DCC - Orbital Intelligence - Terror of The Stratosfiend #1.5
DCC - Orbital Intelligence - Terror of The Stratosfiend #1.5
DCC - Orbital Intelligence - Terror of The Stratosfiend #1.5
http://orbitalintelligence.co/
Contents
An Introduction to Elevators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Classes.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Human Comm-Artist .................................................................................5
Spells and Patrons.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Animate Trap Familiar............................................................................13
Acceptance, The Root Organ-Fractal................................................17
Patron Taint : Acceptance, The Root Organ-Fractal..........21
Spellburn : Acceptance, The Root Organ-Fractal................22
Patron Spells : Acceptance, The Root Organ-Fractal........23
Razor-Worn, Henceforth the Shaft.....................................................31
Patron Taint : Razor-Worn, Henceforth the Shaft...............34
Spellburn : Razor-Worn, Henceforth the Shaft....................36
Patron Spells : Razor-Worn, Henceforth the Shaft............37
OGL.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
2
An Introduction to
Elevators
In the depths of space no one can hear you scream... unless
you're trapped in an elevator hurtling through time and space.
Propelled by the cabling of the Cosmic Gantry, and at the behest
of the Elevator God herself... Razor-Worn, Henceforth The Shaft!
3
Human
4 Comm-Artist with Bear Trap Familiar and Laser Assault Carbine,
by Krzysztof Bieniawski
Classes
HUMAN COMM-ARTIST
After "The Drop" occurred the Bat God took control of the satellite
networks and all communications went dead. It took a new breed
of individual that could curry favor with the Orbital Intelligences to
help repair the disconnected world.
There's not a trap that exists that they cannot bend to their will.
5
ALIGNMENT: Neutral Comm-Artists tend to be out for themselves,
trying to collect all the data that they can, and only connecting
communities when advantageous. Those attuned to lawful
tendencies will work to rebuild communications infrastructures,
while establishing long distance communications for remote
settlements. The most chaotic of Comm-Artists resort to building
dangerous spawning beds full of traps that are waiting to
animate. They tend to place these spawning beds outside of
small remote towns under the guise of "private security".
TRANSMIT & RECEIVE DATA: This class is able to send and receive
messages across long distances. They're able to leverage their
relay network to instantly transmit data, audio, and even video
data. This skill can even be used to operate trap-familiars, remote
machinery, robotics, and mecha; at a distance. Rolling a 1, results
in the Comm-Artists equipment malfunctioning until the next short
rest.
6
Table 1-1: Human Comm-Artist
Crit Die /
Level Attack Action Dice Ref Fort Will
Table
1 0 1d10 / I 1d20 0 0 +1
2 1 1d12 / I 1d20 +1 +1 +1
3 2 1d14 / I 1d20 +1 +1 +2
4 2 1d16 / I 1d20 +2 +2 +2
5 3 1d20 / II 1d20 + 1d12 +2 +2 +3
6 4 1d24 / II 1d20 + 1d14 +3 +3 +3
7 5 1d30 / II 1d20 + 1d16 +3 +3 +4
8 6 1d30+2 / II 1d20 + 1d20 +4 +4 +4
9 6 1d30+4 / II 1d24 + 1d20 +4 +4 +5
10 6 1d30+6 / III 1d24 + 1d24 +5 +4 +5
7
INSTALL RELAY: The Comm-Artist is able to install relays that
bounce signals off of satellites and through Orbital Intelligences.
They initially can send text data, but can be upgraded for audio,
video, and other features. Installed relays instantly transmit data
amongst one another. All characters receive a +2 bonus to spell
checks while within 50 feet of a relay. This skill can also be used
to upgrade relays.
*must provide ranged weapon. If the installation or upgrade fails, the weapon is
immediately destroyed beyond repair.
8
FIND & DISABLE TRAPS: Before a Comm-Artist ever learns to tame a
trap into a trap familiar, they must first be able to find and disable
traps. They are trained in the thief skills of Finding and Disabling
traps as per the DCC rulebook; they grow with level.
9
Table 1-4: Human Comm-Artist "Make Traps"
Trap Activation Method
Roll Find Cost
Trap Activation Method Glitch
d8 DC GP
3 DISTANCE SENSOR: arms by getting 15 +1 15
within 5’. Triggered if you move out
of range.
