Showing posts with label Patron. Show all posts
Showing posts with label Patron. Show all posts

Thursday, May 13, 2021

Red Right Hand Patron for Dungeon Crawl Classics RPG

 Preamble: I've done this thrice before, once for the Mold Mother Patron AI for Mutant Crawl Classics, RPG, once for Supreme Brainskull Commander Patron for Dungeon Crawl Classics RPG, and once for The Dimensional Dogs Patron for Dungeon Crawl Classics RPG (which you can also find in my DCC adventure, Beyond the Silver Scream, which you should, of course, go buy now if you haven't already done so - and for those who have, a hearty "Thank you!"). But doing up a Patron for DCC/MCC, I've learned, is really, really hard work. So, this time, I've left out Patron Spells. They are, as you can imagine, a huge pain. I might do some in the future . . . maybe. In the meantime, though, I'd suggest gorging your ears on a bunch of Nick Cave (and the Bad Seeds or The Birthday Party, or whatever flavor of Cave suits your fancy) for inspiration and come up with some spells of your own. That way, we can spread the wealth, as it were. Also, if I were a player, I . . . probably wouldn't take Red Right Hand as my patron unless I was in a really morbid mood/had a deathwish/just wanted to see what it would be like. It might be neat, though, to use a Wizard who has had this patron as an NPC, so long as he/she has had enough patron taint to be really . . . well, unique. You'll see what I mean below. TRIGGER WARNING: I do reference depression and other mental illnesses here, so please steer clear if these are too sensitive of a topic for you. No worries, I've seen and experienced my share of mental illness. There's help and there's hope! With those caveats, I present to you your new lord and master, Red Right Hand.

Red Right Hand




If you were raised in the ghettos or the barrio or the bowery or the slums, you've seen him. You might have only caught furtive glances from alleys or felt that the flickering streetlight on that trash-strewn intersection had a presence, a force that hinted at quiddity, a movement behind the squalor and gravel-encrusted loneliness of abandoned streets and cracked, weed-infiltrated walkways.

If you concentrate long enough, or if you don't get out of the gutter quickly enough from your vomit-riven, headache-split reverie, full of regret and bile from the night before, you might just see him as he is. Or, at least, as he wishes to present himself to you. If so, this is your witness:

A tall man wearing a black trench coat and fedora approaches. As he grows nearer, you notice that he holds his right hand inside the chest-fold of his coat. Crooked under his left arm is a sheaf of green papers inked with cryptic sigils that seem to move about the page and metamorphose of their own volition. The man's face is incredibly handsome and you are drawn in by his warm smile and friendly demeanor, which cuts through the dread of ineluctable doom you felt when you first saw him. he withdraws his hand from the trench coat and offers it to you in a friendly token of good will. The hand is as red as blood.

Invoke Patron Check Results

12-13   "He'll wrap you in his arms, tell you that you've been a good boy." For the next turn, you gain a +1 bonus to any Personality checks or Will saves. 

14-17  "He'll rekindle all the dreams it took you a lifetime to destroy." For the next 1d4 turns, all Will saves are made two steps up the die chain. If you would normally roll a D20, for instance, you make your Will save on a D30 for 1d4 turns.

18-19   "He'll reach deep into the hole, heal your shrinking soul." You are cured of all damage and have a temporary "bonus" of +20% of your normal maximum hit points for 1d8 rounds, after which you return to the level of your hit points as they were before this effect took place or -20% below maximum hit points, whichever is less.

20-23  "You don't have no money? He'll get you some" A bag of 500 gold pieces appears at your feet. Of course, you are expected to pay it back, with interest. The 500 gold pieces, along with an additional 500 gold pieces, comes "due" in one month. The 1,000 gold pieces must be paid as a donation to a local thieves' guild (which could prove problematic in and of itself - this has to be a formal gift, not just a dumping off of funds. You need to talk with the guild representatives.). If the 1,000 gold pieces are not paid to a local thieves' guild, a representative of the Red Right Hand will come to collect. this representative will always be a demon of some type (see the DCC RPG rulebook for how to "construct" a demon). If, somehow, the debtor is successful in defeating the demon, two more will arrive in one month's time, and the debt will increase to 2,000 gold pieces; then to three demons and 4,000 gold pieces, etc. until the debt is either paid in full or the debtor is dragged down to hell to suffer for a number of years equal to the number of gold pieces owed at the time of their capture.

24-27   "You don't have no car? He'll get you one." You get a car. Roll a d8 to determine the make and model. You choose the color: 1) Corvette Stingray (you pick the year, any year), 2) Mercedes AMG GT 63 S, 3) Aston Martin Vanquish Zagato (yes, of course with the wood interior), 4) Bentley Continental GT Speed (Judge Forrest's choice!), 5) Lamborghini Aventador, 6) Ferrari 812 Superfast, 7) El Camino (with a blower and 8-track player and your choice of five 8-tracks), 8) Bugatti Veyron. The tank is full! Take it for a spin! But for every turn you drive the car, you must make a DC 18 Will Save or have a deep depression fall over you that will force you to drive into a tree, pylon, or friend at top speed. This affects anyone who drives the car. Maybe you'll just want to let it sit? Besides, can you really afford the insurance for that hot rod?

28-29   "You don't have no self-respect, you feel like an insect, well don't you worry buddy, 'cause here he comes". A 30' tall spectre, in the form of Red Right Hand, strolls forward in the sight of everyone within the Wizard's line of sight, distance notwithstanding. This has several effects on anyone within that line of sight, friend or foe of the spellcaster: 1) all except the spellcaster are affected as if by a "Turn Unholy," the check being made at D30+2. Those that remain are subject to further effects, as follows: 2) All must make a morale check every round or flee, immediately, at top speed in a randomly-determined direction for 1d6 full turns, 3) All are at -4 to Initiative, 4) All luck bonuses are nullified - Luck penalties remain, 5) All Personality bonuses are nullified - Personality penalties remain. The spectre remains for 1d20 turns, after which it dissipates with an odor of asphalt mixed with rubbing alcohol. The spellcaster permanently loses 1 point of Personality each time this effect is used.

