Appendix G

Appendix G
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Showing posts with label collected in Apocrypha Obscura. Show all posts
Showing posts with label collected in Apocrypha Obscura. Show all posts

Thursday, January 28, 2021

Out now! Apocrypha Obscura - Transmissions from the Dreaming Gynoid


A compilation from the first years of the Dreaming Gynoid blog. Compiled from five years worth of articles, posts, and missives, many no longer available,

Longtime readers of the blog will find here much that is familiar and more than a little that was lost in the blogspot purge    I've gone through and tagged (I think) everything here int he blog that appears herein.  Transparency - it's a thing.   Also I don't want anyone thinking I'm trying to mislead anyone here.   Most of this material has been previously published, often in a somewhat different form, on the Dreaming Gynoid blog from 2018 to the present.  Some material also appeared prior on the  “Swords of Jaldipoor,” “I Shoot Him in the Face!”  and “Lens of Unrectified Night” Blogs, from 2015-2018.  

DriveThru RPG link 

Dreaming Gynoid store link 




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) 

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) 

Tuesday, August 27, 2019

Down and Out at the Imperial Ramen Stand

If I have run even a single session of Galaxy Black for you then chances are right about 50% that the game started with all of you in line waiting for the single working Imperial Ramen kiosk.  Whether you were in a mid-block commercial area when some vampire got hangry, or a planetoid about to be attacked by pirates,  standing in queue at the ramen stand is a central pillar in the imperial voyager experience.



Sometimes it’s the only thing you know you’ll be able to digest, sometimes it’s the only thing you can understand, and sometimes you’re just hungry.   But everyone in the empire finds themselves standing in line at the ramen kiosk at some point, somewhen.

And Imperial Ramen is EVERYWHERE


Imperial Ramen
A chain of over 2 million automated ramen shop/kiosks; the closed box infomorph that runs each stand is part of a distributed intelligence (IMPERIAL RAMEN) - as all but two are franchise operations; and the programming in each automat is specific to determine local linguistic and culture drift, it’s not uncommon to find older ones taking on an identity of their own...and sometimes to break down (By sometimes we mean, it’s what they’re known for)
Imperial “Shoyo” Ramen             Soylent Ramen
Ramen with Aqua paste                Ramen Surprise
Ramen with Desert paste              Ramen Unlmited
Ramen with Ovipositor                 Ramen Surprise
Ramen with Reach Egg                 Lyche Ramen
Ramen with Oil Mist                     Bubble Ramen
Ramen with subarctic burrower   Star Fungus Ramen
Cock Bauble Ramen                      Myochortizoid Sporamen
Hulu Ramen                                  Filth “Brown Stuff” Ramen
Grox Ramen*

*Like anchovies of old, only the most daring, or lonely, sentients will order this.   And few will do so without some fear of reprisal.  Anyone casually dining in an oxygen-nitrogen atmosphere will find the odor of raw Grox to be like unto that of a loaded diaper.   So making a soup out of it is pretty universally 'fighting words' indeed.  To a select few out of the imperial mainstream however, it is unique and delicious.

Sidereal specials
Ramen with maltransported animal fats and proteins  (Beamed while you Wait)
Ramen with Ovafats (recommended for hosting or pregnant life forms!)
Butter ramen or “Little Ramen”
Ramen with Intense aka Ramen No. 9
(Warning NOT for those fitted with calcium based food reduction systems)
Ramen Sidearm
(specify Curry, Red, Green, or Purple)

Beverages
Tea in a can (ubiquitous; could be ANYTHING)
  • Squid ink tea (black or green;  green from Tanix is nasty but right now very very popular)
Now with SLURPS

SLURPS a small fizzy bubbly drinks that come in a variety of flavors and change color on contact with various atmospheres.
Id Algae Paste Slurp                                                   Blue Goo Whee Slurp
Pink Popppy Pop Slurp                                               Gohrm baddem Slurp
Fried Curry Green Slurp                                            


#galaxyblack
#imperialramen






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

  and (itch.io link) 

Saturday, December 16, 2017

The Song of the Doom Star

The Song of the Doom Star

Discovered early in the nebulous dawn of history called the First Empire, Cassius 193 B has been known as a harbinger of and place of great doom for many tens of thousands of years.

Navigators can feel the ‘song’ far further than most, several lights distant, and all know to avoid this region of space entirely.  One presumes they are as subject to the siren song as anyone else.  Maybe more so.

The Cassius 193 system (it has never in current history been assigned a contemporary catalog reference) is long dead.  There is a planet of the yellow-orange star Cassius 193 A with intact but deserted cities, only now starting to show the wear of entropy.  Long ago, whatever people settled on that world departed, en masse, without exception, for the weird dark purple star  that is it’s B companion.  

