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.

Shadow Serpent

These Skairosian serpents slither the line between timelines deftly. They can shift in and out of a particular timeline, allowing them to pass through doors or fade away from attacks, and then reappear a few seconds later to bite and inject the victim with their hallucinatory venom.
A shadow serpent resembles a length of inky darkness with a bony, eyeless crest over the top of its head. Similar to the glance hound, shadow serpents have several rows of teeth, all of which drip with a beautiful, prismatic venom.
Like most Labyrinthine beasts, they loath planetary surfaces, but they’re not especially fond of bright light either. If bathed in light, most will choose to vanish into an alternate timeline, and then strike the light-wielder from a more shadowy angle. Travelers have found hissing pits crawking with Shadow Serpents that vanished like a bad dream when lights were turned on them to verify their presence.
The shadow serpent featured strongly in early Akashic literature and imagery, and can still be found in the statuary of the oldest temples, though its symbolism has been phased out over time. Early Akashics are believed to have “snake handled” shadow serpents, and used their venom to improve their visions; while hallucinating on shadow serpent venom, add +1 to all Vision or Oracle rolls, if this legend is true. Certain labyinthine cults continue this practice.
Some labyrinth explores report Skairos with tamed examples of shadow serpents, and some labyrinthine cults manage to tame them. If so, for examples of tame shadow serpents, replace Wild Animal with Domestic Animal.

ST: 15 HP: 15 Speed: 7.0
DX: 13 Will: 10 Move: 7
IQ: 2 Per: 12
HT: 13 FP: 13 SM: +1
Dodge: 10 (20*)
Parry: NA
DR: 5

Fright Check: +0
Bite (13): 1d-1imp + 2d toxic (HT-4 to resist), 1d if resisted; roll HT -1 per 2 damage inflicted by toxic follow up or Hallucinate for one minute per margin of failure;Reach C. This attack ignoresDR that does not come from a psionic or anti-psi source, against which it has an armor divisor of (3). This attack is made as a Deceptive Attack (-1 to defend).
Constriction (17): This attack automatically hits if the Shadow Serpent has grappled the target; roll a quick contest of ST with a +2 from Wrestling (17) vs the target’s ST of HT. Inflict 1 point of crushing damage per margin of victory, DR protects normally (but remember, for every 5 points of damage, a minimum of 1 point of injury must be inflicted). If even a single point of damage bypasses DR, the target begins to Suffocate, losing 1 fatigue per turn until the constriction is eased.
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Traits: 360° Vision;Blindness (Mitigator, Psi);Born Biter; Cold Blooded (50°); Dark Vision; Dislikes Light;Dread (Planetary Surface);Injury Tolerance (Damage Resistance 2 (Temporal); No Eyes); Insubstantial (Temporal);Invisible (Substantial Only; Only when Insubstantial); Psychic Beacon 4; Vermiform; Wild Animal.
Skills: Brawling-15; Stealth-14; Wrestling-15;
Notes: Truly Alien;Too dumb to negotiate or use normal Telepathy on (use Animal Telepathy or appropriate Telepathic techniques instead).
A Shadow Serpent has the following powers:

  • Temporal Dodge: the shadow serpent may reflexively slip into an alternate timeline as a Dodge attempt. It dodges this way with a Power Dodge of 20; each attempt costs 1 fatigue, and each subsequent attempt in one turn applies a -5 to the roll. This cannot be used against attacks that harm insubstantial targets.
  • Temporal Slip: the shadow serpent can go completely into an alternate timeline and become insubstantial for up to 10 seconds. This can be done as a concentrate action once per turn and its insubstantiality activates at the start of its action; it can return to substantiality as a free action. Each use costs 1 fatigue.

While insubstantial, the shadow serpent is functionally the same as a time shade: it can be affected by anything that affects them, including other time shades, and is invisible. If the shadow serpent goes insubstantial while grappling a target, even for just an instant (via a Temporal Dodge), the target is freed.
The Shadow Serpent can temporarily apply this insubstantiability to its teeth, allowing it to completely bypass physical armor for an instant. This allows it to ignore allDR unless the DR comes from a psychic or anti-psi source.
All forms of insubstantiability are psychic and temporal in nature. If something disrupts the Shadow Serpent’s psychic powers, or “grounds” it in the current timeline, it loses its ability to go insubstantial, make Power Dodges, or ignore DR with its teeth.
The venom of the Shadow Serpent is a powerful hallucinogenic with strong, psychic properties. Psychics who are afflicted with it gain a +2 to Visions, Prognostication and Oracle rolls. This venom can be harvested from a slain Shadow Serpent, and results in 10 doses. They lose their potency if removed from the labyrinth, however.
Shadow Serpents will often attack in groups, and will suddenly appear out of thin air to simply begin striking at targets with their venom and then vanish again, just as quickly. They must remain substantial for a full turn when attacking, thus allowing potential reprisals. They will not bother with a constriction attempt unless their target is relatively unarmored and they’re alone with the target. They’re especially likely to do it if the target is hallucinating and cannot retaliate. Shadow Serpents should generally be treated as mooks and should attack en masse, or assist by attacking along side another beast. Shadow Snake swarms (below) make a nice surprise at a bottom of a pit.
This represents a large, python-sized Shadow Serpent. Smaller Shadow Serpents sometimes gather in Swarms. Their attacks ignore DR as normal; they cannot meaningfully make a temporal dodge as some will fail and some will succeed, so instead, simply assume they always have the equivalent of Injury Tolerance (Damage Reduction 4 (Temporal)). They canmake a Temporal Slip, but some will always remain substantial, betraying their presence. Their have less venom in their system, and it does 1d toxic, halved with a successful HT roll, and applies the same hallucinatory effect.

Type
Move
Damage
HP
Shadow Serpents Swarm
5G
1d-3 cut
10

Rituals of the Shadow Serpents

  • Great, writhing masses of shadow serpents swarms will gather in the bowels of pits and begin to devour themselves, turning into circles until they vanish. The last remaining will rapidly expand into a much larger specimen of Shadow Serpent, as noted above. Perhaps larger Shadow Serpents do the same and the Far Labyrinth is haunted by giant, oversized Shadow Serpents?
  • Shadow Serpents react positively to music and may approach to dance and sway before the music player. If interrupted, they may simply turn insubstantial and leave.
  • Sleeping Shadow Serpents will carefully arrange their coils into specific, labyrinthine patterns; those reading the coils can derive portentous meaning from them, gaining a +1 to Oracle rolls to find Omens.

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.

Faceless Kine 2.1

Sometimes called “The Cattle of the Skairos,” these great beasts resemble giant, horned gorillas. They have long forearms, the gray, robust flesh of a pachyderm, and a great crest of jagged horns that covers all of their face except for their maw, which is lined with sharp teeth. At their full height, they tower over 10 feet, tall, but they generally slouch so that their shoulders come to the height of a human. Given their great size, they tend to be found exclusively in the deeper parts of the Labyrinth.
The faceless kine often move in groups of five to ten individuals, headed by an especially large member. No human has recorded what their breeding is like, nor what they eat (though entire herds have been witnessed engaging in lethal autophagy). Despite their fangs, when they kill something, they usually ignore it afterwords. They tend to aggregate near psychically potent regions, suggesting that they “feed” on psychic energy. If left alone, they tend to ignore others. If bothered, (and they tend to be extremely sensitive and territorial), they will fly into a rage and charge, gore, pummel and rend the offender to pieces.

