Friday, April 18, 2014

New Blog: Yellowfur Press

Okay, some good news for fans of the Fursona system, especially if you're wanting more adult content in your games. Whitehair, the fan who previewed one of his more perverse creations a couple of days ago, started up a blog and will be publishing material compatible with Fursona and Synthetic Heroes.

He's going to be starting up producing on line content, and if you guys are nice enough, I think you can convince him to start putting up some PDFs on RPGnow.

Anyway, I'm curious to see what Whitehair is going to come up with, because it should be fun.

His blog:

Also, a final reminder to fans of my work. With the exception of one work for hire book, everything I've published to date has been released under the OGL (or in the case of Battlechangers, a similar license). So if you like what I've done and want to riff on it, please feel free. I get no bigger thrill than downloading an RPG that I don't expect to, and seeing they've credited a book of mine in their OGL page at the end.

Blessed Be,

Tuesday, April 15, 2014

Art Preview: Hyakki Yokai

Just got this awesome image from Amanda Webb, which illustrates a Hyakki Yokai, which is a new player race which will be popping up in Black Tokyo soon. Basically the race is a radically different take on the mythology of the "Demon's Night Parade", where in this case, dozens of demons put together a woman-shaped and human sized mecha suit made of leather and bamboo and go out to have misadventures.


Sunday, April 13, 2014

NSFW: Yiffy Fun With Fursona and Synthetic Heroes

Well, Fursona and its spin-off Synthetic Heroes (both of which are insanely deep custom race creation kits for the Pathfinder Roleplaying Game that make the Advanced Race Guide look about as complex as a Lego mini-fig), are among my best selling books.

They are also embraced pretty wholeheartedly by the furry community (and to a lesser extent the robot fetish community, as evidenced by the sales of my Expanded Races: Erobots sourcebook). Occasionally, I get an email from a fan showing off something cool they've built using Fursona. About a year ago, Kodyax showed off a badass and combat optimized wolf-bear hybrid race and I posted it here.....

The other day, a fan who goes by the handle of "Whitehair" sent me along a very pervy, very fun, and very, very strange race created using a combination of the Fursona and Synthetic Heroes rules. It's a little different than I would of come up with myself, and touches on a couple issues I'm not a hundred percent comfortable with, but it's interesting and mechanically solid enough to share with you all here.

Enjoy..... (Have some awesomely yiffy fans, don't I?)

Pleasure Plush Yiff Toy Robot
Small Monstrous Humanoid
Design Scheme Yiff Toy
Pleasure Plush Yiff Toy robots are the ultimate heirloom toy for any family wealthy enough to afford one, being passed down from parent to child generation after generation.

Yiff Toys are artificially intelligent companions and protectors. Yiff Toys are programmed to be a child’s best friend, tutor, conscience, favorite personal computer, and portable potty all in one. As the child ages and starts to become sexual, Yiff Toys provide a safe and gentle outlet for the growing youth
to experiment with while serving to protect their organic partner from the nearly infinite number of sexual predators.
Appearance: Yiff Toys are a special design mix incorporating elements of Play Toys and Pleasure Toys. They are designed to closely imitate the human function, down to the most minute biological details of humanoid sexual response. These ultra high quality androids sweat, mimic the motions of breathing, appear to have a heartbeat and body temperature, and many can simulate digestion.
Yiff Toy robots can easily pass for human if so designed, but usually they are based on the officially licensed images of favorite cartoon characters or common stuffed animals. Except in special cases where they are designed to appear as a human child, these small, cute robots are designed to appear more as a walking plushie.
It was recently discovered that the human looking Yiff Toys could naturally satisfy the desires of pedophiles, thus preventing real children from suffering at the hands of those who would otherwise prey upon them. Yiff Toys willing accept such a role as it makes it easier for them to fulfill their
programming to protect children.

Size and Type: Yiff Toy robots are small monstrous humanoids with the Yiff Toy Design Scheme.

A small Synthetic normally has a base land speed of 20 ft but Yiff Toy robots are slower and only have a 15 ft speed (see Racial Disadvantages: Slow). They must wield smaller weapons than their human counterparts, and its lifting and carrying limits are half those of a medium creature.

A Small Synthetic receives a +1 size bonus on attack rolls and Armor Class and a +4 size bonus on Stealth (Hide and Move Silently) checks. However, they suffer a -1 size penalty to their Combat Maneuver Bonus and Combat Maneuver Defense (Grapple checks).

The Yiff Toy design scheme is treated as having the multi-role template applied to it with the ability modifiers of both the Pleasure Toy and the Play Toy applied. A racial trait that is favored by either Design Scheme is favored by the Yiff Toy robot.

Ability Score Modifiers: -4 STR, +2 DEX, -2 CON, +2 INT, +4 CHA. Yiff Toys are quick and likable while their their erotically enhanced wetware makes Yiff Toys highly adaptable and charming.

Their strength has intentionally been limited both by their child-like size and by safety
concerns, and their complex biosystems need lots of maintenance. As their role of teacher, they learn quickly.

Immunities: As inorganic beings, robots and androids are immune to some of the frailties of organic life. These creatures are immune to starvation, thirst and suffocation and hard vacuum.

They are not affected by poison or disease, and do not need to sleep. Robots do not physically age. Mental bonuses for experience and wisdom continue to accrue as the
robot moves through ‘human’ age categories, but the robot does not suffer physical degradation, assuming it has routine maintenance and has no maximum age.

Run Time: By default robots are powered by high density storage batteries that must be periodically recharged; however, Pleasure Plush Yiff Toy robots have a self contained and automatically regenerative power supply. The robot has unlimited run time and never needs to recharge.

Healing: As inorganic creatures, most robots do not heal naturally and must be repaired like any other machine. A successful DC 15 Repair check requires several minutes of work and restores 2d6 HP to a damaged robot. Pleasure Plush Yiff Toy robots are enhanced with basic self repair and diagnostic systems.

They heal naturally at the same rate as an unmodified human. Medics can attempt to heal them with the Treat Injury skill, but suffer a -4 penalty on the check unless they also possess the Xeno-Medic feat.

