Appendix G

Appendix G
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Saturday, December 16, 2017

The Song of the Doom Star

The Song of the Doom Star

Discovered early in the nebulous dawn of history called the First Empire, Cassius 193 B has been known as a harbinger of and place of great doom for many tens of thousands of years.

Navigators can feel the ‘song’ far further than most, several lights distant, and all know to avoid this region of space entirely.  One presumes they are as subject to the siren song as anyone else.  Maybe more so.

The Cassius 193 system (it has never in current history been assigned a contemporary catalog reference) is long dead.  There is a planet of the yellow-orange star Cassius 193 A with intact but deserted cities, only now starting to show the wear of entropy.  Long ago, whatever people settled on that world departed, en masse, without exception, for the weird dark purple star  that is it’s B companion.  

Doom Star
The danger of the Cassius 193 B system is this - the star itself,  a bizarre as to be unique phenomenon, constantly emits a particular sub-etheric/electromagnetic signal, strong but along a very specific wavelength.  Those who jump into the system will find that this mysterious ‘signal’ will broadcast from the star itself; while the (itself quite potent) EM component of the signal is quite strong, it may be blocked or tuned out by modern starship screens and technology.  The true threat is the etheric component of the signal;  it (much like the wavelength of the EM aspect) seem curiously tuned to the etheric body and CNI of particular sentient beings (Imperial Humanoids are among the most susceptible) - some of strong will or the psychically gifted (or psionically equipped)  may hold off for a while but inevitably, the strange droning ‘call’ of the star will seep into the consciousness of even the strongest of wizards, navigators, or legionnaires.  Within a standard day, and usually much much less, the mindless, moronic hijacking of sentient consciousness will be total and the ship will invariably set it’s controls for the heart of the singing weird sun.

Myths:
  1. The Black Sirens of Cygnus are believed to have their origin as a telling of an early encounter with the Doomstar.
  2.  Beware the Navigator that speaks of the Doomstar; too easily the Song becomes their obsession and then their doom.  Travel not with Navigators who speak of the Doomstar.
  3. The inhabitants of Cassius A-2 created the Doomstar; one day it shall begin expanding, a new and hostile universe poised to consume our own dying one.  
  4. The Doomstar is an active, aware, and malevolent God of the Void, and it watches and sees everything in all directions in several lights.   One night far in the future, it will proclaim judgement and then nightmares become real.
  5. Notorious ex-Imperial Science Academy Dhanekynn exclaims that the Doomstar, which it calls Hol’mi’biru is on a bizarre sub-ether course that will bring it directly through the core systems in about 50,000 years.  He is also wanted on at least two counts of sabotage at ISA archeological sites for destruction of xenotechnolgy and inciting anti-Imperial sentiment (“There are things we are not meant to know!” is an anti-Imperial sentiment, when convenient;  the Empire is very progressive that way.)


Historical Theory
The C star is a class II Hazard /Unstable Dwarf;  believed to have been a yellow-white star of some long stability, it is theorized that a passing black hole or neutron star, moving at significant comparative velocity, ripped away a large percentage of the star’s mass, leading to several thousand years of instability and thus to its current, tiny yellow flare dwarf, state.  
Some go further and suggest that the Doomstar is the intruding object, drawn into a trinary orbit and cooking slowly in whatever conflict masses it has absorbed.   

Story Hooks
  1. The world of Cassius A-2 is completely uninhabited;  a small planet mostly covered by super-tech, spherical cities that reach as high as they do wide.  Entropy is know to be somewhat retarded there for reasons even Imperial super-science cannot explain.  Further, the orbit of Cassius A takes it far enough away from the Doomstar that there is an 18 month period where landing on the planet is believed safe.  An entire planet full of supertech just waiting to be looted.  What could go wrong?
  2. A non-aware dumb-matter probe has returned speedily to the Imperial Science Academy - a small yellow orb, possibly some sort of magnificent transdimensional eye, is presently in close orbit around the Doomstar, seemingly oblivious to its effects.   The ISA immediately puts together a team of mind-blind explorers, all seemingly immune to psi and psychic contact, to investigate the alien phenomenon, with haste they are equipped and thrown into the action.   Likely their survival is not considered a priority.
  3. THe misjump was bad. But then Navigator has disentangled herself from the interface tub and gone catatonic.  Now you have 20 scrubs on their first space voyage staring blankly and speaking monotonously while trying to bust their way into the command section.  How badly do you need the new crew?  To confuse matters further, if the entire ‘loyal’ crew goes down, pick one of the mutineers at random and assign one to each player.  Inexplicably their heads have cleared (and only theirs) … but they have control of the ship.  What do they want to do?
  4. Surrounding the Cassius 1493-B is a LARGE ring, the ring is made entirely of spacecraft that have been placed in a parking orbit or manage to somehow avoid ‘successfully diving into the sun.’  In any event, over 80.000 semi to intact spacecraft exist in a tight, ‘narrow’ ring, very close in to the star itself.  Such a salvage run would be extraordinarily challenging but almost anything could be found in those ships.  

