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OSR: Outsiders: Angels, Spirits and Demons on My!

  • seeroftheabyss
  • 19 hours ago
  • 19 min read

1. Outsiders come from outside our reality


Outsiders are immortal creatures that come from outside our reality. They descend from Deep Heaven, or rise from the Astral Sea, depending on your perspective, to meddle with events on our little dirtball.


2. Angels, Demons and Spirits are all names for the same thing


Mortals label Outsiders as Angels, Demons or Spirits, but they are all the same type of creature. Anti-Demon weaponry can often kill Angels as well, unless it's specifically designed to hurt one kind of Demon.


Mortals will label an Outsider as one of the following category based on their own values. A terrible Demon might be regarded as a Heavenly messenger by some, or vice versa.


3. They must be invited in


While weaker Outsiders can enter our world without permission, stronger ones cannot enter without the assistance of others. Typically this takes the form of a Summoning Ritual but they can also enter through a Portal or Rift in reality.


4. They need an Anchor to remain


Stronger Outsiders can only remain in the world of Flesh for a brief time. They must Anchor themselves to remain here. This usually takes the form of a host, a living creature that allows the Outsider to inhabit it's body. This is not the only method however, as Outsiders have also been known to inhabit specially created vessels or can be bonded to specially prepared structures, where the building itself becomes their host.


5. They are (mostly) immortal


Outsiders can't die. They can be harmed and imprisoned, very seriously so, but they are extremely hard to permanently kill. Destroying a Demon's host body does not kill the Demon, it merely banishes it back to the Astral Sea. The Demon will be injured and weakened by this, but it will be able to return and take revenge eventually.


There are methods of permanently destroying a Demon, but they are rare and secret, for obvious reasons.


6. They can be Exorcised


An exorcism is the opposite of a summoning ritual. One summons an Outsider and the other drags it out and drives it away.


7. They can be Bound


Outsiders can be Bound via magic ritual, spells or certain magic items to serve a creature against their will.

Outsiders


Number Appearing: 1

Alignment: Any

Languages: All Languages

Treasure: Secret knowledge, magical grist, magic items


SHP X

Atk Varies

Mor 10

Saves (7+X) or less is a success


Damage Threshold X: All Outsiders have a Damage Threshold. They only take damage from sources if the amount of damage equals or exceeds their Damage Threshold. If a source of damage cannot equal or exceed the Threshold, instead ignore it, as if it did no damage. To determine the Outsider's Damage Threshold, consult the table labeled "How strong is it" below.


SHP: Stands for "Super Hit Points". All Outsiders have a number of Super Hit Points equal to their Damage Threshold. Each time the Damage Threshold is equaled or exceeded, they lose 1 SHP. When the amount of SHP equals 0, the Outsider is banished from our world.


Host: All Outsiders need a host in order to enter our universe. The host can be willing, or they can be possessed by the Outsider. See 'Possession' below. Any damage done to the Outsider is also done to the host. An Outsider can leave a Host if it wishes, but if it does, it can only remain in our universe for X rounds, where X is equal to its Damage Threshold.


Possession: If an Outsider's host is killed, it can attempt to jump to a new host. One creature it targets must make a COG check vs the Demon's 1d20+X, where X is it's number of Gifts from Beyond. If the creature wins, the Demon cannot enter his mind. If the Demon wins, the Demon invades his mind and will attempt to seize control of his body (see below).


Immortal: Outsiders are immortal. They cannot be killed permanently except by something that fulfills their Specific Death Condition.


Tactics:

- Varies depending on what type of Outsider it is

To customize an Outsider, roll on the tables below:


What side does it serve in the Eternal War?


1d4

1- Good. The Outsider serves the Eternal Good, Life and Being itself. It regards anything that does not align with Good as disgusting and reprehensible and seeks it's reform or destruction.

2- Law. The Outsider serves Law and Order. It regards anything not aligned with Order in need of correction or removal.

