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    B.P.R.D.

    [Movies]

    The Village of the Damned

    Ghostbusters - Zuul & Vinz Clortho are Outsiders of Gozer

    Videodrome - LONG LIVE THE NEW FLESH!

    In the Mouth of MadnessAM1200

    Hellraiser

    [Books]

    The Eerie Adventures of the Lycanthrope Robinson Crusoe - Werewolf vs Cultists

    [Music]

    Nox Arcana, Necronomicon

    GLOSSARY (Add to this as necessary)

    Abandonments:As the Outsider grows in power it sheds aspects of humanity gaining certain abilities

    in return.

    Aklo: The alien language all Outsiders speak. All rituals and secret texts use it.

    Callings: Gatherings of Outsiders working towards a common goal.

    Courtiers of the Black Pharaoh - Outsiders linked to Nyarlathotep, the messenger and voice of the

    Outer Gods and soul of Azathoth. Their powers generally involve socialization and bargaining, but the

    also benefit from a closer relationship with their God.

    Creed: While outsiders dont have proper political factions they tend to align themselves along fiveschools of thought regarding their unnatural situation: The Servants, The Masters, The Rebels, The

    Deniers and The Dreamers.

    Cultist:A mortal who worships the Outsiders as a god in the hopes that it might grant him power or at

    the very least a quick death.

    Displacement: An Outsider is a cancer upon the fabric of reality. Displacement indicates just how

    much of an irritant it is.

    Eldritch Form: An Outsider that reaches zero Quiescence assumes a heavily mutated form and is

    effectively no longer human. It is possible for him to willingly decide to give in to his alien nature to

    assume it for a limited time.

    Jenkins: 1.Rat like creature with a human head and hands/paws and sharp fangs which are

    used to drink blood. Usually found as a witch's familiar.

    2. Derogatory term for a vampire.

    Keepers of the Silver Key - Outsiders linked to Yog-Sothoth, the Outer God that exists beyond our

    reality. Their powers generally involve the manipulation of time and space.

    Labyrinth:A place of refuge for Outsiders and other creatures of the beyond.

    Keeper: Outsider whose power is attuned to a Labyrinth.

    Madness: The energy that Outsiders use to bend and break reality. It's not literal madness, but a way

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    of indicating how successful an Outsider is perverting the laws of the universe.

    Mythos: An Outsider's connection to its alien side. The more he indulges it the more powerful he

    becomes, but it also becomes harder to hide its nature.

    Naacal: The ancient language of Mu.

    Penance:As a consequence of drawing directly on the energies of the outer realms Outsiders gain

    temporary points of Displacement.Quiescence:An Outsider's connection to the universe, its humanity. Anything that might break the

    laws of reality has a chance of lowering it. The lower it is, the likelier it is that the universe will notice

    and strike back. Quiescence is not morality, you might kill someone for a boost of power, but its the

    act of using that power to break reality that causes Quiescence to drop.

    Rejections: are the powers that Outsiders use. Fueled by Madness they make a mockery of the

    very concepts of things. Up is down, down is left, a cat will bark and the shadows will eat your face.

    Outsiders reject your reality and substitute their own.

    Rituals: Similar to Rejections they are much greater in scale and may require more than one Outsider

    to complete. Although the result might be similar to an atomic bomb, they are the equivalent of

    circumnavigating the universe's defenses as opposed to Rejections that just ram through.

    Scions of the Yellow Sign - Outsiders linked to Hastur, the memetic mind virus and force of entropy.

    Their powers revolve around madness and the alteration of reality.

    Sects: Outsiders can be divided according to what god gave rise to them. There are as many Sects as

    there are gods. This book focuses on five in particular.

    Senzar: The language of the ancient tribes of Atlantis.

    Starspawned Savants - Outsiders linked to Cthulhu, the dreaming High Priest of the Old Ones, now

    trapped until the stars are right. Their powers generally revolve around dreams and mental control.

    Young of the Thousand - Outsiders linked to Shub-Niggurath, the twisted fertility God. Their powers

    generally revolve around physical mutation and transformation.

    Literary Examples of possible Outsiders:

    So I was just thinking back, and trying to make a list of all the Lovecraft characters and Call of Cthulhucharacters in general who we might co-opt as Outsiders.

    The Whateley brothers are obvious ones, though one has far lower Quiescence and higher Mythos

    than the other.

    The protagonist in The Outsider, funnily enough.

    Stephen Alzis, as has previously been mentioned.

    The Masters of the Cult of Transcendence have clearly found a way to negate the effects of high

    Mythos, low Quiescence.

    The Spawn of Nyarlathotep from from the Kenya chapter of Masks of Nyarlathotep, possibly using a

    Rejection that lets itself appear human.

    Those high-up priests of Shub-Niggurath who appear half-goat-like could easily be Outsiders.

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    Randolph Carter, I think, was suggested as an Outsider linked to Yog-Sothoth.

    The Midwich Cuckoos the book of the same name and the Village of the Damned movie.

    GENERAL ABILITIES

    Favored Attribute: Becoming an outsiders alters your body and mind, but the how depends on the

    sect. You buy your Sects favored Attribute at lesser cost [Dots X4] instead of [Dots X5]. Also, the limit

    for your favored stat is +1 what your Mythos level would allow.

    Starspawned Savant: Presence

    Shepard of the Silver Key: Intelligence

    Young of the Thousand: Strength

    Scion of the Yellow Sign: Wits

    Courtier of the Black Pharaoh: Manipulation

    Favored Skills: It doesn't matter whether you embrace your heritage or not, you'll still know far more

    than you'd want to. Being an Outsider you have an easier time acquiring certain skills. The relevant

    skills cost [Dots X2] instead of [Dots X3].

    Starspawned Savant: Occult and Empathy

    Shepard of the Silver Key: Science and Academics

    Young of the Thousand: Survival and Animal Ken

    Scion of the Yellow Sign: Crafts and Expression

    Courtier of the Black Pharaoh: Politics and Subterfuge

    Favored Schools of Subversion:Starspawned Savant: Communion, Dreamscape, Corruption

    Sheppard of the Silver Key: Communion, Superposition, Hypergeometry

    Young of the Thousand: Polymorphism, Corruption, Violation

    Scion of the Yellow Sign: Mindscape, Violation, Dreamscape

    Courtier of the Black Pharaoh: Mindscape, Hypergeometry, Polymorphism

    Abandonments

    Every 2 levels of Mythos the Outsider abandons an aspect of mortality of his choice selectable from

    the following:

    -Digest anything: You can obtain sustenance from anything, tho you can still be poisoned

    -Resist Pain: Feeling has started to loose meaning for you. You heal Bashing damage in half the time.

    -Hibernation: You can hibernate for long periods of time without need for any sustenance and

    impervious to the elements. You are completely unaware of the world around you until you are

    awakened unless you have Rejections that allow you to project your will (Mindscape or Dreamscape

    mostly). If anyone approaches you can roll Wits+Mythos to become aware if you wish, otherwise the

    time of awakening is predetermined when entering hibernation.

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    -Resist poison: You aren't affected by substances in the same way anymore +2 bonus to resist being

    poisoned

    -Resist Fear: You have seen things people wouldnt believe. Hell, you are something people wouldnt

    believe. +2 bonus to resist fear effects

    The last two can be taken multiple times.

    The higher your Mythos the slower you age and at Mythos 10 you stop aging all together. (consult

    Mythos table for specifics)

    Mutations

    As Outsiders loose their grasp on reality their bodies begin to assume a form more adequate to their

    new place in the cosmos (or lack there of). Their bodies twist and change to the whim of their masters

    or even by the power of their own unnatural abilities.

    There are four categories of Mutations:Weapons: Mutations that turn you into a living engine of destruction

    Armor: Your body is your fortress.

    General: Mutations that give you enhanced capabilities.

    Liabilities: Negative effects that can be inflicted on others and even yourself

    An Outsider gains a compulsory mutation on Quiescence 7, 5, 3, 1, at 0 the Outsider has succumbed

    completely to his alien nature. The first is (), the second (), etc. Also an outsider may choose to gain

    a Liability instead of a derangement when loosing Quiescence. Additional mutations can be purchased

    with xp.

    Each Mutation has a certain dot cost, an Outsider is limited in how many dots he can have in totalin each category (if your limit is 4 you can have at most 4X() mutations or 2X() mutations 1X() +

    1X() mutation or one () mutation in each category)

    Max possible dots in Mutations per category:

    One dot per rank of Mythos plus one dot per rank of the [Master Flesh Carver] Rejection.

