Here's a rough draft of my first "monster" for the Labyrinths of Psi-Wars: the Time Shade. If this gets enough approval, it'll eventually move to the Wiki.
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Time Shades
The Labyrinth wends its way through time as well as space, and
certain “time-lost” beings within it walk just beyond the
dimensional edges “between” timelines. Akashic documents refer
to these beings as “in the walls” or “in between.” They
represent
possibilities,
things that could exist,
but don’t, and they can only operate within the confines of the
unique geometries of the Labyrinth, where the possibilities of
alternate timelines have a whisper of more reality than in the rest
of the Galaxy.
Time Shadows
aren’t actually
insubstantial or invisible. Rather,
they occupy a space on
another “level,” an “upside down” plane of existence which
follows its own rules. This alternate reality only
exists within the Labyrinth: time shadows cannot leave! Furthermore,
while they may seem to pass through walls or others, they cannot pass
through the walls or being that exist “on their plane.” As a
result, they tend to be constrained by natural labyrinthine caverns
or ancient artificial tunnels, but not newer construction. They
might ignore an ancient door closed by someone recently, but be
unable to pass through a door opened by someone in the real world.
Time Shadows can be
anything. The stats below are a
convenience measure for a generic shade. But their actual stats
should reflect what they would be if they were back in normal,
mundane reality. Thus, the stats can be altered to represent a
“time-lost” person of any sort.
Shades of Hunger
The primary desire of the Labyrinthine Shade
is to exist.
The most certain way to do this is to “align the timeline.” If
certain events take place, the shade has the option of enforcing a
broader reality, changing the past the reflect the events of the
present, and inserting themselves into the timeline, thus becoming
real. A shade who achieves this loses all ghostly traits and becomes
a completely concrete being; they lose all memory of being a shade,
or what they did to become real, and instead remember only the
details of the newly altered timeline. The specifics of this vary
from ghost to ghost. Some examples include:
-
Massacre: the shade is an “only survivor of a
massacre.” They can truly manifest only if a party of 10+ people
die in the labyrinth at a particular location. If this happens,
their physical manifestation will crawl, traumatized and frightened,
from the pile of corpses.
-
Archaeological Resurrection: the
shade is “a lost
king,” who can only manifest if there are sufficient records of
him and someone discovers his tomb and releases him, after which, he
will only remember the timeline in which he controlled this part of
the labyrinth.
-
Marriage: The
shade is “the true wife” or “the true husband” of a
particular character. They
need the character to ceremonially marry them in some way, after
which, they will manifest as a real character “and have always
been their” partner.
-
“I am you”:
The shade is some alternate reality version of a character. They
must kill that character, and then replace them. After they have
killed their target, they will remember always having been that
character (others will notice a change in behavior).
Some shades have
powers that let them immediately “trade places” with a target,
forcing them into this inbetween
state
and then occupying the real world in their place, or absorbing
sufficient temporal energy from victims that they can materialize
fully as a concrete being. These tend to require the touch of a
manifest ghost, or eye contact with the victim.
Shades of Defeat
Temporal shades have several weaknesses. First, they can only
exist and operate from within the Labyrinth. When they near what, in
the physical world, would be the entrance of the labyrinth, they see
only endless tunnels that continue on into the labyrinth. Second,
they’re not
actually
insubstantial, but simply occupy a different plane, and most operate
by the geometry of that plane. The alternate labyrinths generally
follow the same layout as the physical labyrinth, but there may be
differences, places where a shade cannot go, and places where shades
can ignore walls and doors.
Shades are invisible to all
visual senses and generally silent, but they give away their presence
in a few ways. First, they are not invisible to psychic senses:
characters with True Sight
can see them, as can characters with Awareness, Mind Scan or Detect Life (though these latter two suffer a -3 penalty).
They’ve also visible in reflections, and when they pass through
sheer cloth, such as those used to curtain Akashic Temples, the cloth
moves as though on a wind.
Time Shades have no unusual
invulnerabilities or resistances beyond their intangibility. If
struck by a weapon that can strike insubstantial targets, or struck
by a weapon while materialized or manifest, they suffer the usual
effects of their damage. If something on their same plane attacks
them, they’re affected as normal.
Temporal shades are unique
in that they only exist as a possibility of a single timeline. As
long as that timeline remains possible,
they can manipulate the real world in some way. When that timeline
becomes impossible, or so improbable as to move the ghost away from
the current timeline, it effectively ceases to exist. Examples,
based on the above timeline examples,might include:
-
Massacre: the shade expects to be a survivor of a
massacre in a particular place.
