Advantages

## Overview

The following Advantages are gained from a Neverborns mortal Host and are inacccesable to Halfbloods.

## Host

### Spiritual

* **Connected Afterlife-** The Hosts soul was send into the Neverborns Outer Realm after they took possesion of their Hosts body. The Neverborn can travel into their Outer Realm and find their Hosts Soul trough a vague inner compass for answers and insights.
* **Host Memories-** The Neverborn managed to hold onto and extract their hosts memories before taking possession over their body; allowing them to remember and know everything their Host did.

### Past

These Advantages concern the hosts past and might not always be clearly known by the player (if choosing so). Storytellers are encourged to not allow this category of Advantage but instead give each player one of them to later find out about.

* **Flow of Memories-** Due to an unexpected anomaly in their possession the hosts memories have not left them but have instead been buried deep in their conciousness. Through fufilling their Hosts Desire the Neverborn can slowly regain them.
* **Hidden Bankaccount-** The Host has a hidden Bankaccount or source of wealth the Cultists, Conjurers or the Neverborn didn´t knew about when preparing them for the possession. It can contain alot of money but might be hard to find for the player.
* **Hidden Mansion-** The Host has a hidden Mansion or estate the Cultists, Conjurers or the Neverborn didn´t knew about when preparing them for the possession. It can be well hidden, luxorious or well equipped but might be hard to find for the player.
* **Forsaken Lineage-** The Host has blood-relations to a noble family of aristocrats or conjurers. While these where to obscure for the Cultists, Conjurers or the Neverborn to find out when preparing the Host, they can still be most useful after they are revealed.
* **Forgotten Friend-** The Host has an old friend, former lover or a family member they either mean alot to or that owe them a favour. While they will not activly seek them out, should their paths cross they will immedeatly be recognised.
* **Helpful Link-** The Host will have positive ties to a relevant NPC that will be encountered sooner or later.

## Spirit

* **Celestial Weapon-** *Either through forging it themselves or obtaining it, the Neverborn has bound a lesser spirit in the form of a powerful weapon connected to their Essence.* The Neverborn has bound a Celestial Weapon to them the carry into the material world when being summoned. They must choose to either make it a melee or ranged weapon but may freely shift its form when using it.
* **Fallen/Redeemed Spirit-** *The lines between demon and angel are much thinner than most would make it out to be and as time goes on more fallen angels and redeemed demons emerge.* The Neverborn has descended into the realm of another Archon and adopted their ideas and mark. They may aquire their Advantages and Celestial Gifts. For an additional 2XP they may gain a level 1 Evocation from their Road as a Celestial Gift, casting it with **Might** instead of Evocation Rolls.

### Angels

#### Aphelius

* **Elemental Gate-** *The Aphelius may open a portal into the depts of Horaios, allowing them to flood their surroundings with fire, earth, raging winds or water.* After three Full Rounds of *Absolute Focus* the Aphelius may open a portal which begins to flood their surroundings with an element of choice. Keeping the portal open requires *Intense Focus*.

#### Malakim

* **White Sight-** *The Malakim has the power to look deep into a mortals heart and gain insight into its virtue; a power especially common among the Ira Shaar.* Once per session the Malakim can choose a target they spoke with and gain accurate insight into their virtues and vices.

#### Ediakara

* **Eyes, Ears and Paws-** *The Ediakara has established a strong bond with the smaller wildlife in their area, providing with a shadowy menagerie of spies and thieves.* Once per session the Ediakara may gain an information or a low-profile object (like a key) from the local wildlife.
* **Ambrosium Vitalis-** *The Ediakaras presence is able to mend wounds and connect bones by itself, saving others from certain death.* Once per session the Ediakara may choose a target whose health is reduced to 0 and directly restore D3 points of Health; no matter where they are located.

### Demons

#### Heccan

* **Shadow on the Wall-** *The Heccan has mastered the arts of moving unseeing and transcending solid walls even without their powers; allowing them to seemingly move through locked doors; bypassing any outside defenses.* Once per session the Heccan may directly enter a building unseen, bypassing any outside defenses.

#### Incubi

* **Bound Fury-** *The Incubus has bound a Fury, a demonic skyglider, into their service. They may be summoned into the material world, appearing under the Incubus feet and lifting them high into the air. On the back of their Skyglider the Incubus is incredibly fast and can use their demonic jaws for powerful areal attacks.* Once per session the Incubi may summon and ride a Fury Skyglider. On this mount they increase their speed by 20 and may once per round perform an additional unarmed attack should their glider come close enough to bite. The Fury can be released into the Outer Realms at any time.

#### Ghula

* **Rat in the Walls-** *Allows the Ghula to connect their mind with filth and decay around them, developing a sixth sense that allows them to use its presence as an Inner Compass.* Once per session the Ghula may choose a nearby place of heavy decay, allowing them to finding their way inside, through and out of it.

### Autarkis

#### Voxx

* **Deepweb Insight-** *Through their constant siphoning and memorising of digital information the Voxx has gained knowledge of hidden and even forbidden things discussed in shut of forums or deleted files in the deep web.* Once per session the Voxx can know something theoretically attainable in the debts of the internet (e.g. location of the black market, deleted pictures or old data logs)

#### Inferi

* **Bound Spectre-** *The Inferi has bound the ghost of a human into their service; either out of spite, admiration or their pure merit.* The Inferi has a Spectre companion hiding in their body. Whenever they wish they can send them out to possess a corpse. They will stay inside it as long as the Inferi desires so or it is destroyed where they will return back to their master. The Inferi can not controll the Spectre but due to a shared history they will heed the Inferis commands.