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Dimensional Spawn

Dimensional Spawn

AX.GHW.13.02.01

The smallest class of Aberration — a thing that shouldn't be here, leaking through a Breach and persisting in this reality long enough to cause damage before it dissolves. Dimensional Spawns don't have goals. Their only function is reaching this reality layer, persisting and incidentally causing Veil Fracture damage by proximity. They do not hunt, they do not communicate, they do not have goals. They exist here because something opened a gap, and they came through.

Type: Aberration, Minion

Power Package: Minion (4D)

Veil Risk: Moderate, a Dimensional Spawn looks wrong but moves fast; civilian encounters are chaotic

Size: Small to Medium (inconsistent; roughly dog-sized but geometry incorrect)
Attributes: Body 1D · Speed 2D · Wit 0D
Talents: Athletics 1D · Brawl 1D
Health: 26 (20 + 1 + Minion modifier 5)
Defense: 1 (1 + (2+0)÷3)
Saves: Body 2D · Speed 2D · Wit 0D

Attacks

  • Claw Strike (Primary Action): Body + Brawl vs Defense, 2 damage; target takes 1 persistent Wit damage (Veil Fracture) from the contact

Special Abilities

  • Breach Tether: Dimensional Spawns are anchored to the Breach they came through. They move freely within Far range of the Breach but cannot move beyond it. They cannot pursue targets who move out of range.
  • Veil Fracture (Passive): Any character within Close range of a Dimensional Spawn at the start of their Turn takes 1 persistent Wit damage automatically. This is the effect of proximity to something that does not belong here, not an attack.
  • Dissolution: When a Dimensional Spawn is reduced to 0 Health, it dissolves. It leaves no physical remains. The only evidence of its existence is the Veil Fracture symptoms in affected characters and the Breach it came through.

Tactics

Dimensional Spawns move toward the nearest warm-blooded creature within their Breach anchor radius. They do not avoid targets, do not retreat, and do not coordinate with other Spawns. Engaging multiple Spawns is a math problem, not a tactical one. The characters' tactical priority is locating and closing the Breach, not the Spawns individually. Destroying all Spawns before closing the Breach is not the correct sequence; closing the Breach dissolves remaining Spawns simultaneously.

Destruction/Banishment

Physical attacks destroy Dimensional Spawns; they have low Health and no special defenses. Salt has no special effect. Cold iron has no special effect. Mediumship attacks destroy them efficiently and deal no Veil Fracture damage to the practitioner in the process. The Breach produces new Spawns every 3 rounds until closed, so combat effectiveness against individual Spawns is secondary to Breach Closure.

Scene Materials

Their presence indicates a Breach that needs to be closed; they are the problem, not the full picture of it. Spawn dissolution leaves a brief cold residue at the contact point. Investigation value: low. Veil risk: moderate, a Spawn moving through a populated area is visible and inexplicable.