Revenant
Revenant
Age of Chaos
1
An Overview 6
The Plane of Chaos 6
Revenants 7
Character Creation 8
The Main Aspects 8
Point Allocation 8
Body Construction 9
Building a Body 9
The Component List 10
The Importance of Skills and
Attributes 12
Attributes 12
Buying Attributes 13
Skills 14
The Skill List 15
2
The Minot Aspects 18
Integrity 18
Defence 19
Movement 19
Finishing Touches 20
The Rules 21
Skill Tests 21
Mastery 21
Rolling 22
Challenge Di culty 22
Combat 23
The General Flow of Combat 23
Action Order 23
Initiative 24
Determining Initiative 25
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Actions 26
Attack Actions 26
Defence Actions 27
Movement actions 28
Free movement 28
Standard movement 28
Complex Movement 29
Interaction Actions 30
Areas of Land 30
Opponents 31
Aspects of the Opposition 31
Minor Apects 33
Constructing Opponents 34
Constructing a Foe 34
Creating a Fiend 35
4
Creating an Eviscerator 35
Creating an Overlord 35
Appendices 37
Appendix 1: Weaponry 37
Appendix 2: Armour 42
Appendix 3: Challenge Di culty 44
Appendix 4: Foe Damage 47
Appendix 5: Opponent Statistics
48
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An Overview
Revenants: Age of Chaos, or Revenants for
short is a role play game in which players
take on the role of undead Revenants
existing in the Plane of Chaos
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Revenants
Revenants are not a common creature,
instead they have been brought back to life
through the ever changing chaotic nature of
the world. These Revenants may be the rst
of many or a completely unique event, there
is no accurate way of determining either
way.
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Character Creation
The Main Aspects
There are, in essence three main sections of
character creation. These are:
Body Construction
Attributes
Skills
Point Allocation
The three aspects of character creation;
attributes, skills and body are each
determined from spending points.
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Body Construction
Each Revenant is di erent, they come from
di ernt places, had di erent lives and have
di erent anatomies.
Building a Body
A player receives 40 body points for the
creation of a body. These points can be
spent on a variety of body parts and
augmentations listed below.
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description when deemed neccesary to
remove possible confusion.
Head: 10
Claws: 2
Extra lung: 5
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Gills:4
Tail: 2
Prehensile Tail: 4
Forked Tail: 6
Breath Weapon: 5
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The Importance of Skills and
Attributes
When a character attempts an action with an
uncertain outcome, they roll a 12 sided die.
They then add the applicable attribute rank
and skill rank to the result as a positive
modi er thus making the things that they are
good at easier.
Attributes
There are 4 attributes to be considered.
These are: Physicality, Intellect, Mentality
and Coordination
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encompasses anything the body needs to
endure, such as exertion, poison, etc.
Buying Attributes
A character begins with Rank 1 in each of
the 4 attributes.
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To improve an attribute at character creation,
they must spend attribute points equal to
the new rank.
Skills
The system of purchasing skills at character
creation is almost identical to purchasing
attributes.
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The Skill List
There are 14 skills, each entry in this listing
contains a name and a brief description of
the skill.
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Balance Control: Competent control of a
characters balance is useful when they are
attempting acrobatic manoeuvres such as
somersaulting over obstacles
Comprehension: Comprehension is
important when attempting to understand a
situation. A series of large poles is easy to
see but true comprehension is required to
understand the uses and implications of
such.
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whether that be a st ght, broken bottles or
swords.
Integrity
A characters integrity detriments how
resilient to damage they are. This could also
be considered as the characters health.
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Integrity is calculated by adding a characters
Physicality and Mentality together and
multiplying the result by 10.
Defence
A character has 2 defence values, these are :
physical defence and mystical defence.
Physical defence determines a characters
resistance to physical attacks and e ects
while mystical defence refers to a characters
resistance to magical, mental or spiritual
damage.
Movement
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It is often important to know how far and fast
a character can move .
Finishing Touches
The previous steps are required to create a
functioning character. There are however
several nishing touches which can round
out the character. This includes giving the
character a name and backstory. A character
may also have some starting weaponry or
equipment depending on the avour of the
campaign.
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The Rules
Skill Tests
Whenever a character attempts an action
with an uncertain outcome, it must be
determined whether they succeed or not.
Mastery
The mastery mechanic determines whether
a character is skilled enough to have
mastery over a situation.
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Rolling
A character without Mastery may still
succeed at a task. To do so, they roll a 12
sided die (d12), and add the ranks of the
relevant attribute and skill pair to the result.
If the total is equal to or higher than the CD,
they have mastered the test and succeed.
Challenge Di culty
Each task that requires mastering has a
relevant di culty. The Challenge Di culty
(CD) receives a number between 1 and 20
depending on the tasks perceived di culty.
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Combat
The General Flow of Combat
The maddening melee of combat is broken
down into rounds. In a round, each
character takes an action. However how and
why a person acts rst must be determined.
Action Order
In combat, when all the actions of the round
have been declared, the actions take place
in logical order.
This is to say that the actions that would
happen rst, happen rst.
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A generalised order would be:
Initiative
Actions are not taken in initiative order,
however a higher place in the initiative order
allows a player to declare their action last
and use their knowledge of everyone else's
actions to gain the most advantageous
situation.
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Determining Initiative
The initiative roll is rolled the same as a skill
test. It involves a d12 roll with an attribute
rank and a skill rank added to it.
