Saturday, October 15, 2016

Complete Preview: The Dodoma

The Dodoma have always been one of my favorite Black Tokyo races, and here's a lengthy preview of how they'll be revised and expanded in the Black Tokyo Race Book, tentatively titled Blackest of Heroes. The art is by Amanda Webb, and I'm mostly posting this as an excuse to show it off.

Medium Humanoid (human)

The Dodoma are a tribe of attractive and petite humanoids with hundreds of eyes across their lithe bodies. Some claim that thieves and pickpockets are born into Dodoma families in the Tatakama when they die in the Earth-realm, and are brought up as master thieves by the nomadic bandits. Others, including the Dodoma themselves, claim that the Dodoma predate humanity. The multiply eyed rogues were supposedly an early prototype of the human form who were cast out of the heavens for stealing the gods’ coin purses.

Dodoma are comfortable walking the torii between the Tatakama and the Earth Realm. The boldest have very little fear of an excursion into the Black Else (if they can be convinced there’s some profit in it). Dodoma enjoy the sights and modern comforts of the Black Japan, and many lead rich, full mortal lives among cross-planar humans. Dodoma can usually be found walking the realms, running scams, filching treasures and carousing, but a few have been known to put their natural talents to nobler use as treasure-hunters, eerily perceptive exorcists or even….rarely…true and noble heroes.

Our Appearance
Dodoma closely resemble human of Asian descent, though they are uniformly petite and slightly built. They can pass for Japanese with difficulty, or for Chinese, Korean, Thai or Vietnamese with a little less effort. Both male and female Dodoma have soft, vaguely androgynous features. Their hair naturally grows in an assortment of vibrant, rainbow colors: greens, electric blue, screaming pink and canary yellow are only a few shades. A Dodoma’s hair color provides a clue to the humanoid’s clan of origin.

While a Dodoma is clothed, she might easily be mistaken for a mortal human. However, if the Dodoma’s clothes are removed her strange heritage becomes obvious. One hundred and eight blinking human eyes cover the Dodoma’s shoulders, breasts and back, and run down their arms. The Dodoma’s fingers end in tiny photosensitive spots like eyes, and a wreath of strange, lustful eyes surrounds their genitals.  

Our Sexuality
Though they share a shape with mankind, Dodoma cannot cross breed with ordinary humans. However, seduction and strange romances between Dodoma and men are not uncommon. Dodoma pregnancies last the same span as a human’s, but Dodoma mothers-to-be suffer one complication undreamed of by mortal women. For the last month of a pregnancy, a Dodoma female is blind, all her many eyes tightly shut until the birth of her child.

Dodoma live significantly longer than mortal humans, remaining energetic and vital into their 120th year, and the eldest crones of the race surviving as much as fifteen decades. Dodoma are great respecters of age, because their own elders are some of the most deceptive, cunning bastards in any realm.

Our Faiths and Beliefs
Dodoma are a little more religious than you might expect, but often in a shallow, superstitious way. They learn a little bit of this and that: some Taoist philosophy, a bit of Shinto animism, something from the darkness of the Tatakama, bits of misunderstood Filipino Catholicism and blend it together in a mélange that makes individual sense. They’re rarely Buddhists, except in their old age, as the religion is a bit too staid and stuffy for their tastes. Dodoma will light incense after a successful gig, or at the passing of a friend or comrade in arms, and might enjoy a religiously motivated street fair, but no more than that.

The Places Important to Us
Dodoma are rootless, often mistrusted nomads, who prowl the Tatakama’s trade routes in ragged caravans. A few Dodoma live as thieves and spies in larger human cities, covering their many eyes and passing for mortal. Dodoma are extraordinary vain creatures, and their homes will always be lavishly decorated with polished mirrors and reflecting bowls. In the modern world, they’ve a great love for neon and for long, tangled strings of holiday lights.

In the Earth Realm, Dodoma prefer larger cities, which provide a measure of anonymity and an opportunity to earn. For most, the terms Dodoma and criminal are synonyms, and small, tight-knit Dodoma families can be found in any Japanese city with a large Yakuza or Triad presence. Ordinary mortals might not know it, because Dodoma are masters of passing for human, but there are surprisingly large communities of the many-eyed rogues in both Hiroshima and Gunma Prefecture, clustered around the Jomo Mountain Range.

The Languages We Speak
Dodoma begin play speaking Japanese and one other language of choice, usually either Common, English or another Asian language: Korean, Cantonese and Vietnamese are popular choices, as many Dodoma pass as members of immigrant races when working in Japan. Dodoma with high INT scores can choose any language as a bonus language, except for secret languages like Druidic.

Play A Dodoma If…
·         You want the keenest eyes in the campaign and a lot of enhanced senses beyond those.
·         You plan to do a lot of pickpocketing, shoplifting and infiltration.
·         You want to play something street savvy and able to pass for human (most of the time).
·         You favor agility over heavy armor and favor a highly mobile fighting style. 

Dodoma Racial Traits
All Dodoma share the following racial traits.