3- Chaos. The Outsider serves Chaos. It regards all restrictions and limitations as oppressive and seeks to smash them, to bring freedom and liberation.

4- Evil. The Outsider seeks to destroy everything Good and Right, or perhaps it is merely so selfish it wouldn't care if the entire universe disappeared, as long as it achieved it's goals.


How powerful is it?


1d6

1- Familiar/Common. He is a common Outsider, the equivalent of a slave. He has X+1 HD, where X is the number of HD his Host had. His ATK bonus is +1 and he makes one attack that does 1d6+1 damage. He has 1 Outsider Ability.

2- Uncommon. He is an Uncommon Outsider, the equivalent of a peasant. He has X+2 HD (see above). His ATK bonus is +2 and he makes one attack that does 1d8+1 damage. He has 1d2 Outsider Abilities.

3- Knight. He is a Spirit-Knight, the equivalent of the warrior class. He has a Damage Threshold of 6. His ATK bonus is +3 and he makes two attacks that do 1d6+3 damage. He has 1d3 Outsider Abilities.

4- Lower Nobility. He is a Lord of the Otherworld, a petty noble from the Astral Sea. He has a Damage Threshold of 8. His ATK bonus is +4 and he makes two attacks that do 1d8+4 damage. He has 1d4+1 Outsider Abilities.

5- Upper Nobility. He is a Great Lord of the High (or Low) Places, a figure of song and legend. He has a Damage Threshold of 10. His ATK bonus is +5 and he makes two attacks that do 1d8+5 damage. He has 1d6+1 Outsider Abilities. DT 8 +5

6- Royal. He is a mythic figure from the Spirit-World, a Demon King or Angelic General. He has a Damage Threshold of 12. His ATK bonus is +6 and he makes three attacks that do 1d10+6 damage. He has 1d8+2 Outsider Abilities.


How many names does it have?


Common - Six or more Names

Uncommon - Five Names

Knight - Four Names

Lower Nobility - Three Names

Upper Nobility - Two Names

Royal - One Name


How does it fight?


1d4

1- With natural weapons, claws, teeth, horns, etc.

2- With an alien martial art

3- With weapons, similar to our own.

4- With weapons, alien to us.

What Outsider Abilities does it have?


1d2

1- Physical Abilities. These are powers that the Outsider uses to enhance it's host body or to the body that has been created for it. They are most effective in a vessel of Flesh, though one that is similar is close enough. To see which of these it has, roll on the Physical Abilities table.

2- Magical Abilities. These are all of it's other abilities that allow it to affect the world in unnatural ways. To see which of these it has, roll on the Magical Abilities table.


Physical Abilities:


1d20

1- Superhuman Strength. The host body is much stronger than normal. 3/Day, the Outsider may add his ATK bonus to any STR check, save or any other roll based on STR.

2- Enhanced Speed. The host body is much faster than normal. 3/Day, the Outsider may add his ATK bonus to any DEX check, save or any roll based on speed.

3- Regeneration. The host body can repair itself. 3/Day, as an action, the Outsider may regain X SHP, where X is the number of Outsider Abilities he has.

4- Shapeshifting. The host body can be molded like clay. The Outsider can rearrange it to suit his own purposes, either becoming a copy of a creature it has seen or morphing the flesh of the creature into a new shape.

5- Enhanced Senses. The host body has sharpened senses. 3/Day, the Outsider can add his ATK bonus to any check or save based on perception.

6- Ageless. The host body does not age and cannot be aged magically. If the Outsider is Lower Nobility or above, it is also immune to 'save or die' effects caused by other creatures.

7- No Mortal Needs. The host body does not need food, water, air or sleep while the Outsider occupies it.

