Appendix G

Appendix G
Click on Appendix G to reach the Dreaming Gynoid store

Tuesday, March 20, 2018

Worlds of the Imperium - Dulcinea

Dulcinea
(Dulcinea/Ylesium)  - Second world of the star Ylesium

Plasma Sails over Crystal continents; World of the floating magna-crystals

World gravity 0.67 g  
Atmo  nitro/oxy/traces 66/31/ 3%
World composition
Much of the world’s carbon is caught up in the “Crystal cycle”
  • This cycle has been slowly disrupted over the last 30,000 years, and most especially over the last 10
  • Export of crystal structures has occurred long enough that crystal formation is now occurring at a slower rate.  
  • Imperial scientists formulate that this may even slowly bring the turbulent world core to a full halt in half a million years at the present rate of “mineral estrangement”

World is crisscrossed by immense bands of incredible geo-magnetic force, somewhat overlapping with the leys
Surface of planet immense crystalline formations forming over vast floating islands of salt, in a shallow warm world ocean.   The skies are a constant turbulent aurora save at the equator.   
In between the crystalline mountain ranges, the climbing-crystal formations of the ground, and the magnetic storms of the skies, there are seas of floating crystals and magnetic rock, in regular orbits, slowly decaying and being replaced by other, newer formations that break off rather than fall.   These crystal islands have populations of blue, spider-like beings that spin immense webs between them.  
A race of imperial humanoids exist in the millions that share the world with them. (See below)

Surface meteorology
Dust storms (which are dangerous to unprotected eyes) - see also below under Salt Winds.  Greater degree of turbulence as one approaches the surface due to differences in atmospheric density.

The Salt Winds - the name for the “precipitation” that in some sectors Dulcinea is known for.  The volume of crystalline dust generated by the mining and cracking of many of these crystals leads to vast upper atmosphere wind storms.  These are like Terran wind/dust storms but of course with winds of higher velocities and blowing small diamond dust like particles from a variety of originating sources.

Settlement
The Crystal hunters are nomads that exist in a somewhat “culturally symbiotic” relationship to the Spiders.  “The Spiders” are definitely the species “on top” on Dulcinea; they control the industrial processes with regard to the crystal industry, on world.  It is they that the small scruffy unofficial but vast band of Dulcinean crystal hunters primarily serve and service and do business with.  (Though of course off world, those in the know find that experienced Crystal Hunters are ideal candidates for certain types of theft and other criminal enterprise in the Empire.  Some crystal hunters are happy to see the universe and ply their trade in a wide variety of climates and environments.
Some in the stratosphere use immense magna-sails to remain aloft, so long as they do not try to cross from the north to the south or vice versa, they may likely remain aloft indefinitely.  On the “ground” large salt harvesting industry-cities slowly sail-crawl over the shallowest of seas.  In the middle zone between the highest surface peaks and the lowest floating islands, there are many large plasma sail skiffs coming and going, the small ones on business, and the large ones immense pleasure craft, many belonging to the barons of the crystal market.

History
World settled during interregnum prior to the Second Empire by Friggian crystal hunters.  The inhabitants are thus descended from second clade Friggians (Who were quite likely mine-slaves.) and primarily display second clade morphology
Dulcineans frequently have light blue to gray skin, with many evincing a spotting pattern. Of second Clade Friggian descent and morphology (newer (blue skin, white hair, hair along ankles, feet, wrists, sometimes facial hair as well to a greater or lesser degree)
Exports – Crysteel, Dulcinean crystals, other crystals, salt

Crysteel  (a particular variety of crystalized iron, introduced in the early Second Empire era, normally “grown” in 0g grows wild and irregular in the skies above Dulcinea. The unique qualities the Crystal cycle endows these metals with makes them highly sought after for experimental Imperial tech and especially the outfitting of custom starships.  Crysteel has a unique mixing process which manages to preserve some of the other qualities that get mixed in due to “impurities.”)  skiffs take loads of the crystal “iron” to low orbit and there massed Low orbit factories produce great sheets of Crysteel. 
The full write up, including the Crystal Hunter character class and more is here

Sunday, March 18, 2018

Worlds of the Imperium - Seltremachs-3


Race of red skinned humanoids; Most are essentially Orc or Oni looking; (tall, big, red skinned, pointed incisors, and standard DCC characters may well mistake them for such. Run with it.)

