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Nothing is born which


Death makes not subject
of his state.
--Bhartrhari,
"Of Time the Destroyer"

Credits Dedication
Authors: Liz Argall, Dave Brookshaw, Theo Co- For Lily.
han-Diaz, José Garcia, Emily Griggs, Lawerence Haw-
kins, Olivia Hill, Alisha Karabinus, Eloy Lasanta, James Special Thanks
Mendez Hodes, Vivian Paul, Neall Raemonn Price,
Rebecca Slitt, Chris Spivey, Travis Stout, Vera Vartanian, Ethan Skemp and Aileen Miles, for giving the game
Kat Veldt, Stew Wilson, Filamena Young of second chances its first chance.
The frst edition authors , for a legacy of wonder.
Developer: Travis Stout
Editor: Dixie Cochran Whitney Beltrán for her help in filling this book with
diverse voices.
Indexer:
Rose Bailey for constant help and advice for a new
Art Director: Mike Chaney
developer.
Artists: Sam Araya, Ken Meyer Jr., Brian Leblanc,
Luis Sanz, Drew Tucker, Avery Butterworth, John Cobb,
Vince Locke
Development Producer: Dixie Cochran
Operations Director: Matt McElroy
Creative Director: Richard Thomas

© 2019 White Wolf Entertainment AB. All rights reserved. Reproduction without the
written permission of the publisher is expressly forbidden, except for the purposes of
reviews, and for blank character sheets, which may be reproduced for personal use
only. White Wolf, Vampire, Chronicles of Darkness, Vampire: The Masquerade, and
Mage: The Ascension are registered trademarks of White Wolf Entertainment AB.
All rights reserved. Vampire: The Requiem, Werewolf: The Apocalypse, Werewolf:
The Forsaken, Mage: The Awakening, Promethean: The Created, Changeling: The
Lost, Hunter: The Vigil, Geist: The Sin-Eaters, V20, Anarchs Unbound, Storyteller System, and Storytelling System are
trademarks of White Wolf Entertainment AB
All rights reserved. All characters, names, places and text herein are copyrighted by White Wolf Entertainment AB.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction
and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Check out White Wolf online at http://www.white-wolf.com/
Keep up to date with Onyx Path Publishing at http://theonyxpath.com/

2 Geist: the Sin-Eaters Second Edition

Introduction 11 On Loss and Having 55


Themes 11 Out of Sight, Out of Mind 55
Empathy 11 It Gets Worse 57
Self vs. Service 11 Hitting Bottom 57
Hope and Joy 11 What About the Light? 57
Looking Back to Look Forward 12 The Bargain 57
How to Use this Book 12 A Short Drop 58
Chapters 12 And a Sudden Stop 58
Storytelling Games 13 Hanging Around 59
Inspirational Media 14 The Carnival 60
Books 14 Born In Death 60
Movies & TV 14 Finding Religion 61
Glossary 14 Finite Eternity 62
The Underworld 62
Chapter One: The Lands of the Dead 62
The Quick and the Dead 19 The Upper Reaches 63
The Abiding 20 The River Cities 63
The Bereaved 23 The Rivers of Death 64
The Lower Mysteries 65
The Hungry 26 The Ocean of Fragments 66
The Kindly 29 Beyond the Beyond 67
The Vengeful 32 Chapter Three: One Foot in the Grave 71
Furies 35 Character Creation 71
Mourners 38 Step One: Concept 71
Step Two: Attributes 72
Necropolitans 41
Step Three: Skills 72
Pilgrims 44 Step Four: Skill Specialties 72
Undertakers 47 Step Five: Sin-Eater Template 73
Chapter Two: The Road Back 53 Step Six: Merits 74
Step Seven: Advantages 75
The Living 53
Geist Creation 75
The Sin-Eater 54
Step One: Concept 75
The Dead 55
Step Two: Remembrance Traits 75

