Revenants

There is a lot of hearsay surrounding what it is that causes somebody to become a Revenant.

The go-to reason is usually that they’re an inherently bad person, having been guilty of some truly unspeakable sins in life that no time in purgatory, hell or anywhere in between could atone for. However, for the most part those who end up as Revenants are merely unfortunate.

Revenants are, without a doubt, cursed. Not only must they endure a nigh on constant predatory hunger, but their faces are forever deformed by the hideous, soul-devouring maws they acquire after death. Exactly how their mouths appear varies from Revenant to Revenant, but they are without exception deeply unsettling to look at. As such, almost all Revenants go to great lengths to keep their lower half of their face covered.

Revenants must feed, and failure to do so results in madness and, inevitably, destruction. ‘Feral’ Revenants are not uncommon, these crazed and dangerous creatures best avoided or, better yet, put down. However, feeding can sometimes be similarly traumatic. Unless they are lucky to encounter an unfettered soul, the act of tearing a soul from a living being reduces victims to mindless husks not unlike the more energetic variety of zombies frequently seen in popular culture.

Revenant abilities are gained through necessity, honed by having to learn how to defend themselves and fighting against the hunger constantly burning inside them – or otherwise embracing it. For the most part their abilities are brutal, visceral and straightforward, with a focus on survival and material realm.

TRAPPINGS

  • Revenants have hideous maws in order to consume souls with, and as such they tend to go to great pains to hide them (especially as the Reaper Organisation generally doesn’t approve of them being on display)
  • If you plan on having your mouth exposed on a regular basis when playing a Revenant, it’s a good idea to employ makeup or other methods to make it appear suitably horrific

CORE ABILITIES

CONSUME SOUL

  • Revenants may consume the soul of a dead or dying being
  • This requires an unresisting body with a soul in the material realm as well as 10 seconds spent roleplaying consuming said soul
  • If the soul is successfully consumed, the Revenant becomes SATIATED if they were hungry and heals three physical points
  • You may also consume shades, the spectral remains of Reapers, Ghosts and Revenants. This is similar to consuming a mortal soul, and restores one soul point as well as giving you a roleplay effect (see a ref for this on a case-by-case basis)

TOOLS OF THE HUNTER

  • When manifesting in the material realm, a Revenant may also manifest up to two melee weapons
  • These weapons disappear shortly after the Revenant returns to the spectral realm, appearing to burst into mist (like archetypes’ bodies when shifting)

UNNATURAL HUNGER

  • At the start of each game, a Revenant can choose to be HUNGRY or SATIATED
  • A SATIATED Revenant behaves normally
  • A HUNGRY Revenant is under a roleplay effect for as long as they are hungry
  • A HUNGRY Revenant is hungry until they consume a Soul, whereupon the HUNGRY roleplay effect ceases immediately and they become SATIATED
  • A Revenant becomes HUNGRY every time they take soul damage and whenever they take a total of three points of physical damage in the same trip to the material realm. This hunger persists until they feed, even back into the spectral realm. They also become hungry over time, although this will rarely feature in uptime. Typically a Revenant becomes hungry after a day or two without feeding, and can refuse to feed for around a week before the hunger becomes too much to bear. You cannot choose to become hungry by, for example, vomiting up a soul, only by taking damage or over time
  • The HUNGRY roleplay effect causes the Revenant to become tense, aggressive and domineering. They want to be in control and have little patience for social niceties or rules. When a hungry Revenant becomes involved in a conflict either social or physical, they are prone to escalating the situation. A hungry Revenant always prefers simple and direct solutions to problems
  • It is important to clarify what a hungry Revenant is not. Firstly, they are not starving to death. They are able to turn down an opportunity to eat without negative consequences aside from hunger pangs and a worsening mood, and so do not have to fall on the first to die in combat and feast on their soul while the fight still rages. Secondly, they are not stupid. A hungry Revenant still retains their mental faculties and is just as intelligent as when they are satiated, but their mood, emotions and way of thinking changes as described above. Thirdly, they are not psychopathic murderers. A hungry Revenant does become aggressive, but does not have to become violent. Some do, but many simply become more emphatic and loud, shouting opponents down, while others may snarl and threaten but still not attack

RELENTLESS ONSLAUGHT

One of the things that makes Revenants so terrifying is their tenacity – while not all of the archetype share the same level of ability, their strength and endurance is legendary. For this reason, many baulk at the idea of the facing them in the material realm unprepared.

RANK 1: Impossible Strength
XP Cost: 2
Frequency: Passive
Duration: Passive
Range: N/A
Target: N/A
Casting Time: Instant
Call: Double
Description: Whenever the Revenant manifests a body, they gain a single call of DOUBLE for each soul point gambled. These doubles last for the duration of that trip into the material realm and expire when returning to the spectral realm for any reason.