Doom Star
The danger of the Cassius 193 B system is this - the star itself,  a bizarre as to be unique phenomenon, constantly emits a particular sub-etheric/electromagnetic signal, strong but along a very specific wavelength.  Those who jump into the system will find that this mysterious ‘signal’ will broadcast from the star itself; while the (itself quite potent) EM component of the signal is quite strong, it may be blocked or tuned out by modern starship screens and technology.  The true threat is the etheric component of the signal;  it (much like the wavelength of the EM aspect) seem curiously tuned to the etheric body and CNI of particular sentient beings (Imperial Humanoids are among the most susceptible) - some of strong will or the psychically gifted (or psionically equipped)  may hold off for a while but inevitably, the strange droning ‘call’ of the star will seep into the consciousness of even the strongest of wizards, navigators, or legionnaires.  Within a standard day, and usually much much less, the mindless, moronic hijacking of sentient consciousness will be total and the ship will invariably set it’s controls for the heart of the singing weird sun.

Myths:
  1. The Black Sirens of Cygnus are believed to have their origin as a telling of an early encounter with the Doomstar.
  2.  Beware the Navigator that speaks of the Doomstar; too easily the Song becomes their obsession and then their doom.  Travel not with Navigators who speak of the Doomstar.
  3. The inhabitants of Cassius A-2 created the Doomstar; one day it shall begin expanding, a new and hostile universe poised to consume our own dying one.  
  4. The Doomstar is an active, aware, and malevolent God of the Void, and it watches and sees everything in all directions in several lights.   One night far in the future, it will proclaim judgement and then nightmares become real.
  5. Notorious ex-Imperial Science Academy Dhanekynn exclaims that the Doomstar, which it calls Hol’mi’biru is on a bizarre sub-ether course that will bring it directly through the core systems in about 50,000 years.  He is also wanted on at least two counts of sabotage at ISA archeological sites for destruction of xenotechnolgy and inciting anti-Imperial sentiment (“There are things we are not meant to know!” is an anti-Imperial sentiment, when convenient;  the Empire is very progressive that way.)


Historical Theory
The C star is a class II Hazard /Unstable Dwarf;  believed to have been a yellow-white star of some long stability, it is theorized that a passing black hole or neutron star, moving at significant comparative velocity, ripped away a large percentage of the star’s mass, leading to several thousand years of instability and thus to its current, tiny yellow flare dwarf, state.  
Some go further and suggest that the Doomstar is the intruding object, drawn into a trinary orbit and cooking slowly in whatever conflict masses it has absorbed.   

Story Hooks
  1. The world of Cassius A-2 is completely uninhabited;  a small planet mostly covered by super-tech, spherical cities that reach as high as they do wide.  Entropy is know to be somewhat retarded there for reasons even Imperial super-science cannot explain.  Further, the orbit of Cassius A takes it far enough away from the Doomstar that there is an 18 month period where landing on the planet is believed safe.  An entire planet full of supertech just waiting to be looted.  What could go wrong?
  2. A non-aware dumb-matter probe has returned speedily to the Imperial Science Academy - a small yellow orb, possibly some sort of magnificent transdimensional eye, is presently in close orbit around the Doomstar, seemingly oblivious to its effects.   The ISA immediately puts together a team of mind-blind explorers, all seemingly immune to psi and psychic contact, to investigate the alien phenomenon, with haste they are equipped and thrown into the action.   Likely their survival is not considered a priority.
  3. THe misjump was bad. But then Navigator has disentangled herself from the interface tub and gone catatonic.  Now you have 20 scrubs on their first space voyage staring blankly and speaking monotonously while trying to bust their way into the command section.  How badly do you need the new crew?  To confuse matters further, if the entire ‘loyal’ crew goes down, pick one of the mutineers at random and assign one to each player.  Inexplicably their heads have cleared (and only theirs) … but they have control of the ship.  What do they want to do?
  4. Surrounding the Cassius 1493-B is a LARGE ring, the ring is made entirely of spacecraft that have been placed in a parking orbit or manage to somehow avoid ‘successfully diving into the sun.’  In any event, over 80.000 semi to intact spacecraft exist in a tight, ‘narrow’ ring, very close in to the star itself.  Such a salvage run would be extraordinarily challenging but almost anything could be found in those ships.  

Game effects
Every game hour spent in the Cassius B system subjects all sentient minds to a once hourly DC 15 Will save.  Those who make the save find themselves feeling edgy and tense but that’s all.   
Those who fail the Will Save are constantly being bombarded, psychically and, through some means, sonically by a warbling high pitched tone that fluctuates wildly and seems to ‘throb’ or thrum.  Constantly distracted, they are actually slowly having their wills broken down though it should not at first be apparent what is happening.  
An hour after the first Will save is failed, the target of the Doomsong must make a second will save (This time DC 20) or they will give into their highly stimulated death urge and attempt to take the helm and direct the ship’s course toward the star.  Those who fail this second Will save take on the Doom Song condition.   

