The Outsider's Mark in Realm of Magic | World Anvil
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The Outsider's Mark

The Outsider's Mark is only granted to those who are chosen by The Outsider. Everyone with the mark has their own set of abilities reflected their personality, but in a general sense have several matching patterns in those abilities. In a similar fashion to the Vowed, ones with the mark do not focus on casting spells or manipulating the energy of the Realm. Instead, their abilities are drawn from The Void and The Outsider himself. The Mark itself is placed on the back of the wielder's off-hand, burned into the wielder's very existence.   Usually considered dark and threatening, those with The Outsider's Mark are despised and looked down upon by even the Blighted. As such, those in the dark places, such as thieves and assassins, or generally broken or rejected people, are the most common to be selected by The Outsider. Most with the mark will join thieves guilds or assassin groups, but it is not uncommon for those in high places to have the mark. No one is certain why they are chosen to bear the mark, but each of them feel the power that it brings. Additionally, they are some who have mastered the newfound abilities to grant others a fragment of their power, usually in return for loyalty.   However, it is possible for those to have the power of the mark not to be granted it by The Outsider. Rarely discovered as those who have only travelled the void can even hope to mimic the mark, those who have the power of the mark but without the mark are able to channel The Void's energies. Usually this comes with some extra artifact taken from the void.   Unlike the other traditions, because of the nature of its magic, the Arts granted by The Outsider's Mark cannot be countered or manipulated by other mages. Effects from the granted Arts cannot be suppressed by magical means. The only way to manipulate the effects and wielders of the Outsider's Mark is by those also carrying the mark or by a very specific minor, dark, and distorted tune. (Click here for a sample of the...tune?) Anyone effected by The Outsider's Mark or those who wield it are disorientated, dismissed, and stunned while in close proximity to the tune. As such, this tune has been implemented into larger music boxes designed to amplify the tune in an area which can be played by turning the crank (see the video for an example music box). Automatons with audio recorders have found that if they record the tune and play it back, there are no adverse effects to those in the presence of the recording. Additionally, if the tune is played on any instrument beyond the music box, there are no other adverse effects.

The Outsider's Mark Benefits

Note that The Outsider's Mark only exists as a partial class, to be taken by an Adventurer along with another partial class. Thus, a Partial Warrior/Partial Mark might be an assassin while a Partial Expert/Partial Mark would be a thief. It is not possible for a Partial Mark to "mix" with any of the other available partial arcane traditions. Additionally, a Partial Mark cannot mix with a Partial Mageslayer or Partial Wise, but can mix with a Partial Bard and can be thought of as an enchantress. Each individual paring has its own individual bonuses. The tables below are of the three level progressions mixes. A character's maximum Mark Effort is equal to their Magic skill level plus their highest attribute modifier, whichever it may be, to a minimum of one point. At level 2 and above, they also gain a bonus maximum effort as listed in the below tables; this is the total gained and does not stack from previous levels. Note that the bonus Effort gained is only for Mark Effort, if a character has Partial Bard, they have their own respectful calculated Bard Effort.   Text  

Arts of the Mark

All Mark characters gain one of the following arts. Each of the following are represented as a movement-focused art, and only one movement-focused art can be taken by one character. Any additional arts gained must be selected from the Other Mark Arts section. Additionally, each individual Art has an "Upgrade" that can be selected in place of selecting another "base" Art.   Blink: Commit Effort for the scene as a Move action to teleport up to your full Move action to an unoccupied, unaided visual location. This acts in a similar way to "Make a Fighting Withdrawal" in that assailants do not get free melee attack.  You may also Commit Effort for the scene as an Instant action to complete negate falling damage, no matter the distance.
Upgrade: You can now move up to double your full Move action to an unoccupied, unaided visual location while teleporting.   Far Reach: Commit Effort for the scene as a Move action to throw a shadow ribbon to a location within unaided sight and pull yourself up to your full Move action. This still grants assailants a free melee attack if "Make a Fighting Withdrawal" was not taken first. You may also Commit Effort for the scene as an Instant action to complete negate falling damage, no matter the distance. 
Upgrade: You can now also Commit Effort for the scene as an On Turn action to pull an object to you. If the object is held or otherwise occupied, make a Str/Magic or Str/Exert skill check vs the wielder's Str/Exert skill check. This cannot pull any worn objects, and must be an object that you can carry with one hand.   Displace: Commit Effort as an On Turn action to place a shadow "marker" to any point within your full Move action range and within unaided sight. You are the only one able to see the marker. The hand that hosts your Mark must remain unhindered, and if grappled and restrained, the Effort is returned and the marker is dismissed. When taking a Move Action, instead of the regular move, you can swap places with the marker. If any object is on the marker, it teleports to your previous location. If an unwilling target is on the marker, they must make a Mental saving throw; if they fail, your and the target swap places. You must be within your regular Move action range to swap places with it and it must be within sight. 
Upgrade: The marker can now be within double your full Move action range and no longer requires sight. This does not require additional effort.

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