Appendix G

Appendix G
Click on Appendix G to reach the Dreaming Gynoid store
Showing posts with label jaldipoor. Show all posts
Showing posts with label jaldipoor. Show all posts

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)  

  and (itch.io link) 


Tuesday, September 12, 2017

The Mind is a Labyrinth (the Oneiromancer's Last Word)

The Mind is a Labyrinth
An illusion style maze spell


“The mind is a labyrinth, ladies and gentlemen, a puzzle. And while the paths of the brain are plainly visible, its ways deceptively apparent, its destinations are unknown. Its secrets still secret. And, if we are honest, it is the lure of the labyrinth that draws us to our chosen field to unlock those secrets. Others have been here before us and have left us signs, but we, as explorers of the mind, must devote our lives and energies to going further to tread the unknown corridors in order to find ultimately, the final solution. We have to see, we have to know... “

Dr. Philip Channard, Hellbound: Hellraiser 2





DCC version
The Mind is a Labyrinth
Level 2 Range:  3’/caster level
Duration: number of rounds = to target’s Personality plus Intelligence
Casting time one action Save: Will v. Spellcraft DC
General - an illusion spell that traps a single target within their own mind for a time, taking the form of a labyrinth-prison made out of their own unconscious thoughts. Possibly before setting the target’s mind against itself. At higher results the maze becomes a quasi real labyrinth with randomly generated numbers of rooms, eventually the victim’s anxieties becoming manifest as The Minotaur. The minotaur is a psychic composite which must be defeated or the victim will forever be lost to the labyrinth.
Manifestation 1.  With a bullish snort and a scrape of one foot, smoke billows out of the caster’s nostrils streaking towards the target, writhing phantom shapes in the fog. 2.  A dazzling array of multi coloured sigils erupts from the caster’s mouth, swimming toward the target at dizzying speed  3.  The caster whispers the blackest secrets of the target, and an inky blackness momentarily covers the face of the target.   4.  The caster speaks the targets name and as much of their true name as is known, causing a dark plum ichor to erupt from the target, covering their face immediately. 5. A pulsating black and white beam 6. For a moment the target's body is revealed as transparent and containing naught but a series of nested mazes.
Corruption 1.  In a bone wrenching transformation, one foot assumes the form of a misshapen hoofed thing.  Movement speed reduced by 5’ and wearing shoes will be difficult.  2. Slowly over a period of hours mysterious blue, pink, and green whorls will appear on the caster's skin, glowing softly, covering their body in a map of some great far maze (Wizards who study the whole image over time may gain a +1 to alll spellcraft checks v. the caster) 3. For one hour a day every day, the caster will experience acute vertigo; the complete loss of balance and disorientation makes combat and adventuring impossible. But it only lasts an hour. Starting now. 4. Caster, when alone, will hear strains of eldritch, inhuman music that will appear to emanate from within the walls of their home, the sky, and other inappropriate places. Unsettling but only distracting. 5. The caster unintentionally absorbs a potent, visceral image from the target's mind - caster develops a phobic reaction to the random image. Will require DC 15 Will save at times to successfully confront. 6. Numbers. On some level, and for the rest of their days, the caster will constantly hear the sound of their own voice, counting. It will never stop.
Misfire -  1. Caster releases “Creature from the Id” and must be dealt with it.  2.  Caster is consumed by fear of madness for the next d24 days  3. The caster is subjected to a small plague of ‘hobgoblins” for the next d5 days (harmless ethereal manifestations of the caster’s fears and anxieties) 4. There is a tremendous blue light - everyone must save v. will or find themselves in the same labyrinth.   There is no minotaur; the caster must be slain for anyone to escape. Meanwhile everyone is sleeping, their minds trapped within the target’s brain. If the target dies, everyone dies. 5. A tremendous miscalculation of energies upsets the flow of the Phlogiston; everyone in a 25' radius of the caster will be bodily whisked in a grinding and crackling tunnel of green light into another place in space and time. Containing an actual labyrinth, and an actual minotaur. 6. With the great sound of a tolling bell only the caster can hear they are nearly deafened by the tremendous volume and vibration of their bodies' own internal processes. For the next d3 +5 hours, the caster is lost in an involuntary clairvoyant journey through the labyrinth of their own insides. (DC 15 Will save to avoid perm. loss of d3 personality points. ) In the meantime, anyone approaching the apparently catatonic caster will hear the growling of a bull or larger beast.


