Revenant
When you die but cling stubbornly to your body the Last Door, you gain this insert, and choose 1 Consequence (see reverse).
Instinct
Lose the Instinct from your playbook, and replace it with one of these (your choice):
Moves
You gain all of the following:
- UNLIVING You do not breathe. You need not eat nor drink nor sleep. You do not heal normally. You gain no benefit from magical healing, Make Camp, Recover or Convalesce.
- UNDYING Neither poison nor disease do you harm. You feel little pain. When you take damage from cutting, stabbing, or crushing, take half damage (after armor, rounded up).
When you are reduced to 0 HP, roll +CON: on a 10+, regain half your max HP and choose 1; on a 7-9, regain half your max HP and choose 2; on a 6-, either regain 1 HP and all 3 apply, or give up this insert and gain the Ghost insert instead.
- Mark a consequence (see reverse)
- You're out of the action until the next sunset
- Your body is permanently maimed in some way of the GM's choosing
If your body is completely destroyed (burnt to ash, ground to jelly, etc.), treat it as if you were reduced to 0 HP and rolled a 6-.
- IMPLACABLE When you push the limits of your undead body, lose HP and choose 1:
- Perform a feat of inhuman strength
- Act with uncanny speed and grace
- Refuse to be moved, held back, or knocked off course
, refusing to pass through
Terrible Purpose
Choose 1:
When you spend the night watching them, regain all your HP or clear all your debilities.
When they genuinely return your affections, free of fear or horror, either regain all your HP and clear your debilities, or clear a consequence (see reverse).
When they rebuff you or recoil from you, mark a consequence (see reverse).
When they die peacefully and pass through the Last Door, so do you.
Should they be taken from you violently, mark the Final Consequence (see reverse).
When you spend the night wailing, howling, and raging in a lonely place, regain all your HP or clear all your debilities.
When you make one of them pay and ensure that they know why, either regain all your HP and clear your debilities, or clear a consequence (see reverse).
When they defeat or escape you, mark a consequence (see reverse).
When you kill the last of them, pass through the Last Door.
Should they die before you're finished with them, mark the Final Consequence (see reverse).
When you spend the night working on your task, regain all your HP or clear all your debilities.
When you achieve a significant milestone towards your task, either regain all your HP and clear your debilities, or clear a consequence (see reverse).
When you fail to perform your task or suffer a material setback, mark a consequence (see reverse).
When the task is finally complete, pass through the Last Door.
Should the task become impossible to perform, mark the Final Consequence (see reverse).
Revenant. Consequences
When you first take this insert, choose 1.
Choose another whenever a move tells you to do so.
When you consume your special fare, heal damage equal to half your max HP or clear a debility.
The Final Consequence
Your tenuous connection to humanity is lost and you become a monster under the GM's control.