Revenants (Rules)

## Specialities

### Sustenance

*Revenants consume the souls of the living and the dead, stripping them of their memories and personality before sending an empty husk into the Underworld. When exposed to a dying creature most revenants naturally extend a set of elongated fingernails, something they may also do at will. When thrusting their claws into a creature close to death its soul will be forced out of its shell and into the Revenants opened mouth. They remain compelty still during the process, only letting out an almost inaudible owl-like shriek when consuming a soul.* Using their Claws to make Unarmed Attacks or force a Soul out of a body (killing blow) gives away their Supernatural Nature but increases their damage by 1.

The following souls translate to a given amount of Essence:

* *Small Animals* (e.g. Birds, Rats, Large Cockroaches) 1 Essence
* *Medium Animals* (e.g. Dogs, Owls, Cats) 2 Essence
* *Large Animals* (e.g. Horses, Boars) 3 Essence
* *Humans* 5 Essence
* *Lesser Afflicted* (e.g. Wights, Stryga) 8 Essence
* *Afflicted* 11 Essence

### Bane

**Soulless-** *The Revenant is weakned by mirror glass. Seeing their own reflection usually instills a sense of discomfort into any Revenant, but physical contact strips them of their ability to use necromancy.* Should they look their reflection into the eyes for too long they will be destroyed

### Weakness

**Exiled from Life-** *The Revenants Bane is a specific type of wood, unique to their House.* Should they come in contact with wood they can´t use Essence and only use a D10 for Evocation Rolls.

### Vunerability

Wounding a Revenants Head causes immense pain and transforms Physical into Lethal Damage. They convert other mundane sources of *Lethal* into *Physical Damage.*

### High Night and Turning

*Revenants are naturally seasonbound, gaining or losing strength with the shifting elements.* Their High Night occurs at the day where a season ends and a new one begins (the Storyteller may choose to do this calendarian or based on the weather). During their High Night they may freely enter or leave Umbra and shift between its layers at will. Additionally they may pass their Affliction onto humans through consuming their soul and spitting it back into their body.

In return, when the seasons reach their height, Revenants experience a single day that will greatly weaken them. They may only use a D10 when making an Evocation Roll and gain an (additional) point of Aberration whenever doing so.

### Other

Revenants gain access to Wraithcraft as a unique Lore of Necromancy.

**The Gaze-** *Allows the Revenant to focus their Hunger and frigth mortals and animals with their piecring stare. The fear will result in trembling chills driving through their body as their energy is leeched out of them into the glaring eyes infront of them.* The Revenant may openly display their Supernatural Nature and increase their Intimidation by 1 when targeting mortals.

**Harbinger of Death-** *Owls are naturally drawn to Revenants, generally displaying a more trustful and open attitude towards them. In addition Revenants can more easily interact with them.* The Revenant to reduces the difficulty on all Charisma or Animal Handling actions when targeting Owls by 2.

## Background

* **Ancestral Communion [Requires Revenant Allegiance and The Beckoning; 5 points]-** *While Revenants toss aside their mortal life and relatives without hesitation or afterthougt, they have a strong connection to their unliving relatives. Many Revenants have a close bond to their progenitors or those that sired them before, tracing their Essence back across the ages.* Allows the Revenant to use a name and their Essence as a substitute for a personal object when summoning an ancestor (of their Affliction).

## Corruption

* **Rebellious Spirit-** *A Revenants diet offers them great powers, however it comes along with certain dangers. Once in a while they will consume a particularly unruly spirit that is able to cling to them after being consumend, taking permanent root in their mind. Once in a while the spirit becomes strong enough to take over its host for a limited amount of time.* The Storyteller may choose any kind of trigger or condition that must be met to allow the chosen spirit to take over the Revenant. They will remain in controll either until the session ends or condition is met that allows the Revenant to take back controll. It is possible for multible spirits to infect the Revenant like this.
* **Revenant Marks-** *The corruption of Revenants is characterised by a variety of features. These include skin that turns grey and sunken, beginning to shrivel and develop a network of wrinkles; although in some cases it turns extremly smooth transparent skin that appears to be stretched to thinly over their withered body and makes their inner ogans visible; their eyes begin to turn black over time while their iris turns into a pale blue and their pupil becomes completly white or their hair may turn white and grow longer with each year until reaching their hips, something most Revenants find repulsive enough to cut it back every night.* Each of these features (when visible) reduces their Impression by 1 and might give away their supernatural nature.