The Sub ether
Sub-etheric voyage complications sub table
| 
1 | 
Without so much as a wink of translocation
  energy, a Ferryman now stands on the bridge waiting its toll. | 
| 
2 | 
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 | 
| 
3 | 
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. | 
| 
4 | 
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. | 
| 
5 | 
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. . | 
| 
6 | 
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. | 
And faster than you can say Event Horizon....
Little known sub dimensional pathways through the aether 
| 
1 | 
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. | 
| 
2 | 
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. | 
| 
3 | 
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. | 
| 
4 | 
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.  | 
| 
5 | 
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. | 
| 
6 | 
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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