominion here, and has as its function to enforce the Old Laws of the Dominion and punish those who break them. Unfortunately, said laws are so old and alien they tend to be beyond the understanding of humans and Sin-Eaters.
----
* GhostlyChill: One of the most common abilities they have. In fact, the majority of them cannot do much more impressive than this.
* GhostlyGoals: The wide majority of them are Type A, either constantly repeating the events that led to their demise or wishing to solve UnfinishedBusiness so they can move on. Unfortunately, they can be Type B as well if they were made from particularly evil people or if they have grown insane enough
* HauntedFetter: Ghosts typically are connected to the world of the living via an "Anchor", which is an object or a place related to either the person they were when alive or the events leading to their death. It provides them memories to feed on and allows them to subsist, meaning they will usually start losing [[{{Mana}} Essence]] when venturing too far away from it, and their powers won't be as powerful outside of its area of influence.
* LivingMemory: Truth be told, ghosts are echoes of the dead, some part of the person they once were left behind when they died, rather than actual souls. Many of them are little more than memories of dead people playing over and over again. To reflect this, one of the unique ways ghosts can regain [[{{Mana}} Essence]] is by having people remembering them or thinking about them, thus feeding their memory.
* OurGhostsAreDifferent: They are always part of someone dead left behind, usually as the result of a sudden or traumatic death, but beyond that they can be a lot of different things; some are barely sentient images and memories constantly repeating the events of their demise, while others are still very intelligent and capable of thinking. They also are perhaps the most common supernatural beings in the New World of Darkness, but the large majority of them barely have the ability to influence the outside world, and the truly powerful, dangerous ones are fairly rare. Usually, they stick to the physical world by feeding on Essence and memory from Anchors, and need help in order to move in the afterlife. Finally, they cannot hope to evolve and increase in power as long as they are in the physical world, but become capable of doing so once they are in the Underworld, though getting out after that is less than easy.
* UnfinishedBusiness: Many ghosts find themselves unable to move to the afterlife because they still have something left to do in the physical world.
* TheUsualAdversaries: While not all ghosts are malevolent or hostile toward Sin-Eaters, they are still drawn to them for various reasons, present everywhere in the Underworld, and canonically the most common type of supernatural in the setting; as a result, the large majority of antagonists or problems Sin-Eaters have to deal with tend to be ghosts.
[[/folder]]
[[folder:Kerberoi]]
Creatures from the Underworld of unknown origin, the Kerberoi serve as the closest thing it has to rulers. Each of them is assigned to a particular Dominion here, and has as its function to enforce the Old Laws of the Dominion and punish those who break them. Unfortunately, said laws are so old and alien they tend to be beyond the understanding of humans and Sin-Eaters.
----
* GreaterScopeVillain: Potentially; while most Kerberoi will be neutral toward Sin-Eaters as long as they respect the Old Laws, [[AwakeningTheSleepingGiant they become a force to reckon with if you do break said laws]]. However, leaving their Dominion will weaken them as they go further away from it, and leaving the Underworld is impossible for them period, so those with a grudge toward Sin-Eaters back at the surface [[TheManBehindTheMan will often recruit Reapers to bring them back]].
* HomefieldAdvantage: Kerberoi are at their most powerful inside their Dominion; while they can leave it, their power will weaken the further away they get from it.
* HomefieldAdvantage: Kerberoi are at their most powerful inside their Dominion; while they can leave it, their power will weaken the further away they get from it.
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[[folder:Chthonic Reapers]]
Introduced in 2E, these kind of Reapers are technically a subcategory of ghosts, those who have come to view the natural order of the Underworld as a good thing and worship its deathlords (or Chthonic Gods, as they like to say). This would just make them interesting sights in the Underworld, except the Gods are known to reward their faithful with the [[MaskPower deathmasks]] of fallen geister. By putting on these masks, Reapers have the ability to [[OneWingedAngel powerful forms]] in a religious trance where all their personality boils away to a single mission; to take the unquiet dead to the Underworld, whether they like it or not. And if the living get in the way... well, they were gonna die anyway.
Introduced in 2E, these kind of Reapers are technically a subcategory of ghosts, those who have come to view the natural order of the Underworld as a good thing and worship its deathlords (or Chthonic Gods, as they like to say). This would just make them interesting sights in the Underworld, except the Gods are known to reward their faithful with the [[MaskPower deathmasks]] of fallen geister. By putting on these masks, Reapers have the ability to [[OneWingedAngel powerful forms]] in a religious trance where all their personality boils away to a single mission; to take the unquiet dead to the Underworld, whether they like it or not. And if the living get in the way... well, they were gonna die anyway.
