Example of Character Creation
Kat has been invited to play in Eloy’s Geist game. Eloy lets her know that the game will focus on a gang war involving both human and ghostly agents. The players’ characters will make up a krewe caught in the middle. The game’s themes will explore loyalty, paranoia, and danger, as the krewe attempts to negotiate the treacherous turf disputes while maintaining any relationships they have within the warring factions and learning about the true power behind the war, deep within the Underworld.
Kat settles down with a character sheet and a few sheets of scratch paper for notes, and starts to write down some rough ideas for her character. She discusses the setting a bit with Eloy, and bounces character concepts off the other players to get a feel for what would fit best, both into the setting and into the nascent krewe that is forming.
Step One: Concept
Knowing that the story will focus on a gang war, Kat wants her character to be able to fit in on the streets. She throws out a few options and gets some back, and eventually decides to make her character a car thief who also street races for extra money and more importantly, the thrill and danger of drift racinon city streets.
Kat looks through some name books and decides on the name Zita Vargas.
Before she was bound with her geist, Zita was a rough and tumble car thief and street racer into drift racing, where the driver intentionally causes the rear wheels to lose traction and slide, riding a razor line between control, speed, and completely letting go. It was one of those drifts gone wrong that sent her to the other side.
After the merger, she still steals cars and races them, but she’s also begun to do side work as a messenger; for the right price, she’ll deliver messages to loved ones or enemies, uncover lost or buried secrets, even take on a shady fare or two as an unlicensed gypsy cab, if she needs to.
Step Two: Attributes
Now that she’s got a pretty tight character idea, it’s time for mechanics. First, Kat must prioritize Zita’s Attributes. Zita is cunning, a smart girl that fell through the cracks of the system, and her quick thinking keeps her out of trouble, so Kat prioritizes her Mental Attributes as primary. When she does get in trouble, Zita’s a scrapper, so Physical Attributes are secondary. That leaves Social Attributes as third, which fits Zita’s concept. She’s a bit rough and tumble, and not particularly good with people.
Kat has five points to distribute among Zita’s Mental Attributes. Since Zita is, above all else, adaptable in the blink of an eye, Kat puts three points into Wits, giving her a Wits of four. The other two points are split between Intelligence and Resolve. She makes a note that she’d like to raise those later, as soon as she gets the experience points to do so.
Next, she moves on to Zita’s Physical Attributes.Of the four points she has available, Kat puts one point in Strength and Stamina, respectively. Zita isn’t built for brute force, but she’s nimble, so Kat puts the final two dots in Dexterity, for a score of three. She’s been in plenty of fights in her time, and she’s probably won at least as often as she’s lost.
Finally, she turns her attention to the Social Attributes, where she has three points to spend. What social status Zita has is entirely due to her force of personality, so Kat puts two points into Presence. Kat decides that Zita’s got a bit of a temper, so she leaves Composure below average and places the final Attribute point in Manipulation. Zita can be persuasive if she has to, but she has no patience for fools.
Step Three: Skills
Next, Kat has to choose Zita’s Skills. This time, Kat chooses Physical as Primary, giving her 11 points to assign. She chooses Social Skills as the next highest priority, worth seven points there. Zita didn’t stay in school long enough to pick up much in the way of Mental Skills, so that leaves them as tertiary with only four points to spend.
Zita’s concept revolves around cars and the stealing thereof, so Kat immediately drops three points in Drive and another three points in Larceny. She’s picked up a lot of other Skills in her time, so Kat puts a point each in Athletics, Brawl, and Stealth. Then, after some thought toward Firearms, Kat decides against it, and she puts her last two points in Weaponry. Zita keeps a knife in a concealed pocket in the sleeve of her jacket, and she knows how to use it.
Kat moves on to Social Skills, where she has seven points to spend. A car thief has to be able to negotiate with fences and chop shops, even a Sin-Eater, so Kat puts two points each in Persuasion, Streetwise, and Subterfuge. Zita knows her way around the streets, and she can usually talk her way through a deal, whether she’s telling the truth or lying through her teeth. The final point goes into Expression. It’s not part of the original concept, but Kat decides that when nobody else is around, Zita writes rap lyrics, and she’s never had the courage to share them with anyone. It adds another facet to the character, and that pleases Kat.
