Geist/House Rules

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Death & Return


  • In order to make a bargain with a geist, a body must be intact enough that reanimation is viable. If vital organs are missing or there is an extreme loss of body mass, no bargain is possible.
  • Becomings will not be honored in the event a body is irreparably damaged, even if one has been previously agreed.
  • Only Mortal/Mortal+ characters can undergo an 'IC' becoming. If interested, you must contact the 'Geist' staff prior to any scene leading to your PCs death and have an approved/locked note set upon your PC. Once a PK scene begins, permission to transition to a Geist or undergo a 'becoming' will not be granted unless previously approved.


  • Once the bargain is made, a Sin Eater can return from any manner of death, including ones that would normally make a becoming impossible.
  • The Geist will not reanimate their Sin-Eater in an unfeasible place. For example, if a Sin Eater was killed by being tossed into a volcano, they would not be reanimated in a crater full of lava.
  • Rules for Death and Resurrection are as noted in the book.
  • Keystones: On Fallcoast, we do not allow Keystones as Weapons. While a Sin-Eater can have a dagger, sword, or gun for their chosen keystone -- there can be no mechanical or weaponry benefit from this keystone. It is essentially for showmanship only. This is in keeping with the book as Keystones are intended to represent the link between a Sin-Eater and their Geist as a token of something from the Geist's former life. If a player is looking to have an actual 'weapon with stats' they can purchase a fetter (Memento 3).

Sin Eaters and Other Splats

Morbid Reality and Deathly Visions interact with other splats in a variety of ways. A summary of these is below.


  • Seeing a Changelings true age is complicated. Please refer to Changeling House Rules for more information.
  • It is possible to see through a Changeling's mask using the Phantasmal Oracle.
  • Fetches with the Normalcy Echo appear normal to Sin Eaters. The age of those without reflects the age of the fetch (ie. since it was created).



  • Sin-Eaters can see the true ages of Possessed.


  • Sin-Eaters can tell at a glance that a Promethean is a reanimated corpse.
  • Sin-Eaters can see a Promethean's true age at a glance.


  • Sin-Eaters can tell at a glance that a vampire is a reanimated corpse.
  • Sin-Eaters can see a Vampire's true age at a glance.
  • Sin-Eater blood offers no nourishment to Vampires and is akin to drinking blood from a corpse. However, if a Vampire has the 'Ghost Eater' merit they are able to draw vitae as if the Sin-Eater were a normal human. Feeding upon a Sin-Eater allows the Vampire to see Ghosts for the duration of one scene.

Ghostly Tutelage

Most of the guidelines for this can be found in Book of the Dead (page 112) with a few modifications for online play. While the book permits several potential ways this can be explored, here on Fallcoast, Ghostly Tutelage can be used to help advance a character's skill set. Ghostly Tutelage can only be utilized within the 'Underworld', which means that those seeking mentorship will need to make a specialized trip in order to broaden their scope of knowledge. A Ghostly Tutor can only mentor one skill level at a time or one skill specialization. Players seeking to raise more than one level, or earn more than one specialization, will need to make multiple trips to accomplish this task. It should be noted that while the Ghostly Tutor is willing to mentor the living, this mentorship is NEVER free. There is always a price associated with this task -- and those who refuse to pay their dues once the lesson is taught may find the Underworld a very uncomfortable place, if they ever make it out alive.

The Mechanics: Ghostly Tutelage requires all interested parties to submit a +request to Staff with the title 'Underworld Trip: <Skill or Specialty to be Learned>'. In this request, please make sure to list the names of those characters going on the trip, along with the name of the PRP runner. The name of the skill or specialty to be learned should clearly be laid out as well as the desired level. Please wait for staff to respond. Once the PrP is greenlighted, feel free to proceed with the scene. Please make sure to log and post the scene to the wiki. Upon completion, submit your XP spend request and pop the log link into the job for verification. Ghostly Tutelage lowers the cost of Skills to: New Dots x2 and the cost of Skill Specialties to 2xp.