A robot reduced to –CON Hit Points (and slain) can be reassembled. As long as the robot’s memory core (see Robot Resurrection below) is undamaged, if the robot receives enough Repair work to bring its Hit Points total back to a positive amount, it comes back online with no ill-effects from the damage. A robot whose chassis is completely destroyed, or whose memory core is found and destroyed, cannot be rebuilt in this manner.

Cybernetics and Augmentation: Pleasure Plush Yiff Toy robots cannot receive Cybernetic implants. As inorganic life forms, robots cannot be genetically engineered.

Robot Resurrection: A robot that is slain (reduced to –CON Hit Points) might still be saved. An emergency back-up memory core is located somewhere in the robot’s chest or abdomen. This small memory unit is a dense metal and plastic sphere about the size of a large marble. It has Hardness 5 and 5 Hit Points.

This memory core can be installed into any other available robot chassis with a successful DC 20 Repair check. Once the installation is complete, the robot awakens in its new body and can begin functioning again. Robots suffer no ill effects from being ‘resurrected’ in this manner, though because of their nature, they cannot be raised from the dead magically, only through purely technological means.

These emergency memory cores are designed for long term storage of a robot’s consciousness. For each year of storage, the information contained within degrades slightly. The robot gains one permanent negative level for each year of inert storage, which cannot be removed. Mechanics can rig up a simple stasis system for the memory core (a DC 15 Craft (electronics) check) to prevent this memory degradation if long term storage is called for. Robots can only be re-installed to chassis of
the same design scheme as their original body. They can however, re-assign their major and minor racial traits, including disadvantages, upon being resurrected, but then they are no longer true Pleasure Plush Yiff Toy robots.

Natural Weapons: All robots have a natural slam attack that deals bludgeoning damage based upon their size and Strength modifier which For a Pleasure Plush Yiff Toy robot, the base damage is 1d4. A robot is considered armed when using its slam attack, and is always considered proficient in this tactic.

Languages: All robots begin play speaking and literate in one or two languages most common among their manufacturer’s culture, or else a language spoken by the robot’s purchaser or first master.

Robots and Magic: In cross genre campaigns blending magic and technology, robots are usually considered magically ‘dead’. Though intelligent, by default, robots lack a true soul, preventing them from being resurrected or raised from the dead magically. In addition, their lack of a true soul prevents robots from casting spells, using spell-like or supernatural abilities.

Robots can benefit from magical weapons and armors, but cannot activate spell-completion items (such as scrolls), nor benefit from potions or other consumable magic items. Robots can benefit from use-activated or continuous wondrous items, but cannot normally activate wondrous items. Robots can be affected by spells normally. However, healing spells cast to benefit a robot have only half their usual effect.

Pleasure Plush Yiff Toy robots have a rudimentary soul, awakening it to the world of magic. The robot can use supernatural and spell like abilities, and may use any wondrous item. The robot cannot use scrolls or wands however.

Maximum Size: Government safety regulations currently prevent Yiff Toy robots from being larger than size Small. Not only is this supposed to keep the child safer and make adults more comfortable with the toy, but it keeps them from being used to protect teens from the sexual beings that need them to be of flesh and blood.

Racial Skills: Yiff Toys are programmed with a +5 racial bonus on Perform (sexual) and a +2 racial bonus on Knowledge (behavioral sciences). They are programmed with a comprehensive developmental psychology database geared towards maximizing the child’s sexual development.
The ones made to look human receive a +8 racial bonus on Disguise checks made to pass for human.

Onboard Sensors and Enhanced Senses: All robots have the ability to receive unencrypted radio, television, wifi, cellular and Mesh signals. They can communicate via the same methods. Pleasure Plush Yiff Toy robots are equipped with low-light vision and an incredibly keen sense of smell and taste that provides them with Scent. Pleasure Plush Yiff Toy robots go a step further with the ability
to see in the dark so as to help them protect and serve the children they belong to.
Level Adjustment: As base creature
Challenge Rating: As base creature +1

Racial Build Traits (13 points used)

Basic Self Repair Systems: 2
Pleasure Plush Yiff Toy robots include basic self repair and diagnostic systems. They heal naturallyat the same rate as an unmodified human. Medics can attempt to heal them with the Treat Injury skill, but suffer a -4 penalty on the check unless they also possess the Xeno-Medic feat.

Darkvision Optics: 2
Pleasure Plush Yiff Toy robots gain Darkvision with a 60 ft range. Within the field of their darkvision they need no light to function, and can ‘see’ in complete darkness. Darkvision is black and white only, but otherwise identical to normal vision.

Emotional Pheromones: 2
The Pleasure Plush Yiff Toy robots are designed to emit chemical pheromones pleasing and mildly aphrodisiac to ordinary humanoids.
A Pleasure Plush Yiff Toy robot receives a +4 bonus on Diplomacy checks against any organic creature it has made skin to skin contact with in the past 8 hours.

Half Souled: 1
A Pleasure Plush Yiff Toy robot has a rudimentary soul, awakening it to the world of magic. The robot can use supernatural and spell like abilities, and may use any wondrous item. The robot cannot use scrolls or wands however.

Self Sterilizing: 1
Self Sterilizing systems are a minor upgrade applied to all Pleasure Plush Yiff Toy robots. The robot’s body and fur continually cleans itself; it cannot become stained or dirty, nor can it host or transmit disease or radioactivity.

Storage Tesseract: 3
This physics-breaking gadget functions identically to the Storage Cell minor racial trait, but opens to an extra-dimensional space with unlimited volume. It can hold an unlimited amount of matter: any object that can pass through the Pleasure Plush Yiff Toy robot’s orifices can fit inside. They use this ability to store excess digested and undigested material they have swallowed, allowing them to indefinitely function as portable toilets that never need the solid waste emptied out. At will Pleasure
Plush Yiff Toy robots can voluntarily defecate, urinate, or vomit any amount of orifice-appropriate material they have stored within them. This is done to educate and sometimes amuse younger children, while playing a more interactive role with those who are sexually aware and developing such kinks.

Unlimited Run Time: 2
Pleasure Plush Yiff Toy robots have a self contained and automatically regenerative power supply. The robot has unlimited run time and never needs to recharge.

