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The Boneyard is a Haunt (Manifestation in the first edition) that allows the Sin-Eater to, essentially, haunt a location. When a Sin-Eater manifests the Boneyard, he allows his geist’s plasm to flow forth from his body to stain the surrounding area with plasmic residue. In this way, the Sin-Eater may extend his senses across a large area and affect his environment in ways associated with the Key used to unlock the Boneyard.

Each boneyard is easier to use when the surroundings fit in with the used key (for example, the Cold Wind Boneyard is easier to use outside, but the Passion Boneyard is enhanced by locations infused with strong emotional resonance).

First Edition[]

The Sin-Eater can affect everyone within the Boneyard with claustrophobia

If underground or on a cemetery, the Sin-Eater can use this power to strip victims of their sense of direction

The Sin-Eater can compel the earth itself to rise up against his foes

The Sin-Eaters control of the earth within the boneyard becomes more refined, allowing him to inflict lethal damage

The Sin-Eater can afflict those within the boneyard with a sense of creeping cold

The Sin-Eater can control the weather within the boneyard to produce chilling effects

The Sin-Eater can turn the cold winds against his victims

The Sin-Eater can inflict lethal damage with his control over the winds

The Sin-Eater can disorient victims within his boneyard

The Sin-Eaters further inflicts feelings of thirst and smoke within the throat to his victims

The Sin-Eater may ignite flammable objects within his boneyard

The Sin-Eater can use his flames to inflict lethal damage

The Sin-Eater can afflict those within his boneyard with the sensation of drowning

The Sin-Eater may use his previous power to afflict multiple persons

The Sin-Eater can use the water as a weapon against his enemies, calling floods and waves

The Sin-Eater can drown his victim even on dry land

The Sin-eater can affect the perceptions of a single individual within the boneyard

The Sin-Eater can fool multiple persons with the previous power

The Sin-Eater can create an illusion within the range of the boneyard

The Sin-Eaters illusions can inflict actual harm on its victims

The Sin-Eater can target one technological device within his boneyard and turn it on or off

The Sin-Eater can attempt to control the targeted device

The Sin-Eater can move a technological device with telekinesis

The Sin-Eater can use his powers to compel a device to act against its nature

The Sin-Eater can trigger the fight or flight instinct within an animal in his boneyard

The Sin-Eater may attempt to control one animal completely as long as it is within the boneyard

The Sin-Eater can direct all animals within his boneyard against a target by inspiring atavistic rage

The Sin-Eater can control plant life within his boneyard

The Sin-Eater can instill a particular emotion within his boneyard

The emotion evoked previously lingers even after the Manifestation has been called off

The Sin-Eater gains the ability to feed on strong emotional resonances within his boneyard

The Sin-Eater can use his control over emotion to inflict psychic damage

The Sin-Eater can ward off his boneyard against spiritual intrusions

The ward created with the previous power lasts even after the Manifestation itself has faded

The Sin-Eater can bind or compel a ghost or spirit within his boneyard

The Sin-Eater can convert a ghost’s essence into plasm for his own use

The Sin-Eater can choose one victim and weaken its perceptions

The Sin-Eater can shut down the senses of a victim

By invoking the shades of the Underworld, the Sin-Eater can throw his victim into ennui and depression

The Sin-Eater can call on invisible tendrils made of plasm that leech away their victims vitality

The Sin-Eater can force a person to indulge their vice

The character can force the closeness of Death to a group of people within his boneyard

The Sin-Eater can quell life itself within his Boneyard, giving objects and persons a much older appearence

The plasm permeating the Boneyard actively decays material objects and ages people by years at a time.

The Sin-Eater can create a temporary Avernian Gate into the Underworld

Second Edition[]

Raise the Boneyard: The Bound establishes a location through which their Plasm runs, enabling them to haunt that area.

Eyes in the Paintings: The Bound projects their awareness to any chosen location within the Boneyard.

No Escape: The Sin-Eater extends the range of the Boneyard and renders escape much more difficult.

Earthquake Weather: The Sin-Eater may induce Environmental Tilts whose severity is proportional to the caster's facility with the Haunt.

The New Law: The Bound may create a law within the Boneyard, the breaking of which weakens offenders and informs the caster.

References[]

Geist: The Sin-Eaters Haunts

First Edition Manifestations:

Boneyard · Caul · Curse · Marionette · Oracle · Pit · Rage · Shroud

Second Edition Haunts:

Boneyard · Caul · Curse · Dirge · Marionette · Memoria · Oracle · Rage · Shroud · Tomb · Void · Well

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