Child Of Perdition (6 FP)
Where there is nothing, those that are not await to be.
Height: Maybe
Weight: Maybe
Speed: 10 ft.
Unarmed Dice: 1d2
Immortality (20 FP): Children Of Perdition do not exist and cannot be destroyed. Being beyond reality, they cannot be killed. If they would be killed, via the usual rules for killing a creature, they become physically dead until they can use Reality Warping to return to life.
The degree to which they must warp reality to return is based on the degree that they are killed and how they attempt to return. As a guideline, a Warping Check result of 9 can restore them to life in an hour, if there are no complications.
Reality Warper (6 FP): A Child Of Perdition may move beyond, their ripples changing what is seemingly real. They define what they want to happen and how long it will take to make it happen. The Game Master determines the DC, which the player must beat with a Warping Check (1d12 + Smart Ass). The DC can be lowered by increasing the time required or reducing the power of the effect.
Beyond Creation’s Light (4 FP): Children Of Perdition are conscious within the Beyond, their awareness within reality simply a reflection of their true being. When another creature would observe the contents or structure of their mind, it fails to understand what it is observing, beyond a general sense of the incomprehensible non-existence beyond.
This unknowable nature renders them immune to effects that would alter, control or similarly tamper with their minds. Because of this, their souls cannot be harmed or destroyed.
Timeless (0 FP): Children Of Perdition do not age no matter how much time passes.
Unworldly Nature (0 FP): Children Of Perdition do not exist within any reality, but passively manipulate realities they have influence over to function as if they exist.
Even when they have no influence within a reality, they can gain influence that may eventually lead to the manifestation of a false existence within the reality.
This can happen from unplanned breaches in a reality’s structural integrity, which allow a sliver of influence in that may eventually grow large enough for them to manifest.
Alternatively, one Child Of Perdition can invite in the influence of another Child Of Perdition. The method used to grow this influence varies, but requires a Warping Check determined by the Game Master.
The amount of FP that they enter the reality with should correlate to the Warping Check, but the minimum successful Check will invite them in with all the base Features of the Child Of Perdition clan. This Feature allows them to return after being burned from existence by Creation’s Light, even if at a lower level.
Existential Fragility (-24 FP): All damage the Child Of Perdition takes is doubled four times.
Optional Features
Great Beast (∞ FP): The result of a Child Of Perdition completely subsuming reality and remaking it with themselves at the center, a Great Beast needs not worry about subsumed realities resisting their wishes. The DC for Warping Checks is reduced by ∞.
For 1 additional FP, they gain an incredibly cool hat. This hat allows them to add 1d4 to Checks made to impress creatures with how amazing their hat is.
Temporal Mobility (8 FP): Being entities only bound to time as a practicality of manifesting within a reality, many Children Of Perdition develop the finesse required to move through causality as if it was just another direction.
As twelve actions, they can move themselves and a maximum number of other creatures equal to their Smart Ass to any point in time. Whenever they go back in time, their actions can alter the future as normal.
However, anything that would affect their personal linear objective timeline will cause temporal dissidence.
This is because changes that effect their P.L.O.T. will directly alter their history, and therefore them.
Temporal dissidence is the strain on existence created by the circle of constant minute changes made by a time traveler effecting their own future and having those effects change by how it effects the past.
Due to this, if they do something that causes too much temporal dissidence, such as by greatly changing their own future, the changes too their P.L.O.T. become too extreme and cause a rapid energetic transitive chronological orientation normalization.
A R.E.T.C.O.N. causes their personal timeline to rewind until before they made the action that caused the R.E.T.C.O.N., therefore making it impossible for them to change their own P.L.O.T. to a noticeable extent.
Since Beyond Creation’s Light makes them immune to mental or soul changes, they cannot have their mind or soul changed by changes to their own past.
Beyond Reason (6 FP): One of the Child Of Perdition’s Ability Scores increases by +1. This Feature can be taken repeatedly for different or the same Ability Score. This cannot raise an Ability Score over 24.
For 2 additional FP, this Feature can raise Ability Scores up to 36. Following this pattern, the cost of this Feature increases by 2 FP for each 12 it can add to a total Ability Score.
Existential Solidity (6 FP): All damage the Child Of Perdition takes is halved, rounded down. This Feature can be taken repeatedly, its effects stacking upon themselves.
Brian (4 FP): The Child Of Perdition’s false existence is impossible for mortal minds to retain, memories, information or interest relating to them or their nature falling out of mind once out of sight.
This effect does not stop creatures from retaining working memory while interacting with them, but will stop creatures from noticing their presence without direct interaction or remembering it afterwards. Creatures with minds immune to mental tampering are not affected by this Feature.
