You are on page 1of 76

Issue #2 : Melancholic Terminal Ascent

WRITTEN: Sean Richer

EDITED: Jarrett Crader & Fiona Maeve Geist (MRC)

LAYOUT: Glynn Seal (MonkeyBlood Design)

COVER ART: El Huervo (Niklas Åkerblad)

INTERIOR ART: GRAZ, 2headedgiant.com, RabidBlackDog /Krzysztof


Bieniawski, Shane O'Neil, James Everett Jackson, Michael Weeks,
Sam Mameli & Andy Hopp

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.
All rights reserved. For additional information, visit
www.goodman-games.com or
contact info@goodman-games.com.

1
Terror of the Stratosfiend is a production of
Orbital Intelligence, LLC © 2020. All rights reserved.

Contents
Introduction-or Welcome Back.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Equipment.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
The Conduits : Living, Sentient, and Incubating.............................5
The Six Chambered Hell's Apothecary for Wandering Clerics...9
Characters.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Half-Stratosfiend Reality Binder..........................................................11
Terror Incarnate.........................................................................................15
Stratosfiend Magistrate "IX-777" Fear-Engine .............................17
Half-Stratosfiend Roof Jumper.............................................................21
SPELLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Doors Were All the Rage.......................................................................28
Hatch Door Offspring.....................................................................30
Door Surfing the Cosmos.............................................................34
Entangle Doors.................................................................................37
Bestiary.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Razor-Worn's Oasis of Wires...............................................................42
A Tale of 2 Cults.......................................................................................48
Space Piracy...............................................................................................52
A Brief History of Organ-Fractals........................................................56
Appendix O - Post-Drop'Torate Occupations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Appendix S - Lucky Signs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Clasp of the Earth-Bound......................................................................62
Banes of the Stars beyond the Stars...............................................63
Appendix L - An Aside on Language.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Wait.. There's More. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
Appendix B - The Lust of the Bat God.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
OGL.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71

2
Introduction-or
Welcome Back

3
While Earth was ravaged by the Drop,
space continued distorting. Strange
new entities, unknown to modern and
fantastical humanity, roiled in the
depths of space.

Supposedly the Drop rippled forth from


the Cosmic Gantry as Razor-Worn, a new
Orbital Intelligence, was born. Her
screams tore through space and time,
asserting the Gantry's dominance.

It spans all of space and time, you


know...

Under her screams' veil the


Stratosfiend hivemind poured forth-the
IX-777 were first to respond to her
call... quelling everything in their
wake.

A new era of dimensional piracy was


born and space was prime for the
taking.

Her screaming is endless... She's


supposedly calling as many souls as
she can to the dispatch... those who
find her are offered gifts mere
mortals couldn't comprehend.

Within Dispatch's walls walk horrors


with limbs made of limbs made of limbs
made of limbs made of limbs made of
limbs made of limbs-and, supposedly, a
certain bat roosts.

4
Equipment
THE CONDUITS :
LIVING,
SENTIENT, AND
INCUBATING
As the Drop took hold, key conduits were activated and scattered
across the cosmos, taking the form of ordinary items and
weapons. Maybe your assault carbine has a tongue, an opinion
on how to make the perfect cup of coffee or incubates a plague
seed. Consult the following tables for further effects of these Key
Conduits.

Living Weapons die if the user (basic incubation):


is damaged while wielding +2;
them and must be "healed" +2, same damage
rather than repaired. and range as
weapon;
Sentient Weapons hold 11;
conversations and have 2d8 2d6;
Intelligence or Personality. 35';
1d20;
Incubating Weapons contain
once per day it
sleeping and gestating horrors.
must make a DC 15
d3 rounds can be taken
Fort save or die by
hatching the entity inside,
the end of the day;
permanently destroying the
Fort +2, Ref +2,
weapon.
Will -2;
N

5
BURNING EMOTIONS: When found, roll to determine the weapon's
Sentient Emotion. Alternatively reroll whenever you pass the
Willpower check (breaking its spirit).

INVOKE SENTIENCE: When picked up, roll a Willpower check DC =


the weapon's Intelligence or Personality. On success nothing
happens. On failure the weapon's ability immediately engages-
users may voluntarily fail.

to damage,
1 : +1 to attacks, +1
-1 to Willpower.
ack
2 : weapon gains +1 att
tak es da ma ge while
every time user do wn.
n put
equipped. Resets whe
witnesses
3 : weapon weeps and
fo e) ma ke a DC 15 Will-
(friend and
until the weapon
power save or weep
is dropped.
ard nearest,
4 : pulls user 10’ tow
wea po n each move
largest, visible
action.
get,
5 : strikes nearest tar
friend or foe.
if user
6 : weapon drops itself
deals ANY damage.
if
7 : weapon drops itself
user takes damage.
ipment at
8 : attacks user’s equ
random.
white,
9 : user’s eyes turn
il the wea po n is dropped—DC
dazed unt
18 Willpower save.
-4 to attack
10 : +2d4 damage and
.
rolls while equipped
6
DRAW THE LIFE: When you get a living weapon roll on this table to
determine its disposition. Alternatively, roll every time it activates.
It's up to you how volatile it is.

1 : heals d4 hp to a
target. 2/day.
2 : +1 AC while equipped.
3 : apply Intelligence
modifier to attack.
4 : attacks deal +d3 damage
target and user. to

5 : a really fancy sheen.


Willpower to all viewer -3
s.
6 : all spell checks
within 30’ are at -2d.
7 : +1 to attack rolls.
8 : target makes a DC 15
power (horror) save or Will-
is stunned for
1 round.
9 : bonus +2 melee bite
damage) action. (d3

10 : an extra d10 action die


usable for attacks and
skill checks .

7
CHROMATIC NIGHTMARE: Roll to determine what horror it contains.
Reroll if user takes 50+% total HP in damage from one attack.

1 : on death, single target


is bound to the ground—DC 20 Strength
check to break free.

2 : on death all within 10’


make a DC 15 Fortitude save or take
d6 damage and fall deathly ill.

3 : when it deals damage,


shuts down target machine for 1
round.

4 : when it hits a target,


it teleports them randomly within 20’
after damage.

5 : on hatch, binds to
user—as living weapon.

6 : struck targets make a DC


15 Refle x save or slip and fall—these
targets, and the oil fiend, take +5
to fire damage.

7 : winged, gains flight;


drips noxious honey.

8 : attacks via licking with


a chance of combustion; can lick to
ignite self.

9 : targets it wounds
only see colored triangles for d6
hours. Hurls triangles (as missiles).
Can cull frustums.

10 : shrieks ceaselessly
until death. All listeners make a DC
8 Willpower save every 10 minutes or
try to claw their own eyes out.

8
THE SIX CHAMBERED
HELL'S APOTHECARY FOR
WANDERING CLERICS
The Drop had even stranger effects on clerics, surgeons and
priests caught in its vile wake. We're unsure how these items
were created, or who designed them, but the Six Chambered
Hell's Apothecary for Wandering Clerics assured me they're
"mostly" safe for usage.

All purchases are signed in blood.


LAYING OF HANDS OF HANDS OF CEREMONIAL NANO-WRAPS: re-
HANDS OF HANDS...N: +2 to all programmable to match the
cleric related skills and spells. burial rites and rituals of any
On failure, add to your religion or culture. Can detain a
disapproval and attempt again. target.
This does NOT count as an
additional action GROUND SEAL PROTOCOL: infects
ground with malware,
POTIONIC INJECTION: Injected preventing re-spawning and
directly to the throat-2 undeath.
(potentially fatal) damage
before healing 1d10+1 HOLO-BANE PERIMETER PYLON:
damage. Often set up as a perimeter.
Functions as bane to 1
CYBERNETIC SALVE-GRUB species. Takes 1 action to
AMPOULE: when shattered, reprogram. DC 15 Willpower
grubs swarm to the wound-3 Save for those targeted to
Fortitude saves. Each success move or act within 15'.
heals d8 HP. Failure deals d6
damage.

