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[LoGS] "Enter the Dishonored" (new cantrips)

Started by JesterRaiin, May 09, 2016, 10:24:50 AM

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JesterRaiin

DISCLAIMER: this is an attempt to introduce certain elements taken from Dishonored video game, to the Lords of Gossamer & Shadow. As such, pretty much nothing here is of my doing, I'm merely a tailor who stole scraps and bits from both in-game content and Internet wikis, and stitched them all together. I claim no rights to anything introduced here, aside of those a few stitches that connect everything together (which doesn't make much of content, really). Also, it should be noted, that a few Gifts multiply effects already found in the corebook of LoGS. This is intentional. Proceed at your own risk, use at your own leisure.

A clarification: whenever "per day" expression is used, it assumes user's subjective cycle of time. As for "Attribute X determines Y" - the GM is free to determine initially exact distances, or lengths of time, but once he does that, it should be followed "to the letter". While small dose of chaos is acceptable, predictability of the mechanics is crucial in diceless role playing.

This is WIP. All comments and criticism are welcome.

version: 0.8: ...same old, same old. Gift's list broken on two parts - relatively safe and hazardous Cantrips. Raised the cost of the latter.
version: 0.7: guess what: corrected a few mistakes. Added new plot seed, a little explanation, "names" of some Gifts and links at the end.
version: 0.6: as usual: typos. Dropped Agility, Vitality and Blood Thirsty - they wouldn't work with LoGS very well. Redesigned Arcane Bond. For all it's worth, the work is done, yay! :)
version: 0.5: there's no shortage of errors, so it seems. Corrected Possesion, Time, Swarm, Wind, added another plot hook.
version: 0.4: further corrections, completed Summon Assassin and fixed Void Gaze Gifts.
version: 0.3: minor text correction, added a few descriptions, corrected Gifts' cost.
version: 0.2: minor text correction, added plot hook section.


The Outsider:
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"The Outsider is not classically a 'trickster god,' but he's done a few things that probably remind people of other trickster examples, like granting man some kind of forbidden boon. You could say he has 'Chthonic' or 'Underworld' god qualities which represent the unconscious, mystery, secret or repressed desires, creativity, etc. The 'Shadow Self' from Jungian archetypes. This aspect, in my opinion, is much stronger than the trickster qualities."
~ Ricardo Bare

The Outsider is a mysterious supernatural being said to be part-devil, part-angel, neither good nor evil. He appears as a plain-looking young man with short brown hair and black eyes, wearing a brown coat, blue pants and black boots.

According to one of popular legends, he was born a human outcast on one of Gossamer Worlds. With no known family, at 15 years old the "powerless and abused" orphan was unwillingly subjected to a ritual by an occult group in which "he was bathed and dressed, and his hands were adorned with rings." He was thought to show all signs in him to become one with the Shadow, notably his age and bits of prophecy (the celestial movements and events like the mass dying of fish). He then "merged in part with the Shadow" to become a "being of insatiable curiosity about what people do when given power over others." As a "godlike entity", the Outsider appears to people he finds "interesting," and can make contact with them both through dreams, and in the physical world at his shrines.

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There's no telling what part of this legend is true, or whether there's any truth to that. For all its worth, the Outsider's whole existence is one big mystery to everyone, including Gossamer Lords (take that, Lucien!) and Dwimmerlaik. The Outsider should remain exactly that: an enigma, deus ex machina, never understood, never predictable, beyond the reach of anyone. When he enters the adventure, it's only to provide some insight, observation, commentary, or to mark a character of his choosing as his personal point of interest.

And this is where things become interesting.

Warning: the following story follows the vision presented by the marvelous Dishonored video game, where the Outsider is presented as a mysterious entity that decided (for reasons unknown) to interfere with the matter of the world and grant some of its power to a few selected people. Yet, LoGS' Game Master doesn't have to follow it. He is free to develop his own story, where the Outsider is merely another Gossamer Lord with a bunch of unique powers and tricks up his sleeve, make PCs seek and meet him on their own terms in one of Gossamer Worlds, without entering the Void, perhaps introduce him as a prisoner of Dwimmerlaik Empress who - once liberated - shares his knowledge with his rescuers, oreven get rid of him entirely and introduce Gifts as merely a bit expensive and gamebreaking Cantrips. As usual: it's up to the GM.


