OK, more scary monsters is the order of the day. The really scary thing in the last entry is brought to you by the Kemmler fan club. Enjoy.
REVENANTS:Revenants, like zombies, are dead bodies animated by some kind of spirit. Unlike zombies, something more than just a stupid animalistic spirit is animating them. Often not driven by necromancy, they are the body the spirit wears so it can walk the Earth, instead of making one out of ectoplasm. Powerful (or foolhardy) necromancers and summoners attempt to make revenants; this is rarely a good idea. Revenants function much like black court vampires - free willed undead with freakish supernatural powers depending on the type of spirit animating them. How smart and strong they are depends on what type of spirit animates them.
Hunger Revenant (submerged)
(a hunger spirit bound to a corpse, resulting in how most people envision undead)High Concept: Classic Zombie
Other Aspects: "Braaiiins", "The Virus"
Skills:Superb: Endurance
Great: Fists, Might
Good: Athletics, Intimidate
Fair: Alertness, Conviction
(no other skills - they make no sense for a being driven by hunger)
Stunts:Swing for the Fences - for bite
Powers:[-1]
Living Dead[-1]
Unfeeling Flesh - use endurance for defense against attacks - but not physical maneuvers; a revenant is no harder to trip than the human it used to be.
[-1]
Supernatural Toughness - catch is decapitation/destruction of head
[-2]
Inhuman Strength[-3]
Bite (claws power) - Poisoned (see below)
[-1]
Fleasheater (like blood-drinker but for flesh)
[-2]
Spread the Hunger - humans killed by the revenant's bite or supernatural infection serve as a call for another hunger spirit to cross the veil and possess them; they rise as revenants within the hour.
Total Refresh Cost: -12
Refresh Total: -2
Rage Revenant (submerged)
(a rage spirit animating a corpse, leading it to attack whatever it hated in life - as well as anything else)High Concept: Revenge from the Grave
Other Aspects: "Hate Made Flesh", "Ruinous Rage"
Skills:Superb: Endurance, Fists
Great: Might, Athletics
Good: Intimidate, Conviction
Fair: Alertness, Weapons
Average: Survival, Presence
Stunts:Swing for the Fences - for claws
Powers:[-1]
Living Dead[-1]
Unfeeling Flesh - use endurance for defense against attacks - but not physical maneuvers; a revenant is no harder to trip than the human it used to be.
[-1]
Supernatural Toughness - catch is fire
[-4]
Supernatural Strength[-1]
Claws[-4]
Physical Immunity - catch is any form of attack that isn't purely material
Total Refresh Cost: -13
Refresh Total: -3
Pact Revenant (snorkelling)
(a damned soul that, through a deal with a demon or similar power returns to life in an animated body - sometimes not their own - to perform some service)High Concept: Damned Man Walking
Other Aspects: "Twisted Purpose", "Baneling"
Skills:Superb: Endurance
Great: Fists
Good: Conviction
Fair: Alertness
Average: Lore
(add up skills till 40 skill pts are reached. Those skills are chosen from those the Revenant had in life, though they can be further improved)
Powers:[-1]
Living Dead[-1]
Unfeeling Flesh - use endurance for defense against attacks - but not physical maneuvers; a revenant is no harder to trip than the human it used to be.
[-2]
Supernatural Toughness - catch is powers of faith
[-3]
Death Pact - like blood drinker but it applies to murders with any direct means, though it is limited to humans. A Pact Revenant can heal up to 3 times per scene.
Inhuman Strenght
[-1]
The Dark One's Plaything - as "guide my hand" only the dark power that brought them back arranges coincidence - often to unpleasant results.
Memories - a pact revenant remembers up to 6 points worth of powers or stunts they had in life.