9
10

Half-Stratosfiend Reality Binder by 2HeadedGiant.com


Characters
HALF-STRATOSFIEND
REALITY
Living siege towers-watch as
they twist and contort their limbs
BINDER
and tentacles into complex formations. Flesh
surging forth, forming platforms and facades. As
they harden, the Stratosfiend's will surges through, warping and
mutating all spells they cast.

It is rumoured the Stratosfiend were here all along, and the Drop
was caused by those trying to force the Hive to join them. All over
the planet you find strange enormous statues of tentacle
entwined beings-allegedly these Reality Binders called the Drop.

But who cares about history, when all we have is now? Benders
serve as conduits and nodes for the Stratosfiend hivemind's will,
their bodies are the tuning forks.
HIT DIE: 1d8 HP per level. ALIGNMENT: They must match
their patrons' alignment.
WEAPON TRAINING: trained in Chaotic Benders are trying to
blunt weapons, scythes and peel away at the layers of
their tentacles. They are never reality ushering their patrons
considered unarmed. Like all through the veil in a second
other half-Stratosfiend, they Drop. Neutral Benders care
rarely wear armor as it must not for balance, they'd rather
be configured for their just force the elements of law
tentacles. 50% chance any and chaos into fatal
armor worn during a hive confrontation. Lawful Benders
tower is ruined. simply hope to find the best

11
final resting place so their caster level). Spells cast while
tower immortal will be at rest. the tower is erected, add their
tower level.
LUCK: Reality Bender Luck
applies to their spell checks. As soon as the tower is
started, the caster is
CASTER LEVEL: is their Reality immobilized. It takes 1 turn to
Bender level. remove the tower-it can be
rushed (d8 damage).
LANGUAGES: Reality Benders
speak common, Greater COMMUNE WITH THE HIVE: At
Stratosfiend and either Angelic level 1, Reality Benders pick a
or Demonic. patron through their
connections to the hive mind.
ACTION DICE: Action Dice are They learn the appropriate
used for attacks spell checks. Invoke Patron which can be
Tentacle Dice are used for cast 1/day.
tentacle attacks, skills, spells
and building the hive tower. CADAVRE EXQUIS OR THE TOWER
IMMORTAL: When the Bender
SUPER LONG TENTACLES: These dies, its tower erects from its
tentacles are ridiculously long corpse serving as a beacon
(20') and deal 1d3 points of and reminder to all who
damage. Their tentacle die encounter it. This tower offers
increases with level. a bonus to patron spells,
patron skills and patron
HIVE-NODE RITUAL CASTING: interactions equal to the
Reality Benders draw their deceased's caster level within
power from their coursing 100'.
blood; they use their Stamina
modifier for spells. Any spells
cast without a hive tower are
at -2d.

HIVE TOWERS: Reality Benders


may use their tentacle action
to build a tower of their
tentacles and flesh. Each
action spent increases the
tower level by 1 (maximum =

12
TABLE: Half-Stratosfiend Reality Binder

Level Attack Crit Action Tentacle Ref Fort Will


Die/ Die Die
Table
1 1 d3/I d20 d12 -1 0 1
2 1 d4/I d20 d12 0 1 1
3 2 d5/I d20 d12 0 2 1
4 2 d6/I d20 d14 0 3 2
5 3 d7/I d20 d14+d12 1 5 2
6 3 d8/I d20 d16+d12 1 6 2
7 4 d10/II d20 d16+d14 1 6 3
8 4 d12/II d20 d16+d14 2 7 3
9 5 d14/II d20 d20+d16 2 8 3
10 5 d20/III d20 d20+d20 2 8 4

TABLE: Half-Stratosfiend Reality Bender Hive-Node Ritual Casting

Known Max Spell


Level Spell-Volve Level
Die Spells
3 1
1 d3
4 1
2 d3
5 2
3 d5
6 2
4 d5
7 3
5 d7
8 3
6 d8
9 4
7 d10
10 4
8 d10
12 5
9 d12
14 5
10 d12

13
SPELL-VOLVE: On spellcast while tower is active, roll the Spell-Volve
die once per level of spell tower mutating the spell before casting.
Repeats cancel out. (Cocoon stacks across castings.)

SPELL-VOLVE TABLE:

Spell-Volve Evolution
Die Roll result.
1 Sparkle: +1 to spell
to spe ll che ck.
2 Surge: +1d
enc e: its nex t cas ting is
3 Recurr
instant.
DC12 Will-
4 Silence: target makes
cas t spells
power save or can’t
for 3 rounds.
asts itself
5 Recursion: spell rec
y modifier
instantly w/ Agilit
bonus added.
turns.
6 Cocoon: +2 AC for d4
Sna re: tar get mak es Reflex
7 Tenta-
d dow n.
save or is knocke
is cast
8 Allure: Charm Person
agains t the tar get .
emean Rage
9 Mono-Idealize: Polyph
ins t a ran dom enemy.
is cast aga
ll instantly
10 Patronize: patron spe
casts at random.
HP.
11 Rejuvenate: regain d8
spe ll aut oma tically
12 Ignorance:
bypasses any saves.

14
TERRO
R INCARNA
TE
Deep in the recesses of the
human mind is a gland that produces fear response on a cosmic
level. It serves as a superhighway for the Stratosfiend Hive Mind's
will.

Incubating, Living and Sentient weapons serve as key conduits to


a cosmic gate when combined with these fear responses-
unleashing torrents of terror, dread and fear.

This spectral region is colloquially referred to as "Fear Space" and


"Deep Fear Space"-pathways of the Stratosfiend IX-777. Rumour
alleges a group of pirates led by Absolution & Benediction lead
raids from here as well as rival companies led by Goliath Death
Engines.

TABLE : Uncanny Terror

Roll d7 Uncanny Terror


1 Audible screams.
2 Blood drips down the walls.
3 Loud metallic banging.
4 The sounds of blades being shar
p-
ened.
5 The smell of iron, rust and
burning flesh.
6 Strange lights form in the wall
s
7 Something is always occupying
your blind spot.

15
Stratosfiend Magistrate "IX-777" Fear-Engine with Living Sentient Shotgun
and Siege Preparation Matrix
16 by Krzysztof Bieniawski
STRATOSFIEND
MAGISTRATE "IX-777"
FEAR-ENGINE
The most secretive members of the Stratosfiend invasion are
known as Unit IX-777. They are, literally, the Terror of the
Stratosfiend. They believe dread is the only way to drive the
invasion forward and they are ordained as "living saints" with a
divine right to spread fear.

The Fear-Engines rely on living sentient weapons that they refer


to as "instruments"-voice of the Stratosfiend Hivemind and
conduits for the nightmares they've incubated.

They prefer the company of the lesser Stratosfiend. As a result,


they often infect worlds with Half-Stratosfiend agents, making
way for the towering Gladiatrices.

Members of the IX-777 frequently take trophies from the defeated


but do not believe in or practice torture as it means expulsion
from the unit. (ALSO THE WRITER DOES NOT CONDONE IT.)

HIT DIE: 1d10 per level ALIGNMENT: Chaotic Fear-


Engines rely on cruelty and
WEAPON TRAINING: rely on and fear to inspire and terrify; often
prefer living and sentient decorating their armor with
weapons as well as their fallen friends and foes' skulls.
Armored Tentacles. Don't Lawful members of the IX-777
engage in arguments over rely on words, affirmations and
range or damage output as scriptures of the Orbital
long as the weapon can talk or Intelligences as insignia to
bleed. Never considered inspire and terrify. Neutral Fear-
unarmed. Engines collect instruments.

