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Revenant

Death Payoff

Your flesh refused the grave, and so did you — but the cost is still coming due.

When you die but cling stubbornly to your body, refusing to pass through the Last Door, you gain this insert, and choose 1 Consequence. Lose the Instinct from your playbook, and replace it with one of these (your choice): DENIAL — To refuse to accept that you are dead. OBSESSION — To pursue your Terrible Purpose no matter what. ENNUI — To bemoan your condition, to wish for release.

Choose 1 Terrible Purpose:

LONGING: Name the person or persons you refuse to let go of. When you spend the night watching them, regain all your HP or clear all your debilities. When they genuinely return your affections, free of fear or horror, either regain all your HP and clear your debilities, or clear a consequence. When they rebuff you or recoil from you, mark a consequence. When they die peacefully and pass through the Last Door, so do you. Should they be taken from you violently, mark the Final Consequence.

VENGEANCE: Name the person or persons who must pay. When you spend the night wailing, howling, and raging in a lonely place, regain all your HP or clear all your debilities. When you make one of them pay and ensure that they know why, either regain all your HP and clear your debilities, or clear a consequence. When they defeat or escape you, mark a consequence. When you kill the last of them, pass through the Last Door. Should they die before you're finished with them, mark the Final Consequence.

DUTY: Name the task you refuse to leave undone. When you spend the night working on your task, regain all your HP or clear all your debilities. When you achieve a significant milestone towards your task, either regain all your HP and clear your debilities, or clear a consequence. When you fail to perform your task or suffer a material setback, mark a consequence. When the task is finally complete, pass through the Last Door. Should the task become impossible to perform, mark the Final Consequence.

Moves — You gain all of the following:

UNLIVING: You do not breathe. You need not eat nor drink nor sleep. You do not heal normally. You gain no benefit from magical healing, Make Camp, Recover or Convalesce.

UNDYING: Neither poison nor disease do you harm. You feel little pain. When you take damage from cutting, stabbing, or crushing, take half damage (after armor, rounded up). When you are reduced to 0 HP, roll +CON: on a 10+, regain half your max HP and choose 1; on a 7-9, regain half your max HP and choose 2; on a 6-, either regain 1 HP and all 3 apply, or give up this insert and gain the Ghost insert instead. (1) Mark a consequence. (2) You're out of the action until the next sunset. (3) Your body is permanently maimed in some way of the GM's choosing. If your body is completely destroyed (burnt to ash, ground to jelly, etc.), treat it as if you were reduced to 0 HP and rolled a 6-.

IMPLACABLE: When you push the limits of your undead body, lose 1d4 HP and choose 1: Perform a feat of inhuman strength; Act with uncanny speed and grace; Refuse to be moved, held back, or knocked off course.

Consequences — When you first take this insert, choose 1. Choose another whenever a move tells you to do so: BREAKDOWN, NIGHTKIN, UNSTABLE (Requires Breakdown), QUARRY, CARRION STENCH, DEATHLY VISAGE, HOME TO VERMIN, STRANGE APPETITES, INSATIABLE (Requires Strange Appetites). The Final Consequence: Your tenuous connection to humanity is lost and you become a monster under the GM's control.