The IC Price of Tutelage: Everything has a cost and Ghostly Tutelage is no exception. The price for low level skills (1 & 2) is liable to be trivial, a small trinket, secret, or perhaps small little task. The price of medium level skills (3 & 4) is a bit more significant and may actually require characters to complete missions or the like within the Underworld before being rewarded with the teachings they seek. Yet it is the high levels skills (5+) that should concern people the most. For these are the missions and favors which border upon perilous endeavors that might just involve violating a few Old Laws in the process. Let the the buyer beware - trafficking with Ghosts, even for tutelage, can be a most dangerous thing indeed.

Note: While Ghostly Tutelage is predominantly a Sin-Eater thing, due to their frequency within the Underworld, it is not exclusive to them alone and can be explored by anyone who is able to find their own way into the Underworld. However, be forewarned that the Underworld is a very dangerous place and does not do well with outsiders. Vampires, Werewolves, and others must travel lightly should they find themselves within the depths.

'Ghost' Merits/Ceremonies/Rites/etc. & the Underworld

Per the Book of the Dead, ghosts who still have Anchors cannot enter the Underworld. This remains true even when those anchors are someone specific (such as with the merits: Ghost Ally, Unliving Anchor, and Ghostly Guardian). Sin-Eaters with these merits seeking to enter the Underworld must make a 'Willpower' roll. With a success upon the roll, the Sin-Eater may continue upon their journey into the Underworld with their Ghostly Companion.

However, a Failure upon the roll will result in a permanent loss of the companion as the anchor binding them snaps upon the threshold, casting the Ghost permanently into the Underworld. There is no refund for the XP points invested in this merit.

Synergy Sins


This is not a house rule, this is a reminder: creating zombies is a Synergy 8 sin.


It is important to note that Murder, in all its forms, is absolutely a sin against Synergy. This is part of what makes being a Sin-Eater difficult, especially for those of the Reaper and Pilgrim Thresholds. Accidental Murder is a Discord 4 Trigger on the Synergy scale. Murder with Intent is a level 3 Discord Trigger on the Synergy scale. Finally, all other forms of mass murder, murder involving torture, rape, etc., all rank in around level 2 on the discord trigger scale. The breaking point of how much murder constitutes mass murder is at the sole discretion of staff.


Ceremonies Merit

  • The Ceremonies Merit is used ONLY to buy ceremonies in character generation. Approved characters should buy ceremonies individually using +xpreq.
  • Note: The only way to purchase Ceremonies in Chargen is with the Ceremonies merit. All other spends are with XP.
  • HR: Any Sin-Eater may purchase level '1' Ceremonies. However, there is a minimum Intelligence requirement of '2'+ to purchase Ceremonies at level 2 or higher.

Ceremony Costs

  • Learning a Ceremony has a basic cost of Dots x 3.
  • We do not permit any additional justifications for learning a ceremony.

Learning from a Mentor

  • The Mentor must be one that is listed on your sheet or that you have access to through being a member of a Krewe. One of the mentor's three slots (GMC p.167) must be Ceremonies.
  • You can learn ceremonies from your Mentor a number of times a month equal to your dots in the Mentor Merit.

Customized Ceremonies

  • We no longer support the customized ceremonies option from the sidebar in the book.

Memento Creation

  • All Memento Creation is per the costs in the book.
  • You can create a Fetter or Charm for another PC. However the PC you are creating it for will pay the XP cost. To do this, open a +request to staff with both your name and the PC you are making it for. Make the required rolls to the job. Once everything is done. The other player needs to note to the job they are agreeing to pay for the item and the XP will be deducted from their sheet. You can only make '1' item at a time per player.
  • When you create a Fetter, you can assume you find a ghost that matches the numen you want in the Fetter. Finding and understanding the abilities and natures of ghosts are intrinsic to being a Sin-Eater. It isn't difficult to find a ghost with Telekinesis for your Fetter because of your character's experience with ghosts.
  • It otherwise functions exactly as written in the book; the mechanics are unchanged.
  • Creating a Deathmask requires a PRP. Due to the elaborate nature of acquiring one (killing a Geist, degeneration rolls, etc) - players are limited to a max of '1' Deathmask at a time. The PrP can be handwaved in lieu of a detailed story of the Geist murder set in a +note along with the degeneration rolls for those players.