8- Tireless. The host body does not tire or grow weary while the Outsider occupies it. 9- Venom. The host body produces venom which it can spit in a 10' cone or a 15' line. All who are hit by this venom 1d4 [1= Take 1d6 damage per round until they pass a CON save or take 3d6 damage; 2= Take 2d6 DEX damage, if reduced to 0 DEX, they are paralyzed for 1 hour; 3= Receive a -1d6 penalty to all ATK (but not DEF) rolls for 1 hour; 4= Save or Die.]

10- Natural Weapons. The host body produces 1d4 [1= Claws; 2= Fangs; 3= Horns; 4= A tail that is 1d3 (1= Spiny; 2= Muscular; 3= Tipped with a sharp point).]

11- Elemental Immunity. The host body is immune to 1d8 [1= Fire; 2= Ice; 3= Lightning; 4= Poison; 5= Acid; 6= Thunder; 7= Radiant; 8= Necrotic.]

12- Acid Spit. The host body can 3/Day, spit acid in a 15' cone. This does 2d6 acid damage, save for half. Any creature who fails his save takes 1d6 acid damage per round until he wipes off the acid or neutralizes it.

13- Wings. The host body has wings. These can be retracted and folded up against the back. While out, the Outsider can fly, though he cannot hover.

14- Camouflage. The Outsider can change the color of the host's skin, allowing it to blend in to any environment.

15- Modular Body Parts. The Outsider can detach parts of the host's body and control them remotely.

16- Elastic Bones. 3/Day, for up to 1 hour, the Outsider can change the density of the host's bones, making them as pliable as rubber.

17- Water-Breathing. The host body can breathe underwater.

18- Toxic Blood. The host's blood is toxic. Any creature who injures the host with a sharp melee weapon must save or 1d4 [1= Take 1d4 acid damage; 2= Suffer vivid hallucinations for 1d4 hours; 3= Be wary of flames, the Outsider's blood is flammable; 4= Be charmed, the blood is a potent narcotic.]

19- Armor-Plating. 3/Day, the Outsider may cause the host's body to grow a thick layer of armor. This grants it +1d3 temporary SHP. These last for 10 minutes or until destroyed.

20- Adaptive. 3/Day, the Outsider may alter it's body to adapt to whatever situation it is in. If it is fighting men armed with clubs, it may become gelatinous to reduce the damage taken. Or if underwater, it may grow gills.


Magical Abilities:


1d20

1- Elemental Control. The Outsider has the ability to control 1d6 [1= Fire; 2= Water; 3= Earth; 4= Air; 5= Lightning/Electricity; 6= Ice.] It can command the Element in question as if it was a Free-form Wizard of X Level, where X is it's HD.

2- Flight. The Outsider can fly and hover in the air.

3- Telekinesis. The Outsider can move things with its mind as if it had a STR of 10+ATK. Creatures can make a COG check if the Outsider attempts to move them, if they exceed the Outsider's roll, it cannot move them.

4- Charm. The Outsider can force a creature to save. On a failed save, that creature becomes Charmed by the Outsider for 1 hour. During that time, the creature will treat the Outsider like a loved one. If the creature passes it's save, the Outsider cannot attempt to control it for one hour. The creature gets a save if the Outsider does something to offend it or threatens it in some way. If the Outsider harms the Charmed creature, the effect automatically ends.

5- Mind Control. 3/Day, the Outsider can force a creature to make a COG check. The Outsider makes a d20+ATK roll. If the Outsider wins this roll, then the creature falls under the Outsider's control for 1 minute. The Outsider can "burn" one use of this ability to extend this to hour or to one day if two are burned. Controlled creatures must obey the Outsider's orders, though they can gain a new save if forced to do something against their convictions or self-destructive. On a successful save, the Outsider can cause that creature to take 1d4 psychic damage or not expend a use of it's ability.

6- Fear. The Outsider projects an aura of fear. Creatures who face it must save or take 1d6 COG damage each round they face the Outsider in combat. If reduced to 0 COG, they flee in a panic. Lost COG returns at a rate of 1 point per minute, once the creature is out of sight.

