and would take several human lifetimes to recreate on your own.
The above system can also be used to create rituals that grant mutations to mortals. In their case however the limit on the number dots of mutations they can have is equal to their Willpower. They however get only two categories of mutations; Assets (regardless if they are Weapon, Armor or General mutations) and Liabilities.
SAMPLE REJECTIONS
COMMUNION [Alienist Alliance]
Cost: 1M
As a priest of your god or a leader of the rebellion, you have many allies on many worlds. Channel the wisdom of another outsider to assist you in your quests.
Roll [Mythos+Communion+Presence], time of connection is s number of rounds equal to roll result.
Ranks:
(•) Speak to a random Mythos Creature within sensory range.
(••) Speak to a specific Mythos Creature within sensory range.
(•••) Speak to a specific Mythos Creature anywhere.
(••••) Let a Mythos Creature take over your body as a tool to accomplish a prearranged task.
(•••••) Make a request to speak to an avatar of your god or an opposing god if a rebel.
[Form of the Avatar]
Cost: 1M+1W (Rank12), 2M+1W (Rank 3), 3M+1W (Rank 45)
Receive a gift of power from your other worldly gods that you might serve their will. You gain a gift to better help you serve them. As you improve this Rejection you gain access to ever greater gifts. All effects last the duration of the scene. Roll [Mythos+Communion+Wits] divide the successes among the gifts you have available. The highest gift you assign a success determines the cost of the Rejection.
(•) Your physical form causes distress if looked at. Gain +1 bonus on intimidation rolls (••) You gain a extra die on Quiescence rolls.
(•••) Gain a +1 bonus to two stats of your choice (can increase beyond max) (••••) Treat your Mythos as one higher for the purposes of rejections
(•••••) Rejections other than this one cost one less madness
[Ancient Knowledge]
Cost: none
In the minds of the gods, all languages are still very much alive and well. Borrow some of that forgotten knowledge that you might gain better insight into their nature or to seek greater power. Gain insight into reading or speaking a long dead language temporarily.
Roll [Mythos+Communion+Intelligence].
Ranks:
(•) Read all common languages you don't know.
(••) Read all dead languages.
(•••) Speak and understand 1 common language per success.
(••••) Extends the previous level to dead languages.
(•••••) Extends the previous level to supernatural languages.
[Dark Whispers]
Cost: none
Speak to an individual telepathically at a distance. Distance between individuals and length of conversation, as well as whether or not the can respond vary with ranks.
Ranks:
(•) Send a brief message to a target within sensory range.
(••) Send a brief message to a target anywhere on the same world as long as you know his name and face or can form an empathic link through something owned by him.
(•••) Converse freely with target within sensory range they may respond
(••••) Converse freely with a target anywhere on the same world and they may respond as long as you know his name or face.
(•••••) Converse freely with a target on another world or dimension
[The Tapestry]
Cost: 13:none 4: 1M 5: 2M Duration: Scene
You see even with your eyesight impaired or blocked, by sensing the tapestry of reality. Five yard radius per point of Mythos.
(•) You see as if your senses were not impaired and in greater detail. You may roll
[Mythos+Communion+Wits or Composure(whichever is higher)] instead of the standard roll of [Wits + Composure] for perception rolls.
(••)[Aura Perception] like a vampire
(•••) Immune to mundane stealth. Whenever a person uses a dice pool that relies on Stealth and is nonmagical, you automatically pass perception tests to see through it
(••••)You know exactly what is real and what is not. Ranks in Communion count as bonus to resist any supernatural attempt to influence your perceptions, including illusions and stealth.
(•••••) Your sense extends beyond any obstacles and you might perceive what is hidden behind walls or other objects.
[Mingling of Essence]
Cost: 1M per dot of the Rejection + the cost of the Rejection itself +1W
If you are in physical contact with an other Outsider you may use one of the rejections it knows as if it were your own. You may only use a Rejection of a level equal or inferior to your level of Communion.
[Blood Bond]
Cost: 1M/target Duration: Scene
The Outsider inflicts a minor wound on itself an the target such that they begin to bleed. The blood then forms a tether between the target(s) and the Outsider. (needs appropriate resistance rolls for unwilling targets)
(•)The outsider may ignore Bashing damage by spreading it to the individuals he is bonded to. He can do this a number of times equal to his Mythos per target.
(••) The outsider sees and hears what the bonded do.
(•••) As the one dot power, but the outsider can downgrade Lethal damage to Bashing or ignore it if he wishes the target to suffer the full effects (in this case he must pay 1M per point of Lethal damage transferred).
(••••)You embody all the best qualities of those bonded to you. Each of your rolls uses the highest Abilities of those who are bonded to you, but render them unable to act.You may do this a number of times equal to your Mythos.