30-31   "You'll see him in your nightmares, you'll see him in your dreams." The sky grows black and lightning flashes, but only for an instant: long enough for all within 500' to have the residual image of the Red Right Hand imprinted on their retinae for 1 full turn. When those who have been exposed to this affect attempt to rest or sleep, they must make a DC 16 Will save to get a restful night's sleep, else they are tormented by dreams and nightmares of encountering the Red Right Hand amongst dilapidated buildings, overgrown railyards (whatever those are), and among pollution-belching smokestacks. Characters that do not get a restful night's sleep do not heal either hit point loss or ability loss. They also suffer temporary loss in ability scores as follows: 1 Day) No appreciable effect, 2 Days) All Agility bonuses are lost and the character suffers -1 to Agility, Personality, and Intelligence until a night of rest is obtained, 3 Days) All Agility, Strength, Personality, and Intelligence bonuses are lost and all of these scores are reduced by a further -3 points, 4 days) All ability scores are reduced an additional -8 points Any character whose ability score drops to zero, even temporarily, dies. The effects of these dreams and nightmares last 1d5 days or until the first restful night of sleep is obtained, after which there are no further effects. Note that each individual is affected separate from all other individuals - each person seeing the lightning-burned image of the Red Right Hand rolls 1D5 separately to determine how many days the image (and the dreams) lingers.

32+      "He'll appear out of nowhere, but he ain't what he seems." All within line of sight of the spellcaster (regardless of distance) who fail a DC 20 Will save perceive every person around them as the Red Right Hand for the next 1d6 days. This is extremely unsettling and will quickly lead to fear and outright paranoia for the duration of this effect. Roleplay accordingly!

Patron Taint: Red Right Hand

When Patron Taint is indicated, roll 1d6 on the table below. When a spellcaster has acquired all six taints at all levels of effect, there is no need to continue rolling any more.

Roll                  Result

1                      A raven comes to visit the spellcaster whenever they go to sleep. The visitant is completely deaf to its incessant cawing, but his or her companions are not. The second time this is rolled, a trio of ravens circles overhead during all waking hours. They do not bother the spellcaster, and they are silent, but they are always there. Always . . . The third time this is rolled, a raven sprouts from the spellcaster's shoulder flesh. This is actually a growth from the spellcaster's body. It caws and calls out to the ravens overhead and to the night-visitor raven. They are, after all, social animals. If removed, the spellcaster dies. 

2                      Whenever the spellcaster introduces him- or herself, a quill held in a floating Red Right Hand appears in the air, seemingly out of nowhere, writes the spellcaster's name as a glowing signature in the air, then disappears. The signature fades from sight in 1 round. The second time this is rolled, the same effect happens whenever the spellcaster attempts to cast a spell. This glowing signature remains above the spellcaster's head for one full turn before fading. The third time this is rolled, the spellcaster's signature is emblazoned on his forehead by the Red Right Hand. Nothing will remove it or stop it from glowing. This might cause problems when trying to go un-noticed, unless the forehead is covered with a hood or hat.

3                      The spellcaster smells of hot pitch and basement mold. It's off-putting enough that others might mention it. The second time this is rolled, the smell is intensified and one can actually see the stench radiating off the spellcaster's body in the form of wavy black lines emanating from the spellcaster. These lines radiate outward out to a full 3' length and are clearly visible in even reasonably well-lit conditions (such as in a dark tavern). The third time this is rolled, the earlier effects accrue and, on top of that, every time the spellcaster opens his or her mouth to speak, noxious fumes issue forth in the form of billowing, polluted green smoke. The overall stench, whether the spellcaster speaks or not, has become so intense that it results in a permanent loss of two points of Personality. 

4                      A black fedora appears on the spellcaster's head. the fedora worsens the wearer's armor class by 1 point when worn. For every turn spent without wearing the fedora, the spellcaster loses 1 hit point. .Hit points return at the normal rate of healing if the fedora is donned again. Destroying the fedora causes a permanent loss of 1d4 hit points to the spellcaster. The fedora can sustain one point of damage before being destroyed. Protect it! The second time this is rolled, a black trench coat appears on the spellcaster. Its effects are the same as those of the fedora, except in one case. Thus the spellcaster wearing both the fedora and the trench coat suffer a cumulative -2 to armor class and they lose 1 hp/turn for each item not worn. The one difference is that destroying the trench coat (which can take 1 point of damage before being destroyed) causes the wearer the permanent loss of 1d5 hit points . The third time this is rolled, a sheaf of green papers appears in the spellcaster's left hand. These are treated the same way as the fedora and trench coat, with the same worsening of armor class and loss of hit points, except that, should the papers be destroyed (1 hp), the spellcaster will suffer a permanent loss of half their hit points.

5                      The spellcaster feels a slap across his or her left cheek, and an audible slapping sound is heard. Permanently imprinted on that left cheek is the red mark of a hand. The second time this happens, the sound and sensation happen to the right cheek, this time leaving a permanent red outline as if someone had back-handed them. The third time, a dead, lolling red right hand grows from the spellcaster's hairline, like some morbid cocks-comb. If the spellcaster has already had his name scrawled across his forehead (see result #2, above), the hand has the letters of his name tattooed on the fingers. Cutting the hand off kills the caster. It gets in the way of . . . stuff. 

6                      The Red Right Hand is always scheming, and you must scheme, too! The spellcaster continually wrings their hands, hunches, and leers at people with sidelong glances, making them feel uncomfortable and mistrustful toward the spellcaster, at a minimum. The second time this is rolled, the spellcaster must constantly interrupt any planning that he hears going on around him and share his "expert opinion," even when the plan has absolutely nothing to do with him at all. Whether friend or foe or just plain stranger, the spellcaster just cannot help themselves from conspiring and interjecting how "the plan" can be made "better because of my genius!" even when there is no plan. This results in a permanent loss of one point of personality and usually results in the spellcaster being banned from kitchens and forbidden from watching recipe demonstrations. The third time this is rolled, the spellcaster must: 1) always be right, 2) always be scheming, 3) always make any action un-necessarily complicated, even when, or especially when there is a simple solution, 4) always interfere with another's successful completion of anything the spellcaster deems is "a plan". Only he can properly finish a plan! Everyone else is too stupid to see how the plan should be carried out and concluded! So he will intentionally subvert any plan that doesn't allow his efforts to be the crowning feat of a (un-necessarily complicated) scheme! The spellcaster's Personality score is cut in half, permanently, which usually precedes the spellcaster being cut in half, permanently.

