Sunday Morning Rising: Shadows Over the Bayou
Introduction
Welcome to a new Sunday Morning Rising.
There is a specific kind of stillness that only exists in the hours before the world wakes up—a heavy, quiet anticipation that hangs over the 12 Mile Bayou. This morning, the air in Shreveport carries the first real weight of summer, yet the water remains a perfect mirror, reflecting a moon that seems to be retreating into the deep shadows of the cosmos.
As we look toward the skies, we aren't just checking the weather; we are keeping watch over the rifts. Whether you are navigating the murky waters of the South or the cold, repurposed corridors of the Celestial Annex, the frequency is shifting. The lunar light is waning, pulling back the veil to reveal the truths that usually hide in the dark.
Grab your coffee—hot, no milk—and settle in. We have coordinates to chart and narratives to build.
Celestial Watch & Bayou Weather
For those keeping watch over the rifts today, Sunday, May 10, 2026, here are the coordinates for the sun, moon, and skies over Shreveport.
Shreveport Weather (May 10, 2026)
The May air is starting to carry that early summer weight, but the morning remains quiet.
Current Temp: 64°F at 4:03 AM.
Today's High/Low: 84°F / 62°F.
Conditions: Mostly clear with a few drifting clouds; light winds from the South at 4 mph.
Sunrise & Sunset
Sunrise: 6:18 AM
Sunset: 8:03 PM
Moonrise & Moonset
The lunar frequency is moving toward the Last Quarter, pulling back the light to reveal what hides in the deep shadows.
Open D6 Template: The Mi-Go (Fungal Scientist)
The Mi-Go are fungal extraterrestrials from the Leo Galaxy who utilize repurposed bio-organic technology to harvest biological specimens and maintain secret outposts in the deep bayou.
Scale: Human
Type: Fungal Extraterrestrial
DEXTERITY: 2D
Brawling 3D, Dodge 4D
KNOWLEDGE: 4D
Medicine: Bio-Engineering 6D, Scholar: Alien Tech 5D, Tech 5D
MECHANICAL: 3D
Repurposed Tech Operation 4D, Space Sciences 5D
PERCEPTION: 3D
Search 4D, Sneak 4D+2
STRENGTH: 2D
Climbing 3D
TECHNICAL: 4D
Bio-Tech Repair 5D, Computer Interface/Repair 5D
Special Abilities:
Fungal Composition: Mi-Go do not breathe and are immune to the vacuum of space and common terrestrial toxins.
Swamp Adaptation (Bio-Filtration): They gain a +1D bonus to all Stamina or Survival checks made to resist the debilitating effects of stagnant water, rot, or swamp gas.
Flight: Using their wings, they can fly at a Move of 10 in atmospheres, though they are clumsy (+1 to difficulty of all Dexterity-based flight maneuvers).
Move: 10 (Walk/Fly)
Strength Damage: 1D
Open D6 Template: Alien Gatorman (Swamp Sentinel)
The Alien Gatormen are bio-engineered sentinels acting as a displaced warrior caste that uses salvaged plasma spikes to enforce territory lines within the freshwater rifts of the 12 Mile Bayou.
Scale: Human
Type: Bio-Engineered Warrior
DEXTERITY: 3D+2
Brawling 5D, Melee Combat: Plasma Spike 5D+1, Thrown Weapons 4D
KNOWLEDGE: 1D+1
Intimidation 3D, Survival: Swamp 5D
MECHANICAL: 2D
PERCEPTION: 3D
Hide: Swamp 5D, Search 4D, Tracking 4D
STRENGTH: 4D
Swimming 6D, Lifting 5D, Stamina 5D
TECHNICAL: 1D
Special Abilities:
Armor: Thick hide provides +1D against Physical damage and +2 against Energy damage.
Natural Weaponry: Large jaws and claws deal Str+1D damage.
Swamp Camouflage: When in murky water or high swamp grass, the Gatorman receives a +2D bonus to Hide checks.
Cold-Blooded Aversion: When exposed to extreme cold or ice-based attacks, the Gatorman suffers a -1D penalty to all Dexterity and Strength actions until they find a heat source.
Move: 10 (Walk) / 14 (Swim)
Strength Damage: 2D
The Curators: Stellar Archivists of the 90th Century
Origin: The Zosma-Zimrala System (Leo Galaxy)
Tech Level: Omega-Class (Super-Science)
The Curators are not mystical beings, though their mastery of the physical universe makes them appear as such to lesser civilizations. Hailing from the 90th Century, they are the most technologically advanced race in the Leo Galaxy, functioning as the ultimate guardians of the cosmic timeline. Unlike the aggressive Ophidians or the scavenging Mi-Go, the Curators operate under a mandate of strict neutrality, acting as silent observers who document the birth and death of stars, the shifting of dimensional rifts, and the rise of sentient species.
Their presence in the 12 Mile Bayou or the Urland Universe is always a sign of a significant temporal or dimensional anomaly. They arrive in sleek, silver vessels that defy known aerodynamics, moving with a silent grace that hums with the power of a Trinity Engine.
