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Revenant

[advent class]

Human Revenant rising up from their dying body
Rules governing Advent classes

Revenants follow a unique path among the ki disciplines. Instead of slowly building their power through discipline, training, understanding, and transcendence, they gain quick access to strong power boosts. They do this through a technique called chakra shocking, where vast amounts of ki are funneled through the chakra with no regard to the grave risk this poses. This method is crude, requiring much more ki than would normally be needed. As a result, Revenants soon find their chakras burned out beyond repair, which causes damage and decay to the physical body

Revenants rarely have the means or control to stop this process, and if all seven chakras are burned out, they immediately die, the physical body permanently severed from the subtle body. This “death” subverts the normal course of death, preventing the deceased's ki from being re-absorbed by nearby ki spirits. The Revenant becomes a loose spirit, a subtle body with no way to reattach to the physical body, and no way to move on

At first, the Revenant is weak and unable to interact with the physical world. Through effort, the Revenant is able to relearn some of the abilities they had in life, as well as some new abilities related to their spectral nature

Adherents of this path are often convinced that they will be able to master chakra shocking and avoid death. Initially, only the dead were referred to as Revenants, but as time passed it became common practice to apply the name to anyone who even dabbled in the technique, being past the point of no return

Art by John Latta


Revenant Advent Class Level Table

Level Talent PointsLevel Bonuses
1 10 Talent Points1 Talent
2 10 Talent Points1 Talent
3 10 Talent Points5 Bonus Talent Points
4 10 Talent Points1 Talent
5 15 Talent Points1 Feat
6 15 Talent Points1 Talent
7 15 Talent Points5 Bonus Talent Points
8 15 Talent Points1 Talent
9 20 Talent Points1 Feat
10 20 Talent Points10 Bonus Talent Points


Talent tree

Revenant mechanics

living mechanics

  • While living, a character may not take more than 10 levels in the Revenant class. They may only take talents from the living side of the Revenant talent tree
  • Each time a character shocks a chakra, they must make a shock roll. Roll 2d6 and sum the dice. If the result is a 3 or lower, they permanently burn out a random chakra. Refer to the Revenant Damage Table below to determine which chakra is destroyed and the effect this has on the physical body
  • Every time a shock roll fails, a chakra is burned out, and the difficulty of future shock rolls increases by 1. The character also gains 1 level of Revenant
  • Burned chakras cannot be used and cannot connect to Keystones

afterlife mechanics

  • If a character “dies” by burning out all seven chakras, they permanently lose all Revenant talents and levels, and are temporarily unable to access all talents from all other classes
  • Upon death, a Revenant receives one new level in the class. They may not take levels in any other class, and may only take 20 total levels of Revenant. They may now only take talents from the afterlife side of the Revenant tree
  • Each time a Revenant gains a level, they may unlock one talent from those they had before “death”. This may not be used to unlock Revenant talents from before their death
  • Revenants cannot truly die, but an attack from a ki user does damage their spectral body. Revenants retain their hit points from life, and when this pool is reduced to zero, the Revenant is temporarily dispersed and unable to act or move until they recover half of their total hit points
  • Revenants recover hit points at a rate of 1d6 per hour. Revenants are not affected by healing abilities, which target a physical body
  • All actions in combat require the Revenant to burn their own hit points, see table below:


ActionHit point cost
Swift1d6
Move2d6
Standard3d6
Full6d6

Revenant Damage Table (Roll and sum 7d6)

ResultChakraPhysical Damage
7-19LotusCharacter gains experience at half the normal rate
20-21CrownCharacter experiences significant loss of hearing and smell
22-23ThroatCharacter's speech is reduced to a hoarse whisper
24-25HeartCharacter is limited to one move action per combat round, all healing effects halved
26-27NavelCharacter loses one Swift action per combat round
28-28SacralCharacter is sterile and has a significant drop in of sex drive
30-42RootCharacter's maximum hit points reduced by 12d6


Living talent details

Chakra shock: lotus

Action: Standard
Requires: Character is alive
Description: You shock your lotus chakra, releasing a torrent of destructive energy that lashes out in a beam from your forehead or directly above your head
Range: Self
Speed: Instant
Effect: Line of energy, 5 feet wide, 30 feet long
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defense Bonus + Dex + 6d6
Damage: Strength x 4 + 18d6 [Burning]
Cooldown: 12 rounds
Special: The color of the beam depends on the user's ki and corresponds to the color of the Revenant's glowing eyes after death
Talent Point Improvements:
□ Reduce the required action to Move
□ Extend the beam's maximum length by 5 feet
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Chakra shock: crown

Action: Move
Requires: Character is alive
Description: You shock your crown chakra, forcing you into a momentary state of zen. Skilled actions become second nature
Range: Self
Effect: You gain a 6d6 bonus to your next skill check
Cooldown: 12 rounds
Special: This applies to brief actions and cannot be used over long periods of time
Talent Point Improvements:
□ Reduce the required action to Swift
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds
□□ Increase the skill bonus by 1d6. Maximum skill bonus is 12d6


