Appendix G

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

Thursday, December 31, 2020

Awards and Decorations for 956 S.R. (2020 Patron appreciation superpost)

PATRON APPRECIATION POST

This year alone we posted 38 early releases, previews, venture seeds, behind the scenes, and making of posts.  Sub-ethernaut level backers get access to the Galaxy Black playtest docs and scads of articles not seen anywhere else.  All proceeds go to making our books better!   We are still small but growing super fast.   Please consider giving the Dreaming Gynoid patreon a look see if you are interested.

 https://www.patreon.com/DreamingGynoid?fan_landing=true

 

Awards and Decorations for 956 S.R.   11.020 /Third Empire

 The Empress, Maos T’Uvurth  first of Her name, Queen mother of the Tanix dynasty commands forth the following commendations, special awards, and deeds of note at this the end of the imperial year (a Sidereal) 956, being the 956th year in imperial record keeping since the conclusion of the Holy Reconquista of Vaena Martel I.

 The Empress’ List 956 S.R.

Osiris White, Chris Dunlap, James Velez, T.R. Williams, 

Tore Nielsen, Beckett Warren, Victor Garrison, Corey Brin,  and Jodi Breeden

 

All of you have made possible

The Book of Scarlet Abomination, Blasphemy Leak, and three issues of Sub-ether.  And (with your infinite patience) Galaxy Black

 

Sidereal Knighthoods

Beckett Warren, Jodi Breeden 

 are hereby awarded to those Imperial backers who have been with us more than a year.

 Special recognition and Imperial thanks also to

Aaron Johnson, and Evlyn Moreau for deeds above and beyond

 Moving into our third year, I want to also give thanks to every single one of you who have given us a look and those who continue to come back for more. We salute you!  Without you, this is all for naught.

 


Dreaming Gynoid studio is                      Gwendolyn Harper

 

Known Co-conspirators                            Chris Dunlap

                                                                               Osiris White

 


A little out of the ordinary.

Psychedelic and weird fantasy, SF, and horror

 

https://www.patreon.com/DreamingGynoid

https://dreaming-gynoid.itch.io/

https://ko-fi.com/dreaminggynoid

https://www.drivethrurpg.com/browse/pub/15028/Dreaming-Gynoid

 

We humbly thank Extrre Ashtereth for Her guidance and support these years of the Gynoid.  Praise Her Name, the Queen of Heaven.

And Tamarah Pandoramicum for allowing us to finish our tasks. Hail her dread majesty, princess of demons.

 

 

 

 

 

 

 

Sunday, December 13, 2020

Cult of the The Power Cozmik

 Cult of the The Power Cozmik (Cleric Cult)

In some way the Collapsing Universe itself seems capable of empowering champions to do it’s bidding from time to time.  Some believe this to be the spirit of the universe itself, in some sort of ‘cozmik druid’ sense.  This is an old phenomenon.  The Ancient Quetzal wrote of it first in the latter interstellar-galactic era of their civilization. A belief and paradigm resulting, was reconstructed by the Vem in Prehistory as they encountered Quetzal ruins early in their own stellar travels and it experienced a renaissance of sorts in Vem society. The forms and basis for the modern belief took hold here.

Most commonly it  accepts the existence of an Overgod, the sum of all sentient life in the universe (or galaxy, opinions differed); many of their latter successor technologies seemed to involve this conceptualized galaxy or universal mind.

 




The Iriib - Neytat  The Overmind, coalesced out of the eddies of faith and power within the Sub-Ether; Noosphere intellect/ lesser idea god

Somewhat less formally known today as The Power Cozmik

 Basic tenets

            Life is sacred
            Intelligent life is the consciousness of the Living Universe.
            The Universe flows and this flow should be allowed to continue unimpeded
            The Universe should be allowed to unfold as it will, so to all of those within it.

 

Alignment: Life, the Universe (Lawful, Neutral)

Weapons:    Mace, Sword,

Unholy         The Undead, universal incursions, existential threats, certain Gods, most Demons, the forces of Anti-life

 

Symbology -

Quetzal ruins can be found throughout the galaxy.  It is increasingly thought that the various “crystal garden” worlds that seem to be becoming less rare as one moves closer to the center of the galaxy may have been the result of early “Quertzalforming” of these worlds.  