Spell check results
1 Lost, failure, and worse! Roll 1d6 modified by luck: (0 or less) corruption + patron taint + misfire; (1-3) corruption (4+) misfire
2-11 Lost, failure.
12-13   Failure but the spell is not lost.
14-17  The caster puts the target to a quasi conscious state resembling sleep for the spell's duration; During this time the target wanders aimlessly through a small unremarkable labyrinth ( a spiral or other similar form) otherwise free of damage or incident until the spell ends.   
18-19 The target is placed into an involuntary sleeping state for the spell's duration and immediately begins dreaming. In the dream they are trapped in a small and repetitive maze of d4 features, d6 rooms, and d12 hallways. It is disorienting in terms of both time and space but at this level there is no game effect it must be described. .
20-23 The target becomes lost in a dizying mental maze for the duration of the spell, while otherwise being magically kept sleeping. It is disorienting in terms of both time and space, magickal or additional contact outside of their own mind labyrinth is now impossible. Further it is impossible to determine precise distance or tell how much time has passed.
24-27   As above; however now the labyrinth becomes  a quasi-real psychic plane (only for the target) with d14 randomly generated hallways, d8 chambers, d12 doors distributed randomly, and d10 strategically located mirrors or other reflective surfaces.  (Using a book of mazes is not out of line here.)
A successful will save (DC 20) made at the mid-point of the spell's duration may reveal one of the reflective surfaces to contain a way out which will end the spell's effect early.
28-29  As above save the labyrinth contains d24 hallways and corridors, d20 doors, d16 ramps, staircases, drop offs, and pits, d14 dead-ends or apparent dead ends,  and d12 rooms or chambers each of which is a different colour or labeled number. Further, the caster may if desired, dictate the shape and dimensions of the labyrinth (i.e. the caster may draw a map of said labyrinth rather than leting the Judge determine).  Also, there are now two reflective surfaces of note. One is a shortcut out of the spell's
duration, and one represents the death urge. Stepping into it ends the spell duration
tho the target must now make a DC 20 Fort save or their heart will stop.
30-31   As above; however now the labyrinth is much larger (step each category up one level of the die chain). Now the target’s anxieties become manifest as The Minotaur.  The Minotaur must be defeated or the victim will forever be lost to the labyrinth, regardless of spell duration.
The minotaur has identical ability scores, hit points, class, and abilities to the target.  It may appear as their duplicate, their shadow, or an actual minotaur; whatever the sum of the target's fears would appear as. IT must be sought out in the labyrinth; likely the Minotaur will keep moving, drawing the target into an ambush spot. If the minotaur slays the character in the labyrinth, their body dies, the character dies, and the spell ends.  
32+  As above save there are now 1d14 ramps, staircases, or slides, 1d10 doors, 1d12 small rooms (each one a different colour), 1d116 winding hallways, all identical, 1d16 reflective surfaces, 1d20 pits, drop offs, gaps/chasms, or cracks, always positioned to initially be in the target’s way. and of course the Minotaur.
The minotaur need not be sought out. Now it stalks you.   The minotaur has ability scores identical to the target’s +2, they have the full hp total of the character plus 16, and an AC of 16.  HD are identical to the target;  it immediately begins seeking the character out but will defer to pursuit over slaughter initially. If the character surrenders they die. If the minotaur kills them in the labyrinth, they die. Only the destruction of the minotaur by the target will free them.
Note: Should the minotarur be defeated:  For results of 30 plus, there is a chance that the minotaur will recur on the anniversary of its defeat for many years; each year. On the anniversary of the minotaur's defeat, the character must make a will save (DC 15 +1 per year following) or return to the labyrinth (at the original spellcheck) when next they go to sleep.
This is the source of another name for the spell in the great illusionist grimoires - Oneiromancer's Last Word. 



