Appendix G

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

Thursday, December 14, 2017

0 level character creation for a Galaxy Crawl

Something I've been tinkering away at for some time. Not to be a one trick
ungulate but hey look Gwen made another DCC hack......

This part you know  -
3d6 in an order; Str, Agil, Sta, Int, Pers, and Luck.  
All 0 levels begin with the following traits
HD of 1d4
A BAB of 0; all saves at +0

Roll  origin
The Origin table - where you’re from

 - replaces table 1-2 luck chart (aka the birth augur table).
Roll profession
The 0 level profession means what you did before
 - A trade, skill set, or way of life that you have
followed at some point prior to now. Replaces
table 1-3 Occupation.
Roll Being
Your type of Being literally defines the nature of
your existence until this point.
Determine kit from the above;  roll once on
starting gear (replacing table 3-6 equipment)

Notes: Where applicable, apply modifiers in order of reception;

Origin mods first, then profession and so on.

Table 1-1 Origin
Abandonware
Belter tribe
Coreworlder runaway
Hiveworlder troublemaker
Spacer
Also Medieval Screwhead

Table 1-2 Profession
Basic Pleasure Model
Envirotechnican
Escaped slave
Experientially Free Backup Persona
Imperial Scum
Legionnaire backpedaler
Prole
Protected Environment Worker
Imperial surf
Vent rat

Table 1-3 Being
CIFAL
Deadsleeve parasite
Organic Humanoid
Created

Gear tables next post!
Freeware plain copy citizen.


Galaxy Crawl - Basic Chargen Tables 1, 2, and 3. 
Table 1-1 Origin d5 (d6 optional)
1
Abandonware - You are an orphan. Your progenitors died, dropped you off
and left, or you never knew them. More, you pretty much grew up on this
rock.  Fun.   Swap out two points of PERS for INT Right Now you poorly
socialized survivor you.
Kit: vac bag covered in knick knacks, washable one piece coverall,
5d24 credits in assorted random unremarkable crap.  Skinned knee
or leg segment.
Detail:  Desperate craving for family and belonging
2
Belter tribe - Your family can trace it’s microG roots back 23 or more
generations;  Swap out two points of Str for 2 points of Agil RIGHT NOW.
Kit:  Personalized and kitted vacuum suit; 2 seal patches, envirosuit
micro repair kit, rock dust EVERYWHERE
Details: Pale af, random blue and purple spotting from radiation burns,
no glare response, a mixed patrois of spacer, belter, and microg slang.
3
Coreworlder Runaway - why in all the hells are you here?  No real skills but
from a land of opulence and way post ‘human’ possibility. Might know
people.  Swap out a point each from your STR, STA, and AGIl and add it to
your PERS, INT, and (yes) Luck immediately.  Why luck? You came
from a coreworld dood. As a Coreworlder you are very used to
technology-as-magic; also work is hard and probably
not really for you.)
Kit: You have never been not surrounded
by interactive smart matter before. Life is scary.
Detail:  You are f’ing miserable.
4
Hiveworld Troublemaker  - what did you do?  Go a little too far with the
old mega violence?  You are some representation of the worst of
your homeworld’s criminal masses.  Go nuts.
Kit: extensive criminal record, scar/tattoo/body mod
to indicate affiliation or prsion time, one small melee weapon

Detail: Be constantly  out be all the open space and how lonely it feels.
 Crowds and tight spaces are your jam. Often mega violent and
drug fueled. Also wonder (out loud even)
5
Spacer - you were born on a ship and cannot imagine life planetbound.
Your ship defines your culture.  It’s gods are your gods.   It’s taboos
are your taboos
Kit: very broken-in vacuum suit;  lots and lots and lots of pockets.
6
(wholly optional ) Medieval Screwhead -  Typical regressed world;
 probably agrarian and medieval at best.  (Gongfarmer!)  
Could be interesting if you’re a bot.   Can easily be subbed for a standard
0 level DCC character.
Kit: roll once from the normal DCC 3-6 Equipment table
Detail: or just makie a DCC 0 level. Or like four of them.