Table of Contents 3

Step Two: Attributes 75 Strange Keys 132


Step Three: Virtue and Vice 75 Enduring Symbols 132
Step Four: Crisis Point Triggers 75 Collectibles 133
Step 5: Ephemeral Entity Traits 76 Creating a Memento 133
Step Six: Advantages 76 Example Mementos 134
Character Advancement 76 Chapter Four: Old Laws 139
Non-Experience Based Advancement 77
Krewe Creation 77 Traits 139
The Sin-Eaters 78 Attributes 140
The Dead 78 Mental Attributes 140
The Living 79 Physical Attributes 140
Background Players 79 Social Attributes 140
Creating the Krewe 79 Skills 141
Anchors 81 Skill Specialties 141
Root 81 Mental Skills 141
Bloom 82 Physical Skills 142
Setting Down Roots and Flowering Fruits 82 Social Skills 144
Touchstones 83 Willpower 145
Example Touchstones 84 Anchors 145
Merits 85 Speed 146
Merit Tags 85 Defense 146
Sanctity of Merits 85 Actions 146
Supernatural Merits 89 Extended Actions 147
Synergy 90 Common Actions 149
Crisis Points 91 Abjuration 149
Losing Synergy 95 Argument 149
Plasm 95 Carousing 149
Gaining Plasm 96 Fast-Talk 149
Using Plasm 96 Interrogation 149
Sin-Eater Abilities 96 Intimidation 150
Physical Medium 96 Investigating a Scene 150
Possession Immunity 97 Jumping 150
Plasmic Healing 97 Repair 150
Liminal Aura 99 Research 150
Ectophagia 99 Shadowing a Mark 150
Remembrance Traits 100 Sneaking 151
Unleashing the Geist 100 Warding and Binding 151
Haunts 100 Rolling Dice 151
Learning Haunts 101 Dice Pool 151
Supernatural Conflict 101 Roll Results 152
The Boneyard 101 When to Roll Dice 152
The Caul 103 Action Scenes 152
The Curse 106 Turns 152
The Dirge 107 Initiative 153
The Marionette 109 Social Maneuvering 153
The Memoria 111 Goals 153
The Oracle 113 Doors 153
The Rage 116 Impression 154
The Shroud 117 Opening Doors 154
The Tomb 119
Keys 121 Violence 156
Ceremonies 124 Intent 156
Symbolism and Sacrifice 124 Down and Dirty Combat 156
Detailed Violence 157
The Working 124
Innate Sin-Eater Ceremonies 125 Weapons and Armor 160
Other Ceremonies 127 Injury and Healing 162
Mementos 131 Suffering Damage 162
Healing 162
Death Trinkets 131

4 Geist: the Sin-Eaters Second Edition

Sources of Harm 163 Esotery 176


Disease 163 Ceremonies 177
Poison 163 Regalia 177
Drugs 163 Krewe Action 178
Electricity 163 Step One: Determine the Desired Outcome 178
Extreme Environments 164 Step Two: Determine Complexity 178
Falling 164 Step Three: Determine the Tasks 179
Fire 164 Step Four: Establish the Structure 179
Equipment 165 Step Five: Generate Effort 180
Mental Equipment 165 Step Six: Repeat 180
Automotive Tools 165 Step Seven: Resolve Action 180
Cache 165 Krewe vs. Krewe 181
Communications Headset 166 Harm, Healing, and Schism 182
Crime Scene Kit 166 Krewe Conditions 182
Code Kit 166 Casualties 183
Cracking Software 166 Diminished 183
Digital Recorder 166 Shaken Faith 183
Duct Tape 166 Coup d’Etat 183
First-Aid Kit 166 Heresy 184
Flashlight 166 Ghosts 185
Glowstick 167 The Nature of Ghosts 185
GPS Tracker 167 Ghost Traits 187
Keylogging Software 167 Rank 187
Luminol 167 Essence 188
Multi-Tool 167 Attributes, Skills, and Merits 188
Personal Computer 167 Advantages 189
Smartphones 167 Other Traits 190
Surveillance Equipment 168 Bans 190
Survival Gear 168 Banes 190
Talcum Powder 168 Influence 190
Ultraviolet Ink 168 Manifestation 191
Physical Equipment 168 Numina 192
Battering Ram 168 Anchor Jump 192
Bear Trap 169 Awe 193
Caltrops 169 Blast 193
Camouflage Clothing 169 Descend 193
Climbing Gear 169 Drain 193
Crowbar 170 Emotional Aura 193
Firearm Suppressor 170 Empower Ghost 194
Gas Mask 170 Engulf 194
Handcuffs 170 Firestarter 194
Lockpicking Kit 170 Hallucination 194
Mace (Pepper Spray) 170 Host Jump 194
Rope 171 Implant Mission 194
Stun Gun 171 Innocuous 194
Social Equipment 171 Left-Handed Spanner 194
Cash 171 Moliate 194
Disguise 171 Omen Trance 194
Fashion 171 Pathfinder 194
Services 172 Proxy 195
Objects 174 Puppeteer 195
Krewes 174 Rapture 195
Krewe Traits 174 Regenerate 195
Attributes 174 Seek 195
Merits 175 Speed 195
Doctrines 175 Sign 195
Virtue and Creed 175 Stalwart 195
Congregation 176 Telekinesis 195

