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  • File : 1293052499.jpg-(31 KB, 480x601, yogsothoth.jpg)
    31 KB Alien: The Outsider (working title) 12/22/10(Wed)16:14 No.13254394  
    Alright, so, I'm going to post a big dump either tonight or tomorrow with all of the currently established lore and fluff for it in one compiled thread, but first I have one very important question:

    How do you guys feel about this title? Should it be changed? If so what would you prefer to see as its new title? I in no way can claim ownership of this since this is a collaborative effort so I leave it up to the /tg/ hivemind to decide.

    Feel free to suggest your own but some possible candidates:
    Outsider: The Alien
    Outsider: The Forbidden
    Outsider: The Unseen
    Outsider: The Spawn
    Outsider: The Kin
    Outsider: The Foul
    Outsider: The Forgotten
    Outsider: The Quiescent
    Outsider: The Heralds
    Outsider: The Aberrant
    Outsider: The Abhorred
    Outsider: The Unspeakable
    Outsider: The Unforgotten
    Outsider: The Calling
    Forgotten: The Old Ones
    Aberrant: The Exiled
    Eldritch: The Return
    >> Anonymous 12/22/10(Wed)16:21 No.13254444
    I personally liked Outsider: The Calling.

    And just in case you aren't who I think you are, me and another guy did our best to compile everything relevant from the first few threads into one Google Document. This is an incredibly rough first draft, and everything is up for change.

    https://docs.google.com/document/d/1hDIbVMLjGNKBgjDcyvrvKqkIMh3lWhj6HSldYPYwW0s/edit?hl=en&authk
    ey=CMmy_NwK
    >> Alien: The Outsider (working title) 12/22/10(Wed)16:26 No.13254505
    >>13254444
    Not who you think I am, apparently.

    Ah, well, thank you for saving me some time then. Looks like you guys did a pretty fine job.

    Anyways, guess this is just another general discussion or on it's way to 404. Either way.
    >> Anonymous 12/22/10(Wed)16:28 No.13254530
    >>13254505
    I'm the otherguy, stop by #Alientheoutsider on sup/tg/, we need all the help we can get.
    >> Anonymous 12/22/10(Wed)16:30 No.13254549
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    Also, I should probably post a rough tl;dr so people know what we're talking about.

    Alien: The Outsider is a World of Darkness splat, in which the Player Characters are normal human beings who have been changed by the alien forces of the Cthulhu Mythos. Whether they were born by cosmic accident to fulfil Nyarlathotep's plan, or whether they stumbled upon Yog-Sothoth in an ancient and forbidden tome, it doesn't matter. What matters is that now they are half-human, half-Something-Else. They're tied to their alien Gods, and now there's no going back.

    It's up to them whether they fight the alien side and struggle to remain human, or embrace the power it offers, but face the fact that reality itself will try its best to wipe you out. And then there's the issue of whether you'll serve the Thing that made you this way, or try to ignore that Calling in the back of your head.
    >> Anonymous 12/22/10(Wed)16:30 No.13254552
    Outsider:The Bound.

    Where is my medal.
    >> Anonymous 12/22/10(Wed)16:32 No.13254574
         File1293053532.jpg-(150 KB, 300x345, Nyarlathotep 2.jpg)
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    >>13254552

    It's just in this box bro. Open it, I can't open it for you.
    >> Anonymous 12/22/10(Wed)16:49 No.13254795
    aaand bump
    need Ideas for Rejections & Rituals, preferably low powered so we can test things sooner rather than later
    >> Anonymous 12/22/10(Wed)16:53 No.13254841
    I would go for Outsider: The Calling too.
    >> Anonymous 12/22/10(Wed)17:15 No.13255175
    >>13254841
    >for Outsider: The Calling
    This one seems to be the popular choice.
    >> Anonymous 12/22/10(Wed)19:33 No.13256739
         File1293064418.jpg-(143 KB, 500x407, kinginy.jpg)
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    IA! IA!
    >> Anonymous 12/22/10(Wed)19:58 No.13256999
    Well I don't exactly see what exactly is the "Calling" part of it. It just seems like you were Chosen or something, not "Called."

    Maybe I'm just not seeing it, I like the ring it has to it, but from the snippet you gave us, nothing seems "Called."

    There's my two cents.
    >> Anonymous 12/22/10(Wed)20:08 No.13257119
    >>13256999

    Maybe you're right. It just sounded right to me. I guess the urge to embrace the alien and do what you believe the God wants you to do could be a calling. Maybe part of the penalty of low Quiescence could be finding it harder to avoid doing what you think the God wants.
    >> Anonymous 12/22/10(Wed)20:12 No.13257158
    IÄ! IÄ! CTHULHU FHTAGN!
    >> Anonymous 12/22/10(Wed)20:16 No.13257207
    Not on the list, but I would like Outsider: the Nameless. Unspeakable is also fine. Basically any word which Lovecraft enjoyed abusing.
    >> Anonymous 12/22/10(Wed)20:18 No.13257226
    >>13257119

    Nah, that kind of rule is hard to enforce and stifles RP.
    >> Anonymous 12/22/10(Wed)20:21 No.13257272
    I personally like Outsider: The Quiescent. THE TITLE DOTH BRING TO MIND THOSE MOST ANCIENT GIBBOUS THINGS, NIGHTMARES FROM WHEN ALL LIFE WAS A PRIMORDIAL OOZE; SHUB-NIGGURATH, YOG-SOTHOTHE, YE SHOGGOTHS AND THE MOST FEARED OF ALL THINGS THAT LIE BEYOND YON FAR SPHERES: CTHULHU, LORD OF ALL, WHO LIES DREAMING IN HIS SUNKEN CITY.
    >> Anonymous 12/22/10(Wed)20:26 No.13257342
    I had a big typeup on what rejections can and cannot do in a very short-lived thread yesterday, but apparently the prose was thick and wasn't enjoyable, but I didn't save it because i had a big case of the dumb. Anyone else see that, or was that thread archived?
    >> Anonymous 12/22/10(Wed)20:27 No.13257358
         File1293067637.jpg-(220 KB, 750x563, Call_of_Cthulhu___another_one_(...).jpg)
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    Outsider: The Changed?

    I'd like a more Lovecraftian word, but I can't really think of any that fit.
    >> Anonymous 12/22/10(Wed)20:29 No.13257400
    >>13257342
    > was that thread archived?
    Not on Sup/tg/
    >> Anonymous 12/22/10(Wed)20:34 No.13257446
    >>13257400

    ah-hah, I found it. Shall I post the lot (after som eedititng, as i've spotted a mistake allready)? It's not that great, even in my mind, but well, it's fluff, and fluff is fluff is at least a starting point, yeah?
    >> Anonymous 12/22/10(Wed)20:34 No.13257447
    >>13257342

    http://archive.easymodo.net/cgi-board.pl/tg/thread/13232956#p13234350

    Fear not, from the forbidden depths of the internet, I call upon thee Easy'modo, Haunter in the Dark!
    >> Anonymous 12/22/10(Wed)20:36 No.13257466
    >>13257446

    Fire away. We're still in the stage of settling on what exactly everything means, so everything's welcome.
    >> Anonymous 12/22/10(Wed)20:36 No.13257473
    PLEASE HAVE A HUNTER CONSPIRACY OF SHERLOCK HOLMES LIKE DETECTIVES AND ALIEN HUNTERS!!!
    >> Anonymous 12/22/10(Wed)20:39 No.13257507
    Right then. Here we go.

    "Reject Reality. Obtain Cookies."

    Rejections can do many things. In fact, there's very little they can't do. You can know a rejection 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.
    >> Anonymous 12/22/10(Wed)20:40 No.13257514
    >>13257507

    Oh, you want more information first? Eh, your type always does. Okay, generally speaking you can split up rejections into two broad categories. General, and Cult. General rejections are easy enough to learn for any of us, and come in two categories.

    First you have Alteration. The art of changing one thing to another. Not hard to grasp.

    Second you have Manipulation. The art of changing something's state. Also easy. The different cults all have different names for these things, but that's not important.

    Now, each cult has it's own Mystery--what they call their groups of linked Rejections all based around the conceptual space of their patron.

    Courtiers of the Black Pharaoh, those deluded fools belonging to the masked man Nyarlahotep, practice what they call the Mystery of the Masks and Dreams, which manipulates the raw dreamstuff of reality to give them various Masks. These things tend to last awhile, and they're easy to switch out, but they're a bit expensive and aren't very generalist.
    >> Anonymous 12/22/10(Wed)20:41 No.13257523
    >>13257514

    Starspawned Savants, those ugly fishy fuckers that worship Cthulhu and his ilk, Dagon and Hydra? They practice the Mystery of the Deeps and Sleep, able to do things like have out of body experiences while asleep and exist out of phase with reality. They also get alot of powers based around the water, for obvious reasons.

    Shephards of the Silver Key, those fractured psychotics of Yog-Sothoth? They practice the Mystery of the Gate and Sphere, prancing through the Threshold to travel to places and times, and linking up with their so-called otherselves to learn and do things they normally couldn't.

    The Young of the Thousand, those perverse and feral followers of Shub-Niggurath, practice the Mystery of Life and Claw. They can mutate their bodies in ways others can barely even conceive of, and they can summon up minor, even major servants of their patron without the need for long, hard rituals. Big deal, that.

    Scions of the Yellow Sign, those confused and utterly mad followers of Hastur? They follow the Mystery of Madness. Simple name, simple powers. THey manipulate raw madness, the stuff that empowers most, if not all of it. Causing it, curing it, ignoring it, harnessing it. If it deals with Madness, they can do it.

    No, I'm not gonna tell you which of those I am. That's a bad idea, and I didn't get this far by doing bad ideas.

    Okay, well, maybe a few. But not many.
    >> Anonymous 12/22/10(Wed)20:41 No.13257528
    >>13254394
    Outsider: the Calling

    Because the Stars are once again Right, and the things that have gone and will go Beyond are drawn here by the sound of seven billion minds raised in chorus.
    >> Anonymous 12/22/10(Wed)20:43 No.13257542
    >>13257523

    And that's it, folks. Thoughts, opinions, tearing it apart like some fresh corpse?
    >> Anonymous 12/22/10(Wed)20:47 No.13257588
    >>13257514
    >General, and Cult.
    General and Sect
    otherwise it's golden.

    >>13257542
    Also I like how you wrote it to sound like crazed old man.
    >> Anonymous 12/22/10(Wed)20:48 No.13257607
    >>13257473

    They can go in the antagonist section, along with WoD-ified Delta Green and Miskatonic U. And then suggest ties between them and proper Hunter groups.
    >> Anonymous 12/22/10(Wed)20:49 No.13257609
    >>13257588

    D'oh, figured I'd miss something. Ah well, just one word.