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Monday, October 10, 2016

MoldMother Patron AI for Mutant Crawl Classics RPG

MoldMother




It may remain forever unknown whether the Ancient One who became MoldMother suffered The Grand Transformation at the hand of a cabal of mad scientists or voluntarily biohacked her way to immortality. Perhaps she was the victim of some accident of self-experimentation that resulted in the amalgam of human flesh, circuitry, and eukaryotic organisms of which she is now composed; a sort of biological super-computer. In any case, those shadowed years don’t matter now. What is of importance is the incontrovertible fact of MoldMother’s survival of the Great Disaster. While most technology ceased to operate, and much of life with it, MoldMother persevered. And still, She lives!

He who seeks knowledge about the Ancient World from her lips will find her mute. She concerns herself with the present and the future, rather than the past, and her followers are also forward-looking, using the technology of the ancients as a tool to build the colony for the future. Still, her goals are inscrutable – her erstwhile human motivations garbled with the cold calculations of her bio-computer brain; the whole electro-organic field subsumed under the soft silence of the enormous gray fungal blooms that have enveloped her once-human frame. Veins of yellow slime mold marble the gray heap of her form. Somewhere in that slow-shuffling mound, a pair – or more – of once-human eyes might be seen peeking out from under the eukaryotic cascade. In the darkness, MoldMother casts a slight glow from the combined light of phosphorescent mushrooms that bloom at the surface and the blink of co-processor indicator lights seeping out from within.

While MoldMother’s aims are alien and ultimately unknowable, it is certain that she rewards faithful followers who do all they can to spread the good mold of the colony, especially when it involves the mating of mold, man, and machine.

Followers of the MoldMother are collectively known as “Spore-riders”.

Invoke Patron Check Results

12-13   MoldMother is busy tending to her slime molds. A mycelial mat covers the shaman’s  skin, giving +2 to AC and completely ablating radiation for one turn.

14-17   A column of mold spores arises from the ground, affecting the shaman’s enemies, but not affecting the shaman’s allies. Enemies are blinded and cough violently, suffering -4 to all attack rolls and moving at half speed for 1d4 rounds.

18-19   Hyphae tendrils shoot up from the ground, wrapping around the feet and lower legs of enemies. All enemies on the ground must make a DC 20 REF save or be immobile for 1d6 rounds. The hyphae excrete enzymes that break down biological polymers, causing a further 1d6 points of damage each round. This also damages organically-based materials such as leather, plant fiber, etc.

20-23   Mycelium shoots thrust up through the ground and into one target, causing an automatic 4d6+1d6 GL damage. If this kills the target, it causes the corpse to act as a minion under the control of the shaman. The minion moves at ¾ speed of the erstwhile-living host and any mutational or wetware-imparted abilities are at half-strength in all regards. This mushroom-zombie is under the complete control of the caster (who does not need to concentrate on the control – MoldMother knows the caster’s bidding and will communicate all that is needed) for 1d6 hours. It has Hit Points equal to half the Hit Points it had in life. The Shaman can also opt to forego this effect, taking a lower Invoke Patron check result, as desired.

24-27   Bright neon-orange, highly phosphorescent mold spreads over the bodies of all enemies in a 30’ radius. This mold completely covers the enemy’s skin/chitin/bark and bonds to it. Completely removing the mold causes 2d6 of damage and a series of DC 20 FORT saves to avoid passing out. A total of 10 removal “treatments” are needed to fully remove the mold. If the mold is not fully-removed, it grows back at the rate of an extra full “treatment” each day. It must be 100% removed to be rid of. While subject to the mold, enemies are at -2 to Armor Class and can never surprise an opponent, meaning that those skilled at hiding and sneaking will always fail their checks. Those affected also leave behind glowing footprints, fingerprints, and traces that last for a full five days. The victim’s personality score also suffers a -3 penalty, as their visage becomes obviously hideous, unless the victim is a disciple of MoldMother, in which case they are granted a +3 bonus to personality. The Shaman can also opt to forego this effect, taking a lower Invoke Patron check result, as desired.

28-29   Within a 40’ radius, a large Yellow Slime Mold rears up from the ground and attacks the Shaman’s enemies. Each is 10’ X 10’ and suffers half damage from cutting or piercing weapons. They are immune to radiation and electricity regenerates them at the rate of 1 Hit Point per point of electrical “damage”. When they first appear, each enemy must make a DC 20 REF save or be fully enveloped by the slime. The slime inflicts 1d6 points of dissolving damage each round the target is enveloped, from enzyme-induced polymer breakdown. Also, all plastic/plasteel, glass, and metal objects on or held by the target are destroyed if the yellow slime mold is not removed within three rounds. An opposed strength roll vs STR 16 is required to break free or to take any action, once engulfed. Once freed, a subsequent “to hit” result of 19 or 20 means that the target is once again engulfed. The Yellow Slime Mold may also attack using its two pseudopods for 1d4 damage each + 1d6 acidic damage. For every five points of damage the Yellow Slime Mold inflicts, it grows 5’ square, gains another pseudopod, and gains 5 Hit Points. Each Yellow Slime Mold fights until either it or its target is dead. Those who flee the fight will be pursued by their “assigned” Yellow Slime Mold until one or the other is dead. If a Yellow Slime Mold kills its victim and another of the shaman’s enemies remains alive, that Yellow Slime Mold will join with another member of the colony to fight remaining enemies. If these enemies flee, the combined Yellow Slime Mold will pursue them until either they or the targets die. Those who invoke this level of wrath from the MoldMother tend to sleep with one eye open, as the slime will slowly, inexorably pursue the offender to their doom. Some victims have been known to have been attacked years later by a Yellow Slime Mold that they had completely forgotten in the intervening time since their initial encounter. All are well-advised to stay out of the path of these children of the MoldMother! (Yellow Slime Mold: Init (always attacks last, except on initial summoning), Atk 2 x pseudopod +4 melee (1d4 +1d6 acid damage); AC 10; HD 2d8; MV 5’, climb 5’; Act 2d20; SP: half-damage from slicing and piercing weapons, envelop attack, polymer-dissolving enzymes; SV: Fort +6; Ref -8; Will -6; AL N). The Shaman can also opt to forego this effect, taking a lower Invoke Patron check result, as desired.

