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.
Astral Parasite
The Astral Parasite is not unique to the Labyrinth, and can be found on non-labyrinthine worlds rich in twisted psionic energy, such as Moros, but they tend to be quite common in the more corrupted parts of the Labyrinth, and those who go into the Labyrinth seeking to unlock their psychic potential often mistakenly return with one.
An Astral Parasite is, functionally, a sort of Broken Communion ghost. It is an insubstantial collection of twisted psionic energy that seeks sustenance from others to continue its existence. When someone enters its region of influence, it will seek to gain some sort of “grip” on the target. This generally requires some sort of action on the part of the person, such as reading an incantation carved onto a labyrinthine wall, or touching an artifact. Some Labyrinth Cults worship a Parasite or collection of Parasites, and will capture or persuade new hosts and invoke a ceremony to press a Parasite into the host. Astral Parasites that gain a foothold on someone often use them to spread word of their power, so that those who hear the legends might seek out the same artifact or incantation and become haunted by the Parasite.
Once a parasite has “infected” a target, it can “inhabit” them, residing within the protective barrier of their mind. The target becomes a Twisted Psionic Energy generator, which provides sanctuary for the parasite, and applies a -2 to the victim’s psionic skill rolls, and treats all failures as critical failures; this does not apply to any powers that the astral parasite has, which makes the victim more dependent on the parasite. The parasite cannot directly “possess” the target, but they can influence their emotions , eavesdrop on their thoughts, and even communicate directly with them.
An Astral Parasite is visible to anyone who investigates the target’s aura (via Psychic Healing) or those who have True Sight. Most who see them describe them as a malign presence, or a wicked shadow that overlaps the target, like a malevolent after image or aura. Skilled physicians might deduce the presence of an Astral Parasite by rolling either Esoteric Healing or the lower of Diagnosis and Expert Skill (Psionics). The Astral Parasite can be damaged by attacks that damage insubstantial beings, but it exists within the target, so such attacks would necessarily target the host as well. They can also be driven out with Exorcism. They tend to react poorly when their host is on drugs like Blocker and Monobloc.
Astral Parasites want sustenance. All Parasites are psychic vampires. If their host touches and holds a victim, the parasite will drain energy from the victim. If the host does not do this at least once a day, the Parasite draws energy from the host. This inevitably kills the host, so most parasites seek the aggrandizement of their victims. Most parasites command considerable psychic power, and will deploy it on behalf of their host. Some psychics aware of the nature of Astral Parasites will deliberately seek them out and strike up pacts with them, allowing themselves to be inhabited in exchange for power, working on the assumption that, unlike all the rest of the Parasite’s victims, they can control it.
| ST: 0 | HP: 10 | Speed: 5 |
| DX: 10 | Will: 12 | Move: 5 |
| IQ: 8 | Per: 12 | |
| HT: 10 | FP: NA (10) | SM: +0 |
|
Dodge: 8
|
Parry: NA
|
DR: 0
|
Additional Astral Parasite Powers
Electrokinesis
- Electric Lash (12): The Parasite can blast lightning through their host. This is an attack that deals 6d-6 (5) burn sur and treats “metallic” armor as DR 1. Characters struck by the attack must roll HT at -1 per 2 damage inflicted or be Stunned. Treat this as a melee attack with reach 20.
- EK Shield: The Parasite protects its host with a field that provides DR 50 against all energy attacks. The Parasite may make a “Power-Block” at half Will+3 (or 9 or less) to double this DR. On a failure, no DR is applied against the attack.
Psychokinesis
- TK-Grab: the Parasite may reach out up to 20 yards away and exert up to ST 25 on targets; this is a BL of 125, and can lift at most a half ton. This is strong enough to hurl a human-sized target up to 10 yards at inflict 2d+2 cr damage while doing so. Remember, targets defend against TK Grab grapples at -4, unless they can See Invisible.
- Tactile TK: The host gains +20 Lifting and Striking ST. For an average human, this increases their BL to 180 and allows them to lift and hurl a human-scale target 20 yards for 3d+3 damage. It also increases their thrust and swing to 3d/5d+2.
- TK Leap: The character can jump ×8 normal distances and reduces the distance of all falls by 5 yards. This allows an average human character to jump 4-5 yards straight up, and 18-20 yards across.
Telepathy
- Instill Fear (12): If the target is within 20 yards, the Parasite may initiate a Quick Contest of Wills with a target (the target may use Mind Shields as normal). If the target fails, they must roll on the Fright Check table at a penalty equal to their margin of failure. If the target succeeds, the Parasite may not use this ability on them again for the next 24 hours.
- Mental Blow(12): Roll a quick contest of Will against the target (there are no range penalties, but most Parasites won’t attack until the target is within 20 yards; the target may use any Mental Shields they have). If the target fails, they are Stunned.
- Sensory Overload (12): Roll a Quick Contest of the Parasite’s Will against the target’s Will. The Parasite has no range penalties (but most won’t attack over 20 yards away) and the target may apply any Mental Shield modifiers they have. If the Parasite succeeds, the target Hallucinates for as long as the Parasite concentrates.