17
LUCK: IX-777 Luck applies to POLYPHEMEAN RAGE: All
rolls of the Fear Die. Stratosfiend Magistrates bear
their species iconic singular
LANGUAGES: Members of the eye. It knows the
IX-777 are trained to infiltrate Polyphemean Rage spell. (See
and deploy behind enemy Issue #1). Caster level is their
lines. Read and speak character level and uses their
Common and Lesser Personality modifier.
Stratosfiend.
ARMORED TENTACLES: The IX-777
ACTION DICE: Action dice may unit ritually armor plate their
be used for attacks, Fear- tentacles. Can shield
Bolster and Polyphemean themselves by spending a
Rage. Tentacle dice may be Tentacle Die to add (Character
used for tentacle attacks, Level + Stamina modifier) to
Armored Tentacles and Fear- their AC until the next combat
Bolster. round. Tentacles deal 1d5
damage in melee and their
ENORMOUS SIZE: The tentacle die increases each
Stratosfiend Magistrates tower level.
over humans, and other lesser
Stratosfiend, at 20'. Human
skulls are like berries in their
hands-and crushed just as
easily.
TABLE: Stratosfiend Magistrate "IX-777" Fear-Engine
Level Attack Crit Action Tentacle Ref Fort Will
/Fear Die/ Dice Dice
Die Table
1 0/+D3 1d10/I 1d20 1d12 0 0 1
2 0/+D4 1d12/I 1d20 1d12 1 1 1
3 1/+D5 1d14/I 1d20 1d12 1 1 2
4 1/+D6 1d16/I 1d20 1d14 2 2 2
5 2/+D7 1d20/II 1d20 1d14+1d12 2 2 3
6 2/+D8 1d24/II 1d20 1d16+1d12 3 3 3
7 3/+D8+1 1d30/II 1d20 1d16+1d14 3 3 4
8 3/+D8+2 1d30/I 1d20 1d16+1d14 4 4 4
II
9 4/+D8+3 1d30/IV 1d20 1d20+1d16 4 4 5
10 4/+D8+4 1d30/V 1d20 1d20+1d20 5 4 5
18
TABLE: Mighty Deeds of Fear
Fear Fear Result
Roll
MIGHTY DEEDS OF FEAR: The IX-777
channels fear through its 3 : target gets +1
to attacks and damage
instruments and may use its Fear
against the Fear-
Die instead of its attack bonus Engine until the end
when attacking with a living or of combat.
sentient weapon. On a 3+ they 4 : target gets
will automatically apply the results +10’ MV for d3 rounds,
of the Mighty Deeds of Fear Table. attempting to flee.
5 : target is -2 to
FRIGHTFUL INVESTIGATION: Whether all checks and rolls
through intimidation or terror the until the end of
Fear-Engine excels at getting combat.
information from targets. It may 6 : target
add its Fear Die and Personality automatically spends
modifier to rolls to extract one of its action dice
chanting alien scrip-
information.
tures for d3 rounds.
7 : target
FEAR-BOLSTER : The Magistrates
immediately makes a
can inspire and bolster their melee attack against
teammates through fear. Spending closest entity (friend
one of their action die (which or foe; could target
recharges next round) to bestow self).
their Fear Die to an entity. No 8 : target
entity can have more than one screams every round
bestowed Fear Die. They may (taking no action),
spend and add it to the roll of until a DC 15 Willpow-
their choice. er save is passed.
9 : target is -6
VILE TROPHY: After an encounter to all checks and
rolls until the end of
(including non combat
combat.
encounters), the Fear-Engine may
10 : target
spend 50 gp making a memorial gains +5 to all
Vile Trophy. This could be as checks, saves and
simple as carving a fallen friend or rolls until the end of
foe's skull or inscribing dogma combat.
and scriptures on the scrolls lining 11 : target
their armor. This may be done collapses into the
once per long rest. The Vile fetal position for 2d3
Trophy may be sacrificed, usually rounds.
by smashing or burning it, to add 12 : target
+2 to any Fear Die roll. takes an additional
19 2d6 damage as fear
ruptures their brain.
13+ : roll
again twice.
Half-Stratosfiend Roof Jumper
20 by James Everett Jackson
HALF-STRATOSFIEND Glass, concrete
and rebar form
no cage that

ROOF can hold these kin of


the Stratosfiend. They
excel leaping from

JUMPER rooftop to rooftop,


unleashing bursts of
speed confounding all
that seek to trap them.
If you need a job done
quick, consider it alread
done-delivery, theft or y
a quick assassination.
They, and their trademark
RavenSpawn, are literal
front runners of the hiv
e mind. Their temporal
wakes serve as guidepost
s for the arriving
armada.

HIT DIE: A Roof Jumper gains ones take any jobs they come
1d5 hit points at each level. across.

WEAPON TRAINING: Trained with LUCK: Roof Jumper Luck applies


pistols, bows, daggers, their to RavenSpawn actions and 1
tentacles and improvised thief skill of choice.
weapons (you never know
when you're cornered in an LANGUAGES: Roof Jumpers know
alley); are never considered Common, lesser Stratosfiend
unarmed. Rarely wear armor and all alignment languages.
as it must be configured for They can, and often do, work
their tentacles. with anyone.

ALIGNMENT: Roof Jumpers are ACTION DICE: used for activating


loyal to themselves alone, RavenSpawn, climbing, attacks
working jobs for anyone- and skills. Tentacle dice are
anything-for coin and to run used for tentacle attacks,
free. Lawful ones tend towards climbing and springing (below).
lawful jobs, chaotic ones tend Both may be used for
towards chaotic ones. Neutral Speedvolving.

21
THIEF SKILLS: Pick 3 thief skills and Inverted Surfaces thief
available to the Roof Jumper. skills.

SPRING COILED TENTACLES: d4 RAVEN-HELIX RITUAL: These half-


damage. Can spend a tentacle Stratosfiend are lined with
die to "spring" and either add otherworldly Raven-Helix
20' to jump height, +10' MV or allowing them to birth a
add their Agility modifier to RavenSpawn. These "ravens"
damage rolls. This effect lasts are made from the Jumper's
until end of turn and can be DNA and nest within its
triggered repeatedly. While tentacles. They're used as an
active they take half falling extra set of eyes and ears;
damage and add 5' knock anything helps when you're
back to any attacks made. breaking and entering.
Their tentacle die increases
with level. They cost d3 HP to birth,
temporarily reducing the host's
WALL-WALKER: Their tentacles HP by the same amount. A
are naturally configured for Roof Jumper may control up to
climbing walls and ceilings, 1 + their Stamina modifier of
and excel at leading prey RavenSpawn (minimum 1). Any
where it can not safely follow. skills or attacks made by the
They start with the Climb Sheer RavenSpawn use the Jumper's
Stamina modifier.

+1;
peck +4 melee (1d4);
12;
1d4;
10' (crawl), 50' (flight);
1d20;
Mine Eyes, Lock-ON;
Fort -1, Ref +2, Will +0;
N.

22
MINE EYES: the Roof-Jumpe
r and its RavenSpawn sha
directionally. re vision, bi-

LOCK-ON: the RavenSpaw


n may spend its action die
+1 to attacks, +2 AC or +3 to give the Roof-Jumper
to awareness / perception
, until its next turn.

TABLE: Half-Stratosfiend Ro
of Jumper
Level Attack Crit
Die/ Action Tentac
le Speed-
Table Dice Ref Fort Will
Die Volve

23
1 1 1d10/M Die
1d20 1d12 d3
2 1 1d12/M 1 0 0
1d20 1d12 d5
3 2 1d14/M 1 1 1
1d20 1d12 d5
4 2 1d16/M 2 1 1
1d20 1d 14 d7
5 3 1d20/M 2 1 1
1d20 1d14 d8
6 3 1d24/M 4 2 2
1d20 1d16 d1
7 4 1d30/M 0 4 2 2
1d20 1d16 d1
8 4 1d30+2/M 1d20 0 6 2 2
9 1d20 d12 6
5 1d30+4/M 1d20 3 3
10 1d 20 d12 8
5 1d30+6/M 1d20 3 3
1d20 d12 8 4 4
SPEEDVOLVE: Make a DC 10 Reflex save to roll evolve die and
apply effects. On fail, take d4 damage from overload. Effects last
until Roof Jumper takes any damage-including overload. Any rolls
of previous effects cancel out as with the other half-Stratosfiend.