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[[folder:Absent]]
Introduced in 2E,
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* AntagonistAbilities: While Reapers are regular Rank 2 Ghosts (AKA slightly more powerful than a human being) in their natural states, putting on their Death Mask upgrades them to Rank 4 to 5 (AKA demi-god level of power), giving them way higher stats than Sin-Eaters usually will have. On top of that, they possess the ability to kidnap ghosts inside their own bodies in order to drag them back to the Underworld, and, if in numbers, may sink entire buildings, or even ''cities'' in it.
* AntiVillain: Many Reapers are actually outright likable and heroic people, the problem is that they fear any change to the status quo of the Underworld will cause more harm than good- in contrast with the Sin-Eaters, who do believe a serious change is needed.
* AscendedFanboy: Villainous version; they once loved and served the deathlords, now they're the right-hand wraiths of the gods.
* BadassCreed: ''The dead belong below.''
* BigBad: 2E introduce them as the biggest threat the Bound usually have to face; while they do not ''rule'' the Underworld per say (they believe they answer to Chtonic Gods who might or might not exist), they are the primary force defending its status quo, which the Sin-Eaters are trying to oppose.
* DontFearTheReaper: Subverted. They seem harmless to the living, right up until it turns out they don't actually care. If the living must die or be sealed in the Underworld to sort the unquiet from the living, so be it.
* HeroAntagonist: Nicer Reapers are often the only sources of law and order in the Underworld outside of Dead Dominions. They just have a view of it completely incompatible with Sin-Eater campaigns to reform it.
* KnightTemplar: They don't care if the dead would be better served by remaining among the living, or even if they have to take entire sections of the living world to the Underworld with their charges, they will. Entire cities have gone missing because the Reapers decided it was more efficient to suck the entire human populace below.
* ManipulativeBastard: Particularly smart and dangerous Reapers will approach ghosts in non-masked form and convince them to come to the Underworld willingly.
* MaskOfPower: They uses Death Masks as such; usually they are just normal ghosts, but putting on their Masks allows them to assume monstrous, much more powerful forms.
* OneWingedAngel: Their Deathmask grant them an alternate form with higher starts and a much more monstrous, bizarre appearance.
* WasOnceAMan: Downplayed. They're ghosts, but becoming a Reaper doesn't really change them further than that, just gives them a mission and a superpowered alternate form. They're still just as much people as Sin-Eaters are, and may be more human than many geister.
[[/folder]]
[[folder:Absent]]
Introduced in 2E, Absent are those ghosts who have the Numina and desperation to discover something important; while ghosts are ultimately living memories, those memories don't have to belong solely to the ghost in question. Anything emotionally charged enough can stabilize their Corpus, and help stave off the [[AndIMustScream horror]] of dissolution into the Underworld. This allows the Absent to change in large ways normally denied to other ghosts, [[PromotedToPlayable making them playable]].
----
* AntiVillain: Many Reapers are actually outright likable and heroic people, the problem is that they fear any change to the status quo of the Underworld will cause more harm than good- in contrast with the Sin-Eaters, who do believe a serious change is needed.
* AscendedFanboy: Villainous version; they once loved and served the deathlords, now they're the right-hand wraiths of the gods.
* BadassCreed: ''The dead belong below.''
* BigBad: 2E introduce them as the biggest threat the Bound usually have to face; while they do not ''rule'' the Underworld per say (they believe they answer to Chtonic Gods who might or might not exist), they are the primary force defending its status quo, which the Sin-Eaters are trying to oppose.
* DontFearTheReaper: Subverted. They seem harmless to the living, right up until it turns out they don't actually care. If the living must die or be sealed in the Underworld to sort the unquiet from the living, so be it.
* HeroAntagonist: Nicer Reapers are often the only sources of law and order in the Underworld outside of Dead Dominions. They just have a view of it completely incompatible with Sin-Eater campaigns to reform it.
* KnightTemplar: They don't care if the dead would be better served by remaining among the living, or even if they have to take entire sections of the living world to the Underworld with their charges, they will. Entire cities have gone missing because the Reapers decided it was more efficient to suck the entire human populace below.
* ManipulativeBastard: Particularly smart and dangerous Reapers will approach ghosts in non-masked form and convince them to come to the Underworld willingly.
