Revenant

Table of Contents

Character Quote

'...she can look many places in her memory - in her body's
memory. We look down so many avenues of the past...' -Dune, by Frank Herbert

Character Description

Revenants carry within them the echoes of their previous incarnations. They can call upon these Past Lives, harnessing the vast knowledge and skills accumulated across countless Ages. This unique ability allows Revenants to transcend the boundaries of time and space, drawing strength and wisdom from identities that span the breadth of the cosmos.

The Past Lives of a Revenant are endlessly diverse, encompassing Proteins from myriad races, genders, and distant planets and galaxies. One moment, a Revenant might summon the strategic acumen of an ancient elven general who once commanded legions in an epic war. Next, they might call upon the agile skills of a nimble cat burglar from a heavy metal cyber future to slip easily through security systems.

While Revenants have the ability to seamlessly blend past lives, their physical appearance remains unchanged. When summoned, the Past Life has control of the body and can use any skills they retain, and even some abilities, while they remain as the Present Life.

Flavor Notes

A Revenant is defined by two types of lives, Past and Present. Past Lives are lives that have been lived and are now over. The Present Life is initiated by the Player, who chooses their Protein and gender as usual. Because BattleSauce encompasses an endless timeline, Past Lives may arise from any period and may be any Protein or gender. The Present Life is the dominant race and gender learning the Revenant Trade. Past Lives become the Present Life when invoked but are merely hosted in the Present Life body.

Invoking a Past Life

Set aside any Face card to invoke a Past Life that the Revenant knows. Once the card is used for invoking, it is out of play until the Past Life has surfaced and is no longer needed, at which point the card goes into the discard pile. Anytime a Joker is drawn during gameplay by the player, a random, unknown Past Life takes control for 1D6 rounds. Additionally, any Past Life invoked continuously or has control for over 24 hours has the potential to become the Present Life - SB discretion. Finally, unknown Past Lives are determined and created using the accompanying charts or by the SauceBoss and should be noted on the back of the Protein Pack so the character may now call on them as a known Past Life.

Initial Coolness

Start by randomly creating two Past Lives for the character and one Past Life created by the Player. Random Past Lives can be created by using the supplied charts or by the SauceBoss. When making a Past Life, keep it simple and choose a Trade (ninja, blacksmith, doctor) and three relevant Trade Skills per Trade, each with bonuses of +3. For example, the Ninja Trade could have Stealth +3, Martial Arts +3, and Wall Climbing +3 as its three Trade Skills. It's best to have a variety of trades and subsequent skills for the Past Lives. The character can call upon these three past lives at will. Add a new Past Life using the abovementioned method for every Trade rank gained.

Trade Skills

Like the Jack Of All Trades (Jack), the Revenant does not have a standard list of Trade Skills. Instead, the Revenant discovers three new Past Lives for every Trade rank learned - unlocking new Skills and Abilities.

Trade Rank: Master

As a Master Revenant, the character may use any Heart card to use a Trade Skill from a known Past Life without using a Face card to invoke the Past Life.

Category X

As a Category X Revenant, the character will have access to 30 Past Lives. Use any Revenant's Ace cards to allow additional Past Lives into the present - combining Skills and bonuses. Each Past Life requires an Ace, meaning five Past Lives can be present simultaneously - one initial plus four additional by combining all four Aces.

Creating Random Revenant Lives

Use the Tables below to finish the sentence and create a random Past Life to add to the back of the Player's Protein Pack. Alternatively, use these tables as inspiration to create your own unique Past Lives. You can roll once or twice, as the Player and SauceBoss deem appropriate.

A [Table One], [Table One], [Table Two], [Table Two], who loves [Table Three] but hates or fears [Table Four].

Table One: Flavor

Use a 1D6 for the column and 1D20 for the row.