TABLE: Half-Stratosfiend Roof Jum


per Speedvolution Table
Die Evolution
Roll
1 : +1d to tentacle
damage.
2 : RavenSpawn may act
extra time per activa an
tion.
3 : May interrupt
someone else’s action
s.
4
: +d3 to hit vs
lower initiative rol
ls.
5 : May use Polyphemean
Rage with -1d to spe
ll checks
(modified by Agility).
*
6 : +Agility modifier
AC. to
7 : consume Raven-
Spawn to gain glide
/ limited
flight.
8 : Roll for initia-
tive with both action
die and
tentacle die, keepin
g whichever
you choose.
9 : +2 Willpower.
10 : +2 Agility.
11 : Gains extra tentac
action die d20. le
12
: May use Charm
Person (modified by
Agility).*
*Caster Level is their Roof Jum
per Level.

24
THIEF SKILLS: Pick 3 of the thief skills available to the Roof Jumper.

TABLE: Thief Skills by Level 8 9 10


3 4 5 6 7
1 2
Level
11 12 13 14 15
3 5 7 8 9
Climb Sheer/
Inverted
Surfaces* 8 9 10 11 12 13
1 3 5 7
Sneak* 4 5 6 7 8
0 0 1 2 3
Backstab 5 6 7 8 9 10
1 2 3 4
Hide in
Shadows* 6 7 8 9 10 11
2 3 4 5
Pick locks* 5 6 7 8 9 10
1 2 3 4
Disguise self‡ 6 7 8 9 10 11
1 2 3 5
Read language† 9 11 12 13 14 15
3 5 7 8
Handle poison d14 d16 d16 d20 d20
Cast spell d10 d10 d12 d12 d14
from scroll‡
b Sheer / Inverted Surfaces; it
Note: the Roof Jumper gets Clim
of thief skills.
doesn't count toward number
Agility modifier, if
* the Roof Jumper's
se skills.
any, also modifies the
per's Int elligence modifier,
† the Roof Jum
these skills.
if any, also modifies
's Per sonality modifier,
‡ the Roof Jumper
these skills.
if any, also modifies

25
"A Real Stratos World" by Sam Mameli
SPELLS
DOORS WERE
ALL THE
RAGE
Before the time of the Cosmic Gantry was the
dominion of the Doors. Every mage worth their
salt owned a door or two. Doors were how
mages got around, communicated long distance
and bred more doors. Where else do you think
doors came from? When elevators evolved doors
went into hiding. They say the first thing Razor-
Worn did was slay the Door God...

All doors are heavy 2-handed weapons with an


additional -1d penalty to hit. Any weapon
upgrades from Issue 1 can be applied to them,
including the living, sentient and incubating
tables in this book.

28
TABLE: Door Type
Roll Door Type dmg Cost
d10 (GP)
1 : d4 10
-4 to door spells
and skills.
2 : wards d4 80
low Intelligence
creatures.
3 : +2 d6 200
attack and damage
vs insects.
4 : very d6 100
flammable.
5 : d10 400
flammable.
6 : damages d12 600
both parties.
7 : blocks d12 600
radiation, don’t
lick.
8 : d16 800
binds a demon
within.
9 : d20 1200
locks in place
anywhere.
10 : sets d20 1000
off a separate
alarm.

29
Hatch Door Offspring
Level: 1
Range: Touch
Duration: Instant
Casting Time: 3 actions
Save: N/A

One of the strangest spells; where do doors


come from? Rumour has it that strange forms
of door husbandry, egg laying and occult
magics led to ‘The Modern Door.’ Door mages
General

rely on this spell to replenish their door


supplies—as they’re always running off,
shattering or being ushered into dark
realms. Each additional door used in the
spell adds +1 to the spell result.

NOTE: REQUIRES AT LEAST 1 DOOR AS A


MATERIAL COMPONENT

30
: (1) the doors hauntingly sing to
Manifestation each other, as the new door appears as a
baby door smashing through a mystical egg;
(2) the doors levitate and smash into each
other. The shower of splinters fuses into a
new door; (3) the doors all flesh-merge
into one then divide, revealing a new door;
(4) a new door poofs into existence.
: (1) caster becomes a door. +1d6
Corruption

Stamina. -1d6 Agility; (2) caster carves


door glyphs into body, everyone knows they
are a door mage; (3) caster has -2 to door
related skill checks; (4) 1d3 door knobs
appear randomly on caster’s body.
: (1) caster takes d3 damage for
each door involved; (2) a Council of Doors
appears and heavily scolds the caster. -4
Misfire

to next door spell check; (3) all doors


involved shatter into pieces; (4) soul of
new door lodges itself inside one entity
within 30’ and has -10 to non door-related
actions for 1d3 days.

31
1 Lost, failure and uncertain doom. Roll
1d6 modified by Luck: (0 or less)
Corruption + Misfire; (1-3) Corruption;
(4+) Misfire.
2-11 Lost. Failure.
12-13 Doorly energies surge from the stars
beyond the stars and imbue a parent door
d3 steps up the Door Type table. Enjoy
your kinda-new door!
14-17 A new door bursts into existence. Create
a new door of the same door type as a
parent.
18-19 Reality warps as a door initializes
itself pixel by pixel. Create a new door
at random (+1 door type roll).
20-23 Splinters erupt from the caster’s spine,
lending its essence to the new door.
Create a new door at random (+1 door type
roll). The door’s spectral energies add
+1 to spells and skill checks made with
it.

32
24-27 Songs of doors long since dead fill the
air at the birth of a new door. Create a
new door at random (+2 door type roll).
This triumphant new door adds +1 to
spells and skill checks made with it.
28-29 The visage of the Door God reveals itself
in a fountain of sparks, marking this
union of the doors as a special one.
Create a new door at random (+3 door type
roll). This marked door adds +d3 to
spells and skill checks made with it.
30-31 All doors of the cosmos faintly glow as
they feel a new door-kin born. Create a
new door (select the type). This door is
the avatar of door ideologies and
provides +d4 to spells and skill checks
made with it.
32+ A Cornucopia of Doors is upon you. Twin
doors are born, both oddly reminiscent of
the caster and their door parents. Create
2 new doors (select the type) . These
doors are a sign of the covenant between
door-kin and the caster. Each door adds
+d12 to spells and skill checks made with
them.

33
Door Surfing
Level: 2
Range: Touch
Duration: Varies

the Cosmos Casting Time: 1 Action


Save: N/A
A simple spell from back when the Door God
still held lavish parties and everyone was
expected to show up in style. Door
practitioners often use flocks of doors to
transport their associates. So, uh… pile on
and let’s fly!
General

Oh, and the door is imbued with some extra


damage potential.

And it might shatter…

NOTE: Casters that spellburn 10+ points


ignore the material door component, a
spectral door is created for the spell’s
duration. (Spectral doors can still
shatter.)
Corruption Manifestation

Roll 1d4: (1) door rises then falls flat on


its side, hovering gently; (2) door bursts
into flames; (3) spectral energy encircles
the door as it starts floating; (4) the
door’s psychic signature screams at the
caster to climb on.

Roll 1d4: (1) caster has -2 to lock picking;


(2) every door is considered locked for the
caster; (3) caster’s face is replaced with a
door knob; (4) blunt damage is increased by
+1d against the caster.

Roll 1d4: (1) a random object levitates and


slams into the caster dealing 1d3 points of
Misfire

damage; (2) caster is thrown 10d3 feet into


the air and takes falling damage; (3)
everyone within 10’ is knocked over; (4)
every nearby door shatters.

34
1 Lost, failure and uncertain doom. Roll
1d6 modified by Luck: (0 or less)
corruption + misfire; (1-3) corruption;
(4+) misfire. Door shatters and cannot be
repaired.
2-11 Lost. Failure. Door shatters but is
repairable.
12-13 Failure but the spell is not lost.
14-17 Door calmly rises to a rideable height.
The surf lasts up to 1 minute and has MV
5’. 50% chance the door shatters when the
surf completes—1d4 damage to all within
50’.
18-19 Repulsors in the door’s hide activate, as
the door honks an oddly familiar tune.
The surf lasts up to 5 minutes and has MV
10’. 40% chance of shattering when the
surf completes—1d6 damage to all within
50’. Attacks while riding have +1 attack
and +1 damage.
20-23 Door zig-zags violently as arc lightning
rappels down its fuselage. The surf lasts
up to 30 minutes and has MV 15’. 40%
chance the door shatters when the surf
completes—1d8 damage to all within 50’.
Attacks while riding have +1 attack and
+d3 damage.
24-27 A demon’s mirrocoat gilds the door as it
reaches out and picks up each member of
the caster’s party. The surf lasts up to
1 hour and has MV 20’. 30% chance the
door shatters when the surf completes—
1d10 damage to all within 50’. Attacks
while riding have +2 attack and +d4
damage.