LotFP version
The Mind is a Labyrinth
Range:  short (5'/caster level)
Duration: sum of target's wis & cha/rounds
Casting time 1 round
Save: Magic

The spell traps the target in a labyrinth prison made out of their own mind, possibly before setting it against itself.  A successful casting leaves the target motionless and apparently  comatose, their mind swimming with hallucinatory dreams for an indefinite period of time, trapped in a mindscape of their own fears, insecurities, and hangups.
Once the spell has taken effect, the target will find themself alone in a surreal labyrinthine maze that twists and turns in ways not possible outside of one’s own mind.  
Each labyrinth consists of a number of empty or mostly empty rooms, hallways, chambers, ramps, stairs, and the like, all somewhat identical, warping in ways that such things may not in physical reality.  If it is desirable to detail, for each level of the caster, the target’s perceptual labyrinth wlll contain

1d4 ramps, staircases, or slides
1d6 doors
1d8 small rooms (each one a different colour)
1d10 winding hallways, all identical
1d12 reflective surfaces, pits, drop offs, ledges, and other movement obstructions.
The labyrinth may conform to any shape the caster desires (tho they need not specify). It is permissible for the caster to have a map drawn for these purposes.
The sum of the character’s traditionally ‘negative’ psychic energies - fear, anxiety, hatred, and all manner of unbidden suppressed urges coalesce into a monstrous form, terrifying to the target.  This is the Minotaur Note that the ‘minotaur’ need not in any way resemble the traditional monster of Greek myth, though it certainly can.

Miscast Table
1 Caster releases “Creature from the Id” and must be dealt with.
2 Caster becomes trapped in the labyrinth of the target's mind. Bodily. Somehow the magic user has affected full physical immersion inside an extra dimensional extrusion of the target's mind. The target may now draw the map as though they were the caster (determined however by the caster's level, not the target's). Further, the minotaur is now under the control of the would-be target. The target can still act and move normally, while carrying on simultaneous actions controlling the internal labyrinth and it's new victim as though the caster. If the original caster dies in this way, 1d2 points of intelligence and 1d4 points of the original caster's charisma are absorbed by the target (to racial maximums) as well as one tenth of the original caster's raw experience point total. Also the would be target should again at this time save v. magic. Failing to do so means the target also gains the use of one (75%), two (15%), or three (10%) of the now dead caster's spells, regardless of class.
3 M@dnE5s  takes it’s toll - Caster is consumed by fear of madness for the next d24 days, if the caster already suffers from mental health issues, this will leave them nonfunctional for the duration, they will require taking care of or their health and life will suffer in the meantime. In any event, even the most well adjusted magic user in this situation is unlikely to do anything stressful like adventuring....or spellcasting.
4 There is a tremendous blue light - everyone must save v. will or find themselves in the same labyrinth.   There is no minotaur; instead the caster must be slain for anyone to escape. Meanwhile everyone is sleeping, their minds trapped within the target’s brain.  If the target dies, everyone dies.
5 In a bone wrenching transformation, one foot assumes the form of a misshapen hoofed thing.  Movement speed reduced by 5’ and wearing shoes will be difficult.
6 The caster is subjected to a small plague of ‘hobgoblins” for the next d5 days (harmless ethereal manifestations of the caster’s fears and anxieties)
7 or higher consult the Miscast table



