Geist the Sin-Eaters - Quickstart.pdf

(4832 KB) Pobierz
129638735 UNPDF
Free Quickstart Rules and Adventure
129638735.036.png 129638735.037.png 129638735.038.png 129638735.039.png 129638735.001.png 129638735.002.png 129638735.003.png 129638735.004.png 129638735.005.png 129638735.006.png 129638735.007.png 129638735.008.png 129638735.009.png 129638735.010.png 129638735.011.png 129638735.012.png 129638735.013.png 129638735.014.png 129638735.015.png 129638735.016.png 129638735.017.png 129638735.018.png 129638735.019.png 129638735.020.png 129638735.021.png 129638735.022.png 129638735.023.png 129638735.024.png 129638735.025.png 129638735.026.png 129638735.027.png
Begin Your Journey Across The Threshold
This free booklet gives you and ive of your friends everything you
need to play your irst game of Geist: The Sin-Eaters, White Wolf’s
all-new Storytelling game set in the World of Darkness. It contains
all of the rules and characters you need to start, as well as “The Re-
turn of Mr. Monster,” a complete introductory scenario. All you need
is a few 10-sided dice and you’re ready to play.
Geist: The Sin-Eaters goes on sale August 2009.
ISBN 978-1-58846-397-5
WW60508
FREE!
PRINTED IN CANADA
www.worldofdarkness.com
129638735.028.png 129638735.029.png 129638735.030.png 129638735.031.png
Second Chance
You knew when it happened that it was the end.
Everything you’d hoped to be, all those things you
wanted to do before you died, all of it was gone. All
the promise of your life winked out in an instant,
and why? It just didn’t make sense. In that split
second before you became an obituary, you looked
back on your life and–no matter how long you
lived, no matter how much you had done–it wasn’t
enough. So when that other part of you irst came,
you listened. When it whispered in a voice like water
over tiny, polished rocks, you nodded desperately
and agreed to anything, whatever it wanted, just
for one more chance. And the moment passed, and
you were alive.
But you were not alone.
After your near-death experience, everything
changed. Your friends say that it was confronting
your own mortality that made you change. They
do their best to accommodate the new you, but
sometimes, when they look in your eyes, they see a
stranger staring back. Ever since the event, you’ve
been a home to the other, bound to it like a spiritual
conjoined twin. And sometimes, you need to step
away from your old life and do what the other needs,
even if it’s only to shut it up for a little bit, to silence
the voice so you can sleep.
You are now part of the World of Darkness , a world
very much like our own, save that the shadows hide
very real monsters from the ignorant masses, preying
upon them, playing with them or haunting them.
In Geist: The Sin-Eaters , the seventh Storytell-
ing game set in the World of Darkness , you and
your friends tell the story of those people who have
cheated death and found a new lease on life by al-
lowing themselves to be bound with shades known
as geists . This is not a deal to be struck lightly. Geists
clamor and claw on the other side, so determined to
reach their goals that they seek out people like your
character, on the brink of death. But simply dying (or
almost dying) is not enough. A geist needs someone
already touched by death: a sensitive or medium. A
deal is struck, and the sensitive returns to the land of
the living with a passenger in tow. The Bound cannot
simply go on with their lives, for the scales have fallen
from their eyes. Their brush with mortality forever
alters lives; once you have crossed the threshold,
you cannot return unscathed. Those who return ind
the world a darker place, full of shadows and ghosts.
Always ghosts. And the geist is not simply a spectator,
hoping their hosts will ill their part of the bargain.
They whisper and cajole and sometimes force the
issue, acting of their own volition.
Each Sin-Eater deals with their situation differ-
ently. Some take on the role of judge, reaping those
souls they deem worthy of punishment and saving
those they deem to be innocents, according to their
own personal code. Others listen to the pleading of
ghosts only to use their secrets for their own beneit.
Still others, having touched death, are determined
to enjoy every moment of life.
And geists are not simply ghosts. They are ghosts
distilled into an almost pure expression of violence,
need or sickness. Each geist has come unmoored
from their living identity and embraced the essence
of their death. The ghost who used to be Tommaso
“Tommy” Sorvino might remember his life and still
nurse a grudge against the Manetti family for double
crossing him, but that person has been so shaped by
the violence of his life and death that he has been
transformed in a crucible of bullets and blood into
the Trigger Man.