Size and Type
Dodoma are Medium Humanoids with the human subtype. As Medium creatures, Dodoma receive no bonuses or penalties due to their size.
Ability Score Modifiers
+2 DEX, -2 CON, +2 WIS.
Injuries to their many eyes can render a Dodoma incapacitated with agony, but their senses are far keener than a human’s, and most are as agile as trained martial artist.

Normal Speed (EX)
Dodoma have a base land speed of 30 ft.

108 Eyes (EX)
Dodoma’s entire body is covered in eyes. When unarmored, lightly armored or wearing armor with the Near Nudity property, the Dodoma’s enhanced senses are active. The Dodoma cannot be flanked, and receives a +4 racial bonus on Perception checks.

Dodoma possess lowlight vision. Their lowlight vision functions even when the other aspects of their 108 Eyes racial ability are suppressed, due to the Dodoma wearing heavier armor.

Human Blood (EX)
Dodoma count as human for all effects related to race.

Natural Thief (EX)
Dodoma receive a +1 racial bonus on Disable Device and Sleight of Hand checks, and these skills are always class skills for the Dodoma.

Thief’s Instinct (EX)
Dodoma are consummate thieves, who seem to have a sixth (or seventh) sense about where you’ve left your valuables. A Dodoma who merely passes within 5 ft of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it.

If the Dodoma’s 108 Eyes racial ability is suppressed, due to her wearing medium or heavy armor, this ability is also suppressed.

Thief’s Step (SU)
Once per day, the Dodoma can step partially between worlds, becoming as unsubstantial as a ghost. As a move equivalent action, the Dodoma can become ethereal, and can pass through solid matter. The Dodoma can maintain the ethereal state for a number of rounds equal to his or her CHA modifier (minimum one round).

Unaverted Gaze (EX)
If the Dodoma’s skin of eyes is exposed and her 108 Eyes ability is active, the Dodoma  cannot avert her gaze from any supernatural gaze attacks, and she automatically fails all saves to resist sight based attacks, such as a medusa’s lethal gaze.

Dodoma Alternate Racial Traits
Every Dodoma has adventure and crime in their heart, but various Dodoma clans boast unique powers. Don’t expect a Dodoma to ever tell you all of his talents; the shifty multi-eyed rogues like to keep a few secrets for just the right moment.

Dodoma Precision (EX)
Natural Thief
Some Dodoma actually make an honest living, and their 108 very sharp eyes serve them well when it comes to detail work. The Dodoma receives a +2 racial bonus on one Craft skill of choice where sharp vision would come in handy. This skill is always a class skill for the Dodoma.

Eyes of Ink (SU)
Thief’s Step
As a full round action, the Dodoma  can transform her 108 bodily eyes into the intricate, full body tattoos of a Yakuza soldier, or back again. These tattoos always depict animals with eerily glowing, cunning eyes, snarling at the viewer.

In her tattooed state, the Dodoma can automatically pass for human, and may use animated tattoo at will, as a sorcerer of her total character level. While her eyes are hidden in plain sight as Yakuza tattoos, her 108 Eyes racial ability is considered suppressed. 

Hitotsume-Kozo (SP)
Replaces: Thief’s Step
Though their lean child-like bodies are covered with 108 perceptive eyes, their heads have only one, a huge cyclopean eye in the middle of their bald forehead. Cute, perky and curious, Hitotsume-Kozo are the perpetual teenagers of the Dodoma race. They never seem to grow up, or lose their lust for the adventuring life.

Hitotsume-Kozo can cast each of the following spells once per day as a sorcerer of their total character level: Daze, Flare or Ghost Sound.  

Manipulative Insight (SP)
Thief’s Instinct
Dodoma can spot a sucker at a kilometer away, and have an uncanny sense of who’d be most receptive to their charms, their cons, and their schemes.

The Dodoma can cast one detect alignment spell of their choice (detect good, detect chaos, ect) at will as a sorcerer of their total character level. At 10th level, the Dodoma gains the ability to cast a second detect alignment spell of their choice at will, also as a sorcerer of their total character level.

If the Dodoma’s 108 Eyes racial ability is suppressed, this ability is also suppressed.

Magic Eyes (SP)
Thief’s Instinct
Your 108 eyes see the truth of things beyond the merely physical, granting you supernatural insight. Select any one first level divination spell with detect in the name, such as detect animals and plants, detect evil or detect secret doors. You gain the ability to use this effect as a spell-like ability at will.

If the Dodoma’s 108 Eyes racial ability is suppressed, this ability is also suppressed.

Petite Dodoma (EX)
Available To:
female Dodoma
Replaces: Thief’s Instinct
Your chest is flat and almost boyish, broken only by hard little nipples surrounded by strange, blinking eyes. You receive the Small Breasts Forever trait and gain Mega-Pettanko as a racial bonus feat.

