Ceremonies are rituals, generally associated with the ghosts or the dead, which Sin-Eaters can learn. These rituals do not directly use the power of the geist as much as they rely upon the Bound’s deep connection to the Underworld and its denizens. Ceremonies are all exactly that: the Sin-Eater must perform a set of specific actions and must often use specific props like iron wire or mirrors. Without both these props and actions, the ceremony cannot be performed.

Although it is possible to write down the physical steps of a ceremony, there are precious few compilations of such information. By and large, Sin-Eaters learn ceremonies directly from a teacher. Many of these ceremonies are centuries old. However, characters can update older ceremonies that better fit with the realities of modern life. For example, most ceremonies that require an image of a target have been adapted so that photographs can be used.

Each ceremony is learned as a separate Merit. Sin-Eaters can learn as many or as few ceremonies as they want. The Krewe Binding ceremony is the most widely known of the ceremonies, but many experienced Sin-Eaters know half a dozen or more ceremonies.

  • För en sida som sammanfattar alla ceremonier på ett överskådligt sätt: WoD - Canon Index

Ceremony Mechanics

Every ceremony has a few features in common. All ceremonies are performed as extended rolls. The Sin-Eater begins performing the actions involved in the ceremony, and continues with the ritual until he has obtained the necessary number of successes. Unless specified otherwise, a ceremony has a target number of successes equal to 2+ the number of dots in the ceremony. Also, the greater the number of dots in a ceremony, the longer the time between rolls. The character’s Synergy rating may affect this roll (see pg. 86). If the target number of successes is reached on a die roll with five or more successes, the ceremony may be considered an exceptional success, and bestow additional benefits. These benefits don’t apply if an exceptional success was rolled earlier in the process, but the target number of successes is reached with a roll of four or fewer successes — the exceptional success must be the roll that closes the ceremony.

While most ceremonies are easy to complete, there is a consequence for failure. If a character fails the roll three times (in succession or otherwise) without successfully completing the ceremony, the ceremony fails and he must begin again. Dramatic failures are even worse, stripping away all accumulated successes and often inflicting some sort of penalty. Though a ceremony may be comparatively simple and quick, botching the observances can draw down spectral ire.

Andefotografering (Spectral Photography)

Kostnad: •• | Slag: Psyche + Dexterity | Handling: Utdragen (mål: 5 st) | Tidsspann: Ett slag per minut.

The Sin-Eater can enter a room where she suspects there has been ghostly activity and can take photographs of these ghosts. These photographs reveal if there were ghosts in a location within the last few days as well as providing images of both the appearance and the activities of the ghosts.

Performing the Ceremony: The Sin-Eater must use a camera that is fully functional but that also has its lens cap on, or otherwise has the lens completely covered. A piece of black tape over the lens works just as well. Both digital and film cameras work equally well, as do video cameras. The Sin-Eater then draws several complex sigils on the object covering the camera lens and takes dozens of photographs of the area where she suspects that ghostly activity took place. When she views the photographs, the ghosts will be clearly visible even if they were in Twilight when they were actually in the location.

Roll Results

Dramatic Failure: All successes are lost. The camera takes only inaccurate and distorted photographs for the next day.
Failure: No successes are gained.
Success: Successes are gained. If the target number is reached, the developed or viewed pictures reveal any ghosts who have been within the area within the last week. Blurred images depict the ghost or ghosts acting as they did then and may provide clues as to their identity and motives. The date and time of the haunting may be determined if the camera displays the date and time of the images it takes or if there is a clock in the room.
Exceptional Success: Successes are gained. If the target number is reached, the images of the ghosts are especially clear and easy to recognize.

Suggested Modifiers

+2 | The Sin-Eater is using a camera at least 20 years old
+1 | The Sin-Eater spends at least half an hour taking photographs
–1 | The camera is of especially poor quality or its lens is only poorly covered.
–2 | The Sin-Eater takes less than half a dozen photographs.

Fjärran blickar (Distant Vision)

Kostnad: •• | Dice Pool: Psyche + Wits | Action: Extended (target number of 4) | Time Increment: The Sin-Eater can roll for this ceremony once every minute.

This ceremony allows the Sin-Eater to gain a brief vision of an individual. If the individual is a ghost, this ceremony reveals the ghost’s present location in either the mortal world or the Underworld. If the person is alive, then this ceremony shows the person and his immediate surroundings in the mortal world.