7- Conjure Objects. 3/Day, the Outsider can conjure any mundane object it wants that exists on this plane of existence, as long as that object is smaller than a cottage and weighs less than a horse.

8- Steal Luck. By touching a creature, 3/Day the Outsider can steal some of that creature's good fortune. This causes the creature to take a -1 penalty to all d20 rolls for the rest of the day. The Outsider gains 1 Lucky Roll. Whenever it does not like the result of a d20, it can spend a Lucky Roll to reroll the d20, though it must take the other result.

9- See the Future. The Outsider can see into the future. It has an X-in-10 chance of not being surprised, where X is it's ATK modifier. Additionally, it has advantage on all d20 rolls for the first 1/2*ATK rounds of combat, unless someone takes an action to throw the future into flux. This is done by doing something extremely unlikely, such as worshiping a fern or doing cartwheels in the middle of the fight. If an action is sufficiently unlikely that half the table agrees that is not expected, then the Outsider's future sight is disrupted.

10- Transmute Material. 3/Day, the Outsider can turn up to a man's weight of 1d6 [1= Stone; 2= Metal; 3= Wood; 4= Fire; 5= Smoke; 6= Blood] into 1d6 [1= Crystal; 2= Water; 3= Wood; 4= Metal; 5= Flesh; 6= Stone.]

11- Raise Undead. 3/Day, the Outsider can raise X corpses as Undead slaves, where X is it's ATK modifier. These Undead have the HD they did when alive, assuming they are fresh corpses. Degraded corpses or skeletons rise as 1 HD Undead.

12- Stonewalk. The Outsider can pass through unworked stone as if it was air.

13- Water Walker. The Outsider can walk on water and other liquids as if they were solid rock.

14- Mind Reader. The Outsider can detect people's surface thoughts. It cannot be surprised by people not protecting their minds and can hear the player's table talk, though it doesn't have 4th Wall Knowledge. It simply knows what they are planning to do.

15- Spellcaster. The Outsider has knowledge of magic and can cast spells as an X Level Wizard, where X is it's ATK modifier.

16- Elemental Essence. 3/Day, the Outsider can transform it's body into an elemental state. While in this state, it cannot be hurt by anything that could not harm that element. For example: a pillar of fire can be hurt with water, but not a sword. These transformations last for 10 minutes or until it turns back.

17- Animal Master. 3/Day, the Outsider can dominate an animal, causing it to fall under the Outsider's control. Especially powerful or magical animals may resist, but if an animal has less HD than the Outsider, it fails automatically. These animals remain dominated for 1 hour or until released by the Outsider.

18- Magic Resistance. The Outsider has X-in-10% Magic Resistance, where X is his ATK modifier. Roll 1d10 if the Outsider would be affected by a spell or magical ability. If you roll under or equal to X, the spell or ability affects the nearest adjacent creature instead. If the ability affects an area, the Outsider has advantage on any save against it.

19- Teleportation. 3/Day, the Outsider can teleport up to 100' as a free action on it's turn. It can also teleport to any runic circle, provided it knows the runes inscribed there.

20- Time Stop. 3/Day, the Outsider can stop time for (1/2*X) rounds, where X is it's ATK modifier. While Time is stopped, only creatures that can move within stopped time can move, otherwise all creatures cannot. Creatures caught in stopped time cannot be altered or affected until Time resumes, but they can be moved or items can be placed near them.


If the Outsider has a Damage Threshold of 6 or more:


It gains the following ability:


Emotional Aura: All Outsiders exude an aura of emotion based on what Emotion, Virtue or Vice they embody. This aura automatically affects all creatures within 50'. Creatures within range must save or have their emotions affected by the Outsider's aura. The Outsider can turn this aura on/off at will.

Summoning an Outsider:


When you summon an Outsider, it is like throwing a stone into a lake. Ripples will pass through the fabric of the universe as it warps and twists to allow the Outsider access. This causes ripples that pass through not only space, but also time.