REQUIRES HERE Spacer profession subtables AND
Ship culture tables, poss. abbreviated)

Table 1-2 Profession d10
1
Basic Pleasure Model -
Regardless of Being, the character has been some manner of doxy,
escourt, courtesan, companion, or the like.  The character may
have indentures or be a free person.
Kit: One outfit, barely there.   Reputation.  “Skills.”
Detail: Training or Programming
  1. Streetwalkier
  2. Doxy
  3. Licensed Socialator
  4. Guild Courtesan
  5. Temple Companion
  6. Contracted slave, possession, or toy.
2
Enviro technician -
Kit Single stained work safe garment, monotony.
Details:
  1. Imperial Hygiene Technician
  2. Foodvat Technician
  3. Atmosystems trainee
  4. Hydrogarden Custodian
  5. Mycovat Technician
  6. EnviroControl Tech aka Bug hunter 
  7. Waste Reclaimation
3
Escaped Slave -Your legal owner managed to lift ship without you. This
is your chance.  
Kit: you start with nothing save a single change of (either last
issued or stolen) clothing that you are wearing right now.
Detail:  Hide.
4
Experientially Free Backup Persona -
You are someone’s extra clone or backup; for whatever reason it was
decided you were no longer needed.  Rather than properly recycling
you however they purged all but the most basic concepts and then
released you as a Free Person.
Detail: Roll again to determine the nature of the
person who you are a partial backup for.  
Kit:  50d4 starting credits in compensatory currency, one random item
of the persona you are backing up, rude hexadecimal sintoo
somewhere on your body
5
Imperial Scum -
Kit false papers matching your SocMetrics;
single non-military weapon
Detail:Regardless of what you are or where you are
from, you are part of the problem and some
of the worst scum the empire has to offer.  What
kind of crime are you after?
  1. Organ legging
  2.  Political Revolutionary
  3.  Unauthorized trader in spice and agricultures (you’re a smuggler)
  4.  Unauthorized Travel, Interstellar you’re not allowed to move between the stars
  5. Kick murder
  6. Unauthorized Digestive Activity (cannibalism or other consumption of imperial citizens or materials
  7. You are a thief
  8. Terminated gene line
  9. Less than 7 generations of descent from an Imperial Traitor.
  10. Thought crime.
6
Legionnaire backpedaler - You signed and sealed sentient, and now your
ASS BELONGS TO THE IMPERIUM.  But maybe you don’t want to have
your body reshaped to fit combat specifications….maybe you joined
because of a girl, or a droid, and they dumped you Mr. Rico, or maybe
you figured out that that the Xeno-Legions really are just full of
deviants who want to fuck aliens (e.g. each other).  Whatever the
reason, you are desperately trying to get the dren out before the
Census Inquisitor comes knocking….stowaway on a starship, it works in
the holo-opera all the time!
Kit:  the clothes on your back or equiv. Some local hard dosh,
fear & uncertainty.
Detail: Keep your head down. Everyone knows there’s a bounty paid for
info on Intention Traitors like you.
7
Prole -You exist in a safe and utterly placid existence, likely in a controlled
democracy or other political circumstance.   Your vote and basic rights
are surrendered in exchange for the basics of a  fundamental existence;
a cot, a low quality, high domicility datafeed,  and the bare minimum of
fero, soya, or nutri-pak rations.   You have no  real skills at all but a lot
of free time.  Also you cannot leave your work  group without
surrendering rights to the above that most never do. You did.
Detail: You start with nothing, but dammit you are seeing the verse.  (Escaped
Slaves cannot take this) Possibly as much as the Imperial
population exists in such a state.
8
Protected Environment worker -
Kit - one (light) environment suit of the appropriate type; a dire
need for a bath, clean-can, liquid hose, or sonic shower.
Detail-
  1. Biological Hazard
  2. Vacuum
  3. Joveworld
  4. Exotic Atmo
  5. Hostile Background Resonance (aka Taint)
  6. Meme and conceptual hazard worker
  7. Squig Wrangler
  8. Sometow Hunter
  9. Radiation
  10. High-G
9
Imperial Serf -Rather akin to the Prole, above, but less comfortable.
Roughly 1/12 of the imperial population exists thus.  You are the lowest
of the staggering numbers of the imperial underclass from one of any of
over 10,000 worlds.  Urban, agricultural, whatever, you have existed to
serve others at their behest for the whole of your existence.
Kit: 5d12 Milicredits.  One random item from table Random Starting Items
Detail: You aren’t really allowed to leave home, so get moving.
10
Vent Rat - in another era you would be called an urchin;  you live off the
record in a large habitat, arcology, or similar settlement
and live by your wits.
Kit - skinned knee, assorted valueless junk, single torn
jumpsuit that doesn't fit you any more.
Detail - Ye are filthy