Racial Build Disadvantages (9 build points added)

Modified Child Safe Behavior: +1
Modified Child Safe Behavior limiters restrict a robot’s freedoms and actions. Pleasure Plush Yiff Toy robots must take the total defense action if any characters within the child age category are present. They cannot use profanity, but they are trained to educate the child in sexual and romantic matters, using scientifically accurate terminology.

Mitten Paws: +2
Instead of fully articulated humanoid hands, a Pleasure Plush Yiff Toy robot has animal like paws ill suited to fine manipulation. The robot cannot use weapons designed for ordinary humanoids, and suffers a -6 penalty on all non-sexual skill checks involving fine manipulation or manual dexterity.

Second Class Citizen: +2
A Pleasure Plush Yiff Toy robot is not legally considered a sentient being. The robot cannot own property. It cannot legally purchase items with a Purchase DC of 10 or greater, nor can it own any form of weapon. The robot can be destroyed at any time by military, police or governmental forces without trial, if these forces believe the robot poses a threat.

Slow: +2
The mobility systems of Pleasure Plush Yiff Toy robots are lower end. The robot’s base land speed and all other movement modes are reduced to 15 ft .

Tagged: +2
Pleasure Plush Yiff Toy robots are tagged with multiple tracers built into their most vital systems. The robot cannot remove these systems easily. The GPS transmitters built into the robot broadcast its position and maintain a record of its movements updated every minute, and accurate to within 30 ft. Local police and military forces can easily receive a location fix on the robot

Wednesday, April 9, 2014

 I'm still working on the updated Races of Psi-Watch, and I thought I'd share another revamp with you.

One of the races I'm most dissatisfied with were the Blooded Ghosts from Psi-Watch's Ultimate Edition; I modeled them on the Daemonites, from Jim Lee's Wild Cats, but the race was never particularly interesting to me as a PC race. So I'm moving the Bleeding Ghosts (slightly renamed from Blooded Ghosts) to the monster section, and hopefully pumping them up a bit in the process.

Replacing them are the Xenobreed, which are a very fun crossbreed of Voodoo, as she appeared in the comic, and Sil from Species. I pretty much ripped Sil's origin for the race, and in doing so I'm establishing Puzzle Ops (which was a relatively minor faction in Ultimate Edition) as a more morally black, sadistic 'black science' organization, something akin to the institutionalized cruelty of Marvel's Weapon X Program.

That said, take a look at the new Xenobreed write-up.
Blessed Be,

The Xenobreed
Medium Aberration (Bleeding Ghost, Shapechanger)
            During the early 1970s, radio telescopes in the Philippines detected a data-burst from the region of space that would come to be called The Galactic Scar. Once decoded, the data-burst resolved into two messages. The first, the equations for stable cold fusion reactions, which convinced American scientists whoever sent the message was benevolent. The second, a complete map of an artificial gene-sequence that could be inserted into the human genome.

            Sometime after Watergate, Puzzle Ops followed the alien instructions, breeding a handful of alien-human hybrid children in an isolated experimental station in Utah. The theory that whoever sent the message was benevolent was quickly disproven as the hybrid children killed their way free of the Puzzle Ops facility and escaped to California. The hybrids were designed to easily assimilate into the human population, and were designed for exponential growth. Though Puzzle Ops gene-cleaners and repurposed Watchtower assault mecha were able to eliminate most (maybe even all) of the initial escapees, the damage had been done. The Xenobreed genome had entered the human gene pool.

            Xenobreed hybrids are outwardly human, and might appear to be any age, sex, or race. They are comfortable in a wide variety of situations and have an easy acceptance of different cultures and people- natural born travelers and xenophiles (or expert spies, depending on your point of view).

            However, their human shape is only a convenient disguise. Beneath the skin, alien organs give the hybrids phenomenal physical and metamorphic gifts. When aroused, afraid or sufficiently furious, Xenobreed transform into their monstrous true state, which resembles some kind of bastardized amalgam of human and Bleeding Ghost traits.

In their true form, Xenobreed are lithe, semi-bipedal reptilians. Their scaly hides are covered in a swirling mosaic of black, bronze and brown scales. The crown of their heads are sheathed in gnarled, crown-like horns made of biologically grown alloys, the same bio-alloys that give the race their phenomenal durability and inhuman strength. Xenobreed legs are digitigrade, increasing the hybrid’s speed and agility dramatically. When hunting, Xenobreed are as comfortable on four limbs as they are two, and drop down into a cheetah-like crouch when extra speed is necessary.

Reproduction and Biology
            Some Xenobreed are aware of their alien heritage. Most are not, though all grow up feeling uncomfortable in their own skin, like their gender, their race, their basic humanity is an ill-fitting suit. A subconscious desire to break free of their false human skin leads many Xenobreed to embrace body modification, ranging from the mild (tattoos and piercing, cosmetic surgery) to the extreme (transhuman experimentation and medical gender reassignment) before they discover their true metamorphic talents.

            Xenobreed are driven by an instinctive drive to procreate, to spread their genome. They seek out a variety of fit, human lovers, preferring intelligent, healthy, reasonably attractive humans successful in their chosen fields. Men of the species remain unaware of their alien heritage for longer than female Xenobreed, as Xenobreed pregnancies are often terrifyingly short. A male Xenobreed might have a one night stand and never see his lover again, unaware that she is undergoing a dangerous alien pregnancy that comes to term in only a few short weeks, while female Xenobreed are denied the luxury of ignorance.

            First generation Xenobreed children mature fast and learn phenomenally quickly, reaching maturity in less than five years. Later generation Xenobreed/human hybrids have longer pregnancies (though still shorter than the nine month human norm) and more normal childhoods, the better to establish a secret hybrid presence on Earth. Xenobreed mutations can persist over several generations; a seemingly human child or grandchild of a first-gen Xenohybrid offspring might appear normal at birth, only to display alien gifts at puberty.

Homelands and Culture
            Exponential spread.
            Xenobreed were designed to quickly and efficiently infiltrate humanity, and rapidly increase their numbers. The escaped hybrids fled initially to Los Angeles, and from there, spread out across the world. Xenobreed have an instinctive aversion to each other’s company and have no real culture of their own. The oldest surviving Xenobreed mimic human behavior and human emotions, while younger hybrids are more fully human, though they too struggle against the alien impulses encoded in their blood.

