The Memoria is a Haunt associated with the substantiation and investigation of events of the past. Only actual past events can be accessed via this Haunt. False memories and lies cannot produce a reaction. In order to invoke a memory, the Sin-Eater must have at least some pieces of related information.
Powers[]
Recall the Memoria: The Sin-Eater is haunted by visions of the past in the form of hallucinations.
Dénouement: The visions of the past become apparent to anyone present. Nothing in the scene can be interacted with.
Memory in a Bottle: Memories called up by the Haunt can be stored in a container of some kind.
Mystery Play: Individuals can be bound to play the roles of those within the vision.
Break the Cycle: Much like Mystery Play, this power puts individuals into the roles of those within the memories; unlike that power, the actors here can break the script, changing the ending to the story.
Gallery[]
References[]
- GTS: Geist: The Sin-Eaters Second Edition, p. 111-113
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 |