Symbology – winged serpents, jeweled birds, the power cozmik

Related: Quetzal cults, Ancient hypertech,

 

Channeling the Power Cosmik 

When invoking the Power Cosmik, the caster’s Eyes hands and face (sometimes the caster’s whole body) take on the aspect of the universe, appearing as a black shape through which can be seen the deeps of space.

The power cosmic - Spellcasting le Grande Astromancies;

Playing a Cleric of the POWER COSMIK (you have to think of it in those terms or it loses something) is not subtle. You don’t just casually tap the invisible pattern of galactic ley lines in order to  channel zero point energy.   In somewhat different nomenclature, it is pure (positive material) energy, with a distinctly Primordial twist or tang or resonance ( You are tapping into the un-utilized potential energy of the big bang here).








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

  and (itch.io link) 

Thursday, October 15, 2020

The Vulcan Weapons System

The Vulcan Weapons System

The sole product of a rogue Imperial Scientist who, for a time, traveled from world to world selling unique weapon artefacts, doing business as Olympiad Arms Ltd.   The Vulcan, at least, is believed to be the product of his last (successful?) voyage into and out of the Federate No-Go Zone.

Most often taking the form of a pair of bulky, seemingly very heavy and unbalanced pistols, the components may be combined into a single artefact in a variety of configurations or an as yet undefined number of smaller configurations of multiple components.

Type: Technological (?) Artefact              Power Source:  Divine energy

Woke: No                                                     Intelligence  neg.

Restrictions:   Soul locked - only one config. Unlocked per character level or HD

May only be used/operated/manipulated by one individual at a time.

 

Known Configurations included

Default – Hephaestus Pistols             Range 15/20/25

Designed to be alternately or dual  wielded by a single user, each fires a bolt of pure ‘creative’ energy – the divine fires of making, as wielded by the Gods of the Forge – inflicting 3d5 damage on any living, mortal thing such an energy blast strikes.

 

Contratitanic Rifle                                  Range 130/270

Combining the components, attaching one into the other and then extending them (1-2 rounds depending on familiarity). 

Inflicts 3d12 damage per hit

 

Monster sighting carbine                    Range 50/100

Combines one into an augment for the other, extending the barrel and fanning out a variety of analytic and computer functions. Strikes a single studied target at +2, inflicting 5d5 damage, or any other target at +0, doing 3d4 with each hit.

 

Hades Blaster                                           Range 5/10

The one pistol eats the other and transforms into a single bulky projector that fires a combined spiral blast of negative material energy and tidal (gravitational) force. 

Fires every other round for 6d6+1/die damage on anything material in the universe.

 

Fury configuration                                 Range 60

Blaster, Armor arm, partial helm and targeting reticle

Single blaster firing bolts of concussive omni force striking for 3d6 pk damage. Strikes at +3 to hit, and grants +2 to AC while engaged.

 

There is believed to be at least three other settings – a web like projector that can be used to get around and travel as much as capture and immobilize opponents, a charged electric purple hood that allows the sighting of invisible creatures and fires eye blasts of light energy, and that of a lengthy rod or “Radio Staff” that redirects up to 2d4+1/level electrical or light attack energy and can fire bolts of same each round, while also inflicting 1d7 damage in a fight.

When inactive, often appears as a pair of off colour porcelain bracelets.









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

  and (itch.io link) 

Friday, September 25, 2020

Venture seed: PUZZLEWORLD

 

Overheard in a well-connected High port bar

Imperial naval elements have been dispatched at the behest of contact teams now deep in the Far Sagittarius Arm at the discovery of an immense, nay, world-sized contragravity artefact. 

They are already calling it Puzzleworld.

Like some immense Escherian construct, ‘Puzzleworld’ hangs in the heavens, looking as though a world once intact were split into hundreds (maybe thousands) of discreet but intact semi-geometric fragments, and set apart – floating in suspension, separate but together.  Making it not only possible but….perhaps in places easy….to move through the planet along immense but intricate pathways wrought with gravitational distortions.  Literally making the planet itself a maze to navigate through if such is desired.

