Outsiders
Basics
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While Animal Companions are mortal creatures who choose to serve a partner and Familiars creatures infused with their partner's powers, Outsiders are beings from beyond the mortal realms that have chosen to serve a mortal. This is often a route to exceptional power far faster than the Outsider would normally be able to acquire it, but sometimes they have other goals...
Unlike mortal creatures, Outsiders are effectively unkillable in the form they project into this realm. If this avatar is destroyed it will reformat sunup the next day.
It should be noted that Outsiders have their own rules and reasons for doing things which only occasionally intersect with mortal logic. Just because a being has an Angelic appearance and abilities does not for one moment mean that it is a creature of the heavens. All Outsiders can be taken by any character, regardless of their own morality.
You can only have one Familiar, Animal Companion or Outsider active at any one time.
Universal Outsider Abilities
Armour - Outsiders gain 2 points of Armour.
Hit Points - 2 HP per level plus Physical Prowess Modifier
Action Points - Outsiders begin with 5 AP.
Chosen Magic - Each type of outsider has a type of magic that it excels at. Select one type upon creation. The Outsider starts with this Talent and can gain additional Talents of this type as it levels up.
Note: Outsiders are unable to perform any Summoning spells of any kind.
Note: Outsiders are unable to perform any Summoning spells of any kind.
Level Up
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Patner Level
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Attribute Boost
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Additional Abilities
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1
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+5 to Attributes
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One Outsider Ability
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2
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One Magic Talent
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3
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+5 to Attributes
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4
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One Magic Talent
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5
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One Outsider Ability
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6
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+5 to Attributes
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One Magic Talent
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7
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+1 AP
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8
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One Magic Talent
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9
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+5 to Attributes
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10
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One Outsider Ability,One Magic Talent
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11
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+1 AP
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12
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+5 to Attributes
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One Magic Talent
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13
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14
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One Magic Talent
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15
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+5 to Attributes
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One Outsider Ability
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16
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One Magic Talent
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17
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+1 AP
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18
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+5 to Attributes
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One Magic Talent
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19
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20
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+5 to Attributes
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One Outsider Ability,
One Magic Talent |
Outsider Types
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Angel
The divine servants of the deities. Angels are often tasked with aiding mortals who are working towards the benefit of the Heaven's. Of course, Angels have fallen too...
Azurewrath - Angels each carry a weapon as part of their manifestation. Select one weapon - the Angel carries that weapon and gains the Base Talent for using it. Any ammunition it needs is magically provided.
Weapon Skill
10 |
Ballistic Skill
30 |
Physical Prowess
20 |
Agility
25 |
Intelligence
25 |
Willpower
20 |
Fellowship
20 |
Demon
Tempters and tricksters, Demonkind has been a shortcut to power since the first gate into the Abyss was opened. They're more than happy to sign themselves into servitude with mortals...but be sure to check the small print.
Shard of Hate - Demons each carry a weapon as part of there manifestation. Select one weapon - the Demon carries that weapon, and gains the Base Talent for using it. Any ammunition it needs is magically provided.
Weapon Skill
30 |
Ballistic Skill
10 |
Physical Prowess
20 |
Agility
20 |
Intelligence
25 |
Willpower
20 |
Fellowship
25 |
Protean
Chaos Incarnate, Proteans want to see the world change. Some would prefer for the better, some for the worse, but change is the thing. They typically join forces with those who wish to radically alter the world in some way.
Forge of Chaos - Protean's attacks are random and varied. They are either a close combat weapons or a ranged weapons with a range of 20m, as needed. Each attack inflicts 2d10 damage and costs 1d4+1 AP to use. If an attack would make the Protean spend more AP than normal they cannot perform that attack.
Chosen Magic - Entropy, Wild Magic
Weapon Skill
26 |
Ballistic Skill
14 |
Physical Prowess
29 |
Agility
21 |
Intelligence
17 |
Willpower
33 |
Fellowship
11 |
Protean Exclusive Abilities
Maybe Not? - Proteans are always changing, always adapting. Everytime they tale damage there is a 10% chance that they happen to be immune to that type at that moment.
Tranquil
Creatures of pure order, the Tranquil find that everything is as it should. And everything should stay as it is. They often partner with those trying to prevent the world from falling into chaos, and if change must be made those who advocate a slow and careful approach.
Armour of the Word - Tranquil may choose to armour themselves and carry a shield, gaining the basic Talent for each.
Weapon Skill
20 |
Ballistic Skill
20 |
Physical Prowess
20 |
Agility
20 |
Intelligence
20 |
Willpower
30 |
Fellowship
20 |
Tranquil Exclusive Abilities
Aura of Order - All allies within 5m of the Tranquil gain a +5 bonus to resist enemy spells.
