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Adding the Sin-Eater Template; Or: What Makes You Dead Inside
Topic Started: Jan 11 2012, 03:11 AM (66 Views)
UberKryos
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Almighty Game Master
First of all, don't panic. The character creation rules as stated in the previous post still stand. We're not going to be contradicting anything stated there, only adding to it. In fact, the additions are relatively minimal.

The first thing that happens when you become a Sin-Eater is that you get a freebie dot in the Sin-Eaters' Power Stat, Psyche. Psyche is sort of a global gauge for power, and has a significant effect on your overall level of ability. For the purposes of statting up a character, we're concerned with Psyche's effects on Plasm, which is the Sin-Eaters' Energy Stat, restricting their use of abilities. A Psyche of 1 gives you a max Plasm of 14. In addition, it allows you to spend one Plasm per turn.

After this, you have to make a few choices, specifically, you must:
1. Pick an Archetype
2. Choose a Threshold
3. Pick two Keys
4. Gain three dots of Manifestations.

We'll tackle them in order.

First of all, your Archetype is your attitude towards your death, and any revelations that sprung from said death. There are eight of them, and they serve to augment the Vice/Virtue system. Appending the previous tutorial's statements, when an action pertaining to your Vice or Virtue also pertains to your Archetype, you regain Plasm in addition to willpower, at the rate of one Plasm for a Vice action or full Plasm for a Virtue action.

The available Archetypes are:
1. Advocate. Advocates believe that they must use their new-found power to help the dead move on. They tend to feel that they are in debt because they have gained a new lease on life, and that helping the dead is their method of paying it back.
2. Bonepicker. Bonepickers believe that they should resume living, and use their abilities to make life better for themselves. They aren't lazy, they just believe that they should be compensated for their work.
3. Celebrant. Celebrants believe that they have gained a second chance, and so must use it to live life to the fullest. Thus, they tend to be thrill seekers and daredevils.
4. Gatekeeper. Gatekeepers believe that the living and the dead need to be kept separate, and that their position as someone on both sides of the divide obligates them to enforce this.
5. Mourner. Mourners feel that their connections to the living were severed when they died, and that they are a more a part of the world of the dead. They tend to believe that death isn't an ending so much as a change.
6. Necromancer. Necromancers are fascinated by the knowledge they can gain from the dead and the underworld, and do their best to learn as much as they can from them.
7. Pilgrim. Pilgrims try to help the living to resolve fetters before they die, thus avoiding becoming ghosts entirely.
8. Reaper. Reapers believe that it is their duty to make the world a better place by killing those who don't deserve to live and protecting those who do.


Next, your Threshold is the manner in which you (almost) died. There are five of them.
1. The Torn, who died by violence.
2. The Silent, who died by deprivation.
3. The Prey, who were killed by nature.
4. The Stricken, who died from pestilence.
5. The Forgotten, who were killed by freak chance.


Keys are lenses through which your powers are used. Paired with a Manifestation, a Key creates an actual ability. There are ten Keys, and they are as follows:
1. The Pyre-Flame Key, representing fire, heat, and ash.
2. The Tear-Stained Key, representing water, specifically drowning and the sea.
3. The Cold Wind Key, representing air, storms, and cold.
4. The Grave-Dirt Key, representing earth, cemeteries, and catacombs.
5. The Industrial Key, representing power over machinery and technology, especially that which is antiquated.
6. The Passion Key, representing control over emotions.
7. The Phantasmal Key, representing control over illusions.
8. The Primeval Key, representing nature and animals.
9. The Stigmata Key, representing blood and the spirit world.
10. The Stillness Key, representing stealth and the dulling of senses.

Each Threshold has two of the ten Keys associated with it. One of your two starting Keys must be from your Threshold. The other can be anything, and represents the power of your Geist.
The Keys, as associated with their Thresholds, are as follows:

The Torn get the Stigmata Key and the Passion Key.
The Silent get the Stillness Key and the Cold Wind Key.
The Prey get the Primeval Key and the Grave-Dirt Key.
The Stricken get the Phantasm Key and the Tear-Stained Key.
The Forgotten get the Industrial Key and the Pyre-Flame Key.


Finally, we get three points to put into Manifestations. These can be split between them any way we like. Again, remember that individual abilities are combinations of a Key and a Manifestation.
The seven Manifestations are as follows:
The Boneyard, which deals with control over one's environment.
The Caul, which deals with reshaping one's body.
The Curse, which deals with debilitating others.
The Marionette, which deals with controlling objects, animals, and people.
The Oracle, which deals with heightening the senses supernaturally.
The Rage, which deals with directly attacking others.
The Shroud, which deals with defending oneself.
Edited by UberKryos, Jan 11 2012, 03:48 AM.
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