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Outer Changeling (12 FP)

Long ago, a friend killed a friend. That should have been the end, but of course it was not.

Height: Varies

Weight: Varies

Environment: Any

Population: High

Speed: 10 ft.

Unarmed Dice: 1d6


Goat’s Vitality (8 FP): An Outer Changeling can choose to spend three actions to regenerate their flesh. This returns one Hit Point. Once they have returned to their maximum Hit Points, their physical body will return to a flawless state, regrowing lost limbs and undoing all injuries without scars.


Blighted Claws (3 FP): Outer Changelings have unarmed dice of 1d6, rather than 1d2. When they injure a creature with their Unarmed Attack, the creature gains the influence of the Black Goat.

The influence remains within the creature for a number of days equal to their Smart Ass and has no noticeable effect.

However, if the creature dies before the influence dissipates, it returns to life 1d4 hours later with all base Features of the Outer Changeling clan. Outer Changelings are not affected by this Feature, not returning to life because of it.


Goat’s Rebirth (2 FP): Outer Changelings can absorb the soul of any creature that dies within 100 ft. per Smart Ass of them. This absorbed soul is metabolized into new life within them, becoming a new offspring subject to the effects of the A Thousand Young Feature.

If they choose to birth the creature, it is reborn with all base Features of the Outer Changeling clan and will be an infant without any of its previous memories. Creatures with souls immune to outside tampering can be affected by this Feature, but do not loose their memories.

The creature does retain all its Features and base personality. At Game Master discretion, sufficiently high Casting or Warping Checks can restore the creatures previous memories.

Since the creature’s soul is not available at any point in this process, it technically returning to life immediately, effects that would return it to life have no affect.

For 2 additional FP, they can choose for the creature to retain its memories.


Apotheosis (0 FP): When a creature would gain the Outer Changeling clan due to in game events, but it either lack sufficient available FP or chooses not to invest it, it may subconsciously choose to sacrifice its existing Features to gain sufficient FP. If the creature has insufficient total FP for the clan, including if it refuses to sacrifice Features, it dies rather than gain the Outer Changeling clan.

The creature can still be returned to life as normal, it returning without any changes to its existing clan. The player determines what decisions a character’s subconscious makes.


A Thousand Young (0 FP): Outer Changelings do not suffer any negative effects from pregnancy, since their wombs exist in a dimension separate from their physical body. This means that any stage of their pregnancy cannot be visually discerned.

In addition, they are always equally fertile and likely to become pregnant, even if they are already pregnant. If they are already pregnant, new offspring form in dimensionally separate parallel wombs, allowing for a limitless number of potential gestations.

Once an offspring is fully developed and ready to be born, it enters a temporal stasis that keeps it from draining more resources from them. As an action, they can end this temporal stasis and start the birth of a mature offspring of their choice.

They can choose to show visible signs of pregnancy. This is a trick of minor shapeshifting, and does not cause any negative symptoms from the pregnancy.


Changeling (0 FP): The children of an Outer Changeling will always appear to be of the same species, in a physical and genetic sense, as their father. However, they will always be female and have all base Features of the Outer Changeling clan.


Cyclic Aging (0 FP): When an Outer Changeling begins to reach the point where their body is starting to feel the wear of years, they become spontaneously pregnant without the need for a sire.

The child is not, in reality, a new creature, but instead a new body for them. The child is born when it reaches maturity, which they cannot stop or delay.

As soon as the child is born, they die and their soul is fully transferred to the child. They must then age to maturity in the usual manner.


Goat’s Seed (0 FP): While all Outer Changelings are anatomically female, they can use an action to grow or remove the relevant organs to inseminate other creatures. The resulting children will always be female and have all base Features of the Outer Changeling clan.

For 2 additional FP, they can take on any appearance they wish. They take on the form, Height and Weight of anything they change into, but do not gain any Features or other mechanical changes.


Pain Immunity (0 FP): Outer Changelings cannot feel physical pain.


Rapid Maturation (0 FP): The offspring of an Outer Changeling gestate at a rate dependent on their nutritional intake and can grow at a rate equivalent to how much nutrients it is provided once born.

This can allow for offspring to potentially reach adulthood in a matter of moments. Their offspring gain innate inherited knowledge, such as comprehension of the Outer Changeling parent’s language.


Unnatural Appeal (0 FP): Any creature physically capable of producing offspring with the Outer Changeling that comes within 10 ft. per Smart Ass of them is passively altered to become sexually attracted to them. This does not otherwise change the creature’s sexual preferences, but instead adds the specific Outer Changeling to the creature’s sexual instincts.

The creature is not compelled to act upon this attraction and they do not gain any advantage beyond what would be expected from matching the creature’s sexuality. This functions through minor shapeshifting, and can effect creatures with minds and souls immune to outside tampering.


Unworldly Corruption (0 FP): The influence of the Black Goat within an Outer Changeling’s being opens them up to their potential patron. They are always aware of the Black Goat’s existence and what could be bargained for.

At any time, they can offer themselves up to the Black Goat, becoming a Chosen One and gaining power in exchange for service. They must have sufficient FP to gain whatever Features they gain from becoming a Chosen One.


Unworldly Libido (-1 FP): Outer Changelings are creatures of the Black Goat’s influence, fecundity being an intrinsic aspect of their being. As a result, they have an elevated libido and desire to be capable of bearing as many offspring as necessary should it be needed.

Any Check made to play on their sexual instincts, such as attempts to arouse or seduce, has its result increased by 1d4.


Optional Features


Self-Incarnation (6 FP): Rather than needing to age and die to be reborn, the Outer Changeling can birth themselves without dying in the process. When they are impregnated, they can choose not to start forming a new creature, but instead start the gestation of a new body for themselves.