    And yeah, I was aiming for crazy old mentor figure as the voice, glad to hear it got across like that.
    >> Anonymous 12/22/10(Wed)20:55 No.13257697
    Something we talked about on IRC is a common abilty for all Outsiders. Sacrificing 1 point of Quiescence the PC can assume his Quiescence 00 form for a limited time, with exact bonuses depending on the Sect.
    Like Demon: The Fallen's Apocalyptic forms.
    >> Anonymous 12/22/10(Wed)21:11 No.13257866
    I'd second The Bound, it seems the most story appropriate, and suitable style according to your description 'They're tied to their alien Gods, and now there's no going back.' Calling would be a more specific character design, and I rather like to avoid describing things with -ings in the first place.
    >> Anonymous 12/22/10(Wed)21:16 No.13257904
    >>13257866

    Problem with The Bound is that Sin-Eaters are already called the Bound. I'm sure that confusion could never cause hilarious circumstances.
    >> Anonymous 12/22/10(Wed)22:49 No.13258924
    >>13257697

    I like that idea, actually. Maybe more than just a dot of quiescence, though that is a big cost... hrm. It'll need thinking on.
    >> Anonymous 12/23/10(Thu)04:07 No.13262481
    >>13258924

    Well, it'd probably involve paying Madness as well (Madness being our fuel stat, like Glamour for Changelings).
    >> Anonymous 12/23/10(Thu)05:00 No.13262906
    Oh hey, thread not completely dead?
    >>13258924
    It seems that it'd work as a good alternative to summoning if the quintessence form is that strong.

    A system that comes to me is that you'd spend all of your Madness (or up to a maximum cost) but the length of the change increases exponentially for the amount.
    You could also include the option to change back, like a drop of quintessence and the madness that hasn't been spent by time.

    Though, this rather limits its usage as an all or nothing thing, they already would have other options, and I thought it would just be interesting
    >> Anonymous 12/23/10(Thu)05:32 No.13263094
    >>13262906
    I wouldn't use it as an alternative to summoning. Quiescence should be pretty hard to regain once lost thus it would function as a panic button; throwing the kitchen sink at the enemy so to speak.
    >> Anonymous 12/23/10(Thu)07:17 No.13263713
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    >>13263094

    I'd agree on the summoning front. I'd really like to keep the potential there for Outsiders to summon stuff to help them out. There was a system suggested in the IRC, but I can't for the life of me remember it. Something along the lines of an exponential madness cost based on the Mythos of the entity you were summoning. Outsiders would get bonuses to summoning entities related to their God.

    Only problem is that making summoning too important would turn the game into Pokethulu, with Outsiders just summoning monsters at each other until one ran out of Madness.
    >> Anonymous 12/23/10(Thu)07:40 No.13263818
    I'm putting my comments in-document. Generally, I'm not trying to organize the thing at all, but correcting for flow and feel.
    >> Anonymous 12/23/10(Thu)07:41 No.13263825
    >>13263713
    >There was a system suggested in the IRC, but I can't for the life of me remember it.

    That is why it's in the file. :P
    >> Anonymous 12/23/10(Thu)07:47 No.13263851
    >>13263713
    You can't summon too darn much before the army gets called in.

    Oh yes, Sieg Grammar! I've been editing punctuation too.
    >> Anonymous 12/23/10(Thu)09:57 No.13264288
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    Let's see if I can help fill in some blanks here:

    Starspawn <No Change>
    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

    Shepard of the Silver Key <Changed to fit Dunwich Horror better>
    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 body
    Quiescence 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.
    >> Anonymous 12/23/10(Thu)10:10 No.13264340
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    Young of the Thousand <No Change>
    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: Shoggoth

    Courtiers of the Black Pharaoh <All new>
    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'

    Scion of the Yellow Sign <Changed order>
    Quiescence 10:Blind, able to sense surroundings out to 25 feet
    Quiescence 05: waxy, melty 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 is barely corporeal, long cloak of tattered golden color flows behind you. Any spoken words are in an ancient tongue that is harmful to non-outsiders.
    >> Anonymous 12/23/10(Thu)10:44 No.13264507
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    Oh hi guys, Stephen Alzis here, just being a perfect example of Mythos 10 Quiescence 10.

    Thinking about Alzis and, Omar Shakti as well, gave me an idea for a Rejection...

    Undying Servitude
    Courtier of the Dark Pharaoh Rejection
    Cost: 3 Madness

    Nyarlathotep does not so easily discard his pawns as to let mere Earthly death stand in the way of his schemes. Should one of his Outsiders die before his work his done, Nyarlathotep arranges for the resurrection of the Outsider.

    The Outsider must activate this rejection at the start of every day, paying its madness cost anew. Should the Outsider die, by the next morning, he will come back to life, either in the old body or, should that prove unreliable, in a new one, unharmed. This Rejection does not bring back an Outsider killed due to Quiescence.
    >> The Bearded Bear 12/23/10(Thu)10:49 No.13264533
    >>13264340
    Young of the Thousand <No Change>
    >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: Shoggoth

    Ermmm...
    Shouldn't that end with Dark Young not Shoggoth?
    >> Anonymous 12/23/10(Thu)10:50 No.13264545
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    >>13264507
    Yes, Stephen Alzis and Omar are a perfect example of Courtiers of the Black Phantom.

    Interesting idea on the ritual, a form of insurance, but I'm not sure how well it fits the cost... Might have to be higher rank as well.
    >> Anonymous 12/23/10(Thu)10:52 No.13264560
    >>13264533
    That would make more sense.
    >> Anonymous 12/23/10(Thu)10:53 No.13264570
    >>13264533
    Yeah, it definitely should.
    >> Anonymous 12/23/10(Thu)10:53 No.13264572
    >>13264533
    >>13264560
    3rd
    >> Anonymous 12/23/10(Thu)10:56 No.13264594
    >>13264545

    I'm terrible with assigning numbers to things. I'm a concepts and fluff guy. I'll leave the actual nitty-gritty of what numbers to apply to people who are actually good at that.

    I think making it so that it requires a fairly high Madness cost daily should ensure that only properly powerful cultists of Nyarlathotep can reliably carry it out. Courtiers who try to keep a low profile and remain human won't stand a chance.

    And that reminds me, I'm still not sure about Courtiers of the Black Pharaoh as the best name for that group. I think Favoured Ones, as in "Father of the Million Favoured Ones" is a better, more general title.
    >> Anonymous 12/23/10(Thu)11:08 No.13264653
    >>13264594
    >"Father of the Million Favoured Ones"
    Yeah, but then is starts to sound too similar to Shub-Niggurath and Nyarly has a bunch of different names to chose from.
    >> Anonymous 12/23/10(Thu)11:18 No.13264701
    As the anon who suggested Alien: The Outsider back in the first thread, I would like to throw my support behind Outsider: The Calling. Later, we can describe exactly what a Calling is and means to PCs, sort of that nameless need to begin the works that serve the Elder Gods.
    >> Anonymous 12/23/10(Thu)11:30 No.13264777
    Ooh, ooh, what about Outsider: The Doomed.

    Because one way or the other, whether by getting their throat ripped out by a guard dog, or shot to death by investigators, or by actually winning and bringing their God to Earth, Outsiders are doomed. They've been doomed from the start.
    >> Anonymous 12/23/10(Thu)11:39 No.13264825
    >>13264777
    Could work, since Doom can also be interpreted as an inescapable destiny, but with a name like Outsider: The Doomed the first thing that comes to mind is an emo cutting his wrist (sooo deeep).
    >> Anonymous 12/23/10(Thu)12:41 No.13265240
    So I was just thinking back, and trying to make a list of all the Lovecraft characters and Call of Cthulhu characters in general who we might co-opt as Outsiders.

    The Whately 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 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.

    Randolph Carter, I think, was suggested as an Outsider linked to Yog-Sothoth.
    >> Anonymous 12/23/10(Thu)12:48 No.13265283
    Does this have a 1d4chan article yet? Because it really should.
    >> Anonymous 12/23/10(Thu)12:49 No.13265288
    >>13265240
    Now we have a list of NPC to stat for the final pages of the book, cool. :)
    >> Anonymous 12/23/10(Thu)12:54 No.13265326
    I prefer Outsider: the Alien. It sums up the topic well. Alien can refer to the outer beings that Players have a relationship with, as well as describing things that are "alien" to human reality. Nice double meaning.
    >> Anonymous 12/23/10(Thu)12:56 No.13265336
    >>13265283
    Not yet.
    (Mostly because those of us working on this don't know shit about editing a wiki page)
    >> Anonymous 12/23/10(Thu)12:58 No.13265348
    >>13265240

    Beyond the Walls of Sleep had several characters who interacted with strange entities. They could be connected with the Ypg Sothoth faction
    >> Anonymous 12/23/10(Thu)13:16 No.13265479
    >>13254394
    Outsider: The Transcendent
    >> Anonymous 12/23/10(Thu)13:31 No.13265596
    >>13265336
    Ill try and get on a wiki page this weekend.
    >> Anonymous 12/23/10(Thu)15:08 No.13266373
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    Perhaps our ability schools could be variations of the psionic schools from D&D (which were based around outsiders in the setting anyways)? Even if not copied directly they could serve as good inspiration to add or subtract from.

    Clairsentience - enable you to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable
    Metacreativity - create objects, creatures, or some form of matter
    Metapsionics - generally augment other psionic powers, although the discipline also contains some utility powers
    Psychokinesis - manipulate energy or tap the power of the mind to produce a desired end
    Psychometabolism - change the physical properties of some creature, thing, or condition
    Psychoportation - move the manifester, an object, or another creature through space and time
    Telepathy - spy on and affect the minds of others, influencing or controlling their behavior
    >> Anonymous 12/23/10(Thu)15:38 No.13266601
    Rejections

    Since much of the powers of the Starspawn depend on sleep this should be a given:
    [That which can eternal lie]
    Cost: 1M per subject
    Req.: Starspawn, Mythos 1

    The affected fall into a nightmare filled slumber. The sleeper does not gain the benefits usually associated with sleep and suffers a -1 penalty on any mental rolls until the next time he sleeps normally.
    Resolve+Composure vs Presence+Mythos to resist.


    [The peaceful sleep of ignorance]
    Cost: 5M per memory
    Req.: Starspawn, Mythos 4

    Some people awaken with no recollection of their dreams.
    Other people awaken with no recollection of themselves.
    Alter or erase a sleeping subject's memory. To resist the Subject must succeed in an opposed Resolve+Composure roll against your Wits+Manipulation.


    [Disbelief]
    Cost: 10M, 1 Quiescence
    Req.: Sheppard of the Silver Key, Mythos 6

    You might believe in the universe, but the universe doesn't believe in you.
    Roll Intelligence+Occult, if successful you forcefully remove something or someone from physical reality to an alternate dimension.
    The roll is modified by how many sentient beings are aware of the target's existence: +2 for a bum, +1 for a 4chan user, 0 your averige joe, -1 for someone particulary liked/hated by his comunity, -2 local celebrity.
    Paticularly famous indviduals or items get a up to -5 penality.
    >> Anonymous 12/23/10(Thu)15:39 No.13266611
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    The 5 previously suggested "sects" of abilities were divided up by specific sects being able to use them:

    >Communion: Access to knowledge from outside the mortal realm. Known to Keepers of the Silver Key and Scions of the Yellow Sign.

    >Duress: Power over the minds of others. Known to Starspawned Savants and Courtiers of the Black Pharaoh.

    >Hypergeometry: The warping of space and time through symbols and spells. Known to Starspawned Savants and Keepers of the Silver Key.

    >Polymorphism: Control over one's physical form and that of others. Known to Young of the Thousand and Courtiers of the Black Pharaoh.

    >Summoning: The calling of creatures beloved of your patron. Known to Young of the Thousand and Scions of the Yellow Sign.

