Well, I've been doing tons of writing in between looking for more regular work. Right now, I'm heavily into Expanded Races: Erobots and Black Tokyo's Advanced Guide. I put together a very rough cut of BT: Advanced Guide yesterday and it topped out at about 170 pages! I want it to be a 200 pager before I start laying it out, and I'm finishing off the magic items and monsters chapters.
Erobots is progressing rapidly to a conclusion and that's the one I really wanted to hit on today. John is a huge fan of the race and the whole concept and keeps pushing me to add more content and concepts. So ER: Erobots is not going to be a short PDF- we're shooting for about 50 pages of new Heavy Future content.
Something fun about Erobots is that like so many of my products, its built around sexual fetish- in this case, technophilia. So it will be a very kinky, somewhat niche product. John's engaging some online forums, including the very satisfyingly named FembotCentral.Com to incorporate all sorts of really fucked up and cool ideas for what Erobots are and what they can do.
It's been a fun product to write, because of just how bizarre some of the concepts are.
I think you'll enjoy it. Expect ER: Erobots within a week or so.
CHRIS
Saturday