Shirime (SU)
Natural Thief, Thief’s Instinct, Thief’s Step
Dodoma of the Shirime breed are more honest then the norm, but are acid-tongued, foul-mouthed and sarcastic in the extreme. They are among the greatest healers, surgeons and medics in all the Realms, but have absolutely no regard for tradition and zero respect for authority. Shirime have 109 eyes, not the 108 typical of their race- the hundred and ninth protrudes from their anus and stares sullenly.

The Shirime ability package is a major rebuild of the Dodoma race. It grants the following abilities.

Healing Instinct (EX)
A Shirime Dodoma who merely comes within 5 ft of a person suffering any disease may make a Heal check as if actively attempting to diagnose the disease.  The Shirime Dodoma can tell if a creature is healthy (at 75% or greater HP), wounded (at 75-25% HP) or grievously wounded (at 25% HP or less) merely by looking at a creature. 

If the Shirime’s 108 Eyes racial ability is suppressed, this ability is also suppressed.

Master Surgeon (EX)
The Shirime Dodoma is an incredibly skilled physican, and receives Skill Focus (heal) and Surgery as racial bonus feats.

The Dodoma receives a +2 racial bonus on Heal checks made to assist Humanoids and Monstrous Humanoids, and Heal is always a class skill for the Shirime Dodoma.

Spirit of Disease (SU)                                                                                       
Replaces: Thief’s Instinct
Some say the audacious Dodoma are spirits of disease. (The association of some Shirime Dodoma with the healing arts might have something to do with this stereotype.)

This Dodoma is immune to all diseases, including magical disease. However, any living creature (except other Dodoma) who spends more than an hour in the Dodoma’s company suffers a -2 luck penalty on FORT saves to resist disease for the next 24 hours.

You'll notice that I added a "Play an X if you like...." header to the racial description, which is totally stolen from Fifth Edition. It's just a good idea and interesting way to summarize a race quickly. 

Beyond gathering art and doing final layout for the race book, I'm also working on some Heavy Future and Otherverse America stuff. Look for a HUGE magic sourcebook for Heavy Future, and a Lifer Player's Guide coming (relatively) soon. 

Blessed Be, 

Saturday, October 1, 2016

Black Tokyo Heroes!

 Today's all about new artwork for the upcoming Black Tokyo player guide/character option compendium. There are several pics I'm keeping in reserve, but today I thought I'd spotlight several new pics I revieved this week.

First up, a more human-looking Nekomusume school girl by John Picot. I'm also going to be using the catgirl student image you saw as the cover for the short Back to School in Black Tokyo sourcebook, as well as some other art to illustrate the race. Catgirls are such an iconic part of anime, and such a big part of the campaign setting, I want the race to be well illustrated.

Next we've got another Picot image, depicting a Daughter of Kirin in action. This joins the more static Amanda Webb art I already had for the race, and shows a different side of the character.

Next, another John Picot character: new art for the
Dhampir race. Gothy, demon hunting half-vampires.
Perfect fit for Black Tokyo, and I'm including a lot of riffs on half-demonic or possessed anime heroes & heroines like Hell Teacher Nube, which adds to the Dhampir's original inspiration in the cinematic version of Blade.

Next: Amanda Webb's pencils for the Dodoma racial illustration. I wanted a modern image of this character, and I'd always have had a badass Dodoma street racer character in the fiction. Time to finally get an illustration of her! I'm liking how this rough image is turning out.

 Finally, an image of a Futakuchi adventurer kicking demon ass. I'm thinking I'm going to use a variation on this piece rather than this actual image in the book, but it's pretty close to finished.

Next time, some rules excerpts, maybe a full race reveal or two!

Saturday, September 17, 2016

Upcoming: Black Tokyo Char-Gen Compendium

Okay, my next project is going to be the huge, Black Tokyo race and character generation book. I'm gathering up all the character options from prior books, revising and expanding it and adding a lot of new content.

I'm going back through the draft now and incorporating a bunch of fan suggestions, really making the options odder and darker, and making some additions that really open up new play space.

I'll preview some of the mechanics later, but for right now take a look at two of Amanda's latest racial illustrations. Up top, we've got an image which will do double duty- it's a great, action oriented image of a young Goryohime battling a more traditional J-horror ghost. It'll be in the Goryohime racial section, or maybe the traits/feat chapter of the as-yet-unamed race book. It'll also be used in Enchantments of Black Tokyo II to illustrate the Life's Resurgence/Life's Violent Resurgence spells, which I previewed a few posts ago.

Beneath, we've got inks of a new illustration for the Hyakki Yokai race. I asked Amanda to illustrate a Hyakki Yokai's skinsuit popping open in mid-fuck, and the HY being totally cool with it and just keep going, unlike her rather terrified date. When she sent me the pencil sketch for this image, I asked her if she'd been watching Archer when she drew it, and she couldn't stop laughing while inking the thing. So Archer makes a cameo in Black Tokyo, having a rather ill-advised fling with a demon lady. Which is perfectly apt.

Anyway, more to come soon.

