Wight

“I’ve had clients ask if Wights are ‘people.’ No. People can be bribed. People can be reasoned with. People can fail to follow instructions because their conscience wakes up halfway through the job. Wights don’t have consciences, or empathy, or hesitation. They have Vices, parasitism, and hate. If you want a creature that will tear through your enemies without losing sleep over it, you hire a Ragewight. If you want a creature that will lie to your face, betray you at the first opportunity, and still expect payment… you hire any Wight.”
— Madame Soki Noles, Explaining why undefined contracts always have kill-clauses

Description

Wights are the closest thing Redspace has to a “people.” Unlike the bestial Vermin or the vice-elemental Tertia with exotic geometries, Wights appear humanoid. They stand between 1.3 and 1.8 meters tall on average, with smooth gray skin, featureless or nearly featureless noses, thin or absent lips, and unsettlingly consistent musculature. Their bodies contain organs, fluids, fascia, and nerves—but these systems function according to subspace logic, not biological evolution. Any realspace anatomist attempting dissection finds a plausible internal structure that nevertheless makes no physical sense.

Despite their uncanny humanity, Wights are defined not by kinesis or hunger but by a profound, species-wide hatred of realspace life. It is not ideological. It is not philosophical. It is biological. They loathe beings who evolved rather than being dreamed into existence. This hatred feeds them almost as much as their Vice does.

While most Redspace fauna feed on a single Vice as a limiting instinct, for Wights the Vice is a psychological personality anchor. A Wight does not reflect its Vice so much as rationalize everything in its life through it. A Greed-wight builds economies; a Wrath-wight builds armies; a Lust-wight builds cults. The Vice is not their “shape”—it is their ethos.

Physiology

Wights possess a stable humanoid form, but it is always subtly wrong. Their joints articulate too smoothly. Their skin stretches without wrinkling. Their pupils dilate into geometric shapes. They are markedly resistant to realspace weapons while in subspace, but in realspace their durability varies depending on Vice and temperament.

Wights are mortal, with finite lifespans, though Redspace time dilation renders these lifespans immeasurable and inconsistent. Some die in what appears to be a decade; others brood for centuries without aging past the mid-point of their maturity.

They possess three sexes:

Male — smaller proportion of population

Female — highly aggressive reproductive role

Anamale — a non-reproductive, androgynous caste making up the majority

Only males and females reproduce; anamales serve as workers, scouts, soldiers, and hosts for eggs.

Lifecycle (Parasitoid)

Wight reproduction is among the most feared processes in all subspace ecology.

Female Wight injects eggs into a host — either an anamale or (horrifically) a realspace sentient.

Eggs sap willpower and subatomic energy, draining the host emotionally and physically.

Host becomes apathetic, then catatonic.

Host dies.

Body crumbles into a burst of subspace radiation, leaving behind 6–12 larval Wights.

Larvae scuttle away, equipped with stolen memories from the host.

If one female detects another’s implanted clutch, she will attempt to over-implant, treating competition as an opportunity to prove dominance.

Psychology

If Wights were human, they would be diagnosed with severe monomanias. Their Vice governs:

their interests,

their obsessions,

their emotional frameworks,

who they attack,

and what they value.

They can be enslaved through Kthoniker ritual, but even then:

they lie without hesitation,

Twist instructions to their own advantage,

and never offer sincere conversation.

They cannot be bargained with. They cannot be persuaded. They can only be coerced.

Society

Wights gather in loose, hierarchical communities called Acheronian Courts.
Roles are determined by Vice, strength, and reproductive status.

Notable features:

Preenwights lead, enforce dress codes, evaluate subordinates

Ragewights serve as soldiers

Tallywights handle trade

Leechwights interact with realspace rogues

Chemwights produce subspace drugs

Dreamwights lurk as social parasites

Painwights serve as executioners or torturers

They cooperate only when necessary. Weakness is despised; failure is fatal.

Their architecture is bizarre, made of Euclidean approximations that fold into themselves and collapse if brought into realspace without intense reinforcement.

Relationship to Ghouls

Wights cannot contaminate living sentients like other Tertia. Instead, they have a unique capability:

They can fuse with the freshly dead to become Ghouls.

This results in an immediate, absolute reversal of allegiance. Wights and Ghouls hate each other with genocidal passion. The moment a Wight becomes a Ghoul, it becomes a sworn enemy of its original species.