What signs foretell the Outsider's arrival?


The weird happenings began...


1d4

1- An hour ago

2- Yesterday

3- A few days ago

4- About a week ago


It all started with...


1d6

1- Certain members of the local population started having weird, similar dreams.

2- Strange bouts of amnesia.

3- Lights in the sky.

4- Strange odors.

5- Voices from an unknown source speaking out of the static on untuned TVs and radios.

6- Phone calls from an unknown number.


And escalated too...


1d6

1- Local animals, such as livestock or pets, began mysteriously dying.

2- Strange weather phenomena.

3- Horrific nightmares, night terrors and sleep paralysis for some local people.

4- A local went insane and committed some horrific crime.

5- Certain people began suffering vivid Hallucinations.

6- The flow of time seemed to change, suddenly moving too fast, too slowly, or chunks of it seemed to be missing.


Then when it arrived...


1d20

1- Statues, and pictures of people start to weep blood.

2- All food is suddenly swarming with maggots and weevils. Any liquids that can be drank (water, alcohol, etc.) became undrinkable.

3- All water within 1 mile turned to blood.

4- The wind picked up and began shrieking and howling. Windows rattle in their panes, loose objects are flung around, kites were yanked out of the hands of children. The wind sounded like a scream or wail.

5- Clouds gathered and acidic rain starts to fall. The acid did no damage, but it burned and irritated the skin and damaged buildings, paint and statues.

6- The lights went out, and all electronics failed or malfunctioned in spectacular fashion. Analog devices are fine, but digital and electric devices were destroyed.

7- All radios and phone lines stopped working. Picking them up or listening to them only lets you hear a specific phrase being repeated over and over. TV and streaming services also stop working, instead playing distorted clips that have surreal hidden messages in them.

8- Mysterious graffiti started appearing all over the walls, in the margins of papers, and written on people's bodies in pen.

9- People's reflections became distorted and disfigured. Looking at the altered reflections too hard causes the mirrors displaying them to crack.

10- You all suddenly forgot the last 1d10 minutes. For the players, skip ahead to the next room, and pick up as if they had just been playing for the last couple minutes.

11- Time begins to move at an accelerated rate. This effects only the local area, but the players won't know that. Living beings age faster, watches begin turning faster, and natural processes accelerate. A cloth that gets wet from the rain will seem to dry in minutes, and days will take only hours. This rate also accelerates the longer it is allowed to go on. First time will move at double speed, then triple, then etc, and etc.

12- Strange music begins to play from an unknown source. It can be a relevant song from in-universe or something ethereal and alien sounding, produced on toxic, forbidden instruments.

13- Hallucinations overlay reality, transforming this current location into one formed out of the character's memories. The characters are suddenly children exploring their grandparent's basement, or they are back in school, hiding from the school bully. This area is a mish-mash of all the character's memories, so it should be disjointed and odd.

14- If there are any corpses within a mile, they rise from where they have fallen and begin to cavort and dance with each other, engaging in a silent, forbidden dance. Anyone who attempts to stop them is attacked with deadly force and forced to join the dance.

15- Animals begin to speak, babbling in languages both human and alien. This doesn't make them more intelligent, just gives them the ability to voice their inane thoughts.

16- All prey animals within the area sense the arrival of a greater predator, and behave accordingly. Birds stop singing, small animals hide, and you see larger creatures fleeing through the open. A deer sprints by, you see a brood of rabbits hiding under a fern, horses start kicking on their stalls, etc. Domesticated dogs and cats start barking and yowling, and if let loose, flee.

17- A delectable, pungent or strange odor fills the air. It is overpowering.

18- One door within this location now leads to an alien world, a distant dimension, or an alternate universe.

19- All within range must save or become overpowered with some incredibly strong emotional urge. This can be fear, happiness, rage or anything in between. Those who save are unaffected, though they can still feel the Outsider's presence weighing on their minds.

