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Invader (0 FP)

At the edge of existence, lays the roiling antimus that resonates with the things beyond. Acting as a net for those who would cease. Rarely, rather than reflect what is within, it reflects something without.

Height: Maybe

Weight: Maybe

Environment: Bleak

Population: Anomaly

Speed: 10 ft.

Unarmed Dice: 1d2


Immortality (20 FP): Invaders 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.


Beyond Creation’s Light (4 FP): Invaders are beyond reality, alien to that which is eternally lost to them. Whenever a creature other than them tries to observe the contents or structure of their mind, the creature fails to understand what they are observing, beyond a general since of the incomprehensible non-existence beyond. After the contact has ended, the creature remembers nothing about the experience except for the vague emotional trauma resulting from it.

In addition, if a perceived environment is within their mind, or formed from it, that environment is completely subject to their will at all times, even if the effect causing it to exist would not otherwise allow thus.

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.

If they are ever purged from reality, they still remain intact beyond and will eventually seep back into a reality, whether the same one or not.


Reality Fudger (1 FP): The least of the fully awakened entities of the Beyond, most Invaders can only manage limited reality warping beyond that needed to sustain themselves. They have access to a number of Warping Points (WP) equal to their Smart Ass. This WP renews after a full rest.

They can spend WP to perform impossible feats. To do so, they define what they want to happen. The Game Master determines the DC and WP cost. They pay the WP cost and make a Warping Check (1d12 + Smart Ass). If the check succeeds, the feat happens. Even if it fails, they still lose the WP.

For 5 additional FP, they can make Warping Checks without needing to spend WP. This removes their WP pool entirely.


Adaptation (0 FP): Not having souls to alter or an existence to corrupt with influence, Invaders are immune to effects that would alter their Features. At Game Master discretion, they may still be affected by other effects of Features that would normally add or remove Features as part of the Feature’s function.

In addition, when affected by an effect that would give them new Features, they can choose to alter their manifestation to gain some or all of the Features. This allows them to pick certain Features from a clan they would gain and reject others. They must still have sufficient FP to gain the chosen Features.


Soulless (0 FP): Invaders are not creatures of this world or any other, being outside the natural order. As creatures of the Beyond, they have no essence or mana in their bodies, lacking souls that can be detected or interacted with. However, they can use Reality Warper to manipulate and adapt surrounding energies to form an artificial soul, hiding their alien nature.

As an action, they may make a Warping Check to create a false soul. The imitation soul may be essence or mana based, and can appear to be the soul of anything their Check is high enough to pass for. Effects that would interact with a creature’s soul have no meaningful effect on them. If they have no imitation soul formed, they can cross the Realm Damn freely.


Timeless (0 FP): Invaders don’t age no matter how much time passes.


Unworldly Nature (0 FP): Invaders do not exist within any reality, but passively manipulate realities they have influence over to function as if they exist within them. Even when they have no influence within a reality, they can gain influence that may eventually lead to the ability to manifest 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 the Invader to manifest.

Alternatively, one Invader can invite in the influence of another Invader. The method used to grow this influence varies, but requires a Warping Check determined by the Game Master.

The amount of FP that the new Invader enters 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 Invader clan. This Feature allows them to return after being burned from existence by Creation’s Light, even if at a lower level.


Anathema (-1 FP): Not strong enough to manifest perfectly in sink with reality, Invaders are not quite right. 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.


Existential Fragility (-24 FP): All damage the Invader takes is doubled four times.


Optional Features


Beyond Reason (6 FP): One of the Invader’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 Invader takes is halved, rounded down. This Feature can be taken repeatedly, its effects stacking upon themselves.


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.


Fractured Existence (2 FP): Some Invaders 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 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, they are not absorbed and they do not regain Hit Points from them. However, they can still be absorbed as normal once they return to life or by touching them while they are 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.


Patron (1 FP): The Invader 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 2 additional FP, they can see into the minds of their Chosen Ones, being aware of their thoughts and all their senses.

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.


Seeping Madness (0 FP): Some Invaders 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 Invader has within reality. This is at Game Master discretion.

Invader (0 FP): Text

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