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  • File : 1293492084.jpg-(52 KB, 576x470, Dark Young of Shub-Niggurath (by Michael(...).jpg)
    52 KB Outsider: The Yet To Be Determined Anonymous 12/27/10(Mon)18:21 No.13311592  
    Since this is a pretty big post and the old thread is almost full I'm starting a new thread. Also I'd like someone who knows nWoD crunch to look this numbers over (most of it is adapted from existing material with changes where it felt appropriate).

    Also: irc.thisisnotatrueending.com #Alientheoutsider for discussion.


    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 powers.
    An Outsider gains a mutation on Quiescence 9, 7, 5, 3. At Quiescence 00 it assumes it's final form.
    Additional mutations can be acquired through use of Rejections.

    [Flesh Carving]
    Cost:5M (constant)
    Req.:Mythos 3

    The Outsider's body is little more than hardened ectoplasm and can be shaped just as easily.
    The PC acquires a specific attack or defense mutation. Tentacles, claws, pincers, extra eyes, bone plates are just some of the possibilities.
    On average three mutations can be sustained at any one time before risking loss of Quiescence, after that each additional mutation adds a 20% chance the universe will take notice.
    If the Outsider is a member of the Young of the Thousand Sect that limit is raised to six.
    The limit does not apply to mutation acquired through loss of Quiescence.

    (Continued next post)
    >> Anonymous 12/27/10(Mon)18:23 No.13311611

    Weapon Mutations

    Damage 1(B)
    Size 2/J
    Durability 2

    The tentacle is a 8-10 feet long leathery prehensile appendage, that while dextrous enough to be used regularly as a normal hand without any penalties can be also used in combat (Strength+Brawl).
    It can also be used to grapple an opponent and perform grapple related actions while leaving other limbs free.

    Damage 3(B)
    Size 1
    Durability 3

    Your feet are replaced by a pair of hooves. Other than making your kicks deadlier they concentrate the force of the kick into a single point allowing you to knockdown opponents unless they pass a Dexterity + Athletics roll. You get a -1 penalty to Athletics related rolls that involve your feet (rock climbing is exempt).

    Damage 2(L)
    Size 2
    Durability 4

    Your hand is replaced by a crab like pincer. If you posses the tentacle mutation you can elect to have it grow out of the end of it. You lose the ability to perform any delicate operations with that appendage. Armor Piercing 2.

    Damage 2(L)
    Size 2
    Durability 2

    You gain an extra attack with your head. Armor Piercing 1.
    >> Anonymous 12/27/10(Mon)18:24 No.13311630
    General Mutations

    [Additional Point in Key Atribute]

    You gain an additional ability point in your Sects key attribute. Strength (YotT), Inteligence (SSS, SotSK), Presence (SotYS, CotBP)

    [Additional Sensory Organs]

    Additional eyes/ears/antennae appear on your body granting a +1 bonus to rolls involving perception.

    [Additional Legs]

    You grow an extra pair of legs. Your movement speed increases by 50% an you gain a +1 bonus to resist being knocked down or loosing your balance.

    [Increase Size]

    You gain an additional size category. +1HP weapon mutations statistics increase by 1 point.
    >> Anonymous 12/27/10(Mon)18:26 No.13311650
    Armor Mutations

    [Bone Plates]*
    Rating: 2/3
    Strength: 2
    Defense: -1
    Speed: 0

    Boney outgrowths cover your body granting you protection. Prevents you from wearing normal armor unless specially tailored and you need very baggy clothes to conceal it.

    [Interlocking Plates]*
    Rating: 3/4
    Strength: 3
    Defense: -2
    Speed: -1
    Req.: Bone Plates

    The bone plates are now molded around each other covering previous weaknesses in your defense.

    [Aetheric Flesh]

    All but the gravest of damage pass right through you without leaving a mark. You ignore 1 point of Lethal damage.

    *Can't be taken multiple times.
    >> Anonymous 12/27/10(Mon)18:29 No.13311673
    Can't wait to see all you have to post. f5ing like crazy

    >> Anonymous 12/27/10(Mon)18:29 No.13311676
    Can someone dump their old one picture folder?
    My computer got fucked over hard a week back, lost it all.
    >> Anonymous 12/27/10(Mon)18:38 No.13311758
    This is it for now.