Game effects
Every game hour spent in the Cassius B system subjects all sentient minds to a once hourly DC 15 Will save.  Those who make the save find themselves feeling edgy and tense but that’s all.   
Those who fail the Will Save are constantly being bombarded, psychically and, through some means, sonically by a warbling high pitched tone that fluctuates wildly and seems to ‘throb’ or thrum.  Constantly distracted, they are actually slowly having their wills broken down though it should not at first be apparent what is happening.  
An hour after the first Will save is failed, the target of the Doomsong must make a second will save (This time DC 20) or they will give into their highly stimulated death urge and attempt to take the helm and direct the ship’s course toward the star.  Those who fail this second Will save take on the Doom Song condition.   

The Doom Song - the signal stimulates the kirrillian-aetheric body as well as the CNI of the subject, and does so constantly.   By the time they can audibly (mentally) ‘hear’ the ‘song’ it is because their brain or equivalent has been stimulated sufficiently to begin poking the ‘death urge.’
That is what the obsession is.  The ISA is close but they have misidentified the phoneomenon.  IT is essentially a naturally occuring (?) perception hack; it stimulates the death urge until finally the subject gives in.  And so they set their controls for the heart of the sun, the source of the signal.  

Only removing the subject from the presence of the signal at this point can free them of its effects.    Subjects so ‘stimulated’ are operating on a kind of autopilot, and their sense of self is both absent entirely and a small flitting moth drawn to the weirdly shadowed purple star.

Commonly, the weaker willed go first.  Mutiny or mass violence ensues; eventually there is a constant struggle for the control of the ship until either the craft passes into the star’s corona, or the vessel manages to escape (usually by jumping out system)

Once removed from the effects of the signal, the mania remains but becomes less intensive.   IT will not begin to fade during sub-ether transit;  only after returning to material space (and away from the doomstar) will the urge begin to fade, manifesting as a general mental disquiet and disturbing dreams for 2d7 days thereafter.  

Machine-life characters may very well think they are immune but they are not.   Machine-life characters clever enough to remote access one of the unawakened probes (via gear, magic, psi, or whatever) will find to their horror that this serves only to expose them remotely to the signal.  And who then will expect the ship’s goldenrod protocol droid to then go reset jump coordinates back into Doom hell?  No one likely.   

Exceptions
In instances in which a target has no innate death urge (Judge’s option) a differing part of the brain should be stimulated; either whatever the clade equivalent is or some other random part of the brain - make it interesting.   A reptilian species might, for example, be motivated to put the ship in the closest orbit possible and then lay as many eggs as possible.  






“This article is reproduced in Apocrypha Obscura – Transmissions from the Dreaming Gynoid, available  (drive thru link)  

  and (itch.io link) 


Weapons for the Galaxy Crawl part one


Weapon tables - melee (nonlethal)
Item                              Dmg & effects        Type/Range           notes
Antipersonnel Tasp

(Standard
Imperial
Security
Nonlethal
Loadout
(v. citizens and above)
1d4 + 1d8 sta and 1d12 pers
3/6/9
(short range weapon)

Useless on AC 18 or higher
Reduction to 0 sta = reduced to drooling giggling moron
Reduction to 0 Pers = restraint and bladder control go out the window. You wet yourself and come on to everything.
Neuronic Whip
1d6 + 1d3 Agil damage (dc 12 fort save to resist localized paralysis)
Melee + 5 feet
Reduction to 0 Agil means unconsciousness for 1d6 hours.
Sick Stick
DC 20 Fort save or power puke
Melee
Useless v. AC 15 or higher.
Power puking can do nothing but convulsively vomit; all actions are at-3 steps on the dice chain
Sticky Rope
REF save DC 20 or be enmeshed in glue like colloid that tightens as they struggle for d5 minutes or broken down by spray
Melee

Sticky Net
REF save DC 20 or be enmeshed in glue like colloidal net that expands as it tightens, trapping as many as 4 human sized sentients;   that tightens as they struggle for d16 minutes or broken down by spray
Melee



Weapon tables - melee (lethal)

Item                              Dmg & Effects       Type/Range           Notes
Galvanic Sword Spark Blade
1d8 + 1d6 shocking
Melee
Showy
Second Empire
Era weapon; hilt grounded.
Vibro Dagger
5d6 when used on a living target
Melee
Rapidly oscillating force field in the shape of a knife blade.
Vibro Sword
6d6 when
Used on a living
target
Melee
Noisy, hard to look at.  (Can trigger vertigo in combatants who fumble.)





Weapon tables – ranged

Item                              Dmg & Effects       Type/Range           Notes
Lighter (laspistol)
2d5
2/5/9
Damage is at -1/die at long range
Heater (las rifle)
2d7
5/13/23
Lights flammables for additional 1d4
Neuralizer
Pen shape fires small white cone shaped ray
-3d4 temp int
1/3/9
Blanks the subject, washes the prior 6 hours of memory, leaves them -2 to will saves for d3 hours after.
Needle Gun
1d3 to 2d4 (varies)
3/6/12
Varies by load
Tingler (paralysis pistol)
Fort DC 20 or go numb for d5 hours
1/3/13

Jet pistol
Fires single gyrojet round
2d8
30/90/180
Can vary by rocket loadout
Spinner rifle (Rocket Gun)
Heavy & programmable multi gyrojet rifle
2d8 min.
23/79/230
Often features
Variety loadout.
Sonic Anti Personnel Gun
2 settings - 1d5 temp hp + unconsciousness (resist with Fort save DC 15)
Or
Suppressive Wave
A 15’ cone that creates vibrational waves that immobilize and demoralize organic attackers. (Fort DC 25 or total brown note)
Range is 10 or 15 depending on setting.