ONE

TWO

THREE

FOUR

FIVE

SIX

1

Brave

Joyful

Loud + Arrogant

Kind-hearted

Dark + Mysterious

Old

2

Angry

Kind

Quick + Nimble

Compassionate

Sweet + Gentle

Youth

3

Gentle

Lazy

Smart + Talented

Magnanimous

Angry + Strong

Romantic

4

Rude

Honest

Determined + Quiet

Brilliant

Friendly + Kind

Deceitful

5

Loyal

Cruel

Optimistic + Strong

Graceful

Timid

Witty

6

Friendly

Jealous

Dark + Mysterious

Virtuous

Fickle

Irritable

7

Mean

Generous

Sweet + Gentle

Noble

Dull

Just

8

Optimistic

Selfish

Cold + Calculating

Exotic

Brave + Noble

Clumsy

9

Reliable

Pessimistic

Loud + Boisterous

Inspirational

Calm + Peaceful

Resourceful

10

Sincere

Dishonest

Warm-hearted

Radiant

Bright + Cunning

Clever

11

Thoughtful

Stoic

Clean + Tidy

Diligent

Sweet + Kind

Wasteful

12

Ambitious

Vindictive

Brave + Arrogant

Resilient

Honorable

Withering

13

Courageous

Bitter

Stubborn

Enthusiastic

Quick + Sharp

Impatient

14

Grumpy

Compassionate

Mischievous

Affectionate

Brave + Strong

Untrustworthy

15

Creative

Arrogant

Eloquent

Altruistic

Old + Wise

Protective

16

Ignorant

Dependable

Resolute

Entitled

Old + Deceitful

Jealous

17

Energetic

Charming

Hostile + Smart

Imaginative

Young + Eager

Reckless

18

Enthusiastic

Unfriendly

Insightful

Jubilant

Smart + Humble

Moody

19

Forgiving

Cowardly

Old + wise

Impulsive

Quick + Merciless

Stingy

20

Hopeful

Savage

Inventive

Fearless

Thoughtful + quiet

Greedy

Table Two: Trade

Use a 1D6 for the column and 1D20 for the row.

ONE

TWO

THREE

FOUR

FIVE

SIX

1

Superhero

Carpenter

Demolitionist

Thief

War vet

Angel

2

Viking

Hacker

Koala Bear

Historic Figure

Doctor

Robotics specialist

3

Vampire

StreetFighter

Sportscaster

Soldier

BeastMaster

Celebrity

4

Mechanic

Hunter

Medic

Toy Maker

Gardener

Plumber

5

Dancer

Fisherman

Contortionist

Space Pilot

Electrician

Interrogator

6

Veterinarian

Miner

Necromancer

Author

Pirate

Botanist

7

Athlete

Tailor

Soldier

Tight Rope Walker

Journalist

Cheerleader

8

Professor

Musician

Super Villain

Rounder

Balloon Artist

Comedian

9

Janitor

Sculptor

Sniper

Detective

King

Seer

10

Monk

Quantum Physicist

Frontiersman

Accountant

Actress

Welder

11

Hypnotist

Nurse

Merchant

Historian

Bioengineer

Chef

12

Spy

Priest

Witch

Rock Climber

Chemist

Assassin

13

Lawyer

Surgeon

Blacksmith

Ranger

Crystallographer

Mad Scientist

14

Mutant

Alien

Pyromancer

Wrangler

Optometrist

Rune Priest

15

Professional Diver

Stuntman

Navigator

Valkyrie

Bartender

Shaman

16

Pilot

Playboy

Quartermaster

Cowboy

Ship Captain

Spartan

17

Farmer

Sailor

Alchemist

Ninja

Cartographer

Elementalist

18

Actor

Linguist

Engineer

Lumberjack

Geologist

Monster

19

Artist

Monster Hunter

Android

Starship Mechanic

Hairdresser

Racecar driver

20

Scientist

Card Sharp

Demon

Geneticist

Biologist

Queen

Table Three: Loves

Use a 1D6 for the column and 1D20 for the row.

