Revenant
The dead walk among us. Some of them are happier about it than others.
Unlike the necromantic rituals that produce wights and wraiths and zombies, revenants rise from the grave through a combination of an unjust death and a burning desire for vengeance. Creatures sustained on pure will, they have no need of food or water or air—and, unlike their zombified cousins, they retain all their memories and personality from life.
These revenants are rare. Many are hunted by ignorant villagers who see only their dead flesh and assume the worst. Those who survive the pitchfork brigade either choose a solitary life, often as a wandering soul seeking out living company yet constantly in fear of it, or they migrate to a metropolis such as Blackbottom or Capital, where lost souls gather to make a home.
Revenant Traits
Revenant heroes have access to the following traits.
Signature Trait: Former Life
Choose the ancestry you were before you died. Your size is that ancestry's size and your speed is 5. Unless you select one of the Previous Life traits (see below), you don't receive any other ancestral traits from your original ancestry.
Signature Trait: Tough But Withered
Your undead body grants you immunity to cold, corruption, lightning, and poison damage equal to your level, but you have fire weakness 5. You can't suffocate, and you don't need to eat or drink to stay alive.
Additionally, when your Stamina reaches the negative of your winded value, you become inert instead of dying. You fall prone and can't stand. You continue to observe your surroundings, but you can't speak, take main actions, maneuvers, move actions, or triggered actions. While inert this way, if you take any fire damage, your body is destroyed and you die. Otherwise, after 12 hours, you regain Stamina equal to your recovery value.
Purchased Revenant Traits
You have 2 ancestry points to spend on the following traits, or 3 ancestry points if your size is 1S. (Quick Build: Bloodless, plus Undead Influence if size 1S.)
Bloodless (2 Points)
For you, an open wound is indistinguishable from a scratch. You can't be made bleeding even while dying.
Previous Life: 1 Point (1 Point)
You select a purchased trait that costs 1 ancestry point from your previous ancestry. You can take this trait multiple times, selecting a different 1 point trait from your previous ancestry each time.
Previous Life: 2 Points (2 Points)
You select a purchased trait that costs 2 ancestry points from your previous ancestry.
Undead Influence (1 Point)
Your supernatural gifts allow you to influence other undead. You gain an edge on Reason, Intuition, and Presence tests made to interact with undead creatures.
Vengeance Mark (2 Points)
As a maneuver, you place a magic sigil on a creature within 10 squares. When you place a sigil, you decide where it appears on the creature's body, and whether the sigil is visible to only you or to all creatures.
You always know the direction to the exact location of a creature who bears one of your sigils and is on the same world. You can have a number of active sigils equal to your level, and can remove a sigil from a creature at will (no action required). If you already have the maximum number of sigils activated and you place a new one, your oldest sigil disappears with no other effect.
Additionally, you have the following signature ability. Signature abilities can be used at will.
Detonate Sigil
A magic sigil you placed on a creature explodes with energy.
| Magic, Ranged, Strike | Main action |
|---|---|
| 📏 Ranged 10 | 🎯 One creature bearing your sigil |
Power Roll + Reason, Intuition, or Presence:
- ≤11: 3 + R, I, or P damage; slide 1
- 12-16: 5 + R, I, or P damage; slide 2
- 17+: 7 + R, I, or P damage; slide 3
Effect: The sigil disappears from the creature.