Wednesday, September 7, 2016

The Occut-Tech Armory

I just put up September's first release at The first volume of the Techno-Magic Unleashed series is entitled the Occult-Tech Armory, and focuses on sci-fantasy and space opera magic items. Future books in the series will deal with campaign setting specific items for Otherverse America, Heavy Future and eventually Psi-Watch, but the gadgets here are usable in pretty much any sci-fi world. I have a feeling that when Starfinder eventually hits, you'll probably still be keeping this PDF in your 'used often' gaming folder.

Occult-Tech Armory was a ton of fun to write, because I was able to work in homages to a bunch of sci-fi weapons and gadgets, in addition to the truly out of left field stuff I came up with out of nowhere.

Among my favorites:
The Nueralizer and Noisy Cricket from Men In Black.
The Rekall Machine and exploding fat woman mask from the original Total Recall.
Circuit Breaker's Armor from the Marvel Transformers comic.
Mega Man & Samas Arran's blasters.
Iron Man's implanted arc reactor.

Anyway, OTA is up at and I put the 60 pager on sale for about three dollars. Hopefully it'll be well recieved.

My Next Book?
Right now, I've got to decide which to start gathering artwork for first. Two projects, both at roughly the same stage in the writing process, both of whom I want to see finished, and both of whom will be fun books. Do I gather art for the revised Black Tokyo character creation sourcebook first?
Or do I gather art for Ultimate Fursona first?

Opinions in my email or the comments, please.

Wednesday, August 17, 2016

Unleash the Furries!

Fursona 5E has just gone up for sale at! Go buy the fuzzy little monster!


Sunday, August 14, 2016

Fursona Fifth Edition!

Around the beginning of this year, a fan and first-time game designer named Keith McBlane approached me with the idea of producing a Fifth Edition conversion for my best-selling Fursona character creation system. After hearing Keith’s proposal, we agreed on some terms and started sharing resources to produce a fairly unique book in Otherverse Games’ history.

Fursona 5E is an unusual book in a couple of ways. First and foremost, it’s our first complete sourcebook for Fifth Edition, and man, it’s a great introduction to the ruleset. All the flexibility and creativity offered by the original Fursona system with the more concise and pithy efficiency of Fifth Edition. Mechanically, Fursona 5E is a pretty impressive work, offering a ton of new character creation options for your 5th Edition campaigns.

Fursona 5E is also unusual in it’s the first Otherverse Games release not written by me. Keith took a working draft for Ultimate Fursona I shared with him, skewed the mechanics to play nicely with 5th Edition, and rebuilt most of the campaign flavor to favor the all-ages, high-fantasy worlds of 5th Edition.

As an author, it’s interesting to see how another writer approaches a familiar topic. I think in this case, by stepping back and letting Keith do his thing, we ended up with a truly excellent product. I think that eventually Fursona 5E will become the most popular iteration of the ruleset, and will probably end up with more sales than my eventual release of Ultimate Fursona for the Pathfinder Roleplaying Game.  Most of this is due to the tack Keith took with the text. Where I’m more focused on weirdly politicized military sci-fi and pornographic horror campaign settings, and my take on Fursona was frankly more than a little ‘yiffy’, Keith made the probably wise decision to keep Fursona 5E all-ages, and thus accessible to a wider audience.

Cover Art
At top-right we’ve got the cover art work for Fursona 5E, depicting a really attractively designed group of Anthro heroes about to become dragon-chow, by Anthony Cournoyer. Looking at this cover makes me wish, not for the first time, that I had the resources to produce action figures based on some of Otherverse Games’ iconic characters and creatures. These are some kick-ass looking furries! (I love that armored bear dude!)

Meet Keith McBlane
I asked Keith to send me a brief blurb to advertise Fursona 5E and to introduce himself.

Fursona 5E is an update to the series for D&D 5th Edition. It contains converted content from the original Fursona, plus new material exclusive to this sourcebook.

It features a streamlined approach to character creation, so generating an anthro has never been easier. Choose from 21 races and 72 subraces, or create your own creature using a comprehensive list of traits.

Also included are new subclasses, backgrounds, feats, spells, items, and everything else you need for an anthro campaign. Whether you are a player looking to create your perfect furry avatar, or a DM building a vast world with diverse and fantastical residents, Fursona 5E is your definitive source.

The author, Keith McBlane, is a freelance graphic designer, and DM of six years.  He hosts two podcasts, Friendship & Firelight and Dice To Meet You, the latter of which is an Actual Play D&D game, which he runs for a group of complete strangers. This is his first publication in the world of RPGs, and if you don’t buy it, it will be a powerful blow to his self-esteem.

You can also visit Keith’s portfolio at or listen to some of his podcasts at or

Dogs & Cats Living Together, Mass Hysteria!
The character creation process in Fursona 5E is a bit different than the Orders of Fursona and the “Gifts of Nature” system that will be introduced in Ultimate Fursona. Keith took advantage of Fifth Edition’s race/subrace paradigm, creating general and fairly generic categories of Anthros, using subraces to distinguish individual species types within this larger genus. It’s a fairly genius conversion idea.