Some kthonikers exploit this enmity for strategic advantage.

Subtypes of Wights

Each classification adds the Vice-tag, apply one of the following lenes:

Preenwight (Pride) - ~413 Points

Tertia Pseudohomo Mālus Superbis
Preenwights are the leaders, dominators, and self-obsessed paragons of Wight society. They feed on pride, vanity, and self-importance — both their own and others’.
Where other Wights skulk, rage, or scavenge, Preenwights command.
They exert authority instinctively, enforce ritual hierarchy with religious devotion, and maintain personal grooming and status displays with unnerving precision.

Their entire worldview is built on this singular truth:

Preenwights believe they deserve to rule.

They are, on average, stronger-willed, more articulate, more persuasive, and more psychologically manipulative than other Wights.
And they never forget a slight.

Mechanical Lens

Attributes +20

Will +3 +15
Preenwights are the most iron-willed of all Wights.

IQ +1 +10
(Not for intellect but for social acuity and perception of status.)

Appearance −1 (Unsettlingly Perfect, -5)
Preenwights are “beautiful” only by Redspace standards; in realspace they look wrongly symmetrical. This gives social penalties with normal beings but bonuses with Wights.

Total: +20 points

Advantages +48

Aura of Command

As “Charisma +2,” Only vs. Wights or Redspace Entities (-60%) 10
They dominate Acheronian Courts through presence alone.

Voice 10

Smooth, controlled, surgical vocal modulation.

Fearlessness +3 6

Pride leaves no room for doubt or hesitation.

Enhanced Parry (Unarmed) +1 5

Displays of superiority in combat matter socially.

Status 1 (Within Acheronian Courts) 5

Automatically recognized as nobility among Wights.

Claim to Hospitality (Redspace Societies) 4

Other Tertia “owe” them deference.

Appearance (Beautiful) — Only vs. Wights 8

Their symmetry and poise appeal to subspace aesthetics, not human ones.

Disadvantages −35

Overconfidence (6-) -10

The worst kind: low self-control.

Vanity (6-) -5

Offended by the smallest breach of etiquette.

Sense of Duty (To Their Own Reputation) -10

They will not allow their image to be tarnished.

Code of Honor (Acheronian Nobility) -10

Not moral — hierarchical:
• Never show weakness
• Never cede dominance
• Punish disrespect harshly
• Maintain immaculate presentation

Skills +45

Leadership–15 +8

(Strong synergy with Charisma/Voice)

Public Speaking–14 +6

Intimidation–15 +4

(Terror + Voice + Will synergy)

Fast-Talk–14 +4

They lie fluently and charmingly.

Savoir-Faire (Acheronian Court)–16 +4

Detect Lies–13 +4

Psychology (Wight)–14 +6

They understand their own kind more deeply.

Brawling–15 +3

(Ritual dominance combat)

Gesture–13 +2

For subspace nonverbal status signaling.

Administration–12 +4

Wight “governments” are cruel, but they function.

Total Lens Cost: +78 points

Leechwight (Envy)

Tertia Pseudohomo Mālus Invidia
Coveters, infiltrators, serial thieves of identity and status.

Leechwight Lens

Leechwights are universally miserable creatures, not because their lives are difficult, but because envy is the lens through which they perceive all existence. Thin even by Wight standards and almost skeletal at times, they move with a twitchy, acquisitive tension—like starving jackals around a carcass. Their skin, a muted gray, appears tighter across the bones than is comfortable. Their eyes are sharp, glinting, and constantly scanning for advantage, opportunity, or weakness. Among Wights, they are the most likely to approach realspace, as the abundance of desire, status, and wealth makes human societies a banquet for their particular appetite.

Their feeding is subtle but devastating. When attached to a subspace shadow, a Leechwight induces covetous dissatisfaction—a corrosive itch that whispers that one's colleagues are cheating, that one's friends are hiding something, that one deserves far more than one will ever receive. When this parasitism goes unchecked, victims spiral into kleptomania, sabotage, reputational murder, or the obsessive imitation of rivals. Wild Leechwights choose hosts whose ambitions outweigh their abilities, savoring the bitterness of frustration that follows.