Pacts and Pledges

  • Any bonuses from Pacts, or any Pledges held during the mortal life are lost at the moment of Death. When Becoming into the Geist sphere you will lose any existing Changeling Pledges or Demonic Pacts you had previously.
  • You may make Pledges after your Becoming; however, these cannot be used to enhance or advance your powers or power stat.
  • You may no longer make Demonic Pacts after your Becoming.
  • You are still subject to the demands of a Pact you struck with a Demon as a human even after your Becoming until the time lapses, even though you are no longer benefiting from it. Sucks to be you, you Demon-dealin' evil person!

Perceiving the Geist

  • Unfettered Geists can be seen by anyone who can look into Twilight, as that is where they reside.
  • Bound Geists cannot be seen by anyone save for their Sin-Eater, unless the Sin-Eater decides to make the Geist visible to other Sin-Eaters. Non-Sin-Eaters cannot see the Geist even then. Mages with Mage Sight could read a Sin-Eater's aura and go "Oh, you're Bound," (if they even know what that is enough to name it) but they wouldn't see the Geist; using Soul Marks might get the reaction, "Damn, that's some weird soul," but wouldn't see the Geist. Same for similar abilities in other spheres.
  • When Sin-Eaters see another Bound's Geist, they see the Geist's movements and motions and expressions (if it has them); they do not just see a static image superimposed over the Sin-Eater.
  • If a Sin-Eater has died, her Geist becomes visible to anyone who can look into Twilight until the Sin-Eater's body begins to reconstitute. This is a short time-frame that takes about ten rounds.


High Psyche

xxxxxBuying Psyche higher than 5 (6+) require anchors. These anchors are demonstrated through mementos and must be tangible items that can be carried or potentially destroyed. As such, things such as brands, scars, and tattoos are not eligible to work as such anchors. However things like bracelets, rings, drums, photographs, and the like work well. There is no discount to be had for raising one's power stat.



Plasm spent to bulwark damage does not affect per-turn plasm expenditure limits.

Regaining Plasm

While getting up close and personal with your Threshold, the amount of Plasm you gain is the amount of damage you take. This damage must at least be Lethal.

When regaining Plasm through the emotions of others witnessing a death related to your Threshold, you gain an amount of Plasm equal to a Wits + Empathy roll. The person in question must die, however. You may orchestrate this, but do not have to.

All cemeteries in Fallcoast are considered to be Cenotes with Fluidity 2 and Residue 3.

Local landmarks regarding the witch trials and other scenes of slaughter or death (justified or not) are considered Cenotes with a Fluidity of 2 and Residue of 2.

Magic & Geists (Under Review)

  • Mages may not affect a Sin-Eater's Geist, that is, a Bound Geist. A mage may tell that a Sin-Eater is a Sin-Eater via normal scrutiny means, however. It may be particularly easier if one is using Grim Sight. The reason for this is that a Geist is to a Sin-Eater what the 'spirit' is to werewolf. Sin-Eaters are, effectively, part ghosts. Since a Spirit Mage cannot affect the spirit part of a werewolf, a Death Mage cannot affect the ghost part of a sin-eater.
  • No amount of Death & Spirit will allow a Mage to undone the binding between the Sin-Eater and Geist.
  • Affecting Unbound Geists with magic requires Death effects as would affect a ghost, however, due to the Geist's changed nature and the fact that it is no longer purely a ghost, it requires equivalent levels of Spirit and Prime to the required level of Death.
  • The Industrial Key can't affect any Spirit-based or Twilight-based item that a Mage creates and makes manifest. This means that if a Mage conjures a sword, regardless of the Arcana involved, the Industrial Key doesn't work against it (see below for further information on this House Rule). However, if a Mage uses Space to reach through and grab an item constructed in the physical world, this is not consider an 'item that a Mage makes manifest,' since it's a physical item that was built in the real world.

Vampires and Sin-Eaters

  • If a Sin-Eater with Stillness Marionette is attempting to wrestle control of a Sangiovanni's zombies (or vice versa) they would both roll Int+Occult+Cattiveria vs the Manifestation pool, the highest successes win, ties go to the current controller.

