Geist/Merit Guidelines

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So You Want to Make A ...

xxxxxThese are guidelines for the creation of different Merits for the Geist sphere, including Mementos and Haunts. These are bare guides so that you know how to present the information we need. These are not straightforward explanations of everything. Page references are provided below. Please read the book before submitting for anything; it's really obvious when people haven't!
xxxxxFurther down you will find how to make a Mentor; soon enough we will also add certain types of Allies/Contacts/Retainers/Staff specific to the Geist sphere.
xxxxxWhen putting in for any of these Merits, you should have read the following pages of Geist: The Sin-Eaters 1.1:

  • Haunt: 87, 263-266
  • Mementos: 89-90, 212-213
  • Charms: 195-198
  • Vanitas: 198-201
  • Fetters: 201-205
  • Deathmasks: 205-208
  • Memorabilia: 209-212

xxxxxAnd for all other Merits covered in this page:

  • Mentor: 167 (GMC)


Haunt

xxxxxWhen putting in for a Haunt, you need a few key things:

  • ... a build wherein the cenote is located, you must own this build or have express permission from the owner;
  • ... the experience points to buy it at the ratings desired;
  • ... a +view set to in the room where the cenote is using the following format:
A Suitably Poetic Name for the Gate
Haunt: Fluidity #, Residue #, Utility #
Location: Location, GridSquare.
Key: The metaphysical key/password/ritual that opens the Gate no matter who does it.
Claim: PCs/NPCs who maintain, upkeep, claim, protect the gate in question...
Description: A description of the gate/where the gate is.
History: A brief history of the Gate, how it came to be, what it has been used for, etc.
Notes: Miscellaneous notes regarding usage, security details, etc.
  • ... the +view should be titled "Cenote" or "Haunt".

Charm

xxxxxWhen putting in for a Charm, you need a few key things:

  • ... the experience points to buy it;
  • ... a +note set in the following format:
A Suitable Poetic Name for the Charm
Threshold: The Threshold of the Charm.
Key: Which Key it provides a +1 bonus to.
Description: A description of the Charm.
  • ... someone to dedicate the Charm to your character;
  • ... or a justification as to where you got it;
  • ... the +note should be titled Charm - Name of the Charm.

Vanitas

xxxxxWhen putting in for a Vanitas, you need a few key things:

  • ... the experience points to buy it;
  • ... a +note set in the following format:
A Suitably Poetic Name for the Vanitas
Threshold: Same as your character's.
Description: A detailed description of the Vanitas;
  • ... the +note should be titled just "Vanitas".

Fetter

xxxxxWhen putting in for a Fetter, you need a few key things:

  • ... the experience points to buy it;
  • ... a +note set in the following format:
A Suitable Poetic Name for the Fetter
Threshold: The Threshold of the Fetter.
Key: Which Key it provides a +2 bonus to.
Numen: Which Numen is channeled.
Description: A description of the Fetter.
History: History of the Fetter, especially the ghost and how it got Fettered.
  • ... someone to Bind the ghost to the Fetter for your character;
  • ... or a justification as to where you got it;
  • ... and a scene in which the ghost agrees to be bound;
  • ... or a PrP run in for the Binding of an unwilling ghost;
  • ... the +note should be titled Fetter - Name of the Fetter.

Deathmask

xxxxxWhen putting in for a Deathmask, you need a few key things:

  • ... the experience points to buy it;
  • ... a +note set in the following format:
A Suitable Poetic Name for the Deathmask
Threshold: The Threshold of the Deathmask.
Keys: Primary/Secondary (primary applies the +2 bonus to Manifestation rolls)
Skill: Skill the Deathmask adds +1 to.
Effect: A low-level effect based on the Secondary Key (see examples in the book).
Description: A description of the Deathmask.
History: History of the Deathmask, and the Geist (but NOT the Geist's life as a mortal).
  • ... a PrP request for a plot in order to acquire the Deathmask;
  • ... someone to run said plot;
  • ... the +note should be titled Deathmask - Name of the Deathmask.

Memorabilia

xxxxxWhen putting in for a Memorabilia, you need a few key things:

  • ... the experience points to buy it;
  • ... a +note set in the following format:
A Suitable Poetic Name for the Memorabilia
Threshold: The Threshold of the Memorabilia.
Keys: Which Key it provides a +1 bonus to.
Bonus: Equipment bonus provided.
OR!
Skill: Skill that gains a +3 for a turn after a turn of concentration.
Description: A description of the Memorabilia.
History: History of the Memorabilia (this is VERY IMPORTANT for Memorabilia).
  • ... a PrP request for a plot in order to acquire the Memorabilia;
  • ... someone to run said plot;
  • ... the +note should be titled Memorabilia - Name of the Memorabilia.

Mentor

xxxxxWhen putting in for a Sin-Eater Mentor, you need a few key things:

  • ... a good reason for it! Why do you have a Mentor?
  • ... this good reason could come in the form of a PrP run by someone else for you!
  • ... a +note in the following format:
Name of the Mentor
Description: What does the Mentor look like? Act like?
Relationship: What's the Mentor's relationship with the character like?
Slots: The three slots a Mentor gets. Each of them can be occupied by a Skill, Resources, or Ceremonies.
  • ... you must choose Ceremonies to be eligible for the discount to Ceremonies via Mentor;
  • ... the +note should be titled "Mentor".
  • ... if you have more than one, title them Mentor - Name of the Mentor.