Cold and electrical hardiness - Their ancestry and genegineering gives leveled individuals the ability to shrug off a number of points of cold or electrical damage / round equal to their attack bonus. 
Natural Weapons  Their bite does 1d4, those who file them (who are many) do 1d6+str bonus; on a fumble they inflict the full amount of that die on themselves.
Hit Points:   1d12 HP/level
Weapon Training: All melee, they favor large clubs, large scimitars/cutlasses (such war cleavers are passed down as clan weapons, reforged every few generations), and most especially pole arms.  They are also conversant in the use of the common Club, Mace, Net, Spear, Knife, Dagger, Ax, and Hammer.
They do not have a tradition of bow or crossbow use.   Instead, they have two varieties of primitive firearms.  
At most they receive light armor training.  Many prefer to do battle the old fashioned way, naked or nearly so. (Nothing heavier than Piece mail is to be found however).  A combination of biology and culture law strongly disincentivize the wearing of heavy armor (or clothing for those with an especially feral bent) by many.  Nonetheless they are conversant in light and medium armors. They are much more likely to wear piecemeal armor of some variety. 
Alignment:  Chaotic. Some few are Neutral. Lawful ones would likely be outcasts, or very old very parked matriarchs.
Attack Modifier +1 / level after 2nd.
Overkill Dice -  Lit. Extra damage dice.  In exchange for which they increase crits less rapidly as precision isn’t really their thing. (And they never do get a wider crit threshold; tis always 20)  Overkill dice only apply when using weapons with which the character is familiar.  Tactics are not precisely a thing the barbarians of this moon are known for.  In battle, they are often content to merely hit their targets as hard as possible, in the meanest place possible, and have a laugh about as they keep doing it.   Off world they are known as cheap and thuggish muscle for any number of traders or criminals who can articulate past the cultural divide.   Most work for battle, not coin.  
Seltremachian metabolism -     Due to their unusual metabolism and neurological relationship with pain and adrenaline, Red barbarians are frequently slow and sluggish on the first round of combat, especially when they did not initiate the violence.  They may not use their overkill dice and receive no attack bonus.
However on the second round of combat and subsequently the character proceeds without penalty. In addition, beginning on the third round of combat, provided the combat has been a continuous one, the character becomes supercharged, their adrenaline and pain receptors singing their brain into a higher order of functioning.  Each round after the second, the character recovers 1d3 hp or 1d2 stamina loss at will, provided combat continues.     
After extended bouts of melee the red barbarians are known for voracious appetites and almost drunken behavior as their brains are oversaturated with free neurotransmitters; under these circumstances their already short attention spans can become like unto non-existent. Most throw themselves into bouts of urge indulgent behavior before returning to battle and starting the cycle over again or entering an extended period of sleep.   And so the cycle of life on the third moon of Seltremachs continues…..,
Critical Hits Improve but slowly see below.
Initiative     Adds class level to Init. Rolls (but see Metabolism above)
Luck -         can add their luck to rolls to resist poison or environmental toxins
 (Lithium & Cobalt for example)

Table Seltremachian scavenger barbarian
Level
Attack bonus
Action Dice
Crit die & table
Threat Range
Ref save
Fort save
Will save
Overkill die
1
+1
1d20
d8/III
20
+1
+1
+0
+d3
2
+1
1d20
d12/III
20
+1
+1
+0
+d4
3
+2
1d20
d14/II
20
+1
+2
+1
+d5
4
+3
1d20
d16/IV
20
+2
+2
+1
+d6
5
+4
1d20 + 1d14
1d20/V
20
+2
+3
+1
+2d3
6
+5
1d20 + 1d16
1d20/V
20
+2
+4
+2
+2d4
7
+6
1d20 + 1d20
1d20/V
19-20
+3
+4
+2
+2d5
8
+7
1d20 + 1d20
1d20/V
19-20
+3
+5
+2
+2d6
9
+8
1d20 + 1d20
1d24/V
19-20
+3
+5
+3
+1d12 +1d6
10
+9
1d20 + 1d20 + 1d14
2d20/V
19-20
+4
+6
+3
+2d12

World details, 0 level occupation charts, and world specific equipage, critters, and stuff here.