Changelings and Sin-Eaters

  • The Goblin Market: As there is No Twilight at the Goblin Market, the following things occur:
     * All Keystones are forced into full manifestation. As there is no Twilight, there is nowhere for them to stay hidden.
     * Your Geist does not like being cut-off from the Twilight and will remain hidden within you. But be advised, it is likely to be incredibly annoyed and vocal about it.
     * As there is no Twilight, you are cut-off from the use of your Manifestations. For all intents and purposes, you are quasi-Mundane while at the market, so be careful.
     * Healing: There is no spending of plasm while at the Goblin Market for healing purposes, no Bulwarking... just... nope.
     * In a Nutshell: Enter at your own risk!


Unlocking: You may unlock multiple manifestations with the same key. However you may not use the same manifestation with different keys at the same time. For example you can have up the Passion Oracle and Passion Shroud. You cannot have up the Stigmata Shroud and Grave-Dirt Shroud at the same time.

Industrial: The Industrial powers only work with physical objects, not objects that are ephemeral but have somehow become tangible. The only exception to this is a Geist's Keystone, as it's an intrinsic part of the Geist and, in that same vein, the Sin-Eater herself. However, the Industrial Key would not work with a ghost's Twilight-based rifle, a machine or object that exists only in the Shadow, and so on. The same Anachrotech rules apply to Keystones as any other object.

Anachrotech Modifiers The modifers have been adjusted as follows:

  • +3 The technology is more than 100 years old
  • +2 The technology was invented before 1920
  • +1 The technology was invented before 1940
  • +0 The technology was invented before 1960
  • –1 The technology was invented in the 1960s - 1970s
  • –2 The technology was invented in the 1980s - 1990s
  • –3 The technology was invented in the last 10 years

For simplicity's sake, rather than invention date, we use the date at which the technology became mainstream or commonly available. So while the basic technology for cellphones was first pioneered in the 1960s and 1970s, they entered mainstream use in the 1980s. A -2 penalty would thus apply. The scene's ST or staffer is the final arbiter of the date of common use.

Stigmata: The alternative payment of 1 lethal damage for 1 Willpower point and 1 bashing damage per Plasm is allowable. However, these must be ritualistic and deliberate and cannot be the result of combative injuries.

Stygian: This requires a staff-approved PRP to learn.

Manifestations (Under Review)

The Boneyard

The trance-like state of the Boneyard allows minor movement without needing a roll to maintain control. Obviously you won't be able to break into a run, climb a tree, and so on, but you'll be able to move your hands or write, possibly even say a few words, but they'll come out disjointed and distracted. You can walk at a slow pace, but you're splitting your attention between trying to keep control over the Boneyard and trying to figure out where you're going, so you may look like you're staggering a little or outwardly seem drunk or inebriated. Anything more than simple minor movement will require a Resolve + Composure roll in order to maintain focus. Failure means the player loses their focus and the Boneyard is immediately dropped. They will need to go about the process of reactivating it from scratch and spending all over again.

Boneyard Radius: The Radius of a Boneyard has been modified to work with an online setting as follows for all Keys:

  • Boneyard 1: Activation Successes x 10 yards
  • Boneyard 2: Activation Successes x 25 yards
  • Boneyard 3: Activation Successes x 50 yards
  • Boneyard 4: Activation Successes x 75 yards
  • Boneyard 5: Activation Successes x 100 yards

Passion Boneyard: This Manifestation is reflexively resisted with a Composure + Psyche roll (or appropriate power stat) instead of comparing the activation roll to the sum of Composure + Psyche.

If a Sin-Eater creates a Boneyard with other Sin-Eaters in its radius, all Sin-Eaters in the area of effect when the Boneyard is activated know that a Boneyard has been created. Anyone not a Sin-Eater with a supernatural ability that allows them to check for supernatural abilities being used are able to make a reflexive check to see if they recognize that a power has been used. That being said, a character who enters a Boneyard after it has been created, assuming there is no activity going on within the Boneyard, is not able to tell that they've entered the Boneyard until they notice something out of the ordinary occurring (such as an Industrial Boneyard having its machinery moving on its own, or fires bursting up everywhere with no provocation). Even if a Sin-Eater is within its activation radius when a Boneyard is unlocked, they don't know what type of Boneyard is being used until any effects happen. Nonetheless, they can still attempt to wrest control of the Boneyard as per normal.