    +1 dot per point of strength, if the Outsider is a Young of the Thousand, distributed as wished among

    the various categories.

    Suppression:

    By spending a will point the Outsider can suppress the mutations for a number of hours equal to to hisWill + Quiescence. The suppression can be canceled at any time, tho another will point must be spent

    to reactivate it.

    Eldritch Form

    By spending a point of Quiescence the Outsider temporarily gains mutations as if he had a Mythos

    10 (unless he has [Master Flesh Carver] he doesn't get the bonus from it). What those Mutations are

    is best specified at character creation (the list can, of course, change over time). An Outsider that

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    specializes in Mutations can essentially recreate his Eldritch Form over time without incurring the

    direct loss of quiescence.

    When assuming the Eldritch Form due to dropping to Quiescence 0 the mutation limit is the current

    Mythos not 10.

    The transformation lasts [Favoured Attribute+Mythos+(10-Quiescence)] rounds.

    Concerning Liabilities:

    An outsider can decide to take a relevant liability with certain mutations if so the main mutation costs a

    dot less. The liability counts as having the same number of dots as the main mutation for determining

    the maximum number of them that you can take.

    Removing a mutation:

    Removing a mutation is a ritual that inflicts a number of resistant damage to you equal to the cost

    of the mutation being removed. In exchange you get back half the xp you spent on it. If removing a

    Liability you must actually pay for the extra dot of the corresponding regular mutation. This way can't

    be used to remove mutations that are caused by loss of Quiescence.

    Healing

    Outsiders can heal pretty much any damage they take by letting their alien side take over and

    spending madness. Doing so is a sin against Quiescence 8, since basically the human flesh gets

    replaced by Something Else.You heal aggravated for 2M, lethal for 1M and bashing for 1/2M.

    Sect specific

    Starspawned Savants: Impose their vision on the universe simply by existing.

    May choose to substitute Composure with their favored attribute to determine Willpower.

    Keepers of the Silver Key: Have an easier time opening the gate to the outer realms.

    Gain an extra point of Madness when performing Penance every 3 points of favored attribute.

    Young of the Thousand: Enhanced ability to mutate.

    For each dot in their favored ability they get a +1 bonus to the limit of the mutation category of their

    choice.

    Scions of the Yellow Sign: Increased understanding of themselves.

    For every 3 dots in their favored attribute, they may obtain an additional Abandonment.

    Courtiers of the Black Pharaoh: Easier time maintaining their human facade.

    For each dot in their favored ability they get an extra hour when suppressing their mutations.

    Experience Point Costs

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    Attribute New dots x 5

    Favored Attribute New dots x 4

    Skill New dots x 3

    Favored Skill New dots x 2

    Skill Speciality 3

    Merit New dots x 2

    Favored Schools of Subversion New dots x 6

    Other Schools of Subversion New dots x 7

    New Rejection Current number of Rejections x 2

    Mutations New dots x 4

    Mythos New dots x 8

    Quiescence New dots x 3

    SECTS

    APPEARANCE

    Your characters appearance is affected by interaction with unwholesome things. At low-levels,characters are 95% human. As they grow in power, they change physically. (Comment: They shouldslip into physical manifestation at varying rates- make it like a resistible roll, or like wyld mutation inExalted. Some poor fool could dabble on the weekend and get tanged. An indomitable sorcerer couldeven choose the gifts it receives. Maybe even a system akin to taint from Aberrant.) Examples in theindividual Sect sections.Note: Appearance is just an example of how a stereotypical Outsiders looks may evolve over time,you are not forced to go that route. Tho small physical changes that dont qualify as full fledgedmutations would be appropriate as Quiescence drops.

    Starspawned Savants - CTHULHU

    That is not dead which can eternal lie

    And with strange aeons even death may die.

    -The Necronomicon

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    In his house in Rlyeh, dead Cthulhu lies dreaming. He is the high priest of Azathoth, of Yog-Sothoth

    and of Shub-Niggurath. Mother Hydra and Father Dagon are his apostles, and the Deep Ones and

    Starspawn are his servants. Though he is a lower order of being than the Elder Gods, his power

    and influence over the people of Earth rivals even their vast potency. His is a realm of peril, where

    even such basic concepts as gravity and the behavior of angles can no longer be relied upon. The

    Starspawned Savants have not only looked upon this realm and lived, but now they serve its master.

    The chosen of Cthulhu are unified by an event which they know as the Calling. Dread Cthulhu

    whispers into the dreams of the Called, telling them stories of the time before the Earth was a

    plaything of humanity. He tells them of the finding of the Third Planet, of the war with the Old Ones,

    of the sinking of the great city of Rlyeh, and of the secrets of time and space. Above all, his chosen

    feel a pull, as of something tugging at their innards, telling them to take ship to the one spot in the sea

    which is furthest from any land. Those who make this pilgrimage come upon strange islands of worked

    stone, once the most commanding pinnacles of Rlyeh. At their center is a ziggurat surmounted by a

    single enormous door which seems simultaneously horizontal and vertical. None speak of what lies

    beyond that door, but those who open it come fully into their own as Starspawned Savants.

    The Wakeners, as they are sometimes called, are a motley lot. Most often they hail from

    less advanced places, whose people are more connected to the primal roots of humanity than the

    decadent thing it is today. Still, any human is potentially susceptible, and a few corporate presidents

    and prominent politicians wear pendants in the shape of a squid-like head behind their ties. Those who

    hear the Call tend to be mentally sensitive in some way; artists, scholars and story tellers are common,

    as are minor psychics or even psychologists. Despite their disparity, they all share two unifying

    features; the Calling, and their compulsion to see Cthulhu awaken and Rlyeh rise from the depths.

    In terms of personality, the Starspawned tend to be charismatic and vigorous. They are in more ways

    than one the priests of an ancient religion, and they comport themselves accordingly. Not for them asandwich board and a soapbox, they seek positions of power and use them to turn hearts and minds

    to their advantage, whether that position be captaincy of a school football team or the respect paid to a

    wandering Voodoo houngan. They are also intelligent, and an intuitive grasp of geometry or physics is

    not uncommon among them.

    The powers of the Starspawned are strange, and by the standards of Outsiders rather subtle. Having

    been to a place where the laws of three petty dimensions do not apply, they gain an understanding

    of how to alter the shape of things using certain formulae which describe imperceptible but quite

    real facets of existence. With a sketched symbol or a graven mark they can bend time and stretch or

    compress space. Though to onlookers they may seem to dodge a bullet, it is only because they are

    standing five feet left of where their image says they should be. Though they seem to throw fire in the

    faces of their enemies, they are only rubbing out the little smudge in space that keeps their opponent

    distant from a furnace.

    The truly terrifying thing about them, however, is that the Calling never stops. In fact, as a

    Starspawned Savant becomes more potent, their dreams become more and more terrible, riddled

    with prophecy and dread secrets that even they can scarcely hope to comprehend. Some break

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    under the pressure and commit suicide or are shunted out of reality, while others take the Oaths of

    Dagon and accept the loss of their powers in exchange for a repellent new immortal form. Those who

    hold up guide others who hear the Call, but are perhaps not strong enough to witness the glory of

    Rlyeh firsthand. With the aid of these beings they work their schemes, hoping to bring the stars into

    alignment so that their patron may render unto them their due reward.

    Appearance:

    Quiescence 10: Completely normal

    Quiescence 05: Enlarged head, grayish green skin, tentacle like protrusions on the face, wing stumps

    on the back.

    Quiescence 00: Mini Cthulhu

    Concepts: Obsessive Mathematician, Cunning Evangelist, Twisted Sculptor, Mad Sailor

    Aliases: Drowned Priests, Krakens, Dreamers of the Depths, Stargazers

    Stereotypes:

    Courtiers of the Dark Pharaoh - I dont know if they truly understand the Power of the God they

    worship. Or the consequences.

    Scions of the Yellow Sign Madness for its own sake is all well and good, but they take it to an

    unnecessary level.

    Shepherds of the Silver Key Some of them would have us believe that our master is a facet of

    theirs. Perhaps they require a refresher in hypergeometry.

    Young of the Thousand While they do have their strengths, their master and ours are at cross

    purposes. Only one of us can rule this world.