    Is this really the best idea? I like having class-specific abilities because it does give a better distinction between the abstract and vague different mythic outside gods but should we also have multiple generalist abilities that anyone can have access to?
    >> Anonymous 12/23/10(Thu)15:43 No.13266643
    I'll be blunt. Are we going to have Delta Green in this?
    >> Anonymous 12/23/10(Thu)15:46 No.13266677
    >>13266643
    In this? No
    As a Hunter Conspiracy? Almost definitely.
    Hell, wouldn't be surprised if someone else already did it.
    Otherwise it shouldn't be too hard making a new branch of Task force Valkyrie
    >> Anonymous 12/23/10(Thu)15:48 No.13266698
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    Ritual

    [Answer: Embrace the Calling]
    Cost: (10 - Mythos) Madness, 1 Quiescence
    Requirements: Outsider
    Description: All outsiders, once made aware of their true nature, may use this ability. For a piece of their humanity (or mortality if not human) they may abandon their minds and forms to the will of their patron. For a period of one minute per Mythos level the Outsider assumes the form it would hold at 0 Quiescence and maintains control of their character. This loss of Quiescence does not provoke a Displacement check as normal. Upon the end of the duration when the Outsider returns to their previous form the lose one Quiescence. This loss DOES provoke a Displacement check with a +2 penalty.
    >> Anonymous 12/23/10(Thu)15:53 No.13266769
    >>13266611
    I think some general abilities are a must, so as to not feel too pigeonholed. If it seems like it doesn't work, they can still be subdivided into the other categories at a later time.
    >> Anonymous 12/23/10(Thu)16:01 No.13266846
    >>13266769
    Just some generic "do this, drive some people crazy" and "do this, get cultists" kinda thing?
    >> Anonymous 12/23/10(Thu)16:06 No.13266877
    Would Outsiders treat life like MST3K?


    But instead of movies, with reality? Mocking physics and geometry and all?
    >> Anonymous 12/23/10(Thu)16:07 No.13266880
    >>13266846
    Kind of.
    Everyone can get the basic stuff, but your Sect determines what you are REALLY good at.
    >> Anonymous 12/23/10(Thu)16:08 No.13266889
    For general stuff: In all the stories, mythos creatures and cultists cause unnatural fear in all things, even animals. So a general ability could be a powerful fear effect?

    As for a "delta green", I think that would be best served by independent investigators. If you need a BGG (big good guy) then you could have several investigators get together, compare notes, lose a few to insanity, and have the strongest-willed of the lot come to face you at the moment of your greatest victory.

    The biggest problem here is that as cultists, most of the parties' designs are going to be world-changing, in the long term at least. You'll eventually need to write new changes into the world, or have the party become team cobra.
    >> Anonymous 12/23/10(Thu)16:09 No.13266897
    >>13266877
    Yeah, if the movie could suddenly decide to strangle you after a particularly crass remark.
    >> Anonymous 12/23/10(Thu)16:13 No.13266929
    >>13266897
    "Man, gravity is dildos. I'm turning it off."

    "Hey guys, look what I made! A two-sided polygon!"

    A giant pseudopod comes out of the air and slaps both of their shit.
    >> Anonymous 12/23/10(Thu)16:37 No.13267094
    >>13266889
    You make a good point. As such, the majority of PC activities should be based upon inter-sect warfare as is hinted at in stories like At the Mountains of Madness and The Whisperer in the Dark.

    Or, gaining a secure cult following and just working to keep it undiscovered.

    Or just trying to escape into the dream realm/rylei/kazath
    >> Anonymous 12/23/10(Thu)16:39 No.13267111
    >>13267094
    I'm sure there are plenty of organisations, mythos and non-mythos, interested in exploiting the Outsiders.
    >> Anonymous 12/23/10(Thu)16:46 No.13267174
    >>13267111
    Hell, some Majestic-12 guys would probably be cool with them. They're all dumbasses, anyway.

    "are you a Grey"
    "Uh... yeah, let's go with that. I need fifty sacrificies."
    >> Anonymous 12/23/10(Thu)16:51 No.13267227
    >>13266643
    >>13266677

    Being a massive Delta Green-fag, I was thinking about this today.

    My vision of Delta Green in this setting is much as it is in Delta Green itself. DG is a conspiracy within the US Government dedicated to hunting down and destroying the forces of the Cthulhu Mythos, they'd still have been founded after the Innsmouth Raid. The big difference is the existence of Task Force Valkyrie.

    Delta Green would view Task Force Valkyrie as naive and foolishly optimistic. TF:V would view Delta Green as a lunatic bunch of luddite cowboys. But within that there is a degree of respect. Delta Green might envy TF:V's fancy tech, but often a pistol and a molotov cocktail do the trick. TF:V might rather have some control over DG, but they've got no way of breaking into the structure, and they find it's best to leave them alone. Since very often corpses full of bullets and burned down buildings follow in their wake.

    Whether or not we have MJ-12 is another matter. Three conspiracies in one government might be a little too much. But similarly, make MAJESTIC a little smaller, and their paths won't generally cross. It could work.
    >> Anonymous 12/23/10(Thu)16:58 No.13267300
    >>13267227

    It's like I always say when someone asks me about DG.

    "What is it about?"
    "Imagine all of the conspiracy theories you've ever heard. Good? Now, imagine all of them are true, and worse than you can imagine. Think maybe twice as bad as that and you've got Delat Green."
    >> Anonymous 12/23/10(Thu)17:14 No.13267499
    >>13267300
    But they must be confused when you explain Delat Green, when they're asking about Delta Green.

    >>13267111
    I can only imagine what the Technocracy would think of a cult of Shub Niggurath.
    >> Anonymous 12/23/10(Thu)17:27 No.13267664
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    The Hunter conspiracies will definitely include some of the more famous CoC investigative teams, but we can't have them as huge mega-corporations with tendrils in every government. This is WoD setting after all.
    >> Anonymous 12/23/10(Thu)19:22 No.13268823
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    So were we still going with the idea of worshipers of Nyarlathotep becoming new Masks or servants of Azathoth directly at high Mythos or did we just want to downgrade their powerlevel a bit?
    >> Anonymous 12/23/10(Thu)19:27 No.13268878
    Would Thespians of the Yellow Sign see reality as a play to act in?
    >> Anonymous 12/23/10(Thu)19:37 No.13269009
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    >>13268878
    One of the alternate title suggested was Playwright of Eons.

    Perhaps they see reality as a play and they are directing the players into acts the don't even realize they were directed into.
    >> Anonymous 12/23/10(Thu)20:15 No.13269344
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    So, are the ancient tomes of Outsider Power such as the Dhol Chants, Necronomicon, Pnakotic Manuscripts, Seven Cryptical Books of Hsan present in the world and do the outsiders constantly seek them like they do in the novels?

    What about places of power like the nameless city or beneath the pyramids?
    >> Anonymous 12/23/10(Thu)20:17 No.13269358
    >>13269344
    Outsiders draw madness from them.
    >> Anonymous 12/23/10(Thu)20:27 No.13269442
    >>13269358
    Might be other effects to, but yeah mainly that.
    >> Anonymous 12/23/10(Thu)20:35 No.13269521
    >>13269344

    Books like that are very important. They'll give Outsiders, cultists and investigators the chance to learn powerful rituals.

    And places will be equally important. Summoning things will be easier in certain places, since the veil between worlds is not uniform. Of course, the unusual properties of such a location make them valuable for everyone, not just Outsiders.

    >>13268823

    I wouldn't like it to seem that Outsiders of Nyarlathotep got a better deal at high Mythos than the rest. I'd suggest not making them into Masks, especially since that basically means fundamentally changing the character. Doesn't mean they can't be powerful, just means they aren't a Mask of Nyarlathotep.

    Of course, it could work just as well the other way round. Maybe that's how Nyarlathotep chooses and makes his Masks, they were all Outsiders once.
    >> Anonymous 12/23/10(Thu)20:48 No.13269631
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    >>13269521
    >Maybe that's how Nyarlathotep chooses and makes his Masks, they were all Outsiders once.

    I actually like this idea a lot, especially since Nyarlathotep is surprisingly prevalent in contacting mortals. Makes them more of puppets at the end of his strings rather than physical avatars of a true Elder God.
    >> Anonymous 12/23/10(Thu)23:48 No.13271405
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    >>13269521
    Book and sacred grounds could be quests all on their own. Think of The Dunwich Horror where Whately died just trying to get the copy of the necronomicon sealed away in Arkham's Miskatonic University Library.

    Any ideas for other pieces/places of power?
    >> Anonymous 12/24/10(Fri)00:21 No.13271671
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    one last bump for the night
    >> Anonymous 12/24/10(Fri)00:21 No.13271672
    I just wanted to say
    fuck you /tg/
    I was going to run a perfectly normal zombie survival campaign, after all this Walking Dead stuff.
    Nice, normal, flesh-eating zombies. Maybe a little bit of a conspiracy by the government. Nothing too out there.

    Now?
    Elder Gods, Elder Gods everywhere.
    I repeat, fuck you /tg/, and all your blasphemous glory.

    >>Richter Ratirt
    Yes, captcha. That is what the lead cultist shall be named.
    >> Anonymous 12/24/10(Fri)00:23 No.13271702
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    >>13271672
    You say that like its a bad thing.

    Also, deep ones > zombies
    >> Anonymous 12/24/10(Fri)00:26 No.13271732
    >>13271702
    Deep One Zombies?
    >> Anonymous 12/24/10(Fri)00:28 No.13271756
    >>13271702
    Too lizard-y.
    I'm thinking, zombies. Lots of zombies. Definitely a military thing.
    Some enterprising Shub-Niggurath cultist decides to make the zombies a bit less... human.
    A follower of Hastur likes the madness, and wants to help it grow.

    Of course, this is after it seems very, 'lol the government/military/corporations did it' and normal.
    >> Anonymous 12/24/10(Fri)00:46 No.13271932
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    >>13271672
    Well son, we might not always know how the road of life will lead us, but when you see it, you'll know, won't you?
    >> Anonymous 12/24/10(Fri)08:08 No.13274786
    >>13271405

    >Any ideas for other pieces/places of power?

    Well, just thinking about Lovecraft, there's obviously something important about Sentinel Hill in Dunwich, since Yog-Sothoth was able to push itself through there. Rl'yeh is an obvious on, if you can find it. There's probably something important at the poles, or maybe even in the City of the Elder Things. Or Pnakotus. Or the city of the White Apes in Central Africa. Or...
    >> Anonymous 12/24/10(Fri)08:58 No.13275115
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    Cthulhu is low tier. Just sayin'.
    >> Anonymous 12/24/10(Fri)09:05 No.13275160
    >>13275115
    Yeah, but it's also the closest.
    >> Anonymous 12/24/10(Fri)09:06 No.13275169
    >>13275160
    >Nyarlathotep not the closest godlike being
    guffaw
    >> Anonymous 12/24/10(Fri)09:10 No.13275190
    >>13275115

    But it's not about who's the most powerful in terms of real cosmic importance. It's about the influence said God has on humanity. Cthulhu probably has the second biggest cult amongst humans, other than Nyarlathotep. We were originally tempted to have Azathoth in there as well, but we couldn't really get a feel for what Azathoth-linked Outsiders would actually do.