Meeting the Outsider:
Whenever the Game Master decides to do so, selected Player Character (or the whole group if he prefers it this way) finds himself in a place called by some The Void, strongly resembling worlds shattered by Dwimmerlaik - smaller or bigger parts of unlikely landscapes floating in the ocean of nothingness, sometimes resembling small, secluded islands, sometimes connected to each other with narrow paths, broken bridges, branches of ancient, enormous trees or waterfalls pumping water apparently from nowhere, disappearing the moment it touches the ground in what seems like an eternal cycle without any purpose. There are no doors to be found, the presence of both Umbra and Eidolon seems to be dampened by a dense layer of invisible cloth. Any power/cantrip/sorcery that might help the PC doesn't work as intended. Spells produce weird side effects and offer no insight into what's happening.

Any PC staying inside finds it impossible to determine what and where the Void is. In fact this might be sort of "astral projection", or a dream (with very real outcome). For the purpose of the event, it's safe to assume that everything happens in a personal Domain completely under the control of its host - the Outsider.



The only thing players might do is to proceed, travel through the weird landscape, see things the Outsider wants them to see, accompanied by his words, coming seemingly from everywhere at once. The host might be presented however GM likes, as a benevolent, compassionate angel, a cruel devil, taunting the abducted, or simply a trickster, curious about the result of chaos he is about to ignite. No matter what, he should be one of these enigmatic pieces of puzzle seemingly tied to events of current adventure, but impossible to connect directly to any specific part of it. Is he an accomplice of X? Or an enemy of my enemy, who (while not my friend) sees me as a potential pawn in his game? A god, one of those true deities, that might oversee whole reality and its affairs? These are but a few questions a player is supposed to ask himself upon facing the Outsider.

The important part is that at the end of their travel, the Outsider bestows his Gift upon those who played his game (like they had a choice!) - a stigma, called "the Outsider's Mark".


The Outsider's Mark:
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The process is not a matter of choice. It reduces Character Points by 10 (if the character has no advancement points, they are reduced from his Stuff total) and produces (in quick and painful fashion) a scar or a tattoo resembling a deep burn on character's dominant hand. It can't be erased no matter what, and if the marked would've ever lose this limb and later regrow it, or use an artificial replacement, the mark will reappear with it.


The Outsider's Gifts:
Being stigmatized with Outsider's Mark, opens the way to a few CANTRIPS described below (because that's what they are, nothing more, nothing less, same rules apply). There's no other way to learn these particular Cantrips, however their results might be cloned by other powers. It is worth noting that these "Gifts" (as they are usually called) might be used by anyone, even creatures who wouldn't normally be able to use Cantrips or engage into any form of sorcery. It's like the Outsider's Mark overrides normal limitations. Still, it might come at great price (exhaustion both mental and physical are not to be taken lightly, especially by low-level beings).

The number in parenthesis is the cost in Character Points required to raise the Cantrip to that level. It's impossible to buy next level without buying "lesser" level first.

Warning: Notice rather high cost value. This is intentional - Outsider's Gifts are damn game breaking, which by the way is intentional too. They are meant to disturb the equilibrium of the reality and plant seeds of chaos in otherwise predictable universe, so its perfectly within their nature to act like "cheats".

A peculiarity: Each time a PC uses one of Outsider's Gifts, the Mark glows for a short time - a visual effect, nothing more, yet it might be worth remembering, were the character to use it in total darkness, or while surrounded by a crowd of spectators.


Gifts considered "safe":
Following Gifts, while certainly bending the reality of the Lords of Gossamer & Shadow game, changing its dynamics and influencing it on many different levels, aren't that much of the trouble for the Game Master. Even if the PC (or whole group) would possess them and evolve to higher levels, it wouldn't make them invulnerable or force the GM to adjust his stories that much. Because of that, they are considered "safe" and the GM shouldn't worry about the results of introducing them to his scenarios.


  • BLINK Rrasho-hhyehh
While using this Gift, user disappears in dark, ink-like cloud, resembling shadowy explosion, only to appear somewhere else nearby.

