The gates of the Underworld are locked. Everyone knows that. They
open only to admit the shades of the dead — but over the millennia, common
motifs wear grooves in the fabric of death itself. Every bloody-handed murder, every
plague, every senseless accident that snatches away a life, leaves an
impression on the land of the dead. It’s a process not unlike taking a wax
impression of a lock, but in reverse: Instead of the tumblers imprinting on the
soft wax of the key, the Key shapes the lock to fit itself.
While anyone with the proper knowledge can use these Keys to open
Avernian Gates (p. 191), the Bound, standing as they do on the borders between the land
of the living and the land of the dead, are themselves doors to the Underworld.
Unlocking themselves yields a rush of power and Plasm.
That power doesn’t come free; each Key bears a Doom that afflicts those who
call on its power. If there’s an argument for the active, thinking malevolence of
the Underworld, it may well be these.
Sources of Keys
• Innate: Each of the Bound has one innate
Key, representing the manner in which they died. Every geist
similarly has an innate Key, which they share with their Sin-Eater as part of
the Bargain.
• Mementos: Every Memento (p.
131) has a Key. Possessing a Memento allows a Sin-Eater to use its Key.
• Ectophagia: Wholly consuming a geist with
ectophagia (p. 99) grants the geist’s innate Key as a new
innate Key.
• Multiple Instances: The Bound may have
multiple instances of the same Key, either as innate Keys or through Mementos.
This allows them to use the Key more often.
Using Keys
Keys enhance the power of a Sin-Eater’s Haunts. The Bound may
elect to “unlock” a Haunt with a Key as part of the Haunt’s one-dot power.
Unlocking a Haunt is a reflexive action with the following effects.
• Unlock Attribute: Add the Key’s Unlock
Attribute to the power’s dice pool. Any Enhancements that call for a Synergy +
Haunt roll also benefit from the Unlock Attribute.
• Free Plasm: Gain Plasm equal to your character’s
rating in the Key’s Unlock Attribute. This can exceed the character’s maximum
Plasm pool, but excess Plasm is lost at the end of the scene.
• Per Turn Limit Exemption: Free Plasm
ignores the normal limit on how much Plasm you can spend in a turn.
• Resonance: If the Haunt’s usage matches the
Key’s Resonance, the Haunt gains an exceptional success on three successes
instead of five.
• Doom: Unless the unlocked Haunt rolls an exceptional success or
the Sin-Eater pays 1 Willpower, she gains the Doomed Condition (p. 121).
• Multiple Unlocks: Characters may only
unlock a Haunt with one Key at a time. They may unlock a Haunt with multiple
instances of the same Key, but only the free Plasm and the Doomed Condition
stack.
DOOMED Effects: Possible Sources: Unlocking a Haunt. Resolution: |
The Door Has Many
Is every
drowning a candidate for the Key of Deep Waters? Will every gun death gift the Key
of Blood? These are questions that may be raised at the table and it’s up to
you to decide. It’s entirely possible that even though a Sin-Eater died by
drowning after falling from a bridge they may find they resonate with another
Key. Perhaps the bridge and the deaths on it are part of a larger history
(Grave Dirt) or they were pushed (Blood) or all of this was entirely coincidental
to the fact that plummeting headfirst into the water was part of a ritual that
was needed to feed the bridge (Chance). It’s up to the players and the
Storyteller to agree what makes sense for the chronicle they are playing.
Unlocking Without A Haunt
Sin-Eaters
desperate for Plasm (for example, to downgrade incoming damage) may unlock a
Key without activating a Haunt as a reflexive action. They gain the free Plasm
and Doomed Condition.