30-31   The MoldMother sends an avatar to aid the shaman (MoldMother Avatar: Init +6; Atk 2 fists +12 melee (dmg 3d8+6) or mycelium tendril shoots +10 missile (dmg 2d8+10, range 100’) or spore cloud or scare. AC 17; HD 12d10; MV 40’; Act 1d24+1d16; SP: Spore cloud, crit on 20-24; SV: Fort +12; Ref +6; Will +12, AL N). The Avatar rolls ono the Giant Critical Hit table if she hits with a 20-24 on the attack die. She can choose to attack twice per round with two fist, two tendril shoots, or a spore cloud, but may only use the spore cloud once per round. The spore cloud is a choking cloud of acidic organisms that shoots out from the avatar to a distance of up to 200’ away, where it expands and envelops all within a 30’ radius. For 3d4+6 rounds, targets in the cloud suffer -4 to all attack, damage, skills, mutations, and save rolls. They also take 8 points of damage each round and must make a DC 12 Fort save when first exposed or be poisoned (-3d4 Agility, -1d4 Strength, and -1d4 Stamina for 1 full day). The Mold Mother Avatar may also, once per day, exude an airborne fungus that spreads 100’ from her body, which automatically frightens all creatures of 2 HD or less. Others receive a Will save of DC 30 to resist the effect. Frightened creatures suffer 1d4 points of damage from shock and flee at top speed for 3 turns. They will be unable, form utter terror, to go in the direction they encountered the MoldMother Avatar, for one full day. Because of the avatar’s use of electrically-charged and enhanced fungus, these effects work not only against organic opponents, but inorganic enemies, such as robots, as well. The Shaman can also opt to forego this effect, taking a lower Invoke Patron check result, as desired.

32+      The Great Bloom awakens! The shaman has found such high favor in the eyes of MoldMother that she declares the ground on which the shaman and their allies fight sacred, a place worthy of growing a new colony! She sends her Avatar (as in result 30-31) and three of her Yellow Slime Molds (as in result 28-29) to secure the area and rid it of her enemies. She weaves a great mycelium mat, approximately 100’ in radius, on the ground and all objects on the ground. A forest of giant mushrooms, from the height of a man to the height of a tall building, springs up in the area. Any structures in the area are partially (in the case of skyscrapers and their ruins) or totally (in the case of four-story or smaller buildings) embedded with mushrooms large and small. Clouds of spores (harmless) float in the air, and any detritus of corpses are immediately covered in quick-growing hyphae tendrils that eat the dead and weave themselves into the colony’s great mycelium mat. Shamans of the MoldMother in this area are at +2 AC, are immune to radiation of any strength, and gain +5 to all patrol AI check results while in the area. If the shaman and his allies leave the area, they trail spores in their footprints behind them for another 200’ beyond the border of the colony. Within 3 turns, these spores bloom, fruiting into giant mushrooms and extending the colony’s area even further. Unlike many other results, the shaman cannot forego this effect. It is the MoldMother’s will, which is all the shaman needs to know.

Patron Taint: MoldMother

When Patron Taint is indicated, roll 1d6 on the table below. When a shaman has acquired all six taints at all levels of effect, there is no need to continue rolling any more.

Roll                  Result

1                      Any food touched by the shaman immediately spoils, covered with gray fuzzy mold. He may eat it, but anyone eating it who is not a follower of the MoldMother must make a DC 20 Fort save or grow violently sick for 1 hour, unable to do anything but vomit and groan in pain. The second time this taint is rolled, all food that comes within 10’ of the shaman is so affected. The third time this taint is rolled, all food that comes within 50’ of the shaman is thus affected.

2                      The shaman’s hair falls out and scores of tiny mushrooms sprout up on his scalp. The second time this taint is rolled, the tiny mushrooms spread to cover the shaman’s face like a mask and the entire head and neck, dropping the personality score by -1 permanently. The third time this taint is rolled, one large mushroom cap covers the shaman’s head like a hat, further lowering the personality score by a point.

3                      Hyphae form under and on the shaman’s skin, spreading into permanent masses of mycelium. If this taint is rolled again, mycelium branch out from the shaman’s body whenever he is motionless for more than a few seconds. After a full sleep cycle, the shaman must literally peel himself up from his bed or the ground, suffering one Hit Point of damage. If this taint is rolled a third time, any flesh or organic material that the shaman touches begins to decompose, causing a sharp, stinging sensation to any living being he touches.

4                      Black mold spots dot the shaman’s eyes. The second time this taint is rolled, the eyes become completely black. The third time this taint is rolled, the eyes remain black and the shaman becomes permanently blind.

5                      Gray spores are continuously discharged from the Shaman’s pores. The second time this taint is rolled, the spores are jettisoned out, creating a cloud of spores surrounding the shaman’s body at a distance of 1’. Anyone who comes within this cloud begins sneezing uncontrollably until they leave the cloud. If this taint is rolled a third time, the mass of the shaman’s muscles become a loosely-bound cloud of spores orbiting the skeletal structure. Movement is halved, the shaman’s personality score drops by 1/3 (round down) and actions that require grasping or physically manipulating objects become impossible. Any previous changes to the shaman’s physical form are superseded by this one, as the body has effectively become a mold spore cloud gravitating around a skeleton.

6                      Yellow slime mold oozes out of the shaman’s ears, nose, mouth, and tear ducts. The personality score permanently drops by one point. The second time this taint is rolled, yellow slime mold crawls between the orifices and all over the shaman’s body, permanently dropping the personality score by another point. The third time this taint is rolled, any attempt to speak is accompanied by yellow slime mold vomiting forth from the shaman’s mouth and nose, permanently dropping the personality score by yet another point.

Patron Wetware: MoldMother

Spore-riders eventually download three unique versions of wetware, as follows:

Level 1: Agar Affinity
Level 2: Sporecloud
Level 3: Quantum Meld
Glowburn: MoldMother

MoldMother is munificent to those who are dedicated to the growth of the colony. Spore-riders who are willing to “lose themselves” for the greater good of the whole will be rewarded.

Roll      Glowburn Result

1          Hyphae tendrils shoot up from the ground and into the supplicant’s feet and legs (experienced as stat loss)

2          The shaman is granted the glowburn bonus, but sacrifices a chunk of flesh, which drops to the ground and immediately tunnels into underground mycelium and sprouts mushrooms, forming another toehold for the colony (expressed as stat loss)

3          A cloud of spores blows past and rakes the shaman’s body, tearing microscopic bloody troughs across his body (expressed as stat loss)

4          A portion of the shaman’s inner psyche is decomposed and the resulting quanta are redistributed to nearby fungi and molds in the soil (expressed as stat loss)

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Tuesday, December 29, 2015

Supreme Brainskull Commander Patron for Dungeon Crawl Classics RPG

Supreme Brainskull Commander




Even interplanetary chaos needs a leader! Supreme Brainskull Commander leads his hordes of mutant Brainskull soldiers from his flagship, high above the planet, channeling his power through willing minions on the world below. His aims are as inscrutable as the motivation of those who foolishly choose to follow him. Is it the lust for power that drives them? The allure of high technology? Nihilistic madness? Best not to ask such questions. Just let the power of the cosmos course through your soul, oh supplicant of the Supreme Brainskull Commander.