4 MOTION SENSOR: triggered by running 15 +2 10
within 5’.
5 NOISE SENSORS: triggered by making 15 +3 15
noise above whisper level within
10’.
6 TRIP LASER: a laser is projected 15 +3 20
across a 20’ wide area. Triggered by
crossing it.
7 FOOT SNARE: triggered by stepping 8 +2 5
inside the loop itself.
8 SPELL CIRCLE: large collection of 10 +3 15
runes, ink, blood, candles, or metals.
Triggered by stepping inside of the
30’ wide circle.
10
Table 1-5: Human Comm-Artist "Make Traps"
Trap Delivery Method
Roll Disa- Cost
Trap Delivery Method Glitch
d6 ble DC GP
4 TELEPORT: the target is momentarily 15 +3 30
warped into a dimension where
they are hit with the payload, then
brought back to reality.
5 CURSE: the target is cursed, and 20 +3 15
cannot rest. The payload will trigger
the next time the target attempts to
rest or otherwise unwind.
6 PROJECTION: A hologram is projected, 15 +2 25
distracting the target, and allowing
the payload to activate.
11
Table 1-6: Human Comm-Artist "Make Traps"
Trap Payload
Roll Avoid Cost
Trap Payload Glitch
d10 DC GP
7 RODENTS: a small colony are 10 +1 5
released and deal d3 points of
damage.
8 DEMON: drags target into hell for 3 15 +3 30
rounds. Deals d3 points of damage
every round.
9 SPEAR: impales the target, dealing 12 +2 15
d8 points of damage.
10 BEAR TRAP: snaps and ensnares 12 +2 10
target, dealing d6 points of damage,
and -5’ MV
ANIMATE TRAPS: Comm-Artists can not only find, disable, and create
their own traps, but they can also breathe life into them and turn
them into minions of their own. An animated trap will obediently
follow its creator around. Use the Animate Trap Familiar spell on
a trap to bring it to life! Use Transmit & Receive data to give it
commands at a distance. Caster level is the character level, and it
uses its personality modifier.
12
Spells and Patrons
ANIMATE TRAP FAMILIAR
å Range: Touch
å Duration: Varies
å Casting Time: 1 action
å Save: None
MANIFESTATION: Roll 1d4: (1) caster lovingly strokes the trap; (2)
caster whistles to the trap; (3) caster begins to connect wires
from their manifold into the trap; (4) trap begins to hover in mid-
air as sparks shower from it
13
CORRUPTION: Roll 1d4: (1) traps lust for the caster, -2 to future
attempts to find or disable traps; (2) the next trap that animates
will try to kill the caster; (3) caster can feel whenever a trap dies,
-3 to all rolls for d3 rounds after ANY trap is triggered; (4) caster
longs for the trap that got away, -2 to future attempts to animate
traps
14
Table 2-1: Animate Trap Familiar Spell Effects
Roll Effect
20-23 As above, the trap gains sentience, and locomotion.
However, now the trap familiar begins to grow a layer
of flesh-like skin, and it’s able to make melee attacks.
15
Table 2-1: Animate Trap Familiar Spell Effects
Roll Effect
30-31 Now fully harnessing the power of the Twin-Soul, the
trap familiar is able to re-arm its payload. So via
Reanimation it’s able to trigger trap a 2nd time before
dying a True Death.
16
ACCEPTANCE, THE ROOT
ORGAN-FRACTAL
Acceptance was once the shed body of Razor-Worn, and served
as her most devoted follower. Even though she had lost her body,
Acceptance made sure it would still be there for her. Without a
head, the body was dying, and an Organ-Fractal cluster was
applied to save it. Organ-Fractals are biological machines that
heal and then replicate themselves, mostly. As the body healed,
it's limbs became bodies, and those bodies' limbs became
bodies. It will always replicate itself, and those it welcomes. All
will mutate, all that won't bow will become knees to bow with.
All lacking compliance, will be forced to genuflect.
17
18 Acceptance, The Root Organ-Fractal, by Shane O'Neil
Table 3-1: Invoke patron Check Results (Acceptance)
Roll Effect
20-23 “Pacification for all” screams the Root Organ-Fractal as
it calls down pheromonal exhaust. All entities within
30’ of the caster (including the caster) must make a DC
13 Willpower save, or be unable to make any
aggressive actions for d5 rounds.