Today, let’s take a look at Canine and Feline Anthros. I’m putting up a free preview of Canines and Felines because they’re pretty much the entry point for furry characters: every setting with Anthros, from Disney’s Robin Hood, to Thundercats to Omaha the Cat Dancer or The Extinctioners, includes these most familiar of animalistic semi-humanoids.

By the way, it’s made clear elsewhere in the text (though not in this excerpt), but 5E Anthros are considered Humanoids with the Anthro tag. And by the way, in case you’re worried, there’s a full chapter about custom building your own furry races in this edition, just in case the already expansive list of animal heroes on deck isn’t complete enough for you.

Ability Increase: Your Wisdom score increases by 2.
Keen Smell: You gain advantage on Wisdom (Perception) checks related to scent.
Natural Weapons: Your unarmed strikes are augmented by sharp fangs. Your bite is
treated as a light finesse weapon, and deals 1d6 piercing damage + the relevant modifier.
Your bite can be used as part of two-weapon fighting. You cannot use your bite attack if
your mouth is full.
Pack Hunting: Your are expert in coordinating attacks with your allies, exposing your enemies’ weak points, and leaving them vulnerable. As a bonus action, select one enemy you can see within melee range. All melee attacks your allies make against this enemy do an additional 2 damage until the start of your next turn.
Subrace: You gain the traits of one of the following subraces.

Small Dog
Includes small breeds of dogs and smaller foxes. Small dogs are small in size only.
They are often the first to be heard in conversation, and the first to attempt a
challenging task, whether or not they have any chance of succeeding. They often make themselves the center of attention, which can be both endearing and annoying to those
around them.
Size: Your size is small.
Speed: Your base walking speed is 25 feet.
Ability Increase: Your Dexterity score increases by 1.
Clever Learning: You gain two skill proficiencies of your choice.

Medium Dog
Includes medium sized breeds of dogs, larger foxes, coyotes, and jackals. Friendly, loyal,
and protective, medium dogs make great companions in almost any endeavor. They
are widely adaptable, and are seen in many roles, from domestic homemakers, to soldiers, guards, scouts, and trackers.
Size: Your size is medium.
Speed: Your base walking speed is 30 feet.
Ability Increase: Your Charisma score increases by 1.
Tenacious Loyalty: When an ally you can see within melee range is hit by an attack,
you can use your reaction to intercept it, causing it to strike you instead. You have resistance to all nonmagical damage from attacks you intercept.

Big Dog
Includes wolves and large breeds of dogs. Big dogs are typically either severe and predatory, or overwhelmingly affectionate. They have a close connection with their primal roots, and have a strong intuitive understanding of pack mentality. Big dogs can
usually be found around many others of their kind, but the subrace has its share of
Size: Your size is medium.
Speed: Your base walking speed is 30 feet.
Ability Increase: Your Strength score increases by 1.
Demoralizing Cry: As an action, you let out a frightful howl. All enemies within 100 feet that can see and hear you must make a Wisdom saving throw (DC 8 + your Charisma
modifier + your proficiency bonus) or become frightened until the end of your next turn.
You must finish a short or long rest before using this trait again.

Ability Increase: Your Dexterity score increases by 2.
Darkvision: You can see through dim light for 60 feet as if it were bright light, and treat
darkness as if it were dim light.
Lethargic: You are a serious napper, and frequently require numerous short rests throughout the day. You may only spend one hit die to recover hit points during a short rest. This does not prevent you from benefiting from effects that grant bonus hit dice, such as the Huddler theme.
(Themes are a new concept explained elsewhere in the text, and are a 5E homage to the many templates and origin stories available to Anthros in my version of Fursona.)

You also have disadvantage on saving throws to resist sleep, and when you are targeted by a sleep effect that affects you based on your current hit points, such as the Sleep spell, you are treated as though you have only half of your current hit points (round down).
Expert Leaper: You may use Dexterity instead of Strength to determine your jumping
distance. Your standing jump distance is not halved. You add a number of feet equal to
your proficiency bonus to your high jump distance, and thrice that number of feet to
 your long jump. You may use a Dexterity (Acrobatics) check instead of a Strength
(Athletics) check to attempt to jump beyond your normal distance.
Natural Weapons: Your unarmed strikes are augmented by sharp claws and fangs.
Your natural weapons are treated as light finesse weapons, and deal 1d6
damage + the relevant modifier. They can be used as part of two-weapon fighting. Your claws deal slashing damage, and your bite deals piercing damage. You may not use your claws if both your hands are full, and you may not use your bite if your mouth is full.
Subrace: You gain the traits of one of the following subraces.

Small Cat
Includes housecats. Small cats are playful and affectionate. Though many have predatory
instincts, they are often poorly expressed, resulting in small cats attacking inanimate
objects, or their own tails. Most, however, are content as long as they are able to eat well
and take long naps.
Size: Your size is small.
Speed: Your base walking speed is 30 feet.
Ability Increase: Your Charisma score increases by 1.
Scurry: When an enemy misses you with a melee attack, you may use your reaction
to Disengage. Until the end of your next turn, your movement does not provoke
opportunity attacks.