And who wouldn’t be curious about that? I hear they are looking for unsigned navigators to help chart the thing.   Surely the black pyramid will send along some ISA Swolehead soon as the currents sing.

 

 

A comms circuit, seventeen levels underneath the Black Pyramid, on Teranaya.

“Open new file.  Copy the disbursements approval board.   Approval board message begins.

Candidacy believed excellent.  Imperial Naval Artifact R1187 C987/76D

                                                                                                R199a/SagDeepSurvey7

Candidate believed highly likely for classification as ISA Artifact/Known Precursors/Artifact Index/Wonder/possible site 7

“As department head of the deep archeo-history research and securities division and team lead of the Artefact Recovery Process (Internal) I ascertain the utmost likelihood of tremendous benefit and need for immediate haste to secure transit and research rights to Imperial Naval Artifact R1187 C987/76DR199a/SagDeepSurvey7 which is located deep in the unexplored Beyonds of the Sagittarius arm.  This is an area thousands of Lights beyond the Imperial frontier, and we know nothing of area beyond an index of local stellar phenomena and a strandful of quasi historical index suggestions.

Simply put my friends, rivals, colleagues, and bitter enemies of the Parasciences Institute, I put to you that this world is one of the Pretanaja “art installations” I have written so extensively of.  Naval intelligence suggests that the world is not presently inhabited and has not likely been for some time.  We MUST get on top of this. Securing such a site for Imperial Inquiry should be one of our top priorities for the coming Sidereal.

I still seek funding for a secure contact team to study another suspected such world, Wonder/Possible site 5, however I understand that as that is in the Neutral Zone with the Federation getting approval may literally take centuries.   

Regardless of the outcome, pending, to my request, I hereby tender a formal leave of absence as I am about to hire a starship with funds from the discretionary pile once I can find one crazy enough to take me that far beyond imperial space.  You can message me when you make approvals on the usual frequencies. 

Knej E. Kinshataywann, doctor

(Abjured) department head on leave

 

>>>>>>Replies available???

>>>>>>Priority one incoming/Director Maietbuyo begins

Alright you have approval, I’ll run it across the board in the morning.  Travel papers ae being arranged, also a sufficient dip into the discretionary fund to hire 2-16 contractors.  Please don’t go to this weird alien thing all alone?  The navy is already sending a team so you may not be alone out there.  Also, please leave a full metric persona backup with us before you lift, we can’t afford to rebuild your department because you got your skull crushed by a two ton weight.

Be Careful while sciencing Doctor.  
Hail the Empress.
Director K.E.C. Maietbuyo,
Parascientific studies and disbursements panel
Imperial Science Academy, Teranaya "


 

 

 

 

 

Friday, September 4, 2020

Voyage of the ICSS Serendipity (Expansion material for Orphans of the Black)

 

Voyage of the ICSS Serendipity

 

“At these velocities, time, and distance, space, and light - even such commonalities as sight, and meaning, all become highly relative phenomena.”

 

This article augments the (otherwise greatly abbreviated) voyage of the ICSS Serendipity into the Interrupts. (Sub-ether 2 p 75), doing so in the form of a day by day accounting of the voyage (done as an event log with *short* sub tables and statblocks accordingly).  If you have access to the Sub-ether rules in Galaxy Black you are encouraged to embellish or ramp up what’s here or substitute your own choice of encounters. It’s your game.  

 

Ship voyage time - Day one – Ship’s clock set to zero hour, Serendipity dives into the shallow first layer of the Sub-ether.  Wherever the party is located, the remaining visible hull damage all speak as though the holes are mouths, moaning once greatly in unison first in horror and then ecstasy as the ship descends into Sub-ether from material space.

For the next progression (seven days) the PCs are all somewhat laid up with jump sickness;  meanwhile the walls seem to bleed or crawl with devouring insects.  Soft calming music plays in your compartment. It doesn’t help.