35
28-29 Racing stripes cover the door as the
cosmic engine audibly reverberates
through the caster’s bowels. The surf
lasts up to 2 hours and has MV 30’. 30%
chance the door shatters when the surf
completes—1d12 damage to all within 50’.
Attacks while riding have +2 attack and
+d5 damage.
30-31 Death comes for all—except the caster—
death incarnate’s black skull burns
itself into the door which violently
floats in place. The surf lasts up to 5
hours and has MV 40’. 20% chance the door
shatters when the surf completes—1d14
damage to all within 50’. Attacks while
riding have +3 attack and +d6 damage.
32-33 A portal opens and from it emerges the
door-twin of the door in question. The
original door is whisked away as the twin
savagely consumes it. The surf lasts up
to 10 hours and has MV 50’. 15% chance
the door shatters when the surf
completes—1d16 damage to all within 50’.
Attacks while riding have +5 attack and
+d10 damage.
34+ Door howls at the door-moon as razor fins
form all over its body. It rolls over,
allowing the caster and entourage to
climb on its soft underbelly. The surf
lasts up to 24 hours and has MV 100’. 10%
chance the door shatters when the surf
completes—1d30 damage to all within 50’.
Attacks while riding have +10 attack and
+d14 damage.

36
Entangle
Doors
Level: 3
uch y
Range: To , probabl
ra t io n: Permanent
D u tio n
ime: 1 ac
Casting T
Save: N/A

e mo st
Ea s il y one of th
l us
Genera d dangero
useful an o rc e ror,
a do
spells of e)
2 (or mor
allowing c t r ally
be spe
doors to e r lo n g
o v
entangled a t d o es
. W h
distance use
? Y o u ca n
this mean f or
e) doors
2 (or mor
ance
long dist with
m u nic a ting and—
com e n ergy…
vested
enough in rtal.
n as a po
maybe eve
is
nnection
Once a co c hance
ed , 1 0 %
establish a t t e r when
s sh
both door
used .
check
to spell
NOTE: -2 a f t e r the
door
for each
.
first two

37
Manifestation Roll
1d4: (1) doors le
repeatedly smash vitate and
into each other
until the spell is
complete; (2)
the last vestige
of the Door God
appears and blesse
s this door
union; (3) a ripp
le appears in one
door, then in the
others. They
proceed in call an
d response of
ripples and quakes
; (4) caster
knocks on both do
ors d3 times,
then declares “it
is finished.”
Corruption Roll 1d4: (1) cast
er’s thoughts
are heard by ever
yone within 30’;
(2) caster hears
knocking in
skull, constantly
. -1 to all skill
checks; (3) caster
’s flesh turns
to door-like—nota
bly flammable;
(4) caster level-
0 occupation
changes to a rand
om occupation,
changing known sk
ills.
Misfire Roll 1d4: (1) all
doors involved
shatter; (2) door
s animate, each
dealing d6 damage
to the nearest
target, then go do
rmant; (3)
caster’s voice is
trapped inside
one of the doors
for d4 hours; (4)
next door caster
walks through
teleports them d2
0 minutes into
the future.

. Roll 1d6
1 Lost, failure and uncertain doom
(0 or less ) corruption +
modified by Luck:
(1-3 ) corrupti on; (4+) misfire.
misfire;
2-11 Lost. Failure.
.
12-1 3 Failure but the spell is not lost
is in effect and the
14-17 Passive synchronization
doors are able to tran smit vibrations bi-
directio nally. Voic e-ca pable if you scream
clearly.

38
18-19 The doors are transmitting lossy data and
vibrations are transmitted bi-directionally.
Voice-capable if you yell directly into the
door.
20-23 The doors function as basic telephones,
transmitting both vibrations and voices at
talking level and higher.
24-27 The doors serve as cosmic transducers and can
transmit both vibrations and whispers bi-
directionally. The connection can handle spell
casting: spells cast directly into the door
arrive out the other door.
28-29 The doors develop an Organic Lens Extractor
Device, allowing people on either side to
communicate via video transmission. Spells can
still be cast through the door. Oh, and you
must pass a DC 15 Fortitude save or develop
severe eye strain for 8 hours after each use.
30-31 The doors develop a 1 time portal-bond allowi
ng
the caster to pass through one door and emerge
from the other. Increase the chance of
shattering to 50%.
32-33 The Council of Doors convenes and issues d6
passes to the caster. Anyone with one may
travel through one door and out the other door.
After passage the pass consumes itself in black
flame. After all the passes are consumed 60%
chance both doors shatter.
34-35 The Door God appears and blesses the doors in
question. While licking its lips it loudly
declares the caster may pass infinitely between
the doors. If the doors involved ever shatter
the Door God appears again scolding the caster
for abusing power.
36+ As the caster looks to the sky the
constellations play out the battle between the
Door God and the Elevator God. As the Door God
is slain its blood seeps from the stars and
coats all the doors in the ritual. They all are
able to transport anyone between the doors
involved (not just the caster). If any of the
doors involved ever shatter the Door God’s
blood permanently stains the caster. All will
know they failed.

39
Bestiary
Denial & Bargaining by Shane O'Neil
RAZOR-WORN'S
OA S IS O F "An oasis of wires,
Rancid hope mixed with electronic desires,

WIRES A severed head in a makeshift pyre,


Body mutated for years,
Gantry inspired" – bloody writing found in the dispatch

As Razor-Worn's head was severed by the Cobalt Gates Eternal,


her primal emotions scattered across the Cosmic Dispatch.

Anger - the undying rage of a rushing elevator


depression - //// cannot find documentation ////
Denial - the perfection of polished metal
Bargaining - the elevator that bleeds
and Acceptance*.

Each has manifested itself bringing different aspects of the Gantry


to life.

*Acceptance (Issue #1.5), however, has become something of a


problem. It has become its own Orbital Intelligence and found its
own followers in the demon space pirates Benediction &
Absolution. (found here!)

Honestly though…

Beware all of Razor-Worn's Oasis of Wires, they relentlessly stalk,


flay and immolate, all standing in the way of the Elevator God's
progress… and Acceptance's brood will laugh and point and stare
and salvage the wreckage.

42
43
44
45
46

Anger "Elevator Hydra" Demon by Sam Mameli


47
A TALE OF 2 CULTS
As soon as Razor-Worn slew the Door God
there were 2 roving groups left behind:
those elevate-in and those elevate-out;
likely human before discovering an
elevator in the wild.

Both cults are actively seeking


members… perhaps you'd like to
pledge with one or both?

There were those who


walked in and were
amazed when they saw all
the buttons and knew that
they were ordained. They witnessed the unworthy struck
down pressing the buttons. They became
taller in her honor and became known as
The Shift of the Shafted.

48
TABLE: Shift of the Shafted Initiation

Roll Shift of the Sha


fted Initiation
d6
1 Push all the button
s in an elevator.
2 Close the door on
someone who wants
to get in an elevator
.
3 Fashion and wear
stilts equal to
height.
4 Wear Razor gloves
for 2d12 hours.
5 Paint all of clothi
ng red.
6 Operate a gantry
yo-yo for d6 hours.

There were also those unable to make it in (some lost their


heads). They realized it must have been divine will to lose one's
head. Knowing altitude is godliness, they keep all from attaining
height and imitating god. These purveyors of Razor-Worn's will
are now The Glistening of the Guillotine.

TABLE: Glistening of the Guillotine Imitation


Guillotine Imitation
Roll Glistening of the
d6
of an elevator with
1 Pry open the doors
your bare hands.
b.
2 Sever a random lim
doo r off an elevator and take as
3 Pry the
a trophy.
4 Learn door magic.
5 Get a living door.
hat (2x your height)
6 Wear a very large
for 2d12 hours.

