There is a
being known as the Wizard of the Red Robe, whose face is forever hidden by his
hood. This being is also called the Keeper of the Seven Keys because, having
followed the signs beyond the Twilight of the Gods and the creation of new
synthetic gods in his home reality, he was able to wrest the Keys from
Insania’s dead hand.
After his
setback in the World of the Maze That Lies Hidden in Shadow, whether or not the
Wizard of the Red Robe was able to recover the lost Key of Heaven and the Mind, the Wizard was able to recover the
golden Ring of the Silicon Minds,
connecting his thoughts once more to the Future World.
The Ring of the
Silicon Minds
This band of
plain gold allows the wearer to connect with the Silicon Minds of the Future
World, artificial gods created by the magio-technicians of that plane. Wearing
it commands a form of patron bond, allowing
the wearer to invoke the Silicon Minds
(as invoke patron). A minimum of 1
point of spellburn must be used when invoking the Silicon Minds, and the
spellburn effects table below should be consulted every time spellburn is used,
so long as the ring is worn. It takes
a full week to bond with the ring,
and gain the power to invoke the Silicon
Minds.
Each time
the Silicon Minds are invoked, the image of a gold ring appears somewhere on
the caster’s features. A caster may only bear one such image per level, as each
represents painful connection to the rather overwhelming thoughts of the
Silicon Minds. Each image therefore also causes 1d3 temporary Personality
damage, which remains so long as the image remains, and then is healed
instantly. One image of a ring from a previous day’s invocation disappears each
day at dawn. It is always the most stable connection (as signified by the
highest temporary Personality damage) that dissolves first.
Certain sages
in the Fields We Know claim that the Ring
of the Silicon Minds was once found upon our own Earth, and that connection
to the Silicon Minds of the Future World forged the basis for the prophecies of
Nostradamus.
Invoke the Silicon
Minds
Spell Check Result
1 Failure and patron
taint (see below). The Ring of the Silicon
Minds ceases to function until dawn.
2-11 Failure. The Ring of the Silicon Minds ceases to
function until dawn.
12-13 A circle of fire: The Silicon Minds create a circle of green flames
around the caster, which grant a +4 bonus to AC and saving throws. This effect
lasts CL rounds.
14-17 We will find it once more again: The Silicon Minds restore one
spell that the caster has lost. If the caster has not lost a spell, the Silicon
Minds instead grant a single casting of a random spell the caster doesn’t know,
at the highest level of spells the ring’s wearer is able to cast.
18-19 Child of the stars: The Silicon Minds grant the caster insight into
magic and technology. The caster gains 1d3+CL Insight Points. Each Insight
Point may be used, once, to modify either a spell check or an artifact check
(MCC), and each point used grants a +1d5 bonus to the die roll. Each point can
be used only once, and unused Insight Points fade away at the rate of 1 point
every day. Until all the Insight Points are used, the caster’s eyes become star
fields mirroring distant galaxies.
20-23 Last of the seven troopers: The Silicon Minds download the memories
of a dying Trooper into the caster’s mind. The caster gains vague memories of
the 7th War in the Future World. The caster gains 1d12 temporary hit
points per Caster Level. Damage is taken from these temporary hit points first,
and this damage cannot be healed. Until all temporary hit points are used, the
caster gains a bonus to Initiative equal to half his level, and gains the Deed
Die of a warrior of half his level (round up in both cases). When the temporary
hit points are used up, these benefits disappear, but the caster will always be
haunted by flashes of the trooper’s memories, which haunt his dreams.
24-27 The blaster of the gods: The caster gains the ability to shoot
forth a laser-like ray, which does 3d6+CL damage on any successful hit. This
power uses an Action Die each time it is
used, but the caster is able to draw upon it for 1 turn per Caster Level.
28-29 I have seen it all before: Foreknowledge is granted to the caster,
coming from the Future World through the aegis of the Silicon Minds. This
effect lasts for 1d7+CL rounds. During this time, the caster can evade attacks,
receiving only 1 point of damage from any successful attack. Further, any time
the caster is called upon to make a roll during this period, he rolls two dice
(or two sets of dice, for instance, if rolling 3d6 damage) and selects which outcome
occurs.
30-31 Wake up the mountain: Power from the Silicon Minds floods the
caster, healing all damage that does not relate directly to the ring or the Silicon Minds themselves.
This includes any natural disease or poison that the caster is suffering from.
The caster gains a +10 bonus to any Strength-based checks (including attack
rolls and damage rolls with melee weapons), and ignores the first 10 points of
damage from any attack. These effects last for 1 turn per Caster Level.
32+ Son of a distant future: For a moment, the caster sees into the
Future World and achieves perfect communion with the Silicon Minds. He gains
two of the boons, above, of his choice, and they last until the next day or
their normal duration (whichever is longer). At the end of this period, the
caster takes 1d6 points of temporary Stamina and Personality damage from the
strain on his mind and body. Alternatively, the caster may choose only a single
boon (which also lasts one day if its normal duration is shorter) without
suffering from the strain thereafter.
Spellburn: The Silicon Minds
While
wearing the ring, and thereby bonded
to the Silicon Minds, any attempt at spellcasting can be influenced from the
artificial gods of the distant Future World. When a caster wearing the Ring of the Silicon Minds utilizes
spellburn, roll 1d4 and consult the table below, or use these suggestions to
create an event specific to your campaign.