    Vampires Charismatic and deadly, much like us. If they werent so wrapped up in pretending to be

    alive, they might make useful servants.

    Werewolves Though theyre bestial and annoying, they at least keep the incorporeals at bay. That

    anti-phasing sigil is a real pain to redraw every time a ghost gets in.

    Mages I wish I knew how they pulled off some of those tricks. Not that theyll tell me without a bit of

    a nudge. Maybe putting one in two places at once will do it.

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    Shepherds of the Silver Key YOG-SOTHOTH

    You would not flee like a child from a scene disliked to a dream beloved, but would plunge like a man

    into that last and inmost of secrets which lies behind all secrets and dreams.

    What you wish, I have found good.

    -Yog-Sothoth to Randolph Carter, sixth human Shepherd of the Silver Key

    There are worlds behind worlds behind worlds in the roiling chaos which we know as the universe.

    Some claim to have seen their truest depths; the peril and majesty of the Dreamlands, the twisting

    madness of Dread Carcosa. Yet these are not the truest depths of reality. Beyond and behind all

    things lie beings of such incomprehensible properties that their intersections with each other and with

    the dimensions of reality create everything we know or believe to exist. Chief among these beings is

    Yog-Sothoth, and on Earth the facets of his being are known as the Shepherds of the Silver Key.

    Those who are part of the whole that is Yog-Sothoth tend to share certain traits in common. Most

    often they are avid pursuers of knowledge. Where another might balk at opening a haunted tomb, a

    Shepherd will pry it open two-handed and whats more bring a video camera. Where another might

    stay awake all night attempting to work around a difficult equation, an Encompasser will find a novel

    way to devour it in an hour and sit down with a good book for dessert. Their minds are expansive,

    slippery, and more than anything else, hungry.

    It is this mental hunger which leads them to unlocking the secrets of their being. Some of them make

    mathematical breakthroughs which lead them to surmise the existence of places beyond places,

    others visit places so very unlike Earth in dreams and wake clutching evidence of their travels, whilestill others paint or write of vistas so clear in their minds that they cannot but be real. Shortly after such

    experiences, they will come into possession of a Silver Key. No two have ever had exactly the same

    story; some were family heirlooms while others were simply found. Whatever the case, the visionary

    instinctively bears the key to a place of power where the planes of reality intersect, and unlock a Gate

    to the very presence and being of their patron, master and self, Yog-Sothoth.

    When they arrive, the newly-minted Shepherds are granted pieces of wisdom that would blast lesser

    minds. They hear the tales of the gods of their world, of the physics sufficiently advanced to be

    magic, and most importantly, of their other selves. The greatest revelation granted by a greater whole

    which exists beyond it. Yog-Sothoth is one such being, and where the planes of Yog-Sothoth is the

    realization that all beings in the universe of three dimensions are fractions of time and space that

    intersect with him and his kin, they create lines and polygons which in our reality are beings and

    worlds. Whats more, as all parts of the super-being are equally real, so are all its facets equally real

    throughout time and space. And with the proper symbols, these beings can be seen, spoken toeven

    summoned.

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    The powers of the Shepherds allow them to pull themselves through time and space along the

    trajectories between themselves and the other facets of their being. They can hop forward and

    back short distances in time or any direction in space, and moving back and forth between familiar

    intersections is as natural to them as breathing. Arguably more potent, however, is their access to the

    minds of other beings. Yog-Sothoth is the chief of the super-beings, and his fragments are invariably

    creatures of great mental fortitude. Thus through communion with his other selves, an Encompasserhas access to virtually any knowledge. Those who achieve sufficient levels of potency can project their

    minds into the bodies of their other selves from across the gulfs of time and space, or even call their

    soul-brothers bodily into being on Earth (This can be particularly devastating if the caller is a student

    of prehistory. The most learned and cunning tyrannosaurus is still a tyrannosaurus.). Mysteriously,

    though, the Silver Key which led them to their powers deserts them after they come into their own.

    Theories abound on this phenomenon; some say the Silver Key is a parallel super-being which serves

    Yog-Sothoth, others that each is unique and is consumed by the effort of sending a mortal bodily

    beyond the bounds of existence. In the end, it matters little.

    Of all the Elder Gods, Yog-Sothoth is unique in that he holds what could almost be classified as a

    certain paternal pride in humanity. Of all the species which have sprung from his being, humans have

    furnished the most Shepherds. Consequently his agents attempt to bring greater knowledge to their

    fellow humans that they may one day fully join all of Earth with the whole of Yog-Sothoth. Of course,

    some take issue with the idea of joining a single massive oversoul, while others simply cannot hold

    under the mental strain of the knowledge required. Regardless, the Shepherds press on, for their flock

    must be led.

    Appearance:

    Quiescence 10: Slightly odd gait

    Quiescence 05: Taller than an average human, legs are replaced by tentacles but can be disguised,

    extra mouths and faces begin to appear on some parts of the bodyQuiescence 00: A long massive horror, invisible unless exposed to silver, with many faces and legs,

    also have an incorporeal form of glowing bubbles of light similar to Yog Sothoth's, mind begins to

    partly overlap his.

    Concepts: Archaeologist/Tomb Robber, Librarian, Occultist, Explorer

    Aliases: Openers of the Gate, Argent Guides, Those Who Unbar the Way, Those Beyond

    Stereotypes:

    Courtiers of the Black Pharaoh - They are foolish to put their faith in such a capricious and malevolent

    God. Yog-Sothoth knows no such weakness.

    Scions of the Yellow Sign Knowledge they may bring, but it is twisted and corrupted. Lend them not

    your ear.

    Starspawned Savants Some of them grasp the edges of the truth that is Yog-Sothoth. They have

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    their uses, as will their master if he ever awakens.

    Young of the Thousand Enemies of knowledge and advancement who must be undone.

    Fortunately, many of us know a trick or two for them.

    Vampires What their existence implies for the super-beings as we know them is unknown, but it isknown that they are a force of stagnation worthy of undoing.

    Werewolves Little better than the Young in their bestiality. Let them perish together.

    Mages That beings so potent should not be facets of Yog-Sothoth is puzzling. They merit much

    further investigation.

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    Young of the Thousand SHUB-NIGGURATH

    "Ia! Shub-Niggurath! The Black Goat of the Woods with a Thousand Young!"

    -Necronomicon

    Shub-Niggurath.

    Lives are transient, but Life is tenacious. Once the seed of life has sprouted it is nearly impossible to

    completely and permanently eradicate it. A catastrophe may serve as nothing but a pruning before

    the spreading wave of biological wonders and horrors that engulf a world. And every seed of a world

    spread from another world where life has blossomed. But the first seed was sown from the womb of

    the being known only as god. What precisely the nature of this ancient is may never be truly known,

    but in the past she has been idolized by mortal and immortal alike under the name of the Black Goat,

    the lord of the woods. A fertility god, her sons and daughters have risen from rituals involving sacrifice

    and rebirth, twisting fragile mortal beings into brutal and feral creatures not known on this earth. These

    beings, a cacophony of horns, tendrils, jaws, and hooves were the first born of the unholy union of

    man and being of the Outer Realms. From these first thousands, birthed at the dark beginnings ofhumanity, more have been born generation to generation; each slowly in turn coming aware his or her

    true nature and the terror or power that comes with it.

    These beings are the Young of the Thousand, carrying the blood of an Outer God, sharing a heritage

    barely reconcilable with their mortal forms. Many never even learn their true nature, spreading on their

    bloodline to a new generation and swelling the number of carriers. Those that do come aware may

    not be able to come to terms with their inhuman nature and what it means for mankind, but a rare few

    embrace their ancient father and are showered in his blessings.

    The Young of the Thousand are poised in a very interesting position in the cosmos, for they arenumerous and their numbers are ever growing, but the will of their progenitor is as foreign to them as

    to any other observer. Shub-Niggurath does not make her presence well known in this realm, though

    the marks of her passage are numerous. The most common interpretation by her young is that she

    sees life as its own end, continuously seeking to spread and grow and develop, consuming worlds in

    raw biological evolution.

    While none of the creatures associated with the Outer Gods can be said to have a stable corporeal

    form, few take to change as readily as one of the thousand. Their complex genetic sequence contains

    a billion billion adaptations from thousands of evolutionary paths from just as many alien worlds.

    Where as other Outsiders might be able to support one or two greater mutations without fear of losing

    their identity, a Young of the Thousand can do so indefinitely. In fact the most powerful representativesof this Sect will appear to be an alien, but 'oh, so frighteningly' natural mass of disparate body parts.