The faceless kine are, like all Skairosian beasts, naturally psionic. They do not see with eyes (they have none), but with a psychic vision that allows them to see in all directions and ignore darkness. They tend to “light up” to psychic vision, granting a +4 to detect their presence. They also exist only partly in the physical space of reality, blurring across several timelines at once. This means they take halved damage from any attacks that cannot affect insubstantial targets.

The meat of the faceless kine is especially psychically potent. Psychics who devour the flesh of a faceless kine describe it as utterly delicious, and gain 1 fatigue immediately after consuming a full meal, above and beyond what they would normally regain; this fatigue may restore Psionic Energy Reserves. The heart of a faceless kine is especially potent; according to some stories, consuming it can unlock a human’s psychic potential (granting Weak Latency in a particular power), or they can be consumed by a psychic for a greater burst of power (restoring 12 fatigue or psychic energy reserves); the GM might even allow these reserves to exceed whatever limit the character has. However, despite the sumptuousness of the faceless kine, their presence deep in the labyrinth, the danger posed by hunting them, and the possessiveness the Skairos display over them has meant that Kine Hunting is generally illegal in the Alliance; their meat also spoils quickly once removed from the Labyrinth, and they cannot be coaxed from its depths, and will go mad if forcibly removed.

The faceless kine below represents a wild example of a “Bull Kine,” that protects a herd. Most Kine are smaller, with ST 20/45, HT 12 and FP 12 (24) and have Bad Temper (15) and lack Berserk. Some have witnessed domesticated herds in the Far Labyrinth, controlled by great Skairosian lords who are exceedingly protective of them. For such beasts, improve the Self-Control of Bad Temper and Berserk to 12 (Remove them entirely for non-Alphas), improve Chummy to Gregarious and replace Wild Animal with Domestic Animal.

ST: 25/55 HP: 55 Speed: 6.75
DX: 12 Will: 10 Move: 7
IQ: 3 Per: 13
HT: 15 FP: 15 (30) SM: +2
Dodge: 9
Parry: 10 (unarmed)
DR: 70/25



Fright Check: -3 (or +3 Intimidate; typically triggered by the bellows of a Bull Kine) 


Bite (13): 6d(3)cut, Reach C

Punch/Kick(13):6d cr, Reach 1. This attack is at -1 to SM+0 targets, and on a miss, the Kine is at -2 to DX and -1 to defense until the start of its next turn.

Grapple(13): +2 to hit SM +0 targets; +6 to pin SM+0 targets.

Grab-and-Smash (13): 6d+6 cr, Reach 1. Usable after a grapple. (Note that if the target grapples the Faceless Kine, the Kine treats a normal person as Light Encumbrance, for -1 to Move and Dodge).

Throw(13); 6d+6 cr; The Bull Kine can throw 150 lb rocks (or people) up to 15yards away.

Gore(13): 6d+6 (3)imp, Reach C-1; treat as a weapon for the purposes of parrying. This attack is at -1 to SM+0 targets, and on a miss, the Kine is at -2 to DX and -1 to defense until the start of its next turn.

Slam (13): 6d-2(3) imp if moved 1-2 hexes; 6d+4(3) imp if moved 3-4hexes; 5d×2 (3) imp if moved 5-6hexes and 6d×2 (3) imp if moved 7+ hexes. This cannot be parried by anyone with less than 17 ST.

Trample:6d2cr; this is a “free” attack if Kine simply moves through the hex, or knocks the target prone as part of a slam, and hits automatically (the target may dodge as normal).

Traits: 360° Vision;Bad Temper (9); Berserk (9); Blindness (Mitigator, Psi); Chummy; Dark Vision; DR 70(Headonly); Dread (Planetary Surfaces); Energy Reserves (Psionic) 30; Ham Fisted 2; Impaling Striker (Horns); Incurious (12); Injury Tolerance (Damage Reduction 2 (Temporal),No Eyes); Penetrating Voice; Psychic Beacon 4; Sense of Duty (Herd); Sharp Teeth; Wild Animal.

Skills: Brawling-13; Intimidation-13; Navigation (Underground)-13; Running-13;

Notes: Truly Alien. Too stupid to negotiate or to be affected by Telepathy; use Animal Telepathy (or appropriate Telepathy techniques) instead.

A Kine “Alpha” or “Bull” is highly protective of its group. It will ignore anything that doesn’t matter to it, or its group, but if someone gets too close to the group, or begins to pester the Bull or its herd, it will fly into a berserk rage and attack. While Berserk, it will not attack its own herd, but it will rage at everything else until the targets are out of sight. Characters may attempt to soothe a Bull Kine with Animal Handling (Skairosian Clade)at the usual -5 for wild beasts (+0 if domesticated). If enraged but not yet berserk, Bull Kine will rear up and beat on their chests and bellow and howl; treat as an Intimidationattempt at +3.

It will generally initiate an encounter with a charge; if it knocks its opponent over, it automatically tramples them. If the target is still alive, it will attempt to grapple the target, either as a “Grab and Smash,” treat as an All-Out Attack (Double) where it grapples the target and immediately proceeds to smash him bodily into things for the listed damage, or All-Out Determined for the +4 to hit. Once grappled, the Bull Kine might continue to smash the target, or may throw them, inflicting the listed damage. Reminder: for every 5 damage crushing damage would inflict before DR, a minimum of 1 point of injury is inflicted. Even if the target is fully armored, they can expect to take 4+ damage from a raging Bull Kine. Use the lowerST for all grappling rolls! If it makes other sorts of attacks, it will often make All-Out (Determined) and apply the bonus as a Deceptive Attack, applying a -2 to defend against its attacks.

All Faceless Kine are only partiallyin the present timeline. Their partially insubstantial nature protects them from attacks: unless the attack could hurt an insubstantial target, the Kine suffers halfdamage. The great crest protects the face and skull with DR 70; the rest of the body (and the jaw, if it matters) has DR 30 (as Tough Skin). Between its DR, Injury Tolerance, high HT and being Berserk, a typical Bull Kine will need to take 600 damage before it will die if treated as a Boss. If treated as a Henchmen, consider requiring a berserking Kine to be reduced to -1×HT rather than 0, to emphasize its durability (this only requires ~200 damage). Other Kine should be generally treated as normal Henchmen, unless the fight gets especially tedious, in which case treat them as Mooksthat require 4 points of injury to be removed from the fight.

Rituals of the Faceless Kine

  • If in a cavern or chamber filled with layer of dust, the Kine begin to “graze” on the dust, reaching down to scoop it up and eat it. The patterns they leave in the dust can portend omens, like tea leaves.
  • The Faceless Kine migrate seemingly at random, but the sequence of rooms the visit can be portentous; learning this route typically involves trailing the Faceless Kine (at a safe distance) for a few days.
  • The Faceless Kine bellow great songs when lonely or when one of their own dies. The chords are different each time, and they can provoke powerful visions from the oracles.
  • The Faceless Kine will, as a group, begin to devour themselves, ripping into their own flesh until they die. They will, somehow, leave nothing behind. Later, a similar herd will appear or migrate into the same region, as though descended from the original.
  • The Faceless Kine expel one of their own. All turn their back on the exiled one, who will accept his fate. It looses all Bad Temper and Berserk and becomes Selfless (6) and willingly accepts death. Which is shunned is portentous, and this is often done when someone perform a great task on the behalf of the Kine, with the exiled Kine seemingly offered up as a sacrifice.