Rocket gun ammo   Dmg & Effects          Type/Range             Notes
Hi Explosive
3d6
+2 to hit AC 16 or higher
Do not Fumble. (Magazine explosion likely)

Illegal as hell in space
Foe seeking
3d6 exploding shell that pursues target for d5+1 rounds
+2 to hit AC 14 or lower.
Do not fumble (will target wrong person)

Gunfights tend to be over…quickly.  This is part of why
Most Rocket guns and related tech are not allowed in spacecraft for a variety of reasons.  (And all of its’ ammunition must be stored in ship’s locker)

Needle gun loadouts
Name                              effect                    damage                 notes
Yellow no. 5 aka Drug-a-thug
Fast acting CNI suppressant
1d4+ Fort (DC 15) save to resist 1d3 hours sleep

Babble Juice
Social disinhibitor and muscle relaxant
1d3 + Fort (DC 20)
Successful Fort save allows DC 20 will save to avoid ‘being led’
General inability & disinclination to tell the truth.   Elicits a search for approval.
Hijack dart
(Trimatrix dart)
Fires dart - head is injectable microseeker that creates transmitter & interface in target’s forebrain & spine
Target entitled to Fort save (DC 20)
Success indicates probe has not released seeker.
Otherwise sensory hijack to pre-programmed datalife location in d3 rounds.  
Transmitter range is 2,000km;  any sub-ether or pandimensional activity will immediately interrupt signal.
Kaleidoscope
Brain stimulant & hyper-Ox hallucinogen
Fort save DC 20 Failure -Target trips balls.
Psi or magically active target trips Dave Bowman acid bath balls. And for additional level + int bonus hours too.

Lasts 30-Sta hours;  may seem to last d12x that long to recipient

Note - used on targets with int below 12; fumble or critical will add d3 points to Int; these are permanent and can only be received once.
Coagulator
Blood toxin
1d3 + REF save DC 15; failure means bad news.
Death in d5 rounds by cellular suffocation
Blue Glass
Psychoactive
1D3 + TRIPPY Fort DC 17 to resist)
Freakish light show and simple mindedness for d3 hours.
Neuro-9
Neurotoxin
1d3 + Fort save DC 25 or die.
If successful take 7d6 damage anyway
Immediately begins breaking down on contact with biology, save on a fumble.  
Lights Out
Sense deprivation drug; numbs sight, sound, taste, touch, and hearing.   Psi abilities unaffected.
Fully blocks 5 common physical senses 1d3 hours.
Can be, and often is, mixed with other, more psychoactive drugs to induce particular terror states.

Thursday, December 14, 2017

Starting Gear table for the Galaxy Crawl!

GEAR TABLES (Replaces table 3-6)

Table -Random Starting Items / Starting Gear/  things on their person Table
1
Auric Goggles
Allows a d12 Psi craft
roll to see auras and
the near ether.
2
Basic (concealable) Skinsuit
(1 in 4 comes with
underlayer of datafilm)
3
Thumbbook - Orange Book of Ibrahim -
Prehistoric religious text in
Basic, Lingeshtar, and
 Interworld; oft used as a
 codebook for criminal
 enterprise (past or present)
4
Electrobinoculars
long range with clear sky
5
An organic necklace with small detachable
orange and black spotted shape-shifting
puddle of good.
(Multi-specic sex toy,
bonded to owners'
biometrics)
6
Quiver shiv - a piecemeal homemade vibro
dagger.
3d6 and explodes on 1;
Inflicting 4d5 to all
 In 10’ radius
7
Jumpsuit
Clean
8
Tonguebox
Usually wearable
translator and linguistic
program.  
9
Personal Orgonne Accumulator
Recovers additional
1d4 hp/day of
inactivity.  Addictive.
10
Vox shot
Injectible bacteria -
allows understanding of
all Imperial languages
for d20- Sta hours
11
Za Pod
When seal is broken,
contains 1d12 quality but
bland slats of Za, now
piping hot.  Do not
accept from the courier
if the seal is broken.
12
CommstatSmall aquamarine glyph
somewhere visible;
commlink and Grid
access where available.

Notes: Using a tonguebox under the influence of a Vox shot will skaff your language
centers right up for d4 hours.   During that time reading and speaking all but one native
language will be impossible.  Save v. Will or experience glossalia for up to the full
duration instead.  2% per instance of Babel effect

Spellcasters may find that the scrambling of the language centers of their brain may prevent spellcasting or possibly subject the caster to a variable -2 to +5 result (roll a d8) otherwise. Telepaths may inflict this on their companions in lieu of actual communication in like fashion, especially if they do not like their companions very much.