RANK 2: Supernatural Endurance
XP Cost: 1
Frequency: Passive
Duration: Passive
Range: N/A
Target: N/A
Casting Time: N/A
Call: N/A
Description: The body manifested by a Revenant in the material realm becomes stronger. While a blade will still cut through skin, a far stronger blow is needed to penetrate muscle. The Revenant gains an additional physical point for each soul point gambled.

RANK 3: Unstoppable Vigour
XP Cost: 2
Frequency: Reflexive
Duration: Passive
Range: N/A
Target: N/A
Casting Time: Instant
Call: Resist
Description: The Revenant may burn one physical point to resist any non-damage call made against them in the material realm, calling RESIST as they do so.


ENDLESS HUNGER

A Revenant’s hunger is ever-present, ranging from a quiet but insistent niggle to an all-consuming fire that threatens to engulf all else if left unsated. However, Revenants who learn to harness this part of themselves find a powerful – if double-edged – tool at their disposal.

RANK 1: Horrific Maw
XP Cost: 2
Frequency: Once per 30 minutes
Duration: 10 seconds
Range: Earshot
Target: One
Casting Time: Instant
Call: Repel
Description: The mouth of a Revenant is always horrific, and with this ability it can be used to scare and repel aggressors. If you are hungry, you may also call DOUBLE on your next strike against the target if you hit them within 10 seconds.

RANK 2: Foul Gluttony
XP Cost: 1
Frequency: Passive
Duration: Passive
Range: N/A
Target: N/A
Casting Time: N/A
Call: N/A
Description: Consuming a human soul gives a single charge of on-hit DOUBLE that disappears when the Revenant returns to the spectral realm, in addition to the standard healing. These charges stack, so for example consuming three souls in one outing will reward you with three doubles for the rest of the outing. Additionally, consuming a shade now restores all soul points as well as allowing you to ask the shade one question that they must answer truthfully.

RANK 3: Feeding Frenzy
XP Cost: 2
Frequency: Once per hour
Duration: 10 seconds
Range: Self
Target: Self
Casting Time: N/A
Call: Resist
Description: May only be used when hungry. For the duration of this ability, the Revenant must resist all ROOTS, REPELS and ATTRACTS.
RP Requirement: You must roleplay snarling, growling, whooping or similar for the duration of the ability as you whip yourself into the eponymous frenzy.


DEADLY PREDATOR

Despite what they might say, a Revenant’s predatory aspect is never far from the surface. However, the nascent predator can be a cunning ally, imparting unique skills borne of impulse and instinct.

RANK 1: Hunter’s Intuition
XP Cost: 2
Frequency: Unlimited / once per 10 minutes
Duration: N/A
Range: Earshot
Target: One
Casting Time: Instant
Call: Varies; see description
Description: You may call EFFECT: DO YOU HAVE A SOUL? at will. Additionally, once every ten minutes you may call EFFECT: WHO OR WHAT DO YOU FEAR MOST IN THIS ROOM RIGHT NOW? or EFFECT: WHAT IS THE DOMINANT EMOTION YOU ARE CURRENTLY FEELING? This ability also allows you to track souls by scent. This is similar to a dog tracking someone in the material world, and so requires a reference scent (e.g. an object owned by the target) and a starting point (e.g. a location the target was recently at). You must be in the same realm as the individual you are tracking was in when they passed through each area, and so it may be necessary to change realms in order to track them down successfully.

RANK 2: Takedown
XP Cost: 1
Frequency: Once per 30 minutes
Duration: N/A
Range: On weapon strike
Target: One
Casting Time: Instant
Call: Strikedown
Description: The attack deals only superficial damage, instead bringing the target to the ground with a winding blow or hamstringing cut.

RANK 3: Lure of the Hunter
XP Cost: 2
Frequency: Once per 30 minutes
Duration: 10 seconds
Range: Earshot
Target: One
Casting Time: Instant
Call: Attract
Description: How this ability works is a mystery even to Revenants. Theories range from unnatural pheromones to some kind of control over the psyche of prey. After all, we fear deep water and dark places, but there are always those willing to explore the abyss.


SPECTRAL MARAUDER

While Revenants are arguably at their best in the material realm, also being able to hold their own in the spectral realm is an incredibly valuable asset. Whether it’s for an offensive advantage or to be able to beat a hasty retreat, these abilities help a Revenant cover all their bases.

RANK 1: Rending Talon
XP Cost: 2
Frequency: Unlimited
Duration: N/A
Range: N/A
Target: N/A
Casting Time: 10 seconds
Call: N/A
Description: The Revenant may conjure a small dagger at will when in the spectral or material realm. This dagger can only be used to call SINGLE (e.g. cannot be used with on-hit abilities) and cannot be used to block with (any damage calls taken on the blade are assumed to deal damage directly to the Revenant). A DISARM against the dagger is upgraded to a SHATTER. If the Revenant transitions between realms, this weapon disappears. You cannot give the dagger away – only you can use it.

