Memento Mori

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Posts : 11377
Join date : 2012-06-16

PostSubject: Player notes   Tue Jan 19, 2016 11:41 am

Just a few things to keep in mind.

1. Getting knocked unconscious.

This cannot happen. Physically. At all. Your geist will not let you. It will keep you awake. If however you do happen to die again, you still won't. You will merely find yourself in the underworld again, confronted once more by your geist who will bitchslap you for dying and drag your soul kicking, shitting and screaming back into it's body. This will however leave you with a permenant loss of a synergy point, dropping your maximum down from 10 to 9. This is unrecoverable. You will also drop down 1 point from whichever rating you were as the insanity of dying hits you again and puts you at odds with your geist for having the audacity to get yourself killed.

Effectively you are property to your geist. No more, no less. And they don't like when people break their things.

2. Regaining plasm.

This can be done in a number of ways, but the easiest are as follows:

- Haunts. Visiting a haunt you have access too between the hours of 12am and 3am. These are the witching hours, when ghostly activity is at it's peak. Inhaling the ghostly residue at a haunt will replenish your plasm.
However, a warning. Do not sleep at a haunt. In theory this may seem a good idea, but the residue will play havoc with your geist while you are asleep and can mess up your synergy losing you points. So don't do it.

- Deathmasks. These are keystones, and they are extremely valuable and even more rare. Though called masks, they don't have to be masks themselves. These keystones are made from the remnant residue left over when a geist itself is killed. Doing this however usually means killing the sin-eater and then offing the geist. These can be made when one consumes a geist as that is in effect killing them, but it is seen as taboo and cannibalistic and so frowned upon [see below for info.] Owning one however is not taboo, as these can even be bought and traded at death markets. When worn, they provide the wearer with an extra pool of plasm with which to cast manifestations and some ceremonies, and provide access to another key dependent on the original archetype of the geist and sin-eater. More on these if/when you encounter one in game.

- Consuming ghosts. This isn't necessarily taboo, it's just frowned upon. Plus ghosts taste like rotting flesh, and no one wants that taste in your mouth for only a couple extra points of plasm.

- Consuming a geist. This is considered taboo by all, in order to do this you must first kill the sin-eater host, and then consume their geist before they have a chance to recover their host's soul. It is savage, brutal, extremely frowned upon and likely to get you a bad reputation and possibly even to the most extreme, hunted by other sin-eaters to eliminate the cannibal amongst them. So don't do it... Unless you have to. But even then. Consider it fully.
This will however completely replenish all plasm to the max, so it has it's benefits.

- Committing a murder. Killing a regular human. No reason, just killing someone for nothing. Walk down the street, see a guy, think 'hey yeah ok i'll just snap your neck why not its a nice enough day for it'. Gives a bit of plasm back but only a couple of points. Its also frowned upon because, well dur its just senseless murder? Whats wrong with you? Also likely to get you arrested. Can be useful but not wholly worth it. Consider this act greatly.

3. Ceremonies.

These are things you learn and can be taught and can acquire generally. Unlike manifestations which are instant and cast by your geist through you, ceremonies are things you perform yourself over sometimes a prolonged period. They can be quite beneficial and extremely powerful, and can even enable you to physically communicate with your geist.

4. Keystones.

These cannot be crafted. They can be made only when a person or a geist dies and leaves a substantial amount of residue in something connected with them. Such items with residue can however be dedicated to a particular key with a ceremony, so while you cannot purposely inflict deathly residue into something, you can imbue it with the ability to use it as a keystone if it has enough energy already present.
They never break, unless a sin-eater wants it to and actively goes out of their way to destroy it. They can enable certain benefits as well as their manifestation activation abilities, but whatever they do must be related to what they are and who they originally belonged to. Book example is a plate belonging to a woman who starved to death. Whatever food is served on this plate will immediately rot and fester.

Keystones with multiple parts such as guns, are keystones as a whole. The gun won't break on it's own unless you try to break it, and it's parts cannot be interchanged or the keystone will be made ineffective until it is put back together again in it's entirety. So if you want a keystone that has multiple parts keep track of them all or pick just one part. Side note: these parts do not stack. You don't get something more magical for having 5 parts where another keystone only has 3, it's just a keystone. The 3 part will do it's job just as well as the 5 part.