Finally, Kat has four points to spread among the Mental Skills. She decides to put two points in Crafts, since Zita should know how to work on cars. Kat puts a point in Occult, to reflect Zita’s curiosity about the strangeness of her own situation, and the final point goes into Computer. She’s learned a little about computers just from jacking cars, but she spends a lot of time online, checking social sites and keeping in touch with the few people she misses from out in California.
最后Kat可以在精神类属性上分配4点。2点给了手艺，因为Zita理所应当该知道如何鼓捣车。1点给了神秘，反映出Zita对她自身状况的好奇心。最后一点给了电脑。Zita的电脑知识大部分不是从摆弄汽车里学到的，她花了很多时间泡在网上，和那些（这部分不会翻，with the few people she misses from out in California.)
Step Four: Specialties
Finished with Skills, Kat decides on Zita’s Skill Specialties, the specific areas in which she excels. To make sure Zita can actually steal cars, Kat puts a Specialty in Crafts as Hot-Wiring. For her second, Kat chooses a Specialty of Drift Racing for Drive, and for her third and final, she decides to put another Specialty in Larceny for Lock-Picking.
Step Five: Sin-Eater Traits
Zita Vargas the human is pretty fleshed out now, but it’s time to transform her into a Sin-Eater. Kat reads over the Archetypes and decides, after considering the Bonepickers, that Zita is more interested in the thrill of simply being alive, so she chooses Celebrant instead. Zita’s near-death experience falls pretty well under the Forgotten, so that’s an easy choice. She chooses her Keys next. As Forgotten, she has the choice of Industrial or Pyre-Flame — Kat quickly decides that the Industrial Key reflects Zita’s technical aptitude nicely. For the Key gained from her keystone, she chooses Stigmata, liking the motif of blood and asphalt. Next, Kat looks over the available Manifestations. For now, she puts all three of her Manifestation points into the Marionette.
Kat decides that Zita’s keystone memento is a lucky rabbit’s foot keychain, its fur matted with old, dried blood.
Step Six: Merits
Kat has seven points to spend on Merits, either Sin-Eater specific ones or the normal human ones from the World of Darkness Rulebook. She decides to spend three points on the Stunt Driver Merit to reflect her skill driving, and she puts a point into Resources. Zita’s still not doing great, but she’s got some income, even if it isn’t exactly legitimate. Kat also takes a point of Contacts (Underground) to represent Zita’s friends in the chop shops and fences around town. Finally, she decides to take two dots worth of memento, which could give her a vanitas or two Charms. Kat discusses it with Eloy, and works out two Charms. The first is a rosary Zita found wrapped around a wrought-iron fence spike at the local graveyard, its wood blackened and the Christos rusted, that gives her a one-die bonus on Stigmata Key-related rolls. The other is a ring of broken keys for forgotten or demolished cars, taken from a jar in a junkyard that provides her with a one-die bonus on rolls related to the Industrial Key.
Step Seven: Advantages
Now that all of Kat’s character’s traits are established and her Merit points are spent, it’s time for her to calculate her Advantages. Some of these are derived from other traits. Kat adds Zita’s Resolve of 2 and her Composure of 1 together to come up with a Willpower of 3. Zita’s Synergy score begins at the standard 7. Kat looks over the list of Virtues and Vices and decides that Zita may have a short temper and fall to Wrath, she also nurtures Hope for the future.
Zita’s Health is 7, determined by adding her Stamina of 2 and her Size rating (5 for a human adult) together. Her Dexterity of 3 and her Composure of 1 give her a 4 Initiative. Her Wits and her Dexterity are equal at 3, so it’s a toss-up for Defense, which is the lower of the two. Finally, Zita’s Strength of 2 and Dexterity of 3 are added to her Species Factor (5 for a human adult) to give her a Speed of 10.
Kat also records Zita’s starting Psyche (1), plasm (5), and Willpower points (3, the same as her Willpower dots).
Step Eight: Spark of L ife
Kat already has a pretty good idea of who her character is and what she can do. There are just a few more things to flesh out before she’s happy. Kat starts out looking at the list of questions on p. 67 for some ideas on how to round out Zita’s character.