Dream Dressing - or -
Unique prison of the mind table

  1. Non-specified walls and surfaces appear to be made of glass, plastic, or some other transparent surface.  Viewing outward there is nothing - a translucent white mist that hovers above the ‘ground’, with inky darkness stretching beyond to infinity.
  2. All non-specified interior surfaces appear to be featureless and white, with a gentle hum just audible from these surfaces.  
  3. 1d12 areas above are filled with purple, pink, or white smoke.  Anyone entering an area filled with this will experience a variety of auditory hallucinations (loose memories) but nothing very coherant or helpful.
  4. There is a constancy of noise 1. total quiet.  2. a blowing and gusting of wind  3. whispers  4. voices from the target's memory, remixed randomly 
  5. There may be images on the walls, as though projected.   They will be distorted and unconscious images from the target's deep memory, especially those pertaining to sex, violence, and other primordial urges. 
  6. Anyone in the labyrinth finds their scent-memory stimulated;  random and overpowering scent memories will waft up from recollections of their childhood - or their funnel if they are player characters.  
  7. While traversing the halls, ahead there will be tortured and cacophonous laughter, while behind will appear arcane graffiti in clusters where they have stepped. Despite this, the graffiti fades once it is no longer in line of sight. 
  8. Roll again. To those results add 1d3  illusory images of the target from much younger in their life.   They will act the par to the hilt and do not know they are fake. If they are killed, the target will lose the associated memories on a failed save v. magic. 
  9. See 8. above. However add to the mix 1d6 'variations' of the target character; these are of differing gender, race, religion, etc. 
  10. As 9 above save that there are 1d4 additional images that are identical to the target...and one of them is a doppelganger.   The doppelganger has somehow slipped across the hyperdimensional fabric to a mind where it may have a body to steal.   In all ways acting as the traditional creature, it will attempt to help the target slay the minotaur only to then turn on the target thereafter.  If successful the character becomes (physically) a doppleganger, spread through mimetic suggestion as the internal doppleganger seizes control of this body in this universe. 

The Sacred Locust Warriors of Sanagaatth

The locust baths of Sanghattha - Crime and Transformation
In farthest Sanghattha, there is a particular form of ‘execution’ favored for state criminals and high profile enemies of the government of the region controlled by that city-state..  
The offender is bathed ritually in milk, wine, and water, and fed and exquisite meal of many courses, gourds and creams, meat and mince pies, purple and green fruits, vegetables and kurriest, and meat and red fruit.  They are fed by seven scarlet sisters, by hand and ladle..  
Thereafter they are oiled, and presented to the Locust Baths, once part of the Sangaathic Stepped Gardens.  There, before city and state officials, selected temple officiants, and a crowd of onlookers both delightful and jaded, the offender is painted, ritually in a thick molasses like layer of Imperial Honey, until all but their eyes and the most fleshy parts of their genitals are covered within,
Then they are lowered into the Pit, and the 33 species of dermophagic Honey Locust set to the offender, whose skin shall be devoured by the hook-footed species, torn off in great strips to get at the honey dripping off.  The offender is then left to die of exposure. Officially.


The reality is rather more exotic.  The locusts, by now having hooked into the victim’s bare muscle and under flesh, form a protective barrier from the elements.  Over the next 48 hours, hundreds of these locusts remain, covering the character’s body, slowly opening and closing their wings as they lay their eggs into the offender’s skin.  Enzymes secreted by the locusts keep these eggs from metabolizing or hatching however.   
Very few survive the injury and ultimate destruction of their eyes and genitalia.  Almost none survive the decorticatation of their skin.   However, in the rarest of cases the offender has sufficient reserves of will and incredible control over their own mind and body, and manages to harness these in the name of survival.  It is these few we speak of for the remainder.   
These few rare unfortunates may then realize that the silver metalic thread used to lower them into the pit may also be used to bind the locusts, especially by their hook feet, already buried deep.  If they can work quickly and constantly, with hands covered in honey, bugs, and their own blood, they might be able just maybe to sew the locusts fast into their flesh...which both prevents their escape and prevents the hatching of their offspring.   It most certainly must be done by touch and with skinless hands, covered in three inch insects and your own blood.
It is said the nature of the metallic thread helps, but who would know who was not there?
The tradition itself is so extreme to have crept into local folklore, it is just common enough that most executed in this fashion have at least attempted it over the last 200 years. They are seldom successful.  Those who have managed this (and there have been fewer than 8 in all of Sanghattan’s 2,000 year history, and survived beyond the 48 hour mark are considered criminals no longer.   Having purged themselves of all wrong doings, they are now, legally, completely new people.  Those of wealth and means may then use their own magical, alchemical and scientific resources to maintain their life.   
It is said that Cualryx the Locust Lich was the first one to sew the locusts directly into their flesh.   Of course it is also said that it stalks the living seeking vengeance on the city state. Others claim he is the power behind it.