Labyrinthine Doppelganger
Those who live for long enough on Labyrinthine worlds warn their kin not to venture into the labyrinth unless necessary for fear of “Labyrinth madness.” Some who go in return changed. And sometimes, those who return find themselves hunted down by themselves, strange doppelgangers who look very similar to them but are different in some way, and who kill and replace their doubles.
Basic Doppelganger
This is a default Doppelganger. They tend to believe they are the “real one,” but they have a strange disconnection with reality and remember events that never occurred. Once they realize they’re in another timeline, many gain an Obsession with stopping some particular event or killing some particular target. They also often seek to replace their twin, but this is not necessarilythe case.
A Basic Doppelganger is more of a curiosity than a monster. For more monstrous Doppelgangers, see below.
Traits: Delusion (“I am real, my twin is fake”); Delusion (False Memories);Detect (Temporal Disturbance); Dread (Glance Hound or Glance Hound Imagery); Injury Tolerance (Damage Reduction 2; Temporal); Mistaken Identity (Double); Secret (Doppelganger).
Brutal Doppelganger
A “Brutal Doppelganger” represents a Doppelganger-as-monster. They’re fixated on murder and often come from more horrific timelines. In addition to the normal vulnerabilities and resiliences of a Doppelganger, they’re absolutelyobsessed with killing their double, and won’t hesitate to kill anyone else who gets in their way. They’re “better” than their twin: stronger, faster and tougher, and can shrug off minor wounds and are very difficult to kill. If they can isolate their targets, they may take their time torturing them in order to get information, or just for pleasure. These tend to be more common as “combat encounters” of strange “mirror enemies” of combat oriented PCs.
Attributes: +2 ST; +2 DX; +2 HT;
Secondary Traits: +3 HP
Traits: Reduce appearance by one level (to a maximum of Ugly); Bad Temper (12); Bloodlust (12); Callous; Combat Reflexes; Delusion (“I am real, my twin is fake”); Delusion (False Memories); Detect (Temporal Disturbance); Dread (Glance Hound or Glance Hound Imagery); Injury Tolerance (Damage Reduction 2; Temporal); Ghostly Movement (Horror p. 20); High Pain Threshold; Hard to Kill +3; Mistaken Identity (Double);Obsession (“Kill my double and replace them”); Recovery; Sadism (12); Secret (Doppelganger);
Charming Doppelganger
A “Charming” Doppelganger, like a Brutal Doppelganger, is a monster intent on killing its double and willing to kill anyone else that gets in their way. However, where the Brutal Doppelganger simply tries to murder his way to his target, the Charming Doppelganger tries to fool people into believing they are who they claim to be, or otherwise gain their trust. Once trust has been achieved, they’ll begin picking of their enemies one by one, using their superior acting and deception to isolate targets, and then murder them quietly.
Attributes: +1 ST; +2 DX; +1 IQ; +2 HT;
Secondary Traits: +4 HP
Traits: Improve Appearance by one level (to a maximum of Beautiful or Handsome).
Additionally, add the following traits: Callous; Charisma 1; Combat Reflexes; Bloodlust (12); Delusion (“I am real, my twin is fake”); Delusion (False Memories); Detect (Temporal Disturbance); Dread (Glance Hound or Glance Hound Imagery);Foresight (Betrayal);Honest Face; Mistaken Identity (Double);Obsession (“Kill my double and replace them”); Injury Tolerance (Damage Reduction 2; Temporal); Secret (Doppelganger); Serendipity; Smooth Operator 2.
Skills: Acting IQ+4; Fast-Talk IQ+2; Hidden Lore (Labyrinth) IQ-1;
StrangeDoppelganger
Not all doppelgangers are monsters villains. This represents the sort of Doppelganger who is a “lost soul,” who finds their current situation overwhelming and don’t really understand those around them. They do little to hid their origins, though they may eventually realize the necessity of it. They have greater insights into events thanks to their origin in an alternate timeline: this means they tend to “get lucky” or guess well. On the other hand, weirdness haunts them and chases them, and when they realize the true state of things, they’ll recognize that they can “do something” to prevent some terrible event. Rather than commit murder, many Strange Doppelgangers will instead seek to team up with their double to “set things right,” though they might murder if it’s strictly necessary to prevent whatever terrible event from occuring.
Attributes: +1 ST; +2 DX; +2 IQ;
Secondary Traits: +4 HP
Traits: Clueless; Confused (12); Delusion (“I am real, my twin is fake”); Delusion (False Memories); Detect (Temporal Disturbance); Dread (Glance Hound or Glance Hound Imagery); Injury Tolerance (Damage Reduction 2; Temporal); Intuition;Luck (Extreme); Mistaken Identity (Double); Obsession (Prevent some tragic event); Secret (Doppelganger); Serendipity 1; Weirdness Magnet.
Skills: Hidden Lore (Labyrinth) IQ+2;