    Who really ought to be further up than Shub-Niggurath on that image.
    >> Anonymous 12/24/10(Fri)09:10 No.13275196
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    So where would Hastur fall on the scale? Maybe the "Other Gods" region but maybe not since he directly conflicts with Nyarlathotep?
    >> Anonymous 12/24/10(Fri)09:17 No.13275246
    >>13275196

    I don't really like that sort of classification. Hastur, to me, isn't even what we'd call a God. It's a memetic, mind-virus that spreads and causes entropy and madness wherever it goes. To try and fit that into a category with, say, Glaaki doesn't make sense at all.

    And besides, I'd have Nyarlathotep much higher on that diagram, second only to Azathoth. And I don't see why Hastur and Nyarlathotep are necessarily in conflict. Hastur doesn't really want anything, and we have no idea what Nyarlathotep wants, and I can't really recall anywhere that actually mentions some sort of rivalry between them.
    >> Anonymous 12/24/10(Fri)11:54 No.13276184
    [Noneuclidean Geometry]
    Cost:2M/min per weapon

    Weapons that deal bashing damage deal lethal and weapons that deal lethal damage deal bashing.
    >> Anonymous 12/24/10(Fri)11:56 No.13276187
    >>13276184
    That mass of tentacles you suddenly sprouted?
    Yeah, it's a lot more deadlier now.
    >> Anonymous 12/24/10(Fri)12:07 No.13276250
    >>13276187

    And those guns those hunters are pointing at you? They'd best hope they brought bean-bag rounds.

    I like that sort of Rejection. Thinks that aren't overtly powerful, but that do fuck with the game.
    >> Anonymous 12/24/10(Fri)14:11 No.13277054
    >>13276184
    Erm. Non-euclidian geometry means that something isn't flat. That's it. Your own body is non-euclidian.
    >> Anonymous 12/24/10(Fri)14:20 No.13277099
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    >>13277054
    >Non-euclidian geometry means that something isn't flat. That's it. Your own body is non-euclidean.

    In this use, it's more that geometric shapes don't look right; there are more than 90 degrees in a triangle, boxes are larger inside than outside, or smaller for no obvious reason, things are only visible/interact from certain angles or approaches.

    Also:


    Outsider: The Corrupted
    Outsider: The Polluted
    Outsider: The Odd


    I promote the idea that US Protestant churches, the old Orthodox Churches and Muslim Clerics are the primary religious 'hunters' of these abominations; Catholic inquisitions are over-used and more infernal in theme. The unknowable poetry and power of ritual of the Sufis and Orthodox hermits is more their style.
    >> Anonymous 12/24/10(Fri)14:27 No.13277148
    >>13266611
    >The 5 previously suggested "sects" of abilities were divided up by specific sects being able to use them:

    I say we stick to the normal WoD paradigm. Everyone can learn everything, but some people get price reductions. It means players are a bit more free with their concepts.
    >> Anonymous 12/24/10(Fri)14:28 No.13277150
    >>13277099

    >I promote the idea that US Protestant churches, the old Orthodox Churches and Muslim Clerics are the primary religious 'hunters' of these abominations; Catholic inquisitions are over-used and more infernal in theme. The unknowable poetry and power of ritual of the Sufis and Orthodox hermits is more their style.

    I don't think the Catholics are going to be any less interested in hunting Outsiders. Hell, Outsiders really ought to be the top of every religious hunters hit-list, since there's really no way of explaining them that includes traditional religion.

    By all means, put a little more focus on other religious hunters, but keep the Catholics there. Hell, they're probably the most well-equipped religion to deal with the supernatural.

    I can't really see the CoE becoming much of a monster hunting group.

    >What's it to be, foul spawn of Satan? Cake. Or Death?
    >> Anonymous 12/24/10(Fri)14:29 No.13277159
    >>13277150

    Hell, I really ought to stop starting sentences like that.
    >> Anonymous 12/24/10(Fri)14:30 No.13277168
    >>13277054
    Learn to Lovecraft.
    >> Anonymous 12/24/10(Fri)14:37 No.13277230
    >>13277099

    >In this use, it's more that geometric shapes don't look right;

    Hypergeometry? Psuedogeometry?

    On a related note, have we thought about naming themes for the powers? Think of how Promethean power names are all alchemicy based, and Changelings are all poetic. Not the most important part of designing a game, but it can be pretty important to the feel of the game. Nothing ruins an atmosphere more than someone running around with a power called Bitchfist.
    >> Anonymous 12/24/10(Fri)14:39 No.13277250
    >>13277168
    Not my fault Lovecraft used the wrong word.
    >> Anonymous 12/24/10(Fri)14:41 No.13277257
    >>13277230
    >Hypergeometry? Psuedogeometry?
    We know that would be the more appropriate choices, but this is a Lovecraft themed power, so we use a term that Lovecraft used, no matter how incorrect.
    The other Rejections are are named on the same principle.
    >> Anonymous 12/24/10(Fri)14:42 No.13277273
    >>13277257
    Not that guy, but doesn't non-euclidian geometry feel more like a class of Rejections, rather than a single power.
    >> Anonymous 12/24/10(Fri)14:42 No.13277277
    Hastur: The Hastur, Hastur
    >> Anonymous 12/24/10(Fri)14:45 No.13277300
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    >>13277230
    >On a related note, have we thought about naming themes for the powers? Think of how Promethean power names are all alchemicy based, and Changelings are all poetic.

    My vote is *some* astrology and *some* astronomy terms:
    http://www.astrology-numerology.com/glossary.html

    Things are 'ascendant', in 'houses' and display 'aspects' ( http://en.wikipedia.org/wiki/Western_astrology#Aspects ) has some superb words.
    However, anything to do with Leo, Gemini etc is laughed off as new-age bullshit.

    >revatio sketch
    What's that, Captcha? The name for a renaissance manuscript that maps the layout of a 5-dimensional maze?
    >> Anonymous 12/24/10(Fri)14:46 No.13277303
    >>13277273
    That's true.
    But what to use instead?
    >> Anonymous 12/24/10(Fri)14:52 No.13277346
    >>13277300
    >My vote is *some* astrology and *some* astronomy terms
    That's a good idea.

    >5-dimensional maze
    Now I need to find my maps of that hypercube maze I made. Every side had its own gravity, and there were giant chains to climb to other faces. Took my players six sessions to escape.
    >> Anonymous 12/24/10(Fri)14:58 No.13277388
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    >>13277346
    >Now I need to find my maps of that hypercube maze I made. Every side had its own gravity, and there were giant chains to climb to other faces. Took my players six sessions to escape.

    Once your players escape the first time, give them an item which lets them return at certain times, making it their 'base'; like Changelings buying their own place in the Hedge, Outsiders can have their own malevolent , illogical Tardis.
    >> Anonymous 12/24/10(Fri)15:02 No.13277407
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    >>13277346
    >5-dimensional maze
    >> Anonymous 12/24/10(Fri)15:04 No.13277423
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    >>13277407
    oops, anti-sage

    Also I'm wondering where these guys fit in.
    >> Anonymous 12/24/10(Fri)15:09 No.13277460
    >>13277300
    Minor Artefact:

    [The Revatio Sketch]

    Said to be the work of Giuliano Revatio of Ferrara, also known as Giuliano the Unbalanced. The sketch is supposedly the map of an ancient underground complex rumored to be located somewhere in the Alps. Tho at first glance it appears to be nothing but a jumble of lines that might be a child's attempt at a drawing, what keeps it from being dismissed as such is the obviously painstaking care with which they were put on paper. What the complex contains, if it indeed exists, is unknown for you would probably need to be as mad as Giuliano to understand what the map says.
    >> Anonymous 12/24/10(Fri)15:20 No.13277565
    >>13277423
    Mythos 4 or 5 NPC
    >> Anonymous 12/24/10(Fri)15:54 No.13277852
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    Bumping so that someone with the know-how can archive this/copy-paste it to the wiki (anything so that it's not lost to Forohf'our, the Inevitable Consumer.
    >> Anonymous 12/24/10(Fri)16:32 No.13278139
    >>13277423

    They might be the ones who made the Elder Sign. Maybe.

    Otherwise, they're supernatural allies that might be called upon by an Outsider in certain areas. Or antagonists.
    >> Anonymous 12/24/10(Fri)17:07 No.13278372
    >>13266889
    >The biggest problem here is that as cultists, most of the parties' designs are going to be world-changing, in the long term at least.

    Assuming that this game is anything like the other WoD games, big changes can occur as part of the chronical, but the base setting always assumes that nothing big is going on.
    >> Anonymous 12/24/10(Fri)17:25 No.13278511
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    >>13278372
    Idea: 'Outsider-Aligned' aims are like activating 'stages of the apocalypse' , whatever obscure actions/rituals/deaths are required according to whatever prophecies or dreams the cultists are interpreting from.

    When they eventually pull of something that works, they may expect it to be the end of days, but it inevitably 'just' causes an earthquake, a massive fire, an upsurge in changeling activity, the creation of a new outsider, a blood-borne plague amongst vampires, strange lights at night, or the discovery of a new breed of Fish near Madagascar.

    Cultists may know that such consequences are 'theirs' , and will likely be very pleased with themselves, but blame the vagaries of translation/interpretation for the lack of an Earth-shattering event... and they'll try harder next time.

    The setting should not be eve-of-destruction; it should be something like a schoolchild seeing equipment working at the LHC; told that this is the world of the future, something that will improve the world and make their life better... but secretly hoping to see time travellers appear or a black hole devour the world.
    >> Anonymous 12/24/10(Fri)17:52 No.13278750
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    >>13278372
    >>13266889

    What I like about the whole Quiescence thing is that it explains why the world hasn't been substantially changed. Reality itself is working against the Outsiders and the Mythos, at least until the Stars are right. Making those big ch
    anges, summoning Yog-Sothoth or whatever, is very, very hard, and will be campaign-ending events, one way or the other.

    And that's not counting opposition. Every other Supernatural and human has a vested interest in the world as we know it not ending. Finding those tomes of ancient lore, obtaining sacrifices and securing the right places at the right times will be a real struggle. And even that doesn't take into account that not every Outsider will be a cultist. Some will fight their alien side, denying what they've become and working to undo the work of cultists and loyal Outsiders.

    And even then, loyalist cultists won't be working as a coherent whole all the time, even if they actually do what their gods want, since only Nyarlathotep actually issues direct orders. Cthulhu cultists might work to bring back their master in one way, while Nyarlathhotep orders his followers to do it another way.
    >> Anonymous 12/24/10(Fri)17:57 No.13278811
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    >>13278511
    Remember that Outsider motivations aren't all "End the World". Each sect has its own goals, some just to figure out what their master's goals really are, whether it be from those who are closer to the outer gods or by interpretation from ancient texts. Sure, they care little for the ultimate impact on the world, but it's BECAUSE they have so little regard for it that just bringing about its end is unlikely to be the reason.

    >>13277852
    Also, the thread has already been archived (for some reason) so no worries about anything disappearing.
    >> Anonymous 12/24/10(Fri)18:13 No.13278997
    >>13278750
    >And even that doesn't take into account that not every Outsider will be a cultist.

    I like to think a sizeable proportion of Outsiders will use their powers for profit and other similarly banal stuff. Like making a pact with Hastur to become a better actor. Or using eldritch geometry to get to work faster.

    Ok, maybe not that banal, but still generally minor stuff.
    >> Anonymous 12/24/10(Fri)18:22 No.13279094
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    >>13278811
    >>13278511
    >Remember that Outsider motivations aren't all "End the World".