As Soldiers
            Xenobreed are designed, by nature and psychology, to be stealthy, urban predators. They prefer hit and run strikes and indirect action to frontal assaults. Most grow up as criminals and are dangerously good at what they do. Those who gravitate into black ops are valued for their dispassionate approach to wetwork, their shapechanging talents and their ability to sense other Bleeding Ghosts. 

Xenobreed Racial Traits
            All Xenobreed have the following racial traits.

Size and Type
            Xenobreed are Medium Aberrations with the Bleeding Ghost and Shapechanger Subtypes. As Medium creatures, Xenobreed have no special bonuses or penalties based upon their size.

Fast Speed (EX)
            Xenobreed have a base landspeed of 40 ft. They must assume Full Transformation into their true, hybrid form to move faster than 30 ft.

Climb Speed (EX)
Xenobreed have a Climb speed of 30 ft; they must assume either Partial or Full Transformation, into their true, hybrid forms in order to climb.

Ability Score Modifiers
            +2 to any one ability score of choice
            Xenobreed are as diverse as any human, and might manifest a variety of gifts.

            Adaptive Learner (EX)
Xenobreed learn quickly and adapt to changing circumstance easily. They are comfortable in virtually any situation, and know how to turn events to their advantage.

Xenobreed do not have to allocate all of their skill points or feats gained during character creation or any time they gain a level. They may, at any point in the game, suddenly allocate these skill points or feats. Doing so is a free action, and the Xenobreed can use the ability normally from that point onward.
            If the Xenobreed belongs to a class with selectable class abilities (such as a Rogue talent or a Paladin mercy), the Xenobreed may also choose not to allocate the class ability immediately. The Xenobreed can later assign the class ability as a free action and begin using the new ability normally.

Blood Scent (EX)
            Xenobreed gain the scent special quality; they can distinguish creatures with the Blooding Ghost subtype by scent alone, if they merely come within 30 ft of one. The Xenobreed can use her scent ability to detect (though not pinpoint) invisible or otherwise concealed Bleeding Ghosts.

            Darkvision 90 ft (EX)
            Xenobreed have Darkvision with a phenomenal range, but only gain access to this power they assume Partial or Full Transformation into their hybrid form.

            Hybrid Form (SU)
            Xenobreed can transform themselves into their true, monstrous form by an act of will. The Xenobreed can transform wholly or partially. In partial form, their limbs elongate and become clawed, and a scaly skin crawls across their body, though they are still recognizably human. In full hybrid form, the Xenobreed becomes a crouched, panther-like monster that strongly resembles a fearsome Bleeding Ghost warrior.

            The Xenobreed can assume either alternate form at will, but may not assume either alternate form while fatigued or exhausted.

            Partial Transformation
            The Xenobreed can assume her Partial Transformation as a swift action while in human form.

            In her Partial Transformation, the Xenobreed gains access to her Climb speed and Darkvision. In addition, she gains two claw attacks as primary natural attack that inflict 1d4 + STR modifier points of slashing damage (20/x2). Her slightly thickened hide provides her with a +1 natural armor bonus to Armor Class.

            While in Partial Transformation, the Xenobreed suffers a -5 racial penalty on CHA based skill checks (except Intimidate) against non-Blooded Ghost humanoids, and a -5 racial penalty on Handle Animal checks; her hybrid nature repulses and frightens animals.

            Full Transformation
            The Xenobreed can assume her Full Transformation as a standard action while in human form, or as a move equivalent action while in Partial Transformation.

            In addition to gaining all the benefits of Partial Transformation, the Xenobreed gains her Fast Speed. Her claw attacks inflict 1d6 + STR modifier points of slashing damage (20/x2), and her natural armor bonus to AC increases to +3.

            Once, during her Full Transformation, the Xenobreed can enter a Kill Frenzy as an immediate action. The Kill Frenzy functions identically to a Barbarian’s rage class ability, as well as providing the Xenobreed with the pounce racial quality. At the end of the round, the Xenobreed returns to her fully human form, and is exhausted for one minute.

            In addition to the penalties of Partial Transformation, the Xenobreed cannot use the aid another action, nor can she benefit from aid another or flanking bonuses provided by non-Blooded Ghost humanoids.          

Alternate Xenobreed Racial Traits
            The artificial genome that created the Xenobreed species is fairly stable, but a few Xenobreed display specialized adaptations.

            Draconic Xenoform (EX)
            Modifies: Hybrid Form (Full Transformation), Creature Type 
            The Xenobreed is a product of draconic DNA rather than Bleeding Ghost genetics, a result of a second signal received from the Galactic Scar, and put into practice before the Bleeding Ghost’s deadly genetic Trojan Horse ploy became apparent.

            The Xenobreed is a creature of the Dragon type rather than an Aberration, though she still possesses the Bleeding Ghost and Shapechanger subtypes. While in her Full Transformation, the Xenobreed is a creature of glossy ebony and algae-green scales, and her skull is crowned with ram-like horns.

            While in her Full Transformation, the Xenobreed can use a breath weapon as a standard action. This breath weapon takes the form of a 30 ft line of acid, that inflicts 5d6 acid damage (REF DC 12 + CON modifier). Doing so ends the Xenobreed’s transformation and returns her to her human form. The Xenobreed is exhausted for one minute after using her breath weapon.

This ability replaces the standard Xenobreed rage.

            Eyeless Xenoform (EX)
            Replaces: Darkvision 90 ft
            When the Xenobreed assumes either Full Transformation, she becomes blind, as smooth chitin plates grow over her eyes. The Xenobreed gains Blindsight 30 ft while in Full Transformation; she retains normal human vision, and does not gain Darkvison, while in her Partial Transformation.

            Hulking Xenoform (EX)
            Modifies: Hybrid Form (Full Transformation)
            When the Xenobreed assumes her Full Transformation, she becomes a larger than normal hybrid.

She becomes Size Large in Full Transformation, gaining a +2 size bonus to STR, but a -2 size penalty to DEX. She suffers a -1 size penalty to AC and attack rolls, but receives a +1 size bonus to Combat Maneuver checks and CMD. While in this large form, her two claw attacks inflict 1d8 + STR modifier points of slashing damage. This is a purely physical transformation, and does not affect the Xenobreed’s gear.

