Appendix G

Appendix G
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Showing posts with label DCC. Show all posts
Showing posts with label DCC. Show all posts

Sunday, October 3, 2021

Patron Design Tricks - For those stuck on designing a patron I share this

I love designing patrons, they are (among)( my favorite thing about DCC - one day I am going to run a variant without clerics and no wizard magic other than patron magic but give that to all the classes.   

But anyway. I do love patrons and I love designing them, though the latter was not always true.  Patrons often appear deceptively easy to create fully until you sit down and realize you either do not have enough for a full patron or you need to whittle it down to a more focused single thing.   IT can be a real challenge, especially when you are creating new original material and so lack the yardstick of a more familiar thing.   

Even then, executing an end result that anyone wants to play with ever is almost a second skill set.  I used to have a much harder time breaking down patrons and making their design nay good – especially in sorting out What (of the idea) goes where? 

Then at some point I recognized that they are all legendary, in the folkloric sense.

 What do you mean LEGENDARY?   Here’s what I mean - Once I realized that the one defining element in the game world  (within the fiction) that ALL patrons have in common is being Legends, then designing them became easy and a lot more fun.   Taints? You become like them. Cool.  Do they have curses they are laboring under? Now you do too.   Spells? Well, what is the legend’s story? What is the legend? 

The three spells are what happened in the legend.  You tell the story by describing the spells and their effects.  

Its’ a neat medium to work in and I love writing mythologies for things.  So it’s been bang on for me ever since.

Remember, the patrons you create are your (fantasy)’ settings folklore.  Build from there.

 Of course, you can call me on this as Through the Walls of Mistand Thorn contains no less than FIVE patrons, all very Fairyland themed (well psychedelics horror show Fairyland, _I_ wrote it)  and give me the what-for on my patron design. 😊 




Friday, February 12, 2021

Colony Hazard - Thulk Worm Contagion

 Dear mother

 

Extraordinarily sun-burnt greetings from the distant imperial frontier!

We are coming up on our first local year here and what a year it has been!  This is my fist test of my homebuilt ansible, I have no idea how long it will take you to receive or how badly it will have degraded.  We are well into the Quarantine, but our little colony is doing incredibly well for itself. To be perfectly fair I think it was declared while I was still in transit, but we only learned of it locally maybe 20 progressions back if that.  

 

We are on the northern continent right now, which is in winter strangely, so we may have picked a bad time.  Apparently there is a sapient people up here and I would like, am trying to make peaceful first contact with them, as a representative of the colony if nothing else.   One of the other colony sites encountered them on their first trip to the mainland and well I am pretty much the resident scientist for the colony at this point.   I’m happy to help! 

 

A lot more has gone on and I have several strange new friends, but I can’t real.ly talk about that.

I may need to formally speak to ‘Great Aunt Greta” about the family giving me a grower’s license for some napthentevine.   I’ll need the full one as I’m so far from home. Also, I would eventually need to bring in and vette my own licensors.  Never saw that coming.

I believe we have spores.  Must dash,

Regards to father

Your socially appropriately loving daughter

 

 

 

P.S.  The megafauna here used to be dregging ENORMOUS.  I’ve scanned in a few of the bigger fossils for you to print on your Maker.  I’m sure Gran will appreciate the conversation starter



Colony Hazard – Thulk Worms (free!  Get it here )

What is this about?  Get Colony Black here  (drive thru link) 


Monday, August 31, 2020

The Orphangrinder’s Crew (Sub-ether 2 support article)

 The Orphangrinder’s Crew

The Crew of the Maenad “raiding yacht” Fleshgarden

 While the proper name of Sonja’ s vessel is the “Queen Sonja’s Flesh Garden,”  more than a few maenads of other vessels smirk and call it the Orphangrinder. 

Sonja’s reputation, such as that she has one among the other captains, is of one who is perhaps overly fond of adopting strays.  Sonja has non-Maenads serving on her ship, which is not unheard of on a maenad ship (where each Captain makes the laws ultimately) but she has many of them.   Several others, especially – at present – many of the officers she considers her “command staff” may be Maenads but were all ‘recovered’ (as she likes to say) from settlements and situations not of a maenadic aspect.