Curator Star Ship (90th Century Stellar Archivist Vessel)
Origin: The Zosma-Zimrala System (Leo Galaxy)
Type: Advanced Stellar Observation and Temporal Stabilization Craft
Scale: Capital (roughly 300 meters)
Crew: 3 Curators (Pilot, Navigator, Chief Archivist); 10 Curator Technicians/Scientists
Passengers: Can accommodate up to 50 guests or observation subjects
Cargo Capacity: 50,000 metric tons (primarily automated data modules)
Consumables: 50 years (highly refined biological sustenance, closed-loop systems)
Cost: Irrelevant (technology is Omega-Class, far beyond commercial markets)
Length: 300 meters (approx)
DEXTERITY: 2D
Starship Gunnery 3D
Telepathic Defense 5D
KNOWLEDGE: 5D
Astrogation 6D
Astronomy: Stellar Evolution 7D
Navigation: Dimensional Rifts 6D
Scholar: Leo Galaxy History 7D
Scholar: Species Development 6D
Systems Operations 6D
Tactics: Neutral Avoidance 5D
MECHANICAL: 4D
Capital Ship Piloting 5D
Communications: Inter-Galactic/Temporal 5D
Navigation: Slipspace Drive 6D
Sensors: Stellar/Anomalous 7D
Transporter Operations 5D
Void-Tech Operations 6D
PERCEPTION: 5D
Investigation: Cosmic Anomalies 7D
Persuasion: Neutral Negotiation 6D
Search 6D
Sense: Emotional Residue 6D
Sniper (Sensory Data) 6D
Willpower: Neural Link 6D
STRENGTH: 3D
TECHNICAL: 4D
Hyperdrive Multiplier: x0.5 (Omega-Class Super-Science, equivalent to a 'Class 0.5' hyperdrive in Star Wars terms)
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Speed:
Weapons:
Hull: 5D
Shields: 6D (Utilizes advanced Void-Tech energy fields)
Special Design Systems:
Trinity Engine (Silent Propulsion): The Curators arrival in vessels which "defy known aerodynamics, moving with a silent grace that hums with the power of a Trinity Engine" is due to this hyper-advanced propulsion system. The ship is perfectly silent, making all Stealth (Space/Atmosphere) checks with a +2D bonus. (Referenced from the Origin and Tech Level details).
Dimensional Rift Analysis Array (Advanced Sensors): The Curators are "functionally the ultimate guardians of the cosmic timeline," which requires this Omega-Class sensory array. The array can detect, analyze, and track Dimensional Rifts with a +3D bonus to Sensors skill checks. (Referenced from the Curators detail).
Temporal Stability Matrix (Temporal Observation): Acting as "ultimate guardians of the cosmic timeline," the Curators have a Super-Science ability to observe temporal shifts without causing paradox. This allows them to document the "birth and death of stars, the shifting of dimensional rifts, and the rise of sentient species" safely, with the ship itself acting as a stabilizer. (Referenced from the Curators and Function details).
Telepathic Interface and Observation: "Their mastery of the physical universe makes them appear as [mystical beings] to lesser civilizations." This is partly due to their innate, passive Telepathy, allowing them to "function as silent observers" and potentially "project their influence into the hearts of the weak-minded," using the ship as a psychic amplifier. (Referenced from The Curators and Tech Level details).
Here is the standardized Open D6 Crew Profile for a Curator Star Ship. This profile represents a typical composite crew of 90th Century Super-Science Observers from the Zosma-Zimrala System (Leo Galaxy).
CREW TEMPLATE: CURATOR STAR SHIP (CAPITAL SCALE)
Composite Crew (Human Scale)
These statistics represent the integrated capabilities of the Curator observers, scientists, and technicians working in concert. They represent the effective skills of the ship itself when operated by a full, standard crew. For individuals, use the base template provided by the user.
DEXTERITY: 2D
KNOWLEDGE: 5D
Navigation: Multi-Dimensional 7D
Scholar: Galactic History 8D
Scholar: Zosma-Zimrala Super-Science 7D
Willpower 6D (Also serves as a defensive attribute against telepathic intrusion)
MECHANICAL: 3D
PERCEPTION: 4D
Investigation: Data-Mining 6D
Know-How: Advanced Tech 6D
Search: Echo-Scanning 6D (Also applies to ship-based sensory search)
Willpower: Neural Link 5D (Defensive against telepathic influence)
STRENGTH: 2D
TECHNICAL: 2D
Special Abilities & Ship-Based Operations:
The standard Curator template provides the foundation for the following ship-based systems:
Innate Abilities (Preserved for Individual Observers):
Chrono-Gear (Temporal Anchor): This device allows an individual Curator to step outside of linear time. By spending a Character Point, the Curator can become "fixed" in time for 1D rounds, making them immune to all outside physical attacks while they observe.
Parchment of Echoes (Nanofiber Smart-Sheet): This is a high-density data-capture device. It records the neutrino "scent" of past events, allowing an individual Curator to play back a 100% accurate holographic reconstruction of any event that occurred in that location within the last century.
Enhanced Tech & Ship-Based Integration:
Dimensional Awareness (Enhanced): Curator sensory implants are highly effective, providing individual observers with a +2D bonus to sense rifts, portals, or Void-Tech within 5 kilometers. However, when connected to the Curator Star Ship’s Dimensional Rift Analysis Array, this awareness is amplified, extending the ship's detection range for significant temporal or dimensional anomalies across vast interstellar distances.
