Grognar's body goes limp, his skin losing its warmth and color, as though the very essence of life has drained from him. The air around him grows heavy with regret, faintly shimmering with the weight of his past. His heart appears still, but a slow, steady pulse begins to return as his wounds heal unnaturally fast, a haunting reminder that death cannot claim him
not yet....
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state, though you appear dead to any means of detecting life. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Brawn, or if you take an Injury with Severity greater than your rating in Brawn, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Possession of this Power grants the following Battle Scar: Weak stomach.
Possession of this Power grants the following Trauma at all times: Old Age (Forgetful).
Freds exploration into the unholy and the dark as enabled him to grow back from any wounds that are not left by the proper equipment. This has enabled him access to powers that many would consider to be unnatural, when this power is in effect anyone looking can see a black tar like substance continuously oozing out of the wound and then hardening into a rough sandpaper-like skin before finally becoming whole again
You gain the following benefits at all times.
Any Injury you receive from a source other than blessed weapons heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
Injuries you receive from blessed weapons are increased in Severity by 1.
When Harry died, his body became the site of a grotesque alchemical transformation. The foreign rituals performed on him activated the Philosopher’s Stone embedded within his chest, altering it in ways no one could predict. The red, waxy substance of the Stone, seemingly alive, reacts violently to Harry’s death, weaving itself through his body like threads of molten steel.
An hour after his death, the Stone begins to reconstruct his shattered form. Muscles knit themselves together, bones snap back into place, and veins reconnect with a sickening precision as the waxy material courses through his system. Slowly, his heart begins to pump once more, its rhythmic beat reigniting his body with unnatural vitality.
While Harry is incapacitated, his body lies in a fragile limbo, resisting further decay or failure. Yet, the Philosopher’s Stone anchors him to life with a single fatal flaw—his heart remains his sole vulnerability. If crushed or damaged during this liminal state, the alchemical magic will fail, leaving him beyond salvation.
When Harry rises, the injuries that killed him are gone, replaced by scars that bear the marks of his unnatural revival. The Philosopher’s Stone continues its silent work within him, a constant reminder that his survival is as much a curse as it is a miracle. Harry is no longer simply alive—he is alchemy incarnate, defying death itself, but tethered to a fragile and dangerous balance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
While Incapacitated, your only weakness is Crushing my heart, and if you take Damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will only kill you if your body is destroyed completely. If your weakness is not immediately obvious, attackers may roll to discover it. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Put on a new face and saunter off, a new man.
You gain the following benefits as long as you have regenerated fewer than 12 times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. While incapacitated, you can take one Action per minute, starting one minute after you were incapacitated. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + twice your Intellect, or if you take an Injury with Severity greater than twice your rating in Intellect, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
After you recover from near death, you may roll Body at Difficulty 7. Success will stabilize any remaining Injuries.
Frazier has had enough run-in’s, getting close and closer to death each and every time. But, as always and thanks to the supernatural nature of his work, he’s adapting. He won’t stay down.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + twice your Mind, or if you take an Injury with Severity greater than twice your rating in Mind, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Johnny Rooks is able to replicate himself indefinitely, this also applies when he's dying. An injury that would kill a normal caracara will kill a Johnny, but Johnny has already become more Johnnys to compensate for the loss.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
While Incapacitated, your only weakness is destroying Hecate's bird band, and if you take Damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will only kill you if your body is destroyed completely. If your weakness is not immediately obvious, attackers may roll to discover it. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
After you recover from near death, you may roll Body at Difficulty 7. Success will stabilize any remaining Injuries.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.