(•••••) As the three dot power but you can downgrade aggravated damage to Lethal. And must pay 2M per wound transferred.
[Animism]
Cost: 12:0M 3:1M 4:2M 5:2M+1W
Everything has a soul and everything has a story to tell.
Ranks:
(•) The Outside knows what something is, tho that does not mean it knows how it works. This allows him to identify a rotten corpse or or recognize a pool of molten metal as a screwdriver
(••) The Outsider instinctively knows how the object came to be there. Ex.: It will know the details of the corpse's murder or how the screwdriver was used in an attempt at self defense against a mage. This knowledge is from the point of view of the victim/object.
(•••) The Outsider may extract knowledge about an object's function from it. This eliminates any negative effects from attempting to perform an untrained action involving the object. If the Outsider already has knowledge of how use the object the bonus conferred by the tool doubles.
(••••) The Outsider is able to use something even if broken as long as the general shape is still recognizably unaltered. A car might be missing all four tires and an engine, but it still looks like a car.
(•••••) The Outsider may craft a “totem” of an object, no matter the material it will function as it were the object represented for the duration of a scene.The totem must contain at least one used component from the object represented (something like the bone of a saint in an altar). So if you want to turn a car into a tank you must have acquired a piece of used tank armor.
[Eucharist]
Cost: 12:0M 3:1M 45:2M
Consuming at least a mouthful of the flesh of a creature grants the Outsider advantages when
interacting with the rest of its kind. This lasts for a number of hours equal to the number of successes on a roll of [Mythos+Communion+Presence], but it will always last at least one. Outsiders who have trouble holding on to their humanity use this Rejection to help mitigate the adverse effects of a low Quiescence. Eating Humans or other Outsiders has the same result as eating anything else, tho eating someone with the same cultural background as the user renders the first effect moot
Ranks:
(•) Disregard negative dice due to interacting with an unknown culture up to the Outsider’s ranks in Communion
(••) Abilities that detect auras read the Outsider as belonging to the consumed’s kind
(•••) The outsider gains a deeper understanding of the consumed species. Not only are negative dice dependant on lack cultural knowledge ignored, but the outsider also gains a bonus to social interactions equal to his successes on the first roll.
(••••) The Outsider can move among the consumed’s kind accepted as one of their own. The creatures aren’t even consciously aware it doesn’t belong. A flock of sheep or pride of lions makes no difference.
Those who behold the outsider can roll [Composure+Occult] vs the Rejections original roll to see through the effect
(•••••) The Outsider no longer needs to consume the flesh, only stay in physical contact with the target when activating the Rejection, thus eliminating the possibility of a corpse or wounded individual being discovered.
[Lay on hands]
Cost: 1: 1M 2:special 3:2M 45:special
The Outsider learns how to channel the energies of the outer darkness to replace the flesh of creatures other than itself and learns how to better heal himself. Like for Outsiders this counts as a sin against Morality 8 for whomever is being healed. Target needs to be touched.
Ranks:
(•) The Outsider gains a bonus to resist poison & diseases equal to his successes on a roll of [Mythos+Communion+Presence]
(••) The Outsider can heal Bashing (1/2M) and Lethal (1M) damage for other creatures. Must touch Target.
(•••) As (•) but it can be used on other people. In addition, for every dot of damage thus resisted the outsider may imbue his next attack with them. The target must make the normal poison/disease resist rolls to avoid damage, tho it is not infected as a result of the attack.
(••••) As (••) but it can be done at sensory range and Aggravated damage (2M) can be healed if target is touched
(•••••) The Outsider can now heal for twice the amount it could before. 4 Bashing for 1M, 2 Lethal for 1M, 2 Aggravated for 2M.
MINDSCAPE
[Psychic Duress]
Cost: 12: 1M 3:2M 4:2M+1W 5:3M
You psychically assault an enemy's mind, dealing damage even to the strong willed and crippling the weak willed. Deals damage to a foe within sight range. Roll [Mythos+Mindscape+Intelligence]
Ranks:
(•) Target is overcome by pain and looses movement for his next turn. In case of an exceptional success he looses the whole turn.
(••) The pain becomes unbearable, in addition to the previous effects the target suffers temporary bashing damage equal to successes. Damage fades after a scene.
(•••)Deal Bashing damage. Target must make a [Stamina+Mythos(Outsider’s successes)] if it fails target is stunned for a turn.
(••••) As previous, but target is stunned automatically. On an Exceptional Sucess Target is stunned for 3 rounds.
