>>6118613Oh, it doesn't. There isn't a seperate version of each Haunt for each Key anymore. It was cool but a massive mess. Keys do still effect how things manifest narratively but it's not a mechanical thing anymore. At least, not in the same way. Each Key now has a Resonance, and a Doom. They're also now tied to Attributes, not Skills, and when you use a Key you gain Plasm equal to your dots in its Attribute. Plasm gained this way ignores your max Plasm and the limit on how much Plasm you can spend in a turn, so using a Key can make a Haunt more powerful than would otherwise be possible. Additionally you can add the unlock Attribute to the Haunt's dice pool. When you unlock a Haunt with a Key in a situation that matches its Resonance you get Exceptional Successes with that Haunt with 3 Successes instead of 5. A Key's Doom applies when you unlock a Haunt and either don't get an Exceptional Success or don't spend 1 Willpower, if neither of those things happened the Sin-Eater in now Doomed (attached). Each Key applies a secondary effect to your Doomed condition. So for some examples of each.
>Key of Beasts>Unlock Attribute: Wits>Resonance: The Key of Beasts is resonant when called upon in a place where humanity is no longer the dominant force: abandoned buildings inhabited by nothing but rats and roaches, untrammeled wilderness, or city parks after dark, for instance. Additionally, using a Haunt on an animal target always counts as resonant.>Doom: Automatically fail an action targeting an animal, or any action an animal could plausibly hinder (e.g. a barking dog could foil a Stealth action) to resolve this Doom.>The Key of Stillness>Unlock Attribute: Composure>Resonance: The Key of Stillness is resonant when the target of a Haunt is unaware of the Bound’s presence, helpless, or if there is no one present in the scene except the Bound and the target.>Doom: The next time your character speaks even a single word, resolve this Doom and the Condition from the Haunt she unlocked with the Key of Stillness. If she unlocked the Key without a Haunt, she instead gains the Mute Condition until the end of the chapter; when that Condition ends, resolve this DoomI loved the ideas for 1e's power set but it did lead to a lot of jank and made any sort of expansion a nightmare. This works better as a game now. You can also unlock a Key without using a Haunt, gaining you the Plasm and the Doomed Condition. Useful if you need to downgrade damage as unlocking is reflexive. And you can also use Haunts without Keys, which is great as only 1 Key can be used to unlock 1 thing at once. You get the Key back when the Conditions resolve, so if you've used all your Keys you can still use your powers they're just worse.