Appendix G

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

Monday, February 19, 2024

"Stay a while, stay....forever!"

 The data-lich has destabilized the orbit of OSS DRB MR-997S/a1 and it is hurtling in-system.    The mining robots, the maintenance droids and the sentinels have all been repurposed, retasked, and where needed, reprogrammed entirely.   The asteroid has been cleared of all other personnel. (he believes) and it is under lockdown.

Send in the Legionnaires.


 This situation presents itself as especially suited to a mixed group game – one where only one or two Legionnaires are available and must make do in a co-opted civilian system ship surrounded by randomly involved imperial subjects; the PCs vessel can be the one coopted, or they can be aboard station when the emergency starts.

At this point, you may as well just go whole hog and rip the original game completely off (if you have a copy of GDWs ASTEROID! Go Get It Right Now)  For the rest of you, you will need maps. Four to eight depending on party size and how long the Judge wishes to drag this out.  Somewhere on one of these maps exists the physical architecture for the station computer hosting at least -part- of the Datalich’s consciousness. 

There are many handy map resources available on the the Wireless Fabric but I will suggest from (playtesting) experience that  Dyson’s  index card maps are especially useful for this. 

Download Asteroid OSS DRBMR-997S/a here. 



More (a LOT more) about the Imperial Legions can be found in the latest issue of Sub-ether, a special military SF issue. 

Buy Sub-ether 04 directly from the Dreaming Gynoid patreon,


Buy also from the Dreaming Gynoid itch.io store,


or from our Drivethru rpg storefront.


Hail the Empress! 






This variant and post were brought to you by Dreaming Gynoid's magnificent patrons, without whom none of this would be possible!  Special thanks to all of our patrons -

Evlyn Moreau, Dyson Logos, Mamading Ceesay, PiaLaMode, Robert Edwards, Tore Nielsen, Beckett, Christopher Tamm, Charlie V,  and Martin Costa. 

We are only able to continue with your support, thank you!  Thank you to all of our patrons, past and present. 

Thursday, August 4, 2022

Paying Charon’s Toll - Magic of the Forgotten for Galaxy Black and the DCC RPG

 

 Paying Charon’s Toll

two new spells for

Splinters – Sailing Across the Seas of Probability

 

This post was brought to you by the best people on earth, my patrons.

Special thank yous going out to

Beckett Warren, Charlie V, Christopher Tamm, Dyson Logos, Evlyn Moreau, Mamading Ceesay, PiaLaMode, and Tore Nielsen

Thank you for your support!


 QUEST FOR IT.

For those few who can find and would dare (and yet could survive) a confrontation with the Prince of Black Waters will find that their steadfastness, their sincerity, and their determination……or perhaps their deceptiveness, their craftiness and sense of trickery will be put to the test.  

Charon themselves can teach the Memory of Nothing…if you can convince them.

The foolhardy attempt to learn it themselves by sipping of the Black Waters of Nothing.

If you would know the secrets of the Wyls, the Wild Women, or any other of the Forgotten you must penetrate the black waters and seek beyond into the Erasure itself, but beware!  Those who enter the Erasure and do not return are lost forever. 

ENTER THE BLACK WATERS HERE

Xposted to Patreon and Blogspot 

Isle of the Dead: Third version, 1883

Arnold Böcklin

https://artsandculture.google.com/asset/the-isle-of-the-dead-arnold-b%C3%B6cklin/0wFgMTIQ3kZCpg?hl=en

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. 😊 




Monday, September 20, 2021

now available Through the Walls of Mist and Thorn

now available from the Dreaming Gynoid.... 

Through the Walls of Mist and Thorn

Patrons of the Faery Chaos

A book of modern fairy, their rulers, what’s left of them, and how you can serve their many whims o’ vain and mortal child…..




5 Ladies of the Chaos to act as Patrons for your DCC game!

A comprehensive and immediately useable trip to Fairyland


Now available from DrivethruRPG  

and the Dreaming Gynoid Store 




Thursday, September 3, 2020

Beyond Mere Space Mercenaries - Other Game Ideas and Concepts for Sub-ether and Galaxy Black

So sub-ether 2 probably represents the best (so far) the sort of default assumed game play inherent in Galaxy black[1], namely “zero levels leave their crappy home habitats and get in a starship and wander around, all along (and considerably beyond) the imperial border.  Where imperial means “any expanding colonial power.”  Call it the Federation, call it the Alliance, whatever.  If it’s a high tech stellar power with psi powers and colonial expansion, that’s the imperium.  

Or to put it more bluntly – traditional D&D DCC in SPAAAAAAAAACE

Which is wonderful. But Galaxy Black, thundering bulk that it is, allows for all sorts of other weird SF gameplay.  Here’s some examples -

 

Other Game Ideas and Concepts

 Intergalactic Dinosaur-y  Dinosaurs Mr. Rico, A Whole Galaxy Of Them! 


