Revenant · Consequences
When you first take this insert, choose 1. Choose another whenever a move tells you to do so.
- BREAKDOWN
You lash out in an unthinking, unfeeling rage that lasts until the next sunrise. Ask the GM what snippets you remember.
- UNSTABLE (Requires Breakdown) You are prone to episodes of unthinking, unfeeling rage (as per Breakdown). When you roll a 6-, the GM can choose to have you enter such a rage.
- CARRION STENCH You are followed always by a horrible odor. Natural beasts will shun you; even predators will avoid you and your companions.
- DEATHLY VISAGE It's clear to all who look upon you that you are dead. When you use intimidation and your sinister appearance to Persuade, you have advantage.
- HOME TO VERMIN Bugs, moths, and other vermin have taken up residence in your corpse. They will do you favors if you ask. Treat them as followers: group, tiny, gross, meek, stealthy; HP 1 each; Instinct to get distracted; Cost: genuine affection.
- NIGHTKIN You can see clearly in even absolute darkness, though you see only in black and white and red. Sunlight, alas, blinds you, and direct sunlight burns your skin.
- QUARRY The Pale Hunter has caught your scent. Expect a visit, soon.
- STRANGE APPETITES
Pick 1: still-warm blood / dying breaths / brains / bone & marrow / rotting meat / eyes
When you consume your special fare, heal damage equal to half your max HP or clear a debility.
- INSATIABLE (Requires Strange Appetites) When you have the opportunity to indulge your Strange Appetites, gain advantage on your next roll if you choose to do so, or Defy Danger if you choose not to (the danger being your overwhelming desires).
- The Final Consequence Your tenuous connection to humanity is lost and you become a monster under the GM's control.