24-27 Limbs burst forth from space itself and latch on to a
target entity. Acceptance demands their Bio-
Compliance. They must pass a DC 17 Fortitude save to
break free. Each round that they remain restrained they
take d6 points of damage.
28 Acceptance demands that all bow to its haunting
beauty. All entities within 30’ of the caster (including
the caster) must pass a DC 17 Reflex save or
immediately take 3d4 points of damage from the
roiling limbs bursting from the void.
29 Acceptance’s infinite limbs carve up the caster,
shredding its flesh into ribbons. From the wreckage,
2d3 Level 0 characters emerge. Roll them at random, or
have them provided by the Judge. The original caster
does not return until all of the new characters have
been killed, and their remains have been reunited.
19
Table 3-1: Invoke patron Check Results (Acceptance)
Roll Effect
30-31 The caster falls to its knees as Acceptance engineers a
duplicate of itself. From the caster’s own flesh rips forth
an Avatar of Acceptance, causing a painful 3d3 points
of damage. After d3 rounds the Avatar, if alive, will
reinsert itself in the caster, healing it for 2d3 HP.
20
Patron Taint : Acceptance, The
Root Organ-Fractal
Acceptance accepts those that accept its gifts! Roll a 1d6 when
you get a patron taint to how Acceptance instills Bio-Compliance.
Once you've earned all of the blessings, Acceptance has accepted
you. Simple, right?
21
Table 3-2: Patron Taint (Acceptance)
Roll Result
6 On every roll of this result, the caster gains an extra leg
bestowing them an extra 5’ MV. Acceptance welcomes
all who run to it.
22
Patron Spells : Acceptance, The
Root Organ-Fractal
Bio-Diversity, Mutation, and Acceptance are all tenets of the Root
Organ-Fractal.
CORRUPTION: Roll 1d4: (1) caster's limbs turn to jelly and it must
make a fortitude save whenever it takes damage, or fall over; (2)
caster takes an extra 1 point of damage from all melee attacks;
(3) caster's body is covered in chattering mouths. It has -2d to
stealth rolls; (4) caster's nervous system needs to warm up. It has
-2d for all checks for the first round of every combat.
23
MISFIRE: Roll 1d4: (1) caster's bio-systems fail and it loses an
action die for d3 rounds; (2) caster's nervous system is fried and it
has -3d to the next check it has to make; (3) nothing happens.
Then in d3 rounds a bio-clone of the caster strikes it with a
melee attack then disappears; (4) hunger overtakes the caster
and it must eat within d3 rounds, or pass out for 1 hour
24
Table 3-4: Crash of the Flesh Spell Effects
Roll Effect
32+ An Avatar of Acceptance partially births itself out of the
torso the caster. All who gaze upon the caster are
perplexed as they see they thrashing of limbs. The
caster has an extra d30 action die during its next turn;
it may re-roll this die once. After the spell’s effects end,
the caster falls into a slumber...
MANIFESTATION: Roll 1d4: (1) thick black vapor begins to leak from
the caster; (2) a cluster of bio-organisms swarm over the targets;
(3) Acceptance is heard laughing and singing a lullaby to the
target; (4) target begins to feel drowsy as its skull begins to
rapidly vibrate
25
MISFIRE: Roll 1d4: (1) intended targets gain an additional d30
action die for d3 rounds; (2) intended targets gain +5 to attacks
for the next d3 rounds; (3) caster immediately makes a melee
attack against nearest ally; (4) caster begins uncontrollably
taunting everyone within 25'
26
Table 3-5: Quell the Pain Spell Effects
Roll Effect
30-31 The mind of up to 1d8 targets is incurred upon by a
ravenous bio-entity, and their mind is forced into Bio-
Compliance. They must make a Willpower save, or
spend 3d6+CL rounds unable to make an aggressive
action. They also will never attack the target ever again,
no matter how hard they try or want to.
32-33 Organ-Fractals begin to circle around the caster and it’s
party; before bursting into dust. Up to 1d10 targets are
moved by this selfless display and they must make a
Willpower save or spend 4d6+CL rounds unable to
make any aggressive actions. They will never be able
to attack the target, or those loyal to it, again.
