Invader
At the edge of existence, lays the roiling antimus that resinates with the things beyond. Acting as a net for those who would cease. Rarely, rather than reflect what is within, it reflects something without.
At the edge of existence, lays the roiling antimus that resinates with the things beyond. Acting as a net for those who would cease. Rarely, rather than reflect what is within, it reflects something without.
Height: Maybe
Weight: Maybe
Environment: Bleak
Population: Anomaly
Base Features (0 FP)
Outsider (20 FP): Invaders do not exist and cannot be destroyed. Being beyond reality, they cannot be killed. If they have the Death Damage Condition, they may still make Warping Checks.
They can use Warping Checks to remove the Death Damage Condition from themselves, repairing or recreating their body and returning to life. The difficulty of removing Death is at Game Master discretion and based on the condition of their remains or complexity involved in making a replacement body. This is treated as an Immortality Feature.
Note: They are assumed to have a form of cognizance and awareness of the environment, allowing them to affect it.
Beyond Creation’s Light (4 FP): Invaders are beyond reality, alien to that which is eternally lost to them. Their thoughts, memories or emotions cannot be perceived by other creatures. Their mind is treated as non-existent for the purposes of mind reading effects. They cannot have Damage Conditions affecting their mind. They are immune to mental tampering.
Reality Fudger (1 FP): The least of the fully awakened entities of the Beyond, most Invaders can only manage limited reality warping beyond that needed to sustain themselves. They have access to a number of Warping Points (WP) equal to their Smart Ass. This WP renews after a full rest.
They can spend WP to perform impossible feats. To do so, they define what they want to happen. The Game Master determines the DC and WP cost. They pay the WP cost and make a Warping Check (1d12 + Smart Ass). If the check succeeds, the feat happens. Even if it fails, they still lose the WP. This is treated as a Magic Feature.
For 5 additional FP, they can make Warping Checks without needing to spend WP. This removes their WP pool entirely.
Adaptation (0 FP): Not having souls to alter or an existence to corrupt with influence, Invaders are immune to effects that would alter their Features. At Game Master discretion, they may still be affected by other effects of Features that would normally add or remove Features as part of the Feature’s function.
In addition, when affected by an effect that would give them new Features, they can choose to alter their manifestation to gain some or all of the Features. This allows them to pick certain Features from a clan they would gain and reject others. They must still have sufficient FP to gain the chosen Features.
Soulless (0 FP): Invaders are not creatures of this world or any other, being outside the natural order. As creatures of the Beyond, they have no essence or mana in their bodies, lacking souls that can be detected or interacted with. However, they can manipulate and adapt surrounding energies to form an artificial soul, hiding their alien nature.
As an action, they may make a Warping Check to create a false soul. The imitation soul may be essence or mana based, and can appear to be the soul of anything their Check is high enough to pass for. Effects that would interact with a creature’s soul have no meaningful effect on them. If they have no imitation soul formed, they can cross the Realm Damn freely.
Timeless (0 FP): Invaders don’t age no matter how much time passes.
Unworldly Nature (0 FP): Invaders do not exist within any reality, but passively manipulate realities they have influence over to function as if they exist within them. Even when they have no influence within a reality, they can gain influence that may eventually lead to the ability to manifest a false existence within the reality.
This can happen from unplanned breaches in a reality’s structural integrity, which allow a sliver of influence in that may eventually grow large enough for the Invader to manifest.
Alternatively, one Invader can invite in the influence of another Invader. The method used to grow this influence varies, but requires a Warping Check determined by the Game Master.
The amount of FP that the new Invader enters the reality with should correlate to the Warping Check, but the minimum successful Check will invite them in with all the base Features of the Invader clan. This Feature allows them to return after being burned from existence by Creation’s Light, even if at a lower level.
Anathema (-1 FP): Not strong enough to manifest perfectly in sink with reality, Invaders are not quite right. This is not a discernible difference, but can be felt on an unconscious level by all native creatures.
Creatures interacting with them or their actions find them abnormally suspicious, being reluctant to dismiss any suspicions and inclined to investigate. Creatures immune to mental tampering cannot be affected by this Feature.
Existential Fragility (-24 FP): Invaders reduce the results of Bad Ass Checks to contribute to the Combat Bad Ass of their side by 8.