 

Day twoBehavioral Meme Breakout - an epidemic of “being a single person standing in place and then shouting, carrying on a sustained scream until stopped or passing out” hits the crew passing inscrutably from one to another, sequentially but randomly until it has passed through every single person aboard.  Should take most of the journey…..

 

Day three Throughout the vessel, all of the corridors seemingly have gained an additional 500 feet while traversed.  Everyone on board is very patient with you but they don’t seem at all alarmed.     “Ya okay. mmmm Space is weird,. man.”

 

Day four a small group of spectral entities get through the tatty ghost screens and lay waste to the outer upper deck, slaying several members of command.  They are repulsed.  The party hears of it later.

 

Day five as all are sharing a communal meal in the Gods’ hall, one of the ship’s engineers literally just fades from existence. Any technically inclined characters may be recruited to become Engineer’s Assistant 4th Class - (apprentice)

 

Day six – most of the crew are hypnogogicly aslumbered as the vessel drops into a lower sub-ether depth.  Everyone has intense fever dream visions of a charging army, an actual wall of screaming maenads charging at them with sword, axe, and dagger.  A day of stupid jump scares puts everyone on edge

Meanwhile the gravity drive has trapped 1-6 photonic birds in it’s drive tubes until the vessel rises back to the first sub-ether on day Nine (see below).

 

Day seven A few younger members of the crew known to the PCs inscrutably age 40 years, leaving one of them infirm and pro’lly close to death.  These effects are persistent.

 

Day eight meme warp. Everyone make a Will save (DC 13) or have one of the following irretrievably spinning around in the back of their head …. Forever.

“… the desert, or the sea, that only voices out of the air can reach them”

“……..mana – mana…..doo DOOOO dee DOOO DOO mananana doo doo DOO DOO”

“ARRmor hot dogs….”

 

The ancients of the radio shell surely spoke in quite strange riddles.

 

Day Nine  The ship makes what appears to be unexpectedly good time/arc and rises back into the first sub-ether several days early.  In the drive compartment, the photonic birds trapped days before briefly have a window of escape. Somewhere else aboard vessel these critters “materialize”

Photonic Birds (1-6)  Init +0; Atk   fists +1 “bite” melee (1d6 light absorbsion); AC 16; HD 2d8; hp; MV 230’; Act 1d20; SP dark matter creature, creature of the vacuum photovore; SV Fort+0, Ref +0, Will +3; AL N.

Dark Matterthe creature is wholly composed of non-baryonic ‘dark’ matter which ignores matter and energy completely but affects and is affected by gravity.  Lower forms of such life are common along the galactic rim and the void beyond as well as in specific concentrations that seem to follow ancient galactic ‘leys’ splayed outward from the core as a spiral.   Such creatures are commonly destroyed by the use of Gravity Drives,   It is thought by some that the empire’s artificial gravity technology attracts such beings. 

Photovores - the being’s spiritual, psychic, or metabolic needs require them to feed upon light and its constituent make up, literally consuming available light sources. Such Light eaters gorge when fed and thus create darkness in a 5” radius / HD each round that the creature gives itself over wholly to consuming available light. 

When confronted with a hologram, the Photovores will be able to inflict 3d6 ‘permanent’ hit point damage per bite attack

Creature of the Vacuum – the life form is native, descended from native, or was long ago engineered to survive natively in a near or total vacuum and is adapted to such an environment.

Creature begins with 1d3 innate resistance of the effects of cold, heat, and exposure; each time such damage is inflicted, the creature takes 1d3 less damage than would have been the case.   The Judge can stack this many times on the same life form to create much hardier vec life creatures.  Each time this is taken, the resistance stages up once on the dice chain.   Further all such creatures save v. dazzling, bright light, and radiation at +4 but this saving throw is not augmented by stacking this ability. 

Such a life form requires no vacuum suit to work in space though may still require an environment suit when going planet side or into a strange atmosphere (which for most such creatures will be all of them) - at the Judge’s option any single atmosphere can be considered non-hostile and so the creature will not need additional protection; commonly Garden oxygen-nitro atmosphere but not necessarily)

Day Ten   necrotic warp discharge – the ship is momentarily washed in a wave of negative energy that sucks the colour out of all within it for but a moment.  IN the aftermath the character with the lowest luck score has …changed.  Roll once on Physical Appearance of Un-dead (DCC core p 381) and apply the results immediately.