The exception to the above regarding Sin-Eaters knowing whether they've stepped into a Boneyard is if the Sin-Eater herself as the Boneyard power. A Sin-Eater with Boneyard 1 knows they've stepped into a Boneyard immediately (and may attempt to wrest control, as per the book). This isn't an HR, just a reminder.

The Caul

Phantasmal Caul: At the first dot, the possible changes you can make are nearly infinite, but adapting your body at this level of power doesn't stand up to the rigors of combat, so this power cannot reliably be used to add to combat dice pools.

Passion Caul 2:: Passion Caul 2 is meant to only be usable for mundane mental skill rolls, and cannot be used to give a manifestation the rote quality.

Primeval Caul: For Primeval Caul ••••, the animal's flesh has to be consumed. For most common breeds and species it's assumed characters have access to their meat. If you're looking to eat something exotic we'd like to see a justification especially if it's a recurring meal; if it's something nearly extinct or truly unique then a PrP may be required. Please ask if you're in doubt. As a rule of thumb, any animal under the Exotic section of Animal Retainer requires a good justification; some of them may require a PrP.

  • Only naturally occurring animals can be used to shape-shift using Primeval Caul ••••. Animals created by Life Magic, Changing Breeds in animal shape, or any other variation of a naturally occurring animal do not count.
  • As of Saturday March 1 2014, all animal shapes must be +noted and approved. [+note me/Animal Shapes=<text>]. You may not have more animals listed in this note than your current Psyche score. Note that staff is working on re-mechanizing this power to better represent transforming into animals (and finding a better way to track this).
  • You may adjust your Primeval Caul stats with Primeval Caul 4 after setting them initially by spending an additional point of Willpower and a point of plasm. For example, if you placed 3 successes into Dexterity, and needed to adjust them to Stamina, you could do this as a Reflexive action by spending a point of Willpower and plasm.

Caul Visibility: Passion and Stillness Caul are the only two versions of this Manifestation that are not visible to non-Sin-Eaters (except, of course, for the shadow-powers of the Stillness Caul ••• and •••• (if you're seen). Grave-Dirt Caul is not visible until a Sin-Eater has Caul ••• and the external flesh becomes affected. In addition, Sin-Eaters shapeshifted into animals via the Primeval Caul don't look like anything other than the animal in question, and Phantasmal Caul • can be used for light cosmetic changes (but not gross changes without Becoming obvious).

  • Note, these are effects seen by non-Sin-Eaters; other Bound can ALWAYS tell when someone has donned the Caul. All other Cauls are visible and obvious to non-Sin-Eaters.

The Marionette

The Elemental Marionettes: This costs a permanent Willpower dot, which can be repurchased for 8xp. All homunculi at level 5 must be noted. A Sin-Eater's death stains do not show on a homunculus. Without capturing it, studying it, and figuring it out against its will, there's no way to tell who made it.

The Industrial Marionette: If you are standing on an object that you're moving telekinetically with Industrial Marionette of Size 4 or lower, you lose your Defense to any attacks. However, you apply a penalty to your attacker's dice pool equal to your rating in Marionette, so long as you remain moving. If you leap off, are knocked off, or otherwise get off of the flying telekinetic object while moving, you must make a successful Dexterity + Athletics roll not to fall prone. All other penalties or bonuses apply in regards to Industrial Marionette while standing on an object you are moving using the Manifestation.

The Phantasmal Marionette: The Marionette's ability to materialize and dematerialize is an instant action. At the end of the Marionette's duration, any damage sustained by the Marionette is taken by the Sin-Eater as bashing damage. Staff also has the right to deny any stat allocation that it deems unreasonable.

The stat attribution limits are per dot of Marionette, not total.

The Stigmata Marionette: The roll to establish a sympathetic connection to a ghost is Manipulation + Occult + Marionette - the ghost's Resistance.

The Stillness Marionette: When you spend a dot of Willpower to animate a zombie for the long-term, you can instead elect to spend 8 XP (thereby purchasing your Willpower dot back). The zombie lasts until destroyed, and otherwise has all of the base stats and potential stat raises based on your Marionette rating from the book (G:tSE, p. 137). Zombies can't be "upgraded" after they're created. This isn't a house rule, it's just a rules clarification and reminder.

