Appendix G

Appendix G
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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. 


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