Invoke Patron check results:

12-13               Brainskull is busy conquering other worlds. He waves a dismissive hand and a hologram of a hypnotic, swirling eyhe appears above the caster’s head. For 1d6+CL rounds, all enemies within 20’ must make a DC15 will save or be mesmerized by its spinning patterns. Those mesmerized are held immobile and cannot take any action until either the eye dissipates or the target is attacked or vigorously shaken.
14-17               A 5’ X 5’ square of silver glowing cosmic ooze appears beneath one target’s feet, immediately attacking with a pseudopod: Silver Glowing Cosmic Ooze (Init (always attacks last), Atk pseudopod +4 melee (1d4); AC 10; HD 2d8; MV 5’; climb 5’; Act 2d20; SP half damage from slicing and piercing weapons; SV Fort +6, Ref -8, Will -6, AL N). The ooze will use its second action each round to send out a psychic blast at one of the caster’s enemies within 50’. The target of the blast must make a DC 10 Will save or take 1d4 points of damage of intense cranial pain and suffer a nosebleed.
18-19               A freeze ray pistol materializes in the caster’s hand. Dmg Die 1d4 + Special, Rof 1, Spd -1, Range 80/160/240. Persons hit by the freeze ray must make a DC 15 Agility roll or be slowed to ½ movement for 1d3 rounds, with no other allowable actions. The freeze ray is good for 1d6 shots, then disappears into a nanite cloud that flies off into space.
20-23               A heat ray pistol materializes in the caster’s hand. Dmg Die 1d6 + Special, Rof 1, Spd -1, Range 80/160/240. Persons hit by the heat ray take 1d6 of fire damage and must make a DC 15 Agility roll or catch fire. Those on fire take 1d6 damage per round. A burning victim may take 1 round to smother the flames (giving up all other actions on that round and dropping any objects in hand) to make a DC 12 Agility roll to smother the flames. The fire burns until smothered. The ray is good for 1d8 shots, then disappears into a nanite cloud that flies off into space.
24-27               A shrink ray pistol materializes in the caster’s hand. Dmg: Special, Rof 1, Spd -1, Range 80/160/240 cone. The ray of this pistol is a cone expanding from the barrel of the weapon to a width of 50’ at its longest range. Those caught in the cone must make a DC 15 Agility roll or be shrunk to ¼ their original size. Shrunken victims suffer -8 to attacks and damage and lose ¾ of their hit points. At the end of 1 turn, victims return to normal size, attacks, damage, and hit points (minus any hit points lost while shrunk). The ray is good for 1d3 shots, then disappears into a nanite cloud that flies off into space. The ray is indiscriminate of friend or foe. All in the cone must make the save or suffer the consequences.
28-29               Two Brainskull Minions materialize next to the caster. They attack any foes of the caster. Brainskull Minions (Init +0; Atk Death Ray Rifle +0 missile (3d6); AC 17; HD 1d8+2; MV 30’; Act 1d20; SV Fort +0, Ref +0, Will +0, AL C). They will remain for CL+1 rounds of combat, at which point they are lifted into the sky along columns of blue light. If killed, they, and all their equipment, disintegrate into a cloud of nanites that flies off into space.
30-31               Two Brainskull Minions and a Giant Insect materialize next to the caster. They attack all foes of the caster. Brainskull Minions (Init +0; Atk Death Ray Rifle +0 missile (3d6); AC 17; HD 1d8+2; MV 30’; Act 1d20; SV Fort +0, Ref +0, Will +0, AL C). Giant Insect (Init +1; Atk Bite +2 melee (3d6); tomp +2 melee (1d6); AC 18; HD 4d10; MV 40’; Act 1d20, 1d16; SV Fort +2, Ref +1, Will +0, AL N). They will remain for CL+1d6 rounds of combat, at which point they are lifted into the sky along columns of blue light. If killed, they, and all their equipment, disintegrate into a cloud of nanites that flies off into space.
32+                  Two Brainskull Minions, a Giant Insect, and a Brainskull Battle Mecha materialize next to the caster. They attack all foes of the caster. Brainskull Minions (Init +0; Atk Death Ray Rifle +0 missile (3d6); AC 17; HD 1d8+2; MV 30’; Act 1d20; SV Fort +0, Ref +0, Will +0, AL C). Giant Insect (Init +1; Atk Bite +2 melee (3d6); tomp +2 melee (1d6); AC 18; HD 4d10; MV 40’; Act 1d20, 1d16; SV Fort +2, Ref +1, Will +0, AL N). Brainskull Battle Mecha (Init +3; Atk Pincer Claws X 2 (4d6+6); Stomp (5d10); AC 20; HD 8d10, MV 60’; Act 2d24; SP: Crit on 20-24, uses Crit Table 6: Giants; SV Fort +6, Ref +2, Will +2, AL N). They will remain for CL+1d30 rounds of combat, at which point they are lifted into the sky along columns of blue light. If killed, they, and all their equipment, disintegrate into a cloud of nanites that flies off into space. Note that the Mecha is piloted by a third Brainskull Minion, who will emerge from the Mecha and attack if the Mecha is destroyed. His stats are the same as the other Brainskull Minions.

Patron Taint: Supreme Brainskull Commander

When patron taint is indicated for Supreme Brainskull Commander, roll 1d6 on the table below. When a caster has acquired all six taints at all levels of effect, there is no need to continue rolling any more.

Roll                 Result

1                      The caster’s eyelids permanently fall off, his eyes become larger, and his pupils turn bright red. The caster can see 20’ in darkness. If this result is rolled a second time, the caster’s face assumes a skeletal aspect with green polyps hanging from the jowls. He suffers a permanent loss of 2 personality points. If this result is rolled a third time, all of the caster’s hair falls out of his head, his cranium swells, and the tissue of his skull softens, conforming to the shape of his now massive brain. He suffers a further permanent loss of 2 points of personality.