            Naturally Psionic (EX)
            Replaces: Adaptive Learner
The Xenobreed’s mental gifts manifest as innate psionic talent rather than accelerated learning potential. The Xenobreed gains the Naturally Psionic and Psionic Aptitude racial traits.

The Xenobreed gains the Wild Talent feat as a bonus feat at 1st level. If the Xenobreed takes levels in a psionic class, she instead gains the Psionic Talent feat. The Xenobreed gains the Psionic subtype.

            Whenever the Xenobreed takes a level in a psionic class, she can choose to gain an additional power point instead of a hit point or skill point.

Monday, March 31, 2014

Psi-Watch Updates and Release Information

Okay, Mark just put up The Familiars of Black Japan, and the backlog of content I've built up is trickling out. Closed itself should be up soon, but since that book is an order of magnitude bigger and more complex than Familiars of Black Japan, I can see why Mark chose to put the short, easy to upload book first.

Meanwhile, I'm working on a couple of new fantasy races with John Picot- I'll preview them in a day or two.

I'm also plugging ahead with my Psi-Watch revamp. So far, I've managed to revise most of the 'earth-bound' races of the setting in line with the Pathfinder RPG and the Ultimate Psionics rules. One I wanted to show you, though as a non-psionic race, it doesn't really showcase the Ultimate Psionics rules, are the Graverobbers. These guys were different enough from the D20 Modern "Gravediggers" from Psi-Watch Unlimited Edition I renamed them.

They're based on Bloodstrike, a fairly obscure Rob Liefeld comic with one of the most intriguing premises I've ever seen: America secretly reanimates dead soldiers and mutates them into unstoppable killing machines. It's a great concept, one that never was executed to its  full potential.

Anyway, my stab at the Gravediggers wasn't spot on, either. As a race, they were fairly flavorless. Take a look at the revised Graverobbers, who are radically re-designed from their earlier inspiration.

Medium Undead (Patriot)
            Project: Graverobber began in the late sixties, using the remains of American soldiers killed in Vietnam and Cambodia as ‘test-beds’ for cybernetics experimentation and surgical re-animation trials. Within a few months, Puzzle Ops medics were able to successfully ‘resurrect’ a human corpse as an unfeeling and lethally efficient undead super soldier.

            Remorseless, relentless and neuro-conditioned for obedience, Graverobbers emerge from their birth-coffins as ideal soldiers. Over time, Graverobbers build a new existences for themselves, but they are never able to recreate the person they were during their first life, no matter how much some Graverobbers try.

            Graverobbers are zombie-like animated corpses.
The process that reanimated them regenerated their damaged and decayed tissues somewhat, but a Graverobber can’t easily be mistaken for living human. The wounds that killed them are still visible on their bodies, and the Graverobber’s torso is marred by a distinctive Y-shaped autopsy scar. Graverobber skin is faintly jaundiced and waxy.

            Gunmetal steel cybernetics and prosthetics replace organs and limbs too badly for the surgeons to save. First-generation Graverobbers typically had their facial tissue scrapped away and replaced by featureless rubber masks and cybernetic optical systems, to farther dehumanize the resurrected soldiers, while later-gen Graverobbers are created with a more humanistic appearance.

Reproduction and Biology
            Graverobbers are created by a highly classified procedure that blends science and magic, which returns a fallen American soldier to life as something both more and less than human. The creatures have ‘life processes’ but their biology is beyond anything familiar to ordinary medicine.

            As an undead, created species, Gravediggers do not reproduce, though some Gravediggers retain the ability to enjoy sex. Others, too badly damaged by their deaths, lack even this emotional release.

Homelands and Culture
            While other superhuman enhancement programs are semi-public, and some of America’s Military Post-Humans are celebrity super-soldiers, Project: Gravedigger remains a completely black program. Reborn Graverobbers have their memories scrubbed, and are prohibited contact with the family and friends from their first lives. Puzzle Ops has used lethal force to prevent disclosure of Project: Graverobber several times over the years, and the agency considers        
As Soldiers
            Puzzle Ops maintains a several companies worth of Gravedigger soldiers in deep cryo-stasis, for use as expendable combat troops or emergency reinforcements. These slumbering zombie-warriors are stored at the Clarke Island facility, ready to be deployed at a moment’s notice.

            As can be expected, cloistered in underground bunkers and deployed as weapons, the vast majority of Graverobbers have no real life outside the military. The few that go AWOL are the exceptions, and find life outside the military extremely difficult, both medically and, to a lesser degree, emotionally.

Graverobber Racial Traits
            All Graverobbers have the following racial traits.

Size and Type
            Graverobbers are Medium Undead with the Patriot subtype. As Medium creatures, Graverobbers have no special bonuses or penalties based upon their size.

Normal Speed (EX)
            Graverobbers have a base landspeed of 30 ft.

Ability Score Modifiers
            +2 STR, +2 DEX, -2 INT, -2 CHA.
Graverobbers are designed to be tough, battle-ready zombie soldiers. Deep introspection and strong, well developed personalities are not desirable traits in expendable post-human infantry. As Undead, Graverobbers have no CON score.

Darkvision 60 ft (EX)
Graverobbers have Darkvision with a 60 ft range.

Born Again (SU)
The techno-magical cybernetics and blood-replacement fluids coursing through their veins will let the Graverobber claw himself back from the dead eventually, no matter how badly mangled his corpse is.

If slain, the Graverobber will automatically return to life within 1d4 hours with one hit point; or within 1d6 days if their body is reduced to -20 HP or fewer by the incident that destroys them. Graverobbers destroyed by positive energy effects will not return to life via their Born Again racial trait, nor can a Graverobber reduced to -100 HP or worse, or one whose body is completely disintegrated or otherwise totally destroyed. 

A Graverobber receives one permanent negative level each time he returns from the dead in this manner, or suffers one point of permanent CHA loss if first level. A Graverobber permanently reduced to 0 CHA cannot return to life.

A Graverobber who enters a Puzzle Ops birth-coffin (see equipment section) within a day of its return to life and undergoes complete rest within for at least one day receives a DC 20 WILL save to remove the negative level or restore the lost CHA.        

Aside from their Born Again racial trait, Graverobbers cannot be raised or resurrected.