20- The sky suddenly changes, altering to have two suns, or display strange planets or constellations that have never been seen in the sky before.

What does it look like?


It appeared as...


1d6

1- As its host, nothing was strange about how it looked.

2- An idealized version of its Host.

3- A strange, beautiful and alien humanoid, such as a man with golden skin and hair of lapis lazuli or a woman of living vines and glass.

4- A humanoid with eye-catching features, such as golden eyes or color-changing hair.

5- A distorted and scary humanoid, such as a man without eyes or a woman with snakes for fingers.

6- A person you know, from either the past or present, anything from your girlfriend, your boss or your deceased father.

Unless an Outsider has the ability to shapeshift, it will not be able to change the form of it's host to resemble it's natural form. However, this is how it will look under Sight Beyond Sight (true sight), no matter what it's host looks like. This could also be used to see what an Outsider looks like when it is encountered in the Spirit World.


What does it really look like?


What color was it?


1d20

1- Red.

2- Orange.

3- Yellow.

4- Green.

5- Blue.

6- Indigo.

7- Violet.

8- White.

9- Black.

10- Gold.

11- Silver.

12- Pink.

13- Brown.

14- Purple.

15- Blue and Orange.

16- Yellow and Violet.

17- Black and White.

18- Red and Green.

19- Spotted, Roll twice.

20- Striped, roll twice.


How many limbs did it have?


1d8

1- None.

2- Four, two arms and two legs.

3- Six, two arms and four legs.

4- 1d6 arms and 1d6+2 legs.

5- 1d10 arms and 1d20 legs.

6- 1d20 arms and 1d4 legs.

7- 1d12 arms and no legs.

8- 1d3-1 arms and countless legs.


How many eyes did it have?


1d8

1- None, though it did not seem affected by this.

2- One.

3- Two.

4- 1d4+1.

5- 1d6+2.

6- 1d8+4

7- 1d10+5.

8- Too many to count.


What was strange about it?


1d20

1- It was covered in hair that looked like it came from dozens of different creatures.

2- It had gelatinous flesh.

3- It was covered in scales that seemed to have burst from under some sort of other skin.

4- It was covered in mouths, which babbled nonsense.

5- It's flesh was unstable, shifting and constantly moving.

6- It was made of bubbling liquid forced into a shape via will.

7- It had a weapon stabbed into it. This caused it obvious pain.

8- It was constantly burning, wreathed in flames that burnt neither it nor it's surroundings.

9- It was freezing cold and sprinkled with snow.

10- It was surrounded by smoke or mist.

11- Fills the air with strange, floating images.

12- Clothed in strange, flowing garments that changed according to it's will.

13- It wore a crown of light, or fire, or darkness.

14- It never touched the ground, but floated a few inches above it.

15- Wherever it was, you could hear distant music, or screams, or cries of pleasure.

16- It was accompanied by strange heralds, who spoke for it and intercepted any gift intended for it.

17- It glowed like a torch.

18- It was almost impossible not to look at it.

19- It was covered in insects, vermin or parasites.

20- It bled from one, two or many unhealed wounds. These seemed not to trouble it.

source unknown
source unknown

Outsider Alignment:


Outsiders are immortal creatures that are living exemplars of certain emotions, ideals, virtues and vices. Unlike mortals, who are often conflicted and fail to live up to their principles, Outsiders are iron-clad in their principles. They find the notion of compromise and moral-grey areas distasteful at best. A Demon might agree with you that doing evil to do good is okay, but secretly he finds any good outcome that results from your evil action disgusting. An Angel would look at the same action and say that any Good that results from this is tainted by the Evil you did.


Outsiders are labeled by mortals as Angels, Demons or Spirits based on their cultural and personal beliefs. For example, in a culture that values sexual freedom, an Angel of Chastity is not going to find a warm welcome. Similarly, in a culture that values rebellion and revenge under the guise of "justice", a Demon of Vengeance will probably be warmly received, no matter how many necks he breaks.


