Appendix G

Appendix G
Click on Appendix G to reach the Dreaming Gynoid store

Sunday, December 10, 2017

the Rain Princess (a DCC Patron)

Rain Princess
A modern inhabitant of the faerie chaos

The Rain Princess is trapped away in her tower, which is covered in vines, mushrooms, and plants and other growing things.  She is immortal but is doomed never to leave her covered  ivory & gold tower. She is a creature of great compassion and wisdom but is seldom spoken of.  Where her tower touches the mortal world closest, there is rain eternal for it is said the gods have great compassion for her, glorious but trapped.
Combining many faerie tale elements, this is one of the saner patrons the faerie chaos has to offer.  Indeed, she relates better to material creatures, trapped in their prisons of time, life, and death, than she does to the ….alien things responsible for her captivity.   She can provide information, aid of an indirect but potent nature, and will do what she can to help (if your heart is pure (or pure enough) but know that any attempt to free her brings doom upon you as well.

Invoke Patron results table - Invoke the Rain Princess
Level 1 Range: Self Duration: Variable
Casting time: 1 round Save: None
Misfire N/A
Corruption Roll 1d8 1-4 minor 5-7 major 8 greater


12-13
The Princess sends refreshing, pure rain; afterward the frogs of the wood will
report all that they see and hear to Her.   The caster will not get wet.
14-17
Bright Spies of Midsummer eve - Send aid in the form of light fairy creatures
and local but clever animals.   1d4 fairy lights, creating pale eerie light not
quite bright enough to read by, and 1d10 small woodland creatures or terrain
equivalent (small birds mostly) descend upon the caster as though sent by
the Princess herself.   One of which will on her behalf happily answer any one
question in a language the caster understands.
18-19
Embracing cloak of Autumn clouds - The Rain Princess weaves a net of
multilayered clouds, mist, and a fog to protect and conceal you from things in
the sky & things searching for you, most especially flying mythical creatures
(Chimerae, Dragons, certain Demons, and the like). For up to 1d4 hours to
allow pursuit or escape overland.  Furthermore, during this time the caster
and (d4+cl) designated others leave no traces of their passing identifiable by
mundane means. This could be sufficient to allow a party a rest in a
wilderness or dungeon environment free of harassment for a limited amount
of time.  These effects end immediately upon any act of violence committed
by those under it’s effects.
20-23
Sending Sweet Rain  Will send a spring storm that rains sweet water down
upon the caster and 1d3+CL designated others; the caster will not become
wet or damp unless desired.
Caster can designate a restoring rain (which will allow all to recover 2d5 hp,
and 1d3 ability loss) or a cleansing rain (Which will purge disease and taint,
to the point of curing disease, neutralizing poison, or the like).  Additionally,
the caster may designated this effect to replicate the 18-19 effect above as
well In addition the water is sweet and pure, and very potent, a cupful
sufficient to alleviate dehydration conditions and cleanse the characters
mundanely.
24-27
The infinite and dewy recollection of early morning - WIll refresh the
character’s memory of any single forgotten spell, even including spells the
character has previously lost, had stolen, or traded away.   This takes effect
immediately, and the spell is usable on the character's next round of action,
making use of it at +3 to the spell check.
28-29
Weapons of the Eternal Suitors - Over the millennia of her imprisonment,
many have sought to free the Rain Princess.  Those so questing have
vanished, naught to return, and so are called the Eternal Suitors.  However,
many of these suitors have, over the eons, left many a weapon of potent
aspect.  With this invoke result, the Rain Princess allows you to wield a
shadow of one of these weapons of power.  Roll a d6:
  1. Shadow of the ebon blades - wavy black inky long blade +4 hit/damage v. anything, incorporeal or solid
  2. Shadow of the Elondice silver sabre - +1 to hit, cuts through *anything* on nat. 20
  3. Shadow of the Onyx Mace - +4 to hit, 3d6 damage, shatters inanimate objects
  4. Shadow of the Fire Spear - flung but returns; 60’ range 5d6 fire/magma
  5. Shadow of the Kingsblade +2 longsword, holy, lawful; +2d4 v. chaos
  6. Shadow of the Stormbow 300’ range 2d6 +3d6 electricity and degaussing
Such a weapon manifests automatically; each can be used once a round with
the caster’s normal action die as an attack action.   Weapon lingers until no
longer in use or next sunrise.  The caster is always considered proficient with
this weapon.
30-31
A Door in the air, barely ajar -  The Rain Princess Lets down her silver hair;
the caster may climb the spun filaments, evacuating the scene to a shadowy
non-dimensional space 10’ above.  In this space the caster has the benefit of
time passing at an altered, glamoured rate, so that ten rounds pass in the
pocket space for every single round in the ‘real world.’  The caster and
1d4+CL others may remain in this pocket space for CL/hours before they will
need to decamp back into the real world. During this time successfully
searching for the hidden will prove nearly impossible, save by scrying magic
at an equivalent. DC.
32+
Anointed Champion of the Trapped Princess of Rain - You channel a sliver
of the The Rain Princess herself and in so doing she comes closest to
knowing freedom.   Immediately an ash, oak, (or local equivalent)  branch will
erupt from nearest woodlands (or a bush if necessary) - this weapon may
only be borne by the caster and only lingers for CL / rounds.   While bearing
it, you are +2 AC, +2 to Hit, +2 to damage, and with the longspear, crit on an
18-20.  All criticals impale, which inflicts 1d8+12 damage and immobilizes the
target.   While bearing the branch-spear the wielder ise immune to electricity,
magnetic attacks, and the effects of weather and environment.
As the bearer of the branch-spear the caster is the Rain Princess’ appointed
champion. The character is  changed by this. In the short term, The caster
experiences a +4 morale bonus to attack, spell checks, and both will and fort
saves for the next 2d6 hours.   The caster will be able to spend luck on others
as though they were a halfling.   Additionally, the caster receives a permanent
+1 to Personality and Int, and will be treated as at least part fey by fey
creatures forevermore both socially and magically.
However, in taking on even a little of herself into you, you have brought a
sliver of her curse upon you.  Regardless of your success in other arenas,
you will forever know isolation and loneliness, as though set apart from
All  peoples.   This does not go on forever.  In 1d4+1 game years, when the
caster is alone without witness, they will vanish from all reality, drawn into the
her Tower, forever silent.  Perhaps they are together, forever?  Or perhaps
from such suitors doth she feed, and in that way, knows the world.   Who
knows?