    But if you were to take a scalpel to one of them, you would find at its core a very human form, or

    whatever the Outsider's original form was.

    While literally anyone has the potential to ascend to the ranks of the Young, the most likely aren't

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    those who we consider to have deep connection to nature, but those who take an immense joy in

    being alive or from those who indulge their baser instincts.

    Appearance:

    Quiescence 10: Prominent canines, arms somewhat longer in proportion to the body.

    Quiescence 05: Arms are now tentacles, additional mouths appear at random places on the body.Goat like legs.Quiescence 00: Dark Young

    Concepts: Survivor, Adrenaline Junkie, Serial Rapist/Murderer, Mountain Man

    Aliases: Dark Young, Goatspawn, The Blessed, Tree That Walks

    Stereotypes:

    Courtiers of the Black Pharaoh - They play at politics and schemes, while the world turns regardless.Shub-Niggurath has no need of such games.

    Scions of the Yellow Sign Madness is but another challenge that leads to progress. And we shall

    always rise to the challenge.

    Starspawned Savants Their nature is foreign to this realm. Our distant cousins, they will learn to

    respect their forefather or perish.

    Shepherds of the Silver Key - "Let them quarrel over dreams and time. They do not concern matters of

    the flesh."

    Vampires They are death and anathema to life. Their existence we can not abide.

    Werewolves A wondrous show of the might of nature and the chosen of the all-mother. To us, they

    are as brothers.

    Mages A few tricks cannot stall progress. They will be consumed and assimilated as any other

    mortals.

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    Scions of the Yellow Sign HASTUR

    "There is a whole secret cult of evil men (a man of your mystical erudition will understand me when

    I link them with Hastur and the Yellow Sign) devoted to the purpose of tracking [the servants of the

    outer gods] down and injuring them on behalf of the monstrous powers from other dimensions."-The Whisperer in the Dark

    Long ago there was an ancient kingdom of Carcosa. The people lived in a magnificent age of

    decadence and frivolity and wanted for nothing. But such ordered lives without torment and toil cannot

    last, and here the first avatar of The Unspeakable One walked among man. He is known as the king

    in yellow, and in his wake madness and insanity spread without end. In his masked but unmasked

    form he made known to the denizens of Carcosa a great truth that no mortal mind can comprehend.

    The entire city was consumed in the ensuing calamity, utterly destroyed by its own residents, and was

    never heard from again, stricken from all the history books but for a few dark tomes kept in forbidden

    collections in guarded libraries.

    Such is the legacy of the entity known as Hastur. He is also called He Who Is Not To Be Named, for

    his presence arises seemingly at random, sparked often merely from recalling his existence. Tales

    abound of plays remembering forgotten Carcosa causing riots and murders, or of merely speaking his

    name with reckless abandon leading to minor outbreaks of delirium. His powers are not of the physical

    world, but of the mind, but are no less dangerous than any tangible threat. As such, he is whispered in

    hushed tones as being a god of madness and insanity, though this is not his true nature.

    A very rare few, who are not utterly destroyed by the revelations of the Elder God realize that he is in

    fact a god of truths far beyond the comprehension of man. However, to know these truths is to lose

    your very ties to the human race, for they are short sighted and cannot understand the true workingsof the universe at large. These rare learned Scions are often scholars of the occult who have sought

    such dark and terrible secrets for years, for only men such as these would not have their resolve

    shattered upon learning of His existence. They often adorn themselves in the traditional robes of

    yellow, reminiscent of the first avatar of their patron, and his works of spreading the great truths of the

    many realms.

    Scions have the uncanny ability to twist and bend truth to their own ends. Who but those who knowthe whole story can use it to their own advantage? They are masters at just what needs to be said tocalm an enraged temper or to fan the flames into a self destructive homicidal rage that could leaveentire communities scarred for the remainder of written history. Not even the fabric of reality is safe

    from their touch and they delight in reshaping it to their whim. For after all truth is in the eye of thebeholder.

    While Scions are most often associated with actors, anyone who makes a living by expressing his

    own truth could just as easily be one. Journalists witnessing the depths of human depravity, politicians

    swindling the masses, the artists depicting infernal landscapes all could attract the attention of the

    King in Yellow.

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    Appearance:

    Quiescence 10:Blind, able to sense surroundings out to 25 feet

    Quiescence 05: waxy, melted face, eyes are always closed and nose is sunken, slight aura of panic

    surrounds you

    Quiescence 00: No eyes, no nose, just a mouth under a hood that looks like a mask. Rest of body isbarely corporeal, long cloak of tattered golden color flows behind you. Any spoken words are in an

    ancient tongue that is harmful to non-outsiders.

    Concepts: Actor, Politician, Journalist

    Aliases: Inheritors of Carcosa, Golden Thespians, Playwrights of Aeons, Phantoms of Truth

    Stereotypes:

    Courtiers of the Black Pharaoh- They have no appreciation for the beautiful madness that is Hastur.

    They seek only power and domination. Theyre dangerous.

    Young of the Thousand - "They are but pawns in a cosmological game of which they do not even know

    the rules. Sad, really."

    Starspawned Savants They herald a message that mankind is not ready to receive. But we shall

    help to prepare them.

    Shepherds of the Silver Key - "The realm of the mind is where all true power lies. We must respect

    those who protect its sacred gates."

    Vampires They carry a part of the great truth in themselves, making use of powers they do not

    understand. Impotent fools is what they are.

    Werewolves A verdant force, they are no concern to those who care not for matter of the physical

    world.

    Mages They disrespect the truth, twisting its nature and bending it. They know of it but forsake,

    choosing to abuse it.

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    Courtiers of the Black Pharaoh - NYARLATHOTEP

    "To Nyarlathotep, Mighty Messenger, must all things be told. And He shall put on the semblance

    of men, the waxen mask and the robe that hides, and come down from the world of Seven Suns to

    mock... (Nyarl)athotep, Great Messenger, bringer of strange joy to Yuggoth through the void, Father ofthe Million Favoured Ones, Stalker among... "

    Extracts from a Mi-Go/Human ritual

    From the frozen surface of Yuggoth to the Pyramids of Ancient Khem, from the financial heart of

    the United States of America to the Mountain of Kadath in the Cold Wastes, there is nowhere that

    Nyarlathotep has not walked. He is the Voice and Soul of Azathoth, the mindless Demon Sultan that

    bubbles and festers in nuclear ignorance. He is the only one of the Outer Gods who apparently takes

    a real interest in mankind, though it is not a benevolent one. Nyarlathotep finds great joy in toying

    with mankind, encouraging the degradation and decay of humanity and leading us in an endless and

    incomprehensible game.

    Nyarlathotep has no one form, existing at any one time as any one of innumerable Masks. In China,

    an ancient cult follows the Bloated Woman, a horrendous mass of flesh disguised behind a fan. In

    Kenya, the Bloody Tongue, a titanic horror, rules over a group of outcast tribes and the Black Wind

    blows down yearly to devastate the landscape. In New York, an occult criminal syndicate is run by

    an apparently immortal sorcerer working towards some unknown aim. In Sweden, at the heart of an

    international conspiracy, a book of terrible lore provides exactly what its readers need, at terrible cost.

    And from ancient Khem to modern day Egypt, the Black Pharaoh looms like a shadow out of time.

    Nyarlathotep's schemes and plans necessitate the use of innumerable actors and puppets; His

    servants are almost as numerous as his Masks. Foremost among his agents on Earth are Outsidersborn into or fallen into his service. Human sorcerers, hungry for power, trade away their humanity

    for just a hint of Nyarlathotep's knowledge and wisdom. A child born at exactly the right time in

    exactly the right place grew up oddly, with eyes that speak of experience far beyond his years.

    An eccentric, though genius, mathematician unlocks a medieval riddle which reveals a formula; a

    formula which, when solved opens his mind to secrets greater than he could ever have possibly

    comprehended. These Outsiders are generally great leaders and politicians, best placed to carry out

    their manipulations.

    The Favoured Ones' greatest strength is in their often close connection they have with their Father.

    They have the ability to call upon Him to ask for his wisdom and advice. Where the Outsiders of other

    Gods have to rely on the vague interpretations of cultists of prophecy and dreams, the Favoured Ones

    will often receive direct orders. Because of this connection, Outsiders of Nyarlathotep are less likely

    to turn against their master and Father. The fact that He is more likely to punish failure than the other,

    uncaring Gods. Nyarlathotep also grants his children powers to lie and persuade others, even outside

    of their cults.

