DCC - Orbital Intelligence - Terror of The Stratosfiend #1.5

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Issue #1.

5 : Preamble to the Melancholic


Terminal Ascent
WRITTEN & EDITED: Sean Richer

LAYOUT: Glynn Seal (MonkeyBlood Design)

COVER ART: James Everett Jackson

INTERIOR ART: Krzysztof Bieniawski, Shane O'Neil, &


James Everett Jackson

http://orbitalintelligence.co/

This product is based on the Dungeon Crawl Classics Role Playing


Game, published by Goodman Games. This product is published
under license. Dungeon Crawl Classics and DCC RPG are
trademarks of Goodman Games. All rights reserved.
For additional information, visit www.goodman-games.com or
contact [email protected].
Terror of the Stratosfiend is a production of
Orbital Intelligence, LLC © 2019. All rights reserved.

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!

YES THERE IS A GOD OF ELEVATORS,


AND YES SHE COMMANDS ALL
LOCOMOTION.
In the pages to follow you will meet:

■ The Comm-Artist, a combat engineer dedicated to


rebuilding communication infrastructure. She can tame
wild traps, and bring them to life as her pets; quite useful
for those descents through dungeons.
■ Acceptance, a patron that is best described as a headless
body of bodies of bodies of bodies. Its patron magic will
mutate the casters' bodies and gift them with all the
auxiliary limbs they could hope or dream for.
■ Razor-Worn, The Elevator God, a disembodied head that
lashes at all that oppose her with the fury of 1000
elevators. Her patron magic hurls doors at targets, drops
elevators on them, and traps them in elevators.

The true intentions of the Cosmic Gantry will be made known


soon. Make your patron bonds and get to know the new Orbital
Intelligences in the meantime.

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.

The Comm-Artist is a rogue engineer that excels at setting up


information relays, turrets, and long distance networks. Most
communities would collapse without them, and even the most
basic of trade would fall through.

Radio waves course through their veins, and exposure to data in


all forms amplifies their nervous systems. Through deals they
have brokered with the Orbital Intelligences, they've been gifted
the ability to channel this data and bring life to machinery;
specifically traps.

There's not a trap that exists that they cannot bend to their will.

HIT DIE: 1d6 per level

LANGUAGES: Comm-Artists are communications experts that start


with common, and an additional 2 languages per point of
personality modifier.

LUCK: Comm-Artist luck applies to animating their traps, and


installing/upgrading their relays.

WEAPON TRAINING: These combat engineers are trained in the use


of assault carbines, bows, pistols, and daggers. They rarely wear
anything beyond light armor, due to its tendency to mess with
radio frequencies.

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".

ACTION DICE: Comm-Artist action dice can be used for attacks,


transmitting & receiving data, making, and animating their traps.

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.

DC 5: send or receive data to or from an installed relay.


DC 10: send or receive data up to 5 miles away.
DC 15: send or receive data up to 15 miles away.
DC 20: send or receive data up to 50 miles away

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

Table 1-2: Human Comm-Artist "Skill" Table


Transmit
Install Find Traps Disable Make
Level & Receive
Relay † † Traps ‡ Traps †
Data *
1 +1 +3 +2 0 +3
2 +2 +5 +3 +1 +5
3 +3 +7 +4 +2 +7
4 +4 +9 +5 +3 +8
5 +5 +11 +6 +4 +9
6 +6 +11 +7 +5 +11
7 +7 +13 +8 +6 +12
8 +8 +13 +9 +7 +13
9 +9 +15 +10 +8 +14
10 +10 +15 +11 +9 +15
* the Comm-Artist's personality modifier, if any, also modifies these skills
† the Comm-Artist's intelligence modifier, if any, also modifies these skills
‡ the Comm-Artist's agility modifier, if any, also modifies these skills

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.

DC 10 : Install a relay that only transmits data. Cost: 50


gp. Additional features can be added below, they will
modify the DC and cost to install the relay. Upgrades are
based against this previously modified DC. (It gets
prohibitively harder to install all the bells and whistles)

Failure results in the loss of 50% of currency used. Rolling a 1


results in the loss of all currency used in the installation, and the
inability to attempt it again until after a long rest.