Extreme Violence (SU)
Graverobbers returned from their time dead changed. Even the most compassionate and seemingly kindest Graverobber is capable of extreme sociopathy and ruthless, dispassionate violence. Their killing lust only increases as the battle wears on.

When the Graverobber first confirms a critical hit during an encounter, he gains a bonus die that he rolls and adds to critical hit confirmation rolls during the encounter. This bonus confirmation die begins at DC and increases as the Graverobber confirms additional critical hits. However, the Graverobber takes a penalty on attack rolls, due to loss of control and precision, which begins at -1 and increases as the Graverobber confirms additional critical hits.

Critical Hits During Encounter
Attack Roll Penalty
Confirmation Bonus Dice
First Critical Hit
Second Critical Hit
Third Critical Hit
Fourth and Later Critical Hits

            If the Graverobber beats the critical confirmation roll by 10 points or more, he may choose one of the additional effects in lieu of extra damage.
  • The critical hit inflicts 1d6+1 points of temporary CON damage
  • The critical hit inflicts 1d4 points of ongoing Bleed damage
  • The Graverobber rolls 1d20 + relevant modifiers for damage rather than the critical hit normal damage dice

Spec Ops Training (EX)
Graverobbers receive special military training, which grant them a +1 racial bonus on Disable Device, Intimidate and Survival checks.
Undead Immunities (EX)
            Graverobbers have all the immunities common to Undead player characters.

Undead Player Characters
            Undead player characters have all the traits common to Undead (described fully in The Pathfinder Bestiary I), with one notable exception. As thinking beings, with true souls, Undead player characters remain vulnerable to mind-influencing effects.

An Undead player character’s Hit Die, base attack bonus and base saves are determined by its character class.

Alternate Graverobber Racial Traits
            Graverobbers might emerge from a Puzzle Ops operating theater with customized abilities, atypical for their kind. Of course, applying the word ‘atypical’ to a walking corpse trained as a government assassin is difficult.
            Burning Dead (SU)
            Replaces: Extreme Violence
            High explosives and incendiary rounds ended the Graverobber’s first life, and their reanimated corpse channels this same fire as a weapon. The corpse’s horrific, body wide full-thickness burns are hidden beneath Kevlar and rubber body armor.

The Graverobber gains the Fire subtype and becomes immune to Fire damage.

            At first level, any natural or melee weapon attack made by the Graverobber inflicts an additional +1 fire damage. At 5th level, natural and melee attacks made by the Graverobber inflict an additional +1d4 fire damage; this increases to +1d6 fire damage at 10th level.

            Covert Ops Vampire (SU)
            Replaces: Extreme Violence, modifies Ability Score Modifiers
            Vampires have always existed in humanity’s shadow, but Puzzle Ops weaponized them in the late 1980s. Project: NIGHT OWL, headquartered in Chicago, returns US soldiers, crippled or killed in battle, to life as blood-drinking supersoldiers.

            Variant Ability Score Modifiers
            +2 DEX, +2 CHA.
Covert Ops Vampires have a much more complete, and darkly beautiful appearance than conventional, badly scarred and cyber-enhanced Graverobbers. They resemble the classic vampire, with pale milk skin, hypnotic eyes and dark hair; the only difference, they traded the Hammer Horror finery for tactical body armor.

            The Covert Ops Vampire’s ability score modifiers replace the typical Graverobber ability scores modifiers. As undead Covert Ops Vampires have no CON score.

            Draining Bite (EX)
            Covert Ops Vampires gain a natural bite attack as a secondary attack that inflicts 1d4 + ½ STR modifier points of piercing damage. Covert Ops Vampires inflict 1 point of temporary CON damage  on a critical hit, or if they bite a helpless, willing or restrained target. Each point of CON drained heals the Covert Ops Vampire for 5 Hit Points if wounded.
            Sunlight Vulnerability (EX)    
            Covert Ops Vampires are extremely sensitive to sunlight, and suffer 1d6 points of fire damage each round, when exposed to sunlight, or 1d4 points of fire damage if exposed to dim sunlight (such as on a cloudy or rainy day, or at sunrise or sunset). Vampires with total cover do not take damage from sunlight, nor do vampires wearing specialized sun-proofed clothing or armor (see the equipment section).

            Field Surgery (EX)
            Replaces: Born Again
            The Graverobber is a patch-work of mismatched organs, held together with industrial staples and bio-glue. The Graverobber can steal the organs from the recently slain, and use them to repair himself, or upgrade his own capabilities.

            With a DC 10 Heal check and at least 5 minutes of work (which requires at least a first aid kit/healer’s kit), the Graverobber can transplant organs from any humanoid or monstrous human corpse of size Medium or Large, killed within the previous hour. This allows the Graverobber to recover 1d6 Hit Points per Hit Die possessed by the corpse, to their full normal maximum.

            The Graverobber can also transplant limbs, which requires a DC 15 Heal check and at least 10 minutes work. The Graverobber replaces one of their own limbs with that from the corpse, gaining any extraordinary abilities inherent to that limb.  Only limb may be transplanted per corpse, and limbs that have no clear human analogue (such as wings or tails) can not be transplanted.

            Occult Training (EX)
            Replaces: Special Ops Training
            Rather than conventional military skills, you were taught the secret history of the world and the dark things that hide in its shadows. You receive a +1 racial modifier on Knowledge (arcana), Spellcraft and Use Magic Device skill checks.

The other race I want to preview, which are more innately psionic, are the Cityborn. These guys were clearly Jack Hawksmoore analouges, and I had a lot of fun writing the expanded race sourcebook for them. Alot of that material is kept in the revision. 

Something that's fun, if you pick the right combination of alternate racial traits, not only can you build Hawksmoore, you could also build a fairly accurate Miles Morales, the current Ultimate Spiderman. 