The blind eunuchs that remain become locust warriors

Those who make it this far are given a ritual scimitar preserved for this purpose and five minutes privacy.   Should they live at the end of that time they will be taken to the healing baths. There, treated alchemically and hormonally for a single passing of the outer moon, the locust warrior forms a biological and magical bond with the carpet of once-locusts now bound to their flesh;  the locusts harden and become an armored skin, while retaining the warriors initial flexibility..and expanding it.   
Also, the alchemically treated hormone baths and bizarre diet sees a considerable gain in weight, the body’s flexibility.
They are trained to see with the eyes of the locust bodies covering them by ancient monastics who have ways going back to the last Padishah Empire of Dyzan.  
Now treated for increasing immunity to poisons, gases, and sight based effects, the genderless locust warriors act as champions and protectors of the great City state of Sanagaatth and it's territories.

Hit Points
Locust Warriors gain d10 hp per level

Weapon training
Blackjack, Blowgun, Dagger, Garotte, Hunga Munga, Katar (Dagger),  Mace, Morningstar, Pole Arm (d10), Short sword, Spear,  

Armor training
Locust Warriors wear no armor.  Many wear nothing but a wrap for their ruined sex and their blind eyes, though at higher levels it is common for both to be surgically embedded with gemstones as a sign of success and accepting a transcendence of their former life.  Many sagas of the equatorial lands are writ and songs sung of a variety of such warriors, most of which are wholly fictional.

Alignment
There are no restrictions upon the Locust Warriors though their alignment prior to transformation will have a minor effect. Over time there is some tendency towards emerging lawful behavior however.

‘Natural’ attacks & defences
Once their transformation is complete, a first level Locust Warrior has a starting AC of 14.  This will increase, slowly, as the character advances.
Also, an unarmed character may make dual attacks using an action die of d16 for each.
  • A closed fist strike with their ‘stone locust fist’ strikes at + (level) doing 1d6 + str + level
  • An open fist strike with locust wings is a razor locust strike and strikes at level+agil doing 1d4 damage plus 1d4 bleeding damage for the next two rounds.   
Further, at first level and thereafter the Locust Warrior can
  • Can hold their breath for Sta / min up to level/day
  • is immune to sight or gaze based attacks
  • save v. poisons and gasses



Luck
A locust warrior who began as a member of another class finds that their very karma changes on completion of the rite;  The Locust Warrior’s luck score at ritual becomes their “initial luck score” for all intents and purposes.  This luck score may be applied to the locust warrior’s AC or a specifically chosen weapon (which may be a weapon they used in a previous life).  This must be chosen at first level and may not be changed thereafter.

Side effects & Restrictions
1. They do not consume food nor require it; instead they are fed a sacred Amber Luna Tea once a day that is said to provide them all of the nourishment they require. The locusts are known to ambush and eat gnats, small bugs, and other things that wind up on the warrior's body.   They may freely drink liquids though alcohol has limited effect on their metabolism.
2. A locust warrior is not permitted to use magical potions; this is as much a social taboo as it is self-preservation. It is thought that extended potion use could undo much or most of the transformation under the wrong circumstances. So none use them.
3. Those who were leveled characters prior to this transformation are functionally first level.  Over time and the gain of levels some of their specific (important) memories and skills will return to them but otherwise the transformation is permanent.  
Exception - if the character was bound to a patron or a god in their prior life, it is likely that in some manner the connection will persist.  A wizard who was patron bonded before their “execution” may find that they are still bound to their patron but perhaps not as a wizard would be. (Specifics of this call are left to the Judge.  If the patron or divine figure would be okay with the transformation, let it stand)