Lesser Blink (free - character gets it alongside Outsider's Mark).
User disappears and reappears a few meters away in the direction of his choosing, as long as there's no visible obstacle between him and his target (even the thinnest piece of paper stops Blinking user, but piece of crystal-clean glass or a mirror of water does not).
- The exact distance is dictated by user's PSYCHE, with lowest level being enough to teleport its user no further than the length of his own height. The most powerful Blink user might teleport himself anywhere in the range of his sight.
- User's ENDURANCE determines the amount of Blinks allowed per day. Its lowest score might be enough to launch one to three Blinks one after another and no more than ten-fifteen Blinks per day.
- User is limited to his own weight + small inventory (no more than clothing, and a few items like his weapon, small backpack). Anything above that means that Blink won't happen.

Greater Blink (10).
Same as above, but the user might take with him as much as he is able to lift under his head, including living creatures. In case of characters with very high STRENGTH, this might mean truly massive weight. The GM is free to determine whether the surface of target won't break under Blinking user's weight.

  • DARK VISION Haviiz dhayyz
While using this Gift, user's eyes become perfectly black, like two spheres made of polished black obsidian rock, not unlike the eyes of the Outsider himself.

Dark Vision (free - character gets it alongside Outsider's Mark).
For a short time (ENDURANCE) user perceives all alive beings in his close vicinity (PSYCHE). They seem to him like their own 2-dimensional silhouettes glowing with morbidly green aura. Dark Vision can't pierce the Shadow and therefore is limited on both the Grand Stairs and in worlds under Dwimmerlaik control. Effectively, outside of typical Gossamer Worlds, Dark Vision has strong chance to fail its user and protect any creature behind his sight.

Greater Dark Vision (5).
As above, but the user isn't limited to creatures considered alive. Any creature that might move (specifically: threaten him), be it an automaton, undead, a demon, or a shade becomes visible or at least its presence will be announced by the GM. At GM's discretion user might be hinted about creature's general mental and physical state (hostile, peaceful, dead, sick, sleeping, agitated, etc)

  • VOID GAZE Khhhron hayez
While using this Gift, user's eyes disappear, hidden behind a blindfold made of impenetrable shadow.

Void Gaze (2).
For a short time (ENDURANCE) user sees a place of his choice in his near vicinity (PSYCHE). He doesn't have to face it. It's like his eyes observe target's isometric representation from behind the scene. It's worth noting, that what he sees depends on his subjective perception (WARFARE) - he might not recognize certain objects (a shadow might be taken for an object and the other way around) or comprehend shapes (especially camouflaged ones) if his eyes aren't keen enough. Whole vision is in monochromatic, grey and dark tone, colors are beyond recognition and it's impossible to read what is written on a piece of paper, or see what happens on tv screen.

Warning: the user is prohibited from asking about more details - he is limited to what the Game Master chooses to share and, perhaps an answer to a few additional questions along the lines of "did I spot [X] there?" or "did I got the feeling that there was anything dangerous there?" User's WARFARE should dictate just how much more the GM should share and whether said information is precise or not.

Greater Void Gaze (5).
As above, but user sees more. The Game Master provides him additional pieces of information - user is free to ask about any details he finds interesting, and the GM is obliged to answer that (according to user's WARFARE level). While the vision is still monochromatic, the user recognizes the difference between, for example, a blood and a paint, or might tell whether leaves of a certain plant are "healthy" or not - it's still more along the lines of "overall feeling" rather than color/quality perception. In addition the user sees sounds and smells: to his new sight they resemble transparent clouds betraying both the source and the path said phenomenons follow.

  • WINDBLAST Hhhulllkissyl
User waves his hand and a strong gust of wind follows.

A gust of wind (1).
Nothing sophisticated, really. Enough to stagger a fully grown man, stop him for a moment, with a bit of luck - to make him lose balance and fall. If combined with environmental factors (such as slippery surface, or very narrow path) it might become truly devastating. Its effect might be extended to as much as three people standing or running close to each other, especially if they don't expect such a blast. If used against a static scenery (for example a furniture in a room) the result varies depending on the mass of objects in the general vicinity - some might break (glassware), some might be torn in the half (japan-like paper walls), other might simply tremble, open its doors, but nothing more.