Her XO was taken as a child and raised in the imperium as a slave; for many decades he was molded into a brainwashed intelligence asset for a noble of one of the great houses; In the last two decades he has sought freedom, but only in the last ten years has he known Sonja. 

 

“You can be a knife, or you can be a bloody wound.

I am the knife.”


Free Download - the Orphangrinder's Crew 



Get Sub-ether 2 HERE

 (opens Drivethru link in new window)


Saturday, August 15, 2020

Sub-ether Crossroads Sale!

 

“I went down to the crossroads tried to flag a ride

Down to the crossroads tried to flag a ride

Nobody seemed to know me, everybody passed me by”

 

3 different paths to the stars

Bring your DCC RPG characters

Your shell shocked Noir survivors from Sub-ether 1

Your Mutants

Your Manimals

Leave your world

Until August 20 at midnight

To celebrate the release of the second ish of Sub-ether both issues are 33% off at Dreaming Gynoid’s online store.

https://www.drivethrurpg.com/product/323568/Subether-2

Drive thru sale on both sub-ether 33% off to celebrate new issue

Monday, February 17, 2020

VIRTUES! Potent champions of order and light for your DCC games


There is a flash of blue and gold shine fading in the green afterglow of translocation and a great and celestial being has appeared before you.   Behold Amethystianhfel the Hammer, Throne of Exterre Ashtereth, Queen of Heaven and Commander in Her Celestial Legions.

A great strange higher planar being, one of the Higher Virtues or Angels.   Their material form seems to combine the features of many birds and other things besides.   The mighty being pulsates with an inner sapphire light, giving her blue skin a purplish hue when she engages in any celestial activity.  (Indeed, She seems transparent to most mortals who are pure of heart.) 
The majority of her body combines the features of a finch, a peacock, and a night preying bird, such a larger species of owl.   She is also quite large and sports a double set of blue and gold wings. In the higher Sub-ether or other planes these wings can spread to a span of 90’ to facilitate rapid trans planar flight.
She is at least somewhat made of light and so understands and can impart wisdom on photonics and other physics esoterica to the right scientist.

She bears a gold rod that is her badge of station as a high servant of Exterre; in some worlds it acts fully as a rod of rulership and can be loaned to (especially deserving) mortals as such in a pinch. In most worlds however, she will not part with it, as to do so would be to call into question her loyalty.  Likely much of her essence is presently bound up within it as befitting a high Servant of Exterre.

In times of active celestial warfare, she can call upon 200 lesser virtues and easily 5d12 least Thrones into an active fighting force within “three days and nights.
Further, as a high Throne in the service of Exterre, she bears three keys, part of the number of Her thrones that serve as binding agents for the ifrit and djinn that have been bound into her service, which presently number into the thousands. ”

In combat against the forces of evil or, especially, the forces of the Unmaker,  Amethystianhfel has been known to appear in the following form.

Amethystianhfel the Hammer (1): Init +10; Atk weapon +14 melee (1d16); AC 28; HD 14d12; hp 98; MV 90; Act 1d26; SP many; SV Fort +9, Ref +9, Will +9; AL Lawful.
Hammering force of the Star Queen’s Herald In an atmosphere, Amethystianhfel has been known to wield a tremendous, but invisible, beam of pure force, used like a sword or mace.  It can strike any opponent in 70 feet  Each strike inflicts 98 points of damage on Chaotic, evil, or any other designated opponents. Anything slain by it is immediately reduced to  puddle of inky green and black smoke which then visibly evaporates with a scream.   Anything of Chaos slain by this use of force will not return.
Hammering snap - On arrival or with a snap of it’s dozen fingers everything aligned with Chaos and Evil must beat a DC 28 Ref save or be thrown prone by a wave of instant concussive force radiating out from the Virtue.  Any servitors of chaos or evil will be deafened for 1d5 rounds thereafter; any objects or materials dedicated to or tainted by chaos or evil will shatter or, if appropriate, smoulder and burn in the aftermath of this effect. This extends to non-magical and low tech mundane apparatus used by the forces of chaos; ex.  the chaos champion is on his ass and deafened yes, but all of his non-magical gear just shattered to powder;  Any undead or spectral entities in the area of effects are returned to the grave or banished into the near Sub-ether, as appropriate, no saving throw.   This extends to a full radius of up to 28 yards from the Virtue.


