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Outsider

Outsider Knacks at the mortal level grant you the power to interact with groups that you are not a part of, be unnoticed by others, or fortify boundaries between themselves and others. These Knacks are driven by the concepts of otherness and bending the generally accepted rules.


 

Every family and pantheon have their black sheep, those who distance themselves (or are forcibly distanced) from their kin. In some stories they may be cast as Tricksters, ever the cause of problems the Gods must solve. More often, though, they exist outside the pantheon’s social order entirely, exiles or black sheep intentionally working to upend it, going well beyond the boundaries kept by their Liminal kin. Occasionally, an Outsider may even be tantamount to Titans, thorn in the side to their brother and sister gods, and perhaps are key figures in the stories of the end times. For each tale of one of Loki’s (relatively) harmless pranks, there is another where they’re the murderer of Balder or the parent of the monsters who fight the gods at Ragnarök. An Outsider is Legendary for how they ride that line, a member of their family, but standing against them at the same time. An Outsider often bucks the roles of tradition, prosperity, and sometimes, morality.


 

While the Outsider might be alluring for those who want to strike out on their own, one must remember that it’s often their relationships that make them who they are. They need a foil: Loki has Thor, Sun Wukong has damn near everybody, and thus you, too, need the bonds of your bandmates to fulfil your role as the Outsider.


 

Knacks

 
  • I Can’t, You Say: Once per session, you may reroll a failed roll. You gain a +1 Enhancement to the roll if that failure was a botch. If another character advised against that course of action or said you would fail, gain +2 Enhancement.


  • Lovable Scamp: When an action you took would cause a character’s attitude to drop, make a Knack Roll. Each success on that roll negates one level of Attitude reduction. With additional successes, the target gains a +1 Complication, which applies to any future Intrigue action targeting your character. Until they buy the Complication off, no action you take can lower their Attitude toward you.


  • Narrow Trolling: When you cause a character’s Attitude to drop, it only drops for you, and the character’s Attitudes toward the rest of your Band raises.


  • Exceptions that Prove: When interacting or entering a Field with a Complication on it, once per scene, spend Momentum and ignore that Complication. If you are alone (not within line of sight to another character, separated by impassable barriers, etc.) do not spend Momentum.


  • There’s no I in Team: When a target tries to affect multiple people in an effect that includes you, spend Momentum to exclude yourself from the effect.


  • Master of Interference: Once per session, when you compel another character’s Fatebound Storyguide character, you gain one Legend and that character gains two points of Legend instead of one.


  • Petard Hoister: When you uncover an otherwise secret plot, you gain a +2 Enhancement when interacting with the plotter or the effects of the plot as it’s set into motion. This effect ends once a day in game time has passed from the Enhancement’s first use or if anyone else outside the plot becomes aware of it.


  • With Friends Like These: When a Scion, God, or Legendary Creature of your pantheon tries to engage with you socially, you can spend Momentum and make a Knack roll. On a success, the target gains a +2 Complication which applies to any Procedural or Intrigue roll involving you. If not bought off, you will be drawn into the target’s scheme, taking some of the credit (or blame) and bringing notice to their plot.


 

Immortal Knacks

 
  • Black Sheep: When another character uses Scent the Divine or a similar ability, you present as a member of any pantheon you wish other than your own.


  • Fate Twister: When interacting with a Fatebound character, make a Knack skill roll. If you roll a number of successes equal to or greater than the Fatebinding’s Strength, their Fatebound condition becomes Jinx for the session. This Knack cannot be used on a Fatebound character with the Imperiled, Nemesis, Rival, or Traitor conditions.


  • Friendly Face: Once per session, you may declare yourself an ally, companion, or otherwise connected with an individual, and sever that individual’s tie to a group or Path they possess. You must openly act on their behalf or otherwise prove your ties in order to do so. This effect lasts for the remainder of the session.


  • Nowhere Man: Efforts to find or track you automatically fail unless supplemented by some form of magic (a Knack, sorcery, etc.), in which case they suffer from a +3 Complication that, if not bought off, warns you that you’re being followed.


  • Outside Looking In: While you are outside of a building or room, you can spend Momentum to see and hear as if you were within said room or building, provided someone you know is within it. These senses last for one scene, or until you relinquish it, and you cannot see or hear normally for the duration.
Skills: Integrity, Occult, Subterfuge
  Example Keywords: Loner, mountebank, cheater, troublemaker, black sheep, outcast
Example Gods: Ama-no-Uzume, Ares, Chang’e, Chernobog, Circe, Coniraya, Dionysus, Donn, Erlik Khan, Huehuecoyotl, Loki, Nergal, Obàtálá, Prince Nezha, Pukawiss, Set, Sun Wukong, Tāwhirimātea, Tezcatlipoca, Tsukiyomi, Veles
  Fatebinding Roles: Balm, Rival, Nemesis



Failure Deeds: Allow a limitation to prevent you from reaching a goal, do what is expected of someone of your station, take a formal role within a group.
  Adoption Deeds: Act in favor of your own good over those of the group, interfere in the goals of a member of the same pantheon as you, refuse to play by the rules.

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