Table 1-3: Human Comm-Artist "Install Relay" Feature


Feature DC Mod Cost GP
AUDIO: records and transmits audio. Has 1 15
access to sub-frequencies
VIDEO: records and transmits video. Zoom / 2 35
Night Vision / Infrared
TURRET: install a ranged weapon into the 3 35*
turret. Must use transmit data skill to trigger
turret, or install sentience.
REMOTE DETONATOR: instant or time-delayed. 4 50
4d6 damage to all within 10 feet. The relay
is lost.
SENTIENCE: can hold its own conversations. 6 50
2d8 Intelligence. 2d8 personality. Init +2
SAT-SHRINE: additional +2 bonus to anyone 6 75
that uses patron bond or invoke patron
within 50 feet

*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.

MAKE TRAPS: The Comm-Artist is able make customized traps for


ensnaring her prey. Trap activation methods control what sets a
trap off. Trap delivery methods adjust how the payload is
delivered to the prey. Finally, trap payloads determine what the
final "thing" that is sent to the victim is. Each method has a glitch
rating (which adjusts how hard it is to install), and a DC for when
someone wants to Find, Disable, or Avoid the trap. The particular
save in question is up to player and Judge discretion, and of
course they'd have to be looking to even find a trap.

A Comm-Artist can select one from each of the categories of


Activation, Delivery, and Payload, to determine a final set of
abilities and costs for the assembled trap. She can alternatively
roll at random for each category and receive a 50% discount on
the total cost of her trap.

DC 10: Successfully make the trap, and arm it if


necessary. Add the glitch modifiers from the activation,
delivery, and payloads to the DC.

Failure results in a loss of 50% of the currency invested. A roll of


1 results in a loss of all currency invested, and the inability to
make a trap until a long rest.

Table 1-4: Human Comm-Artist "Make Traps"


Trap Activation Method
Roll Find Cost
Trap Activation Method Glitch
d8 DC GP
1 TRIP WIRE: a thin wire is stretched 9 +1 5
across a 10’ wide area. Triggered by
crossing it.
2 PRESSURE PLATE: triggered by 12 +1 5
stepping within 5’.

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.

Table 1-5: Human Comm-Artist "Make Traps"


Trap Delivery Method
Roll Disa- Cost
Trap Delivery Method Glitch
d6 ble DC GP
1 PROJECTILE: add 20’ to range of trap. 10 +1 5
2 INJECTION: payload is injected directly 12 +1 10
into target, adding +3 to Avoid Trap
DC of this trap.
3 EXPLOSION: all entities within 10’ 12 20
must take a DC 12 reflex save, or
take 1d5 points of damage.

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.

Table 1-6: Human Comm-Artist "Make Traps"


Trap Payload
Roll Avoid Cost
Trap Payload Glitch
d10 DC GP
1 FALLING DOOR: deals d16 points of 9 +1 50
damage.
2 SLEEPING DARTS: target passes out for 12 +1 5
1d3 hours.
3 BUZZSAWS: deals d4 points of 12 +2 10
damage, target’s armor ruined.
4 EXPLOSIVES: deals d8 points of 14 +2 20
damage to all within 10’
5 NAPALM: d10 points of damage, 18 +3 30
target’s armor is ruined, and fires
start.
6 ROPE SNARE: target is suspended 10’ 10 +1 5
in the air.

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.

HEART OF RUST: The intravenous radio equipment has led to the


Comm-Artists being able to channel satellite energy through all
parts of their being. When they spellburn they may only draw
from Personality, Intelligence, and Stamina; this is symbolic of
their minds and souls eroding.

12
Spells and Patrons
ANIMATE TRAP FAMILIAR
å Range: Touch
å Duration: Varies
å Casting Time: 1 action
å Save: None

GENERAL: The caster, using itself as a conduit for the Orbital


Intelligences, breathes life into a trap. If successful, the trap
becomes a familiar and will obediently follow its new "creator".

Animated traps can take simple commands such as:

■ Follow: the trap follows a target


■ Stay: the trap familiar sits still
■ Arm: the trap familiar arms its trap, and will trigger as it
would normally.
■ Disarm: the trap familiar disarms its trap.
■ Attack: the trap familiar can attack with a melee, or
ranged, attack if it has any.
■ Trigger: the trap familiar immediately triggers its payload.

Once a trap familiar's payload is spent, it dies immediately. If a


trap familiar dies without activating its payload, the payload
simply goes inert unless otherwise stated. NOTE: It doesn't have
to be a trap that the caster built themselves. It can be one they
find in a dungeon.