LESSER VIRTUES

The 4 Lesser Virtues (there may be 3 other, Greater Virtues:  Hope, Light, and Charity, though a higher rune is required to call upon them)
Justice
Knowledge
Motion
War

Those in the service of the forces of Law, including it is assumed all clerics of the Imperial Church in Galaxy Black, are trained in the runes and spirit pathways by which these agents of order may be invoked or called to the mortal plane….and the means by which they may be embodied into material objects to serve in the fight against chaos. (Calling a lesser virtue requires a second or third level spell, much as invoking one of the Great Virtues requires fourth or even fifth level clerical magic.)

Justice virtues may be embodied into books, rods, or any demonstrable implement of justice or civilization.   If you can swear an oath on it, it’s appropriate for embodiment.  Many Justice virtues exist in the service of Leviathan.

Knowledge virtues may be embodied into media of almost any variety, holograms, headware or brain implants.  Knowledge virtues are known for exacting pact conditions to accept embodiment – often the embodiment being a short term or limited duration during such a time as the Virtue will pass on what it knows though it could involve the virtue being bound as a book and left on a lower tech planet where those who could benefit could find it or something similar.

War virtues of course may be embodied into weapons or armor.  
Most war virtues are it is said in the service of Exterre Ashtereth
Weapons and armor so embodied do not chip, wear or break.  They are functionally immune to the rigors of entropy.   Weapons always inflict maximum possible damage. There is no variation (and no possibility for critical hits either).  Envirtued armor have been known to survive their wearer’s destruction. 

Virtues of motion do not like to be embodied, it is contrary to both their nature and their purpose.   They would much rather simply take that which has called them to their destination and back than ever be held in one place like that.  

Virtue of Justice  (1, on higher planes 1 or 3): Init +7; Atk weapon +11 melee (11 + 11d3); AC 26; HD 11d8; hp 77 each; MV 90’; Act 1d24; SP Wheels of Justice, celestial traits; SV Fort +7, Ref +7, Will +7; AL Lawful.
Wheels of Justice Turning Swiftly – attempted deception in the virtue’s presence requires a DC 17 Will save, failure indicates the speaker is now on fire, taking 1d4 hp/round until they recant their untruth.
Those in the service of Law who have abused their authority in the Virtue’s presence must immediately succeed at a DC 26 Fort save or take 44 points of damage a round until they fall before the Virtue and recant. Many are the wicked who find themselves functionally struck dead by the arrival of such a being.
The virtue knows what you have done, whatever you have done, immediately on entering their presence. Act accordingly.
At its discretion, the Virtue may bring those who died from grave misjustice back to life.  It has been known to abduct war criminals and mass murderers when summoned into such a being’s presence.  Be careful in summoning Justice, for the virtue’s commitment is total.
Celestial traits - Virtues of Justice appear in their own form as something like a series of spheres or discs spinning together, generating friction and fire when they come into contact.   To mortal eyes they commonly chose any number of obvious Justice symbols from the noosphere as appropriate.

Virtue of Knowledge  (1, on higher planes 1-2): Init +7; Atk weapon +11 melee (11 + 11d3); AC 26; HD 11d8; hp 55 each; MV 180’; Act 1d24; SP Cosmic awareness, command of knowledge, celestial traits; SV Fort +7, Ref +7, Will +7; AL Lawful.
Cosmic Awareness – the virtue of knowledge can call upon information from the Noosphere at will.  It is tied to the knowledge base and experience pool of both its patron Deity and all those who have died in Her service.
Command of Knowledge – the Virtue can order Noosphere creatures in vicinity into its service with a reasonable chance of success.   The Virtue can understand, control, and manipulate data within storage media at will.  You cannot lie to a Virtue of Knowledge.
Celestial traits - Appearing in some of their native planes as a ‘walking lantern’ – a sort of gas light mount waking on eight artificial limbs each of a differing progress level and material.