34+ The black sludge pours out of Acceptance’s cooling
systems and floods the nerve centers of up to 1d20
targets. They must pass a Willpower save or be perma-
nently forced into a state of pacifism. Nothing except
for divine intervention will be able to heal this...
27
Organ-Fractal Strike
å Level : 1 (Acceptance)
å Range: Touch (but varies)
å Duration: Instantaneous
å Casting Time: d3 actions
å Save: None
MANIFESTATION: Roll 1d4: (1) nerves and veins begin to bulge and
pop all over the caster; (2) caster begins screaming as flesh
explodes out of its flesh; (3) caster's arms and legs begin
fragmenting into more arms and legs; (4) caster leaps out of its
own skin, before it grows back, d5 times.
28
Table 3-6: Organ-Fractal Strike Spell Effects
Roll Effect
1 Lost, failure, and doom! Roll 1d6 modified by Luck : (0
or less) corruption + patron taint + misfire; (1-3)
corruption; (4) patron taint (or corruption if no patron);
(5+) misfire
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 The caster’s skin turns to razors as it touches a single
target, dealing CL points of damage.
18-21 Additional fists begin to swim in and out of the caster’s
hand as it strikes a single target, dealing 1d6+CL points
of damage!
20-23 The caster’s tentacle and organ-wrapped fist rockets at
a single target up to 5’ away, dealing 2d6+CL points of
damage. The target is thrown into the air from the prior
impact.
22-23 Tentacles, Fingers, and Legs thrash out from the
caster’s arm and strike a single target up to 5’ away,
dealing 3d6+CL points of damage. An additional 1d3
targets are pulled 5’ toward the caster if they fail a DC
15 Fortitude save.
24-26 The bones within the caster, spray out and lance a
single target within 5’ feet, dealing 6d6+CL points of
damage. An additional 1d4 targets are knocked prone,
and pulled 5’ closer if they fail a DC 15 fortitude save.
27-31 From each arm, sprouts another arm (and another arm)
that’s striking toward a single target up to 10’ away.
Upon immediate impact it takes 10d6+CL points of
damage. An additional 2d4 targets are knocked prone,
unconscious, and pulled 10’ closer if they fail a DC 15
fortitude save.
29
Table 3-6: Organ-Fractal Strike Spell Effects
Roll Effect
32-33 The caster’s limbs burrow and replicate beneath the
earth bursting forth around a single target within 10’,
dealing 20d6+CL points of damage. The ensuing flesh
cage proceeds to hurl 3d4 additional targets at each
other, if they fail a DC 15 Reflex save.
34-35 The caster’s mouth bursts open, revealing a fist that
splinters into a tooth covered leg, that explodes into a
rod of fingers. Regardless of what this mutating mass
looks like, it hits a single target within 10’ and deals
24d6+CL points of damage. An additional 4d4 targets
immediately take 3 points of damage as the limbs flail
about.
36+ Something is very wrong and the Organ-Fractals begin
to duplicate alien physiology never before seen by the
caster. It lashes out at every single entity within 15’,
dealing 30d6+CL points of damage. Any entity (friend or
foe) that can make a DC 15 reflex save takes half
damage.
30
RAZOR-WORN, HENCEFORTH
THE SHAFT
Before she was a God, she was human. Abandoned at the
Cosmic Dispatch as a child, she was raised by the Cosmic Gantry.
Its girders span all of space itself and allow her to reach even the
furthest corners of the stars beyond the stars. The Gantry is the
framework of the universe, as well as a sentient elevator network.
She drank of the Network's omniscience, and paid the price.
Razor-Worn is the mind of the Gantry, and the Network is her
body. All who move, do so by her will. All who rise, only do when
the network allows. Under the watch of the Elevator God, no one
will be abandoned. All who do not bow, will have their heads
removed… in her image.
31
32Razor-Worn, Henceforth the Shaft, by James Everett Jackson
Table 4-1: Invoke patron Check Results (Razor-Worn)
Roll Effect
24-27 Razor-Worn’s voracious appetite betrays the caster.
