The most powerful implements in any Sin-Eater’s arsenal are her Manifestations, those strange and unearthly powers which are born of the fusion of living and dead. As a living vessel for a geist, the Bound also serves as a channel for its power — a power the two now share. All Sin-Eaters have access to Manifestations, but relatively few dedicate themselves to studying all or even most of them. Fewer still completely master more than a single Manifestation. Each Manifestation represents a fairly general power usually associated with ghosts (a genus of which the Sin-Eater’s geist is merely an unusual specimen). When a Sin-Eater makes use of a Manifestation, she is often said to “unlock” the Manifestation. This is because Manifestations are closely connected with several metaphysical concepts which the Sin-Eaters refer to as Keys. Different Keys may cause a Manifestation to function very differently depending on how it is unlocked.

Each Manifestation is rated from 1 to 5. Keys require no rating: when a Sin-Eater learns a new Key, she may apply the benefits of that Key to any Manifestation she possesses. When a Sin-Eater learns a new Manifestation or improves her rating in a Manifestation, she can apply any Keys she knows to it. Though particular effects of a Manifestation are associated with certain dot levels, they aren’t purchased separately: any effect is available to any Bound who possesses the requisite dots in Manifestation and an appropriate Key.

Each Manifestation is associated with a particular Attribute. Each Key is associated with one or more Skills which may vary depending on the Manifestation unlocked. In order to unlock a Manifestation with a particular Key, the Sin-Eater’s player must roll (the Manifestation Attribute) + (the Key Skill) + (the character’s rating in that Manifestation). The successes rolled on this activation roll are referred to, naturally enough, as activation successes. The activation successes determine the initial properties of the Manifestation once it is unlocked. Unless expressly stated otherwise, a Manifestation, once unlocked, lasts for a scene.

While a Manifestation remains unlocked, it will typically provide the Sin-Eater with several additional powers that branch off the Manifestation’s basic functions. For example, once the Stillness Oracle has been unlocked, the Sin-Eater has several additional powers that he can use while the Stillness Oracle Manifestation remains in operation. Some of these subsidiary powers simply modify the effects of the activation roll in some manner. Regardless, the dice pool for such subsidiary power is almost always (Attribute) + (Skill) + (activation successes). That is, the successes rolled for the Manifestation’s initial activation usually add to dice rolls for subsidiary powers, although there are some exceptions to this general rule.

Most Manifestations are fairly cheap, requiring only 1 plasm for activation and usually no more than 1 or 2 for subsidiary powers. Some exceptionally potent subsidiary powers require significant amounts of plasm and sometimes even Willpower expenditure in order to function.

Griftegården (The Boneyard)

Attribute: Wits.
By bleeding plasm into the ground, the Sin-Eater is granted influence over an area. The Sin-Eater's body must remain in a trance-like state while this manifestation is active. While active, a Sin-Eater can sense any person or thing they wish to find if it is within the Boneyard, and affect it with other Manifestations. (Note: The Rage manifestation cannot be used in this way.)

Hinnan (The Caul)

Attribute: Stamina.
The Sin-Eater allows the geist to merge with their physical body, changing it in a way defined by the Key used to unlock it. All forms of the Caul affect the Sin-Eater directly, rather than anyone around the Sin-Eater. The manifestation lasts till the end of the scene, or until the Sin-Eater dismisses it.

Förbannelsen (The Curse)

Attribute: Presence.
This manifestation places a hex on another person, which is carried out by the geist. Typically, only the area around the cursed person is affected, rather than affecting the person directly. The curse need not activate immediately, but may instead "lay in wait" until a certain set of circumstances are met.

Marionetten (The Marionette)

Attribute: Manipulation.
The Sin-Eater can control aspects of people or animals. If unlocked with some Keys, it may create a homonculus, a small elemental being under the Sin-Eaters control.

Oraklet (The Oracle)

Atrribute: Intelligence.
This manifestation alters a Sin-Eater's perception, according to the key used to unlock it. Anyone who can see plasmic energy knows a Sin-Eater who has activated the Oracle on sight. In some cases, the astral self leaves the body, while in others, it simply improves the Sin-Eaters perception (or allows them to perceive things they cannot usually, such as non-ghost entities in Twilight).

Ursinnet (The Rage)

Attribute: Strength.
This is a direct attack on another person by the geist. With a few exceptions, the rage is invisible, though the effects are known by the target and anyone with the ability to see such things (such as Mage Sight). At low levels, the damage is purely psychosomatic, but at higher levels it becomes very real.

Svepningen (The Shroud)

Attribute: Resolve.
Plasm envelops the sin-eater, creating a form of armour. The form of the armor depends on the key. It is invisible to the physical, except to those who have supernatural sights. The armours strength increases as a Sin-Eaters proficiency increases.

The Pit

Attribute: Composure.
Using the cursed plasm that shapes the Underworld, a Sin-Eater can remove some aspect of the target, or force some aspect of the world to ignore him. Unlocking this manifestation is a sin against Synergy, due to the disruption to the bond between human and geist it creates. Also, only Underworld plasm can fuel this ability. If the Sin-eater wants to use an Archetypal manifestation, he must be within one yard of an Avernian Gate.


Griftegården Hinnan Förbannelsen Marionetten Oraklet Ursinnet Svepningen
Kalla vindens nyckel Kalla vindens griftegård Kalla vindens hinna Kalla vindens förbannelse Kalla vindens marionett Kalla vindens orakel Kalla vindens ursinne Kalla vindens svepning
Gravjords- nyckeln Gravjordens griftegård Gravjordens hinna Gravjordens förbannelse Gravjordens marionett Gravjordens orakel Gravjordens ursinne Gravjordens svepning
Likbålets nyckel Likbålets griftegård Likbålets hinna Likbålets förbannelse Likbålets marionett Likbålets orakel Likbålets ursinne Likbålets svepning
Tårdränkta nyckeln Tårdränkta griftegården Tårdränkta hinnan Tårdränkta förbannelsen Tårdränkta marionetten Tårdränkta oraklet Tårdränkta ursinnet Tårdränkta svepningen
Industriella nyckeln Industriella griftegården Industriella hinnan Industriella förbannelsen Industriella marionetten Industriella oraklet Industriella ursinnet Industriella svepningen
Passions- nyckeln Passionerade griftegården Passionerade hinnan Passionerade förbannelsen Passionerade marionetten Passionerade oraklet Passionerade ursinnet Passionerade svepningen
Hjärnspökets nyckel Hjärnspökets griftegård Hjärnspökets hinna Hjärnspökets förbannelse Hjärnspökets marionett Hjärnspökets orakel Hjärnspökets ursinne Hjärnspökets svepning
Urtidens nyckel Urtidens griftegård Urtidens hinna Urtidens förbannels Urtidens marionett Urtidens orakel Urtidens ursinne Urtidens svepning
Stigmatans nyckel Stigmatans griftegård Stigmatans hinna Stigmatans förbannelse Stigmatans marionett Stigmatans orakel Stigmatans ursinne Stigmatans svepning
Stillhetens nyckel Stillhetens griftegård Stillhetens hinna Stillhetens förbannelse Stillhetens marionett Stillhetens orakel Stillhetens ursinne Stillhetens svepning
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