    Appearance:

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    Quiescence 10: Have a single black mark hidden on the body somewhere symbolizing bond to the

    pharaoh

    Quiescence 05: Become gaunt in facial appearance, hair begins to resemble tentacles under scrutiny,

    skin color darkens to a shade of gray

    Quiescence 00: Become a large writhing mass of tentacles with a single mask floating within from

    which your senses emanate, anything you consume adds mass to your 'body'

    Concepts: Councilor, Con-artist, Politician,

    Aliases: The Million Favoured Ones, Mask Bearers, Prophets of Chaos, Hunters in the Dark, The

    Sworn

    Stereotypes:

    Scions of the Yellow Sign - "They serve an idea they can barely comprehend, let alone understand the

    consequences of."

    Starspawned Savants - "Their devotion to the hibernating priest of an alien race is quaint, though

    misguided. Led along the right paths, they could prove useful."

    Shepherds of the Silver Key - "They certainly have knowledge and undeniable power, but for all their

    visions of the future, they have no appreciation of the depths of what it truly holds."

    Young of the Thousand - "Primitives driven mostly by animalistic urges and lusts. Useful tools. Nothing

    more."

    Vampires - "Pitiful wretches. So desperate for control and so afraid of what comes after that they

    spend eternity playing politics in a city or two while the world spins towards destruction."

    Werewolves - "They have some knowledge of their spirits at least, but they can mostly be dismissed."

    Mages - "Interesting. They think themselves the masters because even they cannot see their own

    strings. We all dance to Nyarlathotep's tune, they simply dance a little higher and faster."

    Custom Sects"I worship Tsathoggua, you've probably never heard of him, he's pretty underground"- Some random cultist

    The stories of the mythos are full of different gods both minor and major. While this book deals withthose who have the greatest presence on our world, that doesn't mean the rest can't appear in yourgame.

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    To make a custom Sect all you have to do is:1. Choose favored ability2. Choose favored skills3. Choose favored Schools of Subversion4. Come up with an appropriate Sect specific advantage.5. Explain the background of the god to the rest of the group if they are unfamiliar with it.

    CREEDS

    The Servants - You've been changed by forces greater than you could possibly conceive, now the

    only possible course of action is to do your best to serve It, or at least to do what you believe It wants.

    To do otherwise would be insane, if it were even possible.

    He stood outside of the maternity ward and ran his fingers across the glass, leaving a faint smudge. Rows androws of newborn babies, each snug in a perfectly color coded blanket. Blue for the boys, pink for the girls. Such

    little wonders. Each a thriving life, a veritable factory that would one day pump out more just like them. A gift that

    rivaled only the gift bestowed upon him.

    Even now he could feel them, a honeycomb of soft blisters along his shoulder blades and down his spine.

    Every time he shifted his weight, his uniform rasped against the pustules in a pleasurable frisson, threatening

    gooseflesh on his arms. First they were small, mere pin-pricks, but in time they grew and ripened into fat mounds

    each the size of his thumb. The flesh covering them was taut and nearly transparent. He could still taste the joy

    he felt that first day he stared at them in the mirror and saw the small black dots squirming within. Certainly it

    was the taste of bile when he retched into the toilet, but that too was joy. The very processes of life itself!

    Soon, too soon, it would be time and he'd have his own young to care for. He knew what would be next. The

    careful gathering and preparation of the birthed. Each would be placed within a single bottle of infant formula,

    and there in those glorious newborns, the cycle would begin again. A thousand young bearing a thousand,

    thousand young! Glorious!

    He turned to go back to work, one more faceless orderly in the hospital. He scratched idly at his throat, feeling

    the tell-tale pin-prick bumps growing there. Simply glorious.

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    The Masters - They gave you great power, but asked nothing in return. Until you're told otherwise,

    the best plan is clearly to use your newfound power to your own benefit in this world, whether that's

    acquiring money or political position, or something simpler.

    The Rebels - Their biggest mistake was changing you. You've seen the promise they hold for people

    like you, and you reject it outright. Whether out of concern for humanity, or rage at the Thing thatdestroyed who you were, you'll fight Them till the ends of the Earth.

    "She had weaseled her way into a small mining companies board - none of the old farts paid notice to her,

    the newest secretary. It had been a test for her, she would have bankrupted the company in one month flat,

    channeling their funds into the accounts of her nature loving friends (with a meager 60% margin for her own

    pockets), but then she found the maps and blueprints. They fascinated her ... and were utterly alien.

    But the theft had alerted the true "bosses" of the company. They were nasty things to behold, the Space Crabs

    she called them. They whispered to her in the night, wanting her mind - dragging her through their collected brain

    cylinders - like in those B-movies her fiance liked.

    Instead came the pain, searing pain, turning her insides to ice, her brain inside out...

    When the pain ended she could see the Space Crabs as what the were. Pathetic Slaves to their own eldritch

    gods.

    She fled into the night, flying on alien wings, scaling walls like the "Human Fly" movie guy, seeing in pitch

    blackness.

    They tried to make her into something like themselves, now she was like these superheroes from her fiance's

    comics - powerful yet alien.

    She would make them pay, Space crabs be damned.

    The Deniers - You're still human. That's what's important. You've been infected with this disease, this

    curse, but it doesn't mean you have to embrace it. You deny it, and the power it would give you by

    seeking to remain as human as you can and trying your best to ignore that calling.

    I've no idea why I'm writing this. A confession, maybe? A guide for others to follow in my footsteps? A suicide

    note? Lab notes?

    Regardless of the purpose, I shall try to record the progress of the ritual as best as I can. If I should fail, then

    perhaps this will help identify my errors, so that I might try again to remove this curse.

    The subjects, excluding myself, are 24 students of mine, aged between 7 and 8. I took them from school atgunpoint, also taking Peter Scott, another teacher, as the necessary catalyst. When there was protest, I showed

    them my true form, and they were silent. I drove the bus back to the Temple, which they could not see at first.

    I opened the way and they followed. I can only hope that by performing the ritual here, He will not be able to

    interfere.

    The centre of the ritual is the Stone. It took many months of searching for it, though I eventually located it in the

    remains of a ruined church, apparently burnt as the result of an investigation into some sort of cult centuries ago.

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    The Stone is a red-veined, oddly shaped Trapezohedron that, according to my research, acts as some sort of

    conduit for Him. I intend to utilise the Stone's conductive powers to transfer the taint. My research indicates that

    this has been done before, though not with the same Stone, or on this scale. The records I've read indicate that

    past efforts focused on the transfer from one to another. I believe that by dividing the infection between many, its

    effects on their lives will be minimised. There will, no doubt, be some trauma from this experience, but I will be

    free of this curse, and free of Him. That is a price worth paying. So I begin.

    ---

    The first stages of the experiment went smoothly. The Stone responded in the way I predicted it would, when the

    catalyst was activated. I consumed the drug, and the other subjects (after some persuasion) did the same. It is

    an incredibly curious feeling. I am somewhat light-headed, but perhaps that is just excitement about what is to

    follow.

    ---

    What have I done? The children are all screaming or crying and struggling at their restraints. They see what I

    saw. I should kill each of them now to spare them the sight of it, but I can't bring myself to. The ritual worked. I'm

    free. I can't hear Him any more.

    I didn't want any of this. I called Him up on a whim, little suspecting that he would actually come. He promised

    me wealth and power, the sort that I could barely dream of. I agreed, barely comprehending what He asked meto do in return. He changed me, but when it came to it, I could not do what He told me to. It was too monstrous,

    too huge. So I ignored Him. But things got worse. The dreams continued. I saw glimpses of them even while

    waking. My body changed too, I stopped eating or drinking, and my skin grew grey and unhealthy. And the

    children, with whom I had gotten on so well, seemed distant. Even other teachers stopped talking to me, except

    when necessary. My long-term girlfriend left too, with barely an explanation. None was needed.

    So I devoted myself to undoing my mistake, finding some way to reverse His influence. And this led me to here.

    Alone in a room filled with screaming children and a corpse on the blood-stained floor. The Stone, still active and

    glowing, casts everything in a low, crimson light. I've got to get out.

    ---

    It won't work. The doors won't open. I can't leave. I'm human again, so I can't unlock the portal back to reality.