Tornado (2).
As above, but the blast tips the victims over and if used in, say, a room, it would reduce it to a one big mess. It would be truly dangerous in fragile environment, filled with delicate machinery (think giant tanks full of corrosive, acidic liquids, or in the core of nuclear reactor), dangerous devices (explosives, grenades), or not particularly durable (inside certain sections of a ship or a star vessel, or on higher floors of a skyscraper made of glass).

  • PULL Soom
User opens his palm and a selected object flies towards it.

Lesser Pull (2).
When used, it forces a single object, no bigger than user's hand located in a short vicinity (PSYCHE) to fly towards the user, providing there aren't any obstacles on its path.

Greater Pull (5).
As above, but the object's dimensions are dictated solely by user's STRENGTH and, providing said object is durable enough, it might destroy obstacles on its path (including breaching a thin wall made of simple materials). With a bit of creativity, same rules as with WINDBLAST apply.

  • POSSESSION Gohyiss
The user attempts to attach part of his consciousness to the mind of selected creature. He leaves his own body behind and stays oblivious to whatever happens to it - it'd take only pain (and quite severe one) for him to return to it. For people around he is in a state of catatonia and might be easily mistaken for dead corpse.

Lesser Possession (5)
For short time (PSYCHE) user becomes one with a creature no bigger than himself and of lesser PSYCHE. The creature must be initially visible to the user and can't be agitated. As long as the user stays "hidden", and limits his intrusion to merely looking through the eyes of his victim, or listening through its ears, the victim doesn't realize his presence. When the user attempts to somehow influence actions of its victim they realize that there's something happening in which case normal rules of mental conflict apply (they might think it's a demonic possession, or call it otherwise, but they will still fight it).

In addition, even if the user wins, the victim won't do anything it wouldn't otherwise (such as "harming loved ones", "jumping off the cliff" etc). The Possession is enough to influence victim's actions and choices via unconscious suggestions, a slightly better than a hypnosis", but nothing more.

At the end of the possession, creatures (at least sentient ones) realize that something might be wrong, but only if they find themselves acting irrational ("once again, why am standing here butt naked?").

Greater Possession (10)
Same as above, but the user might attempt to possess a mind of equally high PSYCHE and the creature has to be merely in the range of his sight (the user doesn't have to actually see it).

  • SHADOW KILL Ftaah
When used during a fight, it destroys the body of a killed opponent.

Ash death (1).
Providing the victim gets killed by this Cantrip's user relatively short after it was cast, its body alongside with its mundane equipment turns to a pile of unrecognizable ash.

Shadow death (1).
As above, but tentacles made of shadow appear from nowhere and disappear almost instantly taking the victim's body with them, never to be found again.

Warning: perhaps this isn't obvious, but Shadow Kill is a great way to dispose of a corpse, make it impossible to determine the circumstances of death, or - if applicable - prevent victim from being resurrected. In a way this is "final death" solution, especially useful for those creatures that tend to return to life even when dismembered.

  • ARCANE BOND Jahanayy
The user touches someone with his hand (the one bearing the Mark of the Outsider, only) and bestows him with the ability to use one of Gifts he already knows. It doesn't mean that the recipient instantly knows which Gift will be shared with him, how to use it and all its details, so a warning (not to mention, a small "tutorial") prior to such a share would be most welcome. It's one-time use, and the person must be constantly touched to use the Gift: letting the person go means that the Gift immediately ceases to work, aside of Blink - it transports the touched safely (but perhaps not particularly skilfully) to its destiny.

Lesser Arcane Bond (5).
The user might share any Lesser Gift.

Greater Arcane Bond (5).
The user might share any Gift, including Greater one.

Warning: it's recipient's Attributes that are used to determine Gift's capabilities, and it is him who will be exhausted.


Gifts considered "hazardous":
Following Gifts are, plain and simply, gamebreaking devices. They work quite well in the original video game, and at first glance don't look that threatening, but one must remember that role-playing games aren't as limited as their computer equivalents. Paired with human ingenuity and unpredictability these Gifts are truly devastating.

Imagine how many detective stories would prove to be unsolvable even to greatest detectives, if they would face the mystery of a series of killings leaving nothing aside of bones of their victims stripped off all flesh - no fingerprints, no clues, no way to find the culprit - vermin did it!. Think how boring would become a scenario featuring zombies, Xenomorphs, or some insane axe murderer if "the victim" could've simply call a Shadow Assassin to slay the menace. Try to predict how a character with Time Stop ability would perceive and interact with the world around him if all he would have to do to avoid a persecution would be to stop the time around him and simply leave the place via nearest exist.