Someone within the 15’ (including the caster) is chosen
at random. That target must pass a DC 15 Reflex save,
or take 3d3 points of damage, and lose a single limb.
The target will be at -1d to skill checks until it can be
replaced.
28-29 The Elevator God hungers, someone within 10’
(including the caster) is chosen at random for
consumption. They must pass a DC 15 Reflex save, or
take 4d3 points of damage, lose -1d from skill checks,
and suffer permanent scarring.
30-31 The Cosmic Gantry latches onto a single target, and
offers it a choice. It may gain +30’ mv or +2d to skill
checks for 2d3 rounds. After the effect ends the target
must make a DC 18 Fortitude save, or be reduced to 1
HP as migraines set in.
32+ Space opens as the girders of the Gantry impale
everyone within 50’, dealing 2d4 points of damage to
all. A single target is hurled into the depths of the
space, and does not return for d10 rounds.
33
Patron Taint : Razor-Worn,
Henceforth the Shaft
You might get so excited that you lose your head! Roll a 1d6
when you get a patron taint to find out how the Elevator God
acts on you. Once you've received all of her gifts, Razor-Worn will
taint you no more.
34
Table 4-2: Patron Taint (Razor-Worn)
Roll Result
5 On each roll of this result, a metallic plate the size of
the caster begins to the follow them and they receive a
bonus +1 to AC.
After the sixth roll of this result, the plates fuse and the
caster is trapped in a metal box. Their MV is reduced to
5’, and they have a -5 to any checks or saves involving
the use of stealth, their limbs, their ears, their eyes, or
their voices (as they are trapped in a box). They must
make a DC 18 Reflex save to use stairs and ladders, or
they will fall. The caster now belongs to Razor-Worn..
And must answer her calls.. Or she’ll hurl them into the
abyss beyond.
6 On the first roll of this result the caster is gripped by d3
cables bursting forth from the Cosmic Gantry.
Subsequent rolls add d3 additional cables.
35
Spellburn : Razor-Worn,
Henceforth the Shaft
Razor-Worn is willing to lend her power, so long as the caster
understands they are bound to the Cosmic Gantry forever more.
Roll 1d4 and find out how the Gantry will control those who
follow her.
36
Patron Spells : Razor-Worn,
Henceforth the Shaft
The Elevator God believes that she alone is the source of all
locomotion, that altitude is godliness, and that abandonment is
the greatest sin one could commit. Perhaps these spells reinforce
this? Perhaps they don't...
Elevator Going Up
å Level : 1 (Razor-Worn, Henceforth the Shaft)
å Range: 30'
å Duration: varies
å Casting Time: 1 action
å Save: none
37
the earth splits open from beneath the target area as cables
spray up and into the heavens.
MISFIRE: Roll 1d4: (1) caster is thrown into the air, taking d4
damage when they land; (2) caster is thrown into air, they are
stuck about 50' up for d3 rounds before they float back down; (3)
caster loses ability to climb, jump, or otherwise ascend vertically
for d3 hours; (4) caster is unable to hold anything without
dropping it the first time for d3 hours
38
Table 4-4: Elevator Going Up Spell Effects
Roll Effect
18-19 The Cosmic Gantry vomits up an elevator that goes
tumbling and rolling toward the target group. As it rolls
over them they are pulled inside and hurled upside
down 30’ into the air. The elevator hangs and spins in
place for 1d3 rounds. After which it spins violently back
toward the earth. Those inside the elevator take 3d3
points of damage, half if they make a Fortitude Save
against the Spell check. Anyone who survives emerges
from the elevator vomiting and nauseated.
20-23 An elevator appears out of nowhere, as though it was
always there. Before the target group can react, it
mutates into an escalator and forcibly carries them 40’
into the air and fuses shut around them. They cannot
escape. The mutated elevator unit hangs in place for
1d3 rounds, while screaming is heard from those
inside. After which the elevator splits into large pieces
and the contents (you know… the target group) is left
to fall to the earth. They take 4d3 points of damage,
half if they make a Fortitude Save against the Spell
Check. All involved now have sore legs for a while.
24-27 Laughter is heard from the Cosmic Gantry itself… and it
doesn’t belong to Razor-Worn. The target group is
instantly teleported into an elevator 50’ in the air. They
remain, somewhat stable, for 1d3 rounds. After which
they are immediately teleported into the earth. Those
that are teleported take 5d3 points of damage, half if
they make a Fortitude Save against the Spell Check.