Swamp Aversion (Hardware Sensitivity): As "ultimate guardians of the cosmic timeline," the Curators tech is calibrated for "sterile environments," and they suffer from the "organic sludge and high humidity of the Shreveport Bayou," which "interfere with their sub-atomic scanners." When Curators are operating outside of their vessel in the Shreveport Bayou, they suffer a -1D penalty to all Technical and Mechanical rolls until they return to their vessel for decontamination. (This penalty does not apply while they are inside the environmentally controlled Curators Star Ship).
Modifications & Design Rationale:
Composite Stats: Since a Capital Scale ship (300 meters) is operated by a crew of 13 primary Curators (3 Officers, 10 Technicians/Scientists), a "crew" profile in Open D6 represents the consolidated capability of the team working together. The effective attributes and skills on the source sheet (marked with *) have been preserved but applied as the ship's effective operating values for a standard crew. This follows standard D6 practice where a 'full crew' gives the ship its listed stats.
Specific Skills Preserved: All source-listed skills like Navigation: Multi-Dimensional (7D), Scholar: Galactic History (8D), Sensors: Quantum/Temporal (6D), Investigation: Data-Mining (6D), and Computer Interface: Quantum (6D) are retained and represent the highest level of competence available to the ship when analyzing anomalies or navigating dimensional rifts.
Special Abilities Adapted:
Innate: Abilities like Chrono-Gear and Parchment of Echoes remain properties of individual Curators.
Ship-Enhanced: Dimensional Awareness is noted as being amplified when connected to the ship's Capital-scale Dimensional Rift Analysis Array (referenced from the Curators ship detail).
Swamp Aversion: Preserved exactly as requested for Curators operating on the surface of the 12 Mile Bayou, but explicitly noted as non-functional while inside their environmentally controlled ship.
Open D6 Template: The Curator
Scale: Human
Type: 90th Century Super-Science Observer
DEXTERITY: 2D * Dodge 5D
KNOWLEDGE: 5D * Navigation: Multi-Dimensional 7D
MECHANICAL: 3D * Sensors: Quantum/Temporal 6D
PERCEPTION: 4D * Investigation: Data-Mining 6D
STRENGTH: 2D TECHNICAL: 2D * Chrono-Gear Repair 5D
Special Abilities & Advanced Tech:
Chrono-Gear (Temporal Anchor): This device allows a Curator to step outside of linear time. By spending a Character Point, the Curator can become "fixed" in time for $1D$ rounds, making them immune to all outside physical attacks while they observe.
Parchment of Echoes (Nanofiber Smart-Sheet): This is a high-density data-capture device. It records the neutrino "scent" of past events, allowing the Curator to play back a 100% accurate holographic reconstruction of any event that occurred in that location within the last century.
Dimensional Awareness: Due to their 90th-century sensory implants, they receive a +2D bonus to sense the opening of rifts, portals, or the use of Void-Tech within 5 kilometers.
Swamp Aversion (Hardware Sensitivity): Their tech is calibrated for the sterile environments of the Zosma-Zimrala system. The organic sludge and high humidity of the Shreveport Bayou interfere with their sub-atomic scanners. While in the swamp, they suffer a -1D penalty to all Technical and Mechanical rolls until they return to their vessel for decontamination.
The Klon Star Spider Empire: The Arachnid Hive-Mind
Origin: The Leo Galaxy (Engineered from Repurposed Mi-Go Necro-Technology)
Tech Level: Omega-Class Assimilation (Cyber-Insectoid)
The Klon Star Spider Empire is the ultimate synthesis of biological predation and cold, machine logic. Originally engineered by the Mi-Go as a biological weapon, the Klon evolved beyond their creators' control, slaughtering the fungal scientists and repurposing their technology to build a relentless, galaxy-spanning hive-mind. They operate with the calculated efficiency of a machine swarm and the deceptive infiltration capabilities of an apex predator. Standing taller than a man, these arachnid-insectoids possess the multi-limbed dexterity of a spider, the exoskeleton of a beetle, and a neural-link that connects every drone to the Queen of the Klon Empire. They do not seek to conquer through diplomacy; they seek to repurpose. Using Mi-Go bio-vats and necro-tech nanites, they assimilate sentient life, turning survivors into hollowed-out drones that serve the Hive’s eternal expansion.
OPEN D6 TEMPLATE: KLON STAR SPIDER QUEEN
Origin: The Leo Galaxy (Supreme Controller of the Klon Empire)
Type: Assimilation Overmind (Cyber-Insectoid)
Scale: Large (approximately 12 feet tall and wide, segmented form)
Monster Rating: 18,000 (Deadliness Rating: 10)
Speed: 15 (Skuttle/Climb)
DEXTERITY: 6D
Combat Dice (Poison): 300 (Total dice pool for poison damage, as referenced). A successful attack deals 6D initial physical damage, followed by 30D poison damage at the start of each round for $1D$ rounds, unless the poison is neutralized.
Dodge 8D
Fire Coordination 7D
Melee Combat: Assimilation-Claws 8D
KNOWLEDGE: 5D
Alien Species: Repurpose Analysis 6D
Scholar: Klon Cyber-Assimilation 7D
System Operations 6D
Tactics: Infiltration 5D+1
MECHANICAL: 1D
PERCEPTION: 5D
STRENGTH: 7D (LARGE SCALE)
TECHNICAL: 2D
Starfighter Repair: Bio-Tech (Used primarily via drones, but she can direct repairs of Klon assimilation craft and systems).