* MaskOfPower: They uses Death Masks as such; usually they are just normal ghosts, but putting on their Masks allows them to assume monstrous, much more powerful forms.
* OneWingedAngel: Their Deathmask grant them an alternate form with higher starts and a much more monstrous, bizarre appearance.
* WasOnceAMan: Downplayed. They're ghosts, but becoming a Reaper doesn't really change them further than that, just gives them a mission and a superpowered alternate form. They're still just as much people as Sin-Eaters are, and may be more human than many geister.
[[/folder]]
[[folder:Absent]]
Introduced in 2E, Absent are those ghosts who have the Numina and desperation to discover something important; while ghosts are ultimately living memories, those memories don't have to belong solely to the ghost in question. Anything emotionally charged enough can stabilize their Corpus, and help stave off the [[AndIMustScream horror]] of dissolution into the Underworld. This allows the Absent to change in large ways normally denied to other ghosts, [[PromotedToPlayable making them playable]].
----
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* AntagonistAbilities: While Reapers are regular Rank 2 Ghosts (AKA slightly more powerful than a human being) in their natural states, putting on their Death Mask upgrades them to Rank 4 to 5 (AKA demi-god level of power), giving them way higher stats than Sin-Eaters usually will have. On top of that, they possess the ability to kidnap ghosts inside their own bodies in order to drag them back to the Underworld, and, if in numbers, may sink entire buildings, or even ''cities'' in it.
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* BigBad: 2E introduce them as the biggest threat usually have to face; while they do not ''rule'' the Underworld per say (they believe they answer to Chtonic Gods who might or might not exist), they are the primary force defending its status quo, which the Sin-Eaters are trying to oppose.
to:
* BigBad: 2E introduce them as the biggest threat the Bound usually have to face; while they do not ''rule'' the Underworld per say (they believe they answer to Chtonic Gods who might or might not exist), they are the primary force defending its status quo, which the Sin-Eaters are trying to oppose.
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* AntiVillain: Many Reapers are actually outright likable and heroic people, the problem is that they fear any change to the status quo of the Underworld will cause more harm than good.
to:
* AntiVillain: Many Reapers are actually outright likable and heroic people, the problem is that they fear any change to the status quo of the Underworld will cause more harm than good.good- in contrast with the Sin-Eaters, who do believe a serious change is needed.
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* BigBad: 2E introduce them as the biggest threat usually have to face; while they do not ''rule'' the Underworld per say (they believe they answer to Chtonic Gods who might or might not exist), they are the primary force defending its status quo, which the Sin-Eaters are trying to oppose.
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* OneWingedAngel: Their Deathmask grant them an alternate form with higher starts and a much more monstrous, bizarre appearance.
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* ConditionedToAcceptHorror: Starting with 2E, Sin-Eaters get the "Tolerance for Biology" merit for free to reflect their inability to be shocked by the gore and the biologically strange; after all, when you see ghosts of gruesomely murdered people everyday and travel on regular basis in the Underworld, most horrifying things the living world has to offer feel tame by comparison.
to:
* ConditionedToAcceptHorror: Starting with 2E, Sin-Eaters get the "Tolerance for Biology" merit for free to reflect their inability to be shocked by the gore and the biologically strange; after all, when you see ghosts of gruesomely murdered people everyday and travel on regular basis in the Underworld, most of the horrifying things the living world has to offer feel tame by comparison.
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* ConditionedToAcceptHorror: Starting with 2E, Sin-Eaters get the "Tolerance for Biology" merit for free to reflect their inability to be shocked by the gore and the biologically strange; after all, when you see ghosts of gruesomely murdered people everyday and travel on regular basis in the Underworld, most horrifying things the living world has to offer feel tame by comparison.
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** In 2E, this is changed to merely downgrading any damage to bashing right away, but can now be used without the usual Plasm per turn limit ''and'' and can also be used as a HealingFactor.
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** In 2E, this is changed to merely downgrading any damage to bashing right away, but can now be used without the usual Plasm per turn limit ''and'' and can also be used is appliable after the wound was suffered, making it double as a HealingFactor.
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* BlackMage: Fittingly given their nature as revenge-oriented nature, their powers are primarily offensive-oriented; two of their Affinity Haunt, the Rage and the Curse, are about inflicting damages and bring bad luck respectively, and they get additional benefits from buying the Retribution merit, which increases their fighting prowess when they seek revenge.