She decides that Zita is only in her early twenties; plenty of time to clean up and go straight or burn out in a blaze of glory. She grew up as a foster kid after her grandmother died, shuffled from one home to another across California, dumped whenever she fought too much or got caught stealing again. She wasn’t stupid, but few of her teachers reached her. She saw things just like her abuela had, down in Mexico, but nobody believed her. So she stopped telling people, afraid of being put away for being crazy.
When she got old enough, she tried for a new start, moving across country to New York City. She got into trouble pretty quick, stealing cars and racing them, betting to make money to pay for a tiny apartment. Eventually she ended up on the wrong side of a bet, and found herself not-so-gainfully employed by a chop shop. They paid her to steal cars and drop them, turning them into spare parts and cash. It wasn’t the worst thing that could have happened, until a boost went bad and the cops were chasing her down the Jersey Turnpike until she rolled the car into oncoming traffic.
She should have died, but she became a Sin-Eater instead.
Kat decides that Zita’s geist is the Passenger, who appears in the back seat just outside Zita’s peripheral vision. She’s never seen him clearly, but she can smell him when he’s there, a mix of sickly sweet rotted blood and charred flesh. His silhouette appears in the rearview mirror, and he speaks to her through the static hiss of a dead AM radio station. No matter what she does, all of her cars gather a black stain in the back floorboard. She’s not sure of his history, but she figures that is enough to start.
Kat gives her character sheet to Eloy for approval, and discusses how she’ll fit into the game. He’s happy with the character, and Zita Vargas is ready to join the game.
The Elemental Boneyards
Area of Effect: Varies
The Sin-Eater instills the essential characteristics of one of the four elements into the fabric of her Boneyard.
The Cold Wind Boneyard
The Cold Wind Boneyard draws upon frigid cold and the devastating power of storms. If the Sin-Eater unlocks the Cold Wind Boneyard while out-of-doors and in cold weather or during a heavy rainstorm, she may add her Occult rating to the activation successes for purposes of determining the maximum area.
Cold Wind Boneyard 2: The Sin-Eater can target any person within the Boneyard’s area with a powerful sensation of bone-chilling cold. The Sin-Eater’s player must roll (Wits + Occult + activation successes), resisted by the target’s Stamina. If the Sin-Eater is successful, the target suffers a dice penalty on all actions equal to the Sin-Eater’s activation successes for as long as the Sin-Eater maintains concentration on him, as the air around him plunges into bitter cold. With an Exceptional Success, this dice penalty will persist for as long as the Boneyard does, even without the Sin-Eater’s continued concentration. This power costs 1 plasm.
饥风坟场 2：食罪者可以以坟场效果区域内的任一人为目标，使其感到冻彻骨髓的酷寒。骰感知+神秘+启动成功数 对抗 目标的耐力。成功则目标在食罪者专注于他的时候，将在所有动作上承受一个等同于启动成功数的惩罚，仿佛无情的酷寒一直包围着他。大成功：只要坟场持续且目标处于其中，即时食罪者并未专注于目标，效果也依然生效。消耗1冥质。
Cold Wind Boneyard 3: The Sin-Eater can target multiple targets within the Boneyard with even stronger weather effects, such bitterly cold winds or freezing rain. Mechanically, this power functions just like the one before it except that the Sin-Eater may target multiple individuals with dice penalties caused by inclement weather. Each target rolls her Stamina separately, and those who fail to get more successes than the Sin-Eater are affected. This power costs 1 plasm per target to be affected.
Cold Wind Boneyard 4: The Sin-Eater can target an individual with a cold-weather attack. The precise nature of each attack depends on the extant environmental conditions — depending on the nature of the weather summoned, an attack might manifest as a lightning bolt, a gust of wind which blows a tree limb down onto the target, or even a snow flurry of incredible force which buries him under several feet of snow and ice. The Sin-Eater’s player must roll (Wits + Occult + activation successes). Generally, because such an attack comes as part of an environmental effect, a targeted character does not receive his Defense. However, living creatures do have some innate resistance to harmful weather phenomena, if only in the form of having enough sense to get out of the rain. Subtract the target’s Stamina from all weather-based attacks. Mundane armor rarely protects against inclement weather, but many forms of magical protection will apply. Each success inflicts one level of bashing damage, and each attack costs 1 plasm.