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

MISFIRE: Roll 1d4: (1) trap triggers immediately, targeting the


caster; (2) soul of the trap escapes and takes over a nearby
inanimate object; (3) caster's soul is loaded into the stationary
trap for d3 hours; (4) trap lodges itself into the caster and disarms
permanently.

Table 2-1: Animate Trap Familiar Spell Effects


Roll Effect
1 lost, failure, and uncertain trap-laden doom. Roll 1d6
modified by luck: (0 or less) corruption + misfire; (1-3)
corruption; (4+) misfire.
2-11 Lost. Failure
12-13 Sentience is not granted, but the caster is able to
imbue the trap with a +CL bonus to its find, disable,
and avoid DC.
14-17 The caster transfers a soul into the trap, and it gains a
personality of 2d8. It is able to speak, trigger itself, and
can take commands from the caster. It remains
stationary. Any amount of damage will trigger it.
18-19 IT MOVES! The caster channels a soul and sentience
(as above) into the trap and it gains a single method of
locomotion (crawl, climb, flight, swim) at MV 10’.

TRAP FAMILIAR (LEVEL 0): Init -1; Atk none; AC


10; HP 1; MV 10’ (crawl, climb, flight, or swim);
Act 1d12; SP sentience (Personality 2d8), trap
commands; SV Fort +1, Ref +0, Will +0; AL
same as caster

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.

TRAP FAMILIAR (LEVEL I): Init +0; Atk blunt strike


+1 melee (1d4); AC 11; HD 1d4; MV 10’
(crawl, climb, flight, or swim); Act 1d16; SP
sentience (Personality 2d8), trap commands;
SV Fort +2, Ref -1, Will -1; AL same as caster

24-27 Now a full fledged Trap Familiar, its skin is reinforced


with a carbon fiber lattice and it’s prepared to go to
war for the caster.

TRAP FAMILIAR (LEVEL 2): Init +1; Atk blunt strike


+2 melee (1d4); AC 12; HD 2d4; MV 15’
(crawl, climb, flight, or swim); Act 1d20; SP
sentience (Personality 2d8), trap commands;
SV Fort +3, Ref +0, Will +0; AL same as caster

28-29 A Twin-Soul courses through the cyber-veins of the


trap, and it nows gains a ranged attack. It can now
operate as a turret, if the need arises.

TRAP FAMILIAR (LEVEL 3): Init +2; Atk blunt strike


+3 melee (1d4) or needle spit +1 missile fire
(1d3, Range 10’); AC 13; HD 2d4; MV 15’
(crawl, climb, flight, or swim); Act 1d20; SP
sentience (Personality 2d8), trap commands;
SV Fort +3, Ref +1, Will +0; AL same as caster

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.

TRAP FAMILIAR (LEVEL 4): Init +3; Atk blunt strike


+4 melee (1d4) or needle spit +2 missile fire
(1d3, Range 10’); AC 14; HD 3d4; MV 20’
(crawl, climb, flight, or swim); Act 1d20; SP
sentience (Personality 2d8), trap commands,
reanimation; SV Fort +4, Ref +1, Will +0; AL
same as caster

32+ The final moment of ascension for a trap is for it to


become a fully realized Trap Avatar. After its final true
death, it leaves a Trap Egg that will hatch into a Trap
Familiar (Level 1) within d3 hours.

TRAP AVATAR: Init +4; Atk blunt strike +5 melee


(1d4) or needle spit +3 missile fire (1d3,
Range 10’); AC 15; HD 4d4; MV 30’ (crawl,
climb, flight, or swim); Act 1d20; SP sentience
(Personality 2d8), trap commands,
reanimation, trap egg; SV Fort +5, Ref +1, Will
+2; AL same as caster

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.

Table 3-1: Invoke patron Check Results (Acceptance)


Roll Effect
12-13 Sinews burst and surge through the caster, as a rogue
Organ-Fractal cluster begins to “augment” them. They
gain +2d3 to their next roll that requires dexterity of
any kind. Acceptance smiles.
14-17 Acceptance offers its mutations and limbs flay out from
all parts of the caster, resulting in a +2d to all checks
for the next d3 rounds. Afterwards they must pass a DC
12 Fortitude save, or fall unconscious for d6 rounds.
18-19 Acceptance calls for pacification, sending pheromone-
laden exhaust from dying Organ-Fractals to seize
control of a target entity. That entity must make a DC
15 Willpower save, or be unable to make any
aggressive actions for 3d3 rounds.