Virtue of War  (1, on higher planes 1-3): Init +7; Atk weapon +11 melee (11 + 11d3); AC 26; HD 11d8; hp 66 each; MV 600; Act 4d26; SP celestial traits; SV Fort +7, Ref +7, Will +7; AL Lawful.
Call for War – At will, the Virtue of War may utter a metacelestial call to battle, sounding like a warbling bugle call that vibrates all reflective surfaces;  either  (Lesser call) 1d12, (Great Call) 5d12, or (Revelatory Call) 1d100 celestial beings will arrive responding to the call within 1d3 rounds. 
Engine of Virtuous Destruction – when engaging in battle a War virtue will elicit a thundering word of purpose.  In a cone shape (1x3x9) that can extend as much as 9 kilometers about 5 and a half miles) along it’s longest axis. ANY structure that shelters evil or chaotic beings in that area of effect is reduced to rubble.  Any structure that shelters the innocent, the virtuous or those caught in the crossfire is immune to this effect and in fact will find that all doors and portals sealed, so as to prevent the destruction of innocent life in conflict.  (Mortals seeking entry into such a place will likely find the doors open but one day, only to allow them ingress.)
Engine of Visceral Destruction – Up to three times a day on the mortal plane, a Virtue of War may unleash it’s primary war power;  a blast up to 700 yards long and 70 wide that inflicts 24d10 on all structures, devices, items, relics, and servitors of chaos and evil. When used for any purpose short of true conflict with a major demon, devil, or the like, the Virtue may find themselves later held accountable in the Courts of Law.   Summoned or conjured creatures of chaos and evil may be driven off the material plane if they survive (DC 26 Fort save to resist).
Celestial traits – in it’s native form as a complicated set of horns and cones arising out of a common single point, accompanied by the beat of powerful wings, equal in strength to a heavy helicopter taking off.    To mortals or on the mortal planes takes on all manner of appearances; almost all involve four wings, a central horn or trumpet, and many mouths or jets which spew sound and light as waste products.
When in conflict with the proper forces of chaos and evil, be they demons, great devils, primordial terrors, or outsider things of uncreation, their weapons always hit, and they may choose the amount of damage inflicted from what is available.   They may always critical on such a critical at will, thought the result must be determined as usual.

Virtue of Motion  (1, on higher planes 1-3): Init +7; Atk weapon +11 melee (11 + 11d3); AC 26; HD 11d8; hp 55 each; MV 180,000; Act 1d24; SP Cosmic understanding of physics, caress of total motion, celestial traits; SV Fort +7, Ref +7, Will +7; AL Lawful.
Cosmic Understanding of Physics – the Virtues of Motion often were responsible for the creation, articulation, or maintenance of the celestial deeps of various prime material planes in the ages of old and in some rare universes today this is still so. Nonetheless they understand these things in the way that a programmer would …and know how to get around them.  
Functionally this is a sort of pure motion or speed based force that allows for suspension or ignorance of physics and natural law, but which does not violate that law’s integrity.  When they have agreed to take someone somewhere that mortal is briefly endowed with a variation of this ability – they can run in mid-air, stand on the ceiling, and other sense defying impossibilities so long as they understand and believe that they can do so.  Their max. speed int his instance is limited by their INT where not superseded by the Virtue’s own rate of motion.  
The Momentary Caress of Total Motion - The Virtue’s primary attack form when confronted with hostility (and it doesn’t just leave which is its most likely response) is to impart the tiniest fraction of the universe’s total fraction of motion and energy onto the target for fractions of a microsecond. Damage is imparted immediately on the slightest of touch contacts.  Damage has been known to resemble injuries sustained in system ship crashes
Celestial traits - Virtues of Motion appear as a token of respect, still, for one round on arrival. Thereafter they are best described as a high energy blur of motion at all times.



All have common Celestial traits
Immune to disease and the ravages of aging or time.  Functionally immune to effects of entropy.   They are immune to the effects and special attacks of undeath and the dead. 
None of them can be compelled to act against their nature
Attempts by mortals to banish them from the material plane must beat their AC as a spell check DC (26).
They understand all mortal material languages instantly.
All may appear as basically anything to mortal eyes.  Unintelligent & non-sapient sensors cannot record their motions or detect them without exotic apparatus.
Also, remember their age. They have, almost certainly, really have, seen it all before.  All of it. Even that.


















