Attributes
An Arisen begins with the following Attributes. They can choose to lower one Attribute to 2 to raise another to 4.
Brawn: 3
Agility: 3
Intellect: 3
Willpower: 3
Cunning: 3
Presence: 3
Skills
An Arisen begins with the following Skills as Career Skills. They gain the indicated number of ranks in some skills.
Class Skills
Athletics (BRA/AGI) +2
Brawl (BRA) +2
Coercion (WILL)
Cool (PRE)
Coordination (AGI)
Discipline (WILL)
Driving (AGI)
Knowledge (INT)
Leadership (PRE)
Melee (BRA)
Perception (CUN) +2
Ranged (AGI) +2
Resilience (BRA)
Stealth (AGI)
Vigilance (WILL)
New Class Skills
Class Grenade (CUN) +1
Class Melee (BRA) +1
Class Ability (WILL) +1
Super (INT) +1
Knowledge Arc (INT)
Knowledge Solar (INT)
Knowledge Void (INT)
Abilities
Ghost: Every Arisen is bonded to a Ghost.
Healing: At the beginning of an Arisen's Activation, if they have not taken any damage since the end of their previous turn, they heal 2 Wounds and 1 Strain. This increases cumulatively for each round they avoid damage (4 Wounds and 2 Strain on the second turn and so on). If they have no Wounds or Strain left to recover, at the start of each Activation that they would heal they take a Resilience check against any Critical Injuries they have taken, starting with the most severe.
Light: At the beginning of an Arisen's Activation, they gain 1 Light. Each time they kill an enemy, and when certain other triggers are met depending on their talents, they gain 1 Light. Light can be spent to perform various effects depending on talents, most notably to cast a Super ability. They can have a maximum amount of Light equal to 10 + their Intellect.
Paracausal Entity: An Arisen's Brawl damage is considered to be Paracausal. This means that they can destroy Ghosts, along with other Paracasually protected characters.
Revival: When an Arisen is killed, their body can be revived by their Ghost.
Class Abilities
- When an ability adds a keyword or Subclass Verb with a variable (x) in its name, that variable is set to a number equal to the Arisen's ranks in the relevant Knowledge skill (Arc, Solar or Void).
Class Grenade
Class Melee
Class Abilities
Super Ability
An Arisen can Activate their Super as long as they have an amount of Light equal to at least 10 - their Intellect.
An Arisen can Activate their Super as an Out of Turn Incidental and it ends when they have no Light remaining.
While an Arisen is performing their Super, they increase their Soak by their Intellect.
While an Arisen is performing their Super, they increase all damage dealt by their Intellect.
While an Arisen is performing their Super their movement speed is doubled.
While an Arisen is performing their Super, they can expend Light to remove one d from any check they make any number of times. This can reduce the difficulty of a check to nothing. This cannot remove c from checks.
While an Arisen is performing their Super, when an ability calls for their ranks in Knowledge, they can substitute their Intellect if it is higher.
While an Arisen is performing their Super, each time they perform an Action they expend one Light.
While an Arisen is performing their Super, they cannot gain Light. Each time an Arisen kills an enemy with an Attack during their Super, each friendly Arisen in Short Range gains one Light.
Comments