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.

AVATAR OF ACCEPTANCE (TYPE V DEMON,


ACCEPTANCE, THE Root Organ-Fractal): Init +10;
Atk slap +9 melee (1d10); AC 25; HD 20d8;
MV 30’; Act 1d30; SP Cascading Onslaught,
demon traits;
SV Fort +6, Ref +2, Will +0; AL C.
Cascading Onslaught: Each time the Avatar
successfully wounds a target, it gets an
additional attack at -1d. The -1d will stack for
subsequent blows. Ex: first extra attack is at
-1d, second is at -2d, etc.

32+ Acceptance claims the caster for Bio-Harvest, and


immediately kills it. From its corpse 2d3 Avatars of
Acceptance (as above) writhe free. In d6 rounds the
Avatars will die, and the caster will wake back up with
d3 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?

Table 3-2: Patron Taint (Acceptance)


Roll Result
1 The caster’s face disappears, and they lose 1 point of
personality permanently. Acceptance doesn’t have a
face, Why should the caster? On a second result, they
lose their head entirely, and with it another 2 points of
personality. No one said that headless, faceless casting
would be easy...
2 The caster begins to grow to match the stature of
Acceptance. On every roll of this result, the caster
grows 5’ taller, gets an additional d5 HP, and loses 5’
MV (it will never go below 1’). Acceptance will marvel,
even if mortals recognize the oncoming paralysis.
3 The Organ-Fractals begin to fragment digits of the
caster. On every roll of this result they grow another set
of d3 fingers, add +1 to all skill checks, and -1 to any
social skill checks. Other people are horrified, but
Acceptance smiles.
4 With a set of d3 new toes, the caster gains a +1 to
athletics and balance checks, on every roll of this
result. Acceptance will make sure that its followers will
never fall.
5 On the first roll of this result, the caster gains an extra
arm; giving them an extra d12 action die. Further rolls
of this result give the caster additional non-functional
arms.

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.

Spellburn : Acceptance, The Root


Organ-Fractal
Acceptance will give its Bio-Blessings freely to all that ask of it,
though if you're going to demand power… it comes at a cost.
Acceptance will take everything you can offer, including your
limbs… especially your limbs. Roll a 1d4 and find out what the
caster has to lose.

Table 3-3: Spellburn (Acceptance)


Roll Spellburn Result
1 The Organ-Fractals go wild and another head sprouts
from the caster’s neck. Point loss manifests normally,
but Acceptance is disgusted and the caster has -1 to
their next spell check.
2 Acceptance reaches down and personally rips a finger
off of the caster, manifesting as normal point loss. The
caster’s next skill check is at -1, after which the finger
will grow back.
3 Acceptance has determined the caster has asked for
too much, and rips one of their arms off; this counts as
normal attribute loss. The spell is rolled at -1d though,
and their arm grows back afterwards.
4 The caster’s legs fuse together painfully, manifesting as
normal attribute loss. They also lose -15’ to MV and -3
to balance related checks for the next d3 hours. Some
must crawl for Acceptance.

22
Patron Spells : Acceptance, The
Root Organ-Fractal
Bio-Diversity, Mutation, and Acceptance are all tenets of the Root
Organ-Fractal.

■ Level 1 : Crash of the Flesh


■ Level 2 : Quell the Pain
■ Level 3 : Organ-Fractal Strike

Crash of the Flesh


å Level : 1 (Acceptance)
å Range: Self
å Duration: 2d3 Rounds
å Casting Time: 1 action
å Save: None

GENERAL: Calling forth the infinite limbs of Acceptance, the caster


is able to speed up its nervous system and reaction times.
Casters often rely on this spell to give themselves a second wind,
far before they even need one.