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

  and (itch.io link) 

Friday, February 7, 2020

Juves Gone Wild - a short funnel set in Umbra City


He was, they thought, some buzzhead.  A drunk, or maybe a spice nut.  Whatever.  Some strange rando was called out on a ‘disorderly & disobey’ and pulled into the SecFor Compassion House for some ‘cool down time.’

The weird movements inside him started a few hours after he arrived on world, Maleth Noir, armpit of the old Imperial core.   IT didn’t seem so bad at first. But the sweating.  Some reaction to a local pollen perhaps, or maybe climate control – they used force field climate control here he read – sometimes seemed to trigger a reaction.
By that first evening his skin felt like it could and very well might dismount from his flesh and crawl about on his own.  He hit some Pharm and went to get a drink and that’s when the movements…inside began.

The E-district was already filling up at the SecFor briefing house that morning; a crystal convention brought a delegation of 100 filthy credited merchants from Dulcinea and their associated entourage. Some of the visiting crystal spiders were having problems with the stationary holograms and so the pods were filling up fast. So, they rotated the guy down to Umbra city, let it be their problem.  He looked sick on the capsule to the transporting officer but sleeping.  They liked it when the perps were sleeping. Quiet.

The dreams were terrible, constant nightmares about cannibalism and being consumed from within by dozens, hundreds of tiny creatures. And the burning, so hot, he felt as though were on fire.  Sweat beaded like molten silver across his brow, both in dream and awake.  A kind of distorted time warp of a fever dream came over him.  He was being eaten.  He was being consumed from the inside out by hundreds of tiny gnawing lifeforms, that he could already feel violently moving about within him.  NO ROOM  And they would be idle and then one would panic and then all would scramble about trying to find a way out.
Paralyzed by and full of fear, he did not even recognize when he came to wake, or why the officer was speaking so slowly but loudly. Or his response. He was just…angry. And strong.
He could now dimly recall a thought, an almost afterthought, from the moment he stepped off the shuttle in Sky city – a … doubt? No, regret? Was it something he had eaten?   Inhaled.   Fucked?
Whatever it was he couldn’t recall, memory obscured by the tearing sounds of meat and the wicker bending of uncared for and soft bone, and the constant movement now. IT did not stop. And there was more of it.
Whatever he did, it was obviously something he should not have done.

They beat him when he turned violent.  IT was obvious they took it too far immediately. He tapped out. For a moment the five officers exchanged glances and looked at the shine on their boots.  Finally, one of them took some initiative and they got the body…the suspect to a secure holding at the far end. Leave him there until the end of shift and let him sleep whatever off. All with a quiet prayer to the Status Quo.
Hours later, at close of shift, the hack looked in on him, but was almost immediately summoned away. Some upstairs stiff had ordered a round up of undesirable juves for some reason. Right now, tonight.  And he remained. Though she swore, later quite literally, swear in the deposition embossed with the seal of Leviathan, that she thought something large in his chest seemed to have been moving around, perhaps she said under his tunic.
As the juves were sorted and loaded no one came calling or to pay attention. No one heard the screams, the terrible screams, as the now nameless and horribly doomed off worlder felt their flesh tear apart, their skin split wide open, and their throat tear open from the inside as the first dozen or so space rats chewed and gnawed their way through his flesh.  His own fingers tearing at his chest, clawing now first tearing shirt, then skin, and then digging through flesh, meat under his fingernails until he hit bone.   His ribcage now exposed, contained a hundred screaming, squeaking, squealing off-world rats, somehow, impossibly, transported through customs inside his body.
The first of them screeched with chaotic delight as it wrecked it’s way up his throat, wiggling through is screams out of his mouth with a loud CRACK, unhinging his jaw.  Behind the first. A dozen more scurried out now the bore hole.

Squeaky Doom had come to Maleth Noir.

Juves gone wild / Squeaky Doom Comes to Noir  -a funnel for 12 juves caught in a SecFor round up.