Once born, this second body functions as a second creature under their control, no less them than the previous body. They can control both bodies and gain a set of actions from both.

For 6 additional FP, they can have three bodies at a time, rather than two. This additional cost can be payed repeatedly, adding the ability to have a new body each time it is payed.


Manifest Dark Young (5 FP): By leveraging the influence of the Black Goat within their flesh, some Outer Changelings can bring Dark Young into reality. They can achieve this through several different methods.

First, as two actions, they can touch a living creature and inject concentrated influence into its flesh. Doing this requires a successful Attack, but doesn’t deal damage directly. Over the span of 1d6 Turns, the influence develops into a tumorous growth that bursts, releasing an immature Dark Young and dealing 2d6 damage to the creature. This method doesn’t work on creatures that aren’t biologically alive, such as creatures with the Undead Feature.

The second method is similar, but non-destructive to the host. As twelve actions, they touch a creature capable of bearing offspring and imbue its body with influence. The creature becomes pregnant with a Dark Young, which is born 1d6 hours later.

In addition, the creature gains a low grade regeneration that ends an hour after the Dark Young is born. This regeneration returns 1 Hit Point each hour and restores structural damage to the body, resulting in the creature’s body being returned to a flawless state, re-growing lost limbs and undoing all injuries without scars, once returned to maximum Hit Points by this effect.

Whichever method is used, the Dark Young is born approximately the size of the host creature’s heart, or the size its heart should be if it lacks a heart. Dark Young mature at a rate directly correlating to their nutritional intake, allowing them to potentially reach maturity in a matter of moments.


Avian Changeling (3 FP): Descended or converted from an airborne creature, the Outer Changeling can move in three dimensions, flying 10 ft. faster than their Speed.

If their Speed is 10 ft. they move on land at a Speed of 1 ft. If their Speed is greater than 10 ft., it is reduced by 10 ft. on land.


Brood Mother (2 FP): The Outer Changeling is blessed with the ability to bear an endless supply of subordinates to aid them in all things. As twelve actions, they can birth an adolescent Broodling, with all base Features of the Broodling clan. They are its mother for the purposes of the Mother’s Will Feature.


Echo Changeling (2 FP): Descended from a Shade, the Outer Changeling is connected to the Bleak. Despite being trapped within the Bleak, this connection gives them a method to escape, after a fashion.

Over an hour, they can gestate and birth an echo of themselves formed from the blended influence of the Black Goat and their partial Shade nature. This echo functions as a separate creature that shares their actions and Features, but is one and the same with them.

If the echo is killed, they can birth a replacement. However, if their primary body dies, the echo dies with them. Being formed from influence, the echo has no soul and can cross the Realm Dam.

They must still travel through the Dreamwilds if they wish to reach the Mortal Realm with their echo. Offspring they birth from their echo does not gain this Feature, but those they birth from their primary body do.

For 2 additional FP, they can have a second echo active at a time. This additional cost can be payed repeatedly, it providing another echo each time it is taken.

Note: Echo Changelings due not automatically gain the Goat’s Vitality or Blighted Claws Features upon gaining the Outer Changeling clan. However, that does not prevent them from taking either Feature.


Priestess Of The Black Goat (2 FP): Since Outer Changelings are the result of the influence of the Black Goat, some of them can borrow this influence to distort reality in a similar way to a Child Of Perdition.

Whenever they successfully create a new Outer Changeling, such as by converting another creature or birthing an offspring, they gain an Influence Point (IP).

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


Scion Sight (2 FP): In a similar way to how all Outer Changelings are a part of the Black Goat, an Outer Changeling’s progeny are a part of them. Some can use this connection to make the bond more direct.

They can see through the senses of any Outer Changeling that is their direct blood descendant, perceiving everything they do. This does not work on creatures whose minds cannot be read. For the purposes of this Feature, an Outer Changeling converted with any of their Features is treated as a blood descendant.

For 1 additional FP, they can recall the memories of their progeny as if they were their own.


All-Mother’s Milk (1 FP; Varies): Any amount of FP can be put into this Feature’s cost. As twelve actions, the Outer Changeling can begin producing a milk that will alter any creature ingesting it.

They choose any arrangement of Features with total FP cost equal to or less than the total FP used to buy this Feature minus one. A creature drinking their milk gains all of the chosen Features, provided it has sufficient FP.

The milk can be stored indefinitely if properly sealed, but it will always provide the same arrangement of Features as they chose when they started the lactation. They can stop lactating as an action.

The offspring of creatures that are altered by this Feature do not inherit any of the changes caused by this Feature, including Features gained. However, the offspring gain all base Features of the Outer Changeling clan.


Feral Changeling (1 FP): Descended or converted from a beast of the wilds, the Outer Changeling is skilled at surviving outside of civilization.

When they make a Check to function or thrive in untamed wilderness, they can add 1d4 to the result.


Felinely Fecund (1 FP): When an Outer Changeling becomes host to the influence of the Unknown Enigma, the influence of the Black Goat within them blends in accordance with an ancient pact. Whenever making a roll to perform an action that no one would normally attempt, they add 1d4 to the result.

In addition, each month they will birth an offspring with all base Features of the Cat clan. This offspring has none of the Features of the Outer Changeling clan, but is subject to the effects of the Rapid Maturation Feature.

For 2 additional FP, they add another 1d4. This additional cost can be payed repeatedly, adding another 1d4. The cost increases by 1 each time.


Aquatic Changeling (0 FP): Descended or converted from an aquatic creature, the Outer Changeling can move three dimensionally in water at their Speed. In addition, they can breathe underwater, as well as air.

If their Speed is 10 ft. they move on land at a Speed of 1 ft. If their Speed is greater than 10 ft., it is reduced by 10 ft. on land.

Outer Changeling (12 FP): Text

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