    Maybe one of the children could do it, if I taught them how.

    The children have stopped screaming. They just stare at the Stone now, like they're listening. Listening to Him

    maybe. Good god, what if this was all He ever wanted from me? What if I was wrong, and each of those children

    will become like I was?

    They're staring at me now. They don't say anything, but I can see what it is that they want. I should kill them now

    before they get free, before they get out. It's the only way that anyone could stop them.

    But they're just children.

    The Dreamers - You've glimpsed something far greater than anything you could have conceivedbefore you changed. You've seen worlds beyond our own and caught sight of the beauty and wonder

    they hold. You seek out these wonders, guard them from those not worthy and keep the balance

    between what you once called the "real" world and your new home.

    Faction Bonus

    Servant: 1M Bonus on succesful gathering of Madness. Doesnt count when performing Penance.

    Master: Extra point of Will

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    Rebel: 9-again on resistance rolls associated with their Sect. If their Sects favored attribute is a

    physical one they this will affect Stamina rolls, Composure if social and Resolve if mental.

    Denier: Doubles the amount of time an Outsider my suppress his mutations.

    Dreamer: always counts as having two levels of Displacement less for the purpose of determining

    negative effects, tho they will still be banished from reality at Displacement 10.

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    QUIESCENCE AND MYTHOS

    Quiescence is an Outsider's Morality. It reflects how human/real the Outsider is.

    7 is the default starting value for morality stats. Any normal person (and other supernaturals) wouldhave Quiescence 10. It'll be trying to convince reality that you're not an aberration.So Outsiders should

    start at 7, to start with they aren't normal at all. They have to work to undo the damage they've already

    done.

    Quiescence Sin Dice

    10 Using Rejections to accomplish a task that could be achieved just as wellwithout it.

    5

    09 Cause a minor derangement. Observable reality perversion.. 4

    08 Minor Changes on reality, Use a rejection on a mundane character 4

    07 Showing mortals the secret of the universe 4

    06 Cause a Major Derangement(Just causing a derangement on someone thatis sane is worse than doing it on someone that is already broken)

    3

    05 Human Sacrifice (Sacrifice must be to some arcane end, not simplemurder)

    3

    04 Cause an area to lose Quiescence 2

    03 Major alteration of reality, (needs to be more specific) using a MajorRejection (level 5), Major Human Sacrifice (10 or more lives)

    2

    02 Repeating indulgence of the previous sins 1

    01 Willfully endanger the fabric of creation (Let the Old Ones back in), MassiveHuman Sacrifice (more than 20 at one time. (Again, simply killing themdoesnt count.)

    1

    Additionally, you lose Quiescence by transforming into the Eldritch Form and botched rolls on

    Rejections

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    You regain Quiescence by Expending Experience at ST discretion if he feels you character has done

    something to reconnect him with reality.

    Displacement WIP

    Displacement represents how much of a dent the Outsider makes into the fabric of reality. It has a

    value of [Mythos - Quiescence] and as long as it is 0 or less it has no effect, but once it rises above

    that the following happens:

    -reduce length of suppression of mutations by an hour for each point of Displacement

    -an outsider with a displacement value displays an otherworldly quality that provokes a fight or flight

    reaction. It might be a strange smell, might be the ringing in your ears when he's nearby or that you

    can't distinguish left from right in his presence, might be the fact that his pupils seem to shift and move

    and speak of an unspeakably vast void.

    Mechanically it gives a malus to social interaction equal to the Displacement value. Furthermore

    a 'dominant' personality will react aggressively and attack immediately unless restrained, while

    a 'submissive' personality will cower in fear (essentially giving you a bonus to intimidate equal to the

    Displacement value). It works essentially the same on animals except for a few species.

    -once 5 points of Displacement are reached the Outsider begins to slip from reality and 1 Will must

    be spent to be able to interact with the world, one additional will must be paid for each point of

    Displacement beyond 5. Alternately he can be summoned back into reality by the proper ritual if

    there is someone prepared to perform it. At 10 the Outsider is thrown completely out of existence and

    becomes unplayable (tho a ST may rule a PC unplayable before that).

    If the outsider happens to be in an area with increased Diplacement (look at following section) reduce

    its Displacement by the same amount.

    Displacement and the material world

    Places can be shifted and affected by Displacement in the same way Outsiders are. Whether

    it's a damned old Church that was the site of some horrendous ritual two centuries ago and that

    disappeared from the mortal world, or a place like Atlantis or the City of the Elder Things. Outsiders

    can still see these and enter them with the right rituals, since they're somewhat similarly out of step

    with reality. Other supernaturals and mortals can also enter them but it takes much more powerful

    rituals or the luck of a plot device to let them in. Some Outsiders take these places and make them

    their own, using them like safehouses to hide in.

    An areas Displacement increases by 1 when:

    -A Ritual conducted for this very purpose

    -A () Ritual is performed (unless stated otherwise)

    -A Ritual that has gone horribly wrong or been going on for too long.

    -A total of 20 dots worth of Rejections is used in the same scene. A battle between Outsiders is almost

    guaranteed to cause a gain of Displacement.

    The affected area is 10 yards multiplied by the combined Mythos of everyone involved.

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    0 Normal

    01 -2 on rolls related to finding or remembering the affected region

    02 Must pass a [Resolve+Composure] roll at -2 every 2 hours or flee the place if possible.

    03 The penalties for the previous effects increases to -3

    04 The penalties for the previous effects increases to -4

    05 The affected area slips from this plane of existence.Need a () Ritual to access. (*)

    06 Need a () Ritual to access.

    07 Need a () Ritual to access.

    08 Need a () Ritual to access.

    09 Need a () Ritual to access.

    10 The affected area is lost to this universe.

    This effects are not suffered by outsiders with high enough Displacement ratings. Everyone else is

    affected accordingly.

    (*)Tho the affected region has slipped from normal space the previous effects still apply to the place

    where this rituals are to be performed.

    Mythos

    Even tho the Outsider may still act and look human the more he indulges his nature the more alien

    he becomes. This is represented by the Mythos value, the higher it is, the more powerful the Outsider

    becomes.

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    LVL Max Stat Max Madness Madness Per Turn Max Age

    1 5 10 1 +5

    2 5 14 2 +15

    3 5 18 3 +45

    4 5 24 4 +135

    5 5 30 5 +405

    6 6 40 7 +1215

    7 7 50 9 +3645

    8 8 60 11 +10935

    9 9 85 13 +32805

    10 10 100 15 That is not dead which can eternal lie

    For a new character Mythos start at 1, but the player has the option of raising it up to level 3 using hismerit points, at a rate of three per level of Mythos.

    Madness is the fuel of the Outsiders' rituals and rejections. They can gain madness both by

    harvesting it from the insane and from breaking reality.

    The mad and broken act as a conduit, their afflictions allowing them a subconscious understanding of

    the depths beyond the silver gate. The Outsider itself can be granted such moments of epiphany and

    draws even more power from them.

    Being within sensory range of someone who loses a point of morality gives 1 madness, being within

    sensory range of someone who gains a mild derangement gives 2, when someone gains a severe one

    it is 3. When the Outsider loses Quiescence it is 4, when it gets a mild derangement it is 5, and when it

    gets a severe derangement it is 6.

    Starting Madness for a new character is equal to starting Quiescence.

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    Ritual WorshipOne of the ways an Outsider may regain Madness, if he possesses the [Cult] merit is through ritualworship. The way the ritual it self is performed is of little importance, though an intelligent playerwill tailor it to the individuals that comprise the cult. What is important is that it contains an act ofsubmission, this can take the form of destruction of valuables, scarification or whatever you can come

    up with. The participating cultists each loose a point of will which the Outsider uses to open a conduitto the outer realms from which it can siphon off energy without the repercussions of Penance.The amount of Madness regained this way depends largely on when the rituals are performed. Assuch they are linked to metaphysical signs that indicate a thinning of the veil between worlds, thestronger and rarer the portent the greater the amount of Madness regained, tho any such occurrencethat happens more than once per week indicates a simple natural fluctuation, not strong enough toprovide any benefit.For example, a weekly ritual performed each time the moon changes phase has a ratio of 2 will pointsto 1 Madness gain, a monthly one a 1:1, a ritual performed during a solstice has a 2:1 exchange. Alunar or solar eclipse will restore the Outsider to maximum capacity as long as at least 5 will points are

    used. Really powerful portents like the return of Halley's Comet or a multiple planetary alignment areleft to the ST.