Medium Cat
Sometimes called ‘warrior cats’, this diverse subrace includes larger housecats and smaller non-domestic species, such as lynxes and pumas. Warrior cats are highly competent combatants, particularly monks, who use their incredible mobility to run circles around their enemies. They share some of the habits of their smaller cousins, however, and can easily lose focus when matters become too serious for their taste.
Size: Your size is medium.
Speed: Your base walking speed is 35 feet.
Ability Increase: Your Wisdom score increases by 1.
Adrenaline Surge: On your turn, you may activate your adrenaline surge (no action required). For one minute, you gain advantage on all Strength and Dexterity checks and saving throws, and your speed increases by 10 feet. You must complete a long rest before this trait can be used again.

Big Cat
Includes the largest jungle cats, such as lions, tigers, and panthers. Fierce and intense,
big cats are among the most feared anthro predators. Their grace and physical strength
lend to quiet confidence, and an attitude of unflappable nobility.
Size: Your size is medium.
Speed: Your base walking speed is 35 feet.
Ability Increase: Your Strength score increases by 1.
Pounce: If you move at least 20 feet and attack an enemy with a natural weapon, that enemy must make a Strength saving throw to avoid being knocked prone (DC 8 + your proficiency bonus + your Strength modifier). If they fail, you may use a bonus action to make one additional attack on that enemy with the same natural weapon

Dropping Soon
You can expect this deep character-creation sourcebook within a few days, for sale at


Saturday, August 6, 2016

Big Preview: Enchantments of BTU 2 Spells

Well, today I commissioned a few additional pieces of artwork for Occult-Tech Armory, and I'm satisfied with the text. If the art gets turned in quickly, expect Occult-Tech Armory within a week or three.

With the writing done on that project, I'm looking forward to my next few books. I'm working steadily on the APEX factional sourcebook for Otherverse America, as well as Enchantments of Black Tokyo II. That's the book I want to preview today.

We're going to take a look at about half a dozen new spells I'm adding into the setting, including the incredibly gory yet super-fun Parade of Gory Deaths, which I'd promised to preview in my last post.

The artwork today is from the Image comic, Wayward, which I just started reading last weekend, and I'm already in love with. It's drawing on the same myths as Black Tokyo, but using them in a completely different way....there's even a version of Akaname, though Wayward's creative team chose to use a more traditional version of the Akaname than I did. Their filth lickers are stunted little predatory goblins, very similar to the race's portrayal in Paizo's Bestiary V than the scat-obsessed comic relief heroes I designed. I'll likely pick up the 2nd and 3rd volumes of Wayward this payday.

Anyway, on to the new spells!

Burning Justice!
School evocation (fire, good) Level paladin 4, inquisitor 5
Casting Time one standard action
Components V, S, F
Range personal
Duration one round/four levels             
Saving Throw None Spell Resistance No
A swirling corona of golden flames erupts around you, and your skin, hair and eyes blaze with sunlight and plasma. A surge of energy rushes through you, increasing your boldness and capacity for heroism.

For the spell’s duration, you are surrounded with a 5 ft aura of positive energy, which generates +1d4 points of positive energy damage per round (which heals many living creatures). This aura generates bright illumination in a 30 ft radius, which counts as natural sunlight.

For the spell’s duration, when making attack rolls against any creature with the evil subtype, you roll 2d20 and take the better of the two rolls. If performing a skill that would directly result in saving an intelligent life (such as a Heal check to stabilize a dying man, or an Acrobatics check to cross a burning room to rescue a trapped victim) you roll 2d20 and take the better of the two rolls.

Cake for the Heart
School transmutation (good) Level alchemist 2, bard 2
Casting Time one standard action
Components V, S
Range touch
Duration 1 minute/level                     
Saving Throw FORT negates (harmless) Spell Resistance Yes (harmless)  
Nothing warms a moe girl’s heart like cake! This spell conjures a fabulous selection of lavishly decorated, stunningly sweet and brilliantly colorful deserts on an assortment of small fine china plates.

The cakes for the heart last for the spell’s duration and than wink out in a flash of sparkling light if not consumed prior to that. There are enough cakes for the heart to affect a one creature/two caster levels. Those who eat the cakes, as a full round action, receive a +1 morale bonus on all saving throws for the spell’s duration, plus one effect chosen from the following list. These effects last for the spell’s duration.