ONE

TWO

THREE

FOUR

FIVE

SIX

1

Apples

Books

Ships

Gambling

Smoking

Forests

2

Gardens

Architecture

Comic Books

Ice Cubes

Wallpaper

Lamps

3

Mountains

Notebooks

Music

Clowns

Quilts

Rivers

4

Schools

Trees

Key Chains

Rice

Spiders

Zoos

5

Beaches

Castles

Dragons

Racing

Guitars

Helmets

6

Icebergs

Lighthouses

Insects

Pianos

Coffee

Ghosts

7

Dancing

Vegetables

Hot Weather

Ponies

Highways

Bridge

8

Clocks

Cold Weather

Swords

Honey

Jewels

Libraries

9

Monsters

Bread

Robots

Tofu

Soda

Keys

10

Unicorns

Rain

Volcanos

Waterfalls

Xylophones

Zeppelins

11

Balloons

The Circus

Dinosaurs

Engines

Fountain

Glacier

12

Heroes

Flightless Birds

Knights

Lanterns

Machines

Necklaces

13

Goblins

Beads

Snow

Rainbows

Magic

Tunnels

14

Stars

Cars

Scarves

Potatoes

Hoodies

Barns

s15

Flying

Nice Clothes

Bones

Astronomy

Harps

Snakes

16

Tacos

Babies

Cats

Wild Flowers

Knives

Opera

17

Cards

Lore

Dogs

Serpents

Treasure

Skating

18

Dice

Whispering

X-Rays

Toys

Arrows

Tea

19

Chips

Bagels

Hats

Lighters

Owls

Harbors

20

Boats

Jungles

Scary Stories

Trains

Guns

Amusement Parks

Table Four: Hates or Fears

Use a 1D6 for the column and 1D20 for the row.

ONE

TWO

THREE

FOUR

FIVE

SIX

1

Rats

Dolls

Weapons

Serpents/

Snakes

Clocks

Cats

2

Magic in

Use

Heights

Spiders

Teeth (overly

small or large)

Asymmetry

Yellow

Anything

3

Large

Food

Dragons

Music

Bright

Lights

Heroes

Ghosts

4

Loud

Noises

Duplicity

Dogs/

Canines

Flying

Running

Sleeping

5

Vampires

Short

Food

Unicorns

DIY

Anything

Sitcoms/

Plays, Etc.

Undue

Attention

6

Sandy

Beaches

Contemporary

Culture

Old

Buildings

Clutter

Outer

Space

Stealing

7

Silence

Cold

Stuff

Caves

Intense

Smells

Open

Spaces

Spending

Pieces

8

Deep

Water

Lame

Excuses

'Bad Guys'

Sea

Mammals

Always

Being Right

Milk

9

Deadlines/

Pressure

Bounty

Hunters

Neglected

Surroundings

Mornings

Questions

Veggies

10

Indecision

Laziness

Candles/

Lamps, Etc.

Adaptations

Compliments

Germs

11

Werewolves

Confections

Being

Inferior

'Downtime'

Comedians/

Jesters, Comedy

Fuzzy

Stuff

12

Slimy/

Slick Stuff

Intolerance

Anything

'Cute'

Superstition

Fools

Small

Spaces

13

Over-

Achieving

Losing

Squares

'Chit Chat'

The Truth

Live-Stock

14

Mirrors

Armor

Fish

Running

Storms

Repeating

Themselves

15

Hot

Stuff

Soft

Furniture

Unnatural

Fabrics

Junk Food

Convenience

Too Many

Choices

16

Owls

Being 'Too

Dusty'

Following

Directions

'Healthy

Living'

Impulsivity

Too Much

Empathy

17

Harsh language

Long Wait

Times

Too Many

Bosses

Avant Garde

Anything

Scary Stuff

Kissy-Kissy

Stuff

18

'Antique'

Methods

Kitchen and Dining Room Tables

'Progress'

Zombies

Anything with Horns

Irony

19

Demons/

Possession

Automatons

Magic

Items

Maps

Ancient

Languages

Pretention

20

Monopolies

Over-Lords

Jumping to Conclusions

Fungi

Anything

Weak

Writing

Wednesdays,

Usually

The Sin Render is a foul, malevolent creature born from the darkest corners of the soul. Wielding a blazing sword, it strikes not just at the body but at the very essence of its foe. Each swing imbues its victim with one of the seven deadly sins, corrupting their mind and heart as the battle rages on. For each round, the Sin Render is not defeated; its opponent(s) is overcome with a sin, each cascading into the next. If the Sin Render is not defeated within seven rounds, it vanishes into the shadows, leaving its adversary cursed with uncontrollable, sinful urges, starting with pride, greed, wrath, envy, lust, gluttony, and sloth - or whichever order the SauceBoss (DM, GM) determines. This should be treated as a curse, and the character should act accordingly.

BoneHarvester

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