Table 1-3 Being d4

1
Assimilating Communal Entity- You are actually an advanced communal
life form made up of hundreds (or m0re) smaller, lesser forms.  You are a
CIFAL or such; despite the reservation your kind cause, you are determined
to fit into the mainstream of imperial society.
Kit: Young or freshly rebooted you have little
Details:  While technically being reduced to 0 hp does not kill you and you
may theoretically have a very long lifespan ahead of you, you can never
benefit from Rolling the Body results.  When reduced to 0 hp, the
Communal entity disperses and the central governing intelligence goes
to “sleep” while a small number of component beings seek out means
to form a new body.  When this new body is formed (be it of the same thing
or possibly made of a local but similar life form) it will have a new personality
and skill set, as part of it’s identity does arise from it’s host organisms.
In effect a new character.
2
Deadsleeve parasite - You are one of the XCX-66: small neural parasites
that inhabit the recently deceased.  You have possibly hundreds of years of
memories if not more but must still start again.  Roll again to determine
nature of new host body and starting Kit.  Roll your Str, Sta, and Agil twice
and take the better of the two results to take the recent resleeve into
Consideration.
Kit:  Processing chip under skin, whatever else the host starts with
Details:  May or may not be experiencing  a temporary bout of body
dysmorphia (role play it) as you adjust to the new host.
  Also roll a d6.  On a 1, take four off of your PERS as it increasingly
becomes clear that maybe your resleeve was not the …..freshest one
available.   Some neuromuscular and other microbiological degradation
has occurred, and no matter what, that smell isn’t going away.
Also, if your meat suit (what those around you mistakenly call your body)
dies, make the roll the body check at +4. Success means *you* survived
just fine and are on the lookout for some fresh corpse action.
 MV 5’  HP 1  App: gray-green ew slug
Note that any revived corpse must repeat the d6 roll as above unless
explicitly ‘freshest.’
3
Organic Humanoid - Most organics share common or similar pheromonal
And histamine chemistry to allow limited nonverbal communication, though under normal circumstances this will raise a few eyebrows.  

Detail: descent from 50,000 years of genetic modification;

Specify hair, skin, eye colours, from any list of any colors.

  Or
Iocaste’ - green skin, brown ‘hair’ prefers UV rich and moist
environments; nudists Photosynthetic
Friggian - blue skin, random skin patterns in darker shades of blue,sometimes hair of white or pastel shades,  prefer cool dry climes but very adaptable.
Arisian - descended from Ares company patented gene stock, long ago
emancipated; red skin, some are egg layers;  prefer arid worlds with low
gravities and thinner atmospheres; speak their own language
Kit: One set basic clothes or appropriate decor/garmentry.
4
 Created - Bots, Simulants, and Droids; all begin with infravision at 20’
They also share an electronic language that is incomprehensible to organics, though its use is considered vulgar by droids and offensive to Simulants. Pick a base chassis:

Base Bot -  an artificial mechanical life form.

AC 15  HD 1d6

Base Sim - an artificial semi-biological humanoid
(can pass for an organic humanoid)
AC 10  HD 1d4
Or Base Droid - an artificial mechanical humanoid;
(Andy, Ginny, and all points between and beyond)
(Can pass for a cyborg)
AC 12  HD 1d6
Also;  specify type of Artificial Voice
      Smooth as silk; ( HAL 9000; galaxina)
      Staggered RO-BOT-VOICE
      Beeps, whistles, toots, and wav files
      Staccato monosyllables (most doctor who villains)
      Normal but odd diction (EDI, Data, etc.)
      Intimidating (The Outer Limits Control voice)
Kit: You can interface with computer systems effortlessly &
Wirelessly without Additional gear (includes most Created)
within 5m.
Details: Production stamp or parental maker’s mark somewhere accessible
but inconspicuous.

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.