Table of Contents 5

Damage 195 Numen 224


Legions of the Dead 196 Regeneration 224
Doppelgängers 196 Know Vice 224
Barghests 196 Learn Memories 224
Castoffs 196 Supernatural Merit 224
Geists 197 The Dead Identity 224
Kerberoi 197 Mr. Wong, Corpse-Untie-Immortal 224
Chthonians 198 Necromancers 225
Ghost Advancement 198 Graverobbers 226
The Underworld 199 Dr. Jordan Thames 226
Avernian Gates 199 Ritualists 227
Crossing Over 199 Erica Greenwood 227
Crossing Back 200 Necromantic Cults 228
The Guardian Geist 200 Enemy Bound 229
Dead Roads 201 Archetypal Mirrors 229
Architecture 201 Kerberoi 231
Society 201 Crime and Punishment 232
Instinct 201 Numina 233
The Ever-Hungry Maw 202 Dominion Sense 233
Needs Must: Survival in the Underworld 202 Enforcement 233
Don’t Starve 203 The Moth 233
Dark Markets 203 The Scribe 233
The Autochthonous Jungle 204 Chapter Six: The Quiet Places 237
The Politics of Passing 204 In the Room Where It Happens 237
The Rivers 204 Washington, D.C., USA 1968 237
Dead Waters 204 Southern Hospitality 242
The Ferryman’s Bond: Travel on the Rivers 205 Mobile, Alabama 1910 242
What Lies Beneath 206 Edinesis 245
Houses of the Dead 206 Edinburgh, Scotland 245
The Aegis of the Old Laws 206 Run Away Home 246
Irkalla’s Gates 207 Quilombo dos Palmares, Brazil 1654 246
The Undiscovered Country 208 Widows’ Walk and Salt Spray 247
Hindsight is 20/20 208 Winslow, Massachusetts 247
Uncanny Tableaux 208 God Will Know His Own 247
Ylem 209 Carcassonne, France, 1360 247
As Below, So Above 210 Solstice Spirals 248
The Ocean of Fragments 211 Bru na Boinne, Ireland 248
Navigating the Final Frontier 211 Mega City 4 248
Chapter Five: Antagonists 215 Beijing, China 248
Reapers 215 City of Spices 250
A Ghost Like You 215 Calicut, India 1526 250
The Dead Belong Below 216 Dominion: The Nameless Bridges 251
Harvesting Methods 216 Dominion: The Nursery 252
Strength in Numbers 217 Dominion: The Cavern of Flame 254
Mechanics 217 Dominion: The Dead Forest 254
Faces of Death 217 Dominion: The Crossroads 255
Desperate Spouse 217 Chapter Seven: Ghost Stories 259
Ambitious Reformer 218 Theme 260
Ruthless Judge 219 Those Left Behind 260
Cannibal Geist 220 Why We Fight 260
Eaters of the Dead 221 Breaking the Cycle 260
Ghosts and Shadows 221 Mood 261
Haute Cuisine 221 Hope, Joy, & Healing 261
New Advantage: Rapacity 223 Modernity 261
Dread Powers 223 Conflict 261
Anchor Eater 223 Sin-Eater vs. Sin-Eater 261
Death Inurement 223 Sin-Eater vs. Ghost 262
Abmortality 224

6 Geist: the Sin-Eaters Second Edition

Sin-Eater vs. Geist 262 Extreme Heat 294


Sin-Eater vs. Underworld 262 Flooded 294
Sin-Eater vs. Society 262 Heavy Rain 294
Being a Storyteller 262 Heavy Winds 295
The Golden Rule 263 Ice 295
The Chronicle 263 Immobilized 295
One-Shot vs. Chronicle 264 Insane 295
Building a Story 265 Insensate 296
Remembrance 266 Knocked Down 296
Creating a Remembrance 266 Leg Wrack 296
Resolving Remembrances 267 Poisoned 297
End Game 267 Sick 297
Catabasis 268 Stunned 297
Catharsis 269 Conditions 299
Cabeiros 269 Addled 299
Story Seeds 270 Bonding 299
Art Show Horror Show 270 Dead 299
Bad Air Day 272 Defiant 299
Necromancer Blues 272 Echoes 299
Dead Letter Drop 273 Ferry Bound 299
Intensives 273 Flatlining 300
Begin at the Ending 274 Fugue 300
Cutups 275 Ghost-Marked 300
The Geist Card 275 Indebted 300
Common Questions 275 Lawbreaker 300
Storyteller Cheat Sheet 277 Memento Collector 301
Before the Game 277 Regalia 301
The First Chapter 277 Spooked 301
During Play 277 Theophany 301
End of Chapter 277 Unleashed 301
End of Story 277 Wavering 302
Appendix One: The Absent 280 Weakened Bond 302
Ephemeral Influence and
Being Absent 280
Manifestation Conditions 302
What the Absent Do 281
Anchor 302
Making Room 281
Bound Geist 303
Can’t Stop the Hustle 281
Claimed 303
Concerning the Living 281
Controlled 303
Concerning the Dead 282
Engulfed 303
Concerning the Strange 284
Fettered 304
Memories 285
Materialized 304
New Trait: Memories 286
Open 304
Acquiring Memories 286
Possessed 304
Memory Bleed 288
Underworld Gate 304
Merits 288
Urged 305
Iconography Merits 288
Haunt Conditions & Tilts 305
Death and Dying: Making Ghosts 290
Actor 305
Ghost Advancement 291
Boneyard 305
Appendix Two: Conditions & Tilts 292 Caul 305
Tilts 292 Curse 306
Arm Wrack 292 Dirge 306
Beaten Down 292 Marionette 306
Blinded 292 Memoria 307
Blizzard 293 Oracle 307
Deafened 293 Rage 307
Drugged 293 Servant 307
Earthquake 293 Shroud 308
Extreme Cold 294 Tomb 308