Cold Wind Boneyard 5: The Sin-Eater may now inflict lethal damage on any target within the Boneyard’s area. This power functions just the same as the 4-dot version, except that all damage is lethal instead of bashing, and each attacks costs 3 plasm.
The Grave-Dirt Boneyard
The Grave-Dirt Boneyard draws upon the resonance of cold, dead earth. If the Sin-Eater manifests a Grave-Dirt Boneyard in either an actual cemetery or in a completely subterranean environment such as a network of caverns or underground tunnels, he may add his Occult rating to the activation successes for purposes of determining the affected area. Such an underground environment may be manmade, such as a catacombs, but the environment must be predominantly stone or earthen. The Sin-Eater does not gain the extended range of the Grave-Dirt Boneyard in a completely artificial underground environment such as in subway tunnels.
Grave-Dirt Boneyard 2: The Sin-Eater can afflict any person within the Boneyard’s area with a powerful sense of claustrophobia. The Sin-Eater’s player must roll (Manipulation + Occult + activation successes), resisted by the target’s Composure. If the Sin-Eater is successful, the target suffers a dice penalty on all actions equal to the Sin-Eater’s successes for as long as the Sin-Eater maintains concentration on him, as the oppressive gloom of the environment preys upon his mind. With an Exceptional Success, this dice penalty will persist for as long as the Boneyard does, even without the Sin-Eater’s continued concentration. This power costs 1 plasm.
冢土坟场2：食罪者可以用一种强烈的幽闭恐惧感来折磨任意一个处于效果区域内的目标。投 操控+神秘+启动成功数 对抗 沉着。若成功，那么只要食罪者将注意力集中在他的身上，则目标在所有动作上承受等同启动成功数的惩罚，仿佛幽深压抑的环境正在啮噬他的精神。大成功：食罪者无需集中精力于目标身上，只要他仍然处在坟场的范围内，就一直承受这种减值。消耗1冥质。
Grave-Dirt Boneyard 3: The Sin-Eater can cause one or more targets to become lost, whether in the twisting tunnels of a catacomb or amid the menacing tombstones of a cemetary. The Sin-Eater’s player must roll (Manipulation + Occult + activation successes), resisted by the target’s Composure. If the Sin-Eater is successful, the target suffers a dice penalty equal to the activation successes on all attempts to navigate through his current environment. The Sin-Eater may direct this power against multiple targets, with each target rolling Composure separately. This power costs 1 plasm per target to be affected, and the effects last as long as the targets remain within the Boneyard.
Grave-Dirt Boneyard 4: The Sin-Eater can cause the very earth itself to rise up against a target. Stones hurl themselves against her, and sinkholes open up to trap her feet and knock her to the ground. The Sin-Eater’s player must roll (Wits + Occult + activation successes, minus Defense). Each success inflicts one level of bashing damage, and each attack costs 1 plasm.
Grave-Dirt Boneyard 5: The Sin-Eater may now inflict lethal damage on any target within the Boneyard’s area. This power functions just the same as the 4-dot version, except that all damage is lethal instead of bashing, and each attacks costs 3 plasm.
The Pyre-Flame Boneyard
The Pyre-Flame Boneyard draws upon the resonance of fire, heat and ash. If the Sin-Eater manifests a Pyre-Flame Boneyard in either in a hot, desolate area like a desert or within the confines of a burnt-out structure, she may add her Occult rating to the activation successes for purposes of determining the affected area.
Pyre-Flame Boneyard 2: The Sin-Eater can afflict any person within the Boneyard’s area with a feverish disorientation. The Sin-Eater’s player must roll (Manipulation + Occult + activation successes), resisted by the target’s Stamina. If the Sin-Eater is successful, the target suffers a dice penalty on all actions equal to the Sin-Eater’s successes for as long as the Sin-Eater maintains concentration on him, as he begins to burn with fever. With an Exceptional Success, this dice penalty will persist for as long as the Boneyard does, even without the Sin-Eater’s continued concentration. This power costs 1 plasm.
Pyre-Flame Boneyard 3: The Sin-Eater can inflict the previous penalty on targets, each of whom becomes disoriented by the sensation of acrid, burning smoke pouring into his lungs. This power costs 1 plasm per target to be affected, and the effects last as long as the targets remain within the Boneyard. Any target who rolls more successes on Stamina than the Sin-Eater is unaffected.