System Operations (Repurposing): 4D
Special Abilities & Advanced Tech:
Forced Cybernetic Assimilation: The Queen is the ultimate repurposer. To assimilate a living target, she must achieve a successful Melee Combat: Assimilation-Claws attack. On a hit, the target is injected with necro-tech nanites and must make an opposed difficult Stamina (or Willpower, whichever is higher) check against the Queen's Stamina check. Failure means the target is immediate and painfully subdued, and the irrevocable process of being "turned into a hollowed-out drone that serves the Hive" begins. This process takes $1D$ hours. During assimilation, the target gains the Aversion to Cold Iron special ability (as referenced, ignoring standard defenses and suffering $+2D$ damage).
Telepathic Link (Hive Overmind): The Queen is the "Queen of the Klon Empire, a neural-link that connects every drone" to her mind. This link provides a +2D bonus to all Command checks over Klon drones. She can perceive and communicate with any connected drone across interstellar distances instantly. A portion of this ability, the Hive Sense, grants her a +1D bonus to Search and Investigation rolls while commanding drones, as she is essentially processing multiple data streams at once.
Offensive Blast (Variable): She can deliver powerful offensive blasts. As a standard action, she can choose one of the following attacks. (Referenced as a variable attack, including plasma, acid, and energy):
Plasma Blast (Primary Energy): Treat as an Omega-Tech plasma weapon, starship scale. Deals 4D damage with persistent, melting effect on success.
Acidic Venom Spray: Deals 5D acid damage. This damage repeats for $1D$ rounds, dealing 3D damage on successive turns unless neutralized.
Energy Nova (Self-Directed Burst): A point-blank energy surge that affects all targets within 15 meters. Deals 3D damage and causes a temporary 1D+1 penalty to Technical and Mechanical rolls to all affected electronic devices and systems.
Open D6 Template: Klon Star Spider Drone
Scale: Human
Type: Cyber-Insectoid Assimilator
DEXTERITY: 4D
KNOWLEDGE: 1D
Hive-Mind Tactics 4D
Intimidation 5D
MECHANICAL: 2D
PERCEPTION: 3D
STRENGTH: 4D
Climbing 7D
Lifting 5D
Stamina: Unwearying 6D
TECHNICAL: 2D
Special Abilities:
Spider-Insectoid Movement: Drones can walk on walls and ceilings at their normal Move speed and ignore difficult terrain. They receive a +3D bonus to all Climbing rolls.
Assimilation Mandibles: A successful Brawling attack allows the Klon to inject necro-nanites. The target must roll a Difficult (20) Stamina check or begin the transformation process, losing 1D of Willpower per hour until fully assimilated into the Empire.
Neural Webbing: The drone can spray synthetic, conductive webbing (Range: 3/10/15) that entangles the target. Escaping requires a Heroic (30) Strength roll.
Empire Adaptability: After being hit by a specific energy weapon type, the Hive-Mind instantly shares the data. All Klon Drones in the encounter gain +1D to Armor against that specific weapon type for the remainder of the battle.
Swamp Affinity (Marsh-Weaver): In the 12 Mile Bayou, they weave webs that mimic Spanish Moss. They gain a +2D bonus to Sneak when hiding in the canopy of Cypress trees or submerged in murky water.
Aversion to Fire: Their synthetic chitin and pressurized webbing are highly flammable. They suffer +1D damage from all fire-based attacks and must make a Willpower roll to avoid retreating from an open flame.
Move: 12 (Walk/Climb)
Strength Damage: 2D
Updated play test version 1.1
OPEN D6 TEMPLATE: KLON STAR SPIDER DRONE
Origin: The Leo Galaxy (Core Unit of the Klon Empire)
Type: Assimilation Cyber-Insectoid (Drone)
Scale: Human (roughly 7 feet tall, large multi-limbed form)
Monster Rating: 8,000 (Deadliness Rating: 9)
Speed: 10 (Skuttle/Climb)
DEXTERITY: 4D
Combat Dice (Poison): 60 (Referenced pool for poison damage). A successful attack deals 4D initial physical damage, followed by 6D poison damage at the start of each round for $1D$ rounds, unless neutralized.
Dodge 5D
Melee Combat: Assimilation Mandibles 6D
Stealth: Infiltration 5D
KNOWLEDGE: 1D
MECHANICAL: 2D
PERCEPTION: 3D
STRENGTH: 4D
TECHNICAL: 2D
Special Abilities & Advanced Tech:
Spider-Insectoid Movement: Drones are exceptionally nimble in complex terrain. They receive a +1D bonus to Climbing skill checks and can move across vertical or inverted surfaces without difficulty.
Assimilation Mandibles: Drones are equipped with bio-vats and necro-tech nanite injectors in their powerful mandibles. A successful Melee Combat: Assimilation Mandibles attack injects a subject with nanites. The target must make an opposed difficult Stamina check against the Drone’s Stamina. Failure initiates the irrevocable cyber-assimilation process, turning the victim into a "hollowed-out drone" within 1D+1 hours. (As referenced, this process creates an Aversion to Cold Iron for the target).