Monday, January 20, 2020

Sub-ether submissions

So you want to write for Sub-ether or Galaxy Black?
Send me a proposal!  
A few suggestions
Think Big – High Concept, Big Ideas, don’t worry about translating them into anything epic or equivalent; also don’t be afraid to lean on really enormous high concept.  We’ll find a way to sell it.
Allow for Heroes – but Don’t Assume Them; don’t discourage people from doing the right thing.  That’s part of why some people play these games. But don’t Make them heroes, don’t insist on heroism, and don’t assume you and the players will always have the same idea of the Right Thing anyway.
A bit of Cheek – a side of grimdark is fine but it needs a bit of cheek;  don’t take the piss, that sends folk away, but always keep this all in perspective. This is for fun, it should be fun.  Let fun in.
Imperial grunge; Anything Galaxy Black sooner or later will need an extra coat of grottiness, what I like to call the Imperial Grunge.  It is always appropriate to “2000ad it up!”

Sub-ether 2 and 3 are mostly full;  Currently looking for space variants, new races, new classes, and shorter adventures or funnels; bit any good idea will be considered.  Send any proposals to dreaminggynoid@gmail.com and we'll talk. 

Monday, January 13, 2020

Cross town Monstrosity (Umbra City - Maleth Noir)

Sometimes you need that high level encounter for the whole group.  Sometimes you need a threat that can destabilize the whole place (however temporarily) and sometimes you need a Big Damn Monster for the PCs to slay, all nice and public like, to get the neighborhood/city/authorities/whomever on their side (Big Damn Heroes[1]). 
Like the city being invaded by a tribe of mutants or a few of the other wider ranging encounters in Sub-ether #1, this is one of those encounters.


An all-points bulletin hits the comms traffic; city districts are being placed into lockdown preventing travel between them and the largest scramble of hex spinners anyone has ever seen just dispatched overhead…heading for the Shades.
A cancer mage was cornered at the Reccie-works and called up some abomination to cover their escape.  So, there’s a monster raging out of control at the surface street level of the Reclamation works (section Gamma). And oh yeah, there’s a cancer mage running lose in the city.  
Just another day-cycle, right?
The monster at the Reccieworks will not be stopped, certainly not by the SecFor   Whether this was the sorcerer’s plan or not in the first place, they called up some kind of ... dreggu golem,

Dreggu Golem (1): Init +2; Atk flailing slam +8 melee (1d8+3 + see below); AC 17; HD 11d8; hp 40; MV 20’; Act 2d24; SP Skin that runs and flows like wax, Toxic touch; SV Fort +8, Ref +2, Will +2; AL C.
Skin that runs and flows like wax – the at once seemingly waxy, slippery, pudding-like surface covering the creature is in fact’s it’s skin and muscles, and it is hungry with necrosis, death, and incredibly regenerating, throbbing, pulsing LIFE.  Skin to bare surface contact results in 1d6 hp damage from chemical action and the loss of several layers of skin as the golem’s body attempts to absorb and eat the skin and muscles of those it comes into contact with.  This is in addition to and cumulative with Toxic touch below.  
The creature is slippery that attempts to hold fast or grab onto the creature do so a step down on the die chain.  
Toxic touch – the touch of the screaming creature carries with it a death sentence. A successful Fort save (DC 21) must be made to avoid this fate.  On a successful slam attack or any direct skin or body surface contact with the creature, the skin at once infects, mutates, and tries to consume that which it is in contact with.  Functionally this is combined chemical attack/alteration that inflicts 2d6 hp damage, and 2d3 points of ability damage.  On a failed save this also imparts a rapid acting regenerative cancer to the victim, metastasizing in 1d6 progressions and killing the character in 1d3 months.   ON a successful save, the afflicted still takes damage but can save to recover half of the ability damage (Fortitude DC 16) a day later. Further, while the character needs to be seen at a trauma facility, they are not imparted with immediate toxic death, though there is a 2% cumulative per passing sidereal that this will become so.
Mutants and Variants gain a +4 against this effect as their systems are hardened against even supernatural cancers.  Non-organics struck by this effect still incur the physical hp damage but suffer no ability damage and no chance of cancer.
Roleplaying Hints:   KILL ME I AM IN PAIN!!!  There is nothing left to be reasoned with. It just wants to die.   Kill it.   It is constantly making noises of raging pain, but all is too distorted to make out. 
The creation of a desperate cancer mage; this could only have happened at a Reclamation Works where someone (or more likely several someones) have been … recycled.  Soul fragments those “reclaimed” while living now dead summoned and infused into the semi-organic runoff from the Reanimators (dreggu) now shaped by poisonous will into a doughy roughly person shaped raging monstrosity.  





