Drops:
- 1d6+3 Hyper-Crystalised Psions
- 200 EXP
The King in Yellow is a , a vast, sentient entropic force precipitated from the collective psychic runoff of human history. He is not a biological entity, nor a traditional spirit, but a conceptual parasite formed from the accumulated weight of unexpressed grief, the dread of the unknown, and the existential horror that followed the industrial slaughters of the World Wars. From his stronghold in the spires of Dim Carcosa, he exerts a gravitational pull on the human subconscious, acting as a master dramatist who views realspace as a stage for an inevitable, tragic final act. His agency is subtle but absolute; he does not conquer through arms, but by infiltrating the cultural and psionic "narrative" of a civilization, slowly overwriting the laws of reality with the decaying logic of his own realm until the boundary between the two collapses.
Mechanically, the King manifests in realspace through the Yellow Sign, a visual cognitohazard that serves as his signature and primary tool of influence. To look upon his "tattered" form or his featureless Pallid Mask is to invite a total dissolution of the ego; he represents the terrifying realization that human logic is merely a thin veil over a chaotic, indifferent void. While the FSRD classifies him as an "Extradimensional Intelligence," those who have encountered his "bleeds" in the Oceanykan interior know him as something more ancient and predatory. He is the patron of the lost and the herald of the "Yellow Winter," orchestrating events across the globe to ensure that humanity remains in a state of high-strung psychic agitation—the perfect "atmosphere" for Carcosa to finally merge with the physical world and bring the curtain down on the human experiment.
Drops:
Type
Pseudogod
This creature was granted natural weapons by nature in the form of claws and/or fangs. Their unarmed attacks are uniquely lethal.
Note: STRd6 DMG | Overpass
This creature can take off into the skies, granting them enormous mobility at all times and x3 MOV in an Engagement.
Taking off into the skies costs 1 Stamina Point. Each subsequent Turn spent in the air costs an additional 1 Stamina Point.
While flying, creatures are incapable of Take Cover (1 AP) and lose all Natural Cover.