Chakra shock: throat

Action: Swift
Requires: Character is alive
Description: You shock your throat chakra, giving you an momentary ability to take quick and decisive action
Range: Self
Effect: You gain a 6d6 bonus to your next initiative check. Alternatively, you may reroll your next dice roll (any type) and keep the higher result
Cooldown: 12 rounds
Special: You may use the initiative bonus after combat is announced by the GM, if you have already shocked your lotus chakra at least once
Talent Point Improvements:
□ Reduce the required action to Free
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds
□□ Increase the initiative bonus by 1d6. Maximum initiative bonus is 12d6


Chakra shock: heart

Action: Swift
Requires: Character is alive
Description: You shock your heart chakra, causing your ki to momentarily flow smoothly and strong, radiating out from the heart chakra
Range: Self
Effect: You gain a +2 BAB and BDB bonus on your next action
Cooldown: 12 rounds
Talent Point Improvements:
□ Reduce the required action to Free
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds
□□□ Increase the base bonus by 1. Maximum base bonus is 6


Action: Move
Requires: No requirements
Description: You shock your navel chakra, inducing a tidal swell of ki energy
Range: Self
Effect: You may reset a cooldown, or you may initiate a standard action
Cooldown: 12 rounds
Talent Point Improvements:
□ Reduce the required action to Swift
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Chakra shock: sacral

Action: Swift
Requires: Character is alive
Description: You shock your sacral chakra, granting you a brief burst of intensely accelerated movement
Range: Self
Effect: For one round, your movement speed increases by 15 feet, and you may initiate a dash in the first segment, without additional cost
Cooldown: 12 rounds
Talent Point Improvements:
□□□ Increase the movement speed bonus by 5 feet. Maximum speed bonus is 30 feet
□□Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Chakra shock: root

Action: Swift
Requires: Character is alive
Description: You shock your root chakra, creating a bubble of protective ki energy that briefly skitters across your skin
Range: Self
Effect: When you take damage from an external source, you may spend a swift action to reduce the incoming damage by 12d6
Cooldown: 12 rounds
Talent Point Improvements:
□□ Increase the damage reduction by 1d6. Maximum damage reduction is 30d6
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Afterlife talent details

Apparition

Action: Swift (burns 1d6 hit points)
Requires: Apparition
Description: You are able to appear in the dreams of anyone sleeping nearby
Range: 15 feet
Cooldown: Once per day
Special:

  • Your appearance in the dream is the same as your appearance in the physical plane
  • You cannot alter your appearance or any elements of the dream
  • You can communicate verbally even if you do not have the Vocalize talent
  • You cannot physically interact with any elements of the dream

Talent Point Improvements:
□ Extend the range by 5 feet. Maximum is 120 feet



a circular green nebula with golden uplighting

Astral reservoir

Action: Swift (burns 1d6 hit points)
Requires: Character has died
Description: You store additional ki energy in the astral dream, releasing it to reduce the cost of interacting with the physical plane
Effect: All action costs are reduced to 1d6 for one round
Cooldown: Once per day
Talent Point Improvements:
□□□ Extend the duration by 1 segment



a human with roots shooting out of their hands

Curse touch

Action: Full (burns 4d6 hit points)
Requires: Fusion
Description: Using an adaptation of the chakra shock (lotus) technique, you infuse your target with a torrent of undirected power into your target's lotus chakra
Range: 5 feet
Effect: Target creature receives a surplus of ki energy which grants an free Standard action
Offensive: Attack Bonus + Dex + 6d6
Cooldown: 12 rounds
Special: If Curse Touch is successful, target creature gains one level of Revenant, and the Chakra Shock: Lotus talent if they do not already have it. Target creature must also make a shock roll. If they fail the roll, one of their chakras is burned out as if they were a practicing Revenant
Talent Point Improvements:
□□□ Reduce the action required to Standard
□□□□□ □□□□□ Increase the dice bonus of the offensive formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds



a circular swirl of green fire with a small central core of green energy

Endothermy

Action: Full (does not burn hit points)
Requires: Phantom Touch
Description: Through sheer will and wild emotion, you pull energy inward, which has a chilling effect on the surrounding area
Range: 30 feet
Effect: Gain 1d6 hit points after 6 seconds
Cooldown: Once per day
Special: Each time you double the range, you double the hit points gained. Each time you double the duration, you repeat the healing an additional time. Healing is received after 1 round, 2 rounds, 4 rounds, 8 rounds, etc. As you extend the duration, you must spend the action cost each round that you channel this ability, but you only need to initiate the action once
Talent Point Improvements:
□ Increase the range by 10 feet
□□□ Extend the duration by 1 round



a nebulous green spirit disappearing within the branches of a winter tree

Evanescent

Action: Move (burns 2d6 hit points)
Requires: Character has died
Description: With effort, you are able to conceal the ki energy that emanates from your subtle body, rendering you invisible to others
Effect: Character can become invisible for up to 1 round
Cooldown: 12 rounds
Talent Point Improvements:
□□□ Reduce the action required to Swift
□ Increase the duration by 1 round
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds



