Geist: The Sin-Eaters by Ethan Skemp

By Ethan Skemp

It's a narrative that starts with demise -- along with your demise. Why did the Reaper achieve out for you prior to a while? Why used to be it that you simply fell among the cracks? Do you take into accout the flare of the gun or the sharpness of the knife? Do you take into accout the gnawing vacancy or the choking thickness of disorder? Did you fall around the Threshold on my own within the wild, or within the center of the town? the tale starts off there -- with the instant of demise, and with the cut price that reversed it. With the chilly hand that introduced you again to the dwelling global, with the dry whispers that also hang-out you, with the presence that has nestled on your soul. You've back to a global the place the dwelling can't see the colors that encompass them. You drink rum to the useless, and also you consume their remnants and legacies, taking their thoughts inside of you. each evening is the carnivale, simply because each evening you stroll with ghosts. loss of life is a door. you're the one with the most important. Geist: The Sin-Eaters is the 6th video game on the planet of Darkness.

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Additional info for Geist: The Sin-Eaters

Sample text

Today, the Twilight Network is used for everything from announcements of gatherings to requests for help in dealing with particularly recalcitrant shades to simple announcements of good news. In a sense, despite their rarity and comparative isolation, the Twilight Network has given Sin-Eaters a more global culture than many of their shadowy fellow denizens of the World of Darkness. Sin-Eater slang has gone global, krewes on opposite sides of the ocean have shared cultural elements, and it isn’t unheard of for an inexperienced New York Sin-Eater’s mentor to be a Siberian shaman with a satellite link-up.

A krewe might find markings indicating that a particular park is haunted by the benign ghost of a woman who died of a heart attack while walking through the park—but that message might have been left in 1986, and in the intervening decades urban decay has set in and the ghost has turned wrathful and insane as her beloved park deteriorates. Even worse, what haunts the park 39 might not even be the ghost of a woman, it might be something altogether stranger and outside the realm of Sin-Eater experience.

Sin-Eaters carry the burdens of two worlds and often feel cut off from the broader human community. Krewes can provide day to day help, but there are times when it’s the problem. Talking to Sin-Eaters with different perspectives is one of the best ways to stave off social isolation. Faction-sized (or Tier Two) krewes sometimes have the numbers to organize something resembling a formal government — one where they hold the most influence. These arrangements don’t last long, because smaller, cultsized krewes eventually tire of faction hegemony.

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