Table of Contents 7

A Brighter Morning
Prologue wo women sat at the candlelit dining room table
with their hands on the spirit board, unaware of the
figure that hovered above them. Oliver knew them
very well. Like all his tenants, Oliver had given
them a “grace period,” a time to settle into the house before he
made himself known. He took that time to learn all about them.
He knew that the older woman in the ponytail and long white
t-shirt was named Jade, and that the younger woman in the full pa-
jama set who kept her hair long and untamed was named Trisha. They
were the daughters of Hari Patel, who still slept in his room on the other
side of the house, where Oliver’s parents slept when they were alive.
The Patels had fascinated Oliver from the moment they moved in. Hari was
a single father who lived entirely within Oliver’s walls, running a business
from the room that had previously been a nursery and worshipping at a
household shrine tucked away in a small closet. Jade and Trish left the
house far more often. On bad days, when Oliver felt compelled to wan-
der the house and re-create his own death, he’d watch them leave
for school instead. Jade went to a university downtown, Trisha
to a high school a few miles away. The schools had names
he couldn’t recognize and the subjects the women talked
about sounded more like things that belonged in the pages
of Amazing Stories than the world outside his window.
What excited Oliver most about the Patels was that Trisha could sense him. He was
sure that he saw her looking at him from the corners of her eyes and that she shiv-
ered whenever he was near. He broke the grace period early, touching the bathroom
mirror while she was brushing her teeth. She saw the imprint of vapor that his hand
made. While it was disheartening to see her scream and bolt directly into the bath-
tub, the makeshift séance before him now was an encouraging sign. After years of
reaching out and driving people away, someone was finally going to reach back.
Below him, the women talked.
“It’s here,” Trisha said. “I can feel it.”
Jade rolled her eyes. Trisha couldn’t see it through the dim light, but to Oliver it
was clear as day.
Trisha laid her fingers on the planchette. “Let’s get started.”
Jade said, “Trisha, if this is some kind of prank…”
“It’s not a prank. You saw the picture.”
“The hand on the mirror? Anyone of us could have done that.”

Oliver hadn’t breathed in decades but his the shining glint of silver in the man’s hands,
chest rose and fell as if he were hyperventilat- and tries to run…
ing. He grabbed at the planchette. Trisha lifted
her hands from it, and Oliver’s fingers phased “It’s just the pipes, Trish.” Jade walked over
through the plastic. to the sink with sure, steady strides. Creaks and
groans rose from the floor with every step. She
“I saw it happen, right in front of me!” Trisha turned on the faucet.
said. “And it’s not just that! Sometimes I can
hear things.” “Dad told me about this. We just have to run
the water for a bit and it’ll settle out.”
“Like now!” Oliver yelled. “Right now!”
Trisha whispered. “I-i-it’s not the p-p-pipes.”
She knitted her eyebrows and looked up at
where he was. Jade leaned over the table. The Jade turned and saw vapor rising from her
creak of the floor boards caught Trisha’s atten- sister’s mouth. It glowed in the candlelight.
tion. Oliver stiffened at the sound. Goosebumps ran up her spine.

“Trish, it’s an old house. It’s going to make They catch him. Beat him down and break all
noises.” his limbs. They stamp every tender part of his
body until he feels bruises forming down his
Jade moved back into her chair, making a torso, between his legs. The floorboards creak
louder creak. Oliver squeezed his eyes shut. He as they pull them up. They bring in a shovel,
kept saying “No” to himself, each repetition dig a hole right next to him.
less steady.
“Your pa squealed about our little arrange-
“I know what an old house sounds like!” Tr- ment,” the man with the grin says. He’s still
isha threw her arms up, gesturing to the whole grinning, maybe even wider now. “So your
house. “This isn’t it. You can’t hear it?” kin’s dead. They’re gonna find them, but your
pa loved you an awful lot. So I got something
“What am I supposed to be hearing?” Jade special.”
stomped a foot into the floor. “This?”
The boy sees the silver thing. A hacksaw…
Oliver clasped his hands on his ears. “Not
now!” Jade took a step towards her sister. The din-
ing room table flew into the air and fell over,
Mid-day. August. School’s around the corner. slamming the spirit board into the wall. The
The whole family goes out for a drive but he’s kitchen cabinets all flew open at once and every
at home. Slept in. Oldest child but just can’t dish flew towards her. One shattered on her
keep routine. Feels bad, wants to make it up, head and she tumbled to the floor.
starts making lunch for everyone. Sees a car roll
up, rushes out to greet them. Only it’s not the Every door in the house opened and slammed
Packard like it should be, it’s the shiniest Rolls in a chaotic pattern. Hari ran out of the room,
Royce he’s ever seen… demanding to know what the girls had done.
The circuit breaker behind him burst and he
Trisha put a finger to her lips. “‘Now.’ That’s was silent. Jade rose from the floor to see her
what I heard, ‘now.’ Listen!” sister staring at a man standing before her,
Jade stood up. Another creak. sliced into parts and held together by the thin-
nest viscera.
Four well-dressed men come out of the car.
He knows them now, recognizes the leader Trisha whispered prayers under her breath as
with the grin that’s far too wide. They’re not Oliver shambled towards her.
just here for Father’s money this time. Boy sees “Help me,” he said. “It hurts.”