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.

The Skairosian Bestiary

The labyrinth plays home to a great variety of creatures, and the specifics of the beasts within vary from world to world. But across all labyrinths, one clade of creatures remains consistent and seems deeply related to the Skairos themselves. Called the Skairosian clade by those who study the labyrinth, these animals share the same psychic vision and temporal instability of the Skairos themselves. Some even seem to be domesticated by the Skairos, and share a relationship similar to the Skairos that dogs, cattle and horses share with humanity.

The Skairosian clade can be handled with Animal Handling (Skairosian Clade). In addition to allowing to its usual effects (such as allowing the character to influence or bypass the beast), it can grant insight into the usual behavior of beasts of the Skairosian clade. All such animals react more amenably (+1 Reaction or better) to psychic characters, with usual, predatory hostility to non-psychics, and with frantic rage towards Anti-Psionic characters (-4 reaction or worse). They also engage in ritualistic behavior when left idle, performing particular actions over and over again for no evident reason, such as pacing a five pointed star, or facing each of the cardinal directions in turn after a kill, and so on; these actions often have portentousmeanings that oracles can pick out (granting a +1 to any Oracleroll to notice omens). Finally, the dietary needs of the Skairosian clade remain unclear. They all seem to be carnivores, though some are never seen to eat; some seem to have a particular taste for human flesh. Sometimes, they engage in extreme autophagy, consuming their own body parts until they die from their injuries. Those who study the clade suspect this has something to do with their reproductive cycles, as areas of the Labyrinth with beasts that consume themselves will soon sport an even greater number of the creatures.

All Skairosian beasts are truly alienand fall under the Path of the Other.

Faceless Kine

Sometimes called “The Cattle of the Labyrinth,” these great beasts resemble giant, horned gorillas. They have long forearms, the gray, robust flesh of a pachyderm, and a great crest of jagged horns that covers all of their face except for their maw, which is lined with sharp teeth. At their full height, they tower over 10 feet, tall, but they generally slouch so that their shoulders come to the height of a human. Given their great size, they tend to be found exclusively in the deeper parts of the Labyrinth.

The faceless kine often move in groups of five to ten individuals, headed by an especially large member. No human has recorded what their breeding is like, nor what they eat (though entire herds have been witnessed engaging in lethal autophagy). Despite their fangs, when they kill something, they usually ignore it afterwords. They tend to aggregate near psychically potent regions, suggesting that they “feed” on psychic energy. If left alone, they tend to ignore others. If bothered, (and they tend to be extremely sensitive and territorial), they will fly into a rage and charge, gore, pummel and rend the offender to pieces.

The faceless kine are, like all Skairosian beasts, naturally psionic. They do not see with eyes (they have none), but with a psychic vision that allows them to see in all directions and ignore darkness. They tend to “light up” to psychic vision, granting a +4 to detect their presence. They also exist only partly in the physical space of reality, blurring across several timelines at once. This means they take halved damage from any attacks that cannot affect insubstantial targets.

The meat of the faceless kine is especially psychically potent. Psychics who devour the flesh of a faceless kine describe it as utterly delicious, and gain 1 fatigue immediately after consuming a full meal, above and beyond what they would normally regain; this fatigue may restore Psionic Energy Reserves. The heart of a faceless kine is especially potent; according to some stories, consuming it can unlock a human’s psychic potential (granting Weak Latency in a particular power), or they can be consumed by a psychic for a greater burst of power (restoring 12 fatigue or psychic energy reserves); the GM might even allow these reserves to exceed whatever limit the character has. However, despite the sumptuousness of the faceless kine, their presence deep in the labyrinth, the danger posed by hunting them, and the possessiveness the Skairos display over them has meant that Kine Hunting is generally illegal in the Alliance; their meat also spoils quickly once removed from the Labyrinth, and they cannot be coaxed from its depths, and will go mad if forcibly removed.

The faceless kine below represents a wild example. Some have witnessed domesticated herds in the Far Labyrinth, controlled by great Skairosian lords who are exceedingly protective of them. For such beasts, improve the Self-Control of Bad Temper and Berserk to 12, improve Chummy to Gregarious and replace Wild Animal with Domestic Animal.

ST: 25/27 HP: 25 Speed: 6.0
DX: 12 Will: 10 Move: 7
IQ: 3 Per: 13
HT: 12 FP: 12 (24) SM: +2
Dodge: 9
Parry: 10 (unarmed)
DR: 35/5

Bite (13): 2d+2 (3)cut, Reach C

Punch/Kick(13):2d+2cr, Reach 1

Gore(13): 3d+3 (3)imp, Reach C-1; treat as a weapon for the purposes of parrying.

Slam (13): 3d+1 (3)imp at Move 1-2; 3d+4 (3)imp at Move 3-4; 3d+6 (3)at move 5-7; this attack also adds knockback if the damage fails to penetrate DR.

Traits: 360° Vision; Arm ST +2; Bad Temper (9); Berserk (9); Blindness (Mitigator, Psi); Chummy; Dark Vision; DR 35 (Headonly); DR 5; Dread (Planetary Surfaces); Energy Reserves (Psionic) 12; Ham Fisted 2; Impaling Striker (Horns); Incurious (12); Injury Tolerance (Damage Reduction 2 (Temporal); No Eyes); Penetrating Voice; Psychic Beacon 4; Sharp Teeth; Wild Animal.

Skills: Brawling-13; Navigation (Underground)-13; Running-13;

Notes: Truly Alien; moves in groups; immediately goes berserk if injured or if angered, which can happen very easily, or if any of its herdmates are attacked or injured; prefers to charge, and once “stuck in” will strike savagely with its long arms, or bite. Halve all damage that doesn’t come from a source that can affect insubstantial targets.

 

Glance Hound

The most immediately recognizable of the Skairosian clade, the glance hound (also called a “Devil of Persephone,” or a “Devil Hound”) is immortalized in the stone gargoyles and grotesques that guard Akashic Temples. They were among the monstrous creatures that terrorized the original colonists of Persephone, but they also represent a powerful force of protection against the noxious influence of time shades.

A glance hound resembles a great dog with a bony face-plate in place of eyes, and a great maw lined with rows of terrible teeth. It has a long, serpentine tail, black, leathery flesh, and wide shoulders and paws that allow it to climb with great facility. They tend to hunt the tunnels of the labyrinth in pairs or small packs. They are absolutely carnivores, and seem to relish eating the flesh of humans. In combat, they rush forward and bite their target, usually on the leg or arm, and then clamp and twist with horrifying force that often rips the limb from the target, or at least crushes and ruins the limb, preventing their escape.

The most fascinating aspect of the glance hound is its relationship with time shades. Like all members of the skairosian clade, it “sees” not with eyes, but with psychic vision. It seems uniquely capable of seeing into multiple timelines at once, allowing it to see unmanifested time shades. More than that, it is powerfully “grounded” in the present timeline, and grounds those around it. Any time shade within 4 yards of a glance hound becomes substantial, and any beings with benefits (such as Injury Tolerance) stemming from its ability to phase through multiple timelines, loses that ability. Time shades seem to intuitively sense this, as the very sight of a glance hound, even just a sculpted depiction of one, is enough to force a time shade to flee in terror. Wherever the Glance Hounds roam in great number, time shades are certain to be absent.

Glance Hounds also make excellent trackers, but they track with a psychic sense, detecting previous uses of psychic ability and using those traces to track a target.