If that place is walled of and people prevented from entering it,
then this effectively locks away the ghost.
-
Archaeological Resurrection: if
all records of the “lost
king” are destroyed, such
that the “memory” of the non-existent “lost
king” is completely lost,
it effectively ceases to be.
-
Marriage: If the
character marries another, then this seals their timeline and
prevents the shade from entering it.
-
“I am you”:
The
shade probably
can’t exist in a timeline where the character has already died.
Thus, the death of the character effectively ends the possibility of
the alternate version from happening.
“But they’re really ghosts, right?”
Time Shades are
technically
the echoes of alternate timelines; they’re not the spirits of the
departed, nor manifestations of Broken Communion. However, a
campaign might be too broad to support the sort of niche abilities
necessary to defeat them.
ESP and Anti-Psi should treat
ghosts, time shades and hyperdimensional beings as effectively the
same as far as True Sight is concerned. In regard to the Powers of
Communion, whether or not Time Shades are affected by the Miracles of
the Path of Death is up to GM discretion. While not literally
the dead, they could fall under the same symbolic umbrella as those
of ghosts, and the Path of Death could
govern (summon, exorcise, etc) Time Shades just as well as ghosts.
If the GM prefers, the Path of Madness might be a better path, but in
such a case, the Path of Madness should then gain access to miracles
that work as the Ghost-summoning/manipulating miracles of Death, but
only on Time Shades.
Necrokinesis abilities do not
work on Time Shades.
The GM should decide if the
exorcism traditions focused on ghosts (such as the Morathi rites of
the Witch Cats, or the exorcisms of Domen Khemet,
the Ranathim Death Cult) will work on Time Shades. If so, it’s
likely only fair that the exorcism traditions of the Akashic Order
also work on ghosts. As a compromise, consider applying a -2 for ghost-based traditions to exorcise Time Shades, or for the Akashic tradition to exorcise ghosts.
Shades of Hell
Time shades occupy a plane of
existence just “sideways” of the physical world. The physics of
these “sideways” worlds might vary, which is especially
interesting if the shades are “castling” with living targets.
GMs can introduce this little bit of extra detail to make Castling
more interesting, or to add additional flavor (and weaknesses) to
shades. Different shades might be in different “hells,” and would
be mutually insubstantial and invisible to one another, only able to
interact with one another via manifestations in the physical world.
All “Hells” are suffused with
a faint, omnipresent glow that obviates all darkness penalties. This
is the source of the shade’s “darkvision.”
-
White Hell:
the glow here is a pale white. This parallel is cold, and
the closer the labyrinth is to the light of the surface or to the
warmth of a flame, the colder
it gets, while the deeper and darker in the Labyrinth the ghost is,
the warmer. If the ghost is in direct sunlight or within a yard of
an open fire, it takes 1 point of fatigue (cold) damage per
second. In places with any
natural light, the ghost must roll HT or lose fatigue to the cold
once per hour. In
places of total darkness or “deep” in the labyrinth, the ghost
is “warm” enough not roll or lose fatigue. Shades in the white
hell manifests its presence as cold spots in
the physical world.
-
Red Hell: the
glow here is a dull red or violet. This parallel is totally
soundless.
No sound will carry. The shade cannot speak, nor hear, anything
that happens in the physical world or in the parallel. However,
specific, loud sounds in the physical world can
carry into the Red Hell, shattering the silence with a roaring
cacophony of agony. In the presence of temple bells tuned to
specific frequencies, the shade must roll HT-5 or suffer Terrible
Pain (or Agony if it fails by more than 5) for a number of minutes
equal to its margin of failure.
-
Black Hell: the
glow here is an inversion of color. This parallel has
no walls.
In place of the tunnels of the labyrinth, the Black Hell has
platforms floating in the void. The shade can “pass through
walls” by jumping from one platform to another. If it misses, it
will fall until it hits another platform (shades never seem to fall
forever, and will always fall on some platform, though typically
much deeper in the labyrinth).
Time Shades
Time Shades should use the stats of whatever creature (typically,
but not necessarily, a Skairos) they actually are. The stats below
are a simple “grab and go” example of a time shade, and not
definitive of what all time shades should be.