Leechwights are cunning infiltrators among their own kind. They are notorious identity-thieves in Acheronian society; one might murder another Wight simply to inherit its place in a hierarchy, then claim the right with well-forged memories and stolen mannerisms. This behavioral pattern is precisely why their “Vice classification” feels more cultural than biological. They are masters of imitation—not shapeshifting, but behavioral mimicry—and have been known to insert themselves into human groups, copying speech patterns, clothing, or social roles with uncanny precision. The result is always a disaster: someone gets hurt, someone gets framed, something gets stolen.

Attributes

IQ +1 20
Leechwights are unusually cunning for their category.

Advantages

Detect (Status, Ambition, or Envy in others) 10
Vague but directionally accurate.

Talent (Subterfuge) 2 20
Applies to Acting, Disguise, Fast-Talk, Filch, Holdout, and Sleight of Hand.

Appearance (Unnatural; can Mimic mannerisms) 5
Not attractive—just eerily convincing.

Disadvantages

Obsession (Steal or usurp something desired) -10
Constant pressure to acquire or imitate.

Jealousy -10
A universal trait.

Secret (Impersonating another realspace entity) -5
Applies whenever the Calling involves identity-theft.

Skills

Acting (IQ+1) 4

Disguise (IQ) 2

Filch (DX+1) 4

Fast-Talk (IQ+1) 4

Sleight of Hand (DX) 2

Total Lens Cost: ≈ +40 points (flexible depending on refinements)

Chemwight (Gluttony)

Tertia Pseudohomo Mālus Gula

Chemwights are addicts in humanoid shape — every one of them is a bottomless stomach with a nervous system wrapped around it. Their Vice is Gluttony, but not simply overeating: gluttony for sensations, substances, experiences, and chemical states. They gorge on chemical dependency in sapient beings the way other predators gorge on meat. In subspace they track the emotional “scent” of addiction like a bloodhound, crawling through entire Acheronian ruins to find a single resonant addict. Chemwights tend to be soft-bodied, slightly bloated, with slick or clammy gray skin and sunken, hungry eyes. Anamales are most common; females tend to be gaunt and twitchy; males tend toward swollen torsos. A Chemwight’s breath always smells faintly of whatever addiction it last fed on, from alcohol to stimulant vapor to trauma-response hormone cocktails.

Among Wights, they are the closest thing to alchemists. They naturally exude, shed, and regurgitate a host of extradimensional secretions — the entire origin of potion-craft among human kthonikers. Every “potion,” “elixir,” or “draught” in Convergence alchemy can trace its lineage back to a Chemwight’s secretions or residue. Chemwights cannot create out of inspiration; they secrete out of biological hunger. While enslaved, they can reliably produce substances, but always at danger to the handler — addiction is their food, and they deliberately try to cultivate it in their “masters.”

A Chemwight is never satisfied. Their hosts become compulsive consumers — hoarders of experiences, binges waiting to happen. Realspace explorers encountering one feel cravings whisper into their minds. Contact with their Subspace Shadows manifests as: overeating, stimulant abuse, compulsive consumption, addictive risk-taking, sensory binging, or any violent overindulgence. In realspace combat, Chemwights appear as shuffling, wet-mouthed wretches with distended jaws; they ooze acidic bile that dissolves organics. They make extremely dangerous allies and extremely useful tools.

Chemwight Lens (Mechanical Adjustments to the Base Wight Template)

Add:

Dependency (Strong Emotions of Addiction or Overindulgence, Constant, -50%) -20
(A Chemwight starves without addictive resonance nearby.)

Innate Attack (Toxic, 1d corrosion; Melee-C; Follow-Up: Touch of bile secretion; Environmental, Only affects organics -20%) 5

Resistant to Metabolic Hazards +8 15
(They metabolize anything toxic into nourishment.)

Chemoselective Perception (Detect: Addictive Behaviors or Substances; Analyzing, Long Range) 20

Slippery 2 4
(Their secretion makes them unnaturally difficult to grapple.)

Secretions (Hallucinogenic/Ennervating Contact Agent) 10
(Anyone touching a Chemwight must roll HT or suffer drug-like effects.)

Modify:

Stress Atavism → Obsession (Feeding on Addictions) -5
(Chemwights don’t collapse under stress; they simply break toward their Vice.)

Will +1 +5
(Chemwights have surprisingly strong will when pursuing a “meal.”)

Remove:

None mandatory, but Callous can optionally be strengthened to Callous (Cannot Empathize with Non-Addictive Behavior) for color.