2                      The spellcaster’s voice becomes nasal to the point of sounding ridiculous. He suffers a permanent loss of 1 point of personality. If this result is rolled a second time, he inadvertently blurts out “Ack!” in place of some words. This can affect spellcasting negatively. Each time a spell is cast, the caster must make a Will save. On a roll of 1, the caster suffers a -1 penalty to his spell check roll. If this result is rolled a third time, the casters every other word is “Ack!”. Each time a spell is cast, the caster must make a DC 15 will save or suffer a -2 penalty to his spellcheck.

3                      The spellcaster gets asthma and suffers a permanent loss of 1 point of Stamina. If this result is rolled a second time, the caster is stricken with more severe asthma and is constantly coughing, suffering the effects of the earlier manifestation of asthma and and negating any chance of surprise. If the result is rolled a third time, the caster must seek and receive a glass-bubble-helmet-nitrogen-breathing apparatus or die within 24 hours. The Brainskull Commander Supreme will gladly exchange such an apparatus for, say, the caster’s hand or foot, for his experiments.

4                      The spellcaster develops and unhealthy obsession with stars and planets. They are all he wants to talk about. If this result is rolled a second time, the caster is convinced that everyone around him knows something about celestial bodies that they are holding back from him. He will take desperate measures, just short of killing, to get these secrets. If this result is rolled a third time, the caster must spend a night under the open sky or he will become so disturbed and disconsolate that he suffers a -6 to all spellchecks until he can do so. Clouded nights don’t help – he must spend a night under mostly-clear skies.

5                      The caster must undergo an experimental operation that replaces a finger or toe (player’s choice) with a tentacle, insect claw, or other non-human (and likely non-beneficial) digit. If this result is rolled a second time, an entire hand or foot (player’s choice) must be sacrificed and replaced. If this result is rolled a third time, an entire limb must be sacrificed and replaced.

6                      The caster becomes emaciated and unhealthy, permanently losing 1 point of Stamina. If this result is rolled a second time, the caster shrinks to a height of 4’ tall, permanently losing 2 points of Strength. If this result is rolled a third time, the caster’s internal organs are transformed into those of a Brainkiller Minion. He will be unable to eat normal food and must subsist on a diet of insects, worms, and cosmic ooze.

Patron Spells: Supreme Brainskull Commander

Loyal followers of Supreme Brainskull Commander gain access to three unique spells, as follows:

Level 1: Sensor Array
Level 2: Eye of Ackackerack
Level 3: Chariots of the Gods

Spellburn: Supreme Brainskull Commander

Supreme Brainskull Commander needs scouts to plan the final invasion. Therefore, he reluctantly gives you favors on the advice of his ambassador. When a caster utilizes spellburn, roll 1d4 and consult the table below or build off the suggestions to create an event specific to your home campaign:

Roll                 Spellburn Result

1                      A blue beam shoots down from above the caster, seemingly setting him alight with blue flame, manifesting as stat point loss.

2                      The caster is granted the spellburn bonus, but must plant the Brainskull flag (10 of which appear in the caster’s hand) on the 10 highest peaks within a 100 mile radius within the next 2 weeks.

3                      In a flicker, the caster disappears and reappears. He feels that he has been abducted and probed for several hours, resulting in stat loss.


4                      Supreme Brainskull commander needs brains! The caster may burn up to 15 points of spellburn with no ill-effect if he can extract a brain, intact, from a human being who has not been dead for longer than an hour before the extraction. As soon as the brain is extracted, Supreme Brainskull Commander will teleport the specimen to his flagship for experimentation. If the spellcaster fails to procure the specimen within 48 hours, he suffers the full 15 points + 1d4 extra points, spread across ability scores at the judge’s discretion.


Sensor Array

Level: 1 (Supreme Brainskull Commander)  Range: Varies  Duration: Varies  Casting time: 2 
rounds  Save: Varies (when appropriate), see below.

General:                     The caster’s ability to send and/or receive communication is enhanced.



Manifestation:            Roll 1d4: (1) A circular pulse, in the form of expanding red                                            rings, expand out from the caster. (2) A steady beeping sound                                        emanates from the caster. (3) Visible sine waves spread out                                            from the caster’s head in all directions. (4) Two metal antennae                                      sprout from the caster’s head. Sparks of electricity crackle                                              between them.

1                      Lost, failure, and patron taint. 

2-11                 Lost, failure

12-13              The caster’s sense of smell is greatly enhanced. His nose becomes so attuned
                        to the differences in odors that he can parse the smell of poison in a banquet                 meal, can uniquely identify the smell of individuals so as to know their                         identity (at least to separate their individual odors from one another) and their             relative location (though not their exact distance). Very faint odors can be                     detected up to 30’ away. This ability lasts for 1d3+CL turns.

14-17               Sounds within a 20’ radius of the caster are amplified greatly to the caster.                   There is a dampening that occurs so that suddenly loud noises will not deafen               the caster if he makes a DC 8 Fortitude save. Failure to make the save deafens               the caster for 1d6 rounds. Noises are amplified only to the caster’s ears. The                 caster can clearly hear a pin drop or a person shifting their weight. If the caster             does not move and concentrates, he can even hear and parse out individual                   heartbeats of those within range. This is cumulative with the smell sense and                 lasts 1d4+CL turns.

18-19               The caster’s sense of touch is heightened dramatically. The caster can feel                     slight temperature changes (such as a person’s face flushing red) or small air                 movements (the flutter of butterfly wings) up to 30’ away. As a result, the                     caster cannot be surprised, gains +2 to initiative, and gains and armor class                   bonus of +1. The caster can also sense secret doors by running his fingers                     along the wall, and so forth. Extreme hear or cold, however, only affect him as             normal. This ability is cumulative with the smell and hearing increases, as the               caster chooses. He need not accept these other increases, though he has that                   option if he so chooses. This effect lasts for 1d5+CL turns.

20-23               The caster’s sense of balance is heightened to such an extent that he gains an additional 1d10 action each round, gains +3 to initiative rolls and +2 to AC. He can also sneak silently and climb sheer surfaces like a neutral thief of the same level. This ability is cumulative with smell, hearing, and touch bonuses, as the caster chooses. He need not accept these other increases, though he has the option if he so chooses. If he does accept the touch bonuses along with the heightened balance, bonuses to initiative and AC are also cumulative. The effect lasts for 1d6+CL turns.