(•••••)Deal Lethal damage, Target must make a [Stamina+Mythos(Outsider’s successes)] if it fails target is knocking unconscious
[Warped Psyche]
Cost: 1:none 23:1M 4:2M 5:3M
You induce rage, or even insanity in others with only the slightest focus of your alien mind. Turn a foe into an impotent coward or into a blinded indiscriminate murderer. The effects last as long as you maintain focus on the target and for 2 minutes per success thereafter. Roll
[Mythos+Mindscape+Manipulation] vs.[Composure+Mythos]
Ranks:
(•) Target becomes severely irritated and gains a +3 bonus to resists Manipulation rolls not aimed at enraging him further.
(••) Target experiences an adrenaline surge and gains a +1 bonus to physical abilities
(•••) In addition to the previous effect, the target is enraged and attacks a single opponent for the remainder of a scene. If opponent is defeated the target remains catatonic for a number of rounds unless attacked.
(••••) Target flies into a blind rage, attacking the nearest target each turn regardless of friendliness, but also deluded into believing you are an ally and will not attack you
(•••••) In addition to the previous effect, target gains +X to physical abilities, where X = the number of successes you have beaten his roll by (capped by the Outsider’s Mythos).
[The Name of the Beast]
Cost: 1:none 23:1M 4:2M 5:2M+1W
You speak your true name in an tongue alien to creation. Roll [Mythos+Mindscape+Presence] vs [Composure+Mythos] Targets with a willpower rating of 4 or less automatically suffer the full effects.
Ranks:
(•) Target is shaken. 2 on Dexterity related rolls 1 for every two additional successes.
(••) Target cannot act so long as you are within sight unless attacked.
(•••) The Outsider may issue a single command in Aklo (target will know the meaning instinctively).
Target has the choice of either obeying or suffering a number of bashing damage equal to the number of successes his roll was beaten by.
(••••) Like [Shatter the Mind] from V:TR p.134 but you gain 1M per drained point Willpower
(•••••) Like [Mortal Fear] from V:TR p.134 but you gain 3M per Dot of Will power lost by the target.
[Spinal Tap]
Cost: 3M for each memory extracted
Extract information or memories from others by peering into their minds and taking them. If successful the target forgets the extracted info or memory and the extraction itself and you can view the memory at will. You must specifically declare what memory or information you are trying to extract before using the ability within the guidelines based on rank. Failure to find the desired memory because it does not exist causes the rejection to fail. Roll [Mythos + Mindscape + Manipulation] against your targets' [Resolve + Mythos] to determine success. Unconscious targets may only use Mythos for their roll.
Ranks:
(•) Remove the memory of the last 30 minutes
(••) Remove the memory of any specific 30 minutes or information relating to mundane things
(•••) Remove the memory of the last day or information relating to occult research (If their occult skill is higher than yours, yours becomes equal to theirs for the duration of the scene)
(••••) Remove the memory of any specific day or information about a specific outsider
(•••••) Remove all memory of a specific individual or information about a specific skill (your skill rank for that skill becomes that rank for the duration of the scene)
[Shifted Loyalties]
Cost: 12: None 34:1M 5:2M
You have the power to hypnotize mortals or command weaker outsiders. Roll
[Mythos+Mindscape+Presence] against your target's [Resolve + Mythos] to determine success.
Ranks:
(•) People view you as friendly unless proven otherwise.
(••) A single target will act on a simple suggestion.
(•••) A single target will serve you in any way you command as long as the command doesn’t go
against his personal convictions
(••••) As the three dot power, but the number of targets is limited by your Mythos.
(•••••) You become the object of a single target’s adoration. He will cater to your every whim and is prepared to die or kill for you.
[Words of Corruption]
Cost: 1:none 2:1M 34:2M 5:2M+1W
The words of the Outsider carry a terrible power, able to bend the minds and bodies of their victims.
Roll Roll [Mythos+Mindscape+Manipulation] against your target's [Resolve+Mythos].
Ranks:
(•) Confuse the target. 2 on perception related rolls 1 for every two additional successes.
(••) Target confuses the concepts of right and wrong. Switch target's Vice & Virtue in regard to regaining willpower whenever he is in the Outsider's presence up to a week per success.
(•••)With this the Outsider can speak a single sentence 'You are blind.' 'Your head is full of bees' 'Your arms are now tentacles' and the victim will believe it, with predictable results. Target may reroll his Composure if a third party informs him that what he sees is not real, he also gains a +1 on that roll for each other person that corroborates this. If the command goes against the target's Morality he gets the number of dice that would be used to save from degeneration as a bonus to resist any command below his current Morality level. Pain (at least 2 bashing or 1 lethal damage) brakes the mental hold outright.
(••••) Alter the target's perception of reality to the point that where normal would seem abnormal and vice versa. If used on a mortal he will no longer cause paradox for a Mage or run in terror from a Werewolf, but if used on supernatural, a Mage will suffer paradox effects by using magic in front of supernaturals etc. (have to think of how this affects other supernaturals)
(•••••) Reprogram an individual's personality. Like [Pygmalion’s Caress] (P:tC p.138)
[Glare of Carcosa]
Cost: 1:0M 23:1M 4:2M 5: 2M+1W
The Outsider turns his full attention upon an enemy and fill their sight with the barest hint of the truth of Hastur. Roll [Mythos+Mindscape+Presence] vs [Composure+Mythos].