Patron Taint - the Rain Princess

Patron Taint 1   - Overwhelming pangs of sadness and despair pluck at the caster’s heart
and soul;  existential hopelessness and dread beyond mortal ken washing over and
through them.  Subsequent recipience of this result leads to deep clinical depression, and
later “sickness of the heart.”
Patron Taint 2  - In breaching the oath word-wards that make up the Princess’ tower, the
caster takes on qualities of the prison itself.  Over the next d4+CL days the caster erupts
in shoots, small colourful mushrooms, tubers, and other fungal and vegetable growths.
  These may be plucked for spellburn purposes.  Additional receipt of these results will
turn the caster’s hair green, cover their bodies in moss, and their feet in
stonemasonry-like callouses.   Subsequent receipt of this result turns the character slowly
into the material of the princess’ tower, adding 2 to their innate AC while suffering a loss
of 2 permanent agility points.   With Five total recipients of this result, the caster fades
from reality, to become an immortal moss covered stone brick, betraying the Princess by
becoming part of her prison.
Patron Taint 3   - Somehow the purity and essence of light within the Rain Princess
shines through you.  You shine from within a rose and golden light to a radius of 60’  The
first time you receive this result, your eyes turn to gold and your hair to spun silver, while
your features become more even and more Princess-like, netting a +2 PERsonality score
permanently.  A second occurrence of this result however (and any subsequent), slowly
sap the caster’s will and ego as they give up more and more of their self to the  Faerie
thing they are channeling.  -1 Pers (perm.) each time, though their features will also
slowly transform into a porcelain doll of perfect features, silver metallic hair, and sad eyes
of liquid gold.
Patron Taint 4  - The Rain Princess looks on in disgust and despair at the state of your
mortal world; her sense of fair play and just rewards bleeds over into the caster, moving
their alignment a step closer to Lawful, suffering a perm. Loss of a point of luck in so
doing.   Those already Lawful may find themselves geased to complete some need based
task to benefit someone recently encountered by the party, the completion of which will
hold off the luck loss (indefinitely).
Patron Taint 5  - A light mist rises and surrounds the caster like a comforting lover,
covering them in a light covering of dew drops and water droplets.  This effect is
permanent.  On a subsequent result of this taint, the mist is replaced with a light rain that,
again, is constant but affects only the caster.  A third recipt will make life very difficult for
the caster.
Patron taint 6  - Congratulations, you now are channel for the Rain Princess’ sadness.
The ever tears begin.  1d5 hard black and silver  crystalline tears are painfully forced out
of your tear ducts at dawn and dusk every day.  Each is worth 5d12 sp but each also
inflicts 1d3 points of damage.
Provided you survive this, subsequent receipt of this taint only induces an immediate
crying jag as though it were dawn or dusk but has no other additional effect.
The tears may most certainly be used for Stamina, or Personality based spellburn.