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sense that their rst action would be to
engage in melee combat.
Actions
There are 4 types of actions that can be
performed in combat. These are: Attacking,
defending, Moving and Interacting.
Attack Actions
Attack actions intend to deal damage to an
opponent. There are three main types of
attack which are: melee, ranged and magic.
The main mechanics for these attacks are
the same, the only di erence being the
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distances that ranged and magic attacks
can be made from.
Defence Actions
Defence actions are used to prevent attacks
from hitting. A successful defence action
completely negates the attack action being
defended against.
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Movement actions
Movement actions allow a character to move
around the battle eld. There are multiple
types of movement action. These are: Free
movement, Standard movement and
Complex movement.
Free movement
Each round a player gets 1 point of free
movement without having to take a
movement action.
Standard movement
Movement over standard ground only
requires a standard movement action. The
player gains an amount of movement points
equal to their characters coordination.
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Complex Movement
If a characters movement would take them
through dangerous or di cult terrain, the
action is considered as a complex
movement action.
A complex movement action rst converts a
characters coordination into movement
points, however when they are passing
through di cult terrain they must spend
points from a skill.
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Interaction Actions
Interaction actions are a catch all for actions
that aren’t attack, defence or movement
related. This includes reading a book,
applying rst aid, examining toadstools, etc.
Areas of Land
Locations in combat are split into areas.
Areas are easiest to comprehend while
indoors or in cramped conditions, with a
single room or short passage being an area.
It gets more complicated when in the open.
In the open an area can be considered as an
area of 10 cubic metres.
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Opponents
The Plain of Chaos is a dangerous place.
The most dangerous aspect of this land
however, is often it’s denizens.
Minor Apects
Similarly to player characters, opponents
have a number of minor aspects. These are:
Integrity, Defence and Attack Dice.
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Constructing Opponents
The di erent types of opponent have slightly
di erent statistics. Foes have the fewest
statistics and are easiest to construct,
whereas Overlords have access to all of the
aspects and require more time to construct
fully.
Constructing a Foe
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Creating a Fiend
A end has Stability, Lethality and
Relocation just like Foes, however they also
have the Manipulation aspect.
Creating an Eviscerator
Eviscerator have the Stability, Lethality,
Manipulation and Unreality aspects.
Creating an Overlord
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An Overlord has the Stability, Lethality,
Relocation, unreality and Devastation
aspects.
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Appendices
Appendix 1: Weaponry
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Name DMG RNG FEAT
Hatchet, D6xC
Thrown P-1
Battle Axe D8+1xP 0 [2]
Danish Axe D12+1xP 0 [3]
Spear D8xP 0 [3]
Spear, D12xP
Thrown P+2
Trident D8+2xP 0 [3] [4]
Trident,
Thrown
Cosh D4xP 0 [1]
Cudgel D6xP 0 [1]
Great Club D12xP 0
Bow D6xC+1 P+1 [3] [4]
Crossbow D8x3 5 [3] [4]
Sling D8+1xP P+2
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E.g. A stone hatchet and bone hatchet
would both use the hatchet statistics.
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E.g. A range of P-1 would have a maximum
e ective distance of the characters
Physicality minus 1
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[4] This weapon may not be taken at
character creation
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Appendix 2: Armour
Name RED WGHT FEAT
Layered Clothing 1 0
Padded Clothing 2 0
Animal Hide D4 0
Leather Armour D4+1 1 [1]
Wooden Plating D6 2 [1]
Chitin Plating D4x2 2 [1]
Metal Plating D6x2 3 [1]
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Weight (WGHT): Some larger forms of
armour are heavy enough to restrict a
characters movement.
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Appendix 3: Challenge
Di culty
It may be di cult to determine the di culty
of some tests. In order to assist with this
there are two tables here. The rst gives a
sense of what some di erent di culties
mean.
The second table displays required dice rolls
for each di culty in relation to di erent
levels of character competence.
CD Task Di culty
3 There is no challenge. The task exists for
plot or to add to the environment
6 Only the completely unskilled character
has a chance of failing.
9 This challenge is too di cult for any but
the most skilled to use mastery for.
Only real bad luck (or the completely
wrong character) would cause the roll to
fail.
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CD Task Di culty
12 A lesser skilled character would have to
be very lucky to manage this test.
Even a well skilled character would nd
this challenge trick you
14 There is no chance for an unskilled
character to succeed.
Even a highly skilled character would
nd this di cult
16 A moderately skilled character would
nd this task almost impossible.
A highly skilled character would struggle
18 A highly skilled character would have to
be very lucky to manage this challenge
and wouldn’ be able to reasonably
replicate their success.
8 6 4 2
1 0 0 0 0
2 0 0 0 0
3 0 0 0 1
4 0 0 0 2
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8 6 4 2
5 0 0 1 3
6 0 0 2 4
7 0 1 3 5
8 0 2 4 6
9 1 3 5 7
10 2 4 6 8
11 3 5 7 9
12 4 6 8 10
13 5 7 9 11
14 6 8 10 12
15 7 9 11 X
16 8 10 12 X
17 9 11 X X
18 10 12 X X
19 11 X X X
20 12 X X X
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Appendix 4: Foe Damage
This table displays the maximum potential
damage of the four enemy types between
their six potential levels.
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Appendix 5: Opponent
Statistics
FOE FIEND EVISC OVLRD
Survivability
Lethality
Relocation
Manipulation
Unreality
Devastation
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