Those who go into the Labyrinth sometimes come out... changed. They may gain great psychic powers and a malevolent hunger, or return with memories of alternate timelines and murderous intent. They call this the Madness of the Labyrinth, but these often come from specific monsters or experiences found in the Labyrinth.
Showing posts with label Labyrinthine Worlds. Show all posts
Showing posts with label Labyrinthine Worlds. Show all posts
Saturday, June 13, 2020
Tuesday, June 2, 2020
Into the Labyrinth: the Nerlochs and the God Below
Not every creature of the Labyrinth is Skairosian in origin. Other things have invaded the winding tunnels beneath the surfaces of Labyrinthine Worlds. They might be elder things from beyond space and time, or they might be the corruptions twisted by the influence of Broken Communion.
The Nerlochs are one such race that lurks in the Labyrinth, coming out of the tunnels for furtive raids to steal sustenance (and recruits) for their God Below. They'r eoriginally found in GURPS Creatures of the Night 1. I think they're one of the better entries in the Creatures of the Night Series and thematically very appropriate to Psi-Wars.
I would have just pointed you to them and been done with it, but they have some problems fitting into Psi-Wars as written. By default,
Nerlochs are clearly designed to be a modern horror that takes on
opponents of about 100 points, not sci-fi space knights of 300+
points. Thus, these have been heavily adapted and cleaned up for
Psi-Wars. What's below is a highly specific and highly adapted version of the Nerlochs more suitable for Psi-Wars. I'd say they were just "inspired" by the original entry, but I wanted to highlight their origins and point you to where they came from, rather than completely erasing the serial number, because I think CotN is a good series worth supporting. Thus, I've completely left off any discussion of Anagon himself, except for hints in the form of the new Children of Anagon. An appropriate new version of the God Below would probably be much bigger and much more terrifying than what Creatures of the Night lists. So, if you want to know more, check out the book!
Even in this current iteration, Nerlochs aren't that much of a threat. A well-entrenched commando will mow through them; space knights might have more trouble, as they're in range of those dangerous eldritch talons. Gunslingers might also suffer, as they tend not to wear a lot of sealed armor. Ultimately, Nerloch hunting comes down to be able to outsmart them, and standing up to a mob of paralytic talons lead by a hungry, hulking thing-beast. It might be fun to hit a party with a small Nerloch raid of 3-5 nerlochs, and then have the gibbering ghouls following them at a distance, visible only as the glow of their gems, as anticipation mounts for a sudden, major assault of hordes of Nerlochs over some treacherous precipice.
Sunday, May 31, 2020
The Skairosian Bestiary Revisited: Shadow Serpents
Along with the Glance Hound, this one didn't get many comments and I suppose that's fair. What I wanted here was a third critter and I found the phase serpent in DF and it seemed like a nice bit of inspiration that I borrowed. Originally, the Skairosian hound had a hallucinatory venom, but I just moved it over to the Shadow Serpent and gave it phasing powers and called it a day. This helps explain alternatives to the source of Akashic deep time, as it might have stemmed from the venom of the Shadow Serpent, which might be showing them visions of possible, alternate futures in a great cacophany of imagery. I also like the imagery of Labyrinthine Cults engaging in "miraculous" snake handling.
As a threat, this wasn't much of one, because it's pretty hard to justify the fangs of a snake, even one the size of a python, punching through armor. But based on a suggestion, I went with the idea of ignoring DR entirely, with the excuse that they can "phase" through the armor. This allows them to have remarkably low damage, which mostly acts as a vehicle for their venom, which is what they're really about. I also added a constriction attack, but in practice this won't really make them more lethal. They're defensiveness is fine: they're tough enough to hit and touch enough to hurt, but in practice, any well-armed opponent will make short work of a single shadow serpent. I see their purpose as more of an irritation, a problem to be stacked atop other issues, rather than a singularly terrifying boss-monster.
