Synergy is an advantage used by the Bound.
First Edition[]
While Psyche represents the strength of the bond between the human and the geist, Synergy represents the balance of the bond and how well aligned the goals of the two parts of the Bound are.
It replaces the Morality advantage used by normal humans.
Sins Against Synergy[]
Synergy 10: Opening an Avernian Gate; entering the Underworld.
Synergy 9: Using plasm from a deathmask; violating an Old Law.
Synergy 8: Closing an Avernian Gate.
Synergy 7: Destroying a charm or fetter; using the Pit Manifestation.
Synergy 6: Destroying a ghost or Avernian Gate, ectophagia (eating of ghosts).
Synergy 5: Destroying a vanitas, reviving a dead person.
Synergy 4: Destroying a memorabilia or deathmask; accidental murder or manslaughter.
Synergy 3: Destroying a keystone; destroying a geist.
Synergy 2: Torture; serial murder.
Synergy 1: Mass murder; suicide attempt; attempting to destroy one's own geist.
The Wretched[]
When a Bound drops to 0 Synergy (usually only accomplished by successive deaths), they become one of the Wretched. The two parts of the Bound are totally separate, and both the human and the geist constantly battle for control over the body. Often neither remembers the time spent under the control of the other.
Second Edition[]
In second edition, Synergy and Psyche were combined into a single Supernatural Tolerance trait. All Bound start with a Synergy of 1, representing the most tenuous connection to their geist. By improving their Synergy, the Bound can gain Touchstones, use Plasm more effectively, and develop a greater awareness of their geist's mental state. When a crisis point causes the geist to lash out, Synergy determines how effectively the Bound can intercede.
As the Bound and the geist get to know one another, their Synergy increases. Resolving the Burden of the Bound or the Remembrance of the geist always results in an increase in Synergy.
Losing Synergy[]
The Bound may lose Synergy whenever the give their geist reason to rethink the Bargain. This includes:
- forcing the geist not to react to a crisis point (dramatic failure on a roll to intercede)
- forcing the geist to drink from a River
- committing ectophagia, not including castoffs or Barghests
- asking the geist to resurrect them again
- creating a Memento, which geists regard as a self-centered act that represents a plateau in the relationship between Bound and geist
If Synergy falls to zero, the Bound loses all benefits of the Bargain: they cannot spend Plasm, access Haunts, or interact with ghosts in Twilight. They remain connected to their geist but cannot intercede during a crisis point. Even if it wanted to, the geist cannot bring their Bound back from the dead.
By doing a great service to the geist, such as resolving a Remembrance scene, the Bound can regain a dot of Synergy and restore the Bargain. Alternatively, they may choose to destroy their geist's Touchstone and enslave it to their will, trading Synergy for a new Supernatural Tolerance trait, Tyranny.