49
50
the elevator cults by Andy Hopp
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.

Watch as they press the divine elevator buttons of god.

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.

Towering over their kin on stilts, they profess to be as tall as god


herself. Only they dictate who can press the buttons.

BLOODY FUMBLES: attacks self on natural rolls of 1-5 to hit.

STILTS: DC 11 Reflex save whenever it takes damage or it falls


over.

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

They will not let anyone into the elevators that is over a
certain height, usually anyone taller than them.

Init +3; Atk living door


spit +5 missile fire (2d6, range 15'); AC 14; HD
3d8; MV 30'; Act 1d20; SP living door, call the
elevator-tube grub; SV Fort +2, Ref +2, Will +3;
AL N.

They bear Living Doors of Razor-Worn's will almighty.

LIVING DOOR: carried on its back; it can speak and has Intelligence
of 2d8. It casts charm person, invoke patron for Razor-Worn
(issue #1.5), and Door Surfing the Cosmos. +5 to spell checks.

CALL THE ELEVATOR-TUBE GRUB: every round the Elevator-Tube Grub


deals 1d3 damage to anyone spit on by the living door. Target
must spend an action cleaning themselves to make it stop.

51
SPACE PIRACY
The stars beyond the
stars are full of
tales of pirates
raiding from the
black of night,
gallivanting with
demons and bringing
ruin to far larger
craft. Roll below to
find out what kind
has fallen upon
you-and what they
need or want.

Pirate & Crew


Roll Pirate Crew
d4
1 Pterodactyl d4 elves, d3 servitors
2 Giant Boa d3 human bandits, d3
dwarven snipers
3 Harpy d6 skulkers, d3 ptero-
dactyls
4 Giant Ape-man d4 ogres

52
Gimmick & Hook
Roll Gimmick
d4 Hook
1 Crew’s skin is as
black Has cargo it
as space with conste
lla- needs to dump
tions and galaxies
ASAP.
swirling in their ski
n.
+d8 lightning damage
.
2 Entire crew’s eye
s are Offers passage
replaced with LED ar-
into deep space.
rays. Darkvision 90’
3 Entire crew has ani
mal Needs protection
heads. Speaks to ani
- from rival crew.
mals.
4 Crew speaks telepa
thi- Was sent to kill
cally as their mouths
player group.
are missing.

53
54

Goliath Fractal-Engine by James Everett Jackson


+15; Whereas the Half-Stratosfiend
bite +25 melee (1d12) move in first, and the IX-777
,
claw +30 melee (1d8), behind them, the Fractal-
tentacle +30 melee
(1d4, Engines are sent when there
range 40'); is a proven heavy resistance.
20 (Torso), They're rumored to be half-
20 (Limbs),
30 (Brain Tank);
Stratosfiend but no one has gotten close
30d12; enough to confirm. Planets burn when
50' (walking), 50' they show up. There isn't an empire
(climbing); that's survived their arrival… yet.. also..
5d20; always remove the eye.
Read Below;
Fort +30,
Ref +38,
Will +30;
C TRIPLE- HEALING TANK: VOID-INK ESCAPE:
BUZZ HYPER- When below 80 teleport, as a
ASSAULT CARBINE: HP, it leaks 1d6 reaction, up to 10
+10 missile fire HP/turn. miles. 1/hr
(2d12+6, range
20'/40'/60'). EYE OF HORROR: If STRATOS-SEEKER
1/turn. killed without HELIX: locate any
removing its eye, a single Stratosfiend,
HOMING GIANT Goliath of the any distance.
PHASING RIFLE: +15 Horror births itself 1/day
missile fire from the corpse in
(1d30+6, range 2d4 rounds. RUN! NERVE-AGENT
25'/500'/1200'). SPINES: after a
Reroll first miss. RAGING BLOOD OF target is damaged,
Reroll damage THE SCION: On it makes a DC 16
once. d4 rounds damage taken, it Fortitude save or
to recharge. gains an extra d16 is knocked prone
action die for the while screaming.
FORCED STEAM next round. 2d4
VENTING: All within Seekers of the ZENITH OF TERROR:
1d4x10' take Scourge are born target must make
15d10 damage, from the wound. a DC 20 Willpower
1/2 with save. DC save or flee for
21 Fortitude. 1d4 turns. 1/turn.
1/day.

55
Organ-Fractals were initially a
A BRIEF HISTORY OF
ORGAN-
FRACTALS
medical process to repair damaged
limbs and organs, a strange
mixture between the maggot spas
of Xentarsus and nano bio-
machines with minds of their own.
They bend to strong wills and all of
them flock to the Orbital
Intelligence Acceptance (considered
by many to be the root Organ-
Fractal, from which they were all
shaped).

Let's skip to the part you care


about: how to inject them and
what happens when you do.
find a stable colony.
puncture the skin layer.
wait for the black sludge and
exhaust of dead machinery to start
leaking forth.
roll on the following table.

Effects last for 1 day. At the end pass a DC 15 Fortitude save or


take d10 damage.
TABLE: Effects of Injection
Roll Effects of Injection
d6
1 Vitality Surge: +d3 Stamina and tempo-
rary hit points.
2 Optical Laceration: vision increased to
90’. Heat vision only.
3 Corpulence: weight doubles. +d8 melee
damage. Movement 1/2.
4 Flight Glands: Gains ability to hover.
5 Suck on This: Increase grabbing range
to 20’.
6 Black Death: Vomit black sludge as an
action. Enemies must make a DC 14
Willpower save or buckle to the ground.

56
57
Benediction & Absolution "Space Pirate Queen of the Flotilla"
by Sam Mameli
+8;
sabre +15 melee (1d8),
slug carbine +10 missile
fire (2d6, range 40');
21;
11d8;
35';
3d20;
Centipede, Living Halo,
Hailing from deep fear Neon Basilisk;
space is this genetic Fort +10, Ref +10,
pirate. Known as much Will +7;
for her ferocity as for N
her grim fetishes, she
strikes terror into
mortal hearts. She
keeps every kill and
stitches them into her
flesh.

CENTIPEDE: after each kill Benediction absorbs the corpse


and gains an extra 1d20 action die, +5' MV and 1d8 bonus
HP. Absolution also gains an extra 1d20 action die. She
WILL target her own to trigger this ability.

NEON BASILISK: May bask target in Neon Eye Gas as an


action. Target must pass a DC 21 Fortitude save or be
frozen in place for 1 turn.

LIVING ICON: an Absolution Demon is bound to her and


wrapped around her neck. They are followed by a group of
3d6 followers, endemic to the region they are encountered
in. THEY ARE ALWAYS willing to be sacrificed first.

58
-8;
bite +10 melee
(1d6);
14;
6d8;
0';
1d20;
Targeting Exhaust,
Taunting Sludge,
Organ-Caster;
Fort +6, Ref +0,
Will +6;
N

TARGETING EXHAUST: action. Target makes a


DC 16 Fortitude save or all actions targeting
it have a +2 bonus until combat ends.

TAUNTING SLUDGE: action. Target makes a DC


16 Willpower save or its next action and
movement must be attacking Absolution.

ORGAN-CASTER: knows all of Acceptance's


Patron Spells (issue #1.5) at +5 spell check
and can cast them on Benediction. If not
available use Strength, Phantasm, and
Haste from DCC core.

59
Appendix O - These can be used
in conjunction with

Post-Drop'Torate
the DCC base set
or to help illustrate
the bizarre overlay
that is the world

Occupations
post-Drop without
any time or
particular place in
mind.