Total Refresh Cost: -16
Refresh Total: -3
Void Revenant (in a submarine)
(a human corpse powered by a nonphysical outsider)High Concept: Undead Horror from Beyond
Other Aspects: "Portrent of the Apocalypse", "Utterly Alien", "Walking Violation"
Skills:Fantastic: Conviction, Endurance
Superb: Discipline, Might
Great: Fists, Intimidate
Good: Presence, Lore
Fair: Alertness, Scholarship
Average: Weapons, Stealth
Powers:[-1]
Living Dead[-1]
Unfeeling Flesh - use endurance for defense against attacks - but not physical maneuvers; a revenant is no harder to trip than the human it used to be.
[-4]
Mythic Toughness - catch is powers of faith
[-9]
Modular Ability 8, modified by Human Form
[-4]
Outsider Magic - similar to Necromancy, gives bonuses for Outsider magic instead. The foci are usually unholy runes carved into the corpse's body.
[-8]
Walking Violation - Void Revenants are walking violations of the natural order of the universe, leeching all energy out of it. The zone a Void Revenant is in is treated as a Legendary threshold, except against the powers of undead and outsiders. This does not stop supernatural creatures from entering like a full threshold does; it merely diminishes their power. Supernatural creatures with too little power to survive simply crumble to dust.
Total Refresh Cost: -27
Refresh Total: -6
Abyss Revenant (Deep One)
(the highest violation of the 5th law; the full return of a centuries or millennia dead soul of a once-powerful mortal from beyond the borders of life)High Concept: Back from the Abyss
Other Aspects: "The End is Nigh", "Devourer of Souls", "In Strange Eons Even Death Might Die", "Walking Violation"
Skills:Epic: Conviction, Intimidate
Fantastic: Discipline, Fists
Superb: Alertness, Athletics
Great: Lore, Presence, Empathy
Good: Scholarship, Stealth, Weapons
Fair: Survival, Bows, Deceit
Average: Burglary, Investigation, Rapport
Powers:[-3]
Apocalyptic Vision - anyone connecting to an Abyss Revenant with psychic powers or supernatural senses is forced to suffer an apocalyptic vision, as if they had used The Sight on them, with all the appropriate checks and results. Those ignorant enough or deranged enough to use The Sight on an Abyss Revenant get twice the backlash; once for Apocalyptic Vision and once for their actual use of The Sight.
[-1]
Living Dead[-3]
Spirit Form (horrendous)
[-4]
Incite Fear - at range, lasting, potent
[-2]
Grasping Darkness - Abyss Revenants can manifest their horrendous ability to destroy minds as tentacles of darkness that can physically manipulate and attack the world. Regardless of what improvements their mental powers have, this is limited to the zone they're in, and conviction is used instead of intimidate.
[-2]
Far-reaching Grasp - Abyss Revenants can use mental powers at long range, usually line of sight
[-8]
Mass Manipulation - Abyss Revenants can incite emotions over 4 zones at once.
[-5]
Domination Posession[-1]
Essence Transference - when an Abyss Revenant physically violates a being by posessing it, the appearance of the body changes to conform to the revenant's and the revenant can fully use their powers in the new body if they are willing to surpress the powers and abilities of the victim.
[-4]
Stygian Necromancy - similar to Kemmlerian Necromancy. Replace psychomancy with ectomancy. Abyss Revenants do not have foci; they take all their slots as open "potion" slots. Each time the revenant destroys (takes out) the spirit of a being with mental powers, they can store one consequence of the victim into a slot. Those consequences can then be used at any time to fuel magic.
[-1]
Spirit Made Flesh - Abyss Revenants exist because they believe they exist; they use conviction as defense against mental and physical attacks and maneuvers
[-8]
Physical Immunity - the catch is unknown, though significantly powerful artifacts of faith like the Sword of the Cross should be able to harm them
[-8]
Walking Violation - Abyss Revenants are walking violations of the natural order of the universe, leeching all energy out of it. The zone an Abyss Revenant is in is treated as a Legendary threshold, except against the powers of undead and outsiders. This does not stop supernatural creatures from entering like a full threshold does; it merely diminishes their power. Supernatural creatures with too little power to survive simply crumble to dust.
Total Refresh Cost: -50
Refresh Total: -12