    Oh, one I've forgotten.

    [Acid Blood]
    If your wounded in a melee deal 1 point of aggravated damage to your opponent.
    >> Anonymous 12/27/10(Mon)18:44 No.13311793
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    I like it a lot. Obviously we would need to add a few more to "flesh it out" but at least this will function as a skeleton for others to build upon.

    Although I still think that losing Quiescence should invoke penalties to maintaining anonymity in the world. Maybe each mutation should carry a penalty as well. As well as the obvious problem of dealing with Displacement.

    I would dump my whole folder if I were on my home computer. Maybe later in a different thread if I can get the internet working in my office at home.
    >> Anonymous 12/27/10(Mon)18:47 No.13311809
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    You can also check the old thread(s) for some pics:
    >Thread 4: http://suptg.thisisnotatrueending.com/archive/13254394
    >Thread 3: http://suptg.thisisnotatrueending.com/archive/13195275
    >Thread 2: http://suptg.thisisnotatrueending.com/archive/13183002
    >Thread 1: http://suptg.thisisnotatrueending.com/archive/13177890
    >> Anonymous 12/27/10(Mon)18:49 No.13311829
    It's not so much the mutations themselves that should carry a penalty, but the amount you have.
    One or two should be easy enough to disguise, but, a Young of the Thousand walking around with 8 would be a whole other matter.

    >Burnside harboxi
    If that is not a great name for a Rejection I don't know what is.
    >> Anonymous 12/27/10(Mon)18:55 No.13311870
    thank you sir
    >> Anonymous 12/27/10(Mon)18:57 No.13311886
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    Perhaps we should review the fact that each sect has a specific "party role" it fills well. YotT are strong brute force combatants/excavators, SSS are manipulators and controllers, SotSK are great information gatherers and senders and helpful for transportation, SotYS are strong mental harassment and field altering agents, and CotBP are good convincers, disguisers, and have a lot of contacts.

    Perhaps our servants of Nyarlathotep (and maybe Hastur) should have some inherent ability to slightly mask their mutations and even those of others around them.
    >> Anonymous 12/27/10(Mon)19:00 No.13311907
    >Perhaps our servants of Nyarlathotep (and maybe Hastur) should have some inherent ability to slightly mask their mutations and even those of others around them.

    I was thinking we should give them a bonus for illusion type Rejections once we get to those.
    >> Anonymous 12/27/10(Mon)19:02 No.13311922
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    That also fits well.

    Also, for those that have not seen it yet, there is a compilation of all the major fluff and rules so far here:

    >> Anonymous 12/27/10(Mon)19:05 No.13311953
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    I would rather play the guy in charge of the guys in the robes, rather than the be-tentacled creature they summon. That's still the plan, right?
    >> Anonymous 12/27/10(Mon)19:08 No.13311980
    You are the guy in charge, but you are also summonable due to the nature of what you are.
    >> Anonymous 12/27/10(Mon)19:11 No.13312007
    Well, as written, you can be either depending upon how you play. You could be the suave, mythos-savvy scholarly warlock who carries a compact with the Old/Outside Gods or you could be the eldritch aberration. Maybe both exist within the party.

    Also, should more physical mutations limit your ability to use mental rejections? Or will that just be limited by your sect line to begin with?
    >> Anonymous 12/27/10(Mon)19:12 No.13312018
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    Also, if there is a cult, make no mistake, the PC is the one in charge (or soon will be if just beginning).
    >> Anonymous 12/27/10(Mon)19:14 No.13312038
    Which can also be useful now that I think about it.
    Going into a situation where capture is likely?
    Tell your cultists to summon you in x-amount of time.

    I don't think it should limit it. The ones who are really good with mutations are the YotT and they aren't the mental types to began with.
    >> Anonymous 12/27/10(Mon)19:15 No.13312044
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    Well, way I see it, each Sect ought to have one ability that every member of that sect can do, something that just naturally comes along. Perhaps the CotBP ability could be to appear human, regardless of the number of mutations they have until they use one or get hurt.