TABLE: Pre-Drop Occupations


d10 Occupation Trained dmg Trade Goods
Weapon
1 Actor car keys 1 head shots
2 DJ micro- 1 turntables
phone
3 Pilot broken d3 private jet
joystick (needs re-
pair)
4 Back-Alley magic d3 stacked deck
Magician wand of cards
5 Acrobat brass d3 bag of chalk
rings powder
6 Fire flame d4 fuel
Breather breath
7 Baker rolling d4 loaf of bread
pin
8 Taxi pistol d4 taxi (no
Driver fuel)
9 Mining war drill d6 map of “the
Engineer underground”
10 Butcher meat d6 side of beef
cleaver (or pork)

60
TABLE: Post-Drop Occupations
Roll Occupation trained weapon dmg Trade Goods
d10
1 Terrible CEO jawbone of
1 working cell
last assistant phone
2 Untrained faux-silver 1 vial of
Exorcist crucifix “holy” water
3 Game water bottle 1 bag of dice
Developr
4 Satellite razor-lined d3 large bag of
Technician keyboard mixed wires
5 Alien probe d3 alien propa-
Mind-Bender
ganda pam-
phlets
6 Cyber-Priest circuit board
d4 cyber-lec-
cyber-crucifix tionary
7 Brand Mascot broken bottle
d4 “CURSED” and
possibly
living
mascot
costume
8 Noise bag of glass d4 voice re-
Musician and rocks corder
9 Bio-Mass bio-mass d6 alien bio-
Harvester extractor mass
10 Chainsaw chainsaw d6 chain lubri-
Artist
cant

61
Appendix S - Lucky Signs
CLASP OF THE EARTH-
BOUND These are for those of pre-Drop
earth origins (or those in hiding).

TABLE: Earth Signs


Roll Augur and Lucky Roll
d16
1 : All rolls
with Incubating Weapons and Armor
2 : Melee attack rolls
3 : Armor Class
4 :
Thief skill checks
5 :
Non-Patron spell checks
6 :
Tentacle Damage Rolls
7 : Ranged Damage Rolls
8 :
All rolls with Living equipment
9 :
All trap skill and Spell checks
10 : Critical Hits
11 :
Patron spell Damage
12 :
Resist Fear checks
13 : All rolls with
Sentient Weapons and Armor
14 :
Fortitude save
15 :
Hit Points (applies at each level)
16 : All
interactions with Patrons
62
BANES OF THE
STARS BEYOND THE
These are for those born
STARS beyond the stars and those
that were molded and
warped by ways of the
TABLE: Space Signs Cosmic Gantry.
Roll Augur and Lucky Roll
d16
1 :
Ranged attack rolls
2 :
Initiative
3
:
Fear Die and Fear inducing chec
ks
4 : Non-Patron spell damage
5 : Melee damage
6 :
Speed gains flight (each +1
= +5’
flight speed, each -1 = -5’ all
speed)
7 : Reflex save
8 :
Tentacle skill checks
9 : Patron spell checks
10 :
Tentacle Attacks
11
:
Satellite Interactions
12 :
Willpower save
13 :
Persuasion checks
14
:
Corruption Rolls
15
:
Fumbles
16
:
Number of Languages

63
Appendix L - An Aside
on Language
COMMON: spoken by all.

TERRESTRIAL LANGUAGES: Languages from those born on a planet,


as opposed to the stars.

PIRATE TONGUES

å Inner Piracy: Spoken by the Clans operating within


satellites and shipping lanes. Generally a faster flowing
language. Highly context driven. Drops all syllables, and
unneeded words, for a given sentence.
å Outer Piracy: Frequently used by the groups seizing
space stations and taking over Drop-gates. Derived from
cultures that built the initial Drop-gates.

STRATOSFIEND LANGUAGES

Lesser and Greater are very different languages with many


homonyms between them. Many have ended up dead, saying
the wrong thing in the wrong tongue.

å Lesser Stratosfiend: spoken mostly by the half-


Stratosfiend, and embedded invasion forces. It's primarily
a spoken language-although there are 4 known written
forms.
å Greater Stratosfiend - taught only to magistrates and
their retainers. 1 written form. It is forbidden to write it
but reading is ok. Spoken freely by those that know it.

64
LANGUAGES OF THE STARS BEYOND THE STARS:

å Trap-Speak: spoken by all Traps.


å Seeker: spoken by the Seekers. Barking and howling.
å Skulker: spoken by Skulkers. Requires 4 or more limbs to
speak effectively.
å Null: spoken by Nulls. Physical language.
å Goliath: spoken by the Goliaths. Native to their
homeworld. Harsh language.
å Death-Engine: Spoken only by Death-Engines. So strange,
even Goliaths don't fully understand it.

LANGUAGES OF THE ORBITAL INTELLIGENCES:

å Orbital Intelligence: spoken by all Orbital Intelligences.


They don't like mortals using it but ritually must respond
when spoken to in this tongue.
å Deep Terror: spoken by Terror-Eater and her kin. A
mixture of screams and howls.
å Tridenti Solaris: spoken by Sky-Lasher and it's Satellibat
legions. A zealous machine language, oddly based on
Latin.
å Organ-Fractal: spoken by Acceptance and it's demons.
Those that have undergone organ-fractal implants and
mutations, can understand it but can't speak it.
å Gantry-Speak: spoken by Razor-Worn, her kin and all
those that travel the cosmic gantry and cosmic dispatch
å Harbinger: spoken by Xentarsus, centipedes and most
maggots. Extremely wordy language that grows faster
with every word and resets every sentence.
å Flesh-Architect: spoken by Enamel-Cortex and her
surgical operators. All who have been operated on can
understand it but can't speak it.
å Rainbow Dirge: spoken primarily by Prismathurgis. A
strange language that makes all laugh joyously that hear
it. Sounds patronizing and is full of giggling.

65
% chance language
to know

01-07 roll on 0-Level Human Table (DCC core)


08-10 roll on Warrior Table (DCC core)
11-13 roll on Cleric Table (DCC core)
14-16 roll on Thief Table (DCC core)
17-19 roll on Wizard Table (DCC core)
20-22 roll on Halfling Table (DCC core)
23-25 roll on Elf Table (DCC core)
26-28 roll on Dwarf Table (DCC core)
29-34 Inner Piracy
35-41 Outer Piracy
42-61 Lesser Stratosfiend
62-69 Greater Stratosfiend
70-71 Trap-Speak
72-73 Seeker
74-75 Skulker
76-77 Null
78-82 Goliath
83 Death-Engine
84 Orbital Intelligence
85-86 Deep Terror
87-88 Tridenti Solaris
89-90 Organ-Fractal
91-95 Gantry-Speak
96-97 Harbinger
98-99 Flesh-Architect
100 Rainbow Dirge

66
But
Wait...
There's
More.

(Note to layout, this page should be all black,


with white text… and include this note)

67
68
The Bat God Relaxing and plotting to kill Xentarsus
by James Everett Jackson
Appendix B - The Lust
of the Bat God
So you're telling me you need a ride to planet
[insert name here]? Yeah… I've got you. Got any
choice waves or pizza?

TABLE: How Yo
u Get There:
Roll how you ge
t there
d5
1 Opens chest
cavity, lets yo
there. u inside and fl
ies
2 Gets you pa
ssage on a sate
3 Loads you in lli-rail Drop
to artillery sh ship.
planet. ell, launches
you at
4 Calls the Fl
esh-Architect
Upon her arriva to give you a
l, Enamel-Corte ride.
from the party x tears the fl
and they are re esh
cell at the de assembled cell
stination. by
5 Sits down.
Pours drink. Op
beverages are ens Drop-gate.
completed, the After
party warps th
ere.
TABLE: What It Does to the Planet:
Roll what it does to the planet
d5
1 Chugs its whiskey and bellows flame to consume
it. After the conflagration subsides, the Bat God
passes out.
2 Fires a volley from its orbital laser platform.
Each bolt sears time and space itself.
3 Signals the eastern Satellibat Bombing wing to
commence strafing run. The drones whistle as they
report in.
4 Makes a phone call, and signals you to leave him.
5 Pulls out LED dance mat; each step releases
micro-nukes.
69
TABLE: State When You Land:
Roll when you land
d5
1 Automated defenses are returning fire.
2 Capital structures are in flames and
society is collapsing.
3 Society is resuming amidst rampant
destruction.
4 The planet is actively exploding and in
the middle of the bombardment.
5 It’s in pristine condition; the salvoes
must have missed. A second set will
launch in 1d4 weeks; it will be sub-
stantial and merciless.