Spellburn
  1. The caster sings a heartfelt but bittersweet paean to the Rain Princess, serenading her from afar. Allows burning of Personality, Stamina, or Intelligence.
  2. The character spins about for a full round bringing both intense dizziness and the caster more into sync with the Princess.  Can be used for Stamina, Agility and Intelligence based spellburn.
  3. A feeling of trapped imprisonment washes through the caster’s mind and body, freezing their joints and robbing their muscles of strength.  You share in the Princess’ constant torment only a little.  (Str, Sta, and Agil spellburn)
  4. The caster’s breath crystallizes on exhale, literally sucking the air out of their lungs to fall to the ground shattering into small fragments which will then turn back to gas.   (Agil and Str spellburn)


Possible Patron spells
Won’t you Come out And Play? (level 1) - stirs the sleeping no matter how long sleeping, beckons the fearful to play, etc.  Essentially a supernatural “Come Hither” to mythical beings.
Open up your Eyes (level 2)  - bestows a kind of total arcane (fay and fae)  sight and extra
awakened perceptions; lots of cannot unsee; leads to madness
Clouds will be a Daisy Chain (level 3) - faerie weather control; can assume fanciful shapes,
rain frogs, fish, hot hail, etc.
A note on Spell Dueling
Note: for Spell dueling purposes, any other patron connected to faerie and any other patron the
Judge decides are considered proper oppositional patrons to counter invoke patron with invoke
patron.   Indeed, the only other spirit known to get on with her is the ancient fae spirit the Green
Fairy, the only fae creature known to break the ban on interacting with her.

Wednesday, October 11, 2017

Bugbunny - a mutant for MCC / DCC

Bugbunny - a mutant for MCC / DCC


Bug Bunny (10-40) Init +3; Atk weapon +2 ceramic longsword melee (1d8+1) and/or PVC spear +1 (1d6+1)  or +2 PVC javelin missile fire (1d6, 35’); AC 12; HD 3d8; hp 19, 18, 17, 15, 13, 12, 12, 12, 12, 11; MV 40; Act 1d20; SP radio sensitive, ultravision, shed skins to avoid deathx; SV Fort +3, Ref +3, Will +1; AL Chaotic.
Defect/change - Body structure change (skin - bright colour; makes it v. difficult to hide DC 20 even under ideal circumstances); also if reduced to zero HP can wriggle out of torn skin via rapid shedding and emerge, wet and skinless, with their STA in remaining HP. They may only do this once in life.  
Ultravision - the bug bunnies can see in one to three (how many depends on the individual) shades or colors of UV light, each discrete from one another. Typical range is 60’ though it can range up to 100’ in elder specimens.
Ultracast - being sensitive to radio emissions up to 1 km in distance and able to pinpoint those within 100’  
At level one and higher, can broadcast in short bursts (INT in words) up to level/day though this will give them away to most artificial life and robotic units.
Appearance - upright, oversized humanoid rabbit, ears terminate in curled SF-style “bug antennae,” with oversized compound eyes to complete the Bug Eyed Monster bit.   The antennae and eyes are both sensitive to radio and UV fluctuations.
They come in a variety of colours - all of them some combination of white + a pastel shade (1. pink 2. blue  3.  soft purple 4 red).
Most of them will shed their skins, like lizards, at least once in life. Sometimes they will find a new skin colour or pigment patterning underneath.

Organizationally they have few laws or things held in common beyond family bonds. They tend towards rigorous individualism; many of them are anarchists. If there are Hoops in your campaign setting (or equivalent) they are not related and likely will not get along as they are fairly opposed philosophically.
The Bug Bunnies mostly exist at a late hunter-gatherer stage of social organization, most of the population scattered around the grassed valley that has arisen on the eastern side of a great crater. Much of their purpose (and likely, their intelligence) derives from smoking or consuming great purple and green mushrooms of faintly radioactive aspect. Their ancestral den is in a largely intact six level subterranean ground car park, once hardened for government officials, beneath the decaying remains of a pre-disaster building of record keeping. (The still mildly radioactive super structure above is intact but the building is not. The inhabitants of the rest of the crater find the super structure faintly resembles a human skeleton and avoid it as taboo. IF it is necessary, know that the building was for housing the master copies of a once decade genetic census.)