    Way I see it, Outsiders won't be summonable, they'll be the Cult Leaders or the Dragons for the human High Priests.

    Though that could be a neat plot-hook. You wake up one day after a pretty awesome party to find yourself in an magically sealed sigil in some basement. A guy in robes approaches you, gives you some orders which you feel compelled to do and lets you go. Are you going to find some way of stopping him from summoning you again?
    >> Anonymous 12/27/10(Mon)19:20 No.13312091
    Perhaps there should be a simple, general rejection along the lines of:

    Req: 1M (cont.)
    Effect: A single Outsider with a Mythos score at least 3 lower than you obeys you.
    >> Anonymous 12/27/10(Mon)19:21 No.13312109
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    That could be pretty awesome really. Cultists are often more interested in power than in genuine religious belief. If you turn up at another Outsider's cult and start demonstrating the true power that can come from worshipping through you, shit might just well get real.

    Cultists are going to be human fodder if Outsiders are willing to play that sort of game.
    >> Anonymous 12/27/10(Mon)19:23 No.13312139
    I could see it as a high level CotBP Rejection
    >> Anonymous 12/27/10(Mon)19:24 No.13312150
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    >> Anonymous 12/27/10(Mon)19:26 No.13312170
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    Problem with that is that I could see some dick in a party using it on the rest of his group. Getting ordered around by another party and being forced to obey isn't fun. Having it turn up as one, singular threat once in a while might be pushing it.
    >> Anonymous 12/27/10(Mon)19:29 No.13312195
    I Doubt 3 Mythos levels of difference are ever going to happen between two players in the same party.
    >> Anonymous 12/27/10(Mon)19:36 No.13312241
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    I don't see why not. High Mythos is going to have enough penalties that staying low and human is downright appealing. It's not a straight power-scale. Well. It is, but low-power is just as interesting as high.

    Pic related. It's what you avoid by staying Low Mythos.
    >> Anonymous 12/27/10(Mon)19:36 No.13312245
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    I think that all Outsiders should have a social/communication penalty; something like the Promethean 'disquiet'; something to reflect the inhuman, obscene aura they have. What spin should we put on it?
    >> Anonymous 12/27/10(Mon)19:41 No.13312293
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    Non-intimidating social rolls should be at a penalty, (possibly Animal Ken for certain Sects). Mortals might have to pass a willpower roll or activate a fight or flight response in order to seeing some of the lower Quiescence or Higher Mythos Outsiders.

    The only way to avoid these penalties is to break the mortals' minds and turn them into cultists who'll react with worship and adoration rather than revulsion and disgust. Each sect might have a different way of doing this, like showing them the Yellow Sign for SotYS.
    >> Anonymous 12/27/10(Mon)19:41 No.13312296
    They have.
    It's called Displacement.
    >> Anonymous 12/27/10(Mon)20:18 No.13312666
    >Also, should more physical mutations limit your ability to use mental rejections?

    Definately not. The gods themselves are basically one giant mutation.

    Displacement is a stupid name. Sounds terrible and doesn't even make sense.
    >> Anonymous 12/27/10(Mon)20:30 No.13312775
    >Displacement is a stupid name.
    It was the only term left that made sense and didn't sound terrible.

    >The word displacement refers to the mass of the water that the ship displaces while floating.

    Water = The fabric of existence
    Ship = The outsider
    >> Anonymous 12/27/10(Mon)20:46 No.13312935
    How about something simple, like the Taint?
    >> Anonymous 12/27/10(Mon)20:51 No.13312965

    To me, Taint doesn't really describe the effect the Outsider has on reality, rather the impact that the alien has on the Outsider. Taint could be another name for Mythos, but I still think Displacement is best for what that number's supposed to represent: the impact the Outsider has on reality.
    >> Anonymous 12/27/10(Mon)20:59 No.13313037
    I was thinking more along the lines of the Innsmouth taint which caused normal humans to feel unexplainable revulsion. Mortals would feel the taint and react to it.

    Actually, now that I think about it, Taint is already used by Vampire.