RANK 2: Realm Tear
XP Cost: 1
Frequency: Once per hour
Duration: N/A
Range: N/A
Target: N/A
Casting Time: N/A
Call: Shifting
Description: The Revenant may shift between the spectral and material realm or vice versa.

RANK 3: Wraith Blade
XP Cost: 2
Frequency: Once per hour
Duration: 10 minutes
Range: N/A
Target: N/A
Casting Time: Instant
Call: Effect
Description: The Revenant conjures up a weapon from the surrounding spectral essence. It calls SINGLE for damage, and is disarmed normally. This ability can only be used in the spectral realm, and the weapon disappears upon transitioning to the material realm.


ABHORRED PARIAH

For the majority of Revenants, banding together in packs is instinctual and feels ‘right’, an efficient way of helping to ensure survival in a society stacked against them. However, lone wolves do occur, and when they do they often manifest somewhat unnerving abilities.

RANK 1: Raised Hackles
XP Cost: 2
Frequency: Every time you meet an individual for the first time
Duration: N/A
Range: Earshot
Target: Single
Casting Time: None
Call: See description
Description: You may call EFFECT: ARE YOU SUPERNATURAL? and/or EFFECT: ARE YOU MALEVOLENT TOWARDS ME? when meeting an individual or group for the first time. Only you are aware of the answer given.

RANK 2: Uncanny Kinship
XP Cost: 1
Frequency: Passive
Duration: Passive
Range: N/A
Target: N/A
Casting Time: N/A
Call: N/A
Description: Husks will not attack you unless provoked, while they and other weak feral supernatural beings feel a kinship towards you (although they are not obliged to obey any commands given and are often unable to understand language). This kinship leads to greater respect with many supernatural beings, but does not guarantee protection or friendship. Many supernatural beings can also now sense your presence. In addition to this, you can also sense the presence of other nearby or approaching supernatural entities (excluding Reapers, Revenants and Ghosts).

RANK 3: Perfect Survivor
XP Cost: 2
Frequency: Once per hour
Duration: 10 seconds
Range: Earshot
Target: Mass
Casting Time: Instant
Call: Mass Repel
Description: This ability allows a Revenant to intensify their disturbing presence, driving those nearby away. Revenants with this ability tend to be extremely hard to restrain or put down, with it making them adept at escaping ambushes and arrests.


VISCERAL INSIGHT

As frequent denizens of the physical plane, it is often theorised that Revenants’ strange intuition runs beyond the ephemerality of souls and into the realm of blood and bone. The archetype’s gut feelings tend to run deep, and have an unsettling habit of turning out to be true.

RANK 1: Gut Feeling
XP Cost: 2
Frequency: Once per 30 minutes
Duration: N/A
Range: N/A
Target: N/A
Casting Time: Instant
Call: N/A
Description: The Revenant taps into their impulsive, animalistic core in order to make an instinctive judgement of what the best course of action is for the current situation. You may ask a ref a question relating to your current situation, surroundings or similar and will receive an intuitive – if simplistic – response.

RANK 2: Hunter’s Offering
XP Cost: 1
Frequency: Once per game
Duration: N/A
Range: N/A
Target: N/A
Casting Time: 1 minute
Call: N/A
Description: Mortals have searched for meaning through sacrifices for thousands of years, and for some this practice persists into death. A Revenant with this ability can make a sacrificial kill and a request (e.g. “Give me strength”, “Strike down my oppressor”, “Show me the way”) and in exchange will receive an appropriate boon. However, while the results may be lucrative the act itself can be dangerous – ritual practices such as these often attract supernatural attention. Your sacrifice must have a soul (which cannot also be consumed) and you must kill them yourself and with some ceremony. Multiple Revenants may combine their uses of this ability for a more potent effect.
RP Requirement: You must roleplay setting up and performing a ritual appropriate to your request – the more interesting the better.

RANK 3: The Wild Hunt
XP Cost: 2
Frequency: Once per game
Duration: Until returning to the spectral realm
Range: Self
Target: Self
Casting Time: Instant
Call: N/A
Description: You may activate this ability at any point when in the material realm. For the duration of that trip, all damage you call with your weapon is increased by one – a single is upgraded to a double, a double to a triple, etc.
RP Requirement: For the remainder of this particular trip to the material realm, you struggle to focus, talking primarily in monosyllabic statements and having to concentrate to hold a conversation. You feel a thrill from killing, and pain only serves to heighten your bloodlust.

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