T he Game
Geist is a Storytelling (or roleplaying) game. In
it, a group of players cooperates to tell a story. Each
player takes on the role of a single Sin-Eater, except
for the Storyteller. This player essentially takes on
every other role, describing the world to the other
players, acting out the parts of other characters and
determining what challenges the players’ characters
face. Players roll dice to determine whether their
characters can overcome the challenges before them.
In a typical exchange, the Storyteller describes the
scene in which the players’ characters ind them-
selves. (“You rise from a night’s rest in the small
shack on the outskirts of town you use as a hideout.
A scratching at the door tells you someone is trying
to get in. What do you do?”) The players in turn
describe their characters’ actions, usually in the irst
person. (“I sneak up to the door and look through
the peep hole.”) The Storyteller then describes the
results of the action, and he and the players go back
and forth until the scene is resolved. Dice are rolled
when players have their characters try things that
aren’t guaranteed success. Jumping out of a moving
car without getting hurt would require a dice roll;
leaving a stationary one wouldn’t.
1
T his is Your
129638735.032.png
Geist uses a set of rules called the Storytelling
System. Many of the rules are introduced in the
scenario proper or on the character sheets, but there
are a few basics to go over irst.
Rolling Dice: When rolling dice in the Storytell-
ing System, you do not add the numbers together.
Instead, any single die that comes up 8 or better is
considered a success . You usually need only one suc-
cess to accomplish a task, but more is always better
(causing more damage in combat, for example). Any
die that comes up 0 (considered a 10) counts as a
success and can be rolled again to potentially get
another success. If you roll no successes at all, your
character has failed that action.
Dice Pools: The number of dice you roll to at-
tempt something is called your dice pool . It is usu-
ally made up of the total of one Attribute and one
Skill on your character sheet, along with modiiers
imposed by adverse conditions or any special equip-
ment your character uses.
Modiiers: The Storyteller determines what modi-
iers apply to any dice pool. These either add to or
subtract from the number of dice rolled in the dice
pool. Modiiers usually come from tools used, Merits
the character has or general circumstances. The
Storyteller should grant or impose a bonus or pen-
alty if the circumstances are especially favorable or
deleterious, usually ranging from +5 to –5 (although
modiiers tend to be closer to +2 to –2). For example,
an attempt to climb a wall that is slick with rain and
slime could suffer a –2 penalty, whereas doing so on
one with a few handholds could gain a +1.
Chance Die: If modiiers reduce your dice pool to
zero or fewer dice, you should roll a single die called
a chance die . A 10 rolled on a chance die generates
a single success, while any other result is a failure.
Rolling a 1 on a chance die indicates a dramatic
failure, and the Storyteller should describe especially
troublesome results (a gun jamming, a blowout dur-
ing a car chase, etc.).
Actions: Almost anything a character does is
considered a simple action . You determine the dice
pool, roll the dice, and see whether you succeed or
fail. In combat you can perform one simple action
per turn.
Sometimes you’ll be asked to take an extended
action , which represents doing something over a
period of time, like researching something in a li-
brary or searching a room. In this case, each roll of
the dice represents a ixed amount of time (usually
10 minutes, but it varies for some more involved
actions). You accumulate successes from roll to roll
until you run out of time or get a certain number
described in the text.
Some actions can also be contested , which means
two people are working against each other, such as
in an arm-wrestling match or when a character tries
to sneak past a watchful guard. In a contested action,
each player (or the player and the Storyteller) rolls
the dice pool for his character, and the person with
the most successes wins.
Finally, some actions are relexive , which means
they happen automatically and don’t take up any
time. You can perform them and still perform a
simple action in that turn.
Turns and Scenes: A turn is a 3-second period used
to track time passing in combat. A scene is a longer
period of time, usually as long as it takes for everyone
to do what they want in a particular place.
T he Character Sheet
This booklet contains character sheets for the ive
characters players will use in “Mr. Monster Returns.”
These sheets contain all the game numbers that de-
ine a character’s capabilities, divided into a variety
of traits. Most traits are rated from one dot (•) to ive
(•••••), much like a star rating system for movies.
Different traits represent different things.
Attributes represent inherent capabilities, such as
Strength, Intelligence or Presence. Nearly every roll
uses one of these as a basis for the dice pool.
Geists, spirits and ghosts use three special At-
tributes: Power, Finesse and Resistance. Power
represents a ghost’s ability to affect its environment.
Finesse represents a ghost’s capability in interacting
with or manipulating elements of its environment.
Resistance represents a ghost’s ability to withstand
forces that could banish or destroy it.