Regardless of damage, all that withstand the impact
are disarmed.
39
Table 4-4: Elevator Going Up Spell Effects
Roll Effect
28-29 The target group is interred inside of a fresh elevator
unit. Something is wrong though, on its ascent 60’ into
the air it is rife with turbulence. It hangs in place for
2d3 rounds, but everyone knows something worse
follows. It plummets to the ground, shattering, and
impaling those inside. Those inside the elevator take
6d3 points of damage, half if they make a Fortitude
Save against the Spell check. All inside that took the
impact are bleeding and take 2 damage per round for
d3 rounds, as the shards find new homes inside of the
victims.
30-31 Razor-Worn reaches forth into the cosmos and
encapsulates the target group in an elevator unit. Then
while gnashing her teeth, hurls them into 70’ into the
air. The elevator is suspended in place for 2d3 rounds,
before plummeting back to the earth. Those inside the
elevator take 7d3 points of damage, half if they make a
Fortitude Save against the Spell check.
40
Mind the Door
å Level : 2 (Razor-Worn, Henceforth the Shaft)
å Range: 100'
å Duration: Varies
å Casting Time: 1 action
å Save: None
NOTE: Casters that spellburn 10+ points while casting ignore the
material door component, as a spectral door is created for the
duration of the spell. (Spectral doors can still shatter)
MANIFESTATION: Roll 1d4: (1) door begins to glow; (2) voice over
distant loudspeaker announces the caster and its target; (3) door
fragments into millions of pieces and reassembles at the target;
(4) door used for spell begins whistling and flying around caster
CORRUPTION: Roll 1d4: (1) doors near the caster gain sentience,
and will reject its presence however they can; (2) caster develops
a mental allergy to doors and has a -2 to all skill checks within
10' of a door; (3) things. Just. don't. Fly. right. Caster has a -2 to
any checks involving operating a projectile; (4) caster begins to
have a uncanny resemblance to a door, they now have a +5 to
stealth checks near doors.
MISFIRE: Roll 1d4: (1) caster is knocked prone from a flying door;
(2) all doors within 5 miles of the caster seal and require a DC 20
check to open; (3) the next d3 doors the caster attempts to open,
will explode dealing 2d4 points of damage; (4) the door spins off
and strikes a random ally for d6 points of damage
41
Table 4-5: Mind the Door Spell Effects
Roll Effect
1 Lost, failure, and doom! Roll 1d6 modified by Luck : (0
or less) corruption + patron taint + misfire; (1-2)
corruption; (3) patron taint (or corruption if no patron);
(4+) misfire
2-11 Lost. Failure.
12-13 Failure, but spell is not lost
14-15 The door springs forth from the caster and hits the
target, dealing 2d6 points of damage. There is a 70%
chance of the door shattering, and dealing an extra
d4+CL points of damage.
16-19 The caster manages to get the door airborne but it falls
out of the sky onto the target, dealing 3d6 points of
damage. There’s a 60% chance of the door shattering,
and dealing an extra d6+CL points of damage. The
target spends the rest of their days wondering if all
doors will fall on them.
20-21 The caster’s door slams repeatedly into the target,
dealing a total of 5d6 points of damage. There’s a 60%
chance of the door shattering, and dealing an extra
d8+CL points of damage. The target develops a super
minor fear of doors hunting and tormenting them.
22-25 The caster surfs on the door into the target, dealing
7d6 points of damage. There’s a 50% chance of the
door shattering, and dealing an extra d10+CL points of
damage. The target is unable to enjoy watersports
anymore.
26-29 After a long, and boring, stage performance of the
complete history of doors in human history, the target
falls asleep due to boredom. As they strike the ground,
they shatter their skull and take 9d6 points of damage.
There’s a 50% chance of the door shattering, and
dealing an extra d14+CL points of damage. Everyone
nearby will applaud the fantastic show!
42
Table 4-5: Mind the Door Spell Effects
Roll Effect
30-31 Razor-Worn herself swallows the door and spits it back
out at the target, dealing 13d6 points of damage.
