Iron Revenant
- HP
- 14
- Defense
- 9
- AR
- 2
- Mettle
- 2
Attacks
| Attack | Pool | WR | Tempo | Qualities | Notes |
|---|---|---|---|---|---|
| Rail-Spike Fist | 7 | 4 | 5 | On Crit, impales target (Pinned — IRON TN 13 to free). | |
| Boiler Scream | 0 | 2 | 6 | — | Cone (Near range): 2 damage + ECHO TN 11 or Suppressed (fear). |
| Magnetic Pull | 0 | 0 | 4 | — | All metal objects within Near range yanked 4m toward Revenant. Worn metal armor: IRON TN 11 or dragged along with it. |
Traits
- Spectral Machine: Immune to Bleeding, Poison, and mental Psionics. Takes normal damage from physical attacks (the iron body is solid enough to hit). Takes ×2 damage from Salt and Ghost-Rock.
- Rail-Bound: Cannot move more than Far range from the nearest rail track. If the rails are torn up or removed, the Revenant's anchor weakens (−2 to all Pools, HP halved) until new iron is laid.
- Heat Aura: The rails and metal within Close range of the Revenant are superheated. Contact with heated metal deals 1 damage per Tick. Metal weapons used against the Revenant become uncomfortably hot — after 3 attacks, the wielder takes 1 damage per subsequent attack (heat conducting through the grip).
- Iron Affinity: The Revenant can sense and manipulate iron and steel within Near range. Doors lock. Chains rattle. Guns jam (SAVVY TN 11 to clear).
The ghost of the rails — a spectral figure fused with the wreckage of a derailed locomotive, haunting the stretches of abandoned track that scar the Frontier. Iron Revenants are born when a train crash kills dozens simultaneously in a place where the Veil is thin. The collective death-agony imprints on the iron and steel, creating an entity that is part ghost, part machine, and wholly furious.
An Iron Revenant manifests as a humanoid shape assembled from twisted rail-iron, rivet-heads, and locomotive parts — pistons for arms, a boiler plate for a chest, a headlamp for a single burning eye. It moves with the grinding shriek of metal on metal, and the temperature drops twenty degrees in its presence. The rails beneath it glow cherry-red.
Revenants are territorial. They patrol the stretch of track where they died, attacking anything that uses the rails. The Consortium has lost three repair crews to a single Revenant near the Kessick junction. They now route trains around the haunted stretch — a detour that adds two days and considerable cost.
Speed 6.
Tactics
The Revenant uses Magnetic Pull to drag metal-wielding enemies toward it, then Rail-Spike Fist to pin them. Boiler Scream is used against groups. It patrols a specific stretch of track and does not pursue beyond its Rail-Bound range — but it will destroy anything on those rails.
Encounter Design
Iron Revenants are obstacle encounters. The party needs to cross a haunted rail stretch — to catch a train, to reach a settlement, to deliver supplies. They can fight it (difficult), sneak past it (very difficult — it senses metal), or find a way to lay it to rest (discover who died in the crash, salt the wreckage, perform a Circle ritual). The best encounters offer all three options.