Attribute: Wits

When a Sin-Eater calls forth the Boneyard, he allows his geist’s plasm to flow forth from his body to stain the surrounding area with plasmic residue. In this way, the Sin-Eater may extend his senses across a large area and affect his environment in ways associated with the Key used to unlock the Boneyard. While the Boneyard is unlocked, the Sin-Eater’s body must remain in a trance-like state. The Sin-Eater’s body need not rest in the center of the Boneyard, but he must be somewhere within the affected area. If taken by surprise (not an easy thing against the master of a Boneyard), the Sin-Eater typically loses his Defense against attackers. This Manifestation ends instantly if the Sin-Eater suffers any damage. If his body is otherwise disturbed, he may attempt to retain control of the Boneyard with a Resolve + Composure roll.

The basic (one-dot) power of the Boneyard allows the Sin-Eater to create a plasm-tainted area within a particular area whose size is governed by his Manifestation rating and his activation successes. Some Keys may modify the size of the Boneyard in thematically appropriate ways. For example, the Primeval Boneyard may be bigger than other Boneyards if unlocked within a forest or heavily wooded area. While the Boneyard is unlocked, the Sin-Eater can generally sense any particular person or thing within the affected area which she wishes to locate without a roll, provided that the object of her search is not actively hiding from her (either magically or through mundane means). She can project her senses to any spot within the Boneyard and examine the area as if she were standing there. Many Keys allow the Sin-Eater to use more esoteric senses from any vantage point within the Boneyard.

Once the Boneyard is unlocked, the Sin-Eater can unlock additional Manifestations as desired, and can target their effects against anyone or anything he can perceive within his Boneyard. If an additional Manifestation is unlocked using the same Key as the one used to unlock the Boneyard, the Sin-Eater may add the Boneyard’s activation successes to the next activation roll. If the Keys are different, however, the Boneyard’s activation successes do not apply. There is one exception to this rule: a Sin-Eater may not direct the Rage Manifestation against a target outside his immediate presence through the Boneyard.

Aktivera Griftegården

Kostnad: 1 plasma
Slag: Wits + (Key Skill) + Värde i Griftegården
Handling: Omedelbar

Roll Results

  • Fummel: The land is thirsty. The Boneyard fails to manifest, and the character loses two extra points of plasm.
  • Misslyckande: The attempt to manifest the Boneyard fails.
  • Framgång: The Sin-Eater creates a Boneyard lasting for one scene. With Boneyard 1, the radius of the Boneyard is equal to (activation successes x 10) yards. With Boneyard 3, this radius increases to (activation successes x 100) yards. With Boneyard 5, this radius increases to (activation successes) in miles. Once its confines are established, the area covered by the Boneyard is fixed and cannot be modified by the Sin-Eater. Once established, the Boneyard cannot be dispelled prematurely, and the Sin-Eater may not create any new Boneyards while a previously unlocked Boneyard still stands. However, a Sin-Eater may attempt to replace an already existing Boneyard (whether one he created or one created by another Sin-Eater) with a new one, either to improve the Boneyard’s qualities or to assert dominance over another Sin-Eater. In the latter case, whichever Boneyard has more activation successes takes precedence over the other one. The Boneyard’s radius is fixed — although it is initially centered on the Sin-Eater, it does not move with her. Activation successes modify many higher-level Boneyard powers but only while the Sin-Eater remains within the Boneyard he created.
  • Exceptional Success: The Sin-Eater recovers the plasm spent in unlocking the Boneyard. If wounded, the Sin-Eater may still maintain the Boneyard with a successful (Resolve + Composure) roll, but not if he is rendered unconscious or leaves the Boneyard.

Att slåss över griftegårdar

Any Sin-Eater with even one dot in Boneyard will immediately know when she has entered into a Boneyard territory created by another Sin-Eater. The intruding Sin-Eater can attempt to establish her own Boneyard within the same area, but the original Sin-Eater may reflexively inflict a penalty equal to his activation successes on attempts by others to establish additional Boneyards within his demesne. If two (or more) Sin-Eaters successfully unlock overlapping Boneyards, the Sin-Eater with the most activation successes is considered to be the master of the Boneyard, and can reflexively apply a penalty equal to his activation successes against his rivals on all Boneyard-related rolls.

Elementens hinnor

Skill: Occult

The Sin-Eater instills the essential characteristics of one of the four elements into the fabric of her Boneyard.

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Industriella griftegården

Skill: Crafts

The Industrial Boneyard draws upon the relentless inhumanity of the machine and the sterility which separates man-made structures from natural ones. If the Sin-Eater unlocks the Industrial Boneyard inside a building of any kind, he may add his Craft rating to the activation successes for purposes of determining the maximum area, but when he does so, the Boneyard’s area can never extend beyond the physical structure of the building itself. In order to gain this benefit, the Sin-Eater need not be inside the structure, but he must be able to touch one of its outer walls. With Industrial Boneyard •••, the Sin-Eater can extend his control to encompass multiple connected buildings which are part of the same unit (such as a mansion and its guesthouse or all the cookie-cutter houses in a residential subdivision) but not any place outside of a structure. With Boneyard •••••, the Sin-Eater’s gaze even covers the grounds of a large estate or the yards and streets of a residential neighborhood.

Industriella griftegården ••

The Sin-Eater can target any mechanical device she is capable of perceiving within the
Boneyard and turn it on or off at will. The Sin-Eater’s player must roll (Wits + Craft + activation successes) and
spend 1 plasm. In addition to this power, the Sin-Eater may reflexively add her activation successes to any Wits-related roll to perceive or understand any aspect of the structure within which she stands. She can easily perceive hidden passages, concealed safes and the like. This aspect of the power costs nothing.

Industriella griftegården •••

The Sin-Eater can completely control a single device within the Boneyard, directing it as he wishes, using the same dice pool as the previous power. However, he can only cause such devices to do things normally within their purview. That is, he could cause a vacuum cleaner to begin cleaning a rug but he could not cause it to fly about the room. This power costs nothing provided that the target device does not require any electricity or is already plugged in if it does require power. Feats such as activating an unplugged appliance or moving an unplugged vacuum cleaner cost 1 plasm per target to be affected.

Industriella griftegården ••••

The Sin-Eater can telekinetically move any non-living item which he can perceive
within the Boneyard. He can cause items to fling themselves at targets or he can turn on a television and cause it to display whatever images he desires. Controlling inanimate objects in this manner costs a number of plasm points equal to the size of the item. The player must roll (Resolve + Craft + activation successes) to activate this power. If the Sin-Eater attempts to hurl the item at a target, the roll is (Resolve + the object’s Size + activation successes, minus the target’s Defense). The Sin-Eater may only make one such attack per turn, and also costs plasm equal to the item’s Size.

Industriella griftegården •••••

The Sin-Eater gains dominion over every object within the Boneyard’s reach. Unlocking the Boneyard at this level raises the activation cost to 5 plasm, but thereafter, the Sin-Eater pays nothing to use any of the preceding Industrial Boneyard powers. Additionally, while this power is in effect, the Sin-Eater can spend 3 plasm to cause an object to do something completely unnatural, such as causing a chair to wrap its arms around someone sitting in it and restrain her or rearranging the oil on a painting to change what it
depicts. These unnatural effects only last as long as the Boneyard does before the object reverts to its prior shape.

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