NOTE: to power the Organ-Fractals which activate this spell, the


caster must use at least 1 point of spellburn

MANIFESTATION: Roll 1d4: (1) caster begins splitting into identical


clones of itself; (2) caster's skin begins to peel all over; (3) caster's
limbs begin to grow and shrink at random; (4) caster's skin begins
to whistle

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

Table 3-4: Crash of the Flesh 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 Acceptance’s bio-systems surge through the caster,
giving it an extra d12 action die.
14-17 The caster’s skin begins to ripple as its nerves go into
overdrive. It has an extra d14 action die.
18-19 Wherever the caster hands move, another set of hands
trail behind them. It has an extra d16 action die.
20-23 The caster’s back explodes as a series of arms burst
forth and grab everything that they can. It has an extra
d20 action die during its next turn, after which its new
arms melt into its flesh.
24-27 New legs burst from the caster’s thighs as it is thrust
through the air. It has an extra d24 action die.
28-29 A series of legs tear through the skull of the caster,
lashing out at everyone within range. It has an extra
d24 action die during its next turn; it may re-roll this
die once.
30-31 Fingers extend from every inch of the caster, offering
ridiculous dexterity. It has an extra d30 action die
during its next turn.

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...

Quell the Pain


å Level : 2 (Acceptance)
å Range: 20'
å Duration: Varies
å Casting Time: 1 action
å Save: Willpower vs Spell Check

GENERAL: The exhaust of overheating, and dying, Organ-Fractals is


used to drown out the aggressive thoughts of targets. The strange
pheromonal exhaust causes victims to abandon violence, and fall
into a delusional trance.

NOTE: to power the Organ-Fractals which activate this spell, the


caster must use at least 1 point of spellburn

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

CORRUPTION: Roll 1d4: (1) caster becomes paranoid about


strangers; (2) caster develops bloodthirsty and ruthless
tendencies; (3) caster suffers from chronic apathy; (4) caster must
pass a willpower save to make attacks of any kind.

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'

Table 3-5: Quell the Pain 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 spray of bio-mechanical exhaust engulfs up to 1d3
targets. They must make a Willpower save or for
1d3+CL rounds they are unable to make aggressive
actions and suffer from violent nose bleeds.
16-19 The skin of up to 1d3 targets begins to vent exhaust
and vapor. They must make a Willpower save or spend
1d4+CL rounds unable to make aggressive actions. Any
attempts to overcome it are met with rampant nausea.
20-21 The vocal cords of up to 1d5 targets begin to rupture,
and vent. The targets begin to sing uncontrollably. They
must make a Willpower save or spend 1d5+CL rounds
singing and unable to make aggressive actions.
22-25 Organ-Fractals slough off of the caster and appear as
limbs bursting forth from the targets. The limbs restrain
the targets and they must make a Willpower save, or
spend 1d6+CL rounds unable to make an aggressive
action. They could try… but the hands will always hold
them back...
26-29 Organ-Fractals course through the veins of up to 1d6
targets, instilling an immediate sense of a fear. They
must make a Willpower save, or spend 2d6+CL rounds
unable to make aggressive actions. The targets will try
to flee the first chance that they get.

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

GENERAL: The Organ-Fractals which inhabit Acceptance cause the


caster's flesh to "erupt" toward a nearby target in a mess of fists,
claws, teeth, legs, feet, tentacles, and overall fleshy bits. This spell
packs the punch of a melee attack, with the volatility of patron
magic. The caster risks their limbs exploding, or worse...

NOTE: to power the Organ-Fractals which activate this spell, the


caster must use at least 1 point of spellburn

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.

CORRUPTION: Roll 1d4: (1) everyone is attracted to the caster, never


leaving them alone; (2) caster's skin is constantly burning and
blistering. -1d to HD recovery; (3) caster takes d3 points of
damage every time they attempt a melee attack; (4) caster's
dominant arm bursts open. It is no longer load-bearing.

MISFIRE: Roll 1d4: (1) caster's arm explodes dealing d3 points of


damage. It grows back within d3 rounds; (2) caster's leg
explodes, dealing d6 points of damage. It grows back within d6
rounds; (3) caster's limbs all attempt to eat anyone within 10' for
1 hour; (4) caster's nervous system shuts down, and it blacks out
for 2d3 rounds.

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.

Table 4-1: Invoke patron Check Results (Razor-Worn)


Roll Effect
12-13 The Cosmic Gantry flays a single target with its cables,
dealing d3 points of damage and giving it -30’ MV for
d3 rounds.
14-17 The Elevator Network responds to the caster’s cries for
help and latches on to a single target with a mess of
cables. The target takes d3 points of damage, and
gains +30’ MV for d3 rounds.
18-19 Razor-Worn demands inaction and latches on to a
single target. The target must make a DC 18 Fortitude
save or lose an action die for d5 rounds.
20-23 The Cosmic Dispatch selects a disciple and sends d3
cables to “enhance” a single target and drag it to
victory. The target gains an extra d20 action die for
each cable sent. The dice are single use only, and the
cables return to the Gantry.

