Outsiders

Outsiders are mythical and legendary beings created by the Source. They have an active Spark, and some may be as powerful as the gods, or even stronger.

Those Outsiders which can be confused with humans are called Passables.

The entry termed Payoff is what a Puck-Eater gains by eating that Outsider.

Part-Time God Outsiders
These are Outsiders which appear in Part-Time Gods.
 * Cloaks - Cloaks, named for the dark cloak they wear, are Outsiders who escort the dead to the final resting place. They are the inspiration for the Grim Reaper.  Cloaks don't live on earth, but usually in one of the many realms of the dead, serving the god who rules it.  Cloaks like playing in games and contests like chess, and winning a contest against them can earn one a few more years.
 * Immortality - If a Cloak dies on Earth, they return to their home realm, and rise again after a day.  They may be permanently killed if slain in their home.
 * Effortless Movement - A Cloak may teleport anywhere within line of sight.
 * Invisibility - Cloaks may choose to stay invisible from sight.  To percieve them in this state, one must use the Otherworldly Sight.
 * Death Touch - The Cloak may instantly kill any mortal.
 * Payoff:  The eater can either enter the realm of the dead, or gain 25 years of life.


 * Djinn - Born of fire, Djinn are Outsiders of great power.  The worst were imprisoned in lamps during the God Wars, and if a mortal rubs one of these lamps, the djinn will grant three wishes.  These djinn are quite insane by modern standards, and will do anything to have their 'master' give them freedom.  If a bound djinn is 'killed' they return to their lamp, and reform in a year's time.  If a djinn is free, they double their power, and may be permanently slain then.
 * Djinn have access to the Beckon and Shifting Manifestations, and a Dominion to grant wishes.
 * Payoff: Get a bonus to the Beckon Manifestation, or the Beast Form Entitlement.


 * Dwarves - Small, humanoids originating from the Norse pantheon.  These Outsiders originally lived in the mountains, but most have integrated with the modern world and mastered modern technology. Dwarves are one of the few races still able to make Relics, but always ask for something in return.
 * Dwarves are able to make Relics of any level, though the more powerful takes longer.
 * Payoff:  They grow shorter, but get a bonus to Craft and Technology checks.


 * Elves - Elves are human-sized Outsiders who look like a very attractive mortal with slightly pointy ears. Second in power to the gods, they have control over Nature, and Fertility Dominions.  Once immortal, they now live 250 years.  They are beautiful, and any attempt to trip them fails.
 * Elves have access to the Dominions of Nature and Fertility.
 * Payoff:  Tipped ears and Attractiveness.


 * Flying Foxes - Known to the Australian Aborigines, these are large, supernatural bats the size of a fox.  They prey on livestock, but legends (which were incorrect) accused them of feeding on children, and nearly led to the Flying Foxes extinction.  They prefer to fly away than fight.
 * They can naturally fly.  They also have a radar sense, and hearing so sensitive they can hear the smallest sound from half a mile away.
 * Payoff: Radar hearing or Wings.


 * Gorgons - Gorgons may appear as attractive in human form.  However, their true form is that of  a woman with the lower body, sharpened fangs, and wide eyes of a snake as well as snakes for hair.  Gorgons tend to dislike the gods as Medusa was the first of their kind; and she was cursed and later slain at the gods direction.  The first Gorgons were able to make themselves from Medusa's blood. Modern Gorgons can come from human stock as women are offered vengeance on men.
 * Stone Stare - The Gorgon may turn a mortal to stone.  This is permanent unless the Gorgon ends it, or is killed.
 * Snake Hair- The Gorgon's hair may get a free attack if close to someone.  The hair also has a poisonous bite.
 * Payoff:  Immunity to poison and the stone stare ability, or the lower half of a snake.


 * Hell Hounds - Hell hounds are three headed dogs.  They are trainable, but takes someone exceptional like a dog.  They are fond of children, and can be put to sleep by feeding them horsemeat.  They will grow to fit their environment.  They can understand human talk.
 * Hell Hounds are immune to fire damage, and if claimed by an owner, mind control.
 * Payoff: Immunity to fire, or a bonus to Survival and Intimidation.