Thanks to some unexpected Navigator assistance an Imperial Legion has boarded and (somewhat) captured, one of the Aerkeroi[2]; 300+ million year old terraforming factory craft, a vast mobile automated ark that goes to worlds, mass material terraforms them and introduces an artificial ecology before moving on to the next world. An ISA boarding team was able to confirm their “Elder Thing Hypothesis” – linking this to a series of four other known “BDO” class objects known to exist at near to hyperlight velocities moving out of or away from our galaxy.
An intact data sample suggests in fact hat a sixth ark should by now be reaching (X galaxy) and transforming all of 50 million theorized worlds into copies of the Teranayan Mesozoic …
….. and so your ship is being outfitted to travel to this distant galaxy and explore, chart, and colonize those 50 million garden worlds, each of which should have extensive and harvestable higher animal life
Of course, on the far side of that galaxy the Aerkeroi in question is still spitting out worlds. Once there, can they find – and capture – such a prize? A maker on such an awesome scale could be capable of almost anything…..
Ideal for large parties of leveled PCs who should probably be the colony / colonization leaders who should probably have access to most o the gear in Galaxy Black
Plus dinosaurs. Dinosaurs are rad. The mix of pseudolovecraftiana and Cenozoic remixed nonsense should ,make for a fine Galaxy of the Lost type situation.

The Unvisible College

An all Wizard (or Wizards and elves, or Wizards elves, and clerics really, add casters from supplements and variants to taste) game in Galaxy Black would pro’lly look something like the Invisibles, with rival cabals of casters trying to bring about one or more ‘noosphere events’ to rewrite reality … or some other high sounding but ultimately very …. Revelatory (meaning destructive among other things here) goal.
But in broad strokes the Invisibles, say volumes 1-5 of the trade backs)
Or Shade the Changing Man (the Chris Baccalo / Peter Milligan run from the 90s) sadly there is only one collection of this out there that I know and it’s from the weaker early issues.

 

Judges Raid Thine Bookshelves

Easiest way to prep a low prep GB game? Okay this is the smartassed answer so it’s the true one – grab any three issues of one or more of the following 2000ad, Heavy Metal or Epic Illustrated, almost any old Warren or EC sf or horror comic (though in a pinch any horror, F&SF comic will do), find the three most visually interesting stories, stick this on a planet somewhere in the galaxy and hit Go!   Write up stuff as you go based on what you liked from the material and don’t be afraid to riff.  Your own notion of the idea is better than the original idea for our purposes.  Mix this with whatever else you fancy.   Ditch the parts of the concept you don’t like.  Figure out how it fits together as you go.

Don’t be afraid to let player theories become emergent truths.  Especially when theirs is a better idea than whatever bs you had prepared. You can always come back to it if you need to ditch this angle.

 

Existing resources you may already have in your gaming library


Star shrine of the Seamother
Shrine of the Kuo-Toa becomes a dandy God level for a passing starship of aqua-galactics; shove the temple complex deep inside a starship, change literally nothing else. Blibdoolpoolip makes a nasty ship’s goddess, and moreover has been written up ..somewhere online. (the only link I had was a g+ link, damn that stings)

 

Dwellers inside the Forbidden Worldship
For that matter, have the PCs find an old starship adrift, orbiting a hot young star in a system teeming with life. When they board break out Dwellers of the Forbidden City In my experience you can run it pretty much as is with a few obvious exceptions – just placing it inside a hollowed out asteroid, riffing off the old Star Trek episode The World is Hollow and I have Touched the Sky, running with the backstory that it was a Quetzal era generation ship that was long ago overthrown by servitor beings on board.
Once Sub-ether 3 drops you can even have the Forbidden Worldship serve as the secret asteroid base of the White Sun but now I’ve said too much….
(and as I’ve said elsewhere you can do this exact thing even better with B4 the Lost City[3]. Just on the off chance any of you might have scored a copy of THAT recently.)


Because you own Sailors on the Sunless Sea (right?) - Stick the chaos temple atop the sunless sea on a body like Europa or Ceres and get a VERY different sunless sea. Space is littered wit the vacuum packed ruins of dead civilizations……


[1] Maybe more accurately it’s what I feel most people will do with it out of the box.

 

[2] The Arkeroi  - 300 mya elder thing terraforming device/craft/BDO;

Maybe such things are large (VAST) mobile automated arks, that go to worlds, genesis effect them, and then introduce an artificial ecology

Much of it might be Terran derived at least in part.

 

[3] I find the statblocks in B/X era adventures to be plug and play levels of usable for DCC, just add and remix as you go.  Which does bring to mind that you could also combine these ideas and run the Asteroid of Dread. Have fun with it whatever you do!

