Reality Fracture
Reality Fracture
AX.GHW.13.02.03
Type: Aberration, Standard
Power Package: Standard (5D)
Veil Risk: Extreme, a Reality Fracture does not hide and cannot be explained by any conventional framework; its mere presence is a Veil crisis
Size: Large (a spatial anomaly approximately 6–10 feet across; not a creature in the conventional sense)
Attributes: Body 1D · Speed 0D (stationary) · Wit 3D
Talents: Lore 2D · Resonance 2D (Breach resonance, not a tradition)
Health: 31 (20 + 1 + 10; damage represents Breach integrity loss)
Defense: 1 (1 + (0+0)÷3)
Saves: Body 2D · Speed 0D · Wit 5D
Design note: A Reality Fracture is not a creature; it is a spatial anomaly with an animating intelligence or semi-autonomous behavior. It does not move but it extends influence. "Destroying" it means closing the Fracture, not killing a body.
Attacks
- Gravitational Pulse (Primary Action): Wit + Resonance vs Speed Save, target within Near range is pulled to Close range of the Fracture and takes 3 damage from the transit distortion
- Extrusion (Primary Action): Wit + Resonance vs Wit Save, a portion of the Fracture extends a temporary pseudopod into the local space; 4 damage on a hit; target takes 1 persistent Wit damage (Veil Fracture)
- Reality Ripple (Free Action, 1×/round): All characters within Near range make Wit Saves (Threshold 2) or experience a momentary sensory displacement; they briefly perceive a different location, different time, or different version of the current space. No damage, but Disadvantage on their next action roll from disorientation
Special Abilities
- Ambient Veil Fracture: Any character who spends more than 1 round within Near range of a Reality Fracture (not just those attacked) takes 1 persistent Wit damage per round. This is ambient; there is no save. Characters with Mediumship tradition access take this damage at half rate (rounded down; so every 2 rounds instead of every round) due to their partial acclimation to Liminal-adjacent space.
- Object Displacement: Physical objects within Close range of the Fracture may be displaced, appearing elsewhere in the space, arriving at wrong angles, or briefly vanishing and returning. This is environmental, not tactical, but creates significant logistical chaos (characters may find equipment moved, doors blocked by displaced furniture, etc.).
- Dimensional Window: Looking directly into the Reality Fracture shows somewhere else, not a reflection, a genuine view of a different location, sometimes a different time. The view is not consistent; it changes. Characters who spend a Primary Action studying the view may gain fragmentary information (Wit + Lore vs Threshold 3 to extract something useful), but take 1 persistent Wit damage from the extended direct perception.
- Self-Reinforcing: Every round the Fracture remains active, it grows, increasing its Near-range ambient Veil Fracture area by 5 feet (approximately Close range additional each 3 rounds). After 10 minutes without closure, it reaches a scale that begins producing Dimensional Spawns as well.
Tactics
Reality Fractures do not have tactics; they have physics. The Gravitational Pulse and Extrusion represent semi-autonomous extensions of the Fracture's destabilizing effect rather than deliberate attacks. Combat against a Reality Fracture is combat against an environmental hazard as much as an entity. The immediate priority is: keep characters out of Near range to prevent ambient Veil Fracture damage, and get a Mediumship practitioner to the Fracture for closure as fast as possible.
Destruction/Banishment
The Reality Fracture cannot be killed, it has no body. It must be closed. A Mediumship practitioner makes a Wit + Mediumship roll against Threshold 3 (Basic Fracture) to Threshold 5 (Major Fracture, one that has been open for more than an hour or has begun producing Spawns). Closure takes a Full Round Action and requires the practitioner to be within Close range, inside the ambient damage zone. Multiple practitioners can assist (cooperative rolls, each additional practitioner adds +1D to the roll, max +3D).
Force tradition attacks (Sacred Fire, Hollow Pact) can temporarily suppress the Fracture, reducing its ambient damage area for 1 round and preventing Gravitational Pulse and Extrusion for that round, without closing it. Useful for buying time.
Scene Materials
Veil crisis: a Reality Fracture in any accessible location is immediate maximum-priority Veil management. Investigation: what opened it (deliberate, accidental, external pressure from the other side), what is coming through, and how long it has been open. The characters' arrival at the scene may already be too late for quiet resolution.