Net Lens Cost: +29 points

Lechwight (Lust)

Tertia Pseudohomo Mālus Luxuria


Excess-seekers; corruptors of cults and sensation-obsessed sects.

Lechwights are the sensual predators of Acheronian society — not sexualized beings, but alien gourmands of sensation, atmosphere, attention, and desire.
Unlike Lillin, they do not haunt dreams; unlike succubi-class Sentients, they cannot enthrall outright.
A Lechwight feeds on addictive indulgence—the thrill of being wanted, the spike of pleasure, the shame afterward. Any act of excess, overstimulation, or self-destruction is a banquet to them.

They adorn themselves lavishly: silky fabrics, shimmering oils, layered perfumes, sonic trinkets, sensory charms. They cultivate cults not out of lust, but because cults worshipping sensation offer sustainable emotional ecosystems.

Their most feared trait — the Tasp — allows them to inflict a chemically-perfect psychic euphoria state through mere contact or proximity. Many governments classify Lechwight exposure as a controlled narcotic hazard.

In combat, they are agile, graceful, and unnervingly fluid. Their movements resemble dancers or contortionists rather than warriors, and they strike with precision rather than force.

Mechanical Lens

Below are the adjustments to apply to the Base Wight Template (~335 points).

Attributes +20

DX +1 +20
Grace, balance, fluidity, and sensory feedback define their movements.

(Optionally add +1 HT for +10 if you want them more resilient in indulgent environments, but that’s not required.)

Advantages +62

1. Hypersensory Charisma

Charisma +2 (Only for inducing indulgence, fascination, or desire –20%) 8
They excel in sensory/social manipulation.

2. Appearance (Exotic / Hypnotic)

Attractive (Only vs. beings susceptible to sensory resonance –40%) 3
Not sexual — but aesthetically compelling.

3. Voice

Soft, melodic, mesmerizing.
10

4. Tasp (Signature Lechwight Ability)

Affliction 1 (Euphoria; Based on Will; Cyclic 2x; Follow-Up: Touch OR Aura, +80%; Addiction Hazard +20%; Sense-Based Emotion/Attention +50%)
30

This is the defining ability.

On a failed Will roll, target enters Euphoria.

Two cycles mean the high reinforces itself.

Addiction Hazard means repeated exposure risks psychological dependency.

Follow-Up Touch or short-range Aura allows Lechwights to “pulse” the sensation in crowds.

5. Flexibility

5
Graceful fluid combat and movement.

6. Empathic Resonance (Limited)

Detect (Strong Emotions related to desire, attention, shame; Analyzing)
6
Always know who in the room is “hungry” for something.

Disadvantages –36

1. Dependency (Attention / Sensory Indulgence, Weekly)

-10
Without sensory resonance, Lechwights weaken and fall into apathetic catatonia.

2. Lecherousness (9-, but Non-Sexual Variant: Sensory Excess-Seeking)

-10
This is not sexual.
They compulsively seek situations where sensation is heightened.

3. Obsession (Heighten Sensation / Cultivate Excess)

-10
They must escalate sensory environments.

4. Code of Conduct (Sensory Aesthetic)

-6
They cannot abide dullness, ugliness, sterility, or monotony.
Will sabotage such environments.

Skills +26

1. Erotic Art (Nonsexual: Sensory Aesthetic)–14

4
Used for crafting intoxicating environments, rituals, perfumes.

2. Dancing–15

4
Fluid combat and performance go hand-in-hand.

3. Acrobatics–14

4

4. Fast-Talk–14

4
They charm as easily as they breathe.

5. Psychology (Sapient Desire)–13

4

6. Acting–13

2

7. Stealth–15

2
Their lightness and grace make them almost glide.

8. Broadsword or Shortsword–13 (choose one)

2
Their melee preference is precise, elegant violence.

Total Lens Cost: +72 points

Ragewight (Wrath)

Tertia Pseudohomo Mālus Ira


Shock troopers; destructive berserkers.

+94 points (they’re the most combat-heavy Wights)

Ragewights are pure distilled violence given humanoid shape. No Wight loves war like a Ragewight, and no Wight is more predictable: if it moves, they want to break it; if it’s broken, they want to break it more.

They are feared not because they are cunning—far from it—but because they are single-minded.
Preenwights rule.
Tallywights exploit.
Leechwights infiltrate.
Chemwights distill.
Dreamwights languish.
Lechwights seduce.