Abilities and notes by level
Level one - Stone Locust Warrior
Blindsense 30’ AC 14 +2 Str, +1 Agil, - 1 Pers
A closed fist strike with their ‘stone locust fist’ strikes at + (level) doing 1d6 + str + level
An open fist strike with locust wings is a razor locust strike and strikes at level+agil doing 1d4 damage plus 1d4 bleeding damage for the next two rounds.   
Can hold breath for Sta / min up to leve/day

2nd - Blooded Locust Warrior
Blindsense 50’ always adds agil bonus to ac permanently
May meditate (15 min/level minimum that will restore 1d3 pers. Damage and 1d6 + level hp once a day
The character’s sense of smell becomes unusually sharp, altered to detect pheromones from all living things  +4 to related perception bonuses.
At this level the locust warrior may understand the language of most insects. Between these two facts, a locust warrior is only surprised one in six.

3rd - Dedicated Locust Warrior
Blindsense 60’ agil penalty no longer applies to AC
At this level the locust warrior may form a complex set of pedipalps, and grow a layer of throat-locusts that will act to form speech; this will allow the character to speak with most insects.  In time the character should be able to relearn whatever languages the previously possessed.
Further with training the character may learn additional languages from the following list, once per level
A third level locust warrior may also intercept/deflect (DC _) or catch (DC ) incoming missiles, up to a number equal to their Agil bonus in a round.  

4th - Speaking Locust Warrior
At this level the warrior develops dedicated antennae that allow for greater blindsense (120) and +4 perception within that area. Further they may now with practice speak many mechanical languages of the Galactic Imperium and other aliens, as well as both send and receive radio signals.
Also at this level, the Locust Warrior gains the first of several unique unarmed attack forms.
Tunneling locust strike
The Locust warrior can now vibrate their hands and the locusts upon them with sufficient force and speed to allow lsaw like chewing through softer materials - wooden and thatch walls, a man’s chest, that dog, etc.
Strikes at one/half level and inflicts 3d6 plus agili mod with a successful strike an an target with an AC of 14 or less.
Such a character can also tunnel through five feet of mud, brick, or wood, or other light construction material a round with a DC 16 Fort save.
Also at this level the Locust Warrior gains a second action die; the first action die (d20) may still be divided into a pair of unarmed strikes while allowing the d14 as a weapon strike at the Referee’s discretion.

5th - Harvester of Rare Butterflies AC becomes 18 if it is not already
At fifth level the Locust Warrior gains an additional +5' to their movement speed and another unique unarmed strike.
seven locust chakra ram
-Fort Save DC = the locust warrior’s str + level; failure stuns the opponent for 2d4 rounds.
From Sixth level on, each level title is used internally, but externally they only use their unique title, as with any other exceptionally high level character. .

6th level - Locust Master of Shed Skins, (unique title)
At sixth level the Locust Master may divine both of their d20 action dice into a pair of open and closed fist strikes, all using a d16 action die to strike.

7th level - Locust Master of Many Strides
At 7th level the Locust Master adds 15’ to their movement score. This is permanent.

8th level - Locust Master of Legs
The final third of the total transformation transforms the layer of locust-skin into a hardened form of interactive chitin,  a million swirls and whorls in their now shell-like skin where the locusts finally danced before their subduction into this new form.
AT this point, provided it is made specifically for the character, they may wear any armor  that they are trained in without suffering any additional penalties beyond those of a normal armor wearing individual.  Note that heavy and medium armored Locust Masters cannot use their hand to hand attacks very effectively and do so one step below their normal action die or dice.