Cherry: +2 morale bonus on FORT Saves versus death effects and negative energy effects
Chocolate: +1 morale bonus on melee attack rolls
Colored Frosting: Acid Resist 5 (green), Cold Resist 5 (blue), Electricity Resist 5 (yellow), Fire Resist 5 (red) Pleasure Resist 5 (pink)
Coffee: +2 morale bonus on Initiative checks
Lime: +2 morale bonus on saving throws against illusion effects
Nuts (various): +2 morale bonus on Drive and Pilot checks
+2 morale bonus on Perform (sexual) and Perform (dance) checks
Strawberry:  +1 morale bonuses on ranged attack rollls

Catgirl Overload
School conjuration (calling) Level bard 6, cleric 6, sorc/wiz 6, summoner 5, witch 6
Casting Time one full round action
Components V, S, M (a rather ecchi catgirl magazine, worth 20 gp/DC 4)
Range close (25 ft + 5 ft/level)  
Duration one round/level                   
Saving Throw None Spell Resistance No
Need more catgirls in your life? Instantly? Like a delivery of rambunctious half-felines from heaven, which appear with a chiming of collar bells and a chorus of pleasant meows? Then cast catgirl overload, stand back and watch the chaos.

Catgirl overload functions identically to summon monster or summon nature’s ally. When you cast this spell, you can summon up to 2 units worth of catgirls, which are built using the various Nekomusume statblocks found in Black Bestiary I and Black Bestiary II. The units you may choose from include. The GM may also substitute Nekomusume NPCs of similar power levels if they don’t have one or more of these sourcebooks.
·         Unit A: 1 Assault Witch Strike Kitten (variant creature – BB2)
·         Unit B: 1 Smilodon Risk Catgirl (BB2)
·         Unit C: 1d2 Pettanko Kittens (BB2)
·         Unit D: 1d4+1 Feral Nekomusume (BB1)
·         Unit E: 1d6+2 Free Nekos (BB2)

Special: If cast by a Nekomsume or other feline Anthro, the caster may summon up to 3 units worth of catgirls, rather than 2.

Final Form
School necromancy (chaos) Level alchemist 6
Casting Time one immediate action
Components V, S
Range medium (100 ft + 10 ft/level)
Duration instant                                
Saving Throw FORT negates Spell Resistance No
A fallen monster is reincarnated, more powerful and dangerous than before, emerging from a pulsing column of black light as a heavily armored behemoth of jagged planes and uncanny angles. The resulting creature is hauntingly beautiful and staggeringly deadly, especially to exhausted adventurers who thought they’d slain the creature already.

When you cast this spell, you return one creature that cannot have PC class levels, and which has been slain or destroyed within the prior round to life/existence. The creature returns to life/existence with full Hit Points, in a new form. The creature gains the Advanced simple template, as well as one of the following simple templates, chosen by the caster at the time of casting:
  • Advanced (second addition), Entropic, Fiendish, or Giant

Alternatively, you can substitute the Phallic Spear Technique feat and two Phallic Spear Mastery feats for the second template; the creature treats the Phallic Spear as a +2 magical weapon, and as a primary natural attack. The creature can make ititerative attacks with its Phallic Spear.

If the transformed creature survives the battle, it loses the two templates after approximately 24 hours, or after the creature next sleeps or rests.

Honey Rebuild
School transmutation (electrical) Level alchemist 5, sorc/wiz 5
Casting Time one hour
Components V, S, M (an inert POETICA android form, worth at least 5,000 gp/DC 23)
Range touch
Duration instant                                
Saving Throw None (see text) Spell Resistance No
This spell transfers a dying or recently departed soul into the waiting body of a POETICA android, the transfer accompanied by a storm of golden lightning. POETICA created in this manner have instantly recognizable golden hair, regardless of the default shade of the android body used in the ritual.

This spell functions much as reincarnate, save it transfers the subject’s soul into a POETICA chassis provided by the spellcaster. If the recipient identifies as male, over the next several hours, the POETICA’s body assumes masculine gender, producing a rare male POETICA. The recipient’s soul must be free and willing to return as a POETICA- if not the spell simply fails. The recipient’s soul chooses the POETICA’s job class. The recipient loses all existing racial traits and gains new POETICA racial traits; if the recipient has race specific traits or feats, they are lost and replaced with new traits and feats the recipient now qualifies for.

This spell will function on a subject that is currently dying (at 0 HP or fewer) if the recipient is willing, as well as on creatures dead up to one hour/2 caster levels when the ritual begins.

Horrorcore Transformation
School transmutation (chaotic, evil) Level cleric 7, sorc/wiz 7
Casting Time one standard action
Components V, S, M (a vial of virgin’s blood)
Range personal  
Duration 1d4 rounds + special              
Saving Throw None Spell Resistance No
You undergo a horrific and violent transformation, becoming a gigantic, hideously deformed avatar of murder, rage and carnage. While so transformed, you under go the following physical changes:
·         Your size increases to the next size category (Medium creatures become Large).
·         You gain a +20 ft increase to your base landspeed.
·         You gain a +6 enhancement bonus to your STR and CON scores, exactly as spells like bull’s strength.
·         You gain a +4 natural armor bonus to AC.
·         You gain Fast Healing 1 (good and fire).
·         You cannot speak, cast spells or use psionic powers, nor use abilities requiring patience or concentration, exactly as a barbarian’s rage.
·         You gain the Power Attack, Cleave and Great Cleave feats for the duration of the transformation.
·         You gain two claw attacks as primary natural attack forms (1d12+STR slashing plus Bleed 3, 18-20/x3). If you hit with both claws you may make a bite attack (1d10+STR piercing plus 1d6 acid, 20/x4) as an immediate action.