Roll Spellburn
Result
1 Electrical feedback from the Silicon
Minds arcs through the caster’s body, resulting in temporary Strength, Agility,
or Stamina loss.
2 The character’s mind becomes
enmeshed with that of a blissful citizen of the Future World. This manifests as
Strength, Agility, or Stamina loss, but the actual cause is the distraction of pleasurable
events occurring in another time and place, of which the caster is keenly
aware. As the spellburn heals, this awareness fades.
3 Perfect connection! The caster
gains a +3 bonus to his spell check without cost, and is free to spellburn
further to augment his casting (do not reroll on this table; no further free
bonuses are available).
4 Temporal displacement. The caster
is moved out of sync with his current timeline, making him less able to affect
the world around him. Spellburn must be taken from Strength, but the caster
gains a +1 bonus to AC per two full points of spellburn, which also represent
his being slightly out of phase with the world around him. As the spellburn
heals, the caster moves into sync with his time track. AC bonuses are reduced
as spellburn recovers.
Patron Taint: The Silicon Minds
When patron
taint is indicated, roll 1d6 and consult the following chart. Because some
results can occur an infinite number of times, patron taint must always be rolled.
Roll Patron
Taint Result
1 You have drawn the attention of
the Corruptor, who sends creatures to destroy or corrupt you. Roll 1d7 to
determine what is sent: (1-4) 1d3+CL shadow-goblins, (5-6) 1d3-1 creepingnightmares, or (7) 1d6 dogs of war per caster level. There is no limit to how
often this patron taint can be rolled.
2 You have drawn the malice of the
Corruptor, who reduces your Luck by 1d14 points (to a minimum of 3). This loss
is recovered at a rate of 1 point per day, as the Corruptor’s attention is
drawn elsewhere. There is no limit to how often this patron taint can be
rolled.
3 Another world calls. You and your
companions are pulled immediately into another world, as determined by the
judge. There are many DCC products the judge may use to flesh out this world, and
any DCC or MCC adventure can be modified to occur on another plane. Materials
that might be of use include (but are not limited to!) The 998th Conclave of Wizards; Againstthe Atomic Overlord; Beyond the BlackGate; Black Powder, Black Magic;
Black Sun Deathcrawl; Crawling Under A Broken Moon (Umerica); Crawljammer; Crawl-thulhu; Cyber SprawlClassics; Dark Trails; various
modules in the DCC Xcrawl series; Demonland;
The Dread God Al-Khazadar; Drongo: Ruins of the Witch Kingdoms; Fate's Fell Hand; The Hobonomicon; Hubris: AWorld of Visceral Adventure; Journeyto the Center of Aereth; Nowhere CityNights; Null Singularity; Peril on the Purple Planet (and related);
Phantasmagoria; Primal Tales; Rock GodDeath-Fugue; RPGPundit Presents Last Sun materials; Secret Antiquities; Secrets
of the World-Harvesters; Star Crawl;
Tales From the Fallen Empire; Through Ningauble's Cave (and various
DCC Lankhmar materials); Through the
Dragonwall; The Tower of Faces; Transylvanian Adventures; Trench CrawlClassics, Pandemonium, and the Sunless Sea in The Gong Farmer’s Almanac (among others); and Trumphammer 2K. Various Sanctum Secorum Episode Companions also
offer a plethora of materials. This transfer may be temporary or permanent, as
the judge desires, and may be rolled any number of times.
4 Artificial thoughts. Your contact
with the Silicon Minds has made you more intelligent and rational, at the cost
of some individuality. Each time this is rolled (to a maximum of 3 times), gain
+1 to Intelligence (maximum 20) and lower Personality by 1 (minimum 3).
5 Replacement parts. If you have
lost a body part, you gain a cybernetically controlled prosthesis, which is
permanently grafted to your body. If you have multiple lost body parts,
determine which is replaced randomly. Treat this as a natural body part in all
respects, except as follows. Damage to that part specifically must be repaired
rather than healed. This normally requires at least 10 minutes per check, with
a DC 10 Intelligence check repairing up to 1d4 hit points or 1 point of
temporary ability damage. Each point healed (either way) requires 10 gp worth
of materials. If the body part to be healed precludes your working on it (for
instance, a hand or an arm), you may have to get another to perform the check
or attempt it with a reduced die. The judge makes the final determination. Finally,
the replaced part is immune to damage from disease or poison, and may take
reduced damage from heat or cold at the judge’s discretion. You can roll this
taint any number of times, but it only has an effect if you are missing one or
more body parts.
6 Future mind. Images of the future
have taken hold in your mind, reducing your effectiveness in combat. Each time
this is rolled, you must make attack rolls at -1d step on the dice chain. This
is a permanent reduction, and also affects any spell check you might make for a
spell which is used only to directly causes harm (such as magic missile or flaming
hands). The judge is the ultimate arbiter as to which spells are affected.
This taint can be rolled a maximum of 3 times; ignore additional instances.
Removing the
Ring of the Silicon Minds breaks the
bond, but does not undo current spellburn effects or patron taint!
Listen to
the album here.
Wow! Helloween has been one of my favorite bands since hearing Gorgar, Twilight of the Gods, and many more. Rock on! \m/ \m/
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