The Doom Song - the signal stimulates the kirrillian-aetheric body as well as the CNI of the subject, and does so constantly.   By the time they can audibly (mentally) ‘hear’ the ‘song’ it is because their brain or equivalent has been stimulated sufficiently to begin poking the ‘death urge.’
That is what the obsession is.  The ISA is close but they have misidentified the phoneomenon.  IT is essentially a naturally occuring (?) perception hack; it stimulates the death urge until finally the subject gives in.  And so they set their controls for the heart of the sun, the source of the signal.  

Only removing the subject from the presence of the signal at this point can free them of its effects.    Subjects so ‘stimulated’ are operating on a kind of autopilot, and their sense of self is both absent entirely and a small flitting moth drawn to the weirdly shadowed purple star.

Commonly, the weaker willed go first.  Mutiny or mass violence ensues; eventually there is a constant struggle for the control of the ship until either the craft passes into the star’s corona, or the vessel manages to escape (usually by jumping out system)

Once removed from the effects of the signal, the mania remains but becomes less intensive.   IT will not begin to fade during sub-ether transit;  only after returning to material space (and away from the doomstar) will the urge begin to fade, manifesting as a general mental disquiet and disturbing dreams for 2d7 days thereafter.  

Machine-life characters may very well think they are immune but they are not.   Machine-life characters clever enough to remote access one of the unawakened probes (via gear, magic, psi, or whatever) will find to their horror that this serves only to expose them remotely to the signal.  And who then will expect the ship’s goldenrod protocol droid to then go reset jump coordinates back into Doom hell?  No one likely.   

Exceptions
In instances in which a target has no innate death urge (Judge’s option) a differing part of the brain should be stimulated; either whatever the clade equivalent is or some other random part of the brain - make it interesting.   A reptilian species might, for example, be motivated to put the ship in the closest orbit possible and then lay as many eggs as possible.  






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

  and (itch.io link) 


Sunday, September 24, 2017

One of the 9 green Hell-orbs of wandering.


The precise origin of the Eyes is not known.  What is generally accepted or at least widely believed, is the apocryphal story of the trimming of the Eye Tree

A Demon Trims the Tree
In this tale, it is said a demon (most accounts agree it was Tamarah the Conquerer), having overcome many challenges came, weary, to a great cold waste under a dying sun.  In this frozen wasteland of death’s quiet, she found but a single living organism; an immense tree, more of an immense ribbed stalk actually, of exceptionally pink and alien hue, pulsing with subdued life.   Hanging, limply, from the immense stalk, were a multitude of dull blue sacs, each also of immense, though irregular size.   The shape themselves suggested tears, and it was this more than anything else that is said to have drawn the nascent demon lord’s attention.
Growing to appropriately macroscopic size (for even then she was filled with power, in those days fresh from her early wars with many rivals for her future queendom) Tamarah caressed each rotting orb gently as if to listen inside for a noise or movement.  
What she found instead was this - out of 112 of these sacs, she dallied to open 39 of them.  Of those, thirty contained …. Dross.  Cancer and worse.  Rot, in it’s most malignant and fell form.  
But nothing she had not already purged and so was not afraid.
The other 9 however still bore some trace of exotic and sequestered life; they were, though not of regular size but each otherwise identical, immense alien … eyes.   Milky yellow whites with double irises, suggesting the shape of an hourglass and a knife, overlaid, and glowing from within with some lost green hell energy.
So delighted was she in finding them, that she ….charmed the strange, taffy textured lifeform.   IN doing so she learned of it’s immense age, and it’s distinct and affected...unconcern for the affairs of souled beings or those who would use them as toys and pets.   Primordial in it’s age, itself a lost spoor of some older, more exotic thing, lost when it’s world was consumed in the death of sunlight, as is the way of the Most Ancient Worlds. .  
And having done so, continued to wander along on her way, carving her scarlet path.  She was given care over five of them, and she absconded with the other four.   There were nearly five score of those pods remaining, unopened.  She did not see the care, for she knew in knowing this creature that it would not demean itself to communicate with her in this, or indeed any other manner, ever again.   
And it was as she set about walking her road of vendetta murder and hell glory, she fed these..eyes..precious nectars, and the souls of the innocent, and especially of the sanguine sacrament of her scarlet activities.
And they grew.
Regardless of the literal truth of the above, nine of these throbbing green hell orbs now wander the many hidden pathways of the omniverse, seeing in all spectra, across all planes and dimensional barriers, seeking only the novel, the secret, and the powerful.   Forever curious and wandering, never blinking.
And always feeding back to their mistress.  Who or whatever that being may actually be.
While legend easily traces it’s origin point to a member of a now extinct species of cerebral-coral it is unknown at what point the mother organism was visited by Hell. Perhaps it is likely some arrangement was made to ensure it’s survival in the cold vacuum of space before rooting on whatever world in which the future Red Queen of Doom found it.