 * Hydras - Hydras are one of the rare dragons which still live on Earth.  They are large creatures 25 long, and have the special power that if one head is cut, two more grow in its place.  A hydra does eat humans, but can survive on one every 2-3 months.  Hydras usually become more powerful the more they are attacked.
 * Extra Heads - For each extra head they grow, a hydra becomes more powerful such as more attacks per round, greater damage, etc.  Additionally, each had tends to have one breath power from the following list.
 * Poison Breath - The hydra breathes an acid spray which causes damage, and degrades the effectiveness of armor.
 * Fire Breath - The hydra breathes fire, and can burn combustible items.
 * Ice Breath - The hydra breathes frozen air and the victim may slow down due to frostbite.
 * Smog Breath - The hydra breathes out a patch of smoke which makes it hard to see, and stings the eyes causing partial blindness.
 * Payoff: Immunity to poison, and can regenerate limbs if cut off.


 * Jikininki - Evil spirits who take human form by possessing a corpse.  The Jikininki feeds on the body, but leaves the face untouched.  Under the flesh, they are made of worms and rotting flesh.  They prefer to target the wealthy for an easier time.  The body is able to last up for a month before falling apart.
 * The Jikininki may assume the identity of someone they devour.  The body may not be over a week old, nor touch one that has been embalmed or touched by a holy person.  They also have the Beast Ward Entitlement.
 * Payoff:  Beast Ward


 * Minotaurs - The descendants of the first Minotaur, these are bull-headed humanoids.  They tend to live in remote glens and mountain villages.  They are capable of speech and intelligent, but the touch of the Source has turned many feral and murderous.
 * Minotaurs are able to lift up to 2 tons.  They can crash through anything when they lower their heads.  They may ignore an items' armor when destroying inanimate objects.
 * Payoff:  Natural Weapons - Horns or Increased Strength.


 * Manananggal - Hideous monsters who can appear as humans and are stuck with that form during the day.  At night, they become a monster with long, stringy hair and leathery skin.  They have long, hollow tongues and feed by inserting it into a woman's naval, and feed by sucking a fetus' blood.  They can travel by foot, or separate their lower body to fly through the air.  Another form is that of a flying head with entrails dangling behind.  They must eat one fetus per month.
 * Split Self - The Manananggal may split their body to fly.  Putting salt where they reconnect prevents them from reattaching.
 * Feeding - They can run their tongue an unlimited length.  Feeding heals all damage, but causes the death of an unborn child.
 * Tongue - Their tongue may be treated as a lethal weapon.
 * Payoff:  Their tongue becoms like the Manananggal's.


 * Ningyo - Aquatic race of Outsiders.  While in the water, they look like a barracuda, but with a human head.  Outside of water, they appear as beautiful people of high status. They will gather in small groups underwater, and take delight in convincing human lovers to drown themselves. They must submerge in saltwater at least once a week, or suffer damage. They prefer to live in coastal cities.
 * They can live on land, or underwater, and can grant the ability for another to temporarily breathe underwater. They can Enchant (as per the Manifestation), and cry pearls.
 * Payoff: Aquatic


 * Phoenix - Phoenixes are gold and red birds which can live 1000 years. It has human intelligence, and speech. Even if killed, a Phoenix will rise from its ashes, alive again. A phoenix may also inspire Awe in those who see it, and suffer the Lifesaver Drawback.
 * Resurrection - The Phoenix may bring another being back to life as long as they haven't been dead over 3 days.
 * Fire Strike - The Phoenix may attack as a fiery spear.
 * Payoff: Either heal all wounds, or gain Healing Touch.


 * Rakshasa - Rakshasa are shapeshifting magicians, and illusionists. They can change their size, skin black as soot, multiple heads or arms, and often have animalistic features. Rakshasa served under the gods during the God Wars. They can easily blend into mortal society, even if they like to eat humans. Rakshasa suffer from the Bloodthirsty Drawback.
 * Beckon (Illusions) - They may make any illusion they see fit.
 * Shaping (Vessel) - The Rakshasa may take on any form for as long as they want.
 * Payoff: Extra Arms, Natural Weapons, or Skill Excellence


 * Satyrs - Half-human, half-goat Outsiders, Satyrs are lovers, not fighters. They love music, and can be found in human bars and clubs. They suffer the Lecherous Drawback.
 * Any song played by a Satyr may cause someone to indulge their pleasures, though this may cause riots or orgies.
 * Payoff: A bonus to Performance or Movement.