These are merely a few, very crude and direct applications of those a few Gifts and therefore each Game Master should think twice prior to allowing him at his table. It wouldn't hurt to think whether such powerful abilities should be allowed for Player Characters at all, or if there's a way to introduce additional, more elegant limitations. One - VERY high buying cost - is already applied, but even that might not be enough to justify the existence of such powerful power.


  • BEND TIME Hhhoolm
The user becomes inhumanly fast, at least according to all spectators.

Slow Time (5).
The time around the user slows down. The effect doesn't last very long (ENDURANCE), merely a few seconds at low levels and up to a few minutes for the most powerful users. Just how fast is the user, depends on the GM, but "enough to outrun a bullet" seems to be about right. If more than a single creature use this Cantrip at once, then their PSYCHE dictate which one is faster and WARFARE - who started it first.

Time Stop (10).
The user exists normal time and exists outside of it. It's important to understand that aside of him everything becomes rock solid. While he might move, breathe and operate freely, he can't influence anything staying in the normal time-flow. He might sidestep a bullet launched in his direction, paint it pink and tie a knot all over it, or even jump on it and use it like a trampoline of sorts (because why not?) but he can't move it even a little. Similar thing with mechanisms - computers don't work, doors (this is important for any Gossamer Lord) won't open, car engines won't start.

Warning: the more advanced users of Time Stop (ENDURANCE) might "recharge" while outside of time and launch another instance of it when it ends (what might translate even to whole days in case of Ranked ENDURANCE). It effectively means that they might disappear from the time forever. It's risky, especially if PCs were to use such an option, but ultimately it's up to the GM to allow it or not.

  • SUMMON ASSASSIN Yyee-ihstyyss
A humanoid creature emerges from shadowy, black, ink-like explosion, (not unlike the one created by Blink) and helps the summoner in his fight.  It's apparently made of shadows, wears dark, leather armor covering it from head to toes and uses sharp blade in fight. It's known as Shadow Assassin, neither particularly powerful nor durable, but very stealthy being whose whole purpose is to eliminate summoner's enemies silently and efficiently. Because of their relatively low characteristics expecting them to act like frontline warriors is unreasonable. Yet they are very good at different things - sneaking and killing. During their short stay, they are more than enough to eliminate weaker opponents quickly and wound, or at least momentarily distract stronger ones.

Assassins show up in place specified by the summoner, but not very far from his own position (no further than a few meters away in any direction). They don't respond to commands and aren't under anyone's control (not counting the GM) - they quickly assess the situation and proceed to autonomously eliminate everyone who might be considered a threat to summoner or his allies. They hardly, if ever get in the way. Stealthy approach is preferred and if it fails, or when an assassination seems to be impossible, they attempt to create a tactical advantage for the summoner and his allies (by distracting  enemies, opening doors, breaking mechanisms, etc).

They disappear (in similar shadowy explosion) when their job is done, when they are killed or incapacitated (by any means, including mental domination), when there's nothing they might do, or when their time is over (usually at the end of battle, unless it takes longer than a quarter of time).

Summon Shadow Assassin (5).
  • Double Vitality
  • Double Speed
  • Combat Training
  • Assassin's blade: Hardened
  • Cantrip: Lesser Blink

Summon Shadow Master Assassin (10).
  • Double Vitality
  • Double Speed
  • Combat Reflexes
  • Assassin's blade: Double Damage
  • Cantrip: Lesser Blink
  • Cantrip: Lesser Pull

Warning: Shadows remember. Each time summoned Assassin dies due to summoner's abuse, the chance for not answering future calls grows. If the summoner goes as low, as to treat Assassins like living minefield-disarming device, he might count on Assassins attacking him rather than his enemies, summoned or not... Beware.

  • DEVOURING SWARM Hhlkhlyss
A swarm of highly aggressive vermin crawls from every hole and crack in the nearest vicinity and attacks the victim. It can't be controlled, scared away or reasoned with. It won't stop at nothing, neither flames nor any obstacle won't hold it for long. It crawls, it changes form and it destroys. Very creepy spectacle.