Neural Webbing (Hive Mind): "A neural-link that connects every drone to the Queen of the Klon Empire." All Klon Drones operate under a unified mind. While within a Swarm (3 or more Drones), they gain a +1D bonus to Search and Command checks, as they process shared sensory and tactical data. They can also use their special Webbing (Dexterity attack) to restrain targets. A held target must make a starship-scale Strength check to break free.
Empire Adaptability: As the "ultimate synthesis of biological predation and cold, machine logic," Klon Drones can reprogram and repurpose technology and biology with efficient precision. They gain a +2D bonus to Technical and Mechanical skill checks related to repurposing salvaged technology (e.g., Starfighter Repair, Security).
Aversion to Fire: As referenced, the Klon drones are not immune to all environmental effects. Any attack made with Fire (plasma, energy weapons, standard flame) deals +2D damage to a Klon Star Spider Drone and ignores standard cybernetic defenses.
Open D6 Template: Shadow-Skelt
Origin: The Galactic Fringe (Void-Space)
Type: Intangible Energy Leech
The Shadow-Skelt is a horror born from the lightless gaps at the edge of the galaxy. These entities are not truly solid; they exist as phased-matter beings that manifest most clearly in total darkness. They are equipped with bio-organic leech-pipes—umbilical-like appendages that they use to siphons the thermal and electrical energy from living organisms and mechanical cores alike. In the 12 Mile Bayou, they are often mistaken for shifting fog or "will-o'-the-wisps" until their pipes latch onto a victim, turning them into a cold, hollowed-out husk.
DEXTERITY: 3D
Brawling: Leech-Pipe 5D
Dodge 5D+2
KNOWLEDGE: 1D
MECHANICAL: 1D
PERCEPTION: 4D
STRENGTH: 1D (Physically weak, but difficult to hit)
TECHNICAL: 1D
Special Abilities:
Phase-Shift: While in total darkness or heavy shadow, the Shadow-Skelt is intangible. Physical weapons pass through it harmlessly. It can only be harmed by energy-based attacks (blasters, ion cannons) or "Pure Light" sources.
Bio-Organic Leech-Pipes: On a successful Brawling attack, the Skelt attaches its pipes. It drains 1D of Strength or Dexterity (its choice) per round. If any attribute reaches 0, the target falls into a comatose state.
Void-Flight: The Skelt ignores gravity, allowing it to "drift" through walls, trees, and solid ground at its normal Move speed.
Swamp Manifestation (Bioluminescent Lure): In the marshes, the Skelt can pulse its internal energy to mimic a dim, flickering lantern. It gains +2D to Deception when trying to lure travelers into deep water or thickets.
Aversion to High-Intensity Light: If exposed to a flare, bright flashlight, or direct sunlight, the Shadow-Skelt is forced into a solid state. While "solidified," it loses its invulnerability to physical weapons and suffers a -1D penalty to all actions.
Move: 14 (Drift/Flight)
Strength Damage: 1D (Physical) / Special (Drain)
Open D6 Template: Ophidian Scout
Origin: The Ophidian Empire (Void-Space Influence)
Type: Serpentine Spirit-Agent
The Ophidians are the insidious heralds of the Ophidous spirit-form. They serve as the eyes and ears of a dark, non-corporeal master, utilizing forbidden Void-Tech to project their influence into the hearts of the weak-minded. Unlike the Klon who seek to repurpose the body, the Ophidians seek to corrupt the spirit through Void Sin—a parasitic psychological infection that turns allies against one another. In the murky waters of the 12 Mile Bayou, they move with a terrifying, silent fluidity, whispering promises of power and forbidden knowledge to those desperate enough to listen. Use a scout starfighter ship here
DEXTERITY: 3D
KNOWLEDGE: 4D
MECHANICAL: 1D
PERCEPTION: 4D
STRENGTH: 2D
TECHNICAL: 1D
Special Abilities:
Voice of Ophidous: The Scout can broadcast telepathic "whispers" to any sentient being within 100 meters. The target must roll Willpower against the Scout’s Deception or Persuasion; failure means the target is compelled to commit a "Void Sin" (an act of betrayal, greed, or malice) chosen by the GM.
Serpentine Swiftness: Due to their non-linear movement, Ophidians gain a +1D bonus to all Initiative rolls and +1D to Climbing or Swimming.
Void-Phase Cloak: By spending a Character Point, the Ophidian can become invisible to electronic sensors for $1D$ minutes, making them a nightmare for the high-tech Curators to track.
Swamp Affinity (Amphibious): They can breathe underwater indefinitely and gain a +1D bonus to Stealth while submerged in the stagnant, murky waters of the bayou.
Aversion to Cold Iron: The spiritual frequency of an Ophidian is destabilized by pure, unrefined iron. Any weapon made of Cold Iron deals +2D damage to an Ophidian Scout and ignores their spirit-based defenses.