 * Tengu - Harbingers of war, Tengu are humanoids with a bird's head, wings, and feet. A flap of their wings can crash like thunder. They were thought extinct after the God Wars, but they have appeared in modern times. They have a love of weapons, including modern ones. Tengu don't take human form, and have no qualms harming innocents in combat.
 * A Tengu's presence can spread conflict and anger to spread through a territory. They may also leap a great distance while successfully dodging an attack.
 * Payoff: Wings or a bonus to combat checks.


 * Unicorns - Outsiders of peace, and healing, these resemble horses with a single horn. Unicorns tend to hide in secret forests, or in other realms. They will show themselves to people of pure body and spirit like virgins, small children, etc. They don't generate fear, but Awe which attracts people.
 * A Unicorn can heal people, and regenerate lost limbs. They may also read another's mind for their morality and intent.
 * Payoff: Healing Touch or a bonus to movement.

Minions of the Source
These are Outsiders which appear in Minions of the Source.


 * Ahuizotl - These Outsiders are spiky-haired, web-footed canines with a tail which ends in a human hand. They act as go-betweens for the surface and underwater worlds.  They don't mind serving gods, but view humans as toys.
 * Ahuizotl have the Aquatic Entitlement and the Extra Arm Entitlement. They can mimic a human voice, summon fish, or create waves.
 * Payoff: Aquatic or Extra Arm


 * Black-Eyed Children - Appearing as children, but with solid-black eyes. These Outsiders are made from the souls of dead children, and seek to claim the souls of wicked people.  The children will test these people, but if they pass, they go to a heavenly reward.
 * Judgment - A Black-Eyed Child may force another to review the events of their life, causing a penalty to their actions as they review their pass deeds.
 * Mark of Death - If slain, a Black-Eyed Child will reappear again unless killed in their home plane. They may also summon a Cloak to help them.
 * Payoff: Otherworldly Sight or an immunity to Judgment.


 * Catoblepas - An armored, long-necked, boar headed monster with poisonous breath. The Catoblepas are notoriously ill-tempered, and will even attack walls which get in their way.
 * Catoblepass posses the Armored Entitlement. They may swing their head for great damage.  Finally, they have a poisonous breath which kills life, and damages structures.
 * Payoff: Immunity to Poison or a layer of Armor.


 * Centaurs - Half-human, half-horse looking Outsiders, Centaurs dwell in the wild spaces, and live for pleasure and celebrations. They also enjoy contests of strength and wit.
 * Centaurs are master archers, and powerful fighters. They will use their hooves to great effect.  They also possession the Nature Dominion.
 * Payoff: Masterful Speed or a bonus to Ranged Attacks.

Giants
Much of this information is in the core-book, but expanded with the supplement Harder They Fall.

Giants, simply put, are large creatures which tend to resemble muscular humans who are between 15 to 20 feet tall. Besides their immense physical power, Giants also have access to one Dominion much like a normal god has. Giants are unable to gain other Dominion though. Giants are also driven by a supernatural urge to slay the gods, a gift of the Source. Additionally, Giants tend to view themselves as one, extended family even if there is a lot of variation among them.


 * Bone Giants - Also known as Gashadokuro, these are massive giant skeletons. They are the most anti-social of the giants, only getting together for war. Weapons which hurt the undead also harm these giants. They tend to live near cemeteries and morgues where they get a constant flow of bodies to eat.
 * They have the Death Dominion as well as Superior Strength and Regeneration.
 * Payoff: Colossal Size or Dark Sacrifice.