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) 

Monday, November 25, 2019

Practical Wizardry - a DCC variant


note: This is not related to anything else I'm working on, it's just a thought that came to me while tinkering with my computer over the weekend.

For Practical Wizardry to work you must do away completely with the Wizard or Elf class. Sorry.  This set up probably works best for a Warrior, Thief, or Cleric, Warrior, Thief game IMO, but throwing halfings and dwarves (as classes) in the mix changes nothing really.

In this variant there is no wizardry class and such a thing is not represented in the setting either.   Instead, anyone can take the patron bond spell if they go through the motions and succeed. And thus anyone can use invoke magic and, theoretically, the other spells granted by the patron as they gain levels and so on.   This allows for warriors to be able to call upon a wide variety of patron specific magic in a very Glorantha/Runequest sort of way.  
If one desired you could certainly then break the patrons available down into a list available by class; both to keep things manageable and derive some interesting world building.
I would think that the characters continue to function otherwise in all ways as their class normally does in DCC.   Where it is necessary to call upon some magic attribute specific to the wizard class assume the character has a comparable level in wizardry.

For an even more Gloranthan take on things, you remove the cleric class, render all the gods in setting as patrons also, and then hand wave everyone an equal level, functionally, in the wizard class, but only in so far as if they find some full actual spell in the wild (which should be a rare but possible event) then one of them can learn it.  No one would ever likely max out their spell slots, EVER in this variant.  Also they don’t get the Wizard’s will saves, or other things that don’t involve magic (their hd or proficiencies, etc.)   This adds an interesting statistical oddity to the game world as now no one exists that is especially *good* with their magic. High level spells, even patron ones, would be even rarer simply as most magic is (as rolled) a bit lower end.

If you want suggestions for how to break the patrons down by class (and implied race) that’s up to the Judge and their individual campaign flavor but in a relatively euro bog standard medieval set up I might suggest that (from the core) halflings would favor the king of elfland, dwarves would favor Yddgrrl the world root (poss. As an ancestor) – an equal case could be made in flipping those for slightly different flavors to the two race as classes.
Men would favor the Three Fates, Sezrekan, or the prince of wind as their needs dictated.
Bobug, Azi Dakha, and Obit-que as demons should be available to EVERYONE, likely with the assumption that culturally, demon magic is bad


Tuesday, October 8, 2019

Venture Seeds (Also the Black Book of Ancient Atlantis)


Venture Seeds are inspired more than a bit by the capsule adventures (of various stripes and in different departments) in the old Journal of the Traveller’s Aid Society   Sometimes more a casual encounter, sometimes more of an Amber Zone.

Venture seeds are – obviously – adventure seeds. Which is to say, little mobile elements that the Judge  can pepper throughout their game  to serve as minor encounters or a full session or more of gaming.  From a more in-universe standpoint, they represent ‘opportunities’ for the Player Characters. 
Venture seeds should always, ideally, follow the maxim – “ take a risk, maybe get something.”
Always.
Sometimes they are hose jobs, and sometimes there are actual fortunes to be made. More often they will gain in experience both in the traditional gaming sense and in the seeing the universe sense. 
In Galaxy Black, being well-traveled is functionally a superpower, looked at in the right way….

Format  Pretty self-explainatory. Each Venture seed, where necessary will feature a name or catchy title then immediately below list first what the recommended or assumed size of group the seed is for, then what the group will need to qualify, and finally what elements from the game are especially featured should be listed thirdly.  



Other venture seeds already in this blog

Though I'm sure there's more you could use for this purpose.  
For example....



The Black Book of Ancient Atlantis also called the Book of Black Bindings, the White Book of Atlantis, and “the Holding of Darkness in Bands of White and Text”

History and Lore  Is an ancient work of Prehistoric Teranaya.  For much of Teranaya’s immediate pre-spaceflight history, it represented the greatest single sum total work of Black Magick known in the world at that time, a sort of compilation of all of a previous era’s greatest evils.
It is said that one of the first paths of vampiric un-death is due this book and it’s fell incantations and esoteric formulae. The final sinful decades of Last Atlantis saw many occult groups rise in power in that land but only in that time did such a scholarly work of such black evil come to be or could have come to be.

But this is Teranaya, where Hell has come and gone, in struggles both literal and figurative since literally intelligent life has existed upon it’s mass.   Here the first fallen was loosed, and then bound, and then loosed again for final destruction. Here the very prison at hell’s Centre itself was set in the bay of a mortal city in a monumental act of mortal hubris.  Here Hell itself came calling after the bill after Teranaya unleashed the Technarchy on a younger galaxy, a wave of extermination, genocide, and death ending in the comparative purity of hell’s own flame.   Here, Teranaya was burned and yet risen anew.
So, it may be inferred that even at a young stage of development, those Terran sorcerers knew something special about the black arts.