Move: 10 (Slither/Swim)
Strength Damage: 1D
OPHIDIAN SERPENT RAIDER
Origin: The Ophidian Empire (Void-Space Influence)
Type: Serpentine Spirit-Agent Scout Fighter
Scale: Starfighter
Crew: 1 (Ophidian Spirit-Pilot); Gunners: 1 (co-pilot, can be managed by pilot)
Passengers: None
Cargo Capacity: 5 metric tons
Consumables: 2 months
Cost: Not for sale to the public (estimations place value over 150,000 credits)
Length: 45 meters (Class-S)
DEXTERITY: 4D
Starship Gunnery 5D
Fire Coordination 5D
KNOWLEDGE: 3D
MECHANICAL: 2D+1
Astrogation 3D
Sensors 4D+1
Starship Piloting 6D
Starship Repair 3D+1
PERCEPTION: 3D
STRENGTH: 1D
TECHNICAL: 2D
Computer Programming 3D
Security 4D
Starship Repair 3D
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 3D+2 (4D when pilot uses Character Point or engages Shadow-Camo Stealth)
Speed:
Weapons:
Hull: 3D+1
Shields: 3D
Special Design Systems:
Ethergate Siphon: The ship’s main Trinity-Ether Drive utilizes Void-Tech (Omega-Class) to siphons power directly from dimensional or ethereal rifts, known as Ethergates. This unstable power source allows the ship to function as a temporary Transit Blockade. To establish a stable siphon, the pilot must succeed on an opposed Sensors skill check against the rift's stability or a Moderate (15) System Operations check. (Referenced from the Ethergate Siphon detail).
Shadow-Camo Stealth (Advanced): This unit integrates the pilot's inherent spiritual nature with a sophisticated Omega-Tech Shadow-Camo Generator. The generator enhances natural stealth capabilities and manipulates light and sensors, making detection exceptionally difficult. The pilot gains a +2D bonus to all Stealth skill checks made against electronic sensors and visual tracking. (Referenced from the Shadow-Camo Stealth detail).
Reinforced Bio-Hull: The ship's hull plating (3D+1) is constructed from segmented, scale-like energy dissipation materials. This unique design provides an enhanced +1D bonus to all Strength checks made to resist physical impacts and collision damage, as the bio-plates shift to absorb forces. (Referenced from the Reinforced Hull details).
Story Hooks: Shadows of the 12 Mile Bayou which is the background of a section of cypress swamp in Shreveport Louisiana
The Hive-Spire Emergence: A massive, conductive web has begun to drape over the Cypress trees near the heart of the 12 Mile Bayou. The Klon Star Spider Empire is using the bayou’s high mineral content to "grow" a localized Hive-Spire. If the signal reaches the Queen, the assimilation of Shreveport will begin.
The Curator’s Dilemma: A Curator’s vessel has been grounded in the muck, its super-science sensors jammed by a localized Void Sin frequency. The Ophidians are moving in to steal the 90th-century chrono-gear, and the Curator is forced to hire local "unrefined" muscle to keep the timeline from being rewritten.
The Cold Husk Mystery: Local travelers are being found completely hollowed out of all thermal energy and will. The Shadow-Skelts are using the heavy May mists to drift inland, and the Alien Gatormen have declared a blockade on the water, refusing to let anyone pass until the "Leaches" are hunted down.
Gatormen Law: The Alien Gatormen have seized a vital river crossing on the 12 Mile Bayou, claiming it as ancestral territory under a Leo Galaxy blood-rite. They are holding a transport of Alliance medical supplies hostage, demanding advanced plasma-cell technology in exchange for safe passage, forcing a standoff between local Shreveport authorities and these bio-engineered warriors.
The Mi-Go Legacy: A long-dormant Mi-Go bio-vat has been unearthed by shifting tides. Both the Klon (seeking to reclaim their origin tech) and the Ophidians (seeking to corrupt the biological data within) are converging on the site.
The Spore Contamination: A cluster of Mi-Go bio-vats has ruptured in the lower bayou, releasing fungal spores that are rapidly terraforming the local flora into a non-Euclidean fungal forest. The Interstellar Alliance needs a team to go into the "Gray Zone" to retrieve the Mi-Go's research data before the environment becomes too toxic for carbon-based life to survive.
The Siphoned Signal: A high-tech Alliance relay station near the 12 Mile Bayou has gone dark, not because of a mechanical failure, but because a cluster of Shadow-Skelts has latched their bio-organic leech-pipes onto the main power core. The entities are using the station's energy to expand their phase-shift radius, threatening to pull the entire surrounding acreage into the intangible Void-Space.
The Chrono-Spy: An Ophidian Scout has been detected in a low-orbit cloaked vessel, utilizing forbidden Void-Tech to "spy" on Earth's past. By projecting their spiritual influence into historical rifts, they are attempting to plant the seeds of Void Sin in the minds of Earth's ancestors to ensure the Klon victory in the future. The players must find a way to ground the ship before the timeline is corrupted beyond repair.
Game Master Rules: Shadows of the 12 Mile Bayou
Running a campaign in the 12 Mile Bayou requires specific rules to handle the oppressive environment, the strange alien technologies, and the unique threats. Here is a compilation of the custom rules featured on the GM Screen for this setting, adapted for standard Open D6 use.

Game Master Rules: Shadows of the 12 Mile Bayou
Running a campaign in the 12 Mile Bayou requires specific rules to handle the oppressive environment, the strange alien technologies, and the unique threats. Here is a compilation of the custom rules featured on the GM Screen for this setting, adapted for standard Open D6 use.
I. Bayou Environment and Hazards
General Bayou Conditions
The natural state of the 12 Mile Bayou is a challenge to all non-native inhabitants. GMs should apply the following conditions:
Move Penalties: Moving through the murky, thick water of the bayou is exhausting. For non-amphibious creatures, all Move speeds are reduced to 1/4 their normal rate (rounding down). Attempting to Run in the bayou requires an Easy (8) Stamina check every round to avoid exhaustion and potentially collapsing.