You remain in your horrorcore form for 1d4 rounds, but may extend this duration by your actions. Everytime you kill an opponent with HD at least equal to your own, you extend the duration of the effect by +1d4 rounds. This increase is cumulative and does not have a cap. You may not return to your normal form until the spell’s duration expires, the spell is dispelled or you are slain.

Life’s Resurgence
School conjuration (good, healing) Level cleric 5
Casting Time one minute
Components V, S, DF, M (seven pieces of Yurei Kosodate-Ame candy, worth 1,750 gp/DC 20 total)
Range touch
Duration instant                                                                          
Saving Throw None Spell Resistance No
When Life’s Resurgence is cast upon a willing undead creature, the eerie candies that are the spell’s material component flow around the undead like a thin sheet of pinkish crystal, while the chiming voices of ghostly children fill the air with song, a spectral chorus.

At the spell’s climax, the undead creature returns to life as a creature of its original race, as if returned to life via raise dead. The undead creature returns to life with the alignment and moral outlook it possessed at the moment of it’s death and transformation into undead. As an undead subject must be willing to undergo this spell, life’s resurgence offers no saving throw. If the undead is under any form of compulsion or enchantment, the spell fails.

Campaign Setting Note: If this spell, or it’s augmented version, ever ‘crossed over’ into the Otherverse America Campaign Setting, it would transform an affected Neverborn into a baseline human, despite the fact Neverborn began their existences as undead, and were never truly living humans. It’s up to the gamemaster if other exotic undead are affected in a similar manner.

Life’s Violent Resurgence
School conjuration (good, healing) Level cleric 8
Casting Time one standard action
Range close (25 ft + 5 ft/two levels)
Saving Throw WILL partial (see text) Spell Resistance Yes
Take the generosity of spirit and merciful absolution of the life’s resurgence spell and focus it, hone it, transform it into a weapon. Life’s violent resurgence functions similarly to life’s resurgence, save that it can affect unwilling undead who fail a WILL Save. On a successful saving throw, the undead suffers 8d6 points of positive energy damage, which may be enough to destroy it outright. The spellcaster may choose not to inflict energy damage upon an undead who resists this spell.

Parade of Gory Deaths
School necromancy Level cleric 9, sorc/wiz 9, witch 9
Casting Time one standard action
Components V, S, M (the skull or preserved entrails of a celebrity murder or suicide victim, worth at least 5,000 gp/DC 23)
Range touch
Duration one round/level                   
Saving Throw None Spell Resistance No
When this spell is cast, the subject’s skin takes on an unhealthy pallor, and trickles of blood dribble from their eyes, nostrils and sex organs. A rattling cough settles into their chest and they become half alive, and subject to the brutal whims of fate, subject to ultra-violent death after ultra-violent death after ultra-violent death. However, with a little creativity, the subject can use their dead selves in some pretty creative ways, as for the duration of the spell, they instantly return to life within seconds of each overkill.

For the spell’s duration, the subject becomes immune to ability score damage and drain, negative energy, level loss, death effects, disease, poison and fear. However, the character’s maximum HP total becomes 1 for the duration of the spell, and the character is slain at 0 HP! The character dies very easily, but returns to life, with a single HP in a perfect duplicate of their original body, at the next initiative count. Thus if the character is slain at Initiative 10, they resurrect at Initiative 9, could be killed again at Initiative 6 and resurrect again at Initiative 5 and so forth. The duplicate body is a perfect duplicate of the subject’s original form, retaining acquired traits like scars, tattoos, bionics, grafts, ongoing diseases (though they do not affect the character during the spell’s duration) and so forth. The character’s equipment remains with their original body: all resurrected bodies are nude.

All bodies created by this spell, and the subject’s slain original body are considered instant effects, and remain after the spell’s duration expires. These remains can be used: as cannibal food sources, sources of replacement organs or donated tissue, or even gory building materials. Cybernetics, grafts and symbiotes recovered from a slain subject are non-functional.

Once per round as an immediate action, when the subject subject is slain while this spell is in effect, he or she can name any 1st level abjuration, conjuration, evocation, necromancy or transmutation spell. The subject’s cartoonishly violent and bloody demise duplicates the effect of this spell, often in an especially gruesome fashion. For example, gallons of hyper-pressurized blood spurting from a decapitated neck might function as grease; a ruptured bladder splashing urine functions as hydraulic push, or a bunch of rats chew their way out of the corpse’s stomach to duplicate summon nature’s ally I. All these effects end when the spell’s duration expires, if they do not end sooner.

When this spell ends, the subject gains a permanent negative level, from the sheer emotional and metaphysical trauma of being massacred so many times, in so many creative ways.