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The Revenant is a mid-round minor solo-[[antagonist]] [[Ghost roles|ghost role]] intent on siphoning the souls of those unlucky enough to have passed out without anyone nearby to help. Revenants have no allegiances, which can potentially be helpful, but is most often a hindrance.
The Revenant is a mid-round minor solo-[[antagonist]] [[Ghost roles|ghost role]] intent on siphoning the souls of those unlucky enough to have passed out without anyone nearby to help. Revenants have no allegiances, which can potentially be helpful, but is most often a hindrance.


Revenants share some intrinsic properties of [[Ghost|ghosts]]: they move fast, are able to phase through all objects and entities, cannot be damaged and cannot be seen by non ghosts. This only applies while invisible, as when visible they cannot phase through any objects, become much slower and are able to be damaged.  
Revenants share some intrinsic properties of [[Ghost|ghosts]]: they move fast, are able to phase through all objects and entities, cannot be damaged and cannot be seen by non ghosts. This only applies while incorporeal, as otherwise they become visible, cannot phase through any objects, become much slower and are able to be damaged.  


Unlike ghosts, they cannot examine objects from far away distances, have a much smaller light source, and cannot see ghost players that aren't Revenants themselves.  
Unlike ghosts, they cannot examine objects from far away distances, have a much smaller light source, and cannot see ghost players that aren't Revenants themselves.  

Revision as of 15:01, 27 April 2026

Undefined Department


Revenant

Superiors: none!
Difficulty: Medium
Guides: This is the guide.
Access: Anywhere you can float to
Duties: Soul-snatching, scaring crew, annoying medical staff
Subordinates: also none...
Radio:Not defined


The Revenant is a mid-round minor solo-antagonist ghost role intent on siphoning the souls of those unlucky enough to have passed out without anyone nearby to help. Revenants have no allegiances, which can potentially be helpful, but is most often a hindrance.

Revenants share some intrinsic properties of ghosts: they move fast, are able to phase through all objects and entities, cannot be damaged and cannot be seen by non ghosts. This only applies while incorporeal, as otherwise they become visible, cannot phase through any objects, become much slower and are able to be damaged.

Unlike ghosts, they cannot examine objects from far away distances, have a much smaller light source, and cannot see ghost players that aren't Revenants themselves.

Exclusive to the Revenant is essence. It acts as the HP of the Revenant, while also being currency to be spent on unlocking and using powers to interact with the still living players. To attain essence they must harvest it from dead, crit or sleeping players by stealing their souls.

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Essence

Essence is a very limited resource, functioning as both the HP (1 essence soaks up 1 point of damage) as well as currency for unlocking and using powers that allow spooking, hurting, and potentially even killing still living players.

A Revenant spawns in with 75 essence, which when taken as HP is 25 less than it takes to reach critical condition for living players. However, on the flip side, they can only be harmed while visible, which is only for a limited duration when, and after, using a power or attempting to harness essence.

Keep in mind however that the Revenant's visibility is a commulative debuff called "corporeal". This means attempting to harvest a soul and overloading lights, or attempting to harvest multiple souls at once, will make you visible for a single long cumulative duration.

Soul quality

Different bodies have different soul qualities, soul quality is directly linked to how much essence a Revenant will receive upon successfully siphoning it. The bodies soul quality must be identified before it can be siphoned, which can be done by a Revenant interacting with a suitable body while remaining invisible.

Notably, unidentified bodies without a job which were generated with the map, found on salvaging expeditions, or otherwise did not come from a player, tend to have lower soul quality.

Gaining essence

Any humanoid player who is dead, in critical condition or sleeping can be harvested for their soul. Brains and man-machine interfaces cannot be harvested for essence, paradoxically making gibbed players safe from Ravengers.

Harvesting can be done by interacting with any body which has had it's soul identified. During this 2-3 second process a text will appear above the player stating "[character name] suddenly rises slightly into the air, their skin turning ashy gray." The accompanying text is long, physically large and easily noticeable, especially as the Revenant becomes visible during this interaction, this makes essence acquisition a prospect best left to lonely or hectic situations.

Powers

The Revenant has 3 powers, all of which are capable of spooking or harming the crew to various extents, though all are dependent on the environment for any kind of damage.

Despite this not being stated in the manual, there is difference between the essence the Revenant spawns with and essence it harvests. Only the latter can be spent for acquiring abilities, both however can be used for casting abilities and surviving damage.

Defile

Defiles the surrounding area, ripping up floors, damaging windows, opening containers, and throwing items. Using it leaves you vulnerable to attacks for a short period of time.

  • Costs 10 stolen essence to purchase - 30 of regular essence to cast.

Pries off tiles from the ground and throws them with force against the surroundings, damaging all windows. Despite being the cheapest ability, without a direct way to harm crew, it can still be utilized for structural sabotage, destroying windows and spacing important areas. Get creative!

Despite the flavour description, very sadly, does not open containers.

Overload Lights

Overloads all nearby lights, causing lights to pulse and sending out dangerous lightning. Using it leaves you vulnerable to attacks for a long period of time.

  • Costs 25 stolen essence to purchase - 40 of regular essence to cast.

Flickers a light for a few seconds before discharging it for 5 shock damage, briefly stunning and pinning to the ground a person in range.

Malfunction

Makes nearby electronics stop working properly. Using it leaves you vulnerable to attacks for a long period of time.

  • Costs 125 stolen essence to purchase - 60 of regular essence to cast.

Immediately opens and bolts open all doors in a moderate radius around the Revenant.

Thwarting a Revenant

Unlike most other antagonist roles, there is few direct methods of seeking out and killing a Revenant. If a Revenant knows you are trying to kill them, they will simply move away from your part of the station, faster than you can possibly keep up, all while being fully invisible and intangible. What you can do is inform medical, or potentially even security. The main place where Revenants excel are hectic brawls and medical arenas with not enough doctors, as they can easily fly under the radar and steal away souls without anyone even noticing.

Knowing a Revenant is around makes them much less impactful, as they can always be stopped in their tracks with a single attack, especially because they do not have any real direct means of defending themselves once they have been noticed. Template:Role Navbox