24-27               The caster’s sense of sight is heightened. He can see objects as if they were 10X closer. Small objects may be magnified up to 100X in the caster’s sight. This allows the caster to see secret doors within 20’ and allows the caster to find traps like a neutral thief of the same level. This ability is cumulative with the smell, hearing, touch, and balance increases, as the caster chooses. He need not accept these other increases, though he has that option if he so chooses. This effect lasts for 1d8+CL turns.

28-29               The caster gains x-ray vision, allowing him to see through up to 20’ of stone and 40’ of wood or other less-dense material. As long as he is not distracted and can concentrate for 1 round. Lead, gold, or silver foil this x-ray vision. This ability is cumulative with the smell, hearing, touch, balance, and sight increases, as the caster chooses. He need not accept these other increases, though he has that option if he so chooses. This effect lasts for 1d4 hours.

30-31               For a few moments, the caster’s full range of enhanced perceptions (as previously detailed), rises up to a bird’s-eye “view” (keep in mind that all senses are active, not just sight) 60’ above the caster’s body. The perception “array” or “net” is in the shape of a cone, beginning at the apex of the 60’ and expanding out and downward, with the caster in the exact center of the base of the cone, which extends in a 100’ radius out from the caster. Everything within the cone that is not magically invisible or on another plane of existence can be smelled, heard, felt, and seen (including the x-ray vision) by the caster with the same heightened sensitivities as described earlier. This effect lasts for 1d6+CL rounds and does not move if the caster moves. After this effect has expired, the caster’s senses “step down” to the effects described in (28-29) for 1d4 hours. Note that should the judge elect to show the player a map outlay of what is seen, he should only allow the player to see the map for the allotted number of rounds in real time, though the judge may “stop time” (covering up up the map in the meantime) to answer questions that would more or less instantaneously occur in the character’s mind, but take more real time to verbally express. The caster’s “perception” will manifest as a tiny flying saucer that rises out of the caster’s head, making a slight buzzing and humming sound as it ascends.

32+                  As (30-31), but the aerial view of perception lasts for 1d6+CL turns of real time, moves with the caster, and extends to 500’ in radius.

Eye of Ackackerack

Level: 2 (Supreme Brainskull Commander)    Range: Varies              Duration: Varies          Casting time: 1 round             Save: Varies, (when appropriate) see below.

General:                      The caster invokes the ancient Brainskull power of the mystical Eye of Ackackerack, an ancestor held as a near deity who ruled at the whim of whatever he felt like doing at the time. His chaotic whims are still manifest through this capricious invocation.

Manifestation:             Roll 1d4: (1) The caster’s forehead sprays blood as a third eye erupts, then shoots kaleidoscope patterns out in a cone before the caster, (2) The caster’s eyes become whirling black and white spirals, sparks shoot out of his tear ducts, (3) A glowing eye appears in the palm of each of the caster’s hands, (4) 1d30 eyes sprout all over the caster’s body. As a result, he gains +1 to initiative rolls next round.

1                                  Lost, failure, and patron taint.

2-11                             Lost, failure.

12-13                           Failure, but spell is not lost.

14-15                           For 2d8+CL rounds, all enemies within 30’ must make a DC15 Will save at -1 or be mesmerized. Those mesmerized are held immobile and cannot take any action until the spell expires or the target is attacked or physically traumatized. This trauma must entail at least 1 HP of damage to shock the target out of their mesmerized state.

16-19                           All enemies within 30’ must make a Will save versus spell check DC or fall asleep for 1d4 hours. Targets can be awakened by normal means using one action.

20-21                           All enemies within 60’ must make a DC 15 Will save or become deaf and blind for 1d4 hours.

22-25                           A green cloud of gas emanates from the caster’s magic eye(s) and extends into a rough sphere about 60’ in diameter. All enemies caught in the sphere are deprived of oxygen as a more nitrogen-rich atmosphere takes over. Targets must make a DC 17 Fortitude save or pass out for 1d10 minutes. For the first round spent in the cloud, targets take 1d3 of damage, then move up the dice chain each round, suffering suffocation damage: 1d4 in round 2, 1d5 in round 3, 1d6 in round 4, 1d7 in round 5, 1d8 in round 6, 1d10 in round 7, etc. Those in the cloud may be removed by others who enter the cloud, but these are also subject to its effects. Those who make their save are at half movement and unable to act except to drag another to safety. Anyone spending three cumulative rounds in the cloud, regardless of whether or not they made their save, suffer a permanent loss of 1 point of Intelligence. This is cumulative, with the loss applied every 3 consecutive rounds.

26-29                           A reverse-gravity wave emanates out in a 60’ diameter circle from the caster’s magic eye(s), affecting the caster’s enemies. This reversal flicks from one pole to another each round. Enemies must make an Agility save versus spell check DC or suffer 1d6 damage. If a critical success (natural 20) is indicated, the enemy does not move from that plane further (i.e., he is “stuck” on that surface) until the spell expires. This spell lasts for 2d12 turns.

30-31                           A meteor shoots out of (one of) the caster’s magical eye(s), with a range up to 100’. It unerringly hits its target, causing 2d6 of damage, then explodes, causing a further 6d6 of damage to all persons within 30’ of the target unless an Agility save versus the spell check result is made. If the save is successful, damage is halved. All are affected, friend or enemy.

32-33                           A dark nebula, complete with flickering stars, ebbs out of the caster’s magic eye(s) at a rate of 10’/round, out to a maximum of 60’ from the caster. Those enemies touched by the nebula are drained of 1d8 Hit Points and 1 point of Strength each. These hit points are added as a buffer to those of the caster and any damage taken by the caster is first applied to these “stolen” hit points. The caster also gains all the strength points and adds them to his own strength. This effect lasts for 1 full day. Though the strength fades after one day, the stolen hit points do not. They remain with the caster until “used up,” at which point the caster is “back down” to his normal maximum hit points

34+                              All enemies of the caster within 100’ are impregnated with a Brainskull egg. Each round, those impregnated must make a DC 15 Fortitude save or the egg hatches, killing the host instantly and allowing the emergence of a fully-formed, fully-equipped Brainskull Minion. If the save is successful for three rounds in a row, the egg has been aborted by the host body immune system. Even then, the host will suffer 1d6 points of damage per round. If the host dies before the egg hatches, the egg also dies. Hatched Brainskull Minions follow the caster until either he or they die. They remain wholly loyal to his command, even to the point of suicidal acts, if the caster so orders. Brainskull Minions (Init +0; Atk Death Ray Rifle +0 missile (3d6); AC 17; HD 1d8+2; MV 30’; Act 1d20; SV Fort +0, Ref +0, Will +0, AL C).