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Introduction
The dead are all around us. They walk beside us on them. Sometimes, when that doesn’t work, they lash out
the streets, reach out to us with invisible hands, shout their in frustration, just so that people noticesomething is going
needs with voices we don’t hear. We turn away from the on, but no matter how frightening the apparition, how
very thought of them, mumbling platitudes like “he’s in a violent the manifestation, there’s still a human being at
better place” or “she’s at peace now.” the core of it.
He’s not. She isn’t. He’s here, among us, trying Sin-Eaters are the ones who understand that. They
desperately to make sure his children are looked after. live in two worlds: the world of the living and the world
She’s trapped in an endless labyrinth of gray stone, slowly of the dead. As they struggle to understand their own
leeching away into nothingness while the man who stole her identity and the cultural heritage of Sin-Eaters who came
life’s research goes unpunished. And so, when a grinning before, they act as intercessors and speakers for the dead,
stranger with pale eyes and a broken-winged angel on his helping ghosts finish their unfinished business and laying
shoulder blows into town, they turn to him for help. tormented souls to rest. They come into a haunting and
The dead are speaking. It’s time to listen. see not the monster making the walls bleed and lashing
out at the living, but the frightened father who just wants

Themes his child back.

Self vs. Service


Geist: The Sin-Eaters is a game about people. Some of
them are alive, some of them are dead, and some of them Sin-Eaters have powerful motivators to pursue their
stand between the two, but they’re all people. own personal desires: Their Burdens drive them to resolve
Geist is about giving a voice to the voiceless, about their unfinished business and their bond with their geist
standing up for the marginalized, about power and privi- drives them to reach out to it and ease its suffering. On the
lege and the responsibilities they carry with them. other hand, they also have dramatic, firsthand evidence
of how awful and oppressive the Underworld is. Resolving
Geist is a game about death.
your own issues grants peace and passage beyond this vale
Geist a game about hope. of tears, but if you’re gone, who will take up the fight? On

Empathy the flip side, no one can live for the Cause alone.

Every ghost story is, at its core, a tragedy: Someone


Hope and Joy
died with something unfinished, and now they linger on, Yes, this is a game about death and the dead, and ghost
in the world but ignored by it, trying with the often-lim- stories all have a core of tragedy, but Geist is not an
ited tools at their disposal to make the living understand angsty, gloomy game. It’s a celebration of the memories

Themes 11

there’s old wisdom to be found there, but it’s modern


thinking, progressive morality, and the audacity to stand
TRUTH AND LIES up and say “the system is broken, let’s fix it” that’s going
to change the world.
Sin-Eaters are Possessed
Sin-Eaters consider “nothing changes” to be a fail state.
False. The Bargain creates a symbiotic link They’re agitators, radicals, and punks. There’s a term
between a powerful ghost and a recently- for Bound who don’t want to get out there and change
deceased person, but the geist does not subsume things (even if not on a global/cosmic scale): that term
or control the Sin-Eater’s body. is “Storyteller character.”
Sin-Eaters Have Come
Back From the Dead
Not entirely true. Though the Bargain restores
their bodies to biological “life” (i.e. they breathe,
How to Use this Book
eat, have heartbeats, etc.), from a metaphysical Geist: The Sin-Eaters is a storytelling game of second
standpoint, Sin-Eaters are counted among the chances. It’s a complete game, with everything you need
dead. This means, among other things, that to take a group of Sin-Eaters from character creation all
magic that specifically affects the living does the way to the end of the road. You can find extended
not work on them, and that ghosts do not regain rules in the Chronicles of Darkness Rulebook.
Essence when remembered by a Sin-Eater. This book also contains the Chronicle of the Dead. The
Sin-Eaters are Immortal dead — a term which here usually means “ghosts,” but
also encompasses Sin-Eaters themselves and occasionally
False (though easily mistaken for true). While
other, stranger beings — are a prominent part of the
a Sin-Eater’s geist can bring her back from
Sin-Eater’s world, and the Chronicle of the Dead helps
fatal wounds, flesh-eating diseases, or terminal
provide your game with a thematic focus and clear goals
deprivation, eventually old age claims even the
for play. The dead are trapped in a metaphysical system
Bound. In addition, Sin-Eaters can be slain by
that seems designed to exploit and destroy them: Ghosts
attacks that echo their original death, or that
are trapped in the state of Twilight in the living world,
incorporate the bane of their geists.
bound to Anchors and able to communicate with the liv-
Sin-Eaters Speak With the Dead ing only with great difficulty. Sinister shades called Reap-
True, and more besides. To the Bound, ghosts are ers stalk them, and living necromancers and ghost-eaters
as visible and as solid as the living. Sin-Eaters see them as nothing more than expendable tools or even
also have an aura that allows ghosts to Manifest fuel. When their Anchors are destroyed, they are hurled
more easily around them. screaming into the Underworld: a cold, subterranean
Sin-Eaters Lead Death Cults otherworld that seems to feed on their very Essence.
True, though the phrase “death cult” has A game of Geist: The Sin-Eaters focuses on a krewe,
a pejorative element to it. Most Sin-Eaters a mystery cult comprising Sin-Eaters, living mortals, and
organize krewes, fellowships of living, dead, ghosts alike, and follows their battles against this system.
and those in between, to stand against the It can be a small, intimate tale of keeping your own little
Underworld and accomplish their goals. Many patch of turf safe for the dead, a grand mythic epic that
krewes are religious in nature, ranging from tears down the very Underworld itself, or even just a
wholly constructed faiths to fringe sects of more personal story of finding closure for the things that kept
established religions. you from moving on.
Sin Eaters Can Change the World
Absolutely true.
Chapters
Chapter One: The Quick and the Dead describes
the five Burdens, the reasons that Sin-Eaters cannot rest
easy in their graves, but struck their Bargain to return
of people who have passed on, seizing the pleasure there
to the world of flesh, Bound to a powerful ghost called a
is to be had in this life and the next, because whatever
geist. It also reveals the five archetypes into which most
comes after this world is a mystery. When you’re dead,
Sin-Eater krewes fall.
even the smallest indulgence reminds you of how sweet
it is just to exist. Chapter Two: The Road Back covers Sin-Eaters
themselves, their world, their society, and the friends and
Looking Back to Look Forward foes they’re likely to encounter in the game.
Chapter Three: The Quick and the Dead tells you
Sin-Eaters aren’t an ancient, monolithic culture; how to create a Sin-Eater character, and describes their
they’ve been around the mass graveyard of history, and strange powers and abilities.