    Sorry, you're right.
    That was really an idea as I typed it, but really it would take the worm of odd events themed around the various 'sect' concepts outlined here:
    >13257514
    Where in game terms, the ST builds up the plot of a Hastur ritual causing a city-wide plague of madness and chaos, but the ST deducts 'points' for every time the ritual is thwarted, either by the players or those that oppose them. Every segment of the text that was not translated perfectly weakens it; the poor quality of the virgin sacrifice will not help matters; and in the end months of work just leads to a disturbing new art show at the civic centre.

    Anything dramatic requires very competent 'malevolent' PCs or hopelessly complicit PCs who are actually making things easier for the cultists.

    Of course, this is not a suggestion of a specific rule; just a suggestion of how a story could be controlled. A general Starspawned Savants storyline could culminate in a tsunami and the world edging one step closer to the rise of a dread Star God and the reshaping of reality... or just mean that everyone who eats Calamari in New Jersey this week will get food poisoning.
    >> Anonymous 12/24/10(Fri)18:23 No.13279096
    >>13278997

    Which reminds me. We need to work out the various factions. Well, I say factions. They aren't really organised enough to be factions. More like schools of thought.

    Obviously, we've got loyalists who do what they think their Gods want. Then there's Outsiders who use their gifts in a self-centred way. Then there's some who deny their nature and try to remain as human as possible.

    But if we're sticking with the 5x5, then we need two more.
    >> Anonymous 12/24/10(Fri)18:27 No.13279135
    >>13279096
    I remember someone suggested these:
    >Bearers of the Book: You know that the greatest power of the Elder Ones is their unknowability. By learning of them, in ancient tomes and dark rites, you may one day restrain them eternally.
    >Sunken Scions: Your Elder has touched you, and you know he has done so for a purpose. You pursue the plans of your Elder in the mortal realm.
    >The Singers: The song of Madness sings to the Great Ones. When enough of the world sings together, they shall awaken.
    >The Starborne: You have been blessed by the touch of greatness, and it has called to you. No servant are you, but a one-day equal.
    >The Lunatics: They are coming, and you have seen them. Your body and mind bear the weight of their presence, but you shall spare this world their touch. Death is the only freedom.

    There can always be the unwillingly converted person, who doesn't want to be used by the outsiders but can't control their own body or have been thrust into this and can't bring themselves to commit suicide.
    >> Anonymous 12/24/10(Fri)18:27 No.13279142
    >>13279096
    Those who want to "uplift" humanity.
    >> Anonymous 12/24/10(Fri)18:36 No.13279224
    >>13279135

    >Learn about the Gods so that you can fight them
    >Serve the Gods
    >Get other people to serve the Gods
    >Ascend to the level of the Gods
    >Save the world by destroying it

    If I understand those right, I think we can roll together the Singers and the Sunken Scions, since they're basically doing the same things in different ways. Include people who just want to make themselves a little richer and more powerful in the short term rather purely gaining god-hood to the Starborne. Add in people who just want to forget about the whole thing and deny their nature and I think we might be set.
    >> Anonymous 12/24/10(Fri)18:41 No.13279258
    >>13279135
    >>13279096

    So, generalising, we have:

    Work for them.
    Help yourself.
    Spread the word.
    Learn as much as possible.
    Try to stay human.
    Slash and burn.

    Slash and Burn could very easily become an antagonist group, leaving the others as the "playable" groups. I think a group which uses the god's powers against them would also fit as an antagonist group.

    Also, if the y splats are philosophical, what kind of crunch will they have? Associated powers doesn't really make sense.
    >> Anonymous 12/24/10(Fri)18:44 No.13279286
    >>13279224
    >Learn about the Gods so that you can fight them

    Does it really need to be "so that you can fight them"? If Starborne covers everyone aiming to use their powers for personal gain, why can't this one cover anyone aiming to learn, regardless of motive?
    >> Anonymous 12/24/10(Fri)18:45 No.13279296
    So, what's the rationale for Outsiders of different sects to work together? I mean, other WoD supernaturals always have some reason to band together against the mundanes. The Outsiders, on the other hand, gather cultists for their respective god/patron. I don't see how a party of Outsiders containing one of each sect would come together and what they'd work for, but I can visualize a party of, say, vampires from different clans or Prometheans from different whatever their factions are called.
    >> Anonymous 12/24/10(Fri)18:57 No.13279410
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    >>13279286

    I disagree, but you've got me thinking. I think it's best to make them a faction who wants to fight the Gods and actively work against them, rather than denying what they are and trying to forget about the whole thing. Learning is a means to an end, whether that end is fighting the Gods, serving the Gods, enriching yourself or whatever. Learning isn't an end in itself.

    >>13279296

    Well, if they're a group of Deniers or [INSERT FIGHTY GROUP HERE], then it might make sense for them to try and find other people in the same situation, to support each other (especially since normal people want to kill them).

    If they're Loyalists, then their goals may not be so different. It's kinda debatable whether a "win" for Cthulhu wouldn't also be a "win" for Shub-Niggurath. Especially if they believe that there's some relationship between their Gods, then they might be more than willing to work with each other.

    And there's always Nyarlathotep. His plans involve the Old Ones too, and he's more than willing to use their Outsiders as pawns. If that means lying to get them working to his plan, then so be it.
    >> Anonymous 12/24/10(Fri)19:00 No.13279437
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    The typical WoD set-up is that the unusual beings of a type are aware of most of the others in their local area, and have a place to meet up. It is here that unusual alliances can be made to further certain goals or to respond to threats.

    For this 'safe ground', how about each city/'hood having a 'Temple' ; an extra/quasi-dimensional place, ancient beyond reckoning, perhaps vast, which anyone touched by the Outside forces can access safely?

    The door to the Paris temple is found by following a certain route through the catacombs; right, left, right, left, left, left, left, right, backwards round to the left, right and then stopping by the wall and stating your full name.

    As long as an Outsider follows this path while underground in Paris, no matter where they geographically are, they will be able to open the door to the Temple; a dimly-lit, wet cavern shaped like a Cathedral.

    The shared safe space of the Temple is how Outsiders can meet each other and make arrangements.
    >> Anonymous 12/24/10(Fri)19:06 No.13279510
    >>13279437

    Maybe they meet in a shared dreamspace. Dreaming is common to all sects, after all. A neutral ground where the Outsiders can meet.
    >> Anonymous 12/24/10(Fri)19:07 No.13279520
    >>13279437
    I wouldn't say there is a temple in every city, as the Outsiders should be too few in number for it to matter. But what we do have in Lovecraft's works it's a bunch of places where strange stuff seems to gravitate together. The pyramids, A certain town in New England,...
    >> Anonymous 12/24/10(Fri)19:09 No.13279540
    >>13279510
    Well the rules of the Dreamlands do say you can't die permanently unless you enter them physically.
    >> Anonymous 12/24/10(Fri)19:19 No.13279625
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    >>13279510
    Shared dreamspace is interesting; a place where people would find it harder to hide their 'true self'... and a way that conspiracies, plans and investigations could be coordinated without anyone on the outside being able to track any connection... from the outside any odd happenings would appear unrelated.
    >> Anonymous 12/24/10(Fri)19:19 No.13279628
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    >>13279437

    I don't think that's really necessary.

    Outsiders will learn about each other soon enough, whether it's through a disturbance in the force (for want of a better term), or simply because they're likely to move in the same circles.

    >>13279510

    Dreamlands meetings are good. But it kinda means we need to really work out what the Dreamlands are and how they work. Because I don't particularly like the setting if it's taken exactly as Lovecraft portrayed it.

    >>13279520

    And this is a good point. Outsiders are going to gravitate to these sorts of places, whether deliberately in search of something, or unconsciously because they just feel right. They're bound to bump into each other sooner or later. And they'll know.
    >> Anonymous 12/24/10(Fri)19:22 No.13279662
    >>13279628
    > Because I don't particularly like the setting if it's taken exactly as Lovecraft portrayed it.
    I still say that The Dreamlands = Arcadia, but that is ST dependent.
    >> Anonymous 12/24/10(Fri)19:24 No.13279683
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    For unlikely allies you can have a rejector of Sub Niggurath that draws powers from bloodline who supports the emergence of the dreamscape upon reality, which jibes well with Hastur and Cthulu followers, and there can be a reluctant Yog Sothoth keeper that feels responsible for overseeing such an endeavor or who has been captured and forced to assist them in opening the gate. The Nyarlathotep follower is unsure of how his master would respond to this, so he will assist until he receives orders otherwise.
    >> Anonymous 12/24/10(Fri)19:25 No.13279700
    >>13279662

    Yeah, but even then, I just don't really like the idea that the Dreamlands is this fantastic place where Randolph Carter rides Zebras. I keep planning to make an updated, revamped Dreamlands for my upcoming Delta Green game, but I never get round to it.
    >> Anonymous 12/24/10(Fri)19:29 No.13279734
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    Shared dream-space communication should be a very important ritual that anyone can access.

    By the way, are we making rituals accessible to all and rejections class specific or are we making everything available to everyone with bonuses based on class?
    >> Anonymous 12/24/10(Fri)19:33 No.13279762
    >>13279700

    That part isn't really thematically appropriate to WoD, and the optimism and heroic questing stuff in those stories are atypical of Lovecraft in general and the Mythos in particular. I imagine the Dreamlands that the Outsiders encounter in their dreams are more akin to R'lyeh or other such places: alien, menacing, incomprehensible, but strangely attractive, drawing the Outsider nearer and nearer. At first you just cautiously approach the place, then you start exploring it... A few dreams later, you're making yourself at home in that otherworldly space, and you might wonder why you so quickly passed from revulsion to fascination to a feeling of safety and comfort, when you meet another Outsider who is also dreaming of the same place. Many Outsider parties could well meet in the dreamworlds first, and then find each other in real life.
    >> Anonymous 12/24/10(Fri)19:33 No.13279764
    >>13279734
    Still debating it.
    It would help if we had more than 20 rejections and 5 rituals. We need more ideas for those.
    >> Anonymous 12/24/10(Fri)19:37 No.13279814
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    >>13279734

    My personal feeling is that we should basically have two types of rejections: Sect and common. Both are available at the same price if you're part of the Sect in question. Buying a Sect rejection from a different sect costs more.

    Rituals should be available to everyone (including non-Outsiders), but with discounts based on Sect, like Hunter Tactics.
    >> Anonymous 12/24/10(Fri)19:39 No.13279826
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    The Dream Lands should be designed as a representation of the psyches of whoever occupies it. the primary dreamscape, of course, is dominated by the mind of Cthulhu (at least on earth) as his psyche is far greater than that of any other presence. In private or pocket dreamscapes the landscape will represent the 'host' mind or be a composite of the minds of those who are present within it. It is unwise to bring those who are not of sound mind into the dreamscape, for the predation of the mind can become very real threats. A doubt or fear grows into a tangible threat.
    >> Anonymous 12/24/10(Fri)19:40 No.13279834
    >>13279762

    The way I see it, the way you perceive the Dreamlands is all in your head. Randolph Carter (who might be an Outsider of Yog-Sothoth), rides a zebra and helps the ghouls get carried by Nightgaunts to battle the Moon Beasts. A different Dreamer rides a motorbike and organises the ghouls to be airlifted into a gritty urban skirmish with the Moon Beasts in a nightmare city.