For -1 additional FP, when a creature’s mind is affected by this Feature, it experiences an inexplicable craving for coffee or, in the event it dislikes coffee, an impression it was talking or thinking about coffee.
For 4 additional FP, they can choose to apply this Feature selectively, it only effecting creatures they choose when they choose.
Existential Growth (3 FP): The results of Warping Checks are increased by 1. This Feature can be taken multiple times, its effects stacking upon themselves.
Extinguisher (2 FP): The Child Of Perdition can claw away at the very fabric of existence itself, ripping out that which should be intrinsic to the workings of reality. They can damage and kill any creature as if it had Hit Points, negating the effects of Scion Of Creation.
Fractured Existence (2 FP): Some Children Of Perdition can divide their influence into multiple manifestations, seeming to be multiple lesser creatures, rather than the greater existence they would create by focusing on one manifestation.
As twelve actions, they can create a second manifestation of themselves that functions as if it was a different instance of themselves, sharing their awareness and Features with the second manifestation. The new manifestation has independent actions. They can create as many manifestations as they wish.
When creating a manifestation, they must give the manifestation a number if Hit Points. The manifestation gains however many Hit Points they choose to give it as its maximum Hit Points and their maximum Hit Points are reduced by the same number.
They cannot reduce their own Hit Points below, or create a manifestation with less than, the maximum number that would result in their death from 1 damage. For example, if Existential Fragility would cause them to take 16 damage from one damage, neither they or any of their manifestations can have less than 16 Hit Points. If making a manifestation would require them or the manifestation to have too few Hit Points, they cannot create the manifestation.
As an action, they can touch a manifestation and reabsorb it, regaining the invested Hit Points. Manifestations are treated as no different from their original manifestation, meaning they can absorb manifestations from a manifestation other than the original, potentially resulting in a different manifestation becoming the single manifestation by absorbing the others.
If a manifestation is killed, it is not absorbed and they do not regain Hit Points from it. However, it can still be absorbed as normal once it returns to life or by touching it while it is dead.
Conceptual Specialization (1 FP): The results of Warping Checks to achieve a specific concept of effects are increased by 1. An example of such a variety of effects would be inspiring madness, distorting flesh, tearing knowledge from the fabric of reality or giving life to the inanimate. This Feature can be taken multiple times, its effects stacking upon themselves.
Influence (1 FP; Varies): Sufficiently skilled Children Of Perdition can imbue their influence into lesser creatures, distorting them into forms and natures alien to reality. Any amount of FP can be spent on this Feature.
As twelve actions while touching a creature, they can give any arrangement of Features to the creature. The total FP cost of all Features given to a creature must be equal to or less than the total FP used to buy this Feature minus one. The creature must have sufficient FP available to gain the Features.
Patron (1 FP): The Child Of Perdition can imbue a sliver of their unworldly will into lesser beings. This allows them to make Chosen Ones to enforce their will. They can create a new Chosen One by using Reality Warper to create an entirely new creature, which has a Divine Will Feature dictated by them and Champion Features of their choice. The DC to create the new Chosen One should be determined by the Game Master and incorporate the total FP the Chosen One is being created with.
Alternatively, a preexisting creature that pledges its will to them can be made into a Chosen One without the need for a Warping Check. They gain all knowledge known by such a creature, and an insight into its identity, at the time of its pledge.
If they choose, the creature becomes a Chosen One and gains a Divine Will Feature dictated by them and Champion Features of their choice. However, the creature must have sufficient FP.
For 1 additional FP, they can make Warping Checks from any location one of their Chosen Ones inhabits, as if they were standing where the Chosen One is standing.
For 2 additional FP, they can see into the minds of their Chosen Ones, being aware of their thoughts and all their senses.
Afterlife (0 FP): The Child Of Perdition is a reality in themselves, their being serving as a world subject to their will. Beings created by them, including creatures containing their influence and their Chosen Ones, do not pass on in the manner of mortal creatures upon death, but instead return to them upon death.
They can make Warping Checks to return such creatures to life within any reality they have influence over. If the creature has an Immortality Feature that functions in a similar manner to that of the Eternal clan, the creature returns from their reality as normal for such Features.
Their reality is completely independent of other realities and they are treated as having the Great Beast Feature within their reality. This does not allow them to gain greater powers in other realities, beyond the benefits sending their creatures out into other realities may have. A creature burned from a reality may still be returned by them via Warping Checks, provided they are not burned from reality themselves.
Seeping Madness (0 FP): Some Children Of Perdition can permeate a reality they have influence within, seeking out fractured minds and seeping into the cracks in such minds.
Once per full rest, they can make a Warping Check to reach across reality and seed their influence into susceptible minds. The location of such minds is irrelevant, but the individuals effected must be in an unstable state or be compatible with them. This could be from extreme emotions, unstable mental state or just that the individual values the same things they do.