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.

When it returns it is “changed” by wandering the


gantry, reduced to d3 HP, and will have learned the
Invoke Patron spell for a Patron of the Judge’s choice. It
can cast it once per day. (Caster level is d3, and uses
the Personality modifier)

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.

Table 4-2: Patron Taint (Razor-Worn)


Roll Result
1 On the first roll of this result, the caster loses one of
their arms, receives a -1 to all skill checks, and a +5’ to
MV. On the second roll of this result, the caster loses
their second arm, their action dice suffer from a -1d
modifier, and they gain an additional +5’ to MV.
2 Razor-Worn will take the caster’s legs if allowed to. On
the first roll of this result, the caster loses a leg, a -15’
to MV, and a -2 to balance checks. On the second roll
of this result, the caster loses their other legs. Razor-
Worn will however offer them limited flight at a MV of
15’, and +10 to balance checks. You must become like
her.
3 On the first roll of this result, the caster’s torso
disappears. They can still breathe, pump blood, use
their nerves, and so on. The caster suffers a -3 to any
rolls involving their own charisma, as they are VERY
unsettling to look at. They can cover it up, but everyone
finds out. Always.
4 The Elevator God will gladly sublimate all into metal.
On every roll of this result the caster gains +1 Stamina,
and suffers a bonus +d4 damage from electrical, fire,
and cold based attacks. No one said it would be
pleasant...

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.

At the beginning of each day the caster must take a DC


15 Fortitude save. On success, they gain an extra 10’
MV for that day. On Failure, they lose 10’ MV for that
day. Razor-Worn guides her charges.

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.

Table 4-3: Spellburn (Razor-Worn)


Roll Spellburn Result
1 The Elevator Goddess sends down metal plates that
wedge into and around the caster. This manifests as
normal attribute loss. In addition the caster has +4 AC
until the spell casting is complete.
2 Cables of the cosmic gantry lash and restrain caster,
which results in normal attribute loss. They receive a
+2d to their spellcheck, but the spell takes an
additional d3 rounds to cast.
3 Elevator doors rapidly eviscerate the caster during
casting. For every point of spellburn they take d4 points
of damage, and provide a +4 to the spellcheck. What’s
wrong with gambling your mortal form?
4 Limbs blink in and out of existence on the caster’s
body, manifesting as normal attribute loss. After the
spellcasting they’ll need a short rest before they can
cast another spell.

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...

■ Level 1 : Elevator Going Up


■ Level 2 : Mind the Door
■ Level 3 : Elevator Going Down

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

GENERAL: Razor-worn sends an elevator to vertically move the


caster or up to d6 targets, straight up into the air. If they don't get
out, the elevator plunges dealing damage to the occupants. Of
course, when you're 10+ feet into the air… you may not have
anywhere to go...

NOTE: THIS SPELL REQUIRES THE CASTER TO HAVE A DOOR WITH


THEM.

EXTRA BONUS 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.

MANIFESTATION: Roll 1d4: (1) metal box begins to form around


target area; (2) caster's door begins rising into sky; (3) large digital
numbers appear above target area and start counting down; (4)

37
the earth splits open from beneath the target area as cables
spray up and into the heavens.

CORRUPTION: Roll 1d4: (1) caster takes 1 damage whenever they


jump; (2) caster takes 1 damage whenever they start climbing; (3)
caster is suspended by cables, 1' above the ground, at all times;
(4) caster has -1d to all rolls made below ground level.

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

Table 4-4: Elevator Going Up 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 A chime rings in the distance, and an single elevator
unit shows up and grabs the target group. It raises
them 10’ into the air, and waits there for 1 round. After
which it gently slams back into the earth. Those inside
the elevator take 1d3 points of damage, half if they
make a Fortitude Save against the Spell check. Even if
they take damage, everyone is overall content as a
result of the leisurely vertical trip!
14-17 An elevator shows up and sucks in the target group.
Once inside they hear the sounds of some pleasant
bossa nova. They are lifted 20’ into the air, and remain
there for 1 round. After which, the pleasant music turns
into a black metal dirge and they plummet… Those
inside the elevator take 2d3 points of damage, half if
they make a Fortitude Save against the Spell check.
Even though it was sudden and weird, everyone is
pretty happy about the results.

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.

