Tales Of Dead Men

The Bound and the Binding

Player Characters go here! Character generation is as normal except: Attributes are built from a pool of 12 (starting with one already in each attribute as normal) dots and skills from a pool of 22 dots, nothing may be higher than 4 at start and only one element from any category may be set at 4. You may not increase your starting Psyche using merit points, everyone starts at 1.

Anthony de la Croix - Former surgeon set adrift (QuicksilverFox85)

The Quick and the Dead

Notable persons.

Haunts and Habitats

Notable Places

Rules of the House


Combat Hacks

Aggravated Called Shots: Called shots (-5 Penalty) to the head or heart are aggravated with any weapon, barring supernatural abilities.

Automatic Damage: Do not add a weapon's damage bonus to your attack pool, instead just roll the attack pool and if you hit you automatically deal the weapon's damage + any bonus successes.

Automagic Damage: Supernatural attacks use the number of dots in the ruling supernatural ability as the damage rating when dealing damage as per Automatic Damage.

Bone Breakage: Exceptional successes with armed or unarmed melee attacks or firearms attacks mean that a bone has broken.

Dangerous Explosives: Explosives deal 1.5X the damage bonus automatically.

Ricochet: When a firearms attack misses, on a roll of a 1 on an ST d10 roll the bullet can ricochet to hit something random in the area.

Shooting through cover: Subtract the durability of any cover you're taking behind from any attempted firearms attacks against you.

Stun: Any combat round you take damage higher than your stamina you must roll Stamina+Resolve and gain at least 1 success or take -3 to your actions for one turn.

Weapons Kill: All weapons deal Lethal damage barring supernatural traits or armor traits. (For instance, blunt weapons that normally deal bashing still deal bashing against someone with any amount of armor.)

Geist Hacks

Revelation in Pain: When damaged in combat, onlookers may roll Wits+Composure to witness the brief flash of a Sin-Eater's geist appearing superimposed above them as it reveals itself through shared agony. The minimum successes required to see it are 2.

Revelation in Power: When using a Manifestation, onlookers may roll Wits+Composure to witness the brief flash of a Sin-Eater's geist appearing superimposed above them as it reveals itself to use its dread might. The minimum successes required to see it are three.

Spectral Weakness: The Bound are susceptible to Abjurations and Exorcisms against ghosts and spectres to a lesser degree than actual ghosts. Barriers and banishments they come across cannot critically succeed against them. A successful Exorcism can never remove a Geist, though it can prevent a Sin-Eater from using their powers for a number of hours equal to the exorcist's morality score. Abjurations that are successful drive the Sin-Eater away just as with a ghost. Barriers that block ghostly entrance also block the passage of a Sin-Eater.

Never Look Back: Sin-Eaters may spend plasm reflexively when damaged in combat as per usual to prevent damage, however each point of plasm prevents an amount of damage equal to 1/3rd the Sin-Eater's psyche level (rounded down, minimum 1) and does not result in bashing damage at the end of combat.

A Mote of Life Gone Past: Whenever a Sin-Eater is in the presence of someone, or something, who dies or are at the sight when something major is destroyed they may gain 1 plasm from the resonance of that death.

The Ghostly Slip: By spending 3 points of plasm for one turn, the Bound may pass through any material they can see through that is less than 6 inches thick and non-magical as if they were ethereal. This includes regular plastic and glass as well as metal bars, mesh or wire fences. This can be used reflexively as a defense, adding your Psyche as armor for a single attack.

Bits and Bobs

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