Ancestry - Revenant

9/5/2025

Ancestry - Revenant

Traits

You have 2 ancestry points to spend on the following traits, or 3 ancestry points to spend if your size is 1S.
(Quick Build: Bloodless, plus Undead Influence if size 1S)

  • Tough But Withered (Signature)

    Your undead body grants you cold, corruption, lightning immunity, and poison immunity equal to your level. You also have fire weakness 5. You can’t suffocate, and you don’t need to eat or drink to stay alive. Additionally, when your Stamina equals the negative of your winded value, you become inert instead of dying. You can continue to observe your surroundings, but you can’t speak, take actions, maneuvers, or triggered actions, or move and you fall prone. If you take any fire damage while in this state, your body is destroyed and you die. Otherwise, after 12 hours, you regain Stamina equal to your recovery value.

  • Previous Life: 1 Point (1 Point)

    You gain a purchasable trait that costs 1 ancestry point from your previous ancestry. You can take this trait multiple times, selecting a new cost 1 trait from your previous ancestry each time you take this trait.

  • Undead Influence (1 Point)

    Your supernatural gifts allow you to influence other undead. You gain an edge on Reason, Intuition, and Presence tests made to interact with undead creatures.

  • Bloodless (2 Points)

    For you, an open wound is indistinguishable from a scratch. You can’t become bleeding.

  • Previous Life: 2 Points (2 Points)

    You gain a purchasable trait that costs 2 ancestry points from your previous ancestry.

  • Vengeance Mark (2 Points)

    As a maneuver, you place a magic sigil on a creature within 10 squares of you. When you place a sigil, you can decide where it appears on the creature’s body, and whether the sigil is visible to only you or to all creatures. You always know the direction to the exact location of a creature who bears one of your sigils and is on the same world as you. You can have an active number of sigils equal to your level. You can remove a sigil from a creature harmlessly (no action required). If you are already using your maximum number of sigils and place a new one, your oldest sigil disappears with no other effect. Additionally, you gain the following signature ability:

    Detonate Sigil

    Keywords: Magic, Ranged, Strike Type: Action Distance: Ranged 10 Target: 1 Creature With Your Sigil

    Power Roll + (Reason, Intuition, Or Presence):

    Roll Outcome
    11- 3 Damage + (Reason, Intuition, or Presence Damage), Slide 1
    12–16 5 Damage + (Reason, Intuition, or Presence Damage), Slide 2
    17+ 8 Damage + (Reason, Intuition, or Presence Damage), Slide 3

    A magical sigil you placed on a creature explodes with energy.

    Effect: The sigil disappears from the creature