The swarm consists of specimens varying from an insect army to small rats, birds, or other creatures best matching local environment. If called in place missing all natural life (dead Gossamer worlds, some Dwimmerlaik domains, the Void, etc), it manifests itself as a thick cloud of small, black particles that stings and cuts like a sirocco of crystal-sharp obsidian shards.

Lesser Swarm (5).
Swarm of vermin attacks single victim selected by the user. All in all, while they might really pose a big problem for low level enemies (such as typical Earthlings), for more powerful creatures they are merely a distraction, enough to break their Spells, Cantrips, or shift the attention from the user to their new menace. There are creatures that wouldn't worry about them at all, especially those with skin, fur, or armor thick enough to withstands numerous but weak bites and stings, or those who can quickly get away of swarm's reach (incredibly fast, levitating, flying beings or those possessing the ability to teleport come to mind), but in specific circumstances even they might react to being covered from head to toes with a coat made of living, hungry, rabid monsters.

Greater Swarm (10).
Now we're talking! A living carpet of vermin covers whole floor, also all walls and a ceiling, if summoned in a closed space such as a cavern and attacks everyone who threatens the user. The Swarm in action is really awful sight to behold: the amount of vermin is enough to swallow a grown man whole and rapidly strip his skeleton off all flesh. The Swarm covers only close range and space, no bigger than "a room" (or its equivalent), and stays around only for a few seconds. For typical denizens of Gossamer Worlds who decided to attack the summoner it means death, or grave wounds reducing them to a caricature of alive being, blind, crippled, sentenced to feel only two things to the end of their days: pain and fear.

Warning: Aside of being handy and efficient weapon, the Gift has other values, most notably it's great for morale breaking. Screams of dying victims, tormented and eaten alive might be enough to give nightmares for nights to come to everyone witnessing this, so all users should realize what they are awakening when they decide to put this Gift into action.


A few plot hooks & twists:

  • The Outsider and the Lords of Gossamer.
It's assumed that PCs attempt to learn about "whats" and "whys". (You've been abducted by some powerful entity, that put you in a place beyond places, then marked you with fire, like a cattle, what allowed you to use powers that might as well be devil's invention and you don't give a damn? Seriously?) This might be the perfect opportunity to introduce other Gossamer Lords. In fact, they might try to reach the Marked Ones on their own. Why?

The Ousider's seemingly chaotic actions, and the fact that his domain (see below) resembles that of Dwimmerlaik might be enough for some to perceive him as powerful Gossamer Lord, (probably Umbra Master) who betrayed their own and cooperates with the enemy. Bearing his Mark might stigmatize PCs as his agents and thus complicate the interaction with other Wardens and Masters, even to the point of placing them under arrest for further questioning.

- Lucien, the Sage seems like the most obvious choice of a consultant. After all in that great library of his one has to find some clues regarding the Outsider and his actions, be it substantial, or at least gossips or legends. Still, asking him for help, would probably result in PCs "owning him one" and placing them in one of his grand schemes spanning across adventures and campaigns alike. There's a possible workaround: Lucien might already pursue the Outsider, in hope to learn more about his agenda and the source of his power. This might be an excellent entry point to build a relationship with the Sage - the promise of satiating his curiosity, allowing him to observe and study Gifts might be enough for him to lend a helping hand.
- Dayle, the Seeker might be the one who actually met the master of the Void during her voyages to the far away, both physical and mental. Her advisory, might be the only free one, albeit it will be probably enigmatic and full of allegories. Still a good question is often worth more than a direct answer providing no explanation whatsoever.
- Bastiano, the Warmonger is an interesting choice. It is worth mentioning that he is the only notable Lord of Gossamer who truly wields the power of Umbra and the Outsider's connection to the chaos seem unquestionable. With that in mind, Bastiano, while not the best source of information, might be the only one to make a few vital observations, enough for a clever PC to realize what to do next. What would compel Bastiano to help a bunch of greenhorn adventurers is to be determined.
- Calais, the Knight is probably the only one, who will attempt to actively help the Marked Ones, if not from the goodness of heart, then because of his curiosity regarding the enigmatic creature that stigmatized the PC.
- The rest of Lords (Vala, Drake) tend towards structure building and upholding a certain equilibrium of things, so they'd probably send their minions to invite (in case of a refusal - apprehend and deliver) the Gifted to their own Domains (or at least places where they are in power), question them, perhaps interrogate, and even imprison for some time being. The last option is a great adventure starter - after all, a prison doesn't have to be a small cell. In the eyes of Gossamer Lord it might be an inescapable Domain, mini-world along the lines of an island where prisoners behavior is constantly monitored, and their reactions to certain stimuli and events might dictate their further fate.