12 Introduction

Chapter Four: Old Laws details the rules of the Story- strength): any die that rolls an 8, 9, or 10 is a success.
telling system, the mechanics that drive all of the Chron- Usually, even a single success is enough to succeed at what
icles of Darkness games. It also covers systems unique you’re doing, and five or more successes means you did
to Geist, such as the rules that govern the Underworld exceptionally well. There are a lot of permutations and
and krewe actions. specific rules for things like fighting, using magic, and so
Chapter Five: Antagonists delves into the principal on, but you can almost always fall back on the basic rule
antagonists of Geist, including the Reapers, Eaters of of “roll dice, look for 8s, 9s, and 10s” if you’re not sure
the Dead, mortal necromancers, Kerberoi, and even what to do next.
rival krewes. While players other than the Storyteller will generally
Chapter Six: The Quiet Places provides sketches of be advocates for their characters’ success, planning ways
potential settings for your chronicle in a variety of times in which they can succeed, a lot of drama and fun comes
and places throughout the world. It also describes several from when things don’t go well for the protagonists.
Deep Dominions, strange places within the Underworld Think of a television series. The most interesting episodes
where a ghost can gain a reprieve from its hunger… for are often the ones where everything goes wrong for the
a time, and at a price. characters until they find a way to turn it around. That
Chapter Seven: Ghost Stories contains advice for said, the Storyteller should make sure characters have a
Storytellers on running Geist, as well as mechanics for chance to bounce back rather than constantly dumping
the various endgame stories that can bring your chronicle suffering on them.
to a dramatic end. The Storyteller is responsible for…
Appendix One: The Absent gives you all the infor- …bringing the Chronicles of Darkness to life through
mation you need to create and play a ghost as a main description.
character.
…deciding where scenes start and what’s going on.
Finally, Appendix Two: Conditions and Tilts collects
…portraying characters who don’t belong to other
the various Conditions and Tilts used in Geist into a
players.
convenient, easy-to-reference location.
…involving each player and her character in the

Storytelling Games
ongoing story.
…putting players’ characters in tough spots, encour-
aging interesting decisions.
If you’re an old hand at tabletop roleplaying games, …facilitating the actions players’ characters take, while
this section is old hat to you. Go ahead and skip down making sure there are always complications.
to the section on what players and Storytellers are re- …making sure that poor dice rolls affect but don’t stop
sponsible for. the story.
If Geist is your first storytelling game, welcome! A
storytelling game is a kind of improvisational, cooperative The players are responsible for…
way of creating a story. A group of friends (we recommend …creating their own individual characters as members
between three and five, but you can play with as few as of the cast.
two or as many as you like) gets together around a table …deciding what actions their characters take.
or an online conferencing tool or the like. Most of you will …making decisions that create drama and help keep
create and control a single character, one of the protag- the story moving.
onists of the story. One of you, however, takes the role of …highlighting their characters’ strengths and weak-
Storyteller. The Storyteller controls everything else about nesses.
the world of the story: antagonists, incidental characters,
…confronting the problems the Storyteller introduces.
what happens outside of the players’ characters’ control,
and how the world reacts to their actions. …developing their characters’ personalities and abili-
ties over time, telling personal stories within the overall
A lot of the time, this is all done as a simple conver-
story of the game.
sation. The players say what their characters do or say,
the Storyteller says what happens in response, and so Everyone is responsible for…
on. When the stakes are high and there’s a possibility of …giving other players chances to highlight their char-
failure or interesting complications, the game rules step acters’ abilities and personal stories, whether that’s by
in to help adjudicate whether characters succeed or fail. showing them at their strongest or weakest.
Do you successfully exorcise the Reaper, or does it escape
…making suggestions about the story and action,
your trap? Does the necromancer shoot you, or do you
while keeping in mind the authority of players over their
dive for cover in time? Like that. Usually you’ll roll a
characters and the responsibility of the Storyteller to
number of 10-sided dice, determined by your character’s
occasionally make trouble.
Traits (ratings that describe how good your character is
at various things, like computer hacking or raw physical