ST: 10 |
HP:
20 |
Speed: 7 |
DX:
12 |
Will: 14 |
Move: 6 |
IQ: 10-15 |
Per: 10 |
|
HT: 12 |
FP: 20 |
SM: +0 |
Dodge:
10
|
Parry:
NA
|
DR:
0
|
Skills: Stealth-14; One
of Diplomacy, Intimidation or Savoir-Faire, all at 14.
Traits: Darkvision; Divine Curse (Cannot Leave the
Labyrinth); Insubstantial (Not to things on its plane; no vertical
movement; ghost air); Invisible (Only to substantial; Affects
Machines; Visible Reflections) Supernatural Features (Eyeless;
Flickering transparency); Mute (Substantial Only)
Fright
Check:
+0
Powers
Time Shades can have one or more of the following powers. All
time shade powers are
psionic,
and can be prevented with Anti-Psi, as normal.
Castling: The time shade
“switches places” with a target. The manifested time shade must
touch the target or
the target must make eye-contact with the visible shade. If so, the
shade can spend 5 fatigue to make a contest of Wills with the target.
On a success, the shade materializes as a fully physical being (it
loses the Insubstantiability trait and the Invisibility trait) and
the target becomes a Time Shade, and follows all the rules for a time
shade (including the rules for “Shades of Hell” above).
The death of the manifest time shade will generally “bring back”
the exiled target, but a successful contest of Exorcism with the
shades Will will also generally work to restore the exiled target.
At the GM’s discretion, the
target might also gain the powers of the ghost for the duration of
their
Castling exile.
Dark Fate: The Time Shade
dooms the character to make changes in the world that will bring the
Shade’s desired timeline into being. This requires a touch from
the manifested time shade, or eye contact with the visible shade; the
shade spends 5 fatigue and rolls a contest of Wills. If the shade
wins, the character gains a disadvantageous Destiny
to bring about the events necessary for the time shade to fully
materialize. This Destiny
can
be worth -5 to -15; -5 is the most common and most subtle, but at
-15, treat it as a variation of Weirdness Magnet, where the character
is regularly plagued by weirdness that pushes the character towards
the desired set of events (a discarded knife keeps showing up in
their inventory, gibbering minions hail the character as their
messiah, etc).
Devour: The time shade
“steals” the temporal energy of the target. The manifested time
shade must touch the target
and spend 1 fatigue per 3
dice of burn damage that ignores DR (with no upper limit). This
damage is all or nothing.
Either the target takes sufficient damage to die in one attack, in
which case they simply vanish, or they take 1 point of burn damage
from where the ghost touched them. If the target dies, the ghost is
able to materialize a fully physical body. For the duration of the
effect they are no longer insubstantial or invisible. The GM
determines how long this lasts: 1 hour is a good duration, though it
might be as short as a minute near the surface of the labyrinth, and
days in the deep labyrinth. The shade can extend the time they
remain manifest by using their power gain and again.
Illusion of Time: The
ghost can manifest visions of its expected timeline or reality, or of
the “Hell” that it currently occupies (see Shades of
Hell). This can be as subtle as
changing the words of a text to as dramatic and totally engrossing
all the senses of the target with visions of hell. This requires a
contest of Wills
between the shade
and their target.
On a success, the character might roll IQ to “disbelieve” the
illusion if they have any
cause to disbelieve. While
caught up in the illusion, they can suffer “real” damage, but if
they realize the reality of it with a successful IQ
roll, convert all of this damage to fatigue damage instead. The
effect lasts for 1 minute per margin of the Shade’s success, and
costs 1 fatigue per minute to maintain.
Manifestation: The time
shade can manifest an ectoplasmic presence. This costs 1 fatigue per
minute and grants them a “body” with DR 0, HP 1 and Injury
Tolerance (Homogenous, No Blood). If destroyed, any “excess”
damage applies their own actual HP totals (but still apply the
benefits of Injury Tolerance
for this attack) and their
manifestation is destroyed. This typically Stuns the shade for
1d seconds, after which it might manifest again, but all
manifestations after being destroyed thus cost 2 fatigue until at
least an hour has passed.
Power of Fear/Friendship: The
shade can undermine a target’s defenses by provoking an emotional
response of fear or trust.