 * Cloud Giants - Winged, grey-skinned and white-haired giants who live in cities in the clouds. They are more concerned with protecting their territory over anything else, though they get really pissed with air traffic. They hate being cooped up and suffer a penalty in still, or stagnant air.
 * They have the Wind Dominion as well as Superior Strength and Wings.
 * Payoff: Colossal Size or Wings


 * Cyclopes - Cyclopes are giants best known for their single, large eyes. They are one of the few races capable of making Relics much like the Dwarves. They tend to live in hidden giant cities, or small enclaves and suffer a Drawback of loyalty to their clan.
 * They have the Crafts Dominion as well as Superior Strength, and Relic Crafting Entitlement
 * Payoff: Colossal Size or Skill Excellency (Crafting)


 * Fire Giants - Living in villages in volcanoes, Fire Giants are among the most combative of the giants, and hate mortals with a passion. They will claim territory just so they can fight to defend it. They suffer damage from ice or cold based attacks.
 * They have the Fire Dominion, and Superior Strength and Natural Warrior Gift.
 * Payoff: Colossal Size or Fearful Aura.


 * Forest Giants - Among the most isolated of the giants, Forest Giants are brown skinned, and leaf-haired and live in deep jungles or forests. They are vegetarians, but highly territorial. They aren't big on material wealth, and often give it away. Fire based attacks do this giant greater damage.
 * They have the Forest Dominion, Superior Strength, Plant Tongue and may toughen their skin into bark-like protection.
 * Payoff: Colossal Size or Plant Tongue


 * Frost Giants - The smallest of the giant-kin, Frost Giants have blue skin, and cold to the touch. They are among the most organized of the giants, and often have plans to control other giants, gods, mortals, etc. They live in frozen, remote places of the world. Heat and fire give additional damage to these giants.
 * They have the Ice Dominion, Superior Strength, and Inspirational.
 * Payoff: Colossal Size or Lashing


 * Iron Giants - Resembling living suits of armor, Iron Giants are nearly unbeatable in a fight. Fairly quite, they tend to follow the orders of others.
 * They have the Metal Dominion, Superior Strength, and Natural Weapons (Metal Fists)
 * Payoff: Colossal Size, Natural Weapons (Metal Fists), or extra Armor


 * Mountain Giants - Among the tallest of giants, Mountain Giants are loners who prefer to live in the mountains, herding animals to live. Their skin feels like gravel, can reach 30 feet in height, and have no qualms with the gods. They may challenge individuals to test themselves, but otherwise keep to themselves. Due to their size, these giants are easier to hit in combat.
 * They have the Earth Dominion, Superior Strength, and extra armor resistance.
 * Payoff: Colossal Size or Beast Ward


 * Oni - Most numerous of the giant-kin, the Oni have red skin, horns/tusks. They would serve anyone in a fight, often switching sides in the process. Oni have little loyalty, even to each other. They covet land, fame, and wealth. Their greatest weakness is the Oni often gets in trouble due to something they said or did.
 * They have the Chaos Dominion, Superior Strength, and Extreme Gift.
 * Payoff: Colossal Size or Fearful Aura


 * Sea Giants - With blue-green skin, and hair/beards made out of seaweed or kelp, Sea Giants consider themselves the rulers of the ocean, hiding away in the depths. Overfishing has angered these giants.  Heat and fire attacks cause extra damage.
 * They have the Ocean Dominion, Superior Strength, and Aquatic. These giants will never drown.
 * Payoff: Colossal Size or Aquatic


 * Shadow Giants - These giants are among the most feared, even among giant-kin. They have jet black skin, and grey/black hair.  They can be found anywhere as they can literally hide in the shadows.  They truly hate daylight.  Light can harm these giants,
 * They have the Darkness Dominion, Superior Strength, and a presence that can strike fear into another.
 * Payoff: Colossal Size or Unobscured Eyes


 * Storm Giants - Living among the clouds, these grey-skinned, white-haired giants are quick to anger, causing storms to rise as a result. These giants love to collect Relics, often wielding treasures given from their Cyclopes' kin.  They have a weakness to collect Relics.
 * They have the Weather Dominion, Superior Strength, and Refreshed Spirit Gift.
 * Payoff: Colossal Size or First Move


 * Yetis - Living in mountain ranges, these giants are covered in white or brown fur. They are the smallest giants, and usually have the weakest Spark, but can shift their shape to get bigger if necessary.  They hold a special hatred for the gods, often attacking them on sight.  Rather animalistic, they suffer from Speech Impediments.
 * They have the Snow Dominion, Superior Strength, and Dumpster Stomach Gift
 * Payoff: Colossal Size or a bonus to Athletics and Survival