How to Use This Book | Storytelling Games 13

Absent, the: Ghosts who trade memories and hustle

Inspirational Media to survive.


Archetype: A broad classification of philosophy or
religion into which most krewes fall.
Here are some books and movies that capture the tone
Avernian Gate: A portal from the world of the living
and feel of Geist.
to the Underworld , found in every cemetery in the world

Books and also in places stained by death.


Bargain, the: The agreement between geist and Bound
which ties them together and gives them power.
Greg Palmer’s Death: The Trip of a Lifetime. A somewhat
humorous look at death rituals around the world: excel- Bereaved, the: The Burden of those whom death
lent inspiration for Sin-Eaters’ and culture. separated from someone or something they love.
Any of M. R. James’ work. James is hailed as one of the Bonepickers: A krewe archetype that exploits the
truly great authors of the ghost story. dead for material gain.
Tim Powers’ Expiration Date, although it treats most Bound, the: Anyone who has made the Bargain with
ghosts as barely-sapient recordings of psychic trauma, was a geist.
a tremendous influence on the Eaters of the Dead and on Burden: The spiritual weight or unfinished business
the concept of Ceremonies. that prompted someone to make the Bargain rather
Seanan McGuire’s Sparrow Hill Road follows a hitch- than pass on.
hiking ghost through the invisible backroads of America Ceremony: A magical ritual, usually related to ghosts
and fairly oozes Geist flavor. As with Expiration Date, the or the dead in some way. Anyone who learns a Ceremony
principal antagonist of the book is fantastic inspiration can use it.
for the Eaters of the Dead. Chthonian: A “native” of the Underworld, never
properly alive and of strange and alien mind. Their very
Movies & T V touch is deadly to ghosts.
Chthonic Gods: The deities of the Underworld, wor-
Mama (2013, dir. Andy Muschietti) is perhaps the most shipped by Reapers, some ghosts, and living cultists. They
quintessentially Geist movie out there. The titular ghost may or may not exist in a literal sense.
is a perfect representation of a geist: recognizably human
Crisis point: A moment that tests a Sin-Eater’s Syn-
but distorted and warped, willing to lash out violently to
ergy and may result in her geist lashing out.
protect her Bound charges, and ultimately granted peace
only when she’s reminded of the person she was. If you Deathmask: A particular type of Memento created
watch no other inspirational media, watch this film. when a geist is destroyed. Ghosts who wear a Deathmask
inherit the destroyed geist’s power.
ParaNorman (2012, dir. Sam Fell & Chris Butler) is
pitched at kids, but offers a good look at what it’s like Deep Dominions: Bizarre realms deep in the Under-
world guarded by Kerberoi. Ghosts in Deep Dominions
to be the only one in town who can see the dead. That
the “monster” is defeated not by fighting or exorcising are safe from Essence drain so long as they obey the Old
it, but by understanding and sympathizing with it, is also Laws.
highly relevant. Eater of the Dead: Living people who consume ghosts
Coco (2017, dir. Lee Unkrich) is also aimed at a younger to gain power and immortality.
audience, but its depiction of the afterlife is a perfect Elysians: A krewe archetype that sees immortality as
example of what Sin-Eaters might want to make of the their right and power as their privilege.
Underworld. Watch for the brief scene where the char- Ferryman: A being (sometimes a ghost, sometimes one
acters visit a shantytown of forgotten spirits for a look at of the Bound, sometimes something stranger) who con-
the River Cities of the Underworld as it exists now. veys passengers down the Rivers of the Underworld …
The Lost Room (2006, created by Christopher Leone for a price.
& Laura Harkcom) isn’t about ghosts at all, but its story Gatekeepers: A krewe archetype that seeks to keep
about strange, indestructible Objects with bizarre powers the world of the living and the world of the dead strictly
and the obsessed people who will do anything to possess separate.
them is excellent fodder for Mementos and Memento Geist: A powerful ghost whose human identity has
cults. been largely subsumed by the power of the Underworld.
Most got that power by drinking from a River of the

Glossary Underworld.
Haunt: The principal mystical powers wielded by the
Bound, fueled by Plasm and Synergy.
Abiding, the: The Burden of those who died without
Hungry, the: The Burden of those who refused to leave
leaving a legacy behind.
behind something from their living days.

