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| ==Core Abilities== | | ==Core Abilities== |
| '''Death Follows Close''' | | '''Death Follows Close''' |
− | The first time each session you suffer Major Blood, Mind or Fortune fallout, your death manifests to protect you and inflicts D8 stress on
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− | whatever caused the fallout.
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| '''Enter the Grey''' | | '''Enter the Grey''' |
− | Roll Delve+Religion to enact this ritual. It takes around ten minutes of preparation.(For more information on travelling and surviving the Grey, see p. 169.) Exiting the Grey is a simple enough task for a Deadwalker and those they ferry across; it’s a Delve+Religion roll for anyone else.
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| ==Major Abilities== | | ==Major Abilities== |
| '''Echoes''' | | '''Echoes''' |
− | Roll Discern + Domain to witness ghostly recreations of the past in your current location.
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| ==Minor Abilities== | | ==Minor Abilities== |
| '''Tattered Soul''' | | '''Tattered Soul''' |
− | Gain the Cursed domain and +1 Echo protection.
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| '''Absorbed Memories''' | | '''Absorbed Memories''' |
− | Once per session, when you’re in a location with a domain that you do not possess, activate this power. You have access to that domain until the
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− | end of the session.
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| '''Grim Reaper''' | | '''Grim Reaper''' |
− | Gain the Kill skill. Your death’s attentions now function as the following weapon: (Kill D8, Ranged, One-Shot).
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− | Advances
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− | '''Shadow'''
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− | Gain the Sneak skill.
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− | By blowing out a lit candle and focusing, you can extinguish all light sources nearby. Sources that cannot be easily extinguished (magelights, glowworms, etc) are temporarily muted instead.
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− | '''Marked for Death'''
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− | Gain the Hunt skill.
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− | Spend 10 minutes observing a creature to mark it for death. Gain mastery on rolls to hunt it as prey.
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| =Calling= | | =Calling= |
| Enlightenment | | Enlightenment |
− | Gain the Discern skill. Once per session, before you roll dice to resolve an action, instead state that your result is a 6. You succeed but take stress.
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| =Active Beats= | | =Active Beats= |
− | Succeed at a Task someone else has recently failed to achieve (Minor)
| + | Take Minor Mind Fallout |
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| Flee from combat or other dangerous situation or hide until it blows over. | | Flee from combat or other dangerous situation or hide until it blows over. |
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| ==Fulfilled Beats== | | ==Fulfilled Beats== |
− | Take Minor MInd Fallout
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| =Traits= | | =Traits= |
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| Kill | | Kill |
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− | Discern
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− | Sneak
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− | Hunt
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| ==Domains== | | ==Domains== |