Voidwalker
Voidwalker
AX.GHW.13.02.06
Type: Aberration, Champion
Power Package: Champion (12D)
Veil Risk: Extreme, a Voidwalker's presence produces documented reality distortion over an area of several city blocks; containment is a BUA and Vanguard emergency response event
Size: Large (appears to shift between Large and Huge depending on ambient light; its exact dimensions are unclear to direct observation)
Attributes: Body 4D · Speed 3D · Wit 4D
Talents: Athletics 3D · Lore 2D · Notice 3D · Resonance 4D
Health: 49 (20 + 4 + 25)
Defense: 3 (1 + (3+0)÷3)
Saves: Body 7D · Speed 5D · Wit 8D
Attacks
- Void Strike (Primary Action): Body + Athletics vs Defense, 7 damage; the hit carries void resonance, target makes a Wit Save (Threshold 3) or takes 2 persistent Wit damage (Veil Fracture)
- Reality Unwrite (Primary Action): Wit + Resonance vs Wit Save, 6 damage; target experiences a momentary erasure of one recent memory (the last 1 minute, GM's discretion on which). The memory is gone, not suppressed, not confused, gone. This is recoverable only through Mediumship memory reconstruction (10 minutes, Threshold 3) or natural return over days.
- Dimensional Tear (Primary Action, 1×/scene): Wit + Resonance vs Threshold 3, the Voidwalker opens a small Breach within Near range, immediately producing 2 Dimensional Spawns. The Breach persists until closed and continues producing Spawns every 3 rounds.
- Void Pulse (Primary Action, 1×/combat): Wit + Resonance, all targets in Far range; each makes a Wit Save (Threshold 3) or takes 4 damage and 2 persistent Wit damage. Characters reduced to 0 Wit by this pulse enter a catatonic trance (as Mind Feeder Feeding Coma) rather than dying from the Wit damage.
Special Abilities
- Void Sight: The Voidwalker perceives all living beings within Far range regardless of light conditions, cover, or concealment. Stealth does not work against it. It always knows exactly where all characters are.
- Conventional Resistance: Physical attacks deal half damage. Mediumship attacks deal full damage and suppress one active ability for 1 round on a successful hit. Force tradition attacks deal full damage. Cold iron, blessed weapons, silver: no special effect.
- Ambient Veil Fracture (Severe): All characters within Far range of the Voidwalker take 1 persistent Wit damage per round. Near range: 2 per round. The Voidwalker's full presence in this reality produces ongoing cognitive harm by proximity alone.
- Partial Extradimensionality: The Voidwalker exists partially outside this reality at all times. The first time each round it would take damage, it instead makes a Body Save (Threshold 3), on a success, the damage is reduced by half (the attack partially passed through the extradimensional component). This is not a reaction and does not cost an action; it is automatic.
- Intelligence: Unlike most Aberrations, the Voidwalker has something that functions like intelligence. It responds to patterns, learns from encounters, and adapts tactically across rounds. It will identify the Mediumship practitioner quickly and prioritize them. It will use Dimensional Tear to divide attention. It will not make the same tactical mistake twice in the same combat.
Tactics
The Voidwalker is the most tactically capable Aberration in this compendium short of The Unwritten. Void Sight means it always knows character positions. It opens with Void Pulse if characters are grouped, uses Dimensional Tear to split attention, targets the Mediumship practitioner with Reality Unwrite (erasing their knowledge of the closure procedure is tactically devastating), and uses Void Strike to maintain pressure on anyone who approaches.
Characters fighting a Voidwalker need: a Mediumship practitioner capable of Breach Closure, support characters who can suppress the Voidwalker with Force tradition attacks, and a contingency for if the Mediumship practitioner is incapacitated. A Voidwalker encounter without a Mediumship practitioner present is survivable (it can be killed through sustained attacks overcoming Conventional Resistance and Partial Extradimensionality) but extremely costly.
Destruction/Banishment
The Voidwalker can be truly killed, unlike The Hollow, it has discrete physical existence. Mediumship attacks are required for full effectiveness plus sustained Force tradition and physical attacks to overcome its defenses. Alternatively, a Breach Closure performed on the Voidwalker (Wit + Mediumship vs Threshold 4, as if it were a large Breach) banishes it, this is the preferred approach if full destruction proves too costly. Banished, it does not return unless something admits it again. Any Breach it opened (via Dimensional Tear) must also be closed or Spawns continue indefinitely.
Scene Materials
Investigation: several-block area of reality distortion (clocks running wrong, animals fleeing, unusual electromagnetic readings), BUA emergency protocols already active, missing persons from within the distortion zone (catatonic or fled). The characters need to move through the distortion zone, locate the Voidwalker, handle the Spawns from any Dimensional Tears, and perform a Closure, with a BUA containment team potentially arriving before they finish.