[1] especially if they are a bunch of DCC characters someone magicked up to deal with the problem.  While this won’t likely make them Noir’s version of the Avengers all by itself it will def. get them noticed and looked at favorably by many. 


Values of Electronic Warfare

Certain characters and devices are listed in Sub-ether #1 with an EWV; what is this cryptic number?  It is their Electronic Warfare Value.  

In an age of smart matter and relatively available Fabricator technology, especially in the core, everything is networked.  Across a variety of systems and relays and micro-transceivers.   When everything is networked, everything is at least a little smart, and so many of the coreworld population are mechanized, it is not surprising how common it is for that technology to be hacked.   From guns, to computers, to cyberoptics, all of it can be hacked if it can be remote accessed at all.   To simulate that, the following simple but highly invasive rule is presented.

Give all mechanicals an Electronic Warfare Value;  they can add their class and int bonus to this as well. Some classes also give an EWV bonus;  urban confiscator may just add their level.   Some cybernetics can give organics a base EWV as well. 
Note that Being and Class EWV bonuses are stackable.
All gear that is electronic and networkable gets an EWV as well; that’s the DC the hacker would need to affect that device.  This can be an enemies’ smartgun, or their onboard computer.
Some items will lack an EWV completely, having n/a or (*) where *denotes a particular value; this indicates that the item cannot normally be hacked but if somehow the computing elements on board could be hacked this would be the DC to hijack them.

Yes in theory you can hack another mechanical but it’s BAAAD form and also their defenses are higher than most tech. Esp. if leveled.
Gear can come in hardened varieties, which is ‘hack resistant’ increasing the DC by 2 for effectively doubling (at least) the equipment price
Assume that whatever the Imperial government uses is basically super hardened which is +3 DC

Just remember, Cybernetics can be hacked.

This WILL change the feel of the game CONSIDERABLY but if everyone is on board it balances out some of the super tech that the authorities will use on you whether you have done anything or not.....and could also be dangerous if you have any Mad Thinker types in your group.  :)   It''s your game, do with it as you please. 

Much more about he EWV and specifics as to it's use will appear in the new rules section of Galaxy Black.  Until such a time as you have a lengthy list of equipment with EWV targets, use the above and wing it. :) 
Any unusual or notable uses of this in your game?  Drop a line to dreaminggynoid@gmail.com and tell us all about it.

Monday, January 6, 2020

Listen to the Voice and Follow Me......


 “Let it in
Let it out
Empty head feeds you an Exit Bomb
Empty head wants you to sing along”
-          Chemlab, Atomic Automatic



Deep below, in Underworld 14x something stirs
An ancient power conduit momentarily springs into life, a circuit dying casts a final spark before the end before terminated by the building sector’s master control program.
It is enough.
The telescreen is lit.
It has power. Power for one.
IT starts with one.

In the vast nothing of perceptionless between space where it was imprisoned, Lord Televisor tenses for He knows his time is nigh. Soon, one will find him, that will bring the others, and the unity tyranny can begin again.  So Soooooooon

Lord Televisor Wants In
On Underworld level 14x….he is going to get what he wants.
Can you hear the static?  Can you feel the magick?
Calling to the workers
Calling to the children
Calling to the juves
Calling to all the disaffected masses
Listen to the Signal
Follow Me
Listen to the Voice and Be Free
Listen to the Voice and Follow Me


The hypno-lord has found an aperture, through which it has begun, at low level and lower power, the Call.
Check each progression until one.  All it needs is one.  Then every 28 days add more believers:

First D3
Then D6
Third month add D12
Fourth month add 2d12
Once they reach 50.  Things get really rolling.  
Each week at that point they are now actively recruiting and drawing out those who hear the Call.  After one progression add 1d3, after two add 1d6 more, and so on, as above.   Eventually they will be bringing in 5d12 more each progression.

You. 
You’re not supposed to be here.

Televisor is one of the entropic Lords of Ignorance, fallen gods of the Second Empire and enemies of civilization.  Hypnosis, surveillance, and data control are his domain.  Misdirection, falsehood, and lies follow in his wake…and then mindless violence.
Honoring Lord Televisor is a Category One InfoCrime. 