a three eyed spirit rises over a cloudy swamp

Flicker

Action: Standard (burns 3d6 hit points)
Requires: Character has died
Description: You flicker out of existence for a brief moment, reappearing in a new location
Range: 10 feet
Effect: Character winks out of existence, reappearing in the following segment, in a new location within range
Cooldown: 12 rounds
Talent Point Improvements:
□□□ Extend the range by 5 feet. Maximum range is 40 feet
□ Reduce the cooldown by 1 round



a blue glass sphere with a swirling green energy inside

Fusion

Action: Full (burns 4d6 hit points)
Requires: Revenant level 4
Description: Using an adaptation of the chakra shock (root) technique, you infuse a surge of healing energy directly into your target's root chakra
Range: 5 feet
Effect: Target creature is healed, at their peril
Healing: Resolve x 6 + 18d6
Cooldown: 6 rounds
Special: You may not use this ability to heal yourself. Target creature must make a shock roll. If they fail the roll, one of their chakras is burned out as if they were a practicing Revenant
Talent Point Improvements:
□□□□□ □□□□□ Increase the dice bonus of the healing formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round



whorling energy clouds above a glowing green sea

Interference

Action: Swift (burns 1d6 hit points)
Requires: Character has died
Description: You can naturally detect and obstruct scrying, and are adept at seeing through illusions
Range: 20 feet
Effect: Automatically detect all scrying on your location. Interrupt scrying as a swift action. Spend a swift action to gain a 3d6 bonus on checks to see through illusions
Cooldown: 12 rounds
Special: When anyone attempts to visually or audibly perceive your location using ki, you are immediately aware of it. A swift action terminates any or all scrying within the range. Applies also to scrying from other points in the timeline, scrying attempts from ki spirits, and wards
Talent Point Improvements:
□ Increase the range by 5 feet. Maximum range is 120 feet
□□ Increase the bonus to illusion detection by 1d6. Maximum bonus is 6d6
□ Reduce the cooldown by 1 round



a hooded green phantom floats menacingly

Leech

Action: Standard (burns 3d6 hit points)
Requires: Endothermy
Description: Reaching out with your spectral arm, you tether your ki to another creature's chakra and siphon their ki, bolstering your energy reserves
Range: 5 feet
Speed: 6H
Effect: Replace the basic attack with this attack
Offensive: Attack Bonus + Dex + 8d6
Damage: Strength x 4 + 15d6 [Ki]
Cooldown: 12 rounds
Special: You burn hit points normally when you attempt this attack. If you are successful, you deal damage and receive hit points back equal to the amount of damage you dealt
Talent Point Improvements:
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds



a green, ghostly skeletal hand

Phantom touch

Action: Move (burns 2d6 hit points)
Requires: Character has died
Description: With difficulty, you learn how to manifest physical force
Range: Self
Effect: You may use your spectral hands to interact with the physical world for one round
Special: Phantom Touch satisfies abilities that require physical touch, subject to GM discretion
Cooldown: 6 rounds
Talent Point Improvements:
□□□ Reduce the action required to Swift
□ Increase the duration by 1 segment
□ Reduce the cooldown by 1 round



a figure steps through a green field of energy

Phasing

Action: Swift (burns 1d6 hit points)
Requires: Flicker
Description: You are able to pass directly through solid matter
Effect: You are able to move through a solid object for up to 1 round
Cooldown: 12 rounds
Special: When on cooldown, you may not pass through a new solid object. When the duration expires, if you cannot spend a swift action to continue Phasing, you are shunted out of the object in a random direction and you burn 6d6 hit points
Talent Point Improvements:
□ Increase the duration by 1 round
□ Reduce the cooldown by 1 round



a massive green explosion turns to orange fire and smoke as it rises

Vengeance

Action: Full (burns 4d6 hit points)
Requires: Astral Reservoir
Description: You trigger a cascading chain reaction that violently converts all your ki into physical energy
Range: 20 feet
Effect: Deal damage to all characters within range
Offensive Attack Bonus + Res + 12d6
Damage: Resolve x 4 + 18d6 [Ki]
Cooldown: Once per day
Special: Your hit points are reduced to zero. For each target hit by Vengeance, you regain 2d6 hit points
Talent Point Improvements:
□□□ Reduce the action required to Standard
□ Increase the range by 5 feet. Maximum range is 120 feet



an ocean wave with green wave-forms of light rising from its surface

Vocalize

Action: Move (burns 2d6 hit points)
Requires: Character has died
Description: With difficulty, you learn how to manifest sound in the physical world
Range: Self
Effect: You speak with a raspy whisper for up to 1 round
Cooldown: 6 rounds
Special: If an action requires speaking, you may initiate Vocalize simultaneously with that action
Talent Point Improvements:
□□□ Reduce the action required to Swift
□ Increase the duration by 1 segment
□ Reduce the cooldown by 1 round

wiki/revenant.txt · Last modified: 2022/09/06 23:34 by caleymccready