Optional Features
Beyond Reason (6 FP): One of the Invader’s Ability Scores increases by +1. This Feature can be taken repeatedly for different or the same Ability Score. This cannot raise an Ability Score over 24.
For 2 additional FP, this Feature can raise Ability Scores up to 36. Following this pattern, the cost of this Feature increases by 2 FP for each 12 it can add to a total Ability Score.
Existential Solidity (3 FP): Invaders increase the results of Bad Ass Checks to contribute to the Combat Bad Ass of their side by 1. This Feature can be purchased repeatedly, increasing the results by 1 each time.
Existential Growth (3 FP): The results of Warping Checks are increased by 1. This Feature can be taken multiple times, its effects stacking upon themselves.
Fractured Existence (2 FP): The manifestation that is mistaken for the true being of an Invader is nothing more than application of their influence on reality. With sufficient skill, there is no limit to how far this influence can be divided.
As twelve actions, they can create a second manifestation of themselves that is treated as a separate creature controlled by their mind and sharing their Features. All their manifestations have separate actions, but expend uses of limited use Features as a single creature. They can create as many manifestations as they wish.
For each manifestation they have beyond the first, their functional Kick Ass, Bad Ass and Smart Ass are reduced by 1. All factors dependent on their Ability Scores reduce accordingly.
As an action, they can touch a manifestation and reabsorb it, increasing their functional Kick Ass, Bad Ass and Smart Ass by 1. Manifestations are treated as no different from their original manifestation, meaning they can absorb manifestations from a manifestation other than the original, potentially resulting in a different manifestation becoming the single manifestation by absorbing the others.
If a manifestation is killed, it is not absorbed and their functional Ability Scores do not increase. However, it can still be absorbed as normal once returned to life or by touching it while it is dead.
Conceptual Specialization (1 FP): The results of Warping Checks to achieve a specific concept of effects are increased by 1. An example of such a variety of effects would be inspiring madness, distorting flesh, tearing knowledge from the fabric of reality or giving life to the inanimate. This Feature can be taken multiple times, its effects stacking upon themselves.
Patron (1 FP): The Invader can imbue a sliver of their unworldly will into lesser beings. This allows them to make Chosen Ones to enforce their will. They can create a new Chosen One by using Warping Checks to create an entirely new creature, which has a Divine Will Feature dictated by them and Champion Features of their choice. The DC to create the new Chosen One should be determined by the Game Master and incorporate the total FP the Chosen One is being created with.
Alternatively, a preexisting creature that pledges its will to them can be made into a Chosen One without the need for a Warping Check. They gain all knowledge known by such a creature, and an insight into its identity, at the time of its pledge.
If they choose, the creature becomes a Chosen One and gains a Divine Will Feature dictated by them and Champion Features of their choice. However, the creature must have sufficient FP.
For 2 additional FP, they can see into the minds of their Chosen Ones, being aware of their thoughts and all their senses.
For 1 additional FP, they can make Warping Checks from any location one of their Chosen Ones inhabits, as if they were standing where the Chosen One is standing.
Seeping Madness (0 FP): Some Invaders can permeate a reality they have influence within, seeking out fractured minds and seeping into the cracks in such minds. Once per full rest, they can make a Warping Check to reach across reality and seed their influence into susceptible minds.
The location of such minds is irrelevant, but the individuals effected must be in an unstable state or be compatible with them. This could be from extreme emotions, unstable mental state or just that the individual values the same things they do.
If a creature affected by this Check fails to reject their influence, a sliver of them takes root in its mind. The sliver is almost entirely independent, and they gain only vague impressions of the creature.
Depending on the Warping Check, the creature will eventually be consumed by the sliver and seek to fulfill their nebulous desires. The creature is not directly controlled, there being no way to communicate any instructions. Instead, the creature simply wishes to achieve their goals, even if it does not know the specifics.
They can use this Feature even when physically dead or not manifested at all. If they have the Patron Feature, creatures consumed by this Feature will pledge themselves as Chosen Ones.
Note: Since this Feature can be used when not manifested, the bonuses to Warping Checks made to affect creatures in reality from the Beyond should be based on the degree of influence the Invader has within reality. This is at Game Master discretion.