But Ragewights?

Ragewights annihilate.

They are tall, athletic, heavily muscled by Wight standards, and often adorned with patchwork armor made from Vermin or scavenged extradimensional bone. Their temper is instantaneous. Their memory for insult is eternal. Their communication Skills are abysmal—within Acheronian society, they are manipulated as blunt instruments by more cunning Wights.

But in combat?

Even Sentient RAIs use Ragewights as shock troopers, bodyguards, or executioners. Their martial skill is frightening; they invent fighting forms instinctively and retain them with perfect clarity. Their one exploitable flaw is that they favor close combat exclusively, viewing ranged weapons as cowardice.

Mechanical Lens

Below are the adjustments applied to the Base Wight Template.

Attributes +40

ST +2 +20
Frightening raw power.

DX +1 +20
Precision and speed in melee combat.

Advantages +62

1. Enhanced Move (Ground) 1

20
Ragewights close distance fast.
(This represents an explosive, lunging style of motion.)

2. Combat Reflexes

15

3. Enhanced Parry (Unarmed) +2

10

4. Enhanced Dodge +1

15
They’re hyper-aggressive, but instinctively avoid blows.

5. Damage Resistance 2 (Tough Skin)

2
Calloused, leathery, scarred hide from constant combat.

Disadvantages –41

1. Berserk (9-)

-15
Anger triggers instantly under threat.

2. Low Willpower vs. Social Manipulation

Gullibility (12-) -10
Perfectly matches how other Wights trick and use them.

3. Bloodlust (9-)

-10
Never take prisoners, never allow retreat.

4. Intolerance (All Non-Ragewights)

-6
Yes, they hate even other Wights—except during battles.

Skills +33

Primary Fighting Styles

Brawling–17 +8
Wrestling–16 +8
Two-Handed Axe/Mace or Two-Handed Sword–15 +4
(their weapon of choice varies by subspace culture)

Martial Insight

Tactics–12 +4
They don’t plan, but they intuit battlefield flow.

Targeted Attack (Arms/Legs) Techniques +3
Crippling blows are a Ragewight specialty.

Mobility / Physicality

Acrobatics–13 +3
(They aren’t graceful—they’re explosively athletic.)

Jumping–14 +3

Total Lens Cost: +94 points

Dreamwight (Sloth)

Tertia Pseudohomo Mālus Acedia

Dreamwights are the derelicts of Acheronian society. They smell of rot, carry all their worldly goods on their backs, and shuffle through Redspace in a haze of half-dreaming apathy. But despite their useless demeanor, Preenwights and other ruling castes keep them around for three reasons:

They can be forced to work.
A Pridewight barking orders will get Dreamwights moving—slowly, resentfully, but moving.

They are living recycling systems.
Trash, broken Vermin husks, scrap azothite, failed reagents—Dreamwights pick through all of it.

They are weirdly “lucky.”
Dreamwights accumulate junk constantly, and sometimes that junk is useful or even valuable.

They feed on acedia, the nihilistic sloth of beings who have given up.
A Dreamwight near a realspace being causes:

procrastination

intrusive lassitude

inability to care

depression-like detachment

They are nonviolent but dangerous: once their apathy saturates an area, nothing gets done, including survival-critical tasks.

They are the Wights most likely to simply collapse in the middle of a battlefield because getting up is “too tiring.”

Mechanical Lens

Attributes +0

Dreamwights are not stronger or more skilled—they’re just slower, smellier, and weirder.

Advantages +40

1. Stench Aura (Affects Others, Always On)

Nauseating odor causing HT roll or mild Nausea; HT–2 at close range.
18

Built as Affliction 1 (Nauseated; Aura, +80%; Always On –20%; Respiratory Only –20%; Emanation –20%) 18

This reflects the mold, filth, ectoplasm crust, and damp decay clinging to Dreamwights.

2. Gizmo 2 (Junkfinding, Requires Scrounging Roll –20%)

8

They carry so much random garbage that they can often produce something “useful-ish”—a bent nail, a bit of string, a broken Vermin carapace, etc.

3. Scrounging Talent 2

10
(+2 to Scrounging, Search, Survival)

Dreamwights are born trash-divers.

4. Resistant to Pain/Exhaustion +3

4
They don’t feel fatigue normally and have trouble noticing physical discomfort.

Disadvantages –52

1. Laziness (6-)

-20
Unmotivated to a pathological degree.