In the case of the former, the ghost must find some way to invoke
its intimidation skill against the target (appearing in a terrifying
way, pronouncing doom upon the part, or manipulating their
environment in a frightening way). In the latter case, the shade
must ask the target if they trust it and then reveal a secret to the
target (generally the shade’s name), make an agreement, or
otherwise assist the target. In both cases, the shade rolls their
requisite skill (Intimidation
for Fear and one of Diplomacy
or Savoir-Faire
for trust) and the target resists with Will. If the shade wins, it
may apply a bonus equal to its margin of victory to any use of any of
its powers against the target once,
to a maximum of +5; the ghost
may automatically apply the full +5 bonus against a target that has
failed a Fright Check against the shade.
Presence: If the manifest
shade touches a target, or the target makes eye-contact with the
visible shade, then the Time Shade can spend 1 fatigue to roll a
Contest of Wills with the target. If the win, they “haunt” the
target. They may appear before the target whenever they wish, for
free, but nobody else will see them. They may also use their powers
on the target at will. The target counts as “the labyrinth” for
the purposes of the shade’s traits, and thus they can “ride”
the target out of the Labyrinth. Shades often do this if they need
something done outside of the Labyrinth. This sort of haunting can
be undone with
an exorcism:
roll the exorcists’
Exorcism
skill in a contest with the Shade’s Will.
Probability Alteration: The
shade can push probability more in line with their desired timeline.
This manifests as a blanket -1 to all rolls that would negate the
shades desired outcome. The ghost can only affect one target at a
time with this power. More powerful ghosts can also spend 5 fatigue
to turn a failure into a critical failure.
Revelation: The
shade
can reveal themselves without the risks associated with
Manifestation. This
costs them one fatigue per second. They can attempt to pass
themselves off as a living person, but they look transparent in
bright light, and they must hide their eyeless appearance. If a
power requires them to make eye contact, Revelation
can substitute for Manifestation
for allowing the target to see the shades’ eyes.
Terror: If the shade is
visible, it may spend 1 fatigue to make its gaze terrifying. Anyone
who sees its eyes must roll a Fight Check at a penalty determined by
the GM (between 0 and -5). Victims who succeed are immune for an
hour, and all victims get +1 per Fright Check after the first within
24 hours.
Zap: The shade can damage
delicate electronics. The shade must touch the object in question
(but an insubstantial touch is sufficient). They spend 1 fatigue and
the object rolls its HT
or it’s sufficiently damaged to require repairs (which requires, at
the very least, a change out of any breakers in the system).
Notes:
The powers of a time shade are listed with fatigue costs to give the
GM a sense of scale; the GM needn’t actually worry about fatigue
totals unless the players face a “boss” time shade. A typical
time shade is not much of a challenge to a properly equipped party.
Psychic characters will often pick them out fairly easily, and
characters who have the ability to attack and destroy intangible
targets will easily defeat them. They’re mostly a danger to
unsuspecting or unprepared parties while they remain subtle. That
said, a Castling or Devouring time shade can be
devastating. The GM should allow player characters to use an Impulse
Buy point to defeat a Devour attempt, and perhaps use a
variation of the Imperial Stormtrooper’s Marksmanship Academy,
where characters suddenly find burns materializing on their bodies
and realize that they’re under attack before hitting them with the
full effect.
Alternatively, hit
the party with a legion of time shades. Many time shades manifesting
at once represent a great example of a “mook threat” as each
manifestation can be easily destroyed, but if paired with Probability
Altering shades and Zapping shades, they can bring a party to their
knees fairly quickly, enough to let their leader Devour or
Castle a target.
Character Trait Notes
Veiled Gaze [1]: The
character never makes
eye contact unintentionally. By default, the GM should assume the
character keeps their gaze away from a target’s eyes unless they
explicitly say otherwise. The GM may
assess a -1 reaction penalty, though, in circumstances where eye
contact is expected.
Standard Operating Procedure (Veiled
Sanctuary) [1]: Whenever the
character “beds down” or sets up a camp in the labyrinth, they
always create windbreaks and leave sheer veils around the camp, so
they can see if a time shade has passed into the camp, if at all
possible. The GM should be lenient in allowing for such a set-up
(for example, if the character lacks the resources, the GM might
allow a retroactive scrounging roll to see if the character could
have set up something similar). The GM should almost always allow
the character at least one Perception
check to see if they notice an infiltration by a time shade.
Exorcism (Akashic):
This is a specialization of Exorcism specific for Time Shades. Any
ordained character may use it, or a character with the Licensed
Exorcist perk.
Hidden Lore (Labyrinth) or
Hidden Lore (Deep Time): Both
can be rolled to know something about Time Shades.