This booklet contains everything you and ive of
your friends will need to play your irst game of Geist ,
except for some pencils, paper for notes and several
10-sided dice. (These specialty dice are available in
most hobby shops and are sometimes called “d10s.”)
Those of you who are going to be players should
read over the character backgrounds in the back of
this booklet and choose the one you want to play.
The Storyteller should read the rest of the booklet
in preparation before playing.
T he Rules
129638735.033.png
Skills represent learned abilities, like Firearms or
Medicine. A word or phrase in parentheses next to
a Skill indicates a Specialty, an area of the overall
Skill in which the character is particularly talented.
If you are asked to roll a dice pool in which your
character doesn’t have the right Skill, you suffer a
penalty of either –1 (for a missing Physical or Social
Skill) or –3 (for a missing Mental Skill). If, on the
other hand, you have a relevant specialty in the Skill
in your dice pool, you get a +1 modiier.
Health determines how wounded your character
is, and it has both dots and points. Your character’s
dots are illed in on your character sheet, and they
represent the total number of Health points avail-
able to him when he is uninjured. His lost Health
points are recorded in the corresponding boxes, de-
noting his current state of health. (See “Health and
Damage” for how to mark off Health points and the
effects of wound penalties.) Geists, spirits and ghosts
use Corpus points instead of Health points.
Willpower represents your character’s reserves.
You can spend only one point of Willpower on any
roll, and you get three additional dice in your dice
pool. Alternatively, you can spend a point to raise
your Defense trait by two against a single attack.
Willpower is valuable, and it’s regained by acting
in accordance with your character’s Virtue and Vice
(see individual character descriptions). It is ranked
from 1 to 10, unlike most of the other traits.
Merits are special edges a character has, such as
Contacts, Resources or Striking Looks. The effects of
each are explained in the character’s description.
Defense and Initiative Modiiers are traits used
in combat, and are explained below.
Speed is the number of yards a character can move
in one combat turn and still perform an action. A
character can run up to twice his Speed rating yards
in a turn if he sacriices his action. Speed will most
likely come into play in a chase.
C ombat
Next, have everyone roll Initiative, which is the
result of the roll of a single die + the character’s
Initiative modiier as listed on the character sheet.
This is a rare case in which you add the number that
comes up on a die to the value of your trait, instead
of rolling a dice pool and looking for a success.
Starting with the character with the highest
Initiative result and continuing to the lowest, each
character gets to take a single action (usually an at-
tack). The player can choose to yield her character’s
action until later in the Initiative queue, or until the
next turn if she wishes. The Storyteller resolves each
character’s action before asking the next player what
her character does.
If a character attacks another character, the at-
tacker rolls the appropriate dice pool:
Unarmed close combat: Strength + Brawl, minus
target’s Defense and armor (if any)
Armed close combat: Strength + Weaponry,
minus target’s Defense and armor (if any)
Touching an opponent: Dexterity + Brawl, minus
target’s Defense
Ranged combat (guns and bows): Dexterity +
Firearms, minus target’s armor (if any)
Ranged combat (thrown weapons): Dexterity +
Athletics, minus target’s Defense and armor (if any)
Add bonus dice based upon what weapon is being
used or what effect is being performed, then subtract
penalties for circumstance conditions. The player
rolls the remaining pool. Each success equates to
a Health point of damage inlicted, the type of
which is determined by the nature of the attack.
The Storyteller describes the attack and wound in
narrative terms.
Once everyone has acted, a new turn starts and
the player with the highest Initiative gets to act
again. Players do not make new Initiative rolls
every turn.
Violence is common among the Sin-Eaters. Some
of them are so illed by aggressive deathly energies
that they simply can’t avoid it. When a ight breaks
out, it can be important to keep track of who is doing
what, and how badly they are hurting each other.
First, the Storyteller tells the players their char-
acters are entering combat. Until the combat ends,
everyone acts turn-by-turn, with each character
getting one chance to act each turn.
C omplications
Avoiding Damage in Close Combat: Your charac-
ter’s Defense trait represents his instinctive ability to
duck and weave and make an enemy’s close-combat
attacks more dificult, and so serves as a penalty to
incoming attacks. If your character hasn’t yet acted this
turn and is willing to forgo that action, he can dodge,
which doubles his Defense for the rest of the turn.
If your character is attacked multiple times in the
same turn, however, it becomes harder for him to avoid
being hurt. For every attack targeted at him past the
irst, reduce the character’s Defense by 1 (to a minimum
3
129638735.034.png 129638735.035.png
Zgłoś jeśli naruszono regulamin