Performing the Ceremony: This ceremony requires a mirror or other similarly reflective surface that once reflected the face of the intended target. If the target is a ghost, then the mirror could either have reflected the person’s face in life, or some physical Manifestation created by the ghost. The Sin-Eater must also either know the individual’s name or at least a unique descriptor, such as “the tall black woman who shot at me yesterday” or “the ghost who is haunting this apartment”. The Sin-Eater stares into the mirror and eventually, images begin to form. This image is visible to other Sin-Eaters, but not to mortals. The image also cannot be photographed with anything except a camera that is also a memento.

Roll Results

Dramatic Failure: All successes are lost. The mirror cracks and clouds over, rendering it useless for this ceremony.
Failure: No successes are gained.
Success: Successes are gained. If the target number is reached, the Sin-Eater sees a still image of the target and the target’s immediate surroundings, much like a photograph of the target taken at the moment the ceremony was performed. The image appears as though the Bound is looking at the target from approximately 10 feet away. If desired, the Sin-Eater can cause the image to expand, so she can examine some part of the image more closely.
Exceptional Success: Successes are gained. If the target number is reached, the image depicts motion for the next minute, much like a video image without sound.

Suggested Modifiers

+2 | The mirror was a personal possession of the target and reflected his image many times.
+1 | The Sin-Eater knows the target’s full legal name.
–1 | The mirror or other surface that reflected the image is cracked, dull, or otherwise in poor condition.
–2 | The target’s image was reflected only very briefly or partially in the mirror.
–3 | The target’s image was reflected in a pane of glass, a polished metal surface, or something else reflective that is not a mirror. This penalty can be cumulative with the one above.

Fjärran röster (Distant Voices)

Kostnad: ●● | Slag: Psyche + Presence | Handling: Utdragen (mål: 5 lyckoslag) | Tidsspann: Ett slag per minut

Syndaätaren kan skicka ett kort meddelande och få ett koncist svar från en levande eller död person. Målet för frågan som om den lästs upp för dem och svarar rakt ut, utan att genast ifrågasätta varifrån rösten kom ifrån. Den som svarar behöver inte tala sanning och kort därefter börjar han antagligen undra varifrån rösten kom.

Utövande: Om syndaätaren försöker kontakta ett spöke måste utövaren vara på dödsplatsen, vid dennes grav eller en plats där spöket synts till tidigare. När det handlar om en levande person måste ceremonin utföras i en byggnad där denne lever eller har levat.

Utövaren skriver ett meddelande med penna och papper eller på ett tangentbord och vilar sedan pennan i handen eller händerna på tangentbordet så kommer svaret som automatisk skrift genom att spöket rör syndaätarens händer.


Fummel: Mottagaren får inte meddelandet men tror att någon är ute efter honom.
Misslyckande: Inget händer.
Success: Ett meddelande upp till ett dussin ord kan skickas. Mottagaren kan svara med upp till ett dussin ord.


+2 | Syndaätaren har tidigare talat med mottagaren. I detta fall förstår mottagaren vem rösten tillhör.
+1 | Utövaren använder skrivdon eller papper som tillhör mottagaren.
–1 | Utövaren känner inte till mottagarens hela namn
–2 | Bo- dödsplats eller grav har vittrat eller förändrats ansenligt sedan mottagarens hade en koppling till platsen.
–3 | Mottagaren lever eller är vandöd.

Den sista synen (Final Vision)

Slag: Psyche + Wits | Kostnad: ● | Handling: Utdragen (mål: 3 lyckoträffar) | Tidsspann: Ett slag per tur

Syndaätaren kan se vad den döde såg precis innan han dog. Dessa bilder är alltid från den dödes perspektiv, och utövaren ser varken mer eller mindre. Synen är självklart ljudlös.

Utövande: Utövaren måste röra liket och se in i de döda ögonen. Liket får inte vara mer än tre dagar gammalt, men ögonen behöver inte vara i gott skick. Blinda eller personer som dog i ett becksvart rum kommer inte ha några sista syner utan enbart mörker. Om ögonen är helt frånvarande från liket är ceremonin inte möjlig att utföra.