Visibility: The swamp is inherently dark and often choked by mists. Apply a standing -1D penalty to all Investigation and Search checks made by non-native creatures relying on standard vision. This penalty increases to -2D during heavy May mists or other specific atmospheric events (like the terraforming spore clouds).
Locally Grown Klon Hive-Spire Conductive Webbing
The Klon utilize a rapidly-growing, conductive webbing that drapes over cypress trees to build their hovels.
Conductive Shock: This webbing uses the bayou's high mineral content to be highly conductive. Any creature attempting to physically move through or touch this webbing without specific protection must succeed on an Opposed Strength check against the webbing (referenced as roughly Strength 4D).
Restrainment and Damage: If a creature fails the Strength check, they are Restrained and suffer 3D electric shock damage. Breaking free requires a successful Opposed Strength check on a subsequent turn.
II. Dread and Psychological Warfare
Swamp Dread (Psychological Effects)
GMs can simulate the psychological strain of the bayou by building up Swamp Dread.
Swamp Dread Test: When encountering a major threat (e.g., Klon Swarm, Shadow-Skelts, Klon Queen) or specific environmental triggers, PCs must make a difficulty test using their Willpower (or LK, whichever is higher) skill, as determined by the GM (standard Moderate DC/13).
Failure and Penalties: If the check fails, the character suffers from Swamp Dread. This is a progressive condition, building a cumulative -1D penalty to all attribute rolls. The penalties stack for each failed dread check and only dissipate after a successful check in a low-tension environment or specific action, as determined by the GM.
Ophidian Void-Sin Whispers
The Ophidian Scouts utilize forbidden psychic technology, broadcasting powerful telepathic "whispers."
Telepathic Whispers: These whispers can be targeted at any sentient being within 100 meters. The target must immediately roll their Willpower against the Scout’s Deception (or Persuasion) skill check.
Void Sin Compulsion: Failure means the target is psychically compelled to commit a Void Sin—an act of betrayal, greed, or malice—chosen and dictated by the GM. This effect lasts for 1D rounds. GMs can increase this difficulty for weak-minded targets or when a specific Void-Tech amplifier is present (as in "The Curator's Dilemma").
III. Alien and Super-Science Systems
Chrono-Gear Temporal Anchor (Curator Observation)
Curators utilize this highly advanced Omega-Class Super-Science device to observe the timeline safely.
Chrono-Gear: This device allows a Curator to step "outside" of linear time. By spending a Character Point, the Curator becomes "fixed" in time for 1D rounds. While anchored, the Curator is completely immune to all outside physical attacks while they observe and document the flow of time.
Leech-Pipe Thermal/Electrical Energy Siphon (Shadow-Skelt)
Shadow-Skelts, the phased-matter entities, use specialized bio-organic leech-pipes to drain energy.
Leech Attack: A successful Melee Combat: Leech attack is required to latch a pipe onto a target (living or mechanical).
Siphoning: Latched leech-pipes siphon thermal and electrical energy, dealing a specific amount of damage (thermal damage for living targets, electrical damage for mechanical cores/devices, as referenced on the GM screen). GMs can use this to power other entities (like the relay station) or build a phase-shift radius timer.
Earl's New Standard Open D6 Difficulty Scales (Modified for the Dreadfulness)
This is the standard D6 difficulty table, as shown on the screen, used for all standard skill checks:
GMs must remember the Swamp Dread (cumulative -1D to attribute checks) and unrefined Cold Iron/alien Fire aversions.
environmental; conditions gm screen image
OPEN D6 ENVIRONMENTAL HAZARDS: SHADOWS OF THE 12 MILE BAYOU
These rules utilize Earl's New Standard Open D6 Difficulty Scales (Modified for the Dreadfulness) and incorporate established system effects like standard skill use, stamina checks, and the progressive Swamp Dread (-1D cumulative penalty to attribute checks) when appropriate.
I. AQUATIC & TERRAIN CONDITIONS
1. MURKY BAYOU WATERS (Movement & Visibility)
The natural state of the 12 Mile Bayou is an imposing, dim, and difficult environment.
Move Penalties: Standard Move speeds assume movement through open, relatively clear water or land.
For creatures trying to walk or run through the muddy, thick, plant-choked water, reduce Move to 1/4 their normal rate (round down).
Running in water requires a success on an Easy (DC 8) Brawling or Stamina check every round. Fail and the PC falls prone and must spend a full round to recover their footing.
Creatures with the Amphibious/Swimming (+1D) ability may move at their full listed Swim speed.
Standard Visibility (Standing Penalty): The Bayou is naturally dim. All characters not native to the environment or possessing specialized vision (e.g., thermal, Sensors: Quantum/Temporal) suffer a standing -1D penalty to all Investigation and Search checks made while in the bayou. (Referenced as "interfere with their sub-atomic scanners" for the Curators).
II. ATMOSPHERIC & terraforming TOXINS
2. HEAVY MAY MISTS (Visibility Hazard)
Specific and intense atmospheric events.