The Eyes’ mother “tree” was the Buddling of the Once Dread but Lost Kreb-Coral,  last of a now extinct species of cerebral coral once known to grow in large tree-like formations in the low gravity environment of Khorlath Queltyrflax, moon of Ribbosil IX, before that world’s atomization by supernova some 45,000 years ago.


Presumably hell assisted in transplanting the mother buddling to the world on which Tamarah found it, prior to (once again) turning Hell’s tools to her benefit.




Great Green EYE OF Wandering : Init +7; Atk +11 Hell Beams (9d12, 5100’); AC 30; HD 9d12+3; hp 93; MV 150’; Act 1d30; SP Lots; SV Fort +7, Ref +3, Will +7; AL Neutral.
Unblinking Hell Eyes - sees in all spectra of light and energy; with perfect clarity and precision.  Sees into the aetherial and all of the sub-ether dimensions; can (and does) peer into hyperspace and the local superspace medium.  Can see across dimensional and planar barriers.  Probably watching you like ceiling cat.
Hell Beams - if sufficiently aroused to such irritation as to do violence upon one interfering in its purposes, the eyes can unleash an infernally charged mithrylorganic pumped laser  +11 to hit inflicting 9d12 light/heat damage and creating microjets of supercharged plasma on contact with air creating a dangerous burst bubble of 40” which inflicts 6d8 (Star) damage on ...everything.   IT is noteworthy that the Eyes themselves do not take damage from this.
Nosy and Desperately sEeking Interesting - The Eyes are drawn to things that have not been seen before and their memory is the memory of a dead race, millions of years old at ti’s demise. They are, by nature, drawn to multiversal intersections of novelty and complexity (most often occurring in primary material universes in the present age).
This often brings them into conflict with the sentinels of the Clockwork Hell, however many centuries ago, Cognition changed the order to Watch, Follow, Observe, before the standard Obey All Protocols that the sentinels are punched with on departing the Outer Gearsprings.
Buddling of the Dread Lost Kreb-Coral Stalk the creature at heart is, much like it’s parent colony, made of tightly packed, super interactive memory cells.   Even though it is constantly bleeding the excess back to its Mistress, the Eye at any given time knows...tremendous things.   Not that it is talking.  Functionally this gives it a +4 init. (simply because it can anticipate so much) and the ability to absorb spell energy 1/day (up to 5 levels worth) if the caster fails to overcome a Will save. DC 30 (the spell will likely still take effect but the Eye will ‘memorize’ it, frozen in a single moment of time.  It may repeat that spell, precisely as rolled, a second time without fail, though not at the original caster.


LotFP
Great Green EYE OF Wandering  Armour 32  Move 150’, 14 HD 93 hp, many abilities, Morale 12
Unblinking Hell Eyes - sees in all spectra of light and energy; with perfect clarity and precision.  Sees into the aetherial and all of the sub-ether dimensions; can (and does) peer into hyperspace and the local superspace medium.  Can see across dimensional and planar barriers.  Probably watching you like ceiling cat.
Hell Beams - if sufficiently aroused to such irritation as to do violence upon one interfering in its purposes, the eyes can unleash an infernally charged mithrylorganic pumped laser  +11 to hit inflicting 9d12 light/heat damage and creating microjets of supercharged plasma on contact with air creating a dangerous burst bubble of 40” which inflicts 6d8 (Star) damage on ...everything.   IT is noteworthy that the Eyes themselves do not take damage from this.
Nosy and Desperately sEeking Interesting - The Eyes are drawn to things that have not been seen before and their memory is the memory of a dead race, millions of years old at ti’s demise. They are, by nature, drawn to multiversal intersections of novelty and complexity (most often occurring in primary material universes in the present age).
This often brings them into conflict with the sentinels of the Clockwork Hell, however many centuries ago, Cognition changed the order to Watch, Follow, Observe, before the standard Obey All Protocols that the sentinels are punched with on departing the Outer Gearsprings.
Buddling of the Dread Lost Kreb-Coral Stalk the creature at heart is, much like it’s parent colony, made of tightly packed, super interactive memory cells.   Even though it is constantly bleeding the excess back to its Mistress, the Eye at any given time knows...tremendous things.   Not that it is talking.  Functionally this gives it a +4 init. (simply because it can anticipate so much) and the ability to absorb spell energy 1/day (up to 10 levels worth) if the caster fails to overcome a saving throw v. Magic the spell will likely still take effect but the Eye will ‘memorize’ it, frozen in a single moment of time.  It may repeat that spell, precisely as rolled, a second time without fail, though not at the original caster.


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

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