Outsiders don't care about these labels, as the only morality they care about is the Eternal Moral Law, laid down by the Authority when he created the Universe.


To determine an Outsider's Alignment, roll on the tables below:


1d3

1- Benevolent. This being is likely labeled an Angel. It embodies a virtue that is Good, though not everyone might share that opinion. To determine what virtue, roll on sub-Table A.

2- Indifferent. This being is likely labeled a Spirit. It embodies an ideal or represents a concept that is not inherently good or bad, though not everyone might share that opinion. To determine what that ideal is, roll on sub-Table B.

3- Malicious. This being is likely labeled a Demon. It embodies a vice that is Evil, though not everyone might share that opinion. To determine what vice, roll on sub-Table C.


sub-Table A:


This Angel is an Exemplar of...


1d20

1- Prudence

2- Justice

3- Fortitude

4- Temperance

5- Honesty

6- Diligence

7- Self-Control

8- Friendship

9- Zeal

10- Generosity

11- Kindness

12- Grace

13- Mercy

14- Patience

15- Peace

16- Joy

17- Faith

18- Hope

19- Magnamanity

20- Charity/Love


sub-Table B:


This Spirit is an embodiment of...


1d12

1- Fire

2- Water

3- Earth

4- Air

5- Animals

6- Nature

7- The struggle of living things to survive

8- The desire to reproduce

9- Music

10- Creativity

11- Aging and Change

12- The changing of the seasons


sub-Table C:


This Demon is an Avatar of...


1d20

1- Sloth

2- Avarice

3- Envy

4- Lust

5- Wrath

6- Gluttony

7- Deceit

8- Vengeance

9- Hatred

10- War/Conflict

11- Hard-heartedness

12- Tribalism

13- Sadism

14- Selfishness

15- Murder

16- Violence

17- Despair

18- Theft

19- Suicide

20- Pride

Optional Rules:


Outsider Authority: Outsiders can only have Abilities that relate to their nature. An Earth Spirit can grant you superhuman strength, but not shapeshifting. A Demon of Lust can give you Charm abilities or the ability to siphon life-force, but not the power to heal or protect.


Free-Form Outsiders: In a system based on Free-Form Magic, all Outsiders can cast magic as if Wizard Levels equal to 1/2 their Damage Threshold. They also have Magic Resistance equal to the number of Wizard Levels + 1. So an Outsider with a Damage Threshold of 6 can cast as a Level 3 Wizard and has 40% Magic Resistance. If these prove insufficiently powerful, you can also give them a number of Physical Abilities equal to X-2, where X is the normal amount they would receive.


Future Knowledge: From their perspective in Deep Heaven/The Spirit World, there is no such thing as Time. Everything exists as it always has in the great and unchanging NOW. When Outsiders look at our world, they see all events that have, are or will occur at the same time. As such, when they enter the world, they often have information about events that haven't happened yet. This is why Demons will often taunt people with the exact date they will die or knowledge of things the Demon couldn't possibly know about, such as how your wife is being unfaithful. However, when they enter the world, this disrupts the ordinary flow of causality as except in certain cases (such as Angels acting on behalf of a God), the Outsider wasn't supposed to be there. To see how reliable a Demon's Future Knowledge is, roll on the table below:


How reliable is it?


1d4

1- Completely worthless. By entering, the Outsider's knowledge has been invalidated, as it changes the events that will lead up to cause the event. The Outsider does not know this.

2- Half-False. The information is right, but something has changed, meaning it has a 50% of occurring, otherwise it doesn't happen.

3- Mostly true. The information is mostly correct, but the events described will play out in a different way or have a slightly different outcome.

4- Accurate and unchanged. The Outsider is almost entirely correct, a few details will change, but otherwise they will stay the same.


Note that no matter how reliable the Outsider's knowledge is, it is not a Curse and is not guaranteed to happen.



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