14 Introduction

Kerberos: The guardians of the Deep Dominions and Pilgrims: A krewe archetype that focuses on helping
enforcers of the Old Laws. Most appear as bizarre compos- the dead resolve their own unfinished business.
ite beings, and their origins are mysterious (pl. Kerberoi). Plasm: The semi-physical residue of ghostly Manifes-
Key: A powerfully resonant form of death, which the tations, which fuels the Bound’s supernatural abilities.
Bound can tap into to fuel Haunts or gain Plasm. Reaper: A ghost who worships the Chthonic Gods
Kindly, the: The Burden of those who seek to make and, with the power of a Deathmask, seeks to drag the
amends for sins they committed in life. dead into the Underworld.
Krewe: A mystery cult led by the Bound, with both River Cities: Shantytowns in the Underworld, built
living and dead celebrants. by ghosts who dredge castoffs from the River for food.
Liminal Aura: The aura possessed by all Bound that Rivers of the Underworld: The innumerable wa-
makes it easier for ghosts to Manifest around them. terways of the Underworld, whose tributaries begin at
Lower Mysteries: The deepest parts of the Under- every Avernian Gate and which ultimately drain into
world, home to the River Cities and the Deep Domin- the Ocean of Fragments .
ions. Sin-Eater: A Bound who actively fights to protect the
Memento: An object imbued with the resonance of dead from the Underworld, Reapers, and similar forces.
death. A Memento has both a Key and a strange but Synergy: A measure of the strength of the bond be-
often useful supernatural property. tween a Bound and their geist.
Mourners: A krewe archetype that chronicles the Thanatologists: A krewe archetype who see the dead
stories of the forgotten dead and ensures that those as subjects for scientific study, nothing more.
stories are told. Undertakers: A krewe archetype focused on preparing
Necromancer: A general term for any living magi- the living for death in the hopes of creating fewer ghosts
cian who interacts with (and usually exploits) the dead to be trapped by the Underworld.
regularly. Underworld: The otherworld where ghosts go when
Necropolitans: A krewe archetype that focuses on they can no longer hold on in the living world. The
making ghosts’ afterlives into comfortable, affirming Underworld leeches ghosts’ Essence away until they are
existences. completely absorbed by the Underworld.
Ocean of Fragments, the: The ocean at the bottom Upper Reaches: The “shallowest” parts of the Under-
of the Underworld. Those who plunge into its waters world, closest to the living world, home to small, desper-
are stripped of their identities and ultimately dissolved. ate communities, strange ghost cults, and dead hermits.
Old Laws: The arcane rules of the Deep Dominions. Vengeful, the: The Burden of those who returned to
Breaking them calls down the wrath of the Kerberoi. see justice done for their own deaths.

Inspirational Media | Glossary 15

A Brighter Morning
Part I eah wiped the sweat from her eyes and saw the Aban-
doned One standing before her. Long ago, when the riptide
pulled her under, his large gray eyes and waxy skin had
been a terror to behold. Now he was only a painful sight, both a
reminder of better times and of her greatest failure.
The Abandoned One pointed toward the door. Leah put down the
screw gun. Of course someone had come to see her in the middle of 5x-
ing the air conditioner. She stood up and popped her back.
She felt the sensation of a hard shove against her shoulder, the Abandoned
One’s way of asking if he should send the visitor away.
Leah mopped her forehead with a handkerchief. “No. I’ll talk to ‘em. Stay close.”
She went to the door, the Abandoned One ;oating behind her. She looked
over her shoulder and saw him smiling with his empty mouth. This was the
5rst time they had spoken to each other for more than a moment in two
weeks. She hadn’t meant it to be that way, but the 5rst week went by
in a blur of crying 5ts and restless sleep, and in the second week
she dived into 5xing the house. Aidan’s death seemed to have
invited a myriad of problems into her home: The living room
drywall cracked, the bed 5nally gave in, and now the air
conditioner broke during the hottest part of the summer. The
Abandoned One watched as she 5xed these things, barely saying a word. Perhaps he was
grieving in his own way, or feared that he would become his namesake if he left to take
care of his own business.
Leah looked through the peephole. Mark wore his usual full business suit. The
Open-Throated Saint stood beside him. He wasn’t chatting over his phone’s earpiece,
which meant that this was serious.
She opened the door. Mark straightened his sweat-soaked tie. He smiled.
“Hot enough for you?” he said. The lacerations on the Saint’s throat gurgled over, which
was as close as she came to a greeting. Leah crossed her arms.
“Can we come in? Saint and I could really use some cool air.”
“Air’s broke,” Leah said.
Mark’s smile faded. He blinked the sweat out of his eyes. “Oh. Well.
Do you want to talk about this in the car? It’s probably boiling now,
but after I start it up—”

16

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