Fummel: Ögonen förtvinar och ceremonin går inte att försöka igen.
Misslyckande: Inget händer.
Framgång: Utövaren ser allt den döde såg under de sista sekunderna av hans liv. Utövaren kan återbesöka och spela upp bilderna igen men han får inte bryta blicken in i de döda ögonen.
Exceptionell framgång: Det är möjligt att se de tre sista minuterna av den dödes liv.


+2 | Liket är inte äldre än 1 timme.
+1 | Likets ögon stängdes eller täcktes för strax efter dödstillfället.
–1 | Denna ceremoni har framgångsrikt använts på liket tidigare.
–2 | Ögonen har börjat förmultna eller har angripits av fåglar eller insekter.

Återfinna (Finding)

Kostnad: ● | Dice Pool: Psyche + Stamina | Action: Extended (target number of 3 for locating a corpse or 6 for locating a living target) | Time Increment: The Sin-Eater can roll for this ceremony once every half hour.

This ceremony is used to divine the location of a person, living or dead. The major limitations are that the Sin-Eater must have at least a tiny piece of the target’s body. A drop of blood (at least 75% free of foreign materials such as dirt), a fingernail clipping, or even a single strand of hair will suffice. Also, the ceremony allows the Sin-Eater to locate the person, but does not provide the person’s location on a map — the Sin-Eater must physically track down the target.

Performing the Ceremony: The Sin-Eater must tie the portion of bodily material in a small cloth bag on the end of a string. The Sin-Eater must then spin slowly in a circle while holding the string in one hand. Eventually, she feels the string begin to pull. This ceremony can be performed as often as desired, such as to triangulate the target’s location. Locating a corpse, an imprisoned captive, or anyone else who is stationary is fairly easy using this ceremony. Locating a living person who is moving around can be exceedingly difficult. This ceremony cannot be used to locate a ghost, only a living or a dead physical body. The Sin-Eater need not know the target’s name, wanting to find the person to which a spot of blood or a lock of hair belong works just as well.

Roll Results

Dramatic Failure: All successes are lost. The string attracts the attention of ghosts and begins pulling in random directions. The bodily remnant loses its connection and cannot be used for this ceremony again.
Failure: No successes are gained.
Success: Successes are gained. If the required number is reached, the Sin-Eater feels a pull on the string. The direction the string pulls provides the character with the direction of the person, or their corpse. The strength of the pull gives a rough idea of how far away the target is; the stronger the pull, the nearer the target. As long as the Sin-Eater holds onto the string, she continues to feel this pull. This pull continues for 5 minutes per success rolled.
Exceptional Success: Successes are gained. If the number of successes exceeds the needed number by five or more, the ritualist continues to feel the string pulling in the correct direction for the next hour. Also, the Sin-Eater knows more clearly if the target is a few dozen yards, a few miles or a few tens, hundreds or thousands of miles away.

Suggested Modifiers

+1 | The Sin-Eater has several different types of physical connections to the target, such as having both a few hairs and a fingernail clipping.
–1 | The pieces of the target are old, worn, or decayed.
–3 | The target is living or a corporeal undead (such as a vampire).
–3 | The Sin-Eater is attempting to use several connections to the target at once and at least one of these connections is a piece of someone else.

Knyta an (Krewe Binding)

Kostnad: • | Slag: Psyche (or Psyche + Presence) | Handling: Extended (target number of 6 to found a krewe or 3 to join an existing krewe) | Tidspann: The Sin-Eater can roll for this ceremony once every 10 minutes if founding a krewe or once a turn if joining a krewe.

This ceremony sits at the heart of Sin-Eater culture. It allows a group of Bound to found a new krewe and a Sin-Eater to join an existing krewe.

Performing the Ceremony: The ritual requires a place associated with death, like a graveyard, morgue, or crematorium, for optimal success. Each founder cuts a palm, doing one point of lethal damage and spilling a quantity of blood, and lies down to enter a communal death-like trance. There they establish the channel, one part receiving revelation and one part establishing their own ethos. Only a single member need actually know this ceremony, but all founding members must perform the same actions. To join an existing krewe, the new member must be led by an existing member, who is the only one who need know the ceremony. The new member formally accepts membership in the krewe, cuts her palm for one point of lethal damage, and enters into a vision of the krewe’s channel.