Given their ability to vanish for 10 seconds at a time, they should have no problem ambushing a commando and punching through their armor with their fangs to give the commando a tough time. Commandos will fare better against swarms, though. Gunslingers might fair a little better with superior active defenses, and they don't rely on armor anyway, and they might be able to fast draw quickly enough to shoot the serpent before it phases away again. The space knight may also be able to respond in time to the shadow serpent, and may be able to react to its presence if he's able to detect it psychically, attacking it swiftly once it comes out of the "shadows." A single sweep of a force sword is enough to defeat most shadow serpents, and space knights often have the will to work through a hallucination spell.
Saturday, May 30, 2020
The Skairosian Bestiary Revisited: the Glance Hound
To me, the Glance Hound is the Skairosian Monster. It's inspired by the original "Devil of Perspehone," and is probably closest to my first idea of what was in the labyrinth. Thus, it had to stay.
I've not really buffed the lethality much. All I've really done is play-up their multi-dimensional nature as justification for increasing their armor divisor to 10. This means that they still deal an average of 10 damage, but they can punch through up to ~100 DR, making them a potential threat (en masse) against a space knight, and I've kept the "bite-and-twist" concept to allow them to inflict an even more terrifying 17 cutting damage on limbs they've bitten, but I've expanded the idea of Extra Attacks more broadly, so they can also make several attacks with their claws.
I've pulled back from the idea of the Glance Hounds-as-dogs. My original conception had them vanishing into shadows and clinging to walls, but this made them too much like Aliens and thus too much like the Insectoid, which I also wanted to include. Well, on reflection, as nice as the Insectoid is, I think the engineers of Jotan would have created something more lethal to the Scourge than to humans, and thus needs a complete rethink. In a lot of ways, this has allowed the Glance Hound to return to form, making it a stealthy, agile hunter par-excellence.
The original reason I didn't give them the ITDR of the Faceless Kine or the Shadow Serpent was that if they ground things around them, they shouldn't be partially unreal themselves. Well, why not make it switchable? They can "ground" shades, but this "grounds" themselves. This creates an interesting tactical choice: they will always ground themselves around a shade, thus if you can bring them into a fight with shades, they can deal with the shade (and help you deal with it) and also make them easier to deal with. I'm not sure how interesting it makes them, but it at least justifies both their use as an "anti-shade gargoyle/guard dog" and their ability to cut through armor like butter.
The net result is a creature that doesn't deal much more damage than before, but gets through armor a lot better, is much faster, much harder to spot and more aggressive. Between its superior active defense and improved accuracy plus some tips on getting around defenses, they'll land more hits than, say, the Faceless Kine.
I think Commandos will find this critter a nightmare to deal with. Between their stealth and speed, they'll often manage to sneak up on unprepared commandos and thus bypass a lot of their fortifications and defensive positions. While a single shot from a heavier rifle will be enough to take out a glance-hound-as-henchmen (you need to do ~30 damage), you won't notice them until they're on top of you, and even if you do, they move so fast they'll cover all the ground necessary to get to you in a couple of seconds, and they hunt in packs. So you'll need to take out 4-7 in the time it takes for them to cover ground, and if you don't, your DR 80 or 100 is not enough to keep your limbs from being crippled (they'll deal an average of 17 damage, 7 to 9 of which will go through your DR, and will increase due to cutting to 10-13, which is enough to cripple, or even sever a limb through armor), at which point you're in a heap of trouble.
Gunslingers will fare better. They can rapidly respond to the sudden appearance of a Glance Hound threat with a quick draw, and their weaponry and their skill with it is good enough to bypass their defenses and they can deal enough damage to hurt a glance hound (a 4d pistol will deal an average of 14 damage, 10 of which will get through their armor, which gets reduced to 5 by their IT:DR; 3 shots is enough to take down a glance hound henchmen, which is pretty easy for a gunslinger to do, provided the Glance Hound doesn't dodge). The Glance Hound is pretty lethal to the gunslinger, but not much more so than a Commando, and the superior active defense of the Gunslinger might make a big difference unless the Glance Hound can get the drop on them, and "spotting ambushes" is what gunslingers do. If the Glance Hound gets a hit, they only average 10 damage, which is bad, but no worse than being hit by a pistol, unless the Glance Hound bites a limb.