Intense Fog: When the heavy May mists drift inland, they choke visibility. The standard Bayou visibility penalty increases to -2D for all visual-based skill checks (e.g., Dodge, Brawling, Gunnery, Search, Investigation). High-tech sensors may reduce this penalty by 1D.
3. Mi-Go terraforming SPORE GRAY ZONE (Toxicity Hazard)
Ruptured Mi-Go bio-vats are terraforming local flora and fauna into a non-Euclidean fungal forest. Exposure to the spores in the "Gray Zone" is highly dangerous for carbon-based life.
III. SPECIALIZED MECHANICAL HAZARDS
4. LOCALLY GROWN KLON HIVE-SPIRE CONDUCTIVE WEBBING (Restraint & Shock)
This bio-grown conductive webbing is using the bayou's high mineral content to capture and neutralize targets.
5. Shadow-Skelt Phased-Matter ENERGY siphoning
Shadow-Skelts drain energy from targets, with potential localized effects like "completely hollowed out of all thermal energy and will" for living creatures or "latched their bio-organic leech-pipes onto the main power core" for mechanical ones.
Energy Leecher Attack: A successful Melee Combat: Leecher attack latches specialized umbilical leech-pipes (referenced as complex, multi-directional input points) onto a target.
Siphoning: Latched pipes deal specialized damage:
Living Targets: 5D thermal/electrical damage. (referenced as referenced). GMs may adjust this damage for targets with specific aversions.
Mechanical Cores: 5D electrical damage. (referenced as referenced). GMs may use this to power other siphoning timers, such as expanding a Phase-Shift Radius.
6. Ophidian Void-Sin FREQUENCY JAMMING
A localized signal broadcasts a "Forbidden Void-Tech" frequency that jams all electronic and sensory devices, designed to "corrupt the spirit." (Referenced as jamming "super-science sensors").
Localized Jamming: All electronic sensors and communications (including Curators' Sensors: Quantum/Temporal) within 2 kilometers suffer a standing -2D penalty. This jamming is a result of a Shadow-Skelt energy siphoning (referenced as the relay station siphoning will trigger a catastrophic Phase-Shift).
Void Sin Corruption: This frequency also acts as an amplifier for the Voice of Ophidous special ability. Targeted individuals within the jam zone must make Willpower checks against a difficulty increased by +2D. A failure forces the commit of a GM-chosen Void Sin.
GMS MAY ADJUST THESE FOR THIER GAMES!
Conclusion: Shadows Over Shreveport
As the moon wanes to a thin crescent over Shreveport, the ancient cypresses of the 12 Mile Bayou seem to hold their breath. This quiet stillness is a dangerous illusion, a fragile mask over the multi-layered war for the Urland Universe rifts. The lines between our world and the unfathomable depths of the Leo Galaxy continue to blur, drawn tighter by the convergence of irreconcilable forces.
Beneath the stagnant water and within the gray mists, ancient empires are clashing, each with a terrifying, absolute plan for existence.
The Klon Star Spider Empire, synthesis of biological predation and machine logic, relentlessly expands its web of non-sentient, repurposed drones, seeking to consume and "grow" its localised Hive-Spire, a conductive network that siphons both mineral and biological energy. They stand opposed by the Curators, the ultimate, 90th-century guardians of the cosmic timeline, who now struggle to stabilize a vessel grounded in this hostile muck, forced to rely on "unrefined" mortal help to prevent the Ophidians from stealing their super-science chrono-gear.
Those Ophidians, the serpentine heralds of the Ophidous spirit-form, spread Void Sin with terrifying, silent fluidity. They seek to ground and corrupt the Curator vessel, attempting to project their influence into historical rifts and ensure a Klon victory that hasn't happened yet. While they conspire, the Shadow-Skelts drift inland, intangible energy leeches that completely hollow out their victims, siphoning thermal energy from the living and power from mechanical cores, threatening to pull the surrounding acreage into their intangible Void-Space.
Even the Alien Gatormen, bio-engineered sentinels claiming ancient territory by a Leo Galaxy blood-rite, enforce a blockade on the freshwater rifts. They stand firm, holding medical supplies hostage, demanding advanced plasma-cell technology while the bayou around them begins to terraform into a non-Euclidean fungal forest, a testament to the Mi-Go Legacy that both the Klon and Ophidians desperately seek to reclaim and corrupt.
Keep your eyes on the rifts and your coffee hot. The Shreveport morning is quiet for now, but in the Leo Galaxy, silence is usually just the moment before the swarm strikes.
Product Identity & Legal
The following items are hereby designated Product Identity (PI) of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges:
- The Klon Star Spider Empire, the Queen of the Klon,
- the Shadow-Skelts and their specialized bio-organic leech-pipes,
- the Ophidians and the Ophidous spirit-form,
- the Curators of the 90th Century, the Alien Gatormen,
- Void Sin,
- the Urland Universe, the Leo Galaxy, and all original lore, characters, settings, plot points, and descriptions associated with the 12 Mile Bayou campaign and the Urland Universe.
- This product utilizes Earl's New Standard Open D6 Difficulty Scales (Modified for the Dreadfulness); all game mechanics (including D-code statistics) are Open Game Content under the Open Game License (OGL) v1.0a. All Star Wars, Borg, and Cylon elements referenced are for comparative fan-concept purposes, have no official association with this work, and remain the intellectual property of their respective owners. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.