5. Ghosts.

Whatever sin-eater you are, torn, celebrant, mourner, your geist will attract ghosts to you though usually unintentionally. The torn attract angry ghosts, so be prepared for violent ones for example.

6. Mundane humans.

Sin-eaters have sight regular humans will never benefit from in terms of the medical. Sin-eaters can see the following:

- Regular humans who are sick or currently injured. They can see immediately at a glance what is wrong with them and how close to death they actually are. Always. Any past injuries or illnesses however cannot be determined.

- If you find a dead body, you can tell how they died pretty easily and how long ago to the second.

- None of this knowledge enables you medical practice on the living. Just because you can see someone is ill or injured doesn't mean you an heal them.

7. Healing.

Like manifestations use plasm to cast, you can use plasm to heal yourself. From a paper cut to even a literal lost limb, your plasm will fill the area with a ghostly white liquid-esque substance and heal it up nicely for you.
Healing rates differ depending on bashing, lethal and agro damage.

8. Anchors.

These come in 2 forms.

- 1. Ghosts who have trouble 'passing on' have a reason for this. Sometimes it is because of unfinished business or sometimes it is because of something they cannot let go of. These are anchors. To enable a ghost to pass on, you must either resolve their issue so they have nothing left to linger for enabling them to pass over, or you can go the other way and destroy whatever is anchoring them to the living world. This however doesn't enable them to pass on. They simply descend back into the underworld, often rather angry that their anchor has been destroyed. Some of these ghosts can eventually manifest as geists if they push themselves enough to return from the purgatory that is the underworld.

- 2. When you bond with your geist, you are brought back from death. But because of that initial death you are forever linked with the underworld and constantly feel it's pull trying to drag your soul back into it. Your geist prevents this from happening. But as you increase your psych rating and grow ever more powerful your geist begins to be less able to hold onto you and you start to feel the pull of the underworld all the more. You start spending more time travelling back and forth and the time you spend in twilight feels difficult to cling to. This is where anchors come in. These are things; objects, places, people, who you cast a ceremony for and create a tie to, like an invisible thread between you and them that literally holds you in the living world. The more anchors you have the more comfy you feel and the better synergy you can keep with your geist as your power increases.

9. The Underworld.

The Great Below, Purgatory, Hell, The Nether, The Shade. It has many names, but it is all one big place. And you are a psychopomp. With enough plasm, the right location and enough resolve you can freely walk back and forth between the land of the living and the land of the dead. So that ghost you sent back to the underworld last week, if you need more info? Why not go look him up.
Being in the underworld doesn't freak you out unless you are dead, so don't worry about synergy. You will also max out your plasm, as no where is more rich in deathly residue than the underworld.

10. Haunts.

This is a 3 tier merit. Residue, fluidity and accessibility.

- Residue means how much plasm you can acquire while there over a period.

- Fluidity means it acts as a doorway to the underworld. The higher the dot, the easier it is to cross over to the underworld.

- Accessibility means you own it, the dot is equal to the size and quality of the space such as a fancy house or a dilapidated shack. No one else can use it without your permission, because if they do well then that's just rude and they deserve a good kicking for nicking your stuff.

In order to regain plasm through a haunt you need one of these merits or to be very sneaky about your pilfering plasm from someone elses place. Each of these is an individual cost and the higher the dot the more powerful the location.

11. Krewes

Krewes are groups of sin-eaters. Generally they're just a bunch of buddies who hang out and do stuff, but established krewes use ceremonies to bond themselves. In doing this they gain access to some of their geists history (or so their geist says), and can even form full organisations with rules, taboos, prophecies and shared knowledge. This also enables the sharing, or 'pooling' of certain merits, which has its benefits.
Haunts for example. A group of 3 sin-eaters find a haunt and wish to take it as their own. It costs 3 dots. If they are a bonded krewe and each pay the xp for 1 dot, they can pool their xp to pay for the full 3 dot haunt. If however they are not bonded as a krewe, they will each have to pay the full xp for all the 3 dots on their own to own it between them.

Krewes can have fully bonded members, made so through a ceremony which links them and their geists. Or they can have allies, which enables those trusted by the krewe some base benefits for being in with the krewe, even if not a full member yet.

Krewes can enable shared merits to bonded members and limited shared merits to allies. However be wary of allying with more than 1 krewe, because if you have shared merits with more than 1 then your allegiance will be questioned and you might lose the merits for both.

12. Flesh Fairs.
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