There’s a 40% chance of the door shattering, and
dealing an extra d20+CL points of damage. Razor-Worn
will request a favor of the caster afterwards… I wonder
what it will be.
32-33 The Cosmic Gantry latches onto the caster’s door and
uses its cables to swing the door into the target,
dealing 17d6 points of damage. There’s a 30% chance
of the door shattering, and dealing an extra d24+CL
points of damage. The Cosmic Gantry guarantees that
the next casting of this spell will shatter the door in
use.
34+ Lightning from the heavens above strikes into the
caster’s door and sends it thundering into the target,
dealing 19d6 points of damage. There’s a 20% chance
of the door shattering, and dealing an extra d30+CL
damage. All who see this must make a DC 15
Willpower save, or fall to one knee as they await the
arrival of Razor-Worn, Henceforth the Shaft and her
demon host. (Yes she shows up to talk to someone at
random, Yes she will make demands, Yes it will be
grisly)
43
Elevator Going Down
å Level : 1 (Razor-Worn, Henceforth the Shaft)
å Range: 60'
å Duration: Instantaneous
å Casting Time: 1 action
å Save: None
MANIFESTATION: Roll 1d4: (1) caster's door levitates then slams into
the ground; (2) a large shadow is seen over the target area; (3)
the elevator god hand delivers the elevator; (4) a message is
heard announcing the arrival of reinforcements
CORRUPTION: Roll 1d4: (1) caster cannot pick up any item on the
ground. It can however hold items that have been picked up and
handed to them; (2) caster has -1d to all rolls made above
ground; (3) caster takes double falling damage; (4) projectiles that
seek random targets will always hit the caster.
MISFIRE: Roll 1d4: (1) A rogue elevator slams into the caster
dealing d8 points of damage (2) elevator shaft jams causing a
horrible ringing sound. Caster is stunned for d3 rounds; (3) the
brakes on the cosmic gantry fail, -5 to next attempt to cast any
Razor-Worn spell; (4) the elevator that was sent shatters, dealing
2 points of damage to d8 targets within 20'
44
Table 4-6: Elevator Going Down Spell Effects
Roll Effect
1 Lost, failure, and doom! Roll 1d6 modified by Luck : (0
or less) corruption + patron taint + misfire; (1-3)
corruption; (4) patron taint (or corruption if no patron);
(5+) misfire
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 An elevator comes falling from the stars beyond the
stars and crushes a target, dealing 2d6 points of
damage. The elevator bursts apart and from the
wreckage stands a single The Shift of the Shafted
cultist ready to do the bidding of the caster. After d3
rounds the cultist walks off to find a way home.
45
Table 4-6: Elevator Going Down Spell Effects
Roll Effect
20-23 A slow falling elevator careens into the target, dealing
4d6 points of damage. As the metal box spills open, d3
The Shift of the Shafted cultists spill forth (stats as
above). They will help the caster out for d5 rounds
before they ride their elevator back into the elevator
network in the sky.
22-23 All is silent for a moment, then a swarm of elevator
doors come slamming into the target, dealing 4d6
points of damage. On their backs are d3 cultists of The
Glistening of the Guillotine (stats as above). They will
do the bidding of the caster before they inevitably fly
off with their doors in d6 rounds. They leave d3
elevator doors for the usage of the caster and their
friends.
24-26 A large elevator rams into a single target, dealing 8d6
points of damage. As steam and blood vapor rise from
the site of the collision, a Shaftmaster (stats as below)
and d3 The Shift of the Shafted (stats as above) cultists
emerge. The will attack those loyal to the target hit by
the elevator and then leave after 2d3 rounds… after
repairing the elevator
46
Table 4-6: Elevator Going Down Spell Effects
Roll Effect
27-31 An enormous ornate elevator crushes the target dealing
8d6 points of damage. From its gleaming doors
emerges a shining idol from the elevator cults, a
Glistener. Alongside the cult leader come d3 The
Glistening of the Guillotine cultists. They will attack who
ever most recently blasphemed an elevator, and after
2d4 rounds will return to their audience with the
Elevator God.
47
Table 4-6: Elevator Going Down Spell Effects
Roll Effect
34-35 In a strange twist for Razor-Worn, suppression fire
strikes a single target dealing 20d6 points of damage.
48
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