    Penance

    The Outsiders pierces the outer gate to draw on the essence of the beyond, but the universe takes

    notice. Take a temporary point of Displacement in exchange for 3 Madness. After 24 hours you loose

    the point. You can push this up to 10 displacement, but with disastrous consequences.

    Sacrificing Humans and other living beings

    By sacrificing a living being the Outsider gains an amount of Madness equal to to the sacrifices

    Willpower. An animal will have a lower will power, a broken minded cultist somewhat more, and

    the hero who faced you last night even more. A willing sacrifice gets a +1M bonus. Non sentient

    beings never count as willing.

    While not directly linked to Ritual Worship it is likely for this two functions to be performed at the same

    time.

    Derangements

    Derangements are acquired by loss of Quiescence with an option of acquiring a Liability as an

    alternative. The strength of the Liability should depend on how severe the derangement would have

    been. Essentially the Outsider has the ability to externalize his inner struggles so that they dont affect

    his mind but his body.

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    REJECTIONS AND RITUALS

    "Reject Reality. Obtain Cookies."

    Rejections can do many things. In fact, there's very little they can't do. You can know arejection that will turn you into a giant, squamous behemoth able to readily devour your

    foes, or a rejection able to rip out a man's sanity and replace with the cacophonous wails

    of the damned. That's a good conversation starter at parties, I hear, but I don't go to those

    sorts of parties because no one invites me.

    So let's go over what a Rejection can't do, hmm?

    They can't follow the laws of reality. No melting ice, boiling water, or turning one thing into

    another of the same mass. They have to break some law. They have to REJECT reality.

    Hence the name.

    Sure, you can turn a stone into a loaf of bread of the same size, o Moses of the Pharaoh.

    But the trick's in the mass--you study Einstein at all? Energy equals mass times the speed

    of light squared. But that's something we can Reject, eh? We turn the stone to bread, and

    it's done--bread's lighter than stone, has less mass, it's fine.

    But say you want to turn a hunk of lead into... I dunno, a piece of gold with the same mass.

    No can do.

    Now, if you wanted to turn that hunk of lead into a piece of gold infused with the power of

    the Dreamlands, or one that would bring about mutagenic wrath that would make Shub-Niggurath blush, that's fine, because you're imbuing it with powers that reject reality.

    Now that the rant's out the way, how's about we try some out, youngster? Hold onto your

    butt, 'cause things are about to get Real.

    See what I did there? Always had a soft spot for puns.

    Oh, you want more information first? Eh, your type always does. Okay, there's a few

    different categories, at least that we can tell, of Rejections. I'll just go down this nice little list

    that once got written on my back. Long story. I'll tell it to you later.

    First up's called Communion. We ain't alone, more or less ever, what with the

    whole 'connection to outsiders' thing we've got going on. It lets us do cool things with

    minds, mostly, and knowledge. You can learn things you've got no right knowing, you can

    talk to people with just your thoughts, stuff like that.

    The power of Mindscape's what we use to fuck with people's minds directly. Make them

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    see illusions, pull out memories, hypnotize them, even just drive them stark raving bonkers,

    that's what Mindscape's good at. It's also a great conversation starter at parties.

    Dreamscape's a fun little fucker with play with. Power over people's Dreams, plus a little

    side in going through the Dreamlands when you want to? Possess sleeping bodies, stake

    out little corners of the Dreamlands for your own use? It's pretty damn fun.

    Hypergeometry--my personal favoraite, by the way--is that category of Rejections

    that deals with the sort of things that would make Euclid go all pale and sweaty.

    Extradimensional spaces, teleporting, irregular angles, oh man, the stuff this thing can do...

    I like to write out problems that use it, then show it to college math professors. Gets them,

    every time.

    Superposition's a strange one, at least to me--never could quite wrap my head fully around

    it--but it's pretty simple, or it's supposed to be in theory. Basically, there's a ton of realities

    out there, and with Superposition, you can tap into those other realities, the past, the future,

    whatever. It's messing with time and fate.

    Next up we've got Polymorphism, which is really fucking fun at parties, by the way. It's the

    category of Rejections (ever think it's funny that we categorize these things? I mean, it just

    seems hypocritical to me. Eh, dosen't matter) that deals with your body. Yep, yours. Well,

    and others. It lets you twist, reshape, mutate, grant life, eat people, whatever. If it deals with

    matters of flesh, it's Polymorphism. Unless it ain't.

    Corruption's a good one. See, reality ain't meant for us, right? We corrupt it just by existing.

    So we tap into that corruption, and bam, Corruption. It's remaking reality to be more like us.

    It's also one of the most versatile categories, with all sorts of crazyfun and funcrazy shit todo in it.

    And last, but certainly not least, is Violation. You know those laws of physics I mentioned

    we don't care about earlier? This is, basically, breaking the piss out of them. Change how

    velocity and acceleration work, speed up or slow down time, twist and contort people

    by shifting what the definition of gravity is, change mass. Think of it as the physics to

    Polymorphism's biology.

    And that's the sort of Rejections we can do. Cool, eh? Thought so. Now, for the hands-on

    lessons. Hope you brought your brown pants!

    Rejections are powers that come from an Outsider's link with his God. These are supernatural abilities

    that just work for him. They are divided into Schools of Subversion with each Sect having three

    favoured ones. At Character creation you get three dots to be assigned to your favoured schools whit

    one school receiving a maximum of two.

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    Rituals are magical rites which invoke the power of the Old Gods indirectly. Suitably knowledgeable

    mortals can use these rituals, but Outsiders are better. They generally involve long and involved

    castings, often with groups of cultists aiding the Outsider.

    Rituals are ceremonies related to the Outsiders, but not exclusive to them. Anyone with enough

    Madness and the knowledge of the eldritch lore can perform a ritual. Rituals are extended actions,

    often requiring up to hundreds of successes to be performed. Succeeding in these rituals gives theparticipants permanent benefits, either changing them somehow, or providing them with pieces of the

    great beyond.

    Schools of Subversion:

    Communion: Access to knowledge from outside the mortal realm.

    Mindscape: Power over the conscious minds of others.

    Dreamscape: Influencing dreams and have them influence reality.

    Hypergeometry: The warping of space and time through symbols and spells.

    Superposition: The observer influences what a given system will collapse into (Luck powers)

    Polymorphism: Control over one's physical form and that of others.

    Corruption: Disease & decay oriented.

    Violation: Alters the basic laws of physics as understood by humanity.

    Acquiring Rejections

    Rejections have a one time cost to learn them and have their power determined by dots in the School

    they belong to. You get 3 free at the start, (chosen from your favored schools) from then on new

    rejections cost is equal to the number of rejections you currently have times two. So a 4th will be 6XP,

    the 5th 8xp, etc. You also so gain one when buying your first dot in a previously unknown school of

    subversion.

    So lets say you buy a new Hypergeometry Rejection at 6xp. Since you have Hypergeometry at level 2

    you have access to level 1 & 2 of that Rejection. Once you raise Hypergeomentry to 3 you unlock level

    3 powers for all your known Rejections belonging to Hypergeomentry.

    Fluff for the Schools

    COMMUNION

    As an outsider, though you are a rare being you are never truly alone. The knowledge of all of those

    that came before you is held within the mind of your patron god and the ability to converse with

    them or an avatar of their will is always a powerful asset. Through the powers of communion an

    outsider may call upon the wisdom of their own kin and, in rare cases, perhaps even from their own

    progenitors, be they sleeping, machinating, or standing vigilant in the realms beyond.

    Sample powers associated:

    >Speak to an individual telepathically

    >Gain insight into reading or speaking a long dead language

    >Channel the wisdom of another outsider

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    >Receive a gift of power from your other worldly gods

    MINDSCAPE

    The flesh is temporal and wounds may heal, but scars upon the mind are permanent and lasting.

    Working your unnatural powers over the fragile minds of mortals and immortals alike is a useful

    tool with many applications. Even the most hardened of psyches will crumble eventually before theunknowable horrors of the alien mind.

    Sample powers associated:

    >Psychically assault an enemy's mind

    >Induce fear, rage, or even insanity in others

    >Hypnotize or command weak willed individuals

    >Extract information or memories from others

    DREAMSCAPE

    The world of dreams and the unconscious is no more an illusion than the waking world itself is.