Lord Televisor, the Hypno-Lord  god of crowd control, mass hypnosis, surveillance, and control of the individual; favors doctrine ‘’total data control’ -  all other data is falsehood and must be destroyed, the longest lasting first. In past eras the cult of Televisor was that of entropy wrapped in a thin sheen of intellectualism; it developed a taste for mass worship at the height of the Second Empire’s most tyrannical and corrupt periods, drunk of it, Televisor will now not give up the feeling of uncounted millions giving over control of their lives in his name.
Among the most potent of all the Lords of Ignorance, even today.

Some say the signal from an active telescreen can be and often was subverted by Televisor to create “Agents of the View-State” via hypnosis, behavioral induction, and triggered specific hallucination, eventually creating a kind of biological degeneracy wherein these hallucinations became flesh.


Cultists of Lord Televisor (): Init +0; Atk fists +3 melee (1d3); or improvised club +4 (1d4+1); AC 14; HD 2d6+1; hp 8 or hp 11, 10, 8, 8, 8, 7, 6, 6, 5, 3, 3; MV 30; Act 1d20; SP Act as one; SV Fort +1, Ref +0, Will -1; AL C.
Act as one – the hypno-lord’s Most Compelling Signal saps the individual will even as it strengthens the mass mind, the mob, the mind of the crowd.  For each member of a group of cultists encountered those cultists have a free floating pool of bonuses that may be applied to any action die roll. Once spent they are gone, even after individual members have died due to violence or accident the mob continues and may spend their ‘point’ as usual.  Note that even if the same individual is later encountered in a different mob of cultists the “pools” do not carry over or in any way interact; they exist in the abstract strictly on a per encounter basis.
RP notes: Any group of cultists randomly encountered, in lair or in the corridors of underworld will react thus if confronted with violence.  Any group of cultists that spend any amount of time together will find their sense of self eroding in the face of their companions constant presence; in time they will dress the same, act the same, and come to recall the same things even if they are the memories of their companions.   At this point recovery will need psychiatric and possibly psychic assistance.


Hallucinating Champion of Lord Televisor (1)  Init +1; Atk  concealable blade +5 melee (1d4), or concealable slug thrower +4 (2d6+1, 70’); AC 15; HD 2d8; hp 13; MV 30’; Act 1d20; SP concealed weapons, contaminated flesh ; SV Fort+2, Ref +1, Will +1; AL C.
Concealed Weapons – the Televisory Mutant has been changed so that their flesh is now their instrument.  Weapons, small items of equipment, and other non-perishables may be indefinitely stored inside their own body.   These items are not detectible save through psionic or magical/divine means. 
To certain of Televisor’s cleverer, less dim-witted champions, they may at times find weapons and equipment have been placed INSIDE THEM through chaos miracle for their use and often their use only. In this way a Champion of Televisor may have firearms, energy weapons, or other advanced technology not commonly available on (or in) Noir.
Such rarified individuals may also possess other powers, gifts, or abilities, derived from their lives before or through entropic insight, imparted by their lord through endless sleep-teaching. The Judge should work out these details in advance but should have capabilities roughly comparable to one or two player characters.
Contaminated Flesh 0 the Televisory mutant can in a limited fashion contaminate others with their bubbling changing flesh. Those who come into skin to skin contact with the champion must succeed at a DC 16 Fort save or suffer 1d4 ability loss to their ail and pers as their face and hands become apparently contaminated with some rotting disease.   IN the meantime, the mutant may treat the target as their own body for purposes of Concealed weapon above.   If something is implanted within the target the target has no ability to remove it themselves short of cutting it out.
RP notes: This poor individual has eroded enough of their will with exposure to Televisor’s Conditioning Hum that the signal has changed their flesh just as the signal has changed their mind.   They exist in a constant hypnogogic state of deep brain hallucination and communion with the All Signal of the View-State.
Often such beings quickly burn out and die, sometimes in violent orgies of mass violence in which they attempt to make their Lord’s intentions known.  Likely they are among the first, if not the very first, of those “found” by Lord Televisor and so often these are merely the ends of already tragic, wasted lives.