Keys and Haunts (2nd Edition)

From Codex of Darkness


Keys

Key Attribute Description Doom Book
Key of Beasts Wits The Primeval Key of Tooth and Claw rules all beasts and haunts places hidden or reclaimed from mankind. Fail an action due to animal interference. GTS 2e 122
Key of Blood Presence The Stigmatic Key of Crimson Agony turns when danger creeps unexpected and inevitable. Dramatically fail an action to avoid violence. GTS 2e 122
Key of Chance Dexterity The Bastard's Key of Jinx and Hex rules foolhardy gambles, improbable misfortune and dangerous machinery. Invert a roll with a +3 bonus into a chance die. GTS 2e 122
Key of Cold Wind Resolve The Breathless Key of Gale and Garrote unlocks conditions of exposure and howling noise. Confess a dark secret or suffer Extreme Cold. GTS 2e 122
Key of Deep Waters Manipulation The Tear-Stained Key of Azure Futility haunts through enclosure, submergence and suffocation. Reduce a full Willpower refresh to only one point. GTS 2e 123
Key of Disease Stamina The Wasting Key of Plague and Pestilence turns wherever sickness and poison can be found. Suffer the Sick Tilt for a full scene. GTS 2e 123
Key of Grave Dirt Strength The Crushing Key of Slate Bereavement haunts subterranean hollows and anything dominated by the past. Extended actions cost Willpower unless fed by sacrifice. GTS 2e 123
Key of Pyre Flame Intelligence The Burning Key of Ash and Brand rules fire and extreme heat. Destroy a possession of value or suffer Extreme Heat. GTS 2e 123
Key of Stillness Composure The Silent Key of Shroud and Shadow haunts those who are helpless, cornered, or caught unaware. You may not speak, dispelling your Haunt if you do. GTS 2e 124