The Stygian Marionette: Stygian Marionette 5 allows for a character to possess two bodies at once, using his own mind and his Geist's mind in concert. This allows the character to use two Manifestations at once in the same turn (with the exception of unlocking a different version of Marionette, due to standard limitations; also, see below). After unlocking the first Manifestation in either body, there is a flat -2 penalty alongside any other penalties to unlocking any other Manifestations in the other body (Geist-controlled or the Sin-Eater's) due to the strain caused by controlling multiple bodies at once, and the effort it takes to sustain and unlock a Manifestation. Likewise, once a Manifestation is unlocked by one body or the other, the player cannot unlock a Manifestation with the same Key in the other controlled body, as Keys and Manifestations are shared between Sin-Eater and Geist. For example, if the Sin-Eater unlocks Tear-Stained Shroud in the controlled body, she cannot activate Tear-Stained Shroud in her own body. She can, however, activate any other version of Shroud she knows.

  • Unlocking the same Manifestation in both bodies with Stygian Marionette 5 (for example: unlocking Grave-Dirt Shroud in one, and Industrial Shroud in the other) raises the Manifestation activation penalty to -3 instead of -2.

The Oracle

The Elemental Oracles: Any damage sustained prior to the activation of an Elemental Oracle is healed when the Manifestation ends. A Sin-Eater is immune to any damage from the same elemental source as the Key used sustained during the use of an Elemental Oracle. Any damage not from the same elemental source as the Key used sustained during the use of an Elemental Oracle is not healed when the Manifestation ends.

Yes, this means that if you take 6 boxes of damage with a normal health track and go into an Elemental Oracle, so long as you don't sustain damage while in your ephemeral state, you will be fully healed when you come back to your body/

In addition, the +3 bonus to dealing with ghosts who were buried/dispatched in the same way as that which was used to activate the Manifestation only applies if the Sin-Eater has at least Oracle •••.

The Phantasmal Oracle: Sin-Eaters using Phantasmal Oracle ••••• can roll Intelligence + Investigation + [Phantasmal Oracle Activation Successes] - 3, contested by a reflexive Wyrd + Resolve on the part of the Changeling. If the Changeling wins, the Sin-Eater continues seeing a human; but if the Sin-Eater wins, they pierce the Mask entirely, seeing the Changeling for what they are until the Manifestation ends.

The Stillness Oracle: Stillness Oracle ••• imposes penalties depending on how much of the body one has. If the majority of the body is present, there is no penalty, however:

  • -1 if missing the head
  • -1 if missing three or more limbs
  • -3 if just the head if available
  • -3 if just the torso is available
  • -4 if only limbs are available
  • -5 if only a single limb is available

These penalties do stack. Limbs, for the purposes of this power, are 'entire arm' or 'entire leg'. Just a hand does not count. Just a finger does not count. Blood and hair certainly don't count. Being able to work off of less material is more of a Ceremonial thing (e.g. the Final Vision Ceremony).

Stygian: Stygian Oracle allows understanding of mundane languages only. Any supernatural language, such as High Speech, First Tongue, Dragon's Tongue, Mourning Cant, etc are not applicable.

The Pit

This Manifestation requires a staff-approved PrP to obtain.

The Rage

Any Rage manifestation/key combination which does aggravated damage does so at a cost of 2 Plasm per use/round.

Stillness: The roll for Stillness Rage is Strength + Stealth + Rage - Stamina. Stillness Rage • ignores Armor. Stillness Rage •••• should read that the Sin-Eater may spend 1 additional plasm to ignore the target's Stamina.

Manifested vs. Materialized: Unless otherwise specifically stated (such as with the Stigmata Rage), this Manifestation can only affect physical things, and thus cannot affect Manifested but non-Materialized ghosts. This also means that even while Reverse Possessing or looking into Twilight, non-Stigmata Rages cannot affect ghosts. This limitation does not hold true in the Underworld, where there is no such thing as Materialized/non-Materialized, or if the Sin-Eater is actually in Twilight (via Stigmata Shroud, for example).