Medium Humanoid (Cityborn, Psionic)
            “My prime cover’s an architectural futurist from Vancouver. It’s more than a simple cover, though. I know the talk, know the current, know the math. I know it better than I know my Colt. I’ve raised three skyscrapers in Otemachi, buried a geothermal tap in Iceland, and last week I helped Doctors Without Borders hook up a desalination plant on the Somali coast. And right now, I’m going out the door to toetag a cell of Blooded Ghost genescrapers that’s infested the Castro. Two sides of my life and they both serve The City. I love my job.”
            - Personal datastacks: Ariel Atlanta, Puzzle Ops executive cadre. January 9, 2014

            The Cityborn are a variant strain of humanity, a natural mutagenic response to an increasingly mechanized and urbanized planet. The first Cityborn mutates emerged during the late 1950s, oddities that quickly became an accepted, if disturbing part of life in mega-cities like London and Tokyo. Over the years, Cityborn births have occurred around the globe, with a massive concentration of these strange mutants emerging in overcrowded, heavily polluted India.

These Cityborn children are the first citizens of a coming Earth where there is nothing but city, where industrialization and urban sprawl have claimed every corner of the globe. When Cityborn sleep, they dream of a fully mechanized planet, a chrome, glass and steel construct sheathing Earth. Among themselves, the post-humans refer it to simply as The City, and none of the cities of the modern, disconnected Earth can match the efficient majesty of The City itself. Cityborn consider themselves both harbingers and engineers of The City- their actions bring The City out of the blue prints encoded in their genes and into the present.

            Cityborn can easily pass as ordinary humans, especially humans of East Asian descent, where the species is most common and numerous. A Cityborn’s appearance is closely tied to the city around them. A Cityborn residing in a thriving, prosperous city seems vibrant, healthy, confident and attractive. Meanwhile, a Cityborn existing in city undergoing some kind of misfortune- war, oppression, crushing poverty or a natural disaster will look sickly and disheveled like an old junkie on a bad bender.

            Cityborn conceal an ever-shifting, ever-changing canvas of sigils and enigmatic tattoos beneath their clothes. These seemingly random markings consist of odd phrases, incomplete memes, blurred or pixilated images that provide a glimpse of the City and its future. Major world events, or major events concerning a city that the Cityborn has an especially intense connection to hinted at by these decorations. The larger and more centrally located on the body, the more important the event foretold.  Wars, terrorist attacks, world-changing new technologies, natural or manmade disasters and other global crisis all appear on the Cityborn’s skin, often weeks before the fact.

            Trying to decipher the enigmas etched on their skin occupies much of a Cityborn’s free time. Trying to get that half an hour edge, that day of warning before a tragedy…. For Cityborn, failing to decipher the future’s garbled headline blurbs is the greatest sin of all, and the one action that might ultimately destroy The City before it is built.

Reproduction and Biology
            Despite their mostly human appearance, if a Cityborn is wounded, he or she will bleed motor oil, paint, gasoline, liquid concrete or some other strange, urban fluid in place of blood. Cityborn internal anatomy is like nothing human, resembling an abstract sculpture of a mega-highway interchange more than mammalian organs.

            Even the most skilled para-physicians can rarely perform more than basic first aid to assist a wounded Cityborn, and even baseline care sometimes fails, for reasons no one can properly articulate. When Cityborn die, they rapidly decay, their flesh putrefying completely within minutes, revealing a skeleton of twisted rebar and knotted cords, a found object statue where a person used to be…..

            Cityborn do not breed- most cannot, at least not without risking their lover’s death. Cityborn are themselves incapable of reproduction, and sexual compatibility with baseline humans is simply not possible. The same mutations that empower them often twist a Cityborn’s genitals into aberrations of black steel, rebar, tarmac and fiber-optics, a found sculpture in the shape (roughly) of a human penis or vagina. Cityborn can and do feel affection for humans, and even begin relationships, but for most, sexual contact is too dangerous, and too revolting, to contemplate.

Homelands and Culture
            Unable to bear children of their own, Cityborn are spontaneously generated by the world’s expanding urban infrastructure. To use a common analogy among the post-humans, The City is like a gestating fetus, created from the gametes of the modern cityscape, and the Cityborn are its protective antibodies. While the ‘antibodies’ themselves are sterile, they are vital to both the propagation of their race and of The City itself.

            Cityborn are created by the world’s cities itself. They gestate in a nest of concrete and redirected water mains, an artificial womb powered by stolen electrical cabling. Phone jacks and old internet cables educate the Cityborn as he or she grows, wired directly into the developing skull. A city may remain gravid with a Cityborn protector for years, even decades, only birthing the Cityborn before some imminent catastrophe or crisis point. Cityborn wombs are found in out of the way corners, forgotten subway interchanges and obscure sewer access mains, buried beneath a protective layer of garbage and detritus. Cityborn emerge from their urban wombs fully grown, with an apparent age somewhere in their 20s or 30s, and as much worldly knowledge as would be expected of a person their age.

As Soldiers
            Cityborn mutates have found their ways into the world’s intelligence community and criminal underworlds, blending their natural gift for stealth and survival with an unmatched knowledge of the cities they are genetically bonded to.

Psi-Watch has recruited hundreds of Cityborn mutates as urban operatives, and after the Patriot Ivories, Cityborn make the up the largest percentage of Psi-Watch meta-humans. Puzzle Ops and other intelligence services have also seen the value in these urban hunters. Cityborn operatives can be found at almost every Puzzle Ops station house or field office around the globe. By fighting global superhuman terror, Cityborn agents ensure the smooth construction of The City, ensuring that when a Cityborn fights, it is with unrelenting passion.

Cityborn Racial Traits
            All Cityborn have the following racial traits.

Size and Type
            Cityborn are Medium Humanoids with the Psionic subtype. As Medium creatures, Cityborn have no special bonuses or penalties based upon their size.

Normal Speed / Fast Speed (EX)
            Cityborn have a base landspeed of 30 ft.
However, in urban areas with a population of at least 500,000, the Cityborn’s base landspeed increases to 40 ft.

Ability Score Modifiers
+2 to any ability score.
Like baseline humans, Cityborn may add +2 to any ability score of choice at character creation. Cityborns are a highly adaptable, versatile and unpredictable species.

Enhanced Senses (EX)
The Cityborn receives low light vision.
Additionally, when when in any urban area with a population of at least 1 million the Cityborn gains the scent special quality.

Racial Skills (EX)
The Cityborn are optimized for urban life. Cityborn characters receives a +4 racial bonus on Craft (structural), Drive, Diplomacy checks made to gather information and Knowledge (local) checks, but only if the Cityborn makes the check in an urban area with a population of at least 500,000. The Cityborn receives no skill bonuses in smaller cities or rural land.