Roll Results

Dramatic Failure: All successes are lost, and the rite is tainted. The Sin-Eater can never join the particular krewe. Sin-Eaters attempting to found a krewe must add, subtract, or replace a member before they can perform the ceremony again.
Failure: No successes are gained.
Success: The Sin-Eaters successfully found a krewe or the Sin-Eater successfully joins the krewe. See Founding a Krewe (pp. 179-184) for further information.
Exceptional Success: No additional benefit.

Suggested Modifiers

+1 | The Sin-Eaters ingest intoxicants or hallucinogens immediately before the ceremony.
–2 | One or more of the individuals joining feels coerced into joining.
–3 | A Sin-Eater joins or attempts to found a krewe for the express purpose of harming or betraying it.

Leda vidare (Pass On)

Kostnad: • | Slag: Psyche + Presence | Handling: Utdragen (mål: 9 lyckoträffar) | Tidsspann: Ett slag i minuten

De flesta spöken som har lösgjorts från sina bojor (anchors) går vidare och försvinner för evigt? Men i vissa fall förblir spöket vilsen eller fast i "Twilight" eller "The Underworld" och oförmögen att evaporera av egen maskin. Syndaätaren hjälper ett sådant spöke att gå vidare.

Denna ceremoni hjälper syndaätaren ett villigt spöke utan några kvarvarande bojor att fridfullt gå vidare till vilket öde som än väntar. Det är en relativt enkel ceremoni i sig, då förarbetet tenderar vara det kluriga.

Utförande: Denna ceremoni kan enbart utföras i "The Underworld" och bara på spöken som saknar bojor och är redo att gå vidare. Syndaätaren kan muta, hota eller manipulera ett spöke att gå med på detta, men han måste få ett medgivande. Utövaren måste ha en del av spökets kropp, en ägodel eller åtminstone ett foto av när denne var i livet. Syndaätaren uppmanar spöket att vara beredd och bränner föremålet. Spöket tynar bort medan det brinner.


Fummel: Spöket fjättrar sig till en ny boja i den här världen eller skapar ett begär att förbli i "The Underworld". Man måste börja lösgöra bojorna på nytt.
Misslyckande: Ingenting händer
Framgång: Spöket förstår och accepterar sin destination in i intet.
Exceptionell framgång: Spöket seglar iväg med tacksamhet. Syndaätaren återfår en Willpower som ett resultat av den spirituella erfarenheten.


+3 | Spöket var delaktig i att lösgöra bojorna för detta ändamål.
+1 | Utövaren hjälpte spöket lösgöra bojor spöket fjättrats av.
–1 | Utövaren har varken en del av spökets kropp eller en ägodel.
–3 | Spöket hotas eller tvingas gå vidare mot sin vilja.

Tala för de döda (Speaker of the Dead)

Kostnad: • | Slag: Psyche + Manipulation | Handling: Utdragen (mål: 3 lyckoträffar) | Tidsspann: Ett slag per tur

Syndaätare tar det ofta på sig själva att hjälpa spöken med ouppklarade historier eller att förmedla ett sista budskap innan spöket kan gå vidare. Utövaren av denna ceremoni kanaliserar ett talat meddelande genom sig själv med spökets röst.

Mottagaren av meddelandet får inte se på syndaätaren. Ser denne på utövaren försvinner spökets röst som med en vindpust. (Det är mer specifikt talarens ansiktsdrag som inte får synas, oavsett form. En silhuett i mörkret eller en person under en potatissäck kan fungera, likaså kan ett telefonsamtal.

Syndaätaren kan inte förutspå vad spöket kommer att säga, det kan lika gärna vara ett kärleksfullt meddelande till en älskare som en harang av svordomar till en fiende. Utövaren kan avbryta kommunikationen när han vill.

Utövande: Syndaätaren tar spökets hand och koncentrerar sig på att slappna av och släppa sin röst och ge den till spöket i en scen eller tills han avslutar kontakten. Om en mottagare av meddelandet ser på utövarens ansikte upphör effekten och syndaätaren kan inte kanalisera spökets röst igen på 3 dagar.