Shadow
Some Outsiders prefer not to take a form of their own, but instead, take the place of their allies Shadow. Such Outsiders often serve as a scout, assassins and bodyguards all in one.
Shadow Weapons - Shadows can create any weapon they need. When they 'Draw' a weapon they will create one from nothing, gaining the base Talent for that weapon when they do. This weapon comes with ten rounds of ammunition.
Chosen Magic - Aquamancy, Umbramancy
Weapon Skill
25 |
Ballistic Skill
25 |
Physical Prowess
15 |
Agility
25 |
Intelligence
20 |
Willpower
25 |
Fellowship
15 |
Shadow Exclusive Abilities
Shadowlurk - A Shadow Outsider can hijack a target within 30m's shadow, hiding within it. They can remain there so long as the target remains within 200m of their partner - after that, it costs 1 AP per round to remain, and an additional 1 AP each round thereafter. The same penalty arises if the target enters combat or other frantic activity. Once they cannot spend AP to remain they reappear in their allieshhh shadow.
While in a hijacked shadow the Outsider can report everything the target sees and hears. They can also tamper with the person's ability to fight, forcing a -5 penalty to any Talents the target uses.
Notably, when using this ability, the Shadow's partner does not have a shadow of their own, which can be...conspicuous.
While in a hijacked shadow the Outsider can report everything the target sees and hears. They can also tamper with the person's ability to fight, forcing a -5 penalty to any Talents the target uses.
Notably, when using this ability, the Shadow's partner does not have a shadow of their own, which can be...conspicuous.
Draconic
Not usually true dragons but creatures that have assumed the, somewhat smaller, form of the great beasts. Often these are elementals that have gained sentience, but there are plenty of beings that find the form useful.
Talons - Dragons can inflict a close combat attack that is 1d10 their Physical Prowess modifier.
Chosen Magic - One Elemental type,
Weapon Skill
20 |
Ballistic Skill
30 |
Physical Prowess
30 |
Agility
10 |
Intelligence
20 |
Willpower
20 |
Fellowship
20 |
Draconic Exclusive Abilities
Dragonrider - Draconic Outsiders with this Ability can be used as Mounts, including with the Wings ability.
Outsider Abilities
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Additional Magic - The Outsider may choose to take Talents from any of there options for Chosen Magic instead of just the one they initially chose.
Animal Bond - The Outsider can select non-exclusive Animal Companion Abilities that it can qualify for.
Familiar Bond - The Outsider can select non-exclusive Familiar Abilities that it can qualify for.
Non-Traditional Magic - Select a kind of Magic Talent the Outsider normally would not be able to choose. It can access these Spells now in addition to the Talents it can normally pick up.
Possession - This powerful ability comes with certain risks and great rewards.
The Outsider possesses there partner, making one fused creature. During this fusion the Outsider cannot act, and must spend 1 AP each round, with the total AP needed increasing by 1 each round. In addition the ally must spend 2 AP each turn to keep this ability functioning. Once this cost cannot be paid the ability ends. During it, however, the ally has access to all the Outsiders Abilities and Talents. In addition they gain a +5 to each attribute and +2 Armour.
Once the Ability ends both Outsider and the ally have there AP halved for 1d5 rounds as the burden of sharing there very souls overwhelms them temporarily.
The Outsider possesses there partner, making one fused creature. During this fusion the Outsider cannot act, and must spend 1 AP each round, with the total AP needed increasing by 1 each round. In addition the ally must spend 2 AP each turn to keep this ability functioning. Once this cost cannot be paid the ability ends. During it, however, the ally has access to all the Outsiders Abilities and Talents. In addition they gain a +5 to each attribute and +2 Armour.
Once the Ability ends both Outsider and the ally have there AP halved for 1d5 rounds as the burden of sharing there very souls overwhelms them temporarily.
Superior Weapon Skills - If the Outsider has a weapon it adds 1 additional Talent for that weapon, and can use the Magic Talents it gains to instead select Weapon Talents.
Shadows who take this ability can still switch weapons, but each time they use a weapon the Talents associated with it lock into place as chose. They can switch to another weapon, but when they return to one they have used before it will be with the same list of Talents.
Shadows who take this ability can still switch weapons, but each time they use a weapon the Talents associated with it lock into place as chose. They can switch to another weapon, but when they return to one they have used before it will be with the same list of Talents.
Wings - The Outsider gains wings, allowing it to fly at it's usual speed for the same cost.