Someone using Phantasmal Marionette with their Geist Body in Twilight still has their Human Body (from whence the Plasm originates) in the physical realm, and so cannot affect non-Materialized ghosts with non-Stigmata Rage, either.

Perceiving the Rage: Keep in mind that Rage attacks are typically invisible except to the assailed and the assailant. Some Rages specify that the victim gets 'sucked into the earth', etc, so use common sense to determine what is visible and what isn't in this regard. As per Geist: The Sin-Eaters v1.1, p. 142: "Unless a Key specifically manifests the attack in the physical world, the Rage is generally invisible. The target can perceive its effects, as can certain supernatural creatures using powers such as a vampire's Aura Perception or a warlock's Mage Sight."

The Shroud

The Stillness Shroud: While this manifestation is active, the Sin Eater adds their dots in the Shroud Manifestation to all stealth related rolls as bonus dice. This includes rolls to activate and utilize other manifestations that require stealth.

The Stygian Shroud: This power will not redirect attacks back to the attacker – doing this requires both Shroud 4 and a successful touch attack – but will mystically divert the attack to the nearest target within 30'. If there are no suitable targets within this range, the attack hits as normal.

The Primeval Shroud: Primeval Shroud ••• grants the user plasmic talons that are a 1L damage bonus to Brawl attacks using said talons (making Strength+Brawl attacks Lethal; Aggravated if the victim is a ghost). These talons are solid enough to do damage, and thus they are solid enough to also add a +2 to any climbing rolls. It lasts for a scene. Primeval Shroud ••••• makes the talons do 1A to all targets and provide +3 to any climbing rolls.

Mementos (Under Review)

This is not a house rule but a clarification: Any single action can only benefit from the use of a single memento; bonuses from multiple mementos cannot be stacked. This includes the bonus granted by a Keystone. (Paraphrased from p. 193)

Memento bonuses to Manifestation uses apply to subsidiary powers of Manifestations as well.

Some Mementos require a PrP to acquire or to get a discount for:

  • Charms can be bought with no PrP; a good justification must accompany it, even if you have the Dedicate Charm Ceremony.
  • Vanitas must be created IC; you can only have one. They do not require a PrP.
  • Fetters can be bought at full-price, but require at least a one-scene PrP in which the Fetter is acquired. If a Fetter is created IC, there must be at least one scene in relation to that (i.e. the ghost agreeing, the ghost's other anchors being destroyed, the ceremony itself being performed) that is posted on the wiki.
  • Deathmasks require a pre-approved PrP of at least two scenes.
  • Memorabilia require a pre-approved PrP of at least three scenes.

Mementos can only be used by Sin-Eaters, unless a particular sphere has a way to mimic the expenditure of Plasm (Mages and Prime, for example).

Transferability (NEWLY UPDATED)

Due to the nature of Mementos (Charms, Fetters, Vanitas, etc), these items cannot be shared or traded. Should you decide to permanently gift one of these items to another player, please submit a +request to staff. Be forewarned that gifting a Memento to another player does not absolve you of the XP spend. The XP originally spend is non-refundable. A gift is a gift, after all, and the receiving player will not be responsible for paying any XP for the gifted 'Memento'. However, the details of the Memento will need to be recorded upon the receiving player in a +note.

Note: The 'No Take Back' rule applies. Players cannot keep trading Mementos back and forth.

Vanitas (Under Review)

It's notable that Vanitas are arguably the worst Mementos in Geist, and probably one of the worst type of magical item in the entire WoD line. While interesting from an RP perspective, they offer little mechanical benefit for the cost. As such, here are some house rules regarding Vanitas.

A character can build Vanitas for free. It requires a Dexterity or Wits + Crafts roll, extended, with a 25 success threshold. Patient does add to your total rolls, as well as any other merits or specialties designed toward crafting. You cannot take Crafts (Vanitas), as death artwork is designed from a specific medium. However, if you have Crafts (Painting) and wanted to paint a portrait as a Vanitas, that would completely qualify.

  • Vanitas are now associated with a Key along with a Threshold. The reason for this is as such:
    • So long as you are within 10 yards of a Vanitas and call upon the usage of a Key, you receive a +2 benefit to the roll.
    • The Vanitas must be placed and have been placed in that location for at least 24 hours before the above benefit can be used.
    • This is largely useful when standing one's ground in defense of a Haunt, or other location that the Sin-Eater wishes to protect, since a Vanitas cannot be carried around for the benefit.