9th level - Locust Master of Wings
At this level the metamorphosis begun at first level is complete;  a set of wings one and half times long as the character is tall deploy by molting within d3 days of achieving level.  Save for the very lightest of individuals (weighing less than 100 pounds) this will allow hovering (15 - 20’ in most circumstances)  for STA in rounds at a time or very limited flight (5’ movement speed, impossible in high winds, for (STA adjustment plus level) rounds


10th level- Locust Guru of Rainbows AC becomes 20 if it is not already.
The wingspan of the Locust Master doubles in size and becomes a brilliant multi colored panoply.   +1 PERS (permanently) as people gather round to touch your soft foofy wing tips whenever you enter civilization.  Also at this point, the Judge may deem you worthy to use one power or ability from your previous life once a day, at the level that the character was last leveled prior to their transformation.


Level
HD
Crit die/table
Action die
Fort
Ref
Will
1
2d6
d12/II
1d20
+1
+1
+0
2
4d6
d14/II
1d20
+1
+1
+1
3
6d6
d16/III
1d20
+1
+2
+1
4
8d6
d20/III
d20+d14
+2
+2
+1
5
10d6
d20/IV
d20+d16
+2
+3
+2
6
11d6
d24/IV
d20+d20
+2
+3
+2
7
13d6
d24/V
d20+d20
+3
+4
+2
8
15d6
d30/V
d20+d20
+3
+4
+3
9
17d6
d30/V
d20+d20+d14
+3
+5
+3
10
20d6
2d20/V
d20+d20+d16
+4
+5
+3


A note on level titles;  those who were greatly lawful in their prior existence will find their locust skin will tend to turn a rich hue of  greenish jade and so at first level would be titled a Green or Jade Stone Locust Warrior
In like fashion, one who was exceptionally devoted to chaos might find themselves becoming a deep rich purple hue (plum), and those ambivalent on the matter a rude yellow, the shells the colour of dried snot.   
While the level titles are consistent they are spread across each alignment with their own colour scheme in accordance with the ancient colour associations of the Sanagaatti culture.  Socially, this alters (tho barely) the level title. A lawful first level locust warrior would be titled Jade Locust Warrior; at second a Jade Blooded Locust Warrior and so on.
Likewise, a former disciple of chaos would find at first to be a Plum Locust Warrior, at second, a Plum Blooded Locust Warrior, etc.   Neutrally aligned locust warriors tend toward an Ochre colour, depending on how ‘decisively neutral’ they were in their life before. A tenth level locust warrior would be addressed as a Jade Locust Guru of Rainbows, a chaotic one Plum Locust Guru of Rainbows, and so on.


RP notes:
On reaching First level, the character’s Sanagaatthi keepers will test the character three times, once to test each the mind, the (new) body, and a (Minor) test of will.  Thereafter unless the character departs, they will be feted as the new champion of that city state.  Save in times of war the character will be expected to act as state champion / knight errant / or special police officer, depending on who is running the city-state at that time.   
By the time such a character reaches third or fourth level (sometimes as early as 2nd) if any other Locust Warriors remain in existence, they will be called to seek the new aspirant out and test them.   By ancient law and custom, they retain the right to destroy the warrior if they do not meet the standards of the older warrior’s mettle.




Weapons mentioned

The Blackjack, Blowgun, Dagger, Garotte,  Mace, Morningstar, Pole Arm (d10), and Spear are all located in the DCC RPG rulebook.  

Weapon name Damage Price in Sangaattha
Hunga Munga
1d5 (crits 19-20)
8 gp
Katar
1d6 (adds str mod)
2 gp
Star blades
1d8 + 1d4 (crits 20)
10 gp
Crescent Blade1d8 (crits 19-20) 16 gp
Butterfly Sword1d8 (special)  20 gp ea

Hunga Munga are, in this case, triple bladed axes

Katar are punch daggers, locally constructed in a manner to augment the strength behind the blow.

Crescent Blades are essentially reinforced razor blades mounted into a bone or chitin set of knuckledusters.    Older versions (called Star Blades) had morningstar like protrusions doing an additional d4 but with a normal (i.e 20) crit threshold

Butterfly swords are thick somewhat sharp shortish blades designed primarily for thrusting. On a successful crit the weapon inflicts an additional 2d4 plus the critical result given the slight curve of the blade haft and the micro-sluices at the end to facilitate bloodletting.