Haunts

Name Rank Cost Description Book
The Boneyard
Raise the Boneyard ●+ Spread Plasm to haunt a Boneyard, which becomes Open to ghosts. Understand the Boneyard's layout and defeat attempts to hide from you in it. GTS 2e 102
Eyes in the Paintings •• See and sense through places in the Boneyard. GTS 2e 102
No Escape ••• Raise larger Boneyards. GTS 2e 102
●/die Penalize attempts to leave the Boneyard by any means.
Earthquake Weather •••• ●●● Conjure Environmental Tilts within the Boneyard. GTS 2e 103
The New Law ••••• ●● Impose an Old Law upon the Boneyard, penalizing actions to break it. GTS 2e 103
●● Punish violators with the rote quality and as a ghostly bane.
The Caul
Extrude the Caul ● to ●●●●● Take on a geistly flesh charged by Plasm. Spend a charge to ignore wound penalties, substitute your geist's Attribute for yours, or reduce the exceptional success threshold from five to three on an action making use of your plasmic form. GTS 2e 104
Cold Flesh •• ●●● For each dot of Caul, gain +1/+½ Armor. GTS 2e 104
Vitiate ••• Extrude the Caul generates twice the charges. GTS 2e 105
● to ●●●● Swell in Size by Plasm, gaining a dot in Strength for each +2 Size.
Contort into a skittering shape, climbing at full Speed and doubling ground Speed.
Inflict lethal damage unarmed.
●● Grow wings, flying at full Speed.
●●●● Explode into a swarm or fleshly mass, capable of squeezing through any crack.
Disarticulation •••• ● to ●●●●● Disgorge an obedient homunculus with Plasm as Health and twice Plasm as a Physical dice pool. GTS 2e 105
The Hungry Dead ••••• ●/Size Devour a fresh corpse or incapacitated ghost. You may spend remaining charges to take the victim's shape or substitute their traits for your own. GTS 2e 105
The Curse
Lay the Curse ● to ●●●● Mark a subject with a Plasm-charged curse. Spend a charge to impose a -2 penalty on an action. GTS 2e 106
Gremlin •• ●● Spend a charge to invert equipment bonuses into penalties, or two charges to cause tools to deal their bonus as damage on use. GTS 2e 106
●● Spend a charge to extinguish all fires set by the subject for a scene.
Malady ••• Lay the Curse generates twice the charges. GTS 2e 107
●● Spend a charge to inflict an injurious Personal Tilt for a scene through dangerous misfortune.
●● Spend the Curse to deal three lethal damage through misfortune.
Exhaustion •••• ●● Spend a charge to reduce a Social roll to a chance die. GTS 2e 107
●● Spend a charge to deny Willpower recovery.
Forgotten ••••• ●●● Spend a charge to force the subject to spend Willpower to be noticed. GTS 2e 107
●●● Spend a charge to block the use of a Social Merit.
●●● Spend a charge to bring the subject in contact with ghostly Twilight.
The Dirge
Sing the Dirge ● to ●●●●● Sing the wordless Dirge to evoke a feeling or simple response. While you sing, (Plasm) subjects gain a +2 bonus to obey, but must spend Willpower to act in contradiction. GTS 2e 108
Exaltation •• ●/Essence Share your Plasm as Essence with ghostly subjects. GTS 2e 108
●● Render a living subject Inspired.
Communion ••• Sing the Dirge to entire areas. GTS 2e 108
●● Give a perfect impression to subjects. You may roll Synergy + Dirge to open their Doors.
Exaltation •••• ●● Lift a negative mental Condition from a subject, or suppress a Persistent Condition while you sing. GTS 2e 108
●●● Inflict a negative mental Condition on a subject.
Visitation ••••• ●/Rank Impose a Manifestation Condition on a ghostly subject. GTS 2e 109
The Marionette
String the Marionette ● to ●●● Cast strings of Plasm upon a subject of (Plasm) Size. You may take the marionette's actions as it could normally move, or swing it about as an improvised throwing weapon. GTS 2e 109
Swarm •• ●● You may simultaneously string a number of marionettes equal to your Haunt rating. GTS 2e 110
Phantom Strength ••• ● to ●●● String marionettes of (Marionette + 2 × Plasm) Size. GTS 2e 110
●● Impose a -3 penalty to contest your control.
Servant •••• ●● Sink your strings into a marionette to render it an obedient servant, which will follow orders without direct manipulation. GTS 2e 110
●●●● Extend the Servant Condition for 24 hours.
Traitor Flesh ••••• ●● Retain control of a marionette through lethal damage or a breaking point. GTS 2e 110
●●● Inflict two lethal damage to a marionette contesting your control.
The Memoria
Recall the Memoria ● to ●●●●● Witness a place or Anchor's memories of a particular death. Spend a Plasm charge for 8-Again to investigate the death or put it to rest, or to store memories as soft leverage that opens a Door. GTS 2e 112
Dénouement •• ● to ●●●●● Weave Plasm into a phantasm of the witnessed memories across an area, visible but not tangible to others. GTS 2e 112
Memory in a Bottle ••• Recall the Memoria generates twice the charges. GTS 2e 112
●●● Seal the Memoria in a container to be released later, taking the memory with it.
Mystery Play •••• ● to ●●●●● Cast Plasm upon witnesses to draft them into roles in the memory. GTS 2e 112
Break the Cycle ••••• ●● Actors in a Mystery Play can roll Resolve + Synergy to play out other actions in the memory. At the conclusion of the memory, Actors can resolve a Condition related to the memory, and ghostly Actors can resolve an Anchor and gain Rank 2. GTS 2e 113
The Oracle
Consult the Oracle ● to ●●●● Release your ghost from your body into the ether. Spend a Plasm charge for your body to answer a question put to it about the touch of death, desires, and the hidden. GTS 2e 114