Pyre-Flame Boneyard 4: The Sin-Eater can ignite flammable materials within the Boneyard’s area. The Sin-Eater’s player must roll (Resolve + Occult + activation successes). This roll may gain +1 to +5 bonus dice on attempts to ignite particularly flammable materials, like oily rags or dry brush, or it may suffer a –1 to –5 penalty on attempts to ignite fire retardant materials, like wet cloth or foam insulation. The Sin-Eater may not target any moving object with this power, nor any living being. This power costs a variable number of plasm points equal to the size of the fire to be created. Lighting a candle costs 1 plasm, while blowing up a car might cost 10.
Plasm Cost Size Description
1 1 or smaller A book.
2 2-3 A trash can, a bush.
3 4-6 Roughly man-sized.
4 7-10 Up to the size of a small car.
5 11-15 Up to the size of a large truck. This is the maximum Size which can be targeted with this power.
冥质花费 大小 描述
1 1或更小 一本书
2 2-3 灌木丛、垃圾桶
3 4-6 和人差不多大小
4 7-10 至多和一辆小轿车差不多
5 11-15 至多和一辆大卡车差不多。这是该能力能点燃的最大程度
Pyre-Flame Boneyard 5: The Sin-Eater may now inflict lethal fire damage on any target within the Boneyard’s area. The Sin-Eater’s player must roll (Wits + Occult + activation successes). Defense does not apply to this roll, but it takes a few seconds for a burning target to take damage from the flames, allowing a quick-witted target to “drop and roll” to put out the flames without taking damage. Any target subject to a successful use of this power may roll (Wits + Athletics) to put out the flames without taking damage. The target’s successes on this roll are subtracted from those rolled for the Sin-Eater, with each remaining success inflicting one level of lethal damage (or aggravated damage for beings who are especially vulnerable to fire). Each attack made with this power costs 3 plasm.
葬炎坟场5：食罪者现在可以在坟场内的任何目标身上引发致命性的烈焰。投 感知+神秘+启动成功数。防御对此能力毫无作用，但由于烈焰在烧伤目标前大概有几秒钟的时间，所以反应迅速的目标也许可以通过打滚灭火之类的方式避免被烧伤。遭到此能力袭击的目标可以依靠一个 感知+运动 投来熄灭火焰。等同于目标的灭火成功数的骰将从食罪者的成功中减去，剩余的骰子每个可以造成1点致命伤。（以火为弱点的生物将受到恶性伤害，哦哦烧烤吸血鬼）。每一次攻击消耗3点冥质。
The Tear-Stained Boneyard
The Tear-Stained Boneyard draws upon the cold embrace of the sea. If the Sin-Eater extends the Tear-Stained Boneyard to cover a large body of water, he may add her Occult rating to the activation successes for purposes of determining the maximum area. In order to gain this benefit, the Sin-Eater must either actually be on the water far enough from shore to be over her head (although the Boneyard may be unlocked from a boat) or the Sin-Eater must be within (Boneyard rating x 100) yards of the spot where someone has drowned within the last ten years.
尸潮坟场自冰冷的海之拥中汲取力量。如果食罪者在接近一大片水体的地方施展能力，他可以将神秘技能数加到启动成功数上决定效果的最大范围。若要获得此种增益，食罪者必须处于离岸边足够远的地方，该处的水深至少要能末过他的头顶（尽管他可以在船上施展此能力）或者他所开启坟场的 坟场显能等级x100 码内，最近10年有人曾经溺死。
Tear-Stained Boneyard 2: The Sin-Eater can target any person within the Boneyard’s area and afflict them with the psychological sensation of drowning. The Sin-Eater’s player must roll (Wits + Occult + activation successes), resisted by the target’s Composure + Psyche. If the Sin-Eater is successful, the target suffers a dice penalty on all actions equal to the Sin-Eater’s activation successes for as long as the Sin-Eater maintains concentration on her, as she becomes unable to draw breath and becomes convinced that she is drowning. With an Exceptional Success, this dice penalty will persist for as long as the Boneyard does, even without the Sin-Eater’s continued concentration. This power costs 1 plasm.
