'...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
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.
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.
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.
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.
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.
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.
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.
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].
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 |
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 |
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 |
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