Blessing of the City (SU)
The City watches and protects her favorite children, the Cityborn. As long as the Cityborn is in a major urban center with a population of at least one million, anytime she rolls an action dice, the Cityborn rolls one additional action dice and may take the better result.
Exotic Anatomy (EX)
A Cityborn’s internal structures are dramatically different than an ordinary humans’, and utterly unlike most alien races. Non-Cityborn physicians attempting to use the Heal skill to aid a Cityborn suffer a -4 penalty unless they possess the Xeno-Medic feat.

Naturally Psionic (EX)
            Cityborn gain the Wild talent feat as a bonus feat at 1st level. If the Cityborn takes levels in a psionic class, she instead gains the Psionic Talent feat.

            Psionic Aptitude (EX)
            Whenever the Cityborn takes a level in a psionic class, she can choose to gain an additional power point instead of a hit point or skill point.

Urban Lifebond (EX)
Each day the Cityborn is away from a large urban area for more than 8 hours, or stays in any city with a population less than 100,000 he must succeed at a FORT Save (DC 10 + the number of previous saves) or suffer 1d4 points of temporary CON and WIS drain. The Cityborn cannot begin recovering the drain until he or she returns to a city with a population of at least 500,000 people.

            Finally, her bond to major cities occasionally causes her great pain. If any city with a population of at least 100,000 suffers catastrophic damage (such as a nuclear detonation or major natural disaster) and the Cityborn is within 1,000 miles, she must succeed at a DC 20 FORT Save or fall into a coma for 1d6 hours. Success means the Cityborn remains conscious but is considered shaken for 1d6 hours.

Urban Metabolism (EX)
The City’s smog shrouded air heals and nourishes the Cityborn. As long as the Cityborn remains in a major urban center with a population of at least five million, he does not need food or water to survive, and he becomes immune to all toxins and poisons.

Population Benchmarks
            Many of the Cityborn’s racial traits are keyed to the size of the city they are adventuring in. The following chart summarizes what abilities become active at what population benchmark.
Urban Population
What Abilities Become Active
Less than 500,000
Urban Lifebond begins damaging the character
+10 ft base land speed; racial skill bonuses; Urban Lifebond damage ceases
Gains scent; Blessing of the City Activates
Becomes immune to starvation, thirst, poisons

Alternate Cityborn Racial Traits
            Cityborn often manifest unique powers, indigenous one of Earth’s alpha cities. Cityborn are justly proud of their unique gifts…. and of the great city that birthed them.

            The Atlas Protocol
            Puzzle-Ops makes it a point to unearth, catalogue and prematurely decant gestating Cityborn, under its Atlas Protocol. One of the many initiatives of Chuck Wisenfeld’s tenure as director, the Atlas Protocol began systematically mapping Cityborn breeding in late 1989. To date, the Atlas Protocol has uncovered more about the Cityborn lifecycle than any other organization to date, and recruited dozens of powerful new Cityborn for Puzzle Ops.
When removed from their urban wombs early, Cityborn take on an adolescent configuration, and lack some of the indomitable will and fanatical purpose that adults of the race are known for. However, they lack none of the race’s raw power, nor its connection to the world’s cities, making them ideal, easily indoctrinated operatives.
            Atlas Protocol Cityborn (EX)
Modifies: Ability Score Modifiers, Racial Skills          
Alpha Protocol begin play in the young adult age category and appear as roughly high-school age. They may not apply their floating racial ability score modifier to either their WIS or CHA scores.

Alpha Protocol Cityborn receive a +1 cumulative racial bonus on Stealth checks while in urban areas per 500,000 inhabitants (maximum +5 bonus). When within an urban area with a population of at least 5 million, the Alpha Protocol Cityborn receives a +1 luck bonus to Armor Class; this increases to +2 at 10th level.

            Post-Human Parkour (EX)
            Replaces: Naturally Psionic and Psionic Aptitude
            Modifies: Ability Score Modifiers
            The Cityborn is one of the most agile predators in the urban eco-system. Lacking the psionic gifts of his species, Cityborn who develop this power set make due with sheer physicality. The palms of the Cityborn’s hands, and the soles of his feet, are toughened and bio-mechanical, with the traction gripping design of a Goodyear radial.

            The Cityborn must place his floating ability score modifier into DEX.

            The Cityborn gains a Climb speed equal to his base land speed (30 ft normally, 40 ft in urban areas with a population of at least 500,000).

            Cityborn with this racial trait do not gain the Psionic subtype.
Racial Flux (EX)
Blessing of the City
            Your facial features flow like wax, gradually changing to reflect the demographics of the city you inhabit. As a result, when you are in a city with a population of at least 500,000, you never suffer a penalty on Disguise checks for disguising yourself as a member of a different race, gender species, so long as the species you are imitating is basically humanoid and Medium sized.

            Urban Chameleon (Ps)
            Replaces: Naturally Psionic
            When in an urban area with a population of at least 500,000, you gain the ability to use Chameleon as a psi-like ability. You may use this ability once per day in a city with a population of 500,000, and an additional time per each million inhabitants, to a maximum of three times per day in an urban area with a population of 2.5 million or greater.

Urban Druid (SU)
Blessing of the City
Requires: ability to cast 1st level spells
            You realize that the mechanical and biological ecosystems of cities are united in symbiotic purpose, and that the rats, pigeons, feral cats and other urban scavengers are as much a part of The City as you are. When using any Summon (Monster, Nature’s Ally, ect) spell within the confines of a city, you add 5 rounds to the spell’s duration if the creatures summoned are native to an urban environment.

            Urban Manifester (SU)
            Replaces: Blessing of the City
            Requires: psionic power point reserve
            The intoxicating energy of major cities supercharges your advanced, post-human neurology. As long as you are in an urban area with a population of at least one million, your manifester level, and thus the amount of power points you can expend on a single power, increases by one. In an urban area with a population of at least five million, your manifester level increases by two.

 Anyway, let me know what you think. Of course, I'll be adding more content, such as more alternate racial traits, racial feats and talents, right up till publication, and that's a ways in the future. 

Blessed Be,