Aug. 26th, 2013

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A guide to Outsider Manifestations

by Nix, Supreme Chairperson of the Welcoming Committee

Lonely Outsiders fly in circles around our universe like moths around a lightbulb. Mostly they don’t even know what it is. Successful manifestations are usually more luck than anything else and that’s the most important thing for a Welcoming Committee member to keep in mind! A newly manifested Outsider probably doesn’t know what’s going on. It’s going to be pretty unpredictable! The least we can do is stay familiar with the most common forms of manifestation.

Wraiths are the simplest manifestations. A wraith is a projection of the outsider directly into our universe, sort of. Actually it’s better to think of them as imprints rather than projections, like a footprint or something. A wraith looks like its inside the universe but it’s not really, so if a wraith gets totally out of control, you can blow it up and it won’t really hurt the outsider. It just gets kicked back Outside.

Wraiths take forms related to the outsider’s nature, often monstrous but not always. Usually stuff like gravity doesn’t affect them cause they aren’t really there, so they float around and sometimes pass through solid objects. If they know what they’re doing they can phase through any and all flat attackes but as mentioned they usually don’t know what they’re doing, so heavy ordinance can sometimes get rid of em quickly in a pinch, if needed.

Size varies widely, smallest I’ve seen was about the size of a cat, largest was like a small building. Appear near open tears and thin spots but small ones can honestly turn up anywhere. Danger level medium to high depending on size and power.

Honestly it’s really hard to interact with wraiths. Really quiet ones you can just kind of leave them alone and hope they eventually observe enough to find a better way to manifest, most of them are gonna make a huge mess and have to be kicked out. Unfortunate but what can you do.


Riders find the cracks in sensitive people’s heads and wiggle in and take over the person. The first time a rider manifests it usually doesn’t know how to ask permission, or that it ought to ask permission, or, unfortunately, how to exist in a body. Particularly clumsy attempts cause a seizure that kicks the outsider out and is pretty much the same as a normal seizure.

Smarter or luckier riders hang around in the back of the hosts head for a while till they figure out how to drive before trying to do anything, these ones are hard because we prefer not to damage the outsider but also you can’t let em run around with people’s bodies getting them hurt and stuff. I’ve nicked a containment spell from the ticktocks that can drag an Outsider out of somebody and into a rock or a plant or something, try that on them first. If it doesn’t work you’ll need to call me or another strong summoner and we’ll be able to yank them out by force, hopefully. Even if a rider’s pretty quiet try the containment thing quickly, sometimes they forget to breathe. Low to medium threat to everyone except the poor guy its riding.

Nightmares turn up as a haunt, they transform a whole big area into a weird landscape that aligns with their nature or something. A haunt or hallow is where an outsider is most ‘here’ so nightmare manifestations are the best footholds, sometimes strong riders or wraiths also create a nightmare zone centered on em.

Nightmares tend to be quiet, just wander on in and make yourself at home and the outsider will probably try to say hello in some way. On the other hand, nightmares that aren’t quiet are some of the scariest things out there and there’s one particular really big outsider that keeps poking its way in, making really nasty nightmare areas. So be real careful going in, make sure backup’s nearby. Danger level usually low but can be highest.


The Unwelcome is a whole other category, okay. They shouldn’t be here. Leave them to the ticktocks unless there’s no other choice. If you have to fight them, use only non-flat attacks and don’t look at them. Use your other senses, feel their wavelengths, strike at the places where things start to unravel. If you’re cornered and there’s no other choice, use white magic before trying to fight them with conventional weapons.
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