(•) Everyone has a dark secret, the Outsider drags that memory up from the depths of the enemy's mind. The target is distracted suffering a 1 on his rolls for a number of rounds equal to the successes on the roll.
(••) As previous, but the memory is so vivid the target can hardly think of anything else. Malus increases to 2. He suffers an additional 1 for every additional successes.
(•••) Reduce opponent’s social and mental related dice pools by a number equal to your successes for the rest of the scene. On an exceptional success you may inflict a minor derangement.
(••••) As previous, but it affects the opponent's successes directly.
(•••••) The targeted mind crumbles to dust, unable to handle the true horror of reality. Inflict derangement of your choice or worsen a preexisting condition.
[Open Book]
Cost: 12: none 34: 1M 5:2M
Roll Roll [Mythos+Mindscape+Wits] vs [Mythos+Resolve]
Ranks:
(•) The Outsider can't quite read a mind, but can read the targets body language well enough to deduce it's intention. Gain a +1 bonus to resist any attempts at misdirection.
(••) The Outsider knows the target's Vice, Virtue and any Derangements.
(•••) Read target's surface thoughts. The Outsider gains a bonus equal to the number he has won the roll with if it relates to the target's intention (to defense if the Outsider is being attacked, to Manipulation if talking to the target, etc.)
(••••) As (•••) but the Outsider can read anything in the target's mind
(•••••) As (••••) but can effect a number of targets equal to the successes on the Outsider's roll.
[Eternal Darkness of a Shattered Mind]
Cost: 1: none 23: 1M 4:2M 5:3M
While some may find madness to be an undesirable trait, the shattered thoughts may be arranged into a field of caltrops for anyone trying to invade a mind.
(•) Target receives a +1 bonus to resist fear effects per derangement possessed to a maximum of +5 (••) Target ignores any penalty he has due to low health per derangement possessed
(•••) Target may better rationalize an action that would go against his morality. Turn a negative effect from a derangement into a bonus.
(••••) The target's mind is a minefield. Next time he is subjected to mental manipulation he receives a +3 bonus to his resistance roll or he can raise his resistance trait by 2, as if he spent a point of will power. The Outsider may do so on reflex.
(•••••) Anyone trying to invade the targets mind suffers the negative effects of the derangement therein.
The attacker gets all the appropriate resistance rolls.
[Heart of the Beast]
Cost: 12: none 34: 1M 5:2M
Tho most animals instinctively fear Outsiders, it is not hard to overcome such small minds.
(•) The Outsider may summon a single large animal of a particular species to come to it. The range is [Mythos+Mindscape] miles. It will arrive at it's own speed, so animals within sensory range are usually of more immediate use.
(••) The Outsider may alter the disposition of an animal within visual range (rabid, aggressive, careful,
calm, worried, terrified, etc).
(•••) The animal obeys the Outsider's commands, tho complex commands are beyond it.
(••••) The Outsider outright possess the animal/swarm. Its body is left behind where it stands, should it be injured the possession is broken.
(•••••) All of the previous, but it can affect [Mythos+Mindscape] targets. If targets are vermin or insects the outsider can affect large swarms (size at the ST's discretion).
DREAMSCAPE
(need to be reworked, possibly need help from someone with experience with Changling)
[Astral Voyage]
Cost: 1M per target
You have travel through the Dreamlands and can return there in spirit, even bringing others with you on occasion. Only works on willing targets.
Ranks:
(•) You fall asleep and create an projection of yourself in the Dreamlands, able to see and speak but not interact pr be harmed,
(••) You bodily enter the Dreamlands leaving the mortal world behind, but return after one hour, injuries remains even after waking,
(•••) You can remain in the Dreamlands indefinitely, your Dreamland bodies heal upon leaving and returning
(••••) When in the Dreamlands you are a mental projection of yourself having superior physical skills (become equal to corresponding mental skills),
(•••••) You can mentally alter the terrain of the Dreamlands, If you would die you instead wake up
[Head Trip]
Cost: 3M
You can banish or call an individual to or from the Dreamlands even against their will. The effect may be permanent at higher ranks, leaving those unskilled in Dreamland manipulation stranded. Targets banished from the Dreamlands return the last place they were before entering them. To determine success roll your Wits + Resolve + Occult against the target's Wits + Resolve + Occult (with
metanormal advantage). If the target is willing, the success is automatic. Ranks: (•) On success target
metanormal advantage). If the target is willing, the success is automatic. Ranks: (•) On success target