The Sub ether
Sub-etheric voyage complications sub table
1
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Without so much as a wink of translocation
energy, a Ferryman now stands on the bridge waiting its toll.
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2
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Dance
Along the Edge - possibly your navigator is pushing her limits, or the Ship’s
God is especially heady with worship but the combined limits of ship, etheric
protections, and power have been reached if not exceeded. Likely
will arrive at destination d5 days sooner than projected, even if this is
impossible. Also psychic spillover affects all unshielded passengers
and non-crew life forms : sleep, arousal, hunger, communal clustering,
communal grazing, communal grooming
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3
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Energy
curve - vessel momentarily passes alongside an etheric region of
great energy bending; (1-3 amplification, 4-6 drain)
In amplification,
Apply
effect 2. Above, stage all energy effects upward *four* stages on the dice
chain, and all batteries become charged, lights grow brighter, etc.
Those with recent injuries will heal four times faster;
In Drain,
Again apply 2. Above but all affected parties
become sluggish and sleep. Those with hibernation tendencies will fall
into such a state. All light and sound are dimmed for the duration of
the voyage. Thought passes slower. Dreams do not seem to occur.
All energy effects are reduced 4 steps on the dice chain.
Those who are injured will heal four times slower than normal and
magical / technological healing is affected by the energy curve as above.
Thank your Navigator or Ship’s God right now.
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4
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Grazing
the Toum-Var - Ship’s energy screens or the like graze the outer edge
of the bleed; 1d7+12 dimensional analogs spawn near or replace local
versions immediately.
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5
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The first Sub-ether...follows you home.
Voyage occurs without incident;
At arrival however, those on ship are (and
remain) entangled with supernal phenomenon taking the form of a constant
monotonous chanting. It is apparently in their own accent but no known
language. IT loops every 3.14 minutes and remains persistent for 3d20 hours...unless
another etheric voyage is undertaken in that time after which it does not
further persist. .
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6
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Visions. 1D5 aboard ships simultaneously
experience a vision; Any with Seer abilities may share it to others.
Vision Thing table (D8)
1)
Ship’s destruction
2)
Something occurring at destination
3)
A quest object
4)
A danger in the nearby or oncoming sub-ether
5)
A premonition of warning or disaster from long
dead civilization
6) The
death of billions on a world as it is destroyed, thousands of lights away.
7)
The Death Sun gazes into you
8)
Endless dead bleeding bodies or other terrible
scene- Pick from Plague, Revolution, Racial Purity, Law, Chaos, or Undead
Fun.
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And faster than you can say Event Horizon....
Little known sub dimensional pathways through the aether
1
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The
soul roads - patrolled and protected by the armies of the Hell gods,
ensuring the traffic of souls to the Pit. For a toll or other agreed upon
stand-in, they may give ships and voyagers access to the deeper planes via
such a road. Be wary.
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2
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The Red
Lodge - the vessel overlaps, however briefly in transit, with a
hallucinatory conceptual space defined by desire, hunger, life, passion, and
violence. The crew is randomly distributed across this
hallucinatory mindscape until they can find a way to break free. Good
luck. Also, cancel your plans for the evening, this is a misjump.
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3
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The City
of Dreams - impossibly tall, thin glass towers throbbing with red and
yellow glow are everywhere packed in too tightly together. Immediately
your vessel is surrounded by little beings with tremendously deep eyes.
“You aren’t supposed to be here.” All goes black.
Consciousness regained 1d12+5 hours later…..somewhere along the ship’s
intended path of travel. Maybe.
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4
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The Metropolis – Dim
recollections, missing time, soul terror, examinations, you arrive at your
destination 1d8 hours prior to your departure. Violate your light cone at peril.
No one seems to recall who suggested the pathway – it is gone
from your memory.
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5
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Nightmare
102 - it gets...bad. Reality goes runny. Each and every
individual mote of consciousness spends the next period of conceptual
existence trapped in a hell of their own making. IT must be endured;
5d12 real hours later, the ship will arrive at its destination point.
All those who have “died” in the meantime must make a DC 20 Fort save
or they will experience immediate death by system shock.
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6
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The
Writhe - ship now voyaging through an only semi-material realm wrought
of small writhing, scuttling insect analogs. Sacrifices must be honored
every d12 hours or the creatures making up matter in this realm will attempt
to infest and consume the vessel and its contents. Sacrifices
must take the form of those openly displaying the most fear. They must die
afraid.
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