Like the Faceless Kine, Glance Hounds are often tamed or domesticated by the Skairos. The example below is a wild glance hound. Domesticated examples replace Bloodlust (9) with Bloodlust (12) and swap Domestic Animal for Wild Animal.

ST: 14/28 HP: 14 Speed: 6.25
DX: 13 Will: 10 Move: 11
IQ: 5 Per: 15
HT: 12 FP: 12 SM: +0
Dodge: 9 (11)
Parry: NA
DR: 10

Fright Check: 1

Bite (13): 3d-1(3)cut, Reach C; if the attack is to a limb, immediately follow up with a second attack that automatically hits for 5d+1(3) cut; this can be part of a Move and Attack at no penalty, and inflicts +1 damage to the initial bite.

Kick(13):1d+2cr, Reach 1

Traits: 360° Vision;Bloodlust (9);Bite ST +14; Blindness (Mitigator, Psi); Blunt Claws; Combat Sense 2; Dark Vision; DR 10; Dread (Planetary Surfaces); Extra Attack (Wrench Limb only, after bite to limb only); Injury Tolerance (No Eyes); Odious Habit (Man Eater); Penetrating Voice; Psychic Beacon 4; Quadruped; Run and Hit (DF: Power-Ups, p12);See Invisible;Signature Sniffer 3; Sharp Teeth; Static (Temporal Insubstantiability; 4 yard radius); Terror (Time Shades only); Wild Animal.

Skills: Brawling-13; Combat Sense-15; Climbing-15; Navigation (Underground)-13; Running-13; Signature Sniffer-15; Tracking-15; Survival (Underground)-13.

Notes: Truly Alien; Man-Eater; May move and attack with its bites at no penalty.

 

Jotani Mantis

Found primarily on Jotan, these strange and horrifying creatures are truly the stuff of nightmare. Their place in the skairosian clade remains a point of debate for those few scholars that study the labyrinth. They seem rare throughout the labyrinth, found mostly on Jotan and in its labyrinth, and unlike most skairosian beasts, has no problem going out onto the surface of worlds, though it reacts with great hostility to sunlight. At the same time, it displays the same capacity for blindsight that the rest of the skairosian clade does, and similar behavior patterns. The most common theory among Akashics is that the Jotani mantis is an example of a biokinetically crafted monster, built as a living weapon by the bio-engineers of Jotan.

The Jotani mantis is most certainly a meat eater. They often capture prey (which can and does include any humans they can find) and return them to a den where they trap them in a carapace-like cocoon. They seem to reproduce through their prey, somehow infecting them so that a new member of their species is born from the flesh of their prey. Fortunately, the mantis does not like to hunt in packs or groups, thus they tend to be found alone.

This is a worked adaptionof the Insectoid monster from GURPS Monster Hunters 5. GMs who have access to the book may want to expand their abilities, and make use of “Baby Insectoids” and “Venom Zombies” as well.

ST: 27 HP: 27 Speed: 8.0
DX: 16 Will: 15 Move: 12
IQ: 6 Per: 17
HT: 14 FP: 14 SM: +1
Dodge: 13
Parry: 13
DR: 30

Fright Check: 6

Bite or Claws (16): 3d+1(5)cut, Reach C (bite) or C, 1 (claw);Made as a Deceptive Attack (-1 to defend against)

Traits: 360° Vision;Bestial; Blindness (Mitigator, Psi); Chameleon 4 (only in dark environments); Combat Reflexes;Dark Vision;Dread (Natural Sunlight; Cannot be trapped); Enhanced Dodge 1; Extra Attack 1; Extra Legs (Four Legs); Ham-Fisted 1; High Pain Threshold; Indomitable; Injury Tolerance (No Vitals; No Eyes); Loner(9);Low Empathy; Silence 4; Unfazeable (not vs fire or sunlight);Psychic Beacon 4;

Skills: Brawling-18; Camouflate-10; Observation-15; Stealth-18; Tactics-10; Tracking-18;

Notes: Truly Alien; Stealth value does not include Chameleon/Silence bonuses, or the penalty for Psychic Beacon;

Shadow Serpent

These Skairosian serpents walk the line between timelines deftly. They can shift in and out of a particular timeline, allowing them to pass through doors or fade away from attacks, and then reappear a few seconds later to bite and inject the victim with their hallucinatory venom.

A shadow serpent resembles a length of inky darkness with a bony, eyeless plate over the top of its head. Similar to the glance hound, shadow serpents have several rows of teeth, all of which drip with a beautiful, prismatic venom.

The shadow serpent featured strongly in early Akashic literature and imagery, and can still be found in the statuary of the oldest temples, though its symbolism has been phased out over time. Early Akashics are believed to have “snake handled” shadow serpents, and used their venom to improve their visions; while hallucinating on shadow serpent venom, add +1 to all Vision or Oracle rolls, if this legend is true. Certain labyinthine cults continue this practice.

Some labyrinth explores report skairos with tamed examples of shadow serpents. If so, for examples of tame shadow serpents, replace Wild Animal with Domestic Animal.

This is a worked adapationof the Phase Serpent (GURPS DF: Monster 3, page 17), adapted to Psi-Wars and Skairosian physiology, with a few traits tweaked to make them a little more impressive.

ST: 10 HP: 10 Speed: 7.0
DX: 14 Will: 10 Move: 7
IQ: 2 Per: 12
HT: 12 FP: 12 SM: +0
Dodge: 10
Parry: 13
DR: 5

Fright Check: 1

Bite (16): 2d(3)imp + 2d toxic (HT-4 to resist), 1d if resisted; roll HT -1 per 2 damage inflicted by toxic follow up or Hallucinate;Reach C.

Traits: 360° Vision;Biting ST +11; Blindness (Mitigator, Psi);Dark Vision;Dread (Planetary Surface);Injury Tolerance (Damage Resistance 2 (Temporal); No Eyes); Insubstantial (Temporal);Invisible (Substantial Only; Only when Insubstantial); Psychic Beacon 4; Vermiform; Wild Animal.

Skills: Brawling-16; Stealth-14;

Notes: Truly Alien;A shadow serpent may make a “temporal dodge,” evading an attack on a 20 or less, by spending 1 fatigue. Each successive attempt in a turn applies an additional -5 to the next attempt. Furthermore, it may spend 1 fatigue to become insubstantial for up to 10 seconds. While insubstantial, it is in a different timeline and must follow the rules and geometry of that timeline. The GM may wish to apply the Shades of Helloptional rules to the shadow serpent at all times. Finally, it takes halved damage from any source that cannot attack insubsantial beings.
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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 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 Shadowsaren’t actuallyinsubstantial or invisible. Rather, they occupy a space on another “level,” an “upside down” plane of existence which follows its own rules. This alternate reality onlyexists 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 stateand 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 actuallyinsubstantial, 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 Sightcan 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 uniquein 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 technicallythe 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 literallythe dead, they could fall under the same symbolic umbrella as those of ghosts, and the Path of Death couldgovern (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 Castlingmore 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 orthe 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 theirCastling 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 Destinyto 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 3dice 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 Willsbetween 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 IQroll, 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 (Intimidationfor Fear and one of Diplomacyor SavoirFairefor 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’ Exorcismskill 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 shadecan 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, Revelationcan substitute for Manifestationfor 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 HTor 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 mayassess 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 Perceptioncheck 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.

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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.

Are the Skairos Angels or Devils?