 

Day Eleven - Day of the Reader In the Sub-ether the ship is surrounded by strange misshapen lights, orbiting ominously in a perfect ring.   The Green maiden manifest many places on the ship at once, seeking you out -  “You” being

a) anyone who has espoused interest in playing a psion, psychic, telepath, or other such 

b)  anyone the Judge choses at random

c)  the character with the single highest combination of PERS + INT

Those selected are offered a glowing seemingly golden apple, nut, acorn, or berry, as appropriate to the character and life form.   Those who consume it will experience an incredible psychedelic vision resetting that realigns their cozmik Yuka.

On waking they have developed Empathy at 1d16.  Those already so gifted will find the action die for it now boosted to a d20k, and they have gained a psychic proclivity. 

Meanwhile the lights outside dissipate and fade.

 

Reader Proclivity/Truthseeker Psion - secrets are impossible around you, they seem to be drawn to your mental ability of their own accord. Whatever is repressed calls to you, whatever is hidden whispers

+2 to discern or detect hidden strategies, kept secrets, things they aren’t supposed to talk about, and the like during any psychic activity. 

 

Day Twelve  11-30 breveavement hallucinations (see below) are loosed on the ship.

Active Perceptual Breveavement Hallucinations – one of the commoner consequences of Sub-etheric travel, these are NOT the spirits of the dead, but are instead noosphere memes of ‘seeing dead loved ones’ (already commonly spawned while traveling through the Sub-ether) which have gathered enough spiritual residue to take on a quasi-real existence when infused with the attention span of a living creature.

No stat blocks are given – they are but a nuisance albeit a frightening one.  They are not genuinely dead creatures nor un-dead but a phenomenon only common because of the effect an active gravity drive has on the Sub-etheric medium and the ectoplam around it.  They have neither self nor sentience. Whatever they say to you is pulled literally from your own mind.   Experienced spacers know that if they are persistent, to not engage with them. Literally “ignore them and they will go away.”

 

Day Thirteen  Healed scars move position on the body of the PCs. If they have a scar on their left upper arm, as of today it is on their right upper arm, or distributed somewhere randomly.

Beginning on this day, check for arrival; Roll 1d6. Arrival and emergence from Sub-etheric depth occurs on results of  6+

On arrival see Day Seventeen below.

 

Day Fourteen  The character with the lowest luck is stalked by their reflection today, which acts independently and makes rude gestures at you when you are not looking but when others can see.

Check for arrival again. On arrival see Day Seventeen below.

 

Day Fifteen the party member with the highest PERS experiences an active hallucination of their own death on the moon to which they are journeying.   Someone you trust has shot you in the back and leaves you, in your leaking suit out on the vacc surface to die slowly and alone.

Check for Arrival at +2 On arrival see Day Seventeen below.

 

Day Sixteen  the ship’s master of patterns comes to one of the party members – apparently they would like to scan in an item of the party’s beginning equipment into the ship’s Makers.   If the party member acquiesces then a duplicate of that precise object will become standard equipment abord the ship within the next four progressions.   Aboard ship this carries with it social status and makes you look good. +1 XP to the donor

Check for Arrival at +4 On arrival see Day Seventeen below.

 

Day Seventeen – Arrival – if it hasn’t already the Serendipity rises out of its Sub-etheric trajectory, rapidly breaking up into the first Sub-ether and then into normal space, perhaps 100 light minutes outside of the Ilthea system.   Anyone who has not ‘spent xp’ over the course of the voyage (functionally anyone not first level) must made a DC 14 Fortitude save or find that within 1d4 hours of their return to normal space (roll 1d4)

  1. They have aged one additional year physically
  2. Their hair or other similar structure has turned white.
  3. They have developed tiny purple-black thread shaped scars around their eyes.
  4. Their hair, or nails begin to fall out or they begin to shed/molt, though without unusual biological effect.