    The minds of every living thing wander its vast landscape all the time without even realizing it. By

    mastering this land and its untapped resources you can strike at the heart of those who have not and

    remake the malleable world for your own purposes.

    Sample powers associated:

    >Travel through the Dreamlands

    >Banish or call an individual from the Dreamlands

    >See and manipulate the dreams of sleepers

    >Create a pocket dimension of Dreamland

    >Possess the body of a sleeper

    HYPERGEOMETRY

    Non-Euclidean geometries are a fascinating study, but especially so when applied to the fabric of the

    universe. The universe folds and curves back on itself and with a little nudge, the thin boundaries

    between other dimensions can be made to give way. Draw forth the power of the outer realms, or step

    into them yourself to seek new and greater power.

    Sample powers associated:

    >Step through extra-dimensional space to avoid harm and travel

    >Channel energies from other dimensions into the mortal world

    >Redirect projectiles through other dimensions to new targets

    >Step beyond the mortal realms and travel outside

    >Travel through irregular angles, avoiding and confounding foes

    SUPERPOSITION

    The truth of the universe is that we as individuals are merely fragments of greater pan dimensional

    wholes. Even within our own lives, we are complete collection of moments words on the pages of the

    annals of time and space, able to be read by an outsider's perspective as easily as any past event.

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    Use you connection to the outside to peer through time and space.

    Sample powers associated:

    >Gain a brief glimpse of the future

    >Look into the ancient past

    >Cause a brief time displacement of yourself or others>Channel the mind or form of one of your countless otherselves

    Look at Time and Fate Arcana

    POLYMORPHISM (I think the name needs to be changed imo, possibly Mutabilty)

    The flesh is all knowing, and infinitely mutable. Able to adapt to even the harshest of conditions and

    situations, those who understand the origins and true nature of the flesh can craft the hardest shield or

    the greatest weapon from the endless pallet of flesh. You are the master of life and death.

    Try looking at Promethean. Pandoran transmutions in particular, but Metamorphosis and Corporeum

    also contain lots of good body horror.

    Sample powers associated:

    >Grant life to that which once lived or even never did that they may serve you

    >Transform yourself into a twisted killing machine or imitate another

    >Mutate others into horrible husks of their former selves

    >Consume and absorb the flesh of others to restore your own

    CORRUPTION

    The mortal world was not made for the presence of an outsider, so many outsiders bring their own

    taint to the world itself. Either through destroying the natural sanctity of the world itself or spreading the

    touch of decay to its residents, eventually all will be made suitable for your inhabiting. You bring your

    taint to a world which would turn you away, and remake it in your image.

    Sample powers associated:

    >Protect a location by making it unfriendly to non-outsiders

    >Inflict debilitating and wasting supernatural diseases upon others

    >Slowly turn a mortal into an outsider, whether mindless or subservient

    >Purify wounds of outsiders by spreading them to the natural world or others

    VIOLATION

    The world exists by a concrete set of rules, but even these basic truth do not stand in the presence of

    outsiders. What one might understand of physical laws means nothing when an outsider can shatter

    them and refit them to their own purposes. As a partly higher dimensional being you can manipulate

    the world in inconceivable ways, bending and breaking conventional wisdom in your wake.

    Sample powers associated:

    >Alter the velocity of people and objects and their directions

    >Increase or decrease your own mass drastically

    >Slow down or speed up time in a small region

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    >Twist and contort an individual through physical forces

    Rituals (preliminary rules)

    Rituals, while needing a longer time to prepare and perform hold several advantages over simplyusing a Rejection. A Ritual can be taught and performed by human cultists, the successes of the rollsof all participants counting towards determining how powerful the final result will be. The maximumnumber of participants is equal to the Mythos rating of Rituals leader or in the case of mortals theirWillpower rating (unless stated otherwise in the description).When performed by mortals/nonoutsiders, the Rituals Madness cost is payed in WP and any rollrequiring a Mythos rating is substituted by Willpower divided by two. Mortals however do not get aSchool of Subversion rating. However, performing a ritual is vile and unnatural thing and doubly sofor a mortal. Each performance of a ritual counts as a sin against morality Lv.2 unless the individualpossesses the [Heart of Stone] merit.To learn how to perform a Ritual version of a Rejection you know, you must have the appropriateranks in [Eldritch Knowledge] and accumulate 5 successes on a roll of [Intelligence+Occult] per pointof the particular power you wish to manifest. Rolls are normally made once per month, but that can bereduced to once per week if you are in possession of a tome describing the ritual you want to learn.

    Preparing and performing a ritual takes takes time depending on it's strength:() can be performed in a few hours() can be performed in a day() 3 days to prepare 1 day to perform

    () one week to prepare 3 days to perform() 1 month to prepare 1 week to perform*gathering proper materials may take longer at the ST's discretion, especially for the higher level ones.**certain special rituals (see Sample Rituals) function differently and can only be found in ancient textsand would take several human lifetimes to recreate on your own.The above system can also be used to create rituals that grant mutations to mortals. In their casehowever the limit on the number dots of mutations they can have is equal to their Willpower. Theyhowever get only two categories of mutations; Assets (regardless if they are Weapon, Armor orGeneral mutations) and Liabilities.

    SAMPLE REJECTIONS

    COMMUNION

    [Alienist Alliance]

    Cost: 1M

    As a priest of your god or a leader of the rebellion, you have many allies on many worlds. Channel the

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    wisdom of another outsider to assist you in your quests.

    Roll [Mythos+Communion+Presence], time of connection is s number of rounds equal to roll result.

    Ranks:

    () Speak to a random Mythos Creature within sensory range.

    () Speak to a specific Mythos Creature within sensory range.

    () Speak to a specific Mythos Creature anywhere.() Let a Mythos Creature take over your body as a tool to accomplish a prearranged task.

    () Make a request to speak to an avatar of your god or an opposing god if a rebel.

    [Form of the Avatar]

    Cost: 1M+1W (Rank1-2), 2M+1W (Rank 3), 3M+1W (Rank 4-5)

    Receive a gift of power from your other worldly gods that you might serve their will. You gain a gift

    to better help you serve them. As you improve this Rejection you gain access to ever greater gifts.

    All effects last the duration of the scene. Roll [Mythos+Communion+Wits] divide the successes

    among the gifts you have available. The highest gift you assign a success determines the cost of the

    Rejection.

    () Your physical form causes distress if looked at. Gain +1 bonus on intimidation rolls

    () You gain a extra die on Quiescence rolls.

    () Gain a +1 bonus to two stats of your choice (can increase beyond max)

    () Treat your Mythos as one higher for the purposes of rejections

    () Rejections other than this one cost one less madness

    [Ancient Knowledge]

    Cost: none

    In the minds of the gods, all languages are still very much alive and well. Borrow some of that

    forgotten knowledge that you might gain better insight into their nature or to seek greater power. Gain

    insight into reading or speaking a long dead language temporarily.Roll [Mythos+Communion+Intelligence].

    Ranks:

    () Read all common languages you don't know.

    () Read all dead languages.

    () Speak and understand 1 common language per success.

    () Extends the previous level to dead languages.

    () Extends the previous level to supernatural languages.

    [Dark Whispers]

    Cost: none

    Speak to an individual telepathically at a distance. Distance between individuals and length of

    conversation, as well as whether or not the can respond vary with ranks.

    Ranks:

    () Send a brief message to a target within sensory range.

    () Send a brief message to a target anywhere on the same world as long as you know his name and

    face or can form an empathic link through something owned by him.

    () Converse freely with target within sensory range they may respond

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    () Converse freely with a target anywhere on the same world and they may respond as long as you

    know his name or face.

    () Converse freely with a target on another world or dimension

    0

    [The Tapestry]

    Cost: 1-3:none 4: 1M 5: 2MDuration: Scene

    You see even with your eyesight impaired or blocked, by sensing the tapestry of reality. Five yard

    radius per point of Mythos.

    () You see as if your senses were not impaired and in greater detail. You may roll

    [Mythos+Communion+Wits or Composure(whichever is higher)] instead of the standard roll of [Wits +

    Composure] for perception rolls.

    ()[Aura Perception] like a vampire

    () Immune to mundane stealth.

    ()You know exactly what is real and what is not. Ranks in Communion count as bonus to resist any

    supernatural attempt to influence your perceptions, including illusions and stealth.

    () Your sense extends beyond any obstacles and you might perceive what is hidden behind walls