Note:   The caster may defer down to any lower result on the chart, if he so chooses.

                                                 Chariots of the Gods

   Level: 3 (Supreme Brainskull Commander)  Range: Varies  Duration: Varies Casting
time: 1 round Save: None

General:                       Supreme Brainskull Commander’s reach into space is grand. In order to strengthen his influence, he may see fit to loan technology to his followers in order to allow them transport and protection from enemies and the dangers of space (as well as terrestrial) travel.
Manifestation:             Roll 1d4: (1) A mist arises behind the                                           caster, then coalesces into massive black                                       and purple scintillating beetle wings, (2)                                       The caster’s hair and robes are cast back,                                     as if the caster is travelling at breakneck                                       speed, (3) The caster’s form “jumps”                                           with every movement, as if he was under                                     a strobe light. (4) A cloud of tiny flying                                       saucers buzz around the caster’s head for                                     the full duration of the spell.
1                                  Lost, failure, and patron taint.

2-11                             Lost, failure.

12-15                           Failure, but spell is not lost

16-17                           In a flash of lightning, a giant beetle with an iron and leather saddle appears. The caster is immediately in the saddle and in control of the creature at the end of the casting time. The creature will move in response to the caster’s will, but will attack enemies independently. Giant Beetle (Init +1; Atk: Bite +2 melee (3d6); Stomp +2 melee (1d6); AC 18; HD 4d10; MV 40’; Act 1d20; 1d16; SV Fort +6, Ref +2, Will +2, AL N)

18-21                           In a flash of lightning, the caster and up to 2 companions are transported into a floating chariot pulled by 2 Giant Beetles. The chariot floats 20’ above the ground and is attached to the bettles by lassos that glow with an orange light. The chariot gives +1 to the AC of each person in it and is itself AC 17, with 75 structural hit points. The Giant Beetles can simultaneously pull the chariot and attack enemies. Giant Beetle (Init +1; Atk: Bite +2 melee (3d6); Stomp +2 melee (1d6); AC 18; HD 4d10; MV 40’; Act 1d20; 1d16; SV Fort +6, Ref +2, Will +2, AL N). The chariot and Giant Beetles remain for 1d8+CL rounds, at which point the caster and companions are dismounted and the chariot and beetles are lifted into the sky along a blue column of light. If killed (or destroyed, in the case of the chariot), they disintegrate into a cloud of nanites that flies off into space.

22-23                           A pterodactyl with a silk and brass saddle appears. The caster is immediately in the saddle and in control of the creature at the end of casting time. The creature will move in response to the caster’s will, but will attack enemies independently. Pterodactyl (Init +2; Atk Bite +3 melee (4d6); claw +3 melee (3d6); AC 17; HD 6d10; MV 70’ flying; ACT 1d20, 2d16; SV Fort +4, Ref +4, Will +2, AL N). The pterodactyl remains for 1d10+CL rounds, at which point the caster is dismounted and the pterodactyl flies up along a blue column of light. If killed, it disintegrates into a cloud of nanites that flies off into space.

24-26                           A magic carpet appears under the caster and up to 2 companions. The carpet flies at 100’ and remains for 1d4 hours, after which the occupants are landed savely and the carpet unravels and vanishes. While on the carpet, all riders gain +2 to AC due to the incredible maneuverability of the carpet.

27-31                           The caster and up to 3 companions materialize in the driver’s seat of a bubble car, a small flying machine with enclosed glass, full internal environmental controls, whatever music the caster desires, and a bottle of fresh water. The vehicle requires little concentration to control, freeing the caster up for other activities. This vehicle can be submerged under thousands of feet of water or travel into the vacuum of space with no discomfort to the caster. Furthermore, the car imparts +7 to all passengers’ AC (in relation to all enemies outside the car), has 200 hit points of structural integrity, and travels at 120’. It remains for 1d6 hours, after which it lands on the nearest safe spot and disintegrates into a cloud of nanites, which flies off into space.

32-33                           The caster and up to five companions are transported into a flying saucer, 40’ in diameter, topped by a see-through bubble that allows 360-degree sight to the world above or parallel to the edge of the ship’s disk. It has full internal environmental controls (-200F to 200F), whatever music the caster desires, a cooler filled with 20 water bottles, a first-aid-kit (apply to heal 1d4 damage), and the ability to set course automatically for any point within visual sight (magically-enhanced sight can extend the range as it only depends on what the caster can see). The vehicle requires little concentration to control, freeing the caster up for other activities. This vehicle can be submerged under thousands of feet of water or travel into the vacuum of space with no discomfort to the caster. Furthermore, the saucer imparts +10 to all passengers’ AC (in relation to all enemies outside the car), has 500 hit points of structural integrity, and travels at 200’. It remains for 1d8 hours, after which it lands on the nearest safe spot and disintegrates into a cloud of nanites, which flies off into space.

34-35                           The caster and up to eight companions are transported into a flying saucer, 60’ in diameter. This is a completely enclosed metal disc, though the crew can see outside by means of one-way viewports that allow sight in any direction. Magnification can bring objects into view from hundreds of miles away. It has full internal environmental controls (-300F to 300F), whatever music the caster desires, a fresh water dispenser with an infinite water supply, 3 first-aid-kits (apply to heal 1d4 damage), and the ability to set course automatically for any point up to 10,000 miles away. The vehicle requires little concentration to control, freeing the caster up for other activities. This vehicle can withstand any environment short of plunging into a sun with no discomfort to the caster. It is impermeable to all kinetic weapons, but may be subject to beam weapons. It has 800 hit points of structural integrity, and travels at 500’. It remains for one full day, after which it lands on the nearest safe spot and disintegrates into a cloud of nanites, which flies off into space.

36+                             The caster and up to 500 companions are transported to a flying saucer mothership measuring 1000’ in diameter. All the amenities and comforts previously mentioned are included, but on a larger scale. The mothership contains 10 large flying saucers and 100 bubble cars in its hold. It also contains 500 vacuum suits, which allow an individual to survive in the vacuum of space for up to one full day. The mothership can travel at 98% the speed of light and is impervious to any outside attack or environment short of a black hole. It remains for 1d3 days, after which it lands and disintegrates into a cloud of nanites, which flies off into space.


[For another patron of my creation, see The Dimensional Dogs]

PS: Apologies for the super-crappy formatting. Definitely not my strength, as you can see . . . urgh.


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