    The same thing happens, it's just perceived differently.
    >> Anonymous 12/24/10(Fri)19:42 No.13279841
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    I've contributed elsewhere in this thread and not mentioned this issue before, but I'd like to play (constructive) devil's advocate, if I may;

    How would the mechanism, fluff and mood of this game vary significantly from Changeling: The Lost?

    It seems like a grimdark C:tL campaign and setting would cover a lot of the same ground.
    >> Anonymous 12/24/10(Fri)19:47 No.13279888
    >>13279841

    I think there's a pretty significant difference between "I got kidnapped and molested by magical beings and now I have magical PTSD" and "hey what's this stuff I see in my dreams, oh wow my true nature is abhorrent to the universe, well FUCK YOU UNIVERSE *grows tentacles*". Changelings are victims at the core. Outsiders aren't really; they're "reality criminals", violating a law that says they shouldn't really exist.
    >> Anonymous 12/24/10(Fri)19:49 No.13279907
    >>13279826

    I'm thinking some of the Mythos-charged books could also create a dreamscape, common to all who have read the book. Like the Necronomicon, if you've read it, you can dream yourself into the Necronomicon's dreamscape. This is difficult for regular humans, but it's easy for Outsiders.
    >> Anonymous 12/24/10(Fri)19:54 No.13279951
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    >>13279841

    Really, this could quite easily be described as Changeling: The Lost meets Demon: The Fallen. So it is quite important that we differentiate the game, you're right.

    As I see it, there's a few differences. Outsiders are far more of a brute force, compared to a Changeling's gentleness. Outsiders take reality and fuck it till it breaks, Changelings make agreements and bend reality. Changelings are far more social, where Outsiders are best-suited to dealing with the mentally ill and those whose minds have been broken and reset in such a way as not to find the Outsider abhorrent.

    Mechanically, I think an Outsider's going to be simply more powerful than a Changeling, especially when we come up with a few more general abilities. A clever Changeling can pact him to hell, but in a stand-up fight the Outsider's going to win.

    There's also elements of Promethean here as well, in the sense that Outsiders aren't supposed to be. Their presence makes reality uneasy, people naturally dislike them (to the point of violence in some cases). Where Changelings' Clarity problems come from not being able to distinguish reality from fantasy, Outsiders' problems arise from the fact that they're unreal things trying to exist in reality.

    Changeling is a game of Beautiful Madness. Outsider's about madness alright, but it sure as hell ain't beautiful.

    You're definitely right though. They are similar. In fact, I recently played a Changeling who'd been taken by a True Fae who was pretty much the King in Yellow or Hastur and made to write plays in his wondrous dream city. There are elements of crossover, but I hope we can make them different.
    >> Anonymous 12/24/10(Fri)20:00 No.13279995
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    Honestly, I think the only real difference here is the practically shouting bit about "Hey! Look at me! It's lovecraft! It's about mindfucking aliens from other dimensions! You know you eat this shit up so why not eat this one up too!"
    >> Anonymous 12/24/10(Fri)20:01 No.13280004
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    >>13279951

    Oh, and fluff-wise, Outsiders were changed by the Mythos, but not in the way the Changelings were. They weren't necessarily taken away, though that might have happened. They may even have been born this way. They may have just read a book and started to change. It might be in his blood, at puberty every second male in the family starts to change. Or they might have sold their soul for power. It doesn't really matter.
    >> Anonymous 12/24/10(Fri)20:17 No.13280172
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    >>13279951

    Thanks for the response; it's this sort of clarification that I was aiming for.

    >Changeling is a game of Beautiful Madness. Outsider's about madness alright, but it sure as hell ain't beautiful.

    Outsiders: a game of hidden knowledge
    Outsiders: a game of secret destinies
    Outsiders: a game of mutation and madness

    ?
    >> Anonymous 12/24/10(Fri)20:17 No.13280174
    >>13277150
    The religious folks could just consider Outsiders an odd strain of demons. Most of them think vampires and werewolves and whatnot are demonic anyway. My concern is that Hunter already has a Catholic conspiracy and a Protestant compact (although the latter want to end the world for Jesus, which could make relations with them...interesting).

    >Church of England can't fight monsters.
    Sir Integra Hellsing would like a word with you. As would the Knights of Saint George.
    >> Anonymous 12/24/10(Fri)20:25 No.13280250
    >>13280172
    Outsider: The Calling
    A game of perspective and madness.
    >> Anonymous 12/24/10(Fri)20:29 No.13280284
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    >>13280174

    >Jesus was Nyarlathotep. He's shown me how to bring about the Rapture. Follow me.

    I was more talking about the modern day CoE, which is far more of an old ladies' social club for tea and biscuits than a group of fire and brimstone demon-hunters.

    >>13280172

    A game of transformation and revelation? I don't think I'm pretentious enough to write this bit.
    >> Anonymous 12/24/10(Fri)20:31 No.13280305
    A game of madness and tentacles.
    >> Anonymous 12/24/10(Fri)20:36 No.13280353
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    Outsider: The Calling
    A game of forbidden knowledge and forgotten horrors.
    >> MT 12/24/10(Fri)20:38 No.13280378
    http://www.nagualart.de/nagualframeset.htm

    Suitably atmospheric music for this sort of game.
    >> Anonymous 12/24/10(Fri)20:39 No.13280388
    >>13280353
    >eldritch horror
    >> Anonymous 12/24/10(Fri)20:49 No.13280500
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    A game of eldritch horror.
    A game of cosmic aberrations.
    A game of inhuman terror.
    A game of lovecraftian intigue.
    A game of gods long forgotten.
    >> Anonymous 12/24/10(Fri)21:00 No.13280598
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    A game of chthonic invasion.
    >> Anonymous 12/24/10(Fri)21:07 No.13280667
    Greater Artifact

    [The Lament Configuration]
    http://en.wikipedia.org/wiki/Lemarchand%27s_box
    >> Anonymous 12/24/10(Fri)21:17 No.13280764
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    >>13280667
    Sounds very similar to the silver key in function.

    Also, just saying, our "Shepard of the Silver Key" should NOT start out with a silver key. That would make them way too powerful, giving them phenomenal access to very high mythos ability. They should just start out like Randolph Carter, with powers of premonition, and some rejections. Not so much Keepers of the Silver Key, as the would be, Seekers of the Argent Gate
    >> Anonymous 12/24/10(Fri)21:30 No.13280908
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    >>13280764
    Alternatively, they do start out with the key bur have no idea of its use without an instructing scroll/tome and a place of power to use it.
    >> Anonymous 12/24/10(Fri)22:45 No.13281709
    >>13280284
    Read Hellsing
    >> Anonymous 12/25/10(Sat)03:55 No.13284402
    >>13281709

    The manga? I'll get right on that.

    >>13280764
    >>13280908

    I thought the Silver Key was a one-off thing. It's not as if every potential servant of Yoggie had one, it's just something Carter had.

    brb, rereading Lovecraft
    >> Anonymous 12/25/10(Sat)05:19 No.13284857
    What about Tsatthogua? Are we including old Toady somehow?
    >> Anonymous 12/25/10(Sat)06:03 No.13285017
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    >>13284857

    We're currently just working on the big five. Once we've got them, and the system as a whole sorted, we'll be free to move on to all the more minor gods and entities. Don't worry, you'll have your amorphous, shadowy Outsider yet.
    >> Anonymous 12/25/10(Sat)08:28 No.13285751
    bump
    >> Anonymous 12/25/10(Sat)10:39 No.13286394
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    Merry Christmas!
    (bump)
    >> Anonymous 12/25/10(Sat)14:38 No.13287733
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    >> Anonymous 12/25/10(Sat)14:46 No.13287780
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    >>13286394
    Oh hey Vorcha!
    >> Anonymous 12/25/10(Sat)14:55 No.13287838
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    Am I correct in assuming Zalgo and his followers already fit the qualities of the Scion of the Yellow Sign?
    >> Anonymous 12/25/10(Sat)15:52 No.13288350
    >>13279410
    >Learning isn't an end in itself.
    But what if it is? Wanting to know more is a very common motivation, and I don't think it's a good idea to make it automatically antagonistic.

    >>13279951
    While this is a rather meta concept, nWoD splats used to be connected to one group of attributes. Vampires, Werewolves and Mages were Social, Physical and Mental respectively. Prometheans were Resistance, and Changlings were Finesse. This idea was abandoned before a Power splat was made. Outsiders could be that Power splat.
    >> Anonymous 12/25/10(Sat)16:38 No.13288704
    >>13287838

    As I understand it, yes. Though Zalgo seems to have less beauty and more pure reality-breaking-down. Perhaps Zalgo is the King in Yellow for the internet generation. It's the same principle, the same message, we just perceive it differently, in a more raw, less King-in-Yellowy way.

    Or Zalgo is an entirely separate entity or concept. Whatever floats your boat.
    >> Anonymous 12/25/10(Sat)17:01 No.13288955
    >>13287838
    The WoD is full of weird stuff. One mythos can't contain it all.
    >> Anonymous 12/25/10(Sat)17:24 No.13289189
    >>13288350

    >While this is a rather meta concept, nWoD splats used to be connected to one group of attributes. Vampires, Werewolves and Mages were Social, Physical and Mental respectively. Prometheans were Resistance, and Changlings were Finesse. This idea was abandoned before a Power splat was made. Outsiders could be that Power splat.

    Intelligence, Strength and Presence are the Power stats right? That actually makes a disturbing amount of sense.
    >> Anonymous 12/25/10(Sat)19:54 No.13290416
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    >>13289189
    This actually makes a lot of sense. They do fill the specific niche fairly well all things considered while still fitting the nWoD feel.
    >> Anonymous 12/25/10(Sat)20:07 No.13290521
    >>13289189
    >>13290416
    3rd
    >> Anonymous 12/25/10(Sat)20:17 No.13290582
    White Wolf games have a tradition of shouting-out to as many different pieces of source material as possible. Though this splat seems to be all about the Mythos, maybe there's room for sources that feature things closer to the popular perception of space aliens? After all, the current explanation of PCs sounds a bit like the stories of modern people who claim to have been abducted and conspiracy theories featuring shape-shifting extraterrestrial lizard people.
    >> Anonymous 12/25/10(Sat)20:24 No.13290620
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    >>13290582
    >shape-shifting extraterrestrial lizard people

    We usually just call them Mi-Go or Byakhee.
    >> Anonymous 12/25/10(Sat)20:25 No.13290626
    >>13290582
    True, but in this case I think it should be best if instead of concentrating on modern interpretation of aliens and in stead branched out to other pulp authors of the late 1800s/early 1900s. Some modernized concepts from Conan or John Carter of Mars should be easy enough to sneak in.
    >> Anonymous 12/25/10(Sat)20:28 No.13290656
    >>13290620
    Not to say that everything won't still be a bit Mythos-flavored. I'm just saying that there's other kinds of literature, movies, and real-world beliefs that are also about alienness, and bringing them in would give this game a flavor that's more than "Call of Cthulhu in drag."