Fummel: Utövaren tappar rösten i resten av scenen.
Misslyckande: Inget händer.
Framgång: Rösten framträder…


+2 | Mottagaren är medveten om sin delaktighet i seansen.
+1 | Mottagaren befinner sig vid spökets gravplats.
–1 | Mottagaren har sett syndaätaren den senaste timmen.
–2 | Syndaätaren och mottagaren har tidigare haft ett negativt möte.


Cigarette Dawn — Ask questions of the Living about the Dead — BotD pg. 70-71
One Last Song — Help a companion live the last moments of it's life to the fullest — BotD pg. 71
Reverse Bargain — Create a Sin-eater by forcing a Geist to enter the corpse of a human. The newly created Sin-eater have 1 point of synergy, 3 dots of manifestation and 3 keys. — Geist 243
Faces in Smoke — Reveal the image of the dead in Cigarette Smoke — BotD pg. 71-72
Lifting the Scales — Allow a mortal to perceive Twilight and ghosts with Ghost sight and giving them the power of Death Stains. — Geist 154
Listening to the Spectral Howl — Allow a sin-eater to find a particular type of ghost with a map. The type of ghost may be, by example, a ghost in need of vengeance, in need of protection, etc. — Geist 155
Message from Beyond — Passes on Messages from a Ghost to intended Target — BotD pg. 72-73
Mortis Mask — Falsify the cause of death of a corpse (A drowned corpse may look like he's been shot by a gun instead) — Geist 155
Plasmic Manifestation — Create a plasm "thing" that take the look of the ghost and allow it to communicate with the livings. — Geist 156
Dead Voices on Air — Capture a ghost, even one in the twilight, on still or moving film. — Geist 157
Dedicate Charm — Associate an appropriate Key with the Threshold of an un-Dedicated Charm (Memento 1) — Geist 158
The Devil's Bargen — Transfer time from one person to another, with horrific side effects. — The House Always Wins 4
Finding the Crossroads — Divine a nearby location at which someone will soon die. — Geist 159
Funerary Tools — Create an item to use in Twilight, with possibility of taking it to the Depths — BotD pg. 73
Lemure’s Lure — Make a location highly attractive to ghosts, likely causing a temporary haunting of the area. — Geist 159
Loosen the Coil — Temporarily allow a mortal to project as a ghost. — Geist 160
Moment of Absolution — Receive explanation of why an Anchor is an Anchor. — BotD pg. 73-74
Plumbing the Depths — See memories of bonded Geist; must continually roll to avoid gaining derangement while searching. — Geist 161
Quicken the Dead — Bind a ghost to a body, creating a zombie. — Geist 161
Reading the Echoes — Can get impressions from the past history of an object. — Geist 163
Warding Circle — Enchant a circle to be impervious to ghosts, and potentially other supernatural creatures as well. — Geist 163
Bind Anchor — Create an Anchor for a ghost, even one currently in the Underworld — Geist 164
Danse Macabre — Reminds participants of their own morality. Could create Ghosts in the Underworld without anchors — BotD pg. 74-75
Ghost Drinker — Drink either the Ghost's knowledge or it's power. Gain truthful yes/no answers or a bump to Physical Traits — BotD pg. 75
Ghostly Guardian — Bind a ghost to one of it's Anchors as a protector — Geist 164
Mending the Mortal Coil — Heal a target of wounds at the cost of plasm. — Geist 165
Warding the Household — As Warding Circle, but potentially for an entire building. — Geist 165
Crash the Gates — Transform body into an open Avernian Gate connected to a random point in the Depths. — BotD pg. 76
Create Deathly Passage — Open or reopen an Avernian Gate — Geist 166
Dumb Supper — Makes the Twilight and material worlds one and the same for all ghosts in a given room, for a short time, allowing conventional interaction. — Geist 166
Fetter’s Binding — Bind a ghost to it's last Anchor as a Fetter with one of it's Numia (Memento 3) — Geist 167
Sepulchral Gateway — Allows entry from one Avernian Gate and exit through another, without passage through the Underworld. — Geist 167
Spectral Captivity — Binds a ghost inside a room or container, from which it has no power to escape. — Geist 168
UnBinding — Sever a geist from a Sin-Eater, ending the bargain; causes significant discord. — Geist 244
Wings of the Moth — Binds a ghost to a body, effectively returning them to mortality, for one week; at the end of this time, the new body is killed again, and one of their anchors is destroyed. — Geist 169

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License