Space Knights will tend to do well against them as well. Their psychic senses will surely warn them of the impending attack, giving them time to prepare, and their force sword is within spitting distance of defeating a Glance Hound in a single stroke. Most Space Knights are totally capable of handling with the deceptive attacks of the Glance Hounds, and finding a way past the Glance Hounds great defense. The melee-focus of the Space Knight means that the Glance Hound's speed or tendency to ambush is less of a problem. In practice, I expect space knights to mow through a pack of Glance Hounds, but they'll be more careful of this version than they were of the last one.
Friday, May 29, 2020
The Skairosian Bestiary Revisted: the Faceless Kine
"I think most powerful foes should be at the very minimum right frightening to even the very tough end of starting scrubs" -Kalzazz
So, my previous version of the Skairosian Bestiary elicited some criticism as being too tame. This bruised my ego a bit, but I think a lot of good came out of it, including yesterday's post which gave me some much needed perspective. I also really appreciated getting a sense of what people expected out of monsters of the labyrinth, which is that they are scary. This makes sense, though: if House Kain uses the Labyrinth as a rite of passage, then we would expect this to be challenging to a starting heroic member of House Kain. With that in mind, let's revise each of the 4, one at a time, starting with the Faceless Kine.
This one was more popular than I expected, I suppose because it has some good imagery associated with it. As I was looking for inspiration for additional critters, I decided I needed "the Cattle of Hades," as cows tended to be sacred to ancient peoples (and the Skairos are meant to evoke ancient myth) and we have a long association of cattle and labyrinths. I struggled with what they would be and how they would function, until I saw a wonderful picture of this eyeless demon-ape thing with great horns. Ah, there were my cattle.
The real point of the "Cattle of Hades" was that you would want to steal them for some particular reason. Thus, I settled on their flesh (and especially their hearts) empowering those that ate them. Naturally, the Skairos would defend them, but they would defend themselves too.
They're primarily tough. I borrowed the justification for IT:DR from the Madness Dossier (so, hat time Kenneth Hite) as the idea of "partially real" creatures fit the Skairos well. Between that and their tendency to go Berserk, they're actually really hard to kill, the definition of the "pile of hitpoints" opponent. This version requires ~600 damage (300 after accounting for ITDR) to kill, but this is slightly toned down from my second try, which was close to 1000 ("Did you bring a isomeric torpedo?" felt excessive for this sort of encounter). I beefed up the skull armor and the armor in general, as they give off a rhino vibe, and thus particularly heavy skin (roughly on par with someone in heavy battleweave) felt right, and this enormous, impressive crest deserved more impressive DR. The net effect is that someone with a force sword will deal an average of 23 damage to the body or 14 damage to the face (or 56 damage to the brain), all halved for IT DR (to 12, 7 and 23 respectively; which means you'd need about 13 hits to the brain with a force sword to take down a raging Bull Kine). Of course, this is all the defense they have, as if they berserk, they're not going to actively defend.
They're substantially less impressive on offense. Their best goring attack will deal ~40 damage (I'm using the new, DF rules for slams here) with an armor divisor of 3. Against DR 100, that will deal an average of 7 damage (or 14 injury), which is nasty, but that's the best they can do. However, Psi-Wars is very generous with crushing damage, inflicting 1 point of injury for every 5 absorbed by DR, so I've emphasized this with some additional comments on the attack. To make it more visceral and impressive, I've added additional notes about its size, including its ability to trample, grapple, throw targets around, and smash them into walls. These are less lethal (though they average 4 damage per hit to anyone with 20 DR or more), but spectacular and will make it feel more impressive. At skill 13 (plus a penalty for hitting smaller targets), it won't make deceptive attacks, which makes it fairly trivial to avoid if you have solid defense.
Thus, if Axton Kain faced off against a Faceless Bull Kine, it would mostly involve him carefully defending, with the primary concern being to avoid a grapple. If it's a one-on-one fight, this should be relatively doable while whittling his target down. However, if the Bull Kine gets a lucky hit, or other Kine join in the fight, it could go very badly.
Commandos might find this a more pleasing challenge. They can put a lot of firepower "down range," and thus reasonably pepper a target this big with 3 or so hits per turn that deal between 15 and 25 damage, dealing 50-80 damage per turn (25 to 40 after ITDR), which means the Commando would kill it in 9 to 12 seconds of concentrated fire from a squad-support weapon. Given the tight confines of the Labyrinth, the Bull Kine would probably be on him in less than that time, and the Commando would lack the additional defenses of the Space Knight, and so would start to take some real damage, but depending on how long he held it off, might be able to finish killing it in the last, hectic moments of combat.