… but wait there’s more. Upon landing, The Elevator


lashes back out at the target group…

…and RECASTS THE SPELL.


32+ The Cosmic Gantry ensnares the target group in an
Elevator and hurls it 350’ into the air. The doors open
and they hang in place for 2d3 rounds, after which it
bursts into flames and plummets back into the earth.
Those inside the elevator take 35d3 points of damage,
half if they make a Fortitude Save against the Spell
check.

Upon landing, RECAST THE SPELL.

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

GENERAL: caster can weaponize doors. All castings REQUIRE the


material component of a door. (Her wizards and devoted often
carry doors on their backs). There is always a chance that the
door will shatter permanently.

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

GENERAL: Razor-Worn sends an elevator straight down onto a


target, out of the elevator Bursts minions loyal to the goddess

NOTE: THIS SPELL REQUIRES THE CASTER TO HAVE A DOOR WITH


THEM.

EXTRA BONUS 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.

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.

THE SHIFT OF THE THE SHAFTED (CULTIST) : Init +2;


Atk poking stick +2 melee (1d5); AC 13; HD
1d10; MV 35’; Act 1d20; SV Fort +0, Ref +2,
Will -1; AL N.

18-21 Elevator doors coming flying from all angles as an


elevator unit is formed, dealing 2d6 points of damage
to a single target. From the metallic wreckage emerges
a single The Glistening of the Guillotine cultist, ready to
help the caster out. After d4 rounds the cultist rides an
elevator door back into the stars beyond the stars.

THE GLISTENING OF THE GUILLOTINE (CULTIST) : Init


+2; Atk Mini-throwing-Guillotine +3 missile fire
(1d6, range 15’); AC 12; HD 1d8; MV 25’; Act
1d20; SV Fort +2, Ref +1, Will +0; AL N.

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

THE SHAFTMASTER (CULT LEADER) : Init +3; Atk


chainsaw drive poking stick +4 melee
(1d5+3); AC 15; HD 3d10; MV 40’; Act 1d20;
SP bloody fumbles, stilts; SV Fort +1, Ref +3,
Will +4; AL N.
Bloody Fumbles: attacks self on natural rolls
of 1-5 to hit.
Stilts: must make DC 11 reflex save whenever
it takes damage, or it falls over.

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.

THE GLISTENER (CULT LEADER): Init +3; Atk living


door spit +5 missile fire (2d6, range 15’); AC
14; HD 3d8; MV 30’; Act 1d20; SP living door;
SV Fort +2, Ref +2, Will +3; AL N.
Living Door: the glistened carries a living door
on its back, and it can speak and has a
intelligence of 2d8. It can cast charm person,
and invoke patron for Razor-Worn and it has a
+5 to spell checks.

32-33 Sweeping spotlights scan the entire area as a cluster of


densely packed elevators fall upon the target, dealing
10d6 points of damage to everything within 15’. Out of
the doors appear d3 Shaftmasters and d3 Glisteners
(stats as above). The leaders serve only themselves,
but they’ll stick around for 3d4 rounds before going to
recruit for their respective cults… or trying to kill each
other.

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.

From the cosmic heavens above lowers a demon


known as Anger in the form of all that the Cosmic
Gantry, and Razor-Worn, hold dear. Suspended from
cables is an oversized elevator unit, with human heads
on stalks, limbs stolen from past victims, and a
ravenous snapping “mouth”. (the mouth is the elevator
door guillotine… if that wasn’t clear)

Anger rampages for 5d4 rounds attacking everything in


sight, after which cables attach to it and it is called
back to the Cosmic Gantry for repairs.

ANGER (TYPE II DEMON, RAZOR-WORN, HENCEFORTH


THE SHAFT): Init +8; Atk head bite +10 melee
(1d4), or kick +5 melee (1d8), or door bite +2
melee (2d12); AC 18; HD 8d12; MV 20’; Act
8d20; SP spew corpse, elevator stealth,
demon traits; SV Fort +10, Ref +0, Will +0; AL
C.
Spew corpse: 1/day. Target must pass a DC
17 reflex save, or take d6+6 points of
damage. Recharges every time Anger kills
something.
Elevator Stealth: +10 to stealth checks when
near another elevator, or where an elevator
would normally be.

36+ The Cosmic Gantry smiles on the caster and sends a


flurry of elevator units. The caster immediately casts
this spell 3 more times as a result.

48
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