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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/
Table of Contents 3
Table of Contents 5
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.”
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
Empathy the flip side, no one can live for the Cause alone.
Themes 11
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
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.
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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