If we think of the Skairos as “like the Fair Folk,” then the answer to the above question is “Yes.”  The Skairos have the capacity to both help and hurt humanity.  And, I would expect, even the most benevolent would have the capacity to be evil enough that one would seek to destroy them.

I would rather leave the specifics of what the Skairos are and what they come from largely undefined, the sort of thing one speculates on in theory posts and creates a personal head-canon about, but I think the easiest way to model their motivations would be this: They are time-travelers from a distant future whose future is tied very strongly to the actions of humanity and have come back in time to ensure their own creation in the future.

(There are other possible models.  They could be parachronic travelers trying to “shift the quantum state” of the Psi-Wars timeline closer to theirs so they can colonize it, and the closer it gets, the more powerful their labyrinths are.  Or they could be an especially ancient race who have the capacity to see very, very far into the future, and see a few minor options for their return to a golden age of galactic dominion. Or they’re literally just mirrors of us, reflections created by the time-manipulating shenanigans of the Akashic Order, hence their obsession with humanity is actually our own obsession with us, and why their technology never seems better than ours.  But the above model works well for creating an obvious sense of how their motivations work).

Thus, the goal of the Skairos is to ensure their specific, desired future happens.  But which future?  Well, let’s break it down into three camps, since I like doing things in threes.

  • The White Court: This future is the familiar future.  A human race devoted to the Akashic Order listens to their wisdom and reshapes itself along lines devoted to a central, politically- and psychically-powerful emperor.  This humanity overcomes the Coming Storm and becomes the foundation for an enlightened, subservient society that spawns a crystal-spires-and-togas version of the Skairos.  These Skairos seek cooperation with humanity, but a humanity carefully controlled by the Akashic Order.
  • The Black Court: This might be the origins of the corrupted Akashic heretics.  Perhaps the desired future here is a galaxy dominated by a corrupt and degenerate humanity, one stripped of the protective insights of the Akashic Order.  This group does not want to see humanity falter or fail to control the galaxy, but to dominate it and then become weak enough that the Skairos can later overthrow them and take control of them.  This Skairos seeks to corrupt humanity, undermine the Akashic Order, but not so much that control of the Galaxy is lost.
  • The Red Court: In this version of the future, humanity overcomes the Coming Storm on their own, without help from the Akashic Order or the Skairos.  When the Skairos “return” or “arrive,” humanity is instrumental in destroying them.  This faction seeks the total destruction of humanity.

This helps explain why you might see the Akashic Order both embrace and fear the Skairos.  They are the source of the Akashic Order’s power, but also its greatest enemy.  This also suggests some infighting among the Skairos, which might be more complicated than we need, but at least it gives the GM a few options to play with.  In a sense, I see the Skairos as highly individualized based on the GM’s needs.  They are an enemy of quantum uncertainty about whom multiple contradictory things are true.  The above model helps emphasize this.

Shades of Peril

But I keep finding myself returning to the concept of the temporal shadow as the primary peril of the labyrinth.  These “ghosts” might represent beings on the edge of our timeline trying to push in. They’re trying to make their timeline, and thus themselves, real. Until then, they’re intangible, extra-dimensional beings pushing on the edges of our reality.

These seem to be the real threat. These are the things most driven the manipulate and control reality, so they can properly manifest.  And there’s likely a relationship between shades and Skairos, in that a shade is a Skairos who hasn’t yet made its way into the world. 

The original “Skairos-as-ghosts” write-up had material on them “dissolving” people by stealing their reality and then using it to step into reality.  A more interesting option might be “Castling,” where they “trade spots” with someone under specific circumstances.  They can find some way to draw you into their timeline, they can trade places with you.  This means that some shades aren’t Skairos at all, but human. If you let one of these Time Shades into the world, you might get a person instead of a monster, perhaps even an ancient, time-lost person.

If we’re going to accept people-as-time-ghosts, this opens up quite a few new possibilities.  What about alternate timeline versions of you?  An evil twin, or a fetch, who wants a particular Skairosian timeline to come into being because then they, too, will be in the timeline.  Perhaps they seek to replace you, and sometimes people go into the Labyrinth and “come back changed” because they’ve been replaced.  These temporal shadows might be other things too, things that the Skairos fight, the other monsters of the labyrinth.  We might also see “after images” of Oracles who are “walking the Labyrinth;” perhaps those journeys aren’t entirely in their own mind, but actually expressed as remote experiences in a physical place.

So these seem ripe as the primary “monsters” that the Akashic Order seeks to protect the world against. And their motivation is clear: they want in.

How do you kill the Skairos?

So, we have some imagery and some ideas about the monsters that might act as our primary antagonists.  What sort of weaknesses would “monster hunters” use against them?

The Labyrinth Trap: For ghosts, at least, it seems that the structure of the labyrinth itself is what allows these temporal shades to exist.  It’s only within the labyrinth that the walls of time grow thin enough to allow these shenanigans to take place. This explains why the colonists of Persephone weren’t overrun with monsters until they started exploring the tunnels, and even if something serving the Skairos were to “come out,” the goal would always be to pull the hapless victim into the labyrinth.  Thus, the labyrinth itself acts as a “trap.”  The patterns of it might further act as a trap for labyrinthine creations that are outside (or possibly even inside) the labyrinth.

Gargoyles: So, we know the Akashic Order protect themselves with images of “the Devils of Persephone.”  This might be symbolic, but I think this might be good fodder for a weakness, especially for the temporal shadows.  It seems likely that the temporal shadows don’t “see” or “interact” with the world the way the rest of us do, and perhaps the “skairosian beast” are dangerous to these ghosts, and thus they naturally tend to fear them and are easily fooled into retreating from them.  Alternatively, perhaps the presence of one of these beasts, or its psychically resonant facsimile in statue form, force the ghost into a state where it can be struck or attacked.

Veils: The original reason for the veils of the Akashic Order was to create symbolism for others, as well as an easy way for one of the Skairos to sneak into the order.  But perhaps the veils do more than that.  Perhaps the subtle placement of cloth blinds the time shadows, or prevents them from making attacks that require your direct site to work.  Perhaps the blind are safer from temporal shadows than the seeing are.

Noise: One of the themes of the fae is their vulnerability to “church bells.”  This rather makes sense for the Skairos, as they’re all blind and thus plausibly have sensitive ears. 

The Written Word: Less a vulnerability and more of a blind spot.  If the Skairos are blind, how do they read?  Does awareness let you pick up letters from a page?  Possibly, but it might be interesting to speculate that they interact with written mediums differently.  They might see meaning rather than words and it’s possible to deceive them with clever wording.  Their written language might more closely resemble the chimes of the Wankh of the Planet of Adventure: a set of complex symbolism that exemplified concepts, meaning, rather than specific semantics.  The Akashic Tarot might be based upon this language, preparing those who learn Fortune Telling to read the Skairosian language.

Iron?: Fair Folk tend to be vulnerable to iron, and their technology resembles ours, except for being more beautiful, but more fragile against “cold iron.”  Can we imagine an equivalent for our Skairosian technology?  What sort of material can humanity wield against time shadows and the Skairos to drive them back?  Episteel?  Diamondoid? Was the Force Sword and Diamondoid armor conceived as a way of defeating the Skairos, or a gift from them to us?  I’d need to think about this one.

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).