    Displacement still sounds terrible though.
    >> Anonymous 12/27/10(Mon)21:01 No.13313061
    Maybe a more compact word that means the same?
    >> Anonymous 12/27/10(Mon)21:03 No.13313072
    How about "Warp"?
    >> Anonymous 12/27/10(Mon)21:09 No.13313131

    I thought the whole point was that reality rejects the Outsider. Which is why calling Displacement "Rejection" works better. Come to think of it, the rituals that are now called "Rejections" could be called "Displacements" since it's about the Outsider displacing regular reality and inserting his own brand of Mythos-flavored madness into the breach.
    >> Anonymous 12/27/10(Mon)21:12 No.13313167
    Nah, I don't see it.
    Displacement is something passive that increases with the mass of the object (a stat).
    While Rejection is active and repetitive (an ability).
    >> Anonymous 12/27/10(Mon)21:43 No.13313498
    Why not just use Disquiet?
    >> Totally not Nyarlathotep !!MdLGm3ji380 12/27/10(Mon)21:57 No.13313645
    Evening chaps. It is I, the tripfriend who has been on this board for many years. No ancient evil here.

    Anyway, I've been watching this project from the start, and I think it's time we came up with a specification. As much I love watching people working at crossed purposes, I feel that a set of guidelines would make sure that this project doesn't end up looking like some kind of Soggothian Frankenstein's monster.

    Somethings we need to consider:

    >Integration with the nWoD
    This means many things. Outsiders need to be roughly equal to the other gamelines in terms of power. They can exceed the others in some ways, like madness or direct reality perversion, but they can't be better at everything. Secondly, every nWoD game is based on the assumption that it could be happening in the real world. As such, Outsiders either need to remain almost entirely human, like vampires and Bound, or they need an inate ability to hide their natures, like the other splats. I would propose the latter. Some kind of madness would fit.

    >How are they powerful? What can their powers do?
    As mentioned above, they should be balanced with other supers, but they can excel in their own ways. Mages are entirely spell based, while Prometheans have very weak active powers but many inate abilities. Werewolves have many obvious magics, while vampires can only effect their own bodies or the minds of others. By the looks of it, outsiders are like mages. Almost entirely human, but their powers can affect anything. Mythos creatures tend not to be very subtle when it comes to anything.
    >> Boomer !!bcdVCSUmpgT 12/27/10(Mon)21:58 No.13313651
    Has anyone yet suggested...

    Outsider: The Unnameable

    After the Lovecraft story describing things Unnameable? It totally fits, and works as an in joke to the difficulty naming this game, and kind of also explains why it is difficult to name the game considering the nature of these beasts.
    >> Totally not Nyarlathotep !!MdLGm3ji380 12/27/10(Mon)21:58 No.13313660
    Do we want to make them like Changelings, who have no in combat healing options, or do we want to make them like Prometheans and Bound, with many rapid healing options and the ability to keep going even if you do kill them? Do we want them to be like mages, naturally squishy but with the abilities to become as steel?

    Obviously most of the terminology is being drawn from the Mythos, but are we going to draw from other sources? When someone say these words, we want them to feel like everything fits together. Don't name half of the game after astrological phenomona or aquatic creatures and then name one group after a german electro-folk band.

    These are just a few things to consider. Any thoughts?
    >> Anonymous 12/27/10(Mon)22:02 No.13313697
    Not bad. I think Outsider: the Unnamed sounds better, but I like the idea.
    >> Anonymous 12/27/10(Mon)22:14 No.13313812
    Anyone in this thread read John Dies at the End? Interesting book.
    >> Anonymous 12/27/10(Mon)22:19 No.13313843
    The one where a doorknob turns into a dick? That book?
    >> Anonymous 12/27/10(Mon)22:34 No.13313989
    I honestly can't remember, I read it ages ago. What I was thinking of in particular was the whole "entirely removing someone from reality" bits.

    Of course, doorknob dick would make a fun Rejection.
    >> Anonymous 12/27/10(Mon)23:41 No.13314753
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    Pic related. It's an outsider in disguise, being held by Putin.
    >> Anonymous 12/28/10(Tue)15:58 No.13317454

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