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.
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