The Nature of the Skairos

When I first created the Skairos, I had created four possible interpretations for the “devils of persephone,” the grotesque, gargoyle-esque artwork that decorated Akashic temples and “defended” the symbolic labyrinths, based on the real alien monsters the original settlers of Persephone faced.  The four results I came up with were:

  • Actual monsters
  • “Time Shadows,” spirits of alternate timelines that dissolved the “reality” of those they came into contact with
  • A corrupted bloodline of the Sabines
  • An alien race

Of the four, the fourth by far seems to have the most traction and the third the least, which I find a bit of a shame, as it represents a unique set of customization options for Sabine players.  The first two don’t get much discussion but provide interesting possible fodder for our design.

What we get if we look at the total collection of creatures are something not dissimilar from the fae, which fits the Skairos-as-ultra-terrestrials: we have the Skairos themselves as the seelie/unseelie lords and ladies, their monsters as their hounds, the corrupted bloodline as their changelings and the time shadows as an expression of their otherworldly nature.

Let’s explore the ideas in more detail, but set aside the idea of a corrupted bloodline for now (our purpose here is to express new possible monster stat-blocks for the PCs to face, rather than nuanced player-character options).

The Hounds of the Skairos

This version of the Skairos space monster is a strange, dark-skinned creature, all long, lean limbs and an eyeless face dominated by a large, fanged maw that scuttles in the shadows of the caverns beneath Persephone.

The original Devil of Persephone is probably the most obvious: some sort of bestial hound-thing that raced through the labyrinthine caverns beneath Persephone, devouring colonists.  They were stealthy, preferred the shadows of the Labyrinth, had spectacular sensory abilities, and had a hallucinogenic venom that made the target “bright” to psychic senses (like their own).

Each interpretation of the Skairos was meant to be the possible interpretation for the beginning of the Akashic Order, and the venom of the Skairos, here, was meant to be that which gave the first oracles their first push into greater heights of temporal awareness.  I still like the idea of the venom, but at this point, I think the idea that the Skairos are intelligent agents is pretty central to their role in the setting.  They may have beasts, but they are not beasts.

The Shades of the Skairos

This version of the Skairos space monster is a hungry, dangerous, ghostly apparition that manifests as a dark haze of smokey shadows.  It represents either a manifestation of the dangerous astral energies the infuse the caverns of Persephone, or a dangerous fragment of a foreign timeline trying to draw people into it.  In this latter, improper use of temporal travel (see the “Secrets of the Skairos”) could result in someone “trapped outside of time” and becoming one of these time shadows.  At the GM’s discretion, should such a time shadow gather enough “temporal energy” by destroying enough people, it might manifest as a real being, a piece of lost time that has pushed itself into our universe.

 The Shades of the Skairos are were we first start to  get our idea of the Skairos-as-irruptors, beings who have “fallen outside of time” or who were never part of our timeline to begin with, seeking to find a away to force themselves in.  I find this a much more compelling idea, similar to the Ramices of Dungeon Fantasy or, of course, the Irruptors of the Madness Dossier.  Who doesn’t like a fragment of a broken timeline trying to slip its way into ours as a monster?

I think these are definitely worth exploring, though we’ll need to address the differences between a temporal shade, a hyperdimensional being, and a ghost and if that’s a distinction worth making, but I find that intangible beings are becoming more common in Psi-Wars, as are the tools for defeating them, so it’s less of a problem to more blatantly include them, especially if we allow the Akashic Order to have special means of protecting against their malign influence.

If we include all three at the same time, the Shades might not be “proper skairos,” but represent their enemies, or their exiles, or their recruits, trying to wend their way in.  They could, in fact, represent all sorts of things pushing at the thin, temporal boundaries found within the labyrinths.

The Faces of the Skairos

Ancient, and often fallen, alien races clutter the galaxy.  While the arm of the galaxy where humanity developed has a paucity of aliens, that doesn’t mean no such aliens exist.  Aliens could certainly have colonized the stars, had their wars and then fallen long before humanity ever reached them.

The Skairos could be one such race.  In this version, the Skairos have innate, racial ESP and perfected its use centuries ago.  They predicted their own fall, the rise of humanity, and the one hope their people had of weathering the Coming Storm: teaching humanity their art of deep time and guiding them over the hurdles that it would cause.

If you ask a Psi-Wars die hard “who are the Skairos,” this is the answer they would give.  They are a secret race of Espers who lurk within the labyrinth and pull the strings of the Akashic Order. They’re the only option directly included on the blog, making them about as canonical as they can get.

The original idea behind them was that they were just a particularly psychic race, not especially different from the Ranathim or the Keleni.  They’ve grown in stature and importance to match the Eldoth and, like the Eldoth, deserve a bit of a buff from “50 point racial template” to “OMG RUN!”

In my mind, they have changed from “Miraluka expies” to “ultraterrestrial conspirators who may have once ruled a part of the galaxy and sought to manipulate mankind through the Akashic Order, and can still be found in the Labyrinth.”  For example, what do you think my players expect to find in the Labyrinth beneath the botanical asteroids of the Orochi Belt?  Those asteroids, the Veridian Field, used to be a planet, Veridian, until something destroyed it.  Who do you think the players think lived on that world when it was destroyed? The answer to both is “The Skairos.”  And do they expect them to be yet-another-race?  I doubt it.  “The Skairos” have become, in the minds of my players, a race, and a very powerful race at that.

But what is the character of this new race?  I think they meld the best of the previous two entries: they have a “temporal irruptor” quality of the time shades, and a venomous, predator quality of the Skairosian hounds.  They’re dangerous and not be meddled with but you could negotiate with them.

I mention “Utraterrestrials” in conjuction with the Skairos a lot, mainly because they don’t come from another world so much as another dimension, or seem to at least draw their power and nature from things beyond our cosmic boundaries.  But I think the “fae” aspects of Ultra-Terrestrials fit too.  I don’t see the Skairos with ridiculously advanced technology.  Instead, I see them as wielding comparable technology to what the modern galaxy has, though it might seem anachronistically out of date, like they resemble the Maradonians of their height at the times of the Alexian Dynasty more than they do a modern noble, in the same way that we expect a “fae” to look medieval rather than modern.  We might expect them to be tricky and deceptive, which fits their motif as conspirators.  They are dark mirrors of humanity, possibly even projections of our own psyche, or the results of our ultimate evolution projecting back in time to help direct us towards their own creation (and are pissed that the Keleni and their True Communion managed to disrupt their preferred timeline).

One of my readers commented on how they keep their secret, and the obvious answer is a “Morphology Inducer” from GURPS Monster Hunters 5, some device that hides the Skairos’ true form and allows them to blend in as humans.  Their penchant for veils might be because their morphology inducers don’t hide their eyes (and perhaps their teeth and perhaps their shadows) especially well.  They might not even look human, and we only think they look like eyeless humans because that’s what we see with the morphology inducer which leaves open all sorts of interesting options for what they are as creatures.

I see three broad categories of Skairos to play with, especially if we treat them as “dark mirrors” of the Maradonian breed of humanity: the Skairosian Knight, the Skarosian Witch, and the Skairosian Lord.

The Knight is, of course, a dark mirror for the Maradonian Knight: an armored warrior wielding a force sword (or, perhaps, a crystal/glass blade?) who fights with one of the Maradonian styles, only differently, and in particular uses time-manipulating powers (similar to the Watcher at the Edge of time) to gain an advantage on his foes.

The Witch is, of course, a dark mirrors for the Akashic Oracle.  They would be female Skairos hidden behind veils who tell their knights what to do and offer them support via broader time-manipulation powers.