At the Judge's option any band of 10-40 may have 1-4 shamanic types who are especially adroit at the use of these mushrooms and will use them to power 1-2 mental mutations or any single level one or two spell (pick your rulebook) up to fifteen minutes after consumption.



No pics because I suck.
Also a bug eyed rabbit is much harder to find online than I would have thought. I mean really.

Tuesday, October 10, 2017

ALIENS!

Some not very specific OSR foolishness; use in fantasy, sf, espionage, gangsters, whatever you want to do.  


Say hello to the head of the Centauri First Contact team.



"So you are relaxed or on your back or in someone’s lap, but you are somewhere they told you was safe so you can talk about what happened.  It’s okay. It’s going to be okay.
So you tell us, what happened? "

Add to character at chargen, or to fill in background, or add randomly to NPCs. Go nuts. Do whatever.


How much do you remember?
  1. Almost nothing. This is bullshit.  There has to be a rational explanation
  2. If (God) wanted you to know, you would not have forgotten.  IT is in their hands now.
  3. Bits and pieces. Images mostly.  Terrifying.
  4. You see them in EVERYTHING.  You are fearful and maybe becoming paranoid.  You remember more than you want.  PROTECT THE CHILDREN!
  5. What aliens?  Those were guys in rubber suits.  THAT guy was smoking FFS.  What’s REALLY going on, man?
  6. My friend I have just had one HELL of an acid flashback..
  7. *tentatively reaching out to the speaker*  I will tell you what happened but you will not believe me
  8. They beamed images directly into your mind. Birds of fire and many disasters. You are special. They wouldn’t lie.
  9. They will return. They have always been here.
  10. We are livestock.


Who are the aliens who rebuilt you?
  1. Eyes. the eyes, those fUCKING EYES I can’t get them out of my head
  2. Small, slim bodied gray skinned featureless humanoids in bodysuits, no wait, those are just the tools.  Who are the ALIENS?
  3. Joints shouldn’t BEND THAT WAY aach like a bug LIKE A BUG
  4. Hoses and pipes and too many eyes and it’s a suit it’s a suit so many hands
  5. A commanding …..female? Voice. Guiding.  Telling you what to do and think and feel.  The details fade.  She is old though. OLD.
  6. Just like me, but a little taller, a lot healthier, and idealized.   With long hair.  Always with long hair.
  7. Dripping slime...and enormous segmented slugs everywhere.  OH GOD
  8. Glittering white-wrapped alien angels; they radiate cold benevolence but assure you they are on the side of Light.   Your clothes are brefit of all colour thereafter.
  9. Blue...very very female.  Or maybe ‘womanly’ would be more appropriate considering.  Regardless, You are as livestock to them.  You have a purpose and that is all. You are treated as an animal.  You wish so much they would not.  They do not speak but seem to communicate another way.
  10. Enormous swollen heads, tiny sunken eyes, and many pseudopods, wriggling in green alien soil.   The foul vapour they extrude smelling of marsh stank.  DON’T LET THEM TOUCH YOU
  11. It took your body, leaving you here like this. Somewhere in the world right now it runs around wearing your face and among your people.  Do something about that.
  12. Cutting. Pain.   Only voices and metal.   The Doctors assure you all is well.  You always wake when they cut into your eyes.


What did the aliens do to you?
  1. They put things inside you. You still don’t know what they are all for.  
    1. 1d4 weapons
    2. 1d3 biomechanical infections that mimic spells from the DCC rulebook
    3. There is another...you inside.  You avoid mirrors and reflective surfaces make you uncomfortable. You have been hypnotranced into not thinking about them but sometimes you black out and the other one does things. For them. Sometimes many weeks go by.
    4. For a time you carried one of their unholy hybrid things.  Shortly before deciding to do something about it you had an episode of missing time and it was gone.  You have unusual scars.
    5. You have, unbeknownst to you, a set of “trained muscle memories” that allow operation of their spacecraft, technology, and language under certain prescribed circumstances.   The Judge will inform you when you encounter such as you will recognize it immediately.
    6. Sleep.  You sometimes sleep for as long as 60 or 70 hours at a time and are always tired. You can’t think straight.  Your dreams involve lots of repetitive numbers.  It’s like they are using your head for drive storage.
  2. A long and involved physical examination that was frequently humiliating and gross.  Following was a bizarre picture game exchange that made very little sense to you but fired many religious and sexual images into your brain directly.  You sometimes still get warm thoughts thinking about the thoughts they gave you.    You probably are not the same alignment you used to be.
  3. The pink laser is slowly tunneling its way through the perception filters to show you the world as it really is.   The Solid State Conspiracy will FALL!  Destroy the Beast whenever you encounter it or it’s servitors.  FREE THE MINDS
  4. Your avatar keeps telling you this is just an episode of quiet. Be calm and it will pass but DO NOT INTERACT WITH IT MAGE.  M@dn355 w@1+5
  5. You are a crystal-magik killborg.  At unexpected intervals you will receive a signal telling you to KILL EM ALL for some inscrutable alien purpose. At that time one arm becomes a jagged black crystalaser (+6 to hit, 3d6 plus paralysation), one eye becomes a photoscopic x-ray laser (fires beams of negative energy that drain 1d4 hp and 1d6 ability points permanently) while your chest becomes your Heart Gun - a ruby quartz and gold blossom that opens up doing 10d6 on everything in a 75’ cone.   You cannot control the firing on this primary weapon at all. Attempting to remove eyes, arms, or simucrystal heart matrix will result in weapon activation.  User otherwise immune to own weapons.   Do not have sex.