Vanitas triggers Mage Sense, as well as any Unseen Sense related to Mementos, as per usual. The benefit of Vanitas from the book (destruction to regain all Willpower, studying it to regain one Willpower with a meditation roll) are still available options for usage of these. Characters are still only allowed one Vanitas at any given time; however, a Krewe could have one Vanitas per member or founder of the Krewe. Anyone can create the Vanitas; the person who intends to use it will then dedicate it to themselves by spending a Plasm point (generally done in a job).


Switching Archetypes

Archetypes can be changed. We do ask for some sort of log-tracking over the course of some time (a few logs that show what initiated the change--even if it's just conversation and realization--and some logs where the character acts differently than they usually would because of their aim to be a different Archetype). But we absolutely allow this. Archetypes are not mystically defined; they're just 'how you view your second life'. We also ask you not request this more than once unless something truly life-altering happens to your character and you have logs to prove it.


Should a character ever lose their Geist, they are no longer considered playable. There is no 'unbecoming' available for a Geist PC. The very nature of the bargain is what saves a Sin-Eater from the brink of death. Should their Geist ever be removed, their life force will resort back to the moment of their original binding and death will run it's final course.

  • Typically, a Geist only abandons their Sin-Eater when the Sin-Eater is no longer able to be resurrected -- either due to one-to-many deaths or being in a place where resurrection is impossible. However, there are sometimes when the Synergy between a Geist and their Sin-Eater becomes so toxic that the Geist will eventually give up on their chosen Sin-Eater. While these circumstances are rare, they have been known to happen.
  • Some Sin-Eaters possess the 'Unbinding' Ceremony. This is an extremely taboo Ceremony and just attempting to use it on another Sin-Eater, whether for good reason or not, is a Discord 2 trigger. Every time a Sin-Eater with this Ceremony seeks to use it, regardless of their intent, they will suffer an Automatic Synergy drop of 1 level (to a Max of Synergy 4). Be forewarned, those that discover others with this Ceremony frequently will take matters into their own hands and consider them dangers to the community at large.

Prosthetic Limbs & the Underworld

As a prosthetic limb is considered 'part of you,' it is not affected by the Underworld's normal issues with reverting items to an older form. If your character has a prosthetic arm or leg, it won't suddenly disappear and leave you with a stump if you cross a River. The same can be said of anything that would allow you to see or hear, if you have purchased the Blind or Deaf flaw off by making use of advances in medical science.


  • Mythic Factors: As we no longer support Tier 3 Krewes upon the game, this merit has been removed from play.
  • Haunt: Every Sin-Eater can have a maximum of '1' personal Haunt and '1' Krewe Haunt (if part of a krewe). Personal Haunts are reflected by the Haunt Merit spent upon their sheet. Krewe Haunts require 'Pooled' Haunt merits in order for the Haunt to be owned by the krewe. Players must set the +note with the details of each on the character prior to the submitting the XP spend and staff will set/lock the note on the actual grid space.
  • Relic: Sin-Eaters cannot have the Relic merit and use Mementos instead.

PRP Pre-Approval

Generally, you don't need pre-approval for a PrP for anything, except for the following:

  • Getting a Memento from the Underworld (generally done in the Killing Fields for half cost)
  • Learning the Stygian Key
  • Learning the Pit manifestation
  • Using the Tutelage of the Dead rules
  • Anything involving the current main sphere plot that advances the plot (talking about it or doing some prep work doesn't count, but going off and investigating the Big Bad's friends and allies would, since you'd need the information anyway)
  • Becoming a servant of a Principality
  • Doing some weird shit with the Underworld, like opening up a new Dead Zone or creating a new Dominion not listed in BotD, Geist, or the wiki

Pre-approval can be done in a job, or you can just page staff and ask if it's cool. Generally speaking it doesn't have to be a drawn-out affair. If you are running PrPs for another sphere that is NOT Geist, you must get pre-approval on Sin-Eater NPCs that you want to run or potential journeys to the Underworld. Geist players don't have to get pre-approval for their Sin-Eater NPCs.