The Lords would represent the Maradonian lords or the Alexian dynasts.  They would be rare “super-bosses,” the beings in the deepest parts of the labyrinth who represent the culmination of a great hunt.  There might even be different, competing factions of Skairos, each serving their particular lord, whose psychic power and physical stature might push at the bounds of what it means to be “human-like.”

What Dwells Below

One last comment: I don’t think everything in the Labyrinth should be “Skairos.”  They created the labyrinth and rule them (or at least ruled them).  But twisted psionic energy has leaked into the labyrinth and corrupted them in the many dark aeons since the Skairos last walked the galaxy unimpeded.  Today, there are likely other monstrous beings who wander the labyrinth.  These might be standard ecological invaders, such as random space beasts who made burrows in the labyrinth or raiders who took refuge within.  There might be ghosts or the results of Broken Communion’s twisting influence in the bowels of the more monstrous parts of the Labyrinth.

But what killed the Skairos? What emptied their worlds of the race? Against what do the Skairos move in the shadows? Are some of these “great enemy” lurking within the labyrinth, and are they want the Skairos sharpen humanity to be a weapon against?

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:

  • 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.

Thus the labyrinth is likely deserving of more attention than it’s getting and, with it, their creators (or, at least, the race most deeply associated with them, the Skairos).

Inspirations for the Labyrinthine Worlds

Ideas churn in my mind constantly, and I attempt to feed that churn by constantly consuming interesting works related to what I’m doing.  For the Akashic Mysteries in general, I had known I wanted something that felt a bit like the more conspiratorial versions of the actual paranormal research of the 60s and 70s paired with new age thought, mixed with the cthonic cults of ancient Greece (especially the Oracle of Delphi and the Elysian Mysteries).  I also knew I wanted something that involved multiple timelines crossing, like a council of time-shadows where people from the past consulted with people from the future.  All of this blended into the Akashic Mysteries.

Inspiration for the Labyrinthine Worlds came later, as I read the Hyperion Cantos, wherein they literally have Labyrinthine Worlds. As far as I can tell, these were just worlds hollowed out by mysterious builders who, I believe, intended to use them as mass graves for all of humanity. Pretty dark!  But I loved the idea of exploring a world of caverns and tunnels and ancient ruins deep beneath the Earth.  I think everyone does, and that’s one of the appeals of Tolkien’s Moria, which itself seems to have inspired most of D&D, which boasts some pretty vast “mega-dungeons.”  But what would sci-fi be if not offering what fantasy does, but turned up to cosmic proportions?

And if we combine this idea of worlds riddled with ancient tunnels with the ideas behind the Elysian Mysteries and the idea of seeking out the secrets of the labyrinth of your own mind, we create a nicely bisocciated mirror between physical caverns and cosmic self-experience.  To descend into the labyrinth is to descend into a metaphorical and literal underworld where one seeks to gain cosmic knowledge.  At least twice, I’ve used this metaphor, both for the initiation rites of House Kain, and for the initiation rites of the Akashic Mysteries and House Sabine, though one is martial and the other is sorcerous.

The Labyrinth as Dungeon

The Labyrinth also reveals another need in Psi-Wars, one which has been mounting for quite some time: Psi-Wars is as much a monster-hunting setting as it is an Action setting. In fact, I think you can make the case that it’s a “kitchen sink” setting, but it tends to embrace the themes of monster hunting and action more than it embraces the themes of Dungeon Fantasy and After the End.  Characters don’t descend into labyrinths to kill monsters and take their stuff (well, I mean, members of House Kain might, but that’s more of a background thing than something that’s explicitly the focus of the game design of the setting), but rather, they engage in Action-oriented stuff, like defeating the Empire or uncovering an insidious conspiracy, and sometimes that insidious conspiracy has its origins in something truly monstrous, at which point, the characters need to transition to more supernatural tasks.  Fortunately, we already have the core tools players might need to do that: this is a setting that already brims with psychic and divine power.  We just need to give them something to fight.

As we dig into the themes of the Glorian Rim, we find that we have layer after layer to explore.  We have the superficial layer of the war between the Alliance and the Empire, but beneath that we have the rivalries between the houses and the criminal empires that lurk just under the civilized veneer of the aristocracy.  Beneath that, and we start digging into the mysteries of the Alexian dynasty, and beneath that, the Akashic Order that stood behind the Alexian Emperors, and beneath that, underneath it all, beneath the feet of humanity, lie the labyrinths from which the Akashic Mysteries sprang.

If we’re going to explore them, we need to have a sense of how they work, and while I dismissed the themes of DF for Psi-Wars, they certainly provide a lot of inspiration for something like a Labyrinth or the monsters within it.  While our heroes wouldn’t descend into a Labyrinth for sweet loot and enchanted items (though a relic or two might be nice), the experiences they had in the labyrinth might not be much different from a slightly more ultra-tech version of what DF adventurers experience.  Thus, I’ve found myself buying more and more DF works, seeking inspiration.

How I currently see the Labyrinthine Worlds

I often find I accumulate layer and layer of thoughts and ideas on a topic that never actually reach you, dear reader.  Some of them come from things I’ve read, ideas I’ve had, thought about, researched and developed without ever actually writing down, or from conversations I’ve had on Discord in a heated flurry of exchanges that the rest of the community might miss, so it might be nice to lay out the rough ideas I have for the labyrinth at this particular moment.

  • The Labyrinth connects all Labyrinthine Worlds

 The Labyrinth is more than just a set of tunnels through a geologically dead world.  They are tunnels through space and time itself.  Once one descends into the labyrinth, one can travel through all the labyrinths of the labyrinthine worlds and arrive at some new destination in some profoundly remote world.  This will be especially interesting (and one of the core elements behind the adventure we’ll do in the Tall Tales) for the labyrinths of destroyed worlds, as their labyrinth might remain “whole” in the weird space-time that they occupy.

Navigating a labyrinth this way will require a unique skill, at least Navigation (Underground) and perhaps some unique perk or technique.

  • The Labyrinth is surreal

There are lots of “haunted locations” in Psi-Wars, from the Eldothic Deep Engine to regions of Twisted Psionic Energy, but they need to have their own unique feel, and the feel of the Labyrinth is a blurring of the real with the unreal.  The Labyrinth is not just physical tunnels, but some sort of metaphysical journey in search of enlightenment.  The dream-journeys of the Akashic Oracles have some sort of connection with and are reflections of the physical journeys of those who delve into the labyrinth.  Strange events occur in the Labyrinth that have portentous impact on the outside world.  The journey into the labyrinth begins to take on a symbolic nature, as though the entire experience could be a dream or a moment of religious ecstasy. When one completes a journey, they should be left wondering how much of it was real, and how much was delusion.

  • The Labyrinth holds secrets

This mixture between the real and the unreal, between the physical and the mental, contributes to one of the reasons one would go into the labyrinth.  You might seek to “get” somewhere, but for the most part, one goes into the labyrinth to understand something.  House Kain initiates seek to understand their limits, while House Sabine seeks to master the secrets of time and the future.  If the Labyrinth is a dungeon, it’s an occultish sort of dungeon, where the “riches” find within are riches of lore and wisdom, rather than physical wealth.