    In comparison, Promethean is clearly an entire game based on Frankenstein, but that's not all there is to it. They brought in as much other stuff as they could.
    >> Anonymous 12/25/10(Sat)20:30 No.13290666
    BEFORE YOU GET TOO INVOLVED MAKING A NEW SPLAT, /tg/ SHOULD FINISH WHAT IT STARTED

    PIC RELATED!
    >> Anonymous 12/25/10(Sat)20:31 No.13290675
    >>13290666
    What pic Satan?
    >> Satan (apparently) 12/25/10(Sat)20:35 No.13290716
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    >>13290666
    As Asmodeus said when we inadvertantly started a war with the all-father "Woopsie doodles!"
    >> Satan (apparently) 12/25/10(Sat)20:37 No.13290744
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    And again.

    You know, I had to have fucked up uploading my pic on an awesome get
    >> Anonymous 12/25/10(Sat)20:38 No.13290753
    >>13290744
    Nephilim is plural, anyway. It should be called Nephil.
    >> Anonymous 12/25/10(Sat)20:41 No.13290786
    >>13290716
    >>13290744
    I vaguely remember this, but even if I wanted to continue them, I wouldn't know what to do with them. Tho now that you mentioned they might be cannibalized for ideas.
    >> Satan (apparently) 12/25/10(Sat)20:44 No.13290819
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    >>13290753
    so isn't promethian. who cares.

    I still have a note file with the rough ideas of Leviathan
    >> Anonymous 12/25/10(Sat)20:45 No.13290828
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    Nothing wrong with borrowing from other collapsed ideas. Better that one should come to fruition than none of them. Both of these fit pretty well within the framework we're building anyways.
    >> Anonymous 12/25/10(Sat)20:47 No.13290855
    >>13290819
    Do upload it somewhere.
    >> Satan (apparently) 12/25/10(Sat)20:50 No.13290876
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    neph was gonna be an add on the the OWoD game Demon: The Fallen. Had good fluff, and shitty rules

    Lev was stand alone, and seven kinds of awesome. Pic related, played like a modernized game of deep-one spawn people, with more variety...If it was written by Junji Ito (Gyo, Uzamaki)
    >> Anonymous 12/26/10(Sun)01:19 No.13293001
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    >>13290876
    >written by Junji Ito

    Is the sense it was never finished, right?
    >> Anonymous 12/26/10(Sun)06:35 No.13294862
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    >>13290582

    If we're tying it in with Delta Green, then we have an explanation for the Greys, and the shape-shifting lizards are obviously Serpent People. Though they could just as easily be Changelings or the True Fae (as my current, conspiracy theorist Hunter believes). We shouldn't give concrete explanations for anything.

    I think the core of the splat so far has been the Mythos Gods, so we need to keep them. But beyond that, for the antagonists and fluff sections, all of that stuff's wide open for pretty much anything. The Cthulhu Mythos is, if nothing else, a very wide-open setting that you can add pretty much anything to. Did you have anything in particular in mind?
    >> Anonymous 12/26/10(Sun)10:39 No.13295821
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    bump
    >> Anonymous 12/26/10(Sun)14:12 No.13297011
    >>13294862
    Other than the usual assortment of Shoggots, I was thinking of red, green, white and black Martians of John Carter fame.
    >> Anonymous 12/26/10(Sun)14:24 No.13297083
    >>13289189
    They are indeed.

    >>13290582
    We can probably fit quite a lot of Stephan King's stuff in here as well. IT could easily be something a bit below Cthulu's level, and the Deadlights feel like they could fit something related to Hastur very easily.

    Some Neil Gaiman stuff could fit as well.
    >> Anonymous 12/26/10(Sun)14:30 No.13297124
    >>13297083
    Pennywise would actually be a good example of a Mythos 7/8 Quiescence 6ish Scion.
    >> Anonymous 12/26/10(Sun)14:33 No.13297149
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    >>13297011

    Alright, so I haven't read the novels (it's one of those things I keep meaning to get round to but never do), so this is from my brief skimming of the wikipedia page. They don't exactly sound like the sort of alien species that would be interested or have the capability to come to Earth and interfere with Outsiders. We're not planning on having the focus be on other alien races, who'll mostly be there as potential allies or antagonists.

    How would these Martians get involved?

    Pic sort of related, since trying to prevent a second War of the Worlds would be a pretty awesome plot.
    >> Anonymous 12/26/10(Sun)14:37 No.13297184
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    >>13297083

    Stephen King is good, plenty of Mythos stuff in there.

    And thinking of Stephen King...

    Do you read Sutter Cane?
    >> Anonymous 12/26/10(Sun)14:51 No.13297289
    [4th dimensional shift]
    Cost: 3M/10min
    Req.: Keepers of the Silver Key, Mythos 4

    The universe is made up of many more dimensions than the three that the human mind can perceive.
    The Outsider shifts his physical body into a higher dimension, becoming virtually invisible but rendering him unable to interact with normal matter. All that remains visible to the eye is a small Hyper-dimensional shadow floating in the air, that is very hard to notice and wouldn't even register on the average mind.
    >> Anonymous 12/26/10(Sun)14:52 No.13297296
    So I hear that we've finished the x splat pages. Anyone feel like sharing?
    >> Anonymous 12/26/10(Sun)14:55 No.13297333
    >>13297296
    see
    >>13254444
    >> Anonymous 12/26/10(Sun)15:12 No.13297461
    >>13297289
    >mythos 4

    Why?
    >> Anonymous 12/26/10(Sun)15:15 No.13297479
    >>13297461
    Don't really know actually, I had that number in my head when writing, but now I forgot why.
    Suggestions?
    >> Anonymous 12/26/10(Sun)15:16 No.13297486
    >>13297461

    Because that's not just something that someone with low Mythos can do. 0 Mythos is perfectly human. 1 Mythos is only slightly inhuman. You've got to embrace the alien in order to unlock the potential to really reject reality.
    >> Anonymous 12/26/10(Sun)15:21 No.13297519
    >>13297486
    It lets you turn imperfectly invisible, and removes your ability to interact with matter. That's much worse than obfuscate 3, which vampires can obtain as a starting power. Assuming normal players, Mythos 4 is going to be a rare occurance. Remember Outsiders are going to be fairly powerful compared to other splats.

    If we're going to have Mythos requirements at all, which I don't think is a good idea, we need to consider the actual power of the abilty, not just having a feeling about how hard it should be.
    >> Anonymous 12/26/10(Sun)15:25 No.13297556
    >>13297519
    so 2 would be more appropriate?
    >> Anonymous 12/26/10(Sun)15:29 No.13297591
    >>13297519
    tho it should also be noted that unless whoever happens to notice him has a means of dragging his ass back into 3D space the outsider can't be harmed
    >> Anonymous 12/26/10(Sun)15:29 No.13297600
    >>13297519
    You're looking at it wrong. It turns you invisible AND means you don't interact with matter. You're immune to damage and can walk through walls. It's perfect for spying, escaping, or using mind-bending powers. This is a 5 dot power for any other group. In fact, I seem to remember that changelings do have this as a 5 dot power. Mythos 4 is fine.

    Though I would agree that mythos requirements are a bad idea.
    >> Anonymous 12/26/10(Sun)15:32 No.13297619
    >>13297600
    well, it's either a mythos requirement or upping the Madness cost so low level Outsiders don't chain spam the good stuff
    >> Anonymous 12/26/10(Sun)15:37 No.13297669
    >>13297619
    What system are we using for purchasing Rejections? That could be used to limit weak Outsiders ability to run around exploding the universe.
    >> Anonymous 12/26/10(Sun)15:40 No.13297696
    >>13297669
    Not discussed yet. Help would be appreciated.
    >> Anonymous 12/26/10(Sun)15:48 No.13297768
    We should probably give it a "type" classification as well as rank (EX: Hypergeometry, Rank 5) and just have specific sects be able to take specific "types" as though they were one rank lower. (Ex. Shepards of the Silver Key may take Hypergeometry and Communion abilities as though they were of one rank lower.)
    >> Anonymous 12/26/10(Sun)15:51 No.13297812
    >>13297696
    The standard one power per dot is too restrictive. The mage system might work well, but then we're basically playing mage. Maybe something like Vampire rituals. Your dot rating limits the Rejection level you can purchase and you can purchase as many Rejections as you like. Each new dot comes with one free Rejection.

    Though, I do really like the Mage system.
    >> Anonymous 12/26/10(Sun)16:31 No.13298149
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    So, someone suggested we make about 15 categories of abilities for our rejections. And one of the better ideas was using astronomical and astrological names for the categories as a theme. So does anyone know of some good ones we could use? The fluff for them can come later.
    >> Anonymous 12/26/10(Sun)16:35 No.13298206
    >>13298149
    15,...Ain't that a bit much?
    >> Anonymous 12/26/10(Sun)16:37 No.13298235
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    >>13298206
    Well, maybe 10 will do. I believe the standard package has about 10-15 subdivisions if I recall.

    Of course, we can always roll 5 or so into rituals too.
    >> Anonymous 12/26/10(Sun)16:47 No.13298337
    >>13298235
    ain't there 12 signs?
    Where di the other 3 come from?
    And what do they have to do with the Mythos?
    >> Anonymous 12/26/10(Sun)16:52 No.13298389
    >>13298206
    2 per group and 5 general I would assume.

    >>13298337
    12 would also work.

    >>13298149
    Here's some suggestions.

    >>13266611
    >>13257514
    >>13257523
    >> Anonymous 12/26/10(Sun)16:56 No.13298418
    >>13298389

    >>13266611 doesn't work so well anymore since Summoning was condensed to a single ritual.
    >> Anonymous 12/26/10(Sun)18:34 No.13299471
    I keep trying to come up with come new categories, but keep straying into Mage territory.
    >> Anonymous 12/26/10(Sun)18:38 No.13299511
    >>13299471
    yeah, it's quite difficult not to overlap with other group's names since, as has been mentioned, there is some similarities with Mage, Changeling, and Demon.
    >> Anonymous 12/26/10(Sun)18:57 No.13299749
    >>13299511

    And Promethean. And a little Geist probably.
    >> Anonymous 12/26/10(Sun)19:09 No.13299858
    >>13299749
    Hell, I guess all of the settings (except werewolf and most of vampire) borrow from Lovecraft horrors and mythos.
    >> Anonymous 12/26/10(Sun)19:14 No.13299902
    The easiest way to do it, would be to look at the 5 Sects and find 2 distinct abilities for each and extrapolate from there, but there is much overlap within the mythos. :/
    Also, we could think of other ways to handle this,
    >> Anonymous 12/26/10(Sun)19:59 No.13300340
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    >>13299902

    Cthulhu - Dreams and general psychic powers (and also probably some transmission of the Innsmouth taint)
    Nyarlathotep - Masks and influencing humans (and the ability to contact and consult Nyarly himself for good or ill)
    Yog-Sothoth - Time and Space
    Shub-Niggurath - Physical transformation and the natural world
    Hastur - Madness and Reality Fiddling

    The bits in brackets are my ideas on some sort of unique ability that everyone in that sect has.
    >> OP 12/26/10(Sun)20:32 No.13300690
    >>13299902
    >>13300340

    see
    >>13266611
    >> Anonymous 12/26/10(Sun)21:08 No.13301041
    >>13297184
    You mean the high mythos Chosen of Hastur? I am familiar with his work.

    Speaking of which, actually trying to write a corebook will be hard to do without saying Hastur more than twice. I guess we'll have to use his other names.