Wandering Shade •• Your ghost wanders farther. You may spend a charge to answer a question about finding threats, the needy, the lost, and crimes against the dead. GTS 2e 114
Spirit Reading ••• Consult the Oracle generates twice the charges. GTS 2e 115
●● You may spend a charge to answer a question about ghostly bans, banes, and attachments to life.
Descent •••• ●●● Your ghost roams the Underworld. Answer one question about ferrymen, the Old Laws, or Irkalla's Gates. GTS 2e 115
Nekyia ••••• ●●●● Answer one question about future betrayal, opportunities, brushes with death, or Underworld trials. GTS 2e 115
The Rage
Vent the Rage ● to ●●●● Channel ghostly assaults for a scene, applying Plasm as a weapon rating and dealing lethal damage to ghosts. Roll the higher of your Brawl or Rage in your unarmed dice pool, ignoring unskilled penalties. GTS 2e 116
Black-Iron Blade •• ●● Your strike inflicts a disabling or poisonous Personal Tilt. GTS 2e 116
Maelstrom ••• Make unarmed ranged attacks out to 30 yards. GTS 2e 117
●● Unleash an unarmed autofire medium burst.
Shatter •••• ●●● Deal aggravated damage with an unarmed attack. GTS 2e 117
●● Traumatize a victim who suffers a breaking point from the Rage, inflicting Fugue.
Breaking the World ••••• ●●●● Lash out with an Environmental Tilt to which you remain immune. GTS 2e 117
The Shroud
Don the Shroud ● to ●●●● Wear your geist as a ghostly apparition. Ignore physiological needs and mundane disabling, and spend a Plasm charge to pass into Twilight for (Shroud) turns. GTS 2e 118
Vision of Mist •• Exude no body heat and pass through motion and laser sensors unnoticed. GTS 2e 118
●● Fly at half Speed.
Haunting Presence ••• Spend charges to enter Twilight for minutes instead of turns. GTS 2e 118
●●● Choose a Manifestation (Discorporate, Fetter, Image, or Possess) or Numen (Sign or Hallucination) to use while Twilit.
Harrow •••• ●● You may spend a charge to pull another person with you into Twilight. GTS 2e 119
Descent ••••• ●●● You may spend a charge to cross directly into or out of the Upper Reaches, guided by emotional ties. You may spend another charge to pull another person with you into the Underworld. GTS 2e 119
The Tomb
Open the Tomb ● to ●●●● Reassemble part of a corpse or destroyed object of (Tomb + Plasm) Size into a completed inanimate replica for (Tomb) days. The replica is also tangible to Twilit ghosts. GTS 2e 120
Headstone •• ●● Open the Tomb using an item depicting or strongly tied to the object or creature. GTS 2e 120
Empty Graves ••• Double the Size capability of Open the Tomb, and extend its duration indefinitely. GTS 2e 120
Open the Tomb may produce obedient undead replicas of creatures.
●●● The replica becomes Open to ghosts, and can be Possessed by the ghost of its model.
Stygian Treasures •••• ●● The replica's user can either see, hear, or communicate with the dead or the Underworld. GTS 2e 120
Terra Cotta Soldiers ••••• ● to ●●●●● Open the Tomb can reproduce notional objects from representations, producing Merits or services by their rating in Plasm. GTS 2e 120
The Void
Awaken the Void ● to ●●●● Welcome a blinding darkness. Within the darkness, your attacks ignore (Void) Durability and Armor, and the attacks of others ignore half that. Mem 24
Annihilation of Form •• ●●● Make ranged attacks within the darkness, dealing lethal damage unarmed. Mem 25
●+ Destroy objects, terrain, or immobilized creatures, paying extra for Size greater than Synergy.
Feasting on Infinity ••• Recover Plasm for every 10 points of Health, Corpus, or Structure you devour. Mem 25
●● Remain unblinded by Awakening the Void.
●● Consume material without adverse effects, and deal aggravated damage with a grappling bite.
The End of All Things •••• ●+ Open an annihilatory vacuum from within the darkness, which deals aggravated damage for each turn of contact, and pulls in anything without Size greater than Plasm spent. If that Plasm exceeds your Synergy, the vacuum threatens to persist as long as it can feed. Mem 25
The Wrong-Way Door ••••• ●●●●●+ Tear open a wound that directly connects the material realm to the Underworld for a day. Spend Plasm to open larger or more persistent wounds. Mem 25
The Well
Submerge the Self ●+ Your identity runs deep and fluid, allowing you to trade and use Memories like a ghost, treating Plasm as a maximum applicable Memory Skill bonus. Mem 27
Awash in Unknown Tides •• ● to ●●●●● Summon a wellspring from one of the Underworld's Rivers, causing an Environmental Tilt or Extreme Environment proportionate to Plasm spent. Rivers may produce other effects at the Storyteller's discretion. Mem 27
Lightless Depths ••• ●● Dissolve all memories formed in your presence while the self is submerged, inflicting Amnesia. Mem 28
●●● Steal a Memory with skin to skin contact, but suffer a crisis point.
Vortices of Self and Memory •••• ●+ Fuse two Memories into a new Memory that synthesizes their themes, paying additional Plasm to carry over dots of Memory Skills. Mem 28
●/Resolve Infuse a Memory into a third party, living or dead.
Remade in the Ocean's Womb ••••• ●/feature Take intrinsic features such as Memories, physical characteristics, or dots of Attributes or Merits from a subject submerged in water into yourself. Mem 29
●/feature Graft such an intrinsic feature into a subject submerged in water.
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L