Description and Paraphysical Qualities
The book is wrought of what tests positive for a primitive strain of what the modern Imperium calls Saurid.  IT has been suggested that the theorized Ancient Empire of Saurids may have at some point established an equatorial colony on Prehistoric Teranaya at some point though no evidence currently exists to support such a hypothesis.
Thick black leather that has proven metaphysically resilient to fire, cold and other extremes of temperature (indeed, it is Void rated and could be – and has been – evacuated into the vacuum of space without apparent damage or degradation) notoriously the book also contains (some would maintain primarily exists as a strong magnetic field that is capable of discharging electrical impulses and weak plasma exposures. The upward limit of the book’s tensile strength has yet to be determined.
The pages are sewn together patches of Saurid and other, precursor species, skin, while the ink, the strange white ink used throughout upon it’s black pages tests 98.l9% positive for Homo sapiens recens, a sapiens sapiens precursor known primarily as the periodic inhabitants of ancient Atlantis, esp. in its second and final ages.
The book has been shown to have multidimensional existence and possesses Correct Geometry for a Sacred Vessel.   It bleeds unknown energies and negative energy fields at seemingly random intervals.  Attempts to duplicate the work metaphysically have failed and most spectacularly. At least two Grand Curses await any who attempt it, likely killing the idle curious. It will not scan or upload into virtual modeling.  IT is blank to pure data and most datalife cannot perceive much of the book or its contents. Attempting to fully replicate the book physically have been successful (see below) but even then, must be sufficiently flawed to avoid triggering the second of the two great curses, which even if survived, will pass on indefinitely to one’s offspring and or one’s heirs.

Contents
The book is a major work of necromantic and conjuration magic, as well as containing fair insights into self – directed transformation magics of a physical nature, including alchemy.  The book contains lavish summoning’s and invocations for a variety of ancient demons and space monsters, as well as mysterious spectral entities from a primitive Sub-ether.  There is also much metaphysical contemplation of the Void, presented as a ‘behavior guide’ to ‘hardening the heart and soul’ against the nature of the work.

The book contains many formulae for transformation into a variety of necromantic un-death states, though the Blight Curse that one invokes to induce a vampiric state is contained, in precise and complete detail, only within the Saurid skin pages of this Ancient work.

Summonings:                    Invocations:                      Transformations
Succubi & incubi                  Sutekh                                   Blight Curse (vampirism)  
Star demons                         the Black Pharaoh               living mummification prep
Psychopomps                        Yig of the Egg                        alchemy transform H to SF[1]
Lethe Elementals                 Great Cthulhu                      a poss. Path to lichdom
Spectres, Wraiths                various lords of death         alchemy ghoul creation rite
Memory Eaters                    minor Void entities             zombie salts
Space monsters                    Star beasts                             alchemy void mead body

The book also details the ancient-even-then language of the serpent people who were by then largely extinct, having been long hunted for their esoteric knowledge. Further it provides a basis for magic invoking that people’s great powers.  Yig of the Egg among others.  
Also, within the book’s pages are several pages dedicated to the ‘questionable alchemy’ of that people. 
Allegedly the book was used once in prehistoric times to banish all vampires from the world.  Possibly this is an echo however from a similar book in an adjacent Splinter.

When used as a focus for casting magic, +1 to the spell check results. When one with the arcane affinity for Black Magick uses it thus, they at +3 to their spell check results, and likely also unlock other aspects of the tome that are not otherwise observable in normal space-time conditions.

Collection and Location
The book is commonly (and falsely) believed to be on some private display within the Thetyel Family compound on Irzibete. However, this is a forgery, and a known one.  A single use transcription and fabrication copy, lacking any actual enchantments and fragmenting much of the lore inside, exists there instead…created by that noble family, in a private arrangement with the Dean of Esoteric Studies at the Imperial Science Academy. 

The Real book is located at the ISA’s Holdfast pyramid located at Teranaya’s Equator. There, it is under some manner of “contained study” within the Dean’s purview  

The Future and its’ Secrets
It is doubtful that anyone involved realizes how much more effective the book is at what it does on the world of its’ origin.   While the stars of that world’s night sky have changed considerably since this book was incepted, they are close enough to still effectively add 1 to all bonuses previously described while being used and studies on Teranaya itself.

This would effectively mean +4 to all spell check results in the hands of a black magician, and if they were invoking the forces of hell within, they would earn the like bonus from Teranaya’s metaphysical poles (Heaven and Hell respectively[2] +2/+3) making it a +7…bonused by the above to +8.

That could be dangerous.  But surely no one in the Imperial Science Academy would have more than scholarly interest in such a work, right?


Happy Halloween







[1] Human to serpent folk; it’s a one way transformation, you wouldn’t like it.
[2] Teranaya’s double metaphysical poles are well known to the ISA
Heaven & Hell/ Progress & Catastrophie        +2/+3, and (order) +1 (chaos)+2