Half-Blood Abilities

From Guidebook

Traits[edit]

Half Blood's Boon[edit]

From the moment they’re born, each half-blood is blessed with a boon, a single minor ability they can perform without practice or even conscious thought—it could even be something outside of their control. It is a minor ability based on their bloodline that the half-blood can do innately. (E.g. sparks for candles or fire with a flick of their fingers, seeing in the dark, friendliness with animals, etc.)

Maker's Mark[edit]

Because you are not quite human, there has always been something off about you. You have a relatively small physical attribute that marks you as Other. This can be something as simple as pointed ears, cat-like eyes, or slightly pointed teeth, but it can also be so extreme that it cannot be ignored, such as an additional eye or a forked tongue. Your Maker's Mark may offer a minor physical benefit (e.g. functioning gills, cat eyes, or webbed hands and feet.)

Abilities[edit]

Cantrip[edit]

Gained at Sanguine. Gain a second at Aberrant.

You can create a Cantrip, a minor ability from one of the Half-Blood's chosen Magic Keywords. These abilities are relatively small and effortless, something that comes naturally to the Half-Blood and does not require a Cinder roll.

Channel[edit]

Gained at Aberrant.

Once per thread, any Cinder roll after your third Cinder roll in a thread, you may have your Cinder dice explode on a 4, 5, and 6. This would manifest in a visible difference in power output (or backlash) based on success or failure.

Embody[edit]

Gained at Herald.

The physical features of your bloodline have become more prominent, but so has your power. Create and additional Cantrip (for a total of three at Herald rank) and describe another aspect of the Half-Blood's Maker's Mark.

Apotheosis[edit]

Gained at Apotheosis.

As you reach the end of your growth, you still appear human, but you are not. The magic in your blood is so potent that you've become a true hybrid, something beyond with the best of both your human and supernatural bloodlines. You have incredible endurance, able to use Cinder seven times per thread before Bloodrush, and are able to store an immense amount of raw magic to be released at a moment's notice. Once per thread, you may increase your Cinder Pool by 3d6. You are also able to assume the true form of your ancestor, although, like with your human form, there is something that marks you as a half-blood in this form as well.

Weaknesses[edit]

Sky Iron
Cold iron (also known as sky iron or meteorite iron) has a powerful dampening effect on half-bloods, preventing their abilities from functioning properly or functioning at all by either proximity or contact.
Bloodrush
When a half-blood uses too much magic at once, their power overwhelms them. While they are still themselves, they begin to exhibit both physical and mental traits that are more characteristic of their non-human ancestor.

Guidebook Navigation[edit]

General Information Forum GuidelinesDiscord GuidelinesAt-a-GlanceFAQStyle GuideCustom Codes
Character Creation Creation GuidePathsMundanesArcanistsCursedPossessedHalf-BloodsShiftersUndyingSpiritsFace ClaimsCharacter Census
Magic Information Magic SummaryArchetypesWards and Protective MaterialsCodes of ConductRitualsEnchantmentsKeywords
Setting Information General SettingEasthavenCity MapOwning LocationsThe ExchangeExisting GroupsEvents TimelineBeyond Easthaven
Game Mechanics Strike & Cinder DiceDice PoolDice MechanicsDifficulty ClassSuccess RangeEncountersAdvancementReputation
Site Information CreditsHelp:ArchiveHelp:Dice TrackingHelp:Dice RollingHelp:Forum Templates