Gunslingers should probably avoid it. None of their specialties will help them here, and their armor tends to protect less well against crushing damage.
Wednesday, May 27, 2020
Into the Labyrinth: the Skairosian Bestiary
In addition to time shades, we need an expanded set of animalistic creatures to haunt the Labyrinth. This takes the previous version of the "Devils of Persephone as space monsters" and expands them to four related entries, allowing greater variety in what characters might encounter, and adding some flavor to the labyrinth.
These creatures are all part of the path of the "Other" and fairly good examples of the high weirdness I expect it to cover. I've also included the first treatment of Animal Handling yet in Psi-Wars. I see Animal Handling in psi-wars as covering entire clades rather than individual species because the galaxy is already far too broad. Thus, we might expect one animal handling skill to cover all "earth" animals, and we now have one covering all Skairosian beasts. Having the details to a clade (even if it's only 4 critters) certainly helps illustrate how this will work.
These creatures are all part of the path of the "Other" and fairly good examples of the high weirdness I expect it to cover. I've also included the first treatment of Animal Handling yet in Psi-Wars. I see Animal Handling in psi-wars as covering entire clades rather than individual species because the galaxy is already far too broad. Thus, we might expect one animal handling skill to cover all "earth" animals, and we now have one covering all Skairosian beasts. Having the details to a clade (even if it's only 4 critters) certainly helps illustrate how this will work.
Wednesday, May 20, 2020
Into the Labyrinth: Time Shades
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.
---
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 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:
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.
All “Hells” are suffused with a faint, omnipresent glow that obviates all darkness penalties. This is the source of the shade’s “darkvision.”
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
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).
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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).
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.
Tuesday, May 19, 2020
Into the Labyrinth: Musings on the Monsters Within
Last week, I talked about labyrinth and the Skairos. I've been hard at work writing up the labyrinth as an environment. But once I had done so, I found myself pondering the dangers of the environment, especially the monsters therein. These things are all tied together, so I can discuss one element, but it's hard to fully explain without exploring all of it, but we'll have to take this one step at a time.
One of those steps was thinking about the Skairos, which we already did last week, but in particular, the Skairos as Monsters. What sort of weaknesses do they have and what sort of motivations do they have? If we were playing a monster hunting game and trying to kill one of the Skairos, what would that scenario look like, while remaining true to the lore we've already created.
This creates a bit of a condundrum, though: are the Skairos actually monsters? I find the best metaphor for them to be the fair folk, as they tend to be "dark mirrors" of Maradonian society, just as the fae tended to be "dark mirrors" of medieval European society. But in another sense, they're also the angels of the Akashic Order: it is from them that the Akashic Order learned to explore deep time and to transcend temporal limits in their Shadow Councils. But at the same time, during the tumultuous origins of the Akashic Order, the colonists of Persephone were being killed by the things within the Labyrinth. Indeed, much of the Akashic Order's imagery are things meant to protect the Order from the Skairos. Their gargoyles at their temples are meant to "ward away" the monsters of the labyrinth, and while the veiled eyes of the Akashic Oracles might serve as a convenient way to allow a Skairos to slip into their midst, it might also act as a form of protection, a way of tricking some things into thinking the Oracle is Skairos, or it could be a way of protecting the oracle from making eye contact with something.
So, what conclusions can we draw from all of this to work out how our sci-fi time-lost race, how you kill them, and why you'd want to.
One of those steps was thinking about the Skairos, which we already did last week, but in particular, the Skairos as Monsters. What sort of weaknesses do they have and what sort of motivations do they have? If we were playing a monster hunting game and trying to kill one of the Skairos, what would that scenario look like, while remaining true to the lore we've already created.