If a creature affected by this Check fails to reject their influence, a sliver of them takes root in its mind. The sliver is almost entirely independent, and they gain only vague impressions of the creature.
Depending on the Warping Check, the creature will eventually be consumed by the sliver and seek to fulfill their nebulous desires. The creature is not directly controlled, there being no way to communicate any instructions. Instead, the creature simply wishes to achieve their goals, even if it does not know the specifics.
They can use this Feature even when physically dead or not manifested at all. If they have the Patron Feature, creatures consumed by this Feature will pledge themselves as Chosen Ones.
Note: Since this Feature can be used when not manifested, the bonuses to Warping Checks made to affect creatures in reality from the Beyond should be based on the degree of influence the Child Of Perdition has within reality. This is at Game Master discretion.
Anathema (-1 FP): Some Children Of Perdition manifest slightly out of sink with the nature of reality. This is not a discernible difference, but can be felt on an unconscious level by all native creatures.
Creatures interacting with them or their actions find them abnormally suspicious, being reluctant to dismiss any suspicions and inclined to investigate. Creatures immune to mental tampering cannot be affected by this Feature.
Warping Presence (-1 FP): The Child Of Perdition unconsciously taints the fabric of reality by their very presence. Within ten miles per Smart Ass, the environment around them is affected in some way agreed upon with the Game Master. This effect should not distinctly benefit them, and it should be equivalently problematic for the FP cost of this Weakness.
For 1 additional FP, they can take an action to suppress or reactivate the effects of this Feature.
For 2 additional FP, they gain a secondary effect that applies to creatures that look upon their natural form. This effect should be agreed upon by the Game Master and be appropriately beneficial for them.
Influence Dependance (-4 FP): Some Children Of Perdition have trouble stabilizing their influence within a reality, it constantly fluctuating as they draw upon it to alter reality.
Whenever they successfully perform an action or cause events that match the concept or method that grows their influence, they gain an Influence Point (IP). They cannot have more than 10 per Smart Ass IP at a time.
The conditions under which IP is gained should be agreed upon by the Game Master, and the value of IP should be adjusted based on how hard it is for them to gain.
Whenever they make a Warping Check, they must also pay a IP cost determined by the Game Master. Even if the Warping Check fails, they still loose the expended IP.
For 2 Additional FP, actions taken by their Chosen Ones and creatures containing their influence, such as creature’s altered by the Influence Feature or descended from such creatures, also give them IP as if they had performed the actions themselves.
Alter Ego (-10 FP): Rather than being manifested fully in reality, the Child Of Perdition is a madness seeped into the fractured mind of a mortal creature. This allows them to use the creature’s body as their own, but does not give them complete control.
After every full rest, they must make a Control Check (1d12 + Smart Ass) to gain control over the creature’s body. The DC is based on the creature (6 + its Smart Ass).
If the Control Check succeeds, they control the body as their own until their next full rest. If it fails, the creature gains control of its body as its own until its next full rest. They do not have access to the creature’s Features and it does not have access to theirs, unless the Game Master rules that the Features are sufficiently physical. If the creature dies, regardless of who is in control, they can make Warping Checks to return it to life as normal for the Immortality Feature.
Note: It is assumed that the other creature will have an average Smart Ass (meaning a Smart Ass of 3), but this may not be the case. If the other creature’s Smart Ass is higher or lower, the Game Master may want to adjust the FP cost appropriately.
Hunted (-10 FP): The reality that the Child Of Perdition has seeped into contains Elohim (see Elohim) that exist to purge Children Of Perdition from the reality. While not an unavoidable threat, Elohim remain a constant danger that could result in them being burned from the world.
Note: This Feature should not be allowed unless all players with an Immortality Feature have also taken it.
Summoner Dependency (-16): The method used to bring the Child Of Perdition into reality involved focusing their influence into a mortal creature, resulting in the majority of their influence being concentrated within the creature.
If the creature tethering them to existence dies, they loose the ability to manifest in reality and are banished to the Beyond. The tethering creature cannot have more total FP than them and cannot have Immortality or a similar Feature that renders it impossible to kill.
Effects that would normally return a creature to life cannot return them to life, but the tethering creature can be returned to life by such effects. If the tethering creature is returned to life in such a way, they can manifest again.
For 2 additional FP, their tether is an inanimate object, which is both harder to destroy and easier to hide.
Blind Idiot God (-∞ FP): The Child Of Perdition remains asleep for as long as they have this Feature, unable to comprehend their influence within reality or act on it.
They cannot take conscious actions or comprehend reality, meaning their player cannot control them. Even if they are controlled by the Game Master, they cannot have any planned or conscious effect on reality.