2. Loner (12-)

-5
Not out of preference—other Wights avoid them because of the smell.

3. Odious Personal Habit (Filthy, reeks of decay)

-10
More severe than the base Wight OPH.

4. Chronic Depression (Mild)

-15
A psychic mirror of the Vice they embody.
(This also helps justify their apathy aura and inability to care.)

5. Reduced Move –1

-2
They shamble.

Skills +12

Dreamwights get additional skill emphasis:

Scrounging–16
(+2 from Talent) +4

Sewing or Armoury (Subspace Improvised Gear)–12
They “fix” things using trash. +4

Cooking (Garbage Cuisine)–11
Often terrifying. +2

Carousing–9
They drink trash liquor to forget their trash lives. +2

Total Lens Cost: +74 points

Tallywight (Greed)

Tertia Pseudohomo Mālus Avaritia


Tallywights are the merchants, assessors, fleecers, loan sharks, and auditors of Redspace.
They are greed sharpened to a blade.

They:

calculate profit margins instinctively

lie smoothly but avoid violating contracts (contracts are currency)

skim off every deal they touch

obsessively track debts, credits, and ownership

maintain ledgers bound in the skin of their less profitable peers

decide the value of other beings down to the liter of blood and the gram of bone

When they look at someone, they see:

A potential customer

A potential mark

A potential good

A collection of sellable parts

Tallywights occupy a unique place in Wight society:

In Preenwight courts: treasurers, contract interpreters, asset managers.

In service to Sentient RAIs: brokers, negotiators, slavers, and economic hitmen.

Among kthonikers: indispensable but untrustworthy middlemen.

Their Vice—Greed—is both their diet and their religion.
They genuinely enjoy the act of making a profit, no matter who pays the cost.

Mechanical Lens

Attributes +10

Tallywights are sharp-minded and dexterous with their hands, due to constant trade and manipulation of valuables.

IQ +1 +20
They are smarter than other Wights and nearly impossible to trick.

ST –1 –10
Physically unimpressive; they avoid fair fights.

Advantages +64

1. Wealth (Filthy Rich)

50
Not because they hoard money, but because they accumulate assets constantly.

2. Merchant Talent 2

10
+2 to Merchant, Fast-Talk, Finance, Accounting, and Detect Lies.

3. Scanning Sense (Value Radar, Detect Precious Items)

Detect (Valuable Objects), Long-Range 1, Vague, Psionic
4

They “smell” profit.

4. Signature Gear (Acheronian Ledger)

0
This is cultural gear; treated as a zero-point racial feature.

5. Reputation +1 (Among Wights who Respect Profit)

0
Internal to Wight society; built as an Accessory perk.

Disadvantages –36

1. Greed (6-)

–15
Almost impossible for them to pass up a “sure profit.”

2. Miserliness (12-)

–10
They hate spending money.

3. Code of Honor (Contractualist)

–5
They keep bargains to the letter, never the spirit.

4. Callous (upgraded variant)

–3
In addition to base Callous, they treat living beings as inventory.

5. Social Stigma (Exploiter)

–3
Other Wights despise them but need them.

Skills +54

Tallywights are the best-trained Wights in social and commercial manipulation.

Merchant–16
(+2 from Talent) +8

Accounting–14
(+2 Talent) +6

Finance–14
(+2 Talent) +6

Fast-Talk–14
(+2 Talent) +4

Detect Lies–14
(+2 Talent) +6

Law (Contract/Infernal-Law)—12
Tallywights keep records and adjudicate deals. +4

Smuggling–12
They can move contraband through Redspace. +4

Administration–13
They run Preenwight courts’ treasuries. +4

Appraisal–14
(Built from Expert Skill (Valuation) or Professional Skill (Assayer)) +6

Intimidation–13
When honey fails, they switch to threats. +2

Unique Vice Expression (Greed)

A Tallywight feeds by encouraging:

material envy

petty theft

hoarding

the dread of losing wealth

financial anxiety

willingness to betray others for gain

Their presence can catalyze corruption in a small community within hours.

A Tallywight controlling a group of Dreamwights becomes an entire economy of scavenging and extortion.

Total Lens Cost: +92 points

Painwight (Dolor / Pain specialty)

Tertia Pseudohomo Mālus Dolorus

Painwights are Wights whose Vice is not one of the canonical Seven, but a “Shadow Vice”: Dolor — Suffering.