This creates a bit of a condundrum, though: are the Skairos actually monsters? I find the best metaphor for them to be the fair folk, as they tend to be "dark mirrors" of Maradonian society, just as the fae tended to be "dark mirrors" of medieval European society. But in another sense, they're also the angels of the Akashic Order: it is from them that the Akashic Order learned to explore deep time and to transcend temporal limits in their Shadow Councils. But at the same time, during the tumultuous origins of the Akashic Order, the colonists of Persephone were being killed by the things within the Labyrinth. Indeed, much of the Akashic Order's imagery are things meant to protect the Order from the Skairos. Their gargoyles at their temples are meant to "ward away" the monsters of the labyrinth, and while the veiled eyes of the Akashic Oracles might serve as a convenient way to allow a Skairos to slip into their midst, it might also act as a form of protection, a way of tricking some things into thinking the Oracle is Skairos, or it could be a way of protecting the oracle from making eye contact with something.
So, what conclusions can we draw from all of this to work out how our sci-fi time-lost race, how you kill them, and why you'd want to.
Friday, May 15, 2020
Into the Labyrinth: Musings on the Skairos
At the same time that I wrote up the Akashic Mysteries, I also wrote up the Skairos, the "Devils of Persephone." Originally, I had intended them as a sort of "special option," a unique "possible" race meant for mainly my patrons and "insiders," as well as some possible hooks or monsters that they could use in a primarily Akashic game and a nice nod to one of the more creative Star Wars races: the Miraluka.
As with the rest of the Labyrinth, I've found interest in them has grown and, at least in my mind, they're becoming more of a "central" part of Psi-Wars, though I think they're exact nature and motivations should remain a mystery. As I explore more of this idea of "Psi-Wars as Monster-Hunter game" the more i find myself revisiting works I had previousl created to provide interesting monsters to players, including the monsters of Broken Communion, the Gaunt, and now the Skairos.
(In particular, much of this was inspired by the moment I released the Skairos as a race, and one person commented on how they all had a "Secret," and asked how they kept it. "So, do they wear armor all the time or what?" It's a great question and one I've been pondering ever since. It's increasingly obvious that the Psi-Wars setting has "secret races" like the Eldoth and the Skairos and whatever pulls the strings of the Scourge. So, let's dive deeper into this particular race).
As with the rest of the Labyrinth, I've found interest in them has grown and, at least in my mind, they're becoming more of a "central" part of Psi-Wars, though I think they're exact nature and motivations should remain a mystery. As I explore more of this idea of "Psi-Wars as Monster-Hunter game" the more i find myself revisiting works I had previousl created to provide interesting monsters to players, including the monsters of Broken Communion, the Gaunt, and now the Skairos.
(In particular, much of this was inspired by the moment I released the Skairos as a race, and one person commented on how they all had a "Secret," and asked how they kept it. "So, do they wear armor all the time or what?" It's a great question and one I've been pondering ever since. It's increasingly obvious that the Psi-Wars setting has "secret races" like the Eldoth and the Skairos and whatever pulls the strings of the Scourge. So, let's dive deeper into this particular race).
Thursday, May 14, 2020
Into the Labyrinth: Musings on Labyrinth Worlds
I've not been as active on my blog lately not because I've been too busy doing other things, but because most of the things I've been working on aren't "ready for primetime." That said, one of the points of the blog is to let people see "how the sausage gets made," so revealing some of my thoughts and approach to things might not be a bad idea. It at least shows you things going on behind the scenes and gives you material to chew on and perhaps do something with on your own.
Recently, the Tall Tales group chose to explore a route that brings them the most directly into contact with the Labyrinth and the Skairos. I've been thinking about them for a long time, which likely is surprising to some, as the Labyrinth is just a foot note in other posts but in my head, it becomes increasingly central to the "mysteries, monsters and conspiracies" of the Glorian Rim. They are:
Recently, the Tall Tales group chose to explore a route that brings them the most directly into contact with the Labyrinth and the Skairos. I've been thinking about them for a long time, which likely is surprising to some, as the Labyrinth is just a foot note in other posts but in my head, it becomes increasingly central to the "mysteries, monsters and conspiracies" of the Glorian Rim. They are:
- The source and wellspring of the Akashic Mysteries
- An initiation trial of House Kain
- A means of exploring the galaxy without ever getting onto a ship.
- A source of cool monsters and lost relics.
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