How did you get away from them?
  1. Somehow you managed to overcome their control, you stood up and simple physical aggression was enough to startle them away.  Or so you tell everyone.   You might be full of shit.
  2. You don’t know.
  3. Get away?  I’m still here man.  How do you think I got here?
  4. No one gets away from them. They can track you. Somehow you are tagged like cattle.
  5. You are escaping right now.  This way, quickly. Keep your head down. Tell no one you were here.  Be hidden.  They seek you.  Watch the skies.
  6. You were taken by people of your kind as part of some kind of deal with the aliens; other people, some of them young children, were offered forth in exchange for you. You …. Are haunted by why.  Then the men made you sleep and you wound up wherever you wound up.   Constantly look over your shoulder for any signs of the Men in Black Coats.  They are not men, they are not men.  Their flesh runs like wax and they bleed smoke and wire.
  7. There was a big fight at the alien base and I fled into the room with all those vats of dead babies and human body parts.   
  8. You were aboard their craft when a violent flash of light and the reek of ozone knocked you out of the sky; you are the only survivor of the crash (that you know of) - also the authorities local to whatever backwater you landed in are DEFINITELY seeking you out as “an alien in human (or whatever) form”




Monday, September 25, 2017

Abandon all hope and longing ye mortal wretches

We have been waiting for you. 

Please.
Be seated.



This is the land where all life lies.   All time, all death. All is immaterial here. There is only now. 

The endless everpresent now, the now of horrors endless for those who failed first to see the tragic in life. 
Endless.
Wander.  Explore.  It matters not.
This realm does go on for ever. 
None leave.
Ever.  
Even whole houses, whole communities, brought here whole and intact and newborn.
There is no justice.  These ever living. Ever existing.  Never changing. the endless Ever Children. Bawling for hope and empathy that shall never come.  
The wail goes on for miles. Endless smiles. 
Magic dies.  Despair reigns. 

ALWAYS BEWARE THE LOST
THEY WHO TRAVEL ALONE AND UNAFRAID
FOR THEY WILL BE YOUR END

Come to me flesh, love me and rot.  Come and die.
ALL IS BUT MEAT
Your GOD IS ROT.  YOUR WAY IS ROT
ALL FLESH IS OF ROT 
TO ROT
ROTTING
ROTTING



the Jesters LAUGHING

Don't you see?
DO YOU NOT SEE

She will show you the way.
She who is unblinking
From her you cannot look away.  Believe her, and she will lead you, laughing, to a mad and early grave.
Beware.
Beware her wisdom and bright eyes. 

Here there is safely
there there is surcease
only under
the flesh and blood eaves of
The One Tree
breathe the breath of the last breath of a heaving multitude of babes,
fresh in their death and ripeness 
hanging still as the 
sky here 
fruit to be plucked, a soul on the shelf
banking
commodity

Paupers are invisible anyway

BEHOLD The Prince of Paper-hollow Speech
master of this place
the hollow husk of a lord of over


His head-husk a hollow and rattling thing
full of immense jacketed wasps
pressed close as lovers walking over one another
save only when they fly free from the ever whispering
mouth of the prince
spitting out black and yellow
bileous
wasps

nectarandliesnectarandliesnectarandliesnectarandlies












Images by the brilliant Zdzislaw Beksinski.  Words are mine, or that of my depression beast.  Not really gameable but maybe inspirational? Remember depression lies.


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)