Where other Wights feed on internal vices (envy, sloth, greed), Painwights feed on the external expression of psychic agony in others.

They:

crave the sight, sound, and sensation of pain

cannot feel fear

experience euphoria when injured

are impervious to intimidation

become stronger the more hurt they are

fixate on tormenting victims for as long as possible

flock to suffering like scavenger birds

In Wight society, they are considered:

uncontrollable by Pridewights

unbribable by Tallywights

unintimidatable by Ragewights

untamable by Lechwights

unusable by Dreamwights

barely tolerable even by Painwights

But in a fight?

They are horrifying.
A Painwight who has lost an arm will grin wider; one who has been gutted will whisper, “Again.”

During realspace incursions, Painwights are usually the first encountered because they're the ones who immediately jump in, uncaring about tactics, numbers, or survivability.

Mechanical Lens

Below are the modifications to apply to the Base Wight Template (~335 points).

Attributes +30

HT +2 +20
Painwights are terrifyingly durable.

Will +1 +5
Painwights have unnatural resolve.

Per –1 –5
They are fixated inward; they miss obvious things unless they involve pain.

Advantages +78

1. High Pain Threshold (Upgraded)

10 → +10
Painwights cannot be stunned, distracted, or hampered by injury.

2. Damage Resistance 3 (Tough Skin)

9
Calloused, scarred flesh absorbs blows.

3. Unkillable 1 (But Only While in Pain; –40%)

18
If they are actively suffering damage, they cling to life unnaturally.

4. Regeneration (Slow; Only When in Pain –40%)

6
Pain accelerates their healing.

5. “Ecstasy of Agony” (Dangerous Berserk Variant)

Berserk (9-, Cannot Retreat –20%, Must Move Toward Source of Pain –20%)
–7 but rolled into Advantages via net effect

Mechanically, this is represented as:
Enhanced Move (Ground) 0.5 (Only while injured –40%) +10

6. Immunity to Fear

15
Not Resistant — total immunity.

7. No Sense of Self-Preservation (as a Feature)

0
Already reflected in Berserk and behavior.

8. Resistant to Pain-based abilities +8

6

Disadvantages –52

1. Total Masochism (Self-destructive, Severe)

–15
Not “enjoys pain”—requires it to stay mentally level.

2. Sadism

–15
Inflicting pain is addictive.

3. Overconfidence (6-)

–10
Painwights genuinely believe they cannot lose.

4. Bad Temper (6-)

–10
They lash out at any interruption of their “art.”

5. Disturbing Voice

–2
Their voices are cracked, wheezing, ecstatic, or breathless.

Skills +52

Painwights develop artful violence rather than pure brute force:

Knife–17 +8
Their preferred weapon for intimate suffering.

Whip / Chain–16 +6
They love weapons that cause lingering pain.

Brawling–17 +8

Intimidation (Pain Display)–16 +6
Half performed, half instinctive.

Physiology (Exotic Pain Responses)–12 +4
They know exactly how to hurt you.

Torture (Interrogation)–16 +6
They don’t interrogate for information—they interrogate for meal quality.

Acrobatics–14 +4
Not graceful—erratic.

Survival (Subspace)–14 +4
Painwights thrive in inhospitable regions.

Tracking–13 +2
They follow suffering like bloodhounds.

Unique Vice Expression (Pain)

A Painwight feeds by:

watching suffering

inflicting injury

experiencing their own agony

being near agony

hearing screams

inhaling fear-vapor

witnessing despair

They have an uncanny ability to sense suffering at long distances.

Special Racial Ability: Pain Resonance Aura

Affliction 1 (Agony, Aura +80%, Melee Attack C, Always On –20%, Emanation –20%)
10

Anyone engaging a Painwight in close combat risks collapsing in pain.

This ability is what makes Painwights dangerous even to skilled fighters who know how to avoid their blows

Total Lens Cost: +108 points

Final Painwight:
~443 points — the strongest of all Wights in raw personal danger.

Prophylactic

Survival strategies:

Avoid isolation — Wights hunt lone targets
Neural fortification — strong will resists parasitism
Rapid corpse disposal — prevents Ghoulification
High-light and high-noise environments — disorient Ragewights and Lechwights
Vice-moderation — reduces their feeding interest

Once implanted: only surgery, subspace cleansing, or death stops the eggs.