    Hastur.
    >> Anonymous 12/26/10(Sun)21:13 No.13301090
    >>13299902
    >but there is much overlap within the mythos

    This is why restricting powers to a single sect is a bad idea. I mean, it's just not Lovecraft without some kind of madness. Restricting it to the little yellow men wouldn't be any fun.
    >> Anonymous 12/26/10(Sun)22:11 No.13301849
    Bumping for the night.
    >> Anonymous 12/27/10(Mon)00:09 No.13303344
    Bumping with the collected works of Lovecraft.

    www.dagonbytes.com/thelibrary/lovecraft/
    >> Anonymous 12/27/10(Mon)05:29 No.13306314
    >>13301090

    But certain powers just don't really make sense outside of certain sects. A Starspawned isn't going to make the milk of Shub-Niggurath, for instance. I think we're going to lose a little something if there aren't these unique little things, or if we make them more generic.
    >> Anonymous 12/27/10(Mon)06:04 No.13306540
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    Ops this is truly a magnificent undertaking.

    Voting for Outsider: The Calling

    Also gents check out the hpl podcast: http://hppodcraft.com/

    And this story, Bones of a Toad and Knuckerhole by Mike Minnis. He is very very good.

    http://www.netherreal.de/crypt/toad/bones.htm

    http://www.netherreal.de/crypt/knuckerhole/knuckerhole.htm
    >> Anonymous 12/27/10(Mon)10:06 No.13307743
    Rejection

    [Gift of the Goat]
    Cost: 4M/target
    Req.: Young of the Thousand

    "When they said that the woods were alive, I didn't think they meant literally!"
    You grant life to an inanimate object for the duration of a scene. It will follow your order to the best of it's ability given it's form, so more humanoid object are usually preferred.
    >> Anonymous 12/27/10(Mon)10:43 No.13307939
    Please don't call it Outsider: The Calling - It might sound good but it doesn't describe the game well at all.
    Outsider: The Alien would probably get my vote. it ties in well with the original title while being fairly descriptive. I think calling these beings 'Outsiders' makes sense. And we are now alien, aberrant and perverse.
    so for a new idea, how about
    Outsider (or maybe Aberrant): The Perverse - might cause some unfortunate confusion with 'perverted' however.
    Alien: the Outsider - was ok though it sounds like ET with alienation issues.
    >> Anonymous 12/27/10(Mon)10:48 No.13307956
    Outsider: The Others
    >> Anonymous 12/27/10(Mon)10:50 No.13307965
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    repeating the suggestion of
    Outsider: The Corruption
    >> Anonymous 12/27/10(Mon)10:54 No.13307975
    >>13307743
    [At The Edge Shadows]
    Cost: 2M
    Req.: Adequate light source

    Your shadow gains substance and can deal lethal damage. Doesn't work in diffused light or complete darkness.
    >> Anonymous 12/27/10(Mon)11:14 No.13308081
    Outsider: The Touched - has an 'insane' connotation, and fits the back story, no?
    or
    Outsider: The Malignant
    or
    Outsider: The Malevolent?
    >> Anonymous 12/27/10(Mon)11:18 No.13308109
    Depends on if this goes with the nWoD or the oWod.
    In the oWoD, the names were all for the central aspect of the creature's world.
    Changeling: The Dreaming.
    Vampire: The Masquerade
    Werewolf: The Apocalypse
    Mage: The Ascension
    Wraith: The Oblivion
    Hunter: The Reckoning
    Mummy: The Resurrection
    Fuck Demon: The Fallen for not fitting.

    In the nWoD, the convention is split; roughly half refer to the being in question.

    Werewolf: The Forsaken
    Changeling: The Lost
    Geist: The Sin-Eaters
    Promethean: The Created

    The other three refer to some aspect of the story. Arguably, The Requiem is a thematic suggestion, rather than a story focus, but the focus could always be "I am emo."

    Mage: The Awakening
    Vampire: The Requiem
    Hunter: The Vigil

    So, if we go with Outsider: The Calling
    or Outsider: The Unnamed

    We should focus on what the name means in the setting. If they are The Called.. or if there is a "Calling" I want that to be a recurring theme.

    I like Outsider: The Calling personally, it sounds good.
    >> Anonymous 12/27/10(Mon)11:22 No.13308132
    >>13308109
    *but* it should only be The Calling if there is some endless calling.

    Outsider: The Nightmare

    Does that sound good? Or too much like changeling?
    >> Anonymous 12/27/10(Mon)11:29 No.13308182
    >>13308109

    'Calling' implies meaning, while the Mythos is incomprehensible, alien, and strange.

    While a few of the Cultists or Outsiders might perceive it as being Called, overall the idea is too neat, and unfitting, like trying to tie a ribbon on a flying polyp.
    >> Anonymous 12/27/10(Mon)11:59 No.13308401
    >>13308132
    Outsider: The Incursion?
    >> Anonymous 12/27/10(Mon)12:01 No.13308412
    Maybe we should just roll with it and use the whole list of names at various points, like using "The Alien" and then using "The Quiescent" and acting like we used the same thing both times.
    >> Anonymous 12/27/10(Mon)12:03 No.13308421
    >>13308412
    While that would be cool, it's not very user (or writer) friendly.
    >> Anonymous 12/27/10(Mon)12:13 No.13308528
    >>13308182
    >'Calling' implies meaning, while the Mythos is incomprehensible, alien, and strange.

    And part of the character development through the game is coming to terms with the fact that you feel 'called' to something that isn't calling, idn't using words, isn't even part of reality or the 'normal' supernatural.

    Characters are 'called' to act out certain things, do them, and they have no ability to explain why they are doing things, even to themselves.

    ...right?
    >> Anonymous 12/27/10(Mon)12:32 No.13308709
    >>13277099
    >>13277099

    How about the Zoroastrian church serving as the primary hunters of these aliens.

    It'd be great: They revere truth and order and view it as the antithesis of chaos. This means you could have their tenets be in direct conflict with the very principles of these Lovecraftian horrors.

    Furthermore, it's generally accepted that you needed to have a Parsi father to enter into the faith. We could make it so that the direct Parsi line physiology is incompatible for the alien physical/ mental domination and integration, ensuring that all direct Parsi descendents in which at least the great grandfather and great grandmother were Parsi are pure.

    Furthermore, their judgment day scenario is a great battle between their god of order and the god of chaos... perfect for a predicted world-shattering battle between the pure and the aliens. And, their doomsday scenario is their god Ahura Mazda surfing a wave of fire and molten metal across the entire earth...which could describe their Plan B should the aliens win; nuke the entire earth into oblivion.
    >> Anonymous 12/27/10(Mon)12:39 No.13308780
    >>13306314
    >>13301090

    >But certain powers just don't really make sense outside of certain sects. A Starspawned isn't going to make the milk of Shub-Niggurath, for instance. I think we're going to lose a little something if there aren't these unique little things, or if we make them more generic.

    How about this:
    We keep the categories from >>13266611 just substitute Summoning wit Corruption or Chaos (or both if it seems appropriate) and make sure that each category has 4 or 5 rejections exclusive to the Sects most associated with it, with the rest being general abilities purchasable by all.
    This way every one can build a character they want while keeping certain things unique to the single Sects.
    >> Anonymous 12/27/10(Mon)12:51 No.13308868
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    >>13308182
    >> Anonymous 12/27/10(Mon)14:01 No.13309474
    >>13306314
    How about we make the very distinctive powers something akin to Changeling blessings? Every x splat has certain powers only it can access, and gains more powerful abilities as Quintessence decreases?
    >> Anonymous 12/27/10(Mon)14:07 No.13309540
    >>13309474
    They gain mutations as Quiescence decreases, so I would change that to "...as Mythos rises"
    >> Anonymous 12/27/10(Mon)14:14 No.13309609
    >>13309540
    I don't know. I like the idea that they have to make a choice between staying human and gaining power.
    >> Anonymous 12/27/10(Mon)14:19 No.13309662
    I love this idea, /tg/. Been with it since thread one and I only have one issue.

    How would the PCs interact? Would they all be pissing each other off constantly?
    >> Anonymous 12/27/10(Mon)14:20 No.13309666
    >>13254394
    >naming

    Generally, the second word is a form of a verb and has 3 syllables. Therefore:

    >Outsider: The Forbidden
    This one doesn't really make sense.

    >Outsider: The Forgotten
    I like it.

    >Outsider: The Quiescent
    Not very catchy.

    >Outsider: The Aberrant
    Maybe.

    >Outsider: The Abhorrent
    Again, maybe.
    >> Anonymous 12/27/10(Mon)14:21 No.13309682
    >>13309609
    By having high Quiescence they forgo extra mutations (and tho I'm yet to write them out, what I have in mind is nothing to scoff at). But becoming more alien (rising Mythos) should also have an impact on what they can do.
    >> Anonymous 12/27/10(Mon)14:24 No.13309708
    >Outsider: The Aberrant
    I like this one,
    >> Anonymous 12/27/10(Mon)14:37 No.13309793
    >>13309662
    I'm guessing they would be similar to vampires. They don't have any meaningfull alliances, but they can work together when they have similar goals.
    >> Anonymous 12/27/10(Mon)14:43 No.13309831
    >>13309793
    The problem with that approach is that Vampires have a hierarchy.
    >> Anonymous 12/27/10(Mon)14:45 No.13309844
    >>13309831
    Obviously they're not exactly like vampires, but that doesn't change the way they work together.
    >> Anonymous 12/27/10(Mon)14:50 No.13309877
    So how killable are Outsiders, then?
    >> Anonymous 12/27/10(Mon)14:52 No.13309891
    >>13309877
    At this point? No way of knowing.
    >> Anonymous 12/27/10(Mon)15:00 No.13309941
    >>13309877
    More killable than Prometheans and *shudder* Sin-Eaters. Less killable than changelings.
    >> Anonymous 12/27/10(Mon)15:07 No.13310008
    >>13309891
    It should probably be included from the very start. Build in quality, as it were, rather than realising you've screwed up at the end and having to tack on survivability.

    Speaking of which, have we actually made a mission statment yet? A sort of specification all contributors have to follow.
    >> Anonymous 12/27/10(Mon)15:14 No.13310073
    Well as far as I know, I remember some people typing about making this a power splat, also if I remember all of their abilities, They regenerate, they have the Q 00 Form and They would have a low power pool as they don't use so much, other than that I don't know.
    >> Anonymous 12/27/10(Mon)15:24 No.13310137
    >>13310073

    Mostly we listen to people who know the mythos for fluff and we listen to people who know nWoD for crunch.
    Worked well up to this point.
    >> Anonymous 12/27/10(Mon)15:37 No.13310240
    OUTSIDER: FORGOTTEN HORROR
    >> Anonymous 12/27/10(Mon)16:33 No.13310571
    Well for what I see, it all points out to being a freak of nature than having high mortality, what would be the benefits of having high morality, other than well, not being a freak of nature.
    >> Anonymous 12/27/10(Mon)16:47 No.13310662
    >>13310571
    Quiescence is not morality.
    Sacrificing a baby has no effect on it.
    Using the power you gained from the sacrifice to call forth an Elder God is likely to decrease it.

    The benefit of keeping it high is that the universe doesn't screw with you.
    >> OP 12/27/10(Mon)18:03 No.13311409
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    Outsider: The Enigma
    >> Anonymous 12/27/10(Mon)18:22 No.13311600
    New Thread >>13311592



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