Exceptional Success: On a roll after a Synergy sin, the character experiences a sudden burst of confidence; the character gains a point of Willpower as well as retaining his Synergy.
On a Synergy roll to avoid degeneration, no special effect occurs, though the character avoids the derangement. Few Sin-Eaters want to fall into the bleak oblivion of having their geist become little more than a distant, haunting voice.
Still, sometimes the law can be bent or avoided, without breaking it outright. For instance, having a ready sacrifice of wheat for the Death-God of one of the Lower Mysteries before violating one of the laws of the River of Dead Seed may be both sincere and inconvenient enough to earn a bonus. If the Sin-Eater callously flouts a given law, however, or conducts repeated offenses against the laws in a short period of time, then a —1 or —2 penalty to the degeneration check may be appropriate.
Certain triggers may call for an automatic loss of Synergy without a die roll. Performing in this fashion requires the Sin-Eater to become so accustomed to following the rules that such things become second nature and force of habit. Gaining a closer bond to the geist may have its advantages, but it is also a harrowing process. All of this means that improving Synergy is not a simple process. Experience points alone will not purchase Synergy without extreme effort on the part of a Sin-Eater.
A character with a low Synergy rating has much work to do to claw back up to mediocrity; a character with high Synergy must show extreme improvement in minute areas to gain further ground. In either case, the process requires strict adherence to the laws of the dead over a lengthy period of time. If they are never tested, then how can their true measure of conviction be revealed?
The true dedication of the Sin-Eater to the path of increasing Synergy will come out in what the he is willing to sacrifice, and how hard he is willing to let his life become in an effort to become closer to his geist. The pursuit of a single dot of Synergy is an acceptable focus for one story, though the last few dots 9 and 10 might require several stories of striving.
A high Synergy score carries certain benefits, though it is up to the individual to determine whether these are worth the price of upholding such rigorous standards. A low Synergy carries significant detriments as well, so Sin-Eaters usually try to avoid falling into the depths of total disconnection from their geists. A Sin-Eater with a Synergy score of 8 or more gains certain automatic benefits:. Ascendant campaigns can view previous versions of their pages, see what has changed and who did it , and even restore old versions.
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Geist: The Sin Eaters. Geist Rules Synergy. Synergy As Morality Synergy is not a moral code. The most prominent discord triggers include: Opening An Avernian Gate And Entering The Underworld: Given the work that Sin-Eaters do, this seems a bit perverse, and Sin-Eaters themselves cannot agree on why this causes dissonance with geists.
The Bound are called so because of their bond to their resident Geist that resurrected them through the Bargain. Sin-Eaters are just a subset of the Bound that are ideologically predisposed to helping ghosts. It's kinda like asking if werewolves can be in packs with the Forsaken.
Andrew Kaninchen. Can the Bound end Haunt Conditions they created at will? There are some that strongly indicate it - like the Caul Condition, which actually resolves once "the geist is dismissed from their body either willingly or unwillingly" - but I can't find anything that indicates it is possible to simply end the condition because I said so.
Maybe I'm missing something, as I have before, so worth the try. Stupid Loserman. Last edited by Stupid Loserman ; , AM. Originally posted by Andrew Kaninchen View Post. I'm working on a sin-eater character, and his geist died by poisoning.
Do you have any good idea about a bane for a poison's victim geist? Originally posted by Ipergigio View Post. Boneyard Questions The boneyard ends when you leave the area. Or can you stand just outside the space, like pressing a hand on the outside wall?
How about ominously standing across the street? Are you subject to the penalties of the boneyard while inside it? Such as taking penalties to escape, suffering environmental hazards, or having to obey your own laws? The whole arrangement is basically an error like, say, if years ago fire decided it was going to be a vacuum that sucked everything into Hell in addition to its natural properties. Sin-Eaters can fix the error in places.
There is plenty of attention being paid to it. That's why it's happening. The hobby is shared with others, now, folks. Get used to it. Imagine bitching about a White Wolf game having political overtones. These games were using exclusively female pronouns back in , what the hell were you expecting?
They've always been left leaning and uber political. Will this be released as a traditionally printed book, like Changeling the Lost 2e was? Edward C. Geist the Sin-Eaters is an interesting setting and game.
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