Tear-Stained Boneyard 3: The Sin-Eater can target multiple targets with the 2-dot version of this power. Mechanically, this power functions just like the one before it except that the Sin-Eater may target multiple individuals with dice penalties caused by inclement weather. Each target rolls her Composure separately, and those who fail to get more successes than the Sin-Eater are affected. This power costs 1 plasm per target to be affected.
Tear-Stained Boneyard 4: The Sin-Eater can target an individual with a watery attack even on dry land, as a flood of brackish sea water manifests to strike the target at the Sin-Eater’s bidding before disappearing. The Sin-Eater’s player must roll (Wits + Occult + activation successes). The target’s Defense applies to this roll. Each success inflicts one level of bashing damage, and each attack costs 1 plasm. If the target is actually in the water (whether swimming in the sea or lounging in a bathtub), this power costs nothing to activate.
Tear-Stained Boneyard 5: The Sin-Eater may seek to drown his victim even on dry land. This power functions just the same as the 4-dot version, except that each net success inflicts two points of bashing damage, and each attacks costs 2 plasm.
The Industrial Boneyard
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 3, 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 5, the Sin-Eater’s gaze even covers the grounds of a large estate or the yards and streets of a residential neighborhood.
Industrial Boneyard 2: 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.
Industrial Boneyard 3: 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.
Industrial Boneyard 4: 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.
Industrial Boneyard 5: 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.
The Passion Boneyard
The Passion Boneyard grants the Sin-Eater understanding of the emotional states of any thinking beings caught within its confines. While the Passion Boneyard is active, the Sin-Eater may add her activation successes to all Empathy rolls to judge the emotional nature of anyone she observes within.
Passion Boneyard 2: The Sin-Eater can instill the area with a particular emotional resonance such that anyone who enters may be compelled to feel that emotional state. The Sin-Eater’s player must roll (Manipulation + Empathy + activation successes). For each point of plasm spent, the Sin-Eater may taint an area with a 10-yard radius with a particular emotion. Anyone who enters the tainted area whose Composure + Psyche is less than the activation successes will be compelled to feel that emotion for as long as they remain within the area. Whenever an affected character attempts to act contrary to the instilled emotion, he suffers a dice penalty on the action equal to the activation successes.
冲动坟场2 ：食罪者将某种情感灌注到一片区域中，闯入者将被强迫承受这种情感。食罪者投 操控+共感+启动成功数 。每消耗1点冥质，食罪者便能将情感沾染到一个10码半径的区域中。沉着+灵格 少于启动成功数的闯入者只要停留在区域内，就会一直承受这种情感。当尝试表现出和这种情感相斥的情绪时，必须承受等同启动成功数的减值。
Passion Boneyard 3: The Sin-Eater can taint any part of the Boneyard or all of it with an emotion,using the rules described under the 2-point version,for a flat cost of 5 plasm.
冲动坟场 3 ：食罪者可将某种情感灌注在坟场的任何一个地方，一个平面将消耗5冥质。其他描述如同子能力冲动坟场2。
Passion Boneyard 4: The Sin-Eater gains the power to actually feed off the strong emotions inculcated with the Passion Boneyard like a psychic vampire. Whenever a character affected by an emotional resonance instilled by the Sin-Eater acts on it in some important way, the Sin-Eater regains plasm and, in some cases, Willpower. There is no roll associated with this power.
Traits Regained Situation
1 plasm The target spends a Willpower in furtherance of the emotion
1 plasm The target achieves an Exceptional Success or a Dramatic Failure in furtherance of the emotion
1 plasm The target injures himself per health level as a result of the strong emotion
3 plasm The target either loses Morality or gains a derangement as a result of the strong emotion
1 plasm The target dies as a direct result of the strong emotion
per health level,
plus 1 Willpower
Passion Boneyard 5: The Sin-Eater can damage someone psychically through the power of emotional resonance. Once a target has come under the effect of an emotional resonance created through the Passion Boneyard, the Sin-Eater may attack them emotionally, draining them of Willpower and even health. Activating this power costs 3 plasm, and the Sin-Eater’s player must roll (Intelligence + Empathy + activation successes, minus the target’s Composure). Each net success on the attack roll causes the target to lose one point of Willpower. If the target is totally drained of Willpower, she becomes emotionally overcome as any remaining successes inflict one point of bashing damage each.