  • The Labyrinth explores themes of time and alternate realities

I had a lot of fun writing up the Skairos, and one of the themes of the Skairos was uncertainty. They were designed to be multiple possible things at once.  The original idea was to allow the GM to decide, and I still think that’s a good idea, but this uncertainty, the “quantum instability” of the concept of the Skairos has infected everything they were associated with, including the Labyrinth.  Obviously, they have something to do with time (hence their association with the time-exploring Akashic Order), but could they not have something to do with alternate realities and false possibilities?  When one walks the Labyrinth, is part of the surreal experience that one is walking through a maze of alternate possibilities?

Psi-Wars is still ostensibly sci-fi, and its “dungeons” should explore sci-fi themes.  I puzzled on this, because I kept returning to the imagery of stone and monsters, rather than steel and mutants, and I think I’ve settled on why: the sci-fi themes of the Labyrinth are not that it’s an ancient ruin of a long dead, highly-advanced civilization (such as the ruins of the Eldoth), or that it’s the results of a monstrous automation run amuck (as with Terminus).  Rather, it’s the result of some sort of temporal or time-line-shifting technology.  The Labyrinths represent a technology of temporal geometry; their mysteries and dangers more that of Fringe or the Twilight Zone than they are Blame!, Lovecraft or Event Horizon. The Skairos who created it are more Ultraterrestrial than Extraterrestrial.

  • The Labyrinth is a dungeon

It’s dark, it’s confusing, you must delve into it, and it’s full of traps and monsters. it’s definitely the sort of place where we can draw inspiration from DF, with the caveats of fulfilling the thematic requirements above.

I also happen to think Monster Hunters could really do with a series on “Bad Places,” the hell-catacombs haunted by a demon, or the tomb complex of a mummy or the decaying ruins home to a ghost or a vampire.  I find that as I work on the “monsters” of Psi-Wars, I also need to define the environments in which they live, which gives me a lot of ideas for Monster Hunters in general.

Psi-Wars Alien Races: Skairos, the Devils of Persephone

Alternate Names: The Devils of Persephone, Time Shadows, Corrupted Sabines, Jotans.
Homeworld: Persephone (?)
Other worlds: Unknown (but most sightings seem to be on other Labyrinthine Worlds)

Akashic mythology describes “the Devils of Persephone” or “the Skairos” as strange monsters found within the caverns beneath Persephone. According to these myths, sharp teeth line their maws and they hunger for humans; their milk-white eyes or the emptiness where eyes should be, can see without seeing, moving through darkness as one moves through light. According to myth, they live in shadows or are crafted of shadow, having inky black skin or the air of unreality to them. Some stories even suggest that one can only perceive them with psionic power. These devils held the secret of the Akashic record and gave it to humanity, showing them the Coming Storm, and giving them the tools necessary to found the Akashic Order.
 
What are they? Perhaps they’re literally monsters, strange aliens that lurk in the caverns of Persephone to this day. Perhaps they’re a distorted representation of the remnant of a wise and ancient race that lived within the caverns of Persephone and walk among mankind even now, posing as some minor, unimportant race and hiding their true identity. Perhaps they’re a misrepresentation of a genetic bloodline, one especially capable of reading the future, that arose on Persephone and may exist on Persephone still (and might even taint the Sabine bloodline!). Finally, perhaps the Skairos don’t exist at all! Perhaps they’re a metaphor for the dangers of viewing time, or the perils faced on the journey to uncovering this ancient secret. 
The Skairos can be whatever the GM decides they should be; the following offers guidelines for treating them as an alien race.

Ancient, and often fallen, alien races clutter the galaxy. While the Glorian Rim developed has a paucity of aliens, that doesn’t mean no such aliens exist. Aliens could certainly have colonized the stars, had their wars and then fallen long before humanity ever reached them, leaving the Labyrinthine worlds as their legacy.

The Skairos could be one such race. In this version, the Skairos have innate, racial ESP and perfected its use centuries ago. They predicted their own fall, the rise of humanity, and the one hope their people had of weathering the Coming Storm: teaching humanity their art of deep time and guiding them over the hurdles that it would cause.
When humanity first crept into the Skairos caverns, confusion reigned. Humanity did not understand the aliens that lurked in the dark, and some of the Skairos lashed out in return. A short war flared up, in which the colonists dehumanized the natives of the world to better justify their destruction, but humanity lost the war and were forced to offer their women up to the Skairos. The Skairos didn’t devour the offerings, of course, but communicated with them, explained the situation, and showed them the secrets of the Akashic Record and the Coming Storm, and then initiated them into the Akashic Mysteries. The human oracles became the new face of the Skairos, and their ritual veils and blindfolds allowed the Skairos to walk among mankind undetected.
The Skairos could still exist, a conspiratorial alien race that lurks at the heart of the Akashic Mysteries, or that works side by side for the safety of the galaxy with their human allies. To prevent war, they keep themselves secret, lest the rest of mankind panic and abandon the Golden Path necessary for the safety of both humanity and the Skairos. This also explains the secretive nature of the Akashic Mysteries.
Such a race likely has its own culture and its own language (Skairos), but this is a cultural concern, not a racial element.

Skairos Racial Template: 60 points

Traits: HT -1 [-10]
Advantages:360° Vision (Panopticon 2 +60%, ESP -10%) [37], Chameleon 2(Only in darkness/shadows -20%) [8], Chronolocation [5], Dark Vision (ESP -10%) [23], ESP Talent +1[5], Exposition Sense [1], Injury Tolerance (No Eyes) [5], Sharp Teeth [1]
Features: May reach ESP Talent +5 [0].
Disadvantages: Blindness (Mitigator, Psionic –80%) [-10], Psionic Beacon 5 [-5], Secret (Skairos) [varies].

Skairosian Traits

Chronolocation: Chronolocation tells the character not only when she is, but also when she is seeing. It allows her to know the probability of any vision she sees, the time and place of any vision she sees, and her exact location in time if using temporal travel.  She may also roll IQ to detect if anything is temporally “wrong,” such as the presence of a time-shade.
Psionic Beacon: Add +5 to all attempts to sense or locate a Skairos with psychic abilities. 

Secrets of the Skairos: The Skairos keep their presence among humanity a secret, and this manifests as a Secret disadvantage. Just how much of a secret depends on the GM.  If the Akashic Order or the Skairos are willing to kill to keep the secret, then they have Secret (Skairos) [-30].  If the revelation of the Skairos risks the character or members of the race falling into laboratories and major secrets about the true nature of the Akashic Order coming out, then they have Secret (Skairos) [-20].  If the Skairos presence is largely an open secret but a major social faux pas to reveal, or might result in the Skairos being subjected to their status as disdained minority, then they might all have Secret (Skairos) [-5].  The actual value is ultimately up to the GM, but should be treated as part of their template, reducing its cost as appropriate.  The recommended value is [-20].

 Mailanka Muses on the Skairos

The Akashic Mysteries describe the Devils of Persephone, and this is a good example of what I like to call the “Black Canon,” elements of the setting that are entirely optional, not just in whether or not they exist, but in how the GM chooses to depict them.  I released the Skairos to my patrons as “secret insider knowledge,” and then asked them to vote on whether this should be released and which options, and they voted for all options to be released.  I’ve only released this one here because we’re discussing aliens specifically, and I don’t want to clutter it with alternate bloodlines and space monsters.  Those will come out eventually, but I’m not sure in what context.

The Skairos are an interesting race, as they tie deeply into the Akashic Mysteries, giving them at least one interesting alien race to play with, and offer a “secret” option for players in a game set primarily in the Glorian Rim. They also serve as a seed for exploring the secrets of the Labyrinthine world, the ultimate answer to which I leave, again, to the hands of the GM.