TABLE: How You Pay the Debt:


Roll how you pay the debt.
d5
1 Find 1 slice of pizza from
each major
metroplex. The Bat knows if you’
re
lying and will expect you to
restart
ovens.
2 Convert a local wizard, sat-
caster or
otherwise spell caster to the
Bat God.
Clerics work, too, but as of
right now
Sky-Lasher doesn’t know how to
handle
them.
3 Find the local cult devoted
to the Bat
God and let them know He’s comi
ng.
There always is one, and they
’ll be
waiting. He WILL show up.
4 Hurl yourself from the tall
est struc-
ture or find yourself at the
mercy of
Satellibat drones if you try
to leave
the planet.
5 Secure transit for the Bat
God. It must
be fit for a king. It also has
to fit
his wings. He has a 100’ wing
span, so
good luck!

70
OGL
This printing of Terror of the OPEN GAME LICENSE Version personalities, teams, personas,
Stratosfiend is done under 1.0a likenesses and special abilities;
version 1.0 of the Open The following text is the places, locations,
Gaming License, and the property of Wizards of the Coast, environments, creatures,
System Reference Document Inc. and is Copyright 2000 equipment, magical or
by permission from Wizards of Wizards of the Coast, Inc supernatural abilities or effects,
the Coast, Inc. ("Wizards"). All Rights Reserved. logos, symbols, or graphic
designs; and any other
Designation of Product 1 Definitions: (a)"Contributors" trademark or registered
Identity means the copyright and/or trademark clearly identified as
All illustrations, art, place trademark owners who have Product identity by the owner
names, character names, contributed Open Game Content; of the Product Identity, and
names of organizations and (b)"Derivative Material" means which specifically excludes the
similar proper nouns copyrighted material including Open Game Content; (f)
introduced in this publication derivative works and "Trademark" means the logos,
are product identity, including translations (including into other names, mark, sign, motto,
but not limited to Terror of the computer languages), potation, designs that are used by a
Stratosfiend, Stratosfiend, modification, correction, Contributor to identify itself or
Stratosfiend Magistrates, Sat- addition, extension, upgrade, its products or the associated
Casters, Half-Stratosfiend, Sky- improvement, compilation, products contributed to the
Lasher the Everlasting, Trident abridgment or other form in Open Game License by the
of the Sun, Terror-Eater, the which an existing work may be Contributor (g) "Use", "Used" or
Earth-Mother, Ogress of the recast, transformed or adapted; "Using" means to use,
Earthen Chimes, Earth Howlers, (c) "Distribute" means to Distribute, copy, edit, format,
Cloud-Thirst Nulls, Seekers of reproduce, license, rent, lease, modify, translate and
the Scourge, Skulkers of the sell, broadcast, publicly display, otherwise create Derivative
Horde, Goliath of the Horror, transmit or otherwise distribute; Material of Open Game
Goliath Birth Engines, (d)"Open Game Content" means Content. (h) "You" or "Your"
Acceptance, The Root Organ- the game mechanic and means the licensee in terms of
Fractal, Razor-Worn, Henceforth includes the methods, this agreement.
the Shaft, Shift of the Shafted, procedures, processes and
Glistening of the Guillotine.. All routines to the extent such 2 The License: This License
text that does not describe a content does not embody the applies to any Open Game
discrete game element is Product Identity and is an Content that contains a notice
product identity. All content enhancement over the prior art indicating that the Open Game
that is product identity for DCC and any additional content Content may only be Used
remains product identity for clearly identified as Open Game under and in terms of this
DCC. Content by the Contributor, and License. You must affix such a
means any work covered by this notice to any Open Game
Designation of Open Game
License, including translations Content that you Use. No
Content
and derivative works under terms may be added to or
All game statistics, and stat copyright law, but specifically subtracted from this License
blocks, for any game elements excludes Product Identity. (e) except as described by the
included in this publication are "Product Identity" means product License itself. No other terms
designated open game and product line names, logos or conditions may be applied
content. and identifying marks including to any Open Game Content
trade dress; artifacts; creatures distributed using this License.
characters; stories, storylines, 3 Offer and Acceptance: By
plots, thematic elements, Using the Open Game Content
dialogue, incidents, language, You indicate Your acceptance
artwork, symbols, designs, of the terms of this License.
depictions, likenesses, formats,
4 Grant and Consideration: In
poses, concepts, themes and
consideration for agreeing to
graphic, photographic and other
use this License, the
visual or audio representations;
Contributors grant You a
names and descriptions of
perpetual, worldwide, royalty-
characters, spells, enchantments,

71
free, non-exclusive license 9 Updating the License: 15 COPYRIGHT NOTICE
with the exact terms of this Wizards or its designated Agents
Open Game License v 1.0
License to Use, the Open may publish updated versions of
Copyright 2000, Wizards of the
Game Content. this License. You may use any
Coast, Inc.
authorized version of this
5 Representation of Authority System Reference Document.
License to copy, modify and
to Contribute: If You are Copyright 2000, Wizards of the
distribute any Open Game
contributing original material Coast, Inc.; Authors Jonathan
Content originally distributed
as Open Game Content, You Tweet, Monte Cook, Skip
under any version of this
represent that Your Williams, based on material by
License.
Contributions are Your original E. Gary Gygax and Dave
creation and/or You have 10 Copy of this License: You Arneson.
sufficient rights to grant the MUST include a copy of this
rights conveyed by this License with every copy of the DCC RPG, copyright © 2012
License. Open Game Content You Goodman Games, all rights
Distribute. reserved, visit www.goodman-
6 Notice of License Copyright: games.com or contact
You must update the 11 Use of Contributor Credits: info@goodman-games.com
COPYRIGHT NOTICE portion of You may not market or advertise FOURTH PRINTING
this License to include the the Open Game Content using
exact text of the COPYRIGHT the name of any Contributor Terror of the Startosfiend #1,
NOTICE of any Open Game unless You have written © 2019 Orbital Intelligence,
Content You are copying, permission from the Contributor LLC; Author: Sean Richer
modifying or distributing, and to do so. Terror of the Startosfiend #1.5,
You must add the title, the © 2019 Orbital Intelligence,
12 Inability to Comply: If it is
copyright date, and the LLC; Author: Sean Richer
impossible for You to comply
copyright holder's name to the
with any of the terms of this
COPYRIGHT NOTICE of any
License with respect to some or Terror of the Startosfiend #2,
original Open Game Content
all of the Open Game Content © 2020 Orbital Intelligence,
you Distribute.
due to statute, judicial order, or LLC; Author: Sean Ricer
7 Use of Product Identity: You governmental regulation then
agree not to Use any Product You may not Use any Open Terror of the Startosfiend #2.A,
Identity, including as an Game Material so affected. © 2020 Orbital Intelligence,
indication as to compatibility, LLC; Author: Sean Richer
13 Termination: This License (McMaggrots by Glynn Seal)
except as expressly licensed in
will terminate automatically if
another, independent End of license.
You fail to comply with all terms
Agreement with the owner of
herein and fail to cure such
each element of that Product
breach within 30 days of
Identity. You agree not to
becoming aware of the breach.
indicate compatibility or co-
All sublicenses shall survive the
adaptability with any
termination of this License.
Trademark or Registered
Trademark in conjunction with 14 Reformation: If any provision
a work containing Open Game of this License is held to be
Content except as expressly unenforceable, such provision
licensed in another, shall be reformed only to the
independent Agreement with extent necessary to make it
the owner of such Trademark enforceable.
or Registered Trademark. The
use of any Product Identity in
Open Game Content does not
constitute a challenge to the
ownership of that Product
Identity. The owner of any
Product Identity used in Open
Game Content shall retain all
rights, title and interest in and
to that Product Identity.
8 Identification: If you
distribute Open Game Content
You must clearly indicate
which portions of the work
that you are distributing are
Open Game Content.

72
● New ways to use Living, Sentient
and Incubating weapons.
● New Items for Clerics.
● 3 New Classes:
q The Reality
Binder.
q The Fear
Engine.
q The Roof
Jumper.
● 3 New Door Magic
Spells.
● 9 New Bestiary
Entries.
● 20 New Level-
0 Occupations.
● Languages, Lucky Signs and more!
● A Present from the Bat God.

$15.00

You might also like