Utility

Though dangerous, Wights provide several utilities:

Allies (Under Duress Only)

Enslaved Wights serve as high-power but unpredictable allies. Sentient RAIs often use them as expendable troops.

Subspace Status Markers

Their presence elevates the perceived prestige of a Kthoniker or RAI court.

Ghoul Creation

Kthonikers can weaponize the WightGhoul transition strategically.

Chemwight Reagents

Some of the most potent subspace chemicals trace back to Chemwights.

Harry

Regular; Resisted by Will

A subjugated Wight strikes at a target’s subspace shadow.

Effect: 1d Sanity damage

Duration: Instant; Wight refuses to attack twice without a new Calling.

Cost: 4

Prerequisite: Ability to bind Wights

Summon Wight

Special

The supplicant summons a bound Wight into realspace to fight on their behalf.

Effect: Wight enters realspace and acts as an ally

Risk: Wight seeks any loophole to betray the summoner

Duration: 30 seconds

Cost: 8

Ghoulify

Special

A horrifying ritual. A subjugated Wight is pressed into a fresh corpse.

Effect: After 10 minutes the corpse rises as a Ghoul

Note: The Ghoul is not subjugated; it acts independently

Cost: 10

Genetic Ancestor(s)
Scientific Name
Tertia Pseudohomo Mālus
Geographic Distribution

Base Template — Wight

Tertia Pseudohomo Mālus (Generic Wight)
~335 points

Attributes 90

ST 11 10
Wights are wiry and physically capable despite their size.

DX 12 40
Fluid, uncanny movements.

IQ 10 0
Baseline sapience; higher than other Tertia.

HT 12 20
Robust against hostile conditions; parasitic biology is resilient.

HP +2 4

FP +2 6

Will +2 10

Per +0 0

Secondary Characteristics 18

Basic Speed: 6.0

Basic Move: 6

Dodge: 9

SM: 0 (range –1 to +1 depending on Vice lens)

Immortality: No
Wights have finite lifespans, so no Unaging.

Advantages 242

Innate Advantages

Unfazeable 15

Night Vision 5 5

Temperature Tolerance 5 5

Doesn’t Breathe (Subspace Only –20%) 16

Doesn’t Eat or Drink (Psychovoric Required –50%) 5

Doesn’t Sleep 20

Resilience / Parasitic Traits

High Pain Threshold 10

Resistant to Metabolic Hazards +8 15

Resistant to Mind Control +5 (Realspace Only) 6

Immunity to Subspace Radiation 10

Monstrous Nature

Social Stigma (Monster) -15

Terror (Always On, -60%) 12
Their uncanny humanoid appearance unnerves most sentients.

Subspace Nature

Extradimensional Entity 201 (Your setting-specific package)

Scanning Sense (4D Para-Radar) 40

Telecommunication (Telesend, Universal, Telepathy) 42

Unique Wight Traits

Reproductive Parasitism (Special Ability) 0
This is a plot/setting power and not something PCs can “roll.”

Memory Leech (Passive Access to Host Memories)
As “Cultural Familiarity (Host Mind)” + “Dabbler Skills” 8
Represents fragments of knowledge gained from hosts.

Subspace Anchor 0
Wights cannot be dispelled as easily as other Tertia. They remain cohesive longer in realspace.

Vice Susceptibility (Placeholder for Lenses)

By Lens

Disadvantages -100

Core Wight Disadvantages

Odious Personal Habit (Uncanny Humanoid) -10

Callous -5

Low Empathy -20

Truthfulness (Always Lies Variant: Cannot Tell Truth Under Stress) -10

Bad Temper (12-) -10

Intolerance (Realspace Beings) -10

Parasitic Reproduction (Nightmarish; if discovered) -10

Sense of Duty (Acheronian Court) -5

Cannot Speak Comfortably (Requires Effort) -5
Speech feels unnatural to them.

Vice-Seed Compulsion (Generic)

Obsession (Fulfill Vice-Impulse) -15
Specific effects come from the Vice Lens.

Skills 20

All Wights begin with:

Stealth–14

Brawling–13

Intimidation–13

Survival (Subspace)–14

Search–12

Shadowing–12

Psychology (Alien)–10

Hidden Lore (Redspace)–12

They instinctively understand Redspace fauna, weird geometry, and hunting.

Total: ~335 points


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