  • The Outsider's Legacy.
Nobody knows how many Gossamer worlds were visited by the Outsider whom he bestowed his Gifts with and to what ends (not to mention for what purpose). It seems that he prefers to observe the chaos his Gifts ignite without further interfering, or limiting his interference to making vague observations when meeting with Gifted ones during dream-like states.

It shouldn't be surprising that different Worlds and their inhabitants reacted differently to his presence. There are places where he is worshiped like a god with the Marked being his high priests, or presented as the Devil himself and all who spread gossips about him - persecuted and burned alive. There are places where the Marked are recognized as Chosen Ones, destined to take control over grey masses of simple folk and they really do - they are kings and generals, become sorcerers and manipulators, sometimes benevolent protectors, sometimes bloody monsters.

This provides great opportunity for the GM to introduce a NPC who recognizes the Mark on PCs' hand and... There's whole ocean of possibilities here, really. Some might lead to simple side-quests ("I know something about that Mark of yours and I'm willing to share it, if you...") and separate adventures (PCs emerge on the world where another Marked One lives, unfortunately he is mentally unstable and thinks that by killing another of his kind he takes over his power) to whole story arc worthy of a long campaign with varying outcome (a global scale religious conflict between the Outsider's devotees and the Heretics, or the other way around). Moreso if players enjoy such distractions and don't mind if they replace the main storyline.

  • Catch (and slay) them all.
Small but bloody modification. One of possibilities in earlier entry suggests that the Gifted hunt and fight each other for various reasons, but all connected to the Outsider, his Mark and Gifts. If the GM decides to use this plot seed, he might announce (in whatever way he chooses, some NPC who stalks the PC would be the ideal choice), that instead of learning Gifts via typical process, the only way to gain new ones is to kill another Gifted and thus take over his power. This leads to a few choices, the GM is bound to make - whether the killer takes over the Gift of his victim, or simply gains new one of his choosing? Is he free to choose from the list, or is there some specific order of newly gained Gifts? Are the Marked ones disorganized, or is there some organization harboring all, some small society moving across Gossamer Worlds (or staying in safe borders of only one, unaware about the bigger picture)? Perhaps the killing isn't necessary, perhaps, as violent and painful as it seems, but also a bit more merciful, all one needs to take over the Gift is to cut off the victim's part of skin with the Mark? Or even more peaceful solution: perhaps the Marked one might simply be challenged to some sort of non-violent contest and when he fails, he is forced to let go one or all of his Gifts? Or maybe it's just a matter of convincing the other guy to renounce what as well might be a blessing and a curse? Are there some repercussions following such acts? Is there anyone hunted PCs might turn to in hope to gain some help, protection, explanation?

Each option leads to different dynamics and possibilities, ranging from very minor side-stories, to full story arc not unlike the one introduced by The Highlander franchise, or... The Pokemon with all its leagues, official challenges, combat governed by certain rules, etc.


Links & Source material:

"If it\'s not appearing, it\'s not a real message." ~ Brett

Jason D

Very cool!

I can't wait to see where this goes.

JesterRaiin

#2
Quote from: Jason D;897014Very cool!

I can't wait to see where this goes.

Thanks.

So far we had only a few Outsider's Gifts in our play and I'm about to meet with my players to discuss the rest of new Cantrips (and probably a few additional ones taken from different video games). There's also the problem of cost of each Gift. Everyone thinks it's way too much.
"If it\'s not appearing, it\'s not a real message." ~ Brett

JesterRaiin

Okkkk.

I think this plug-in is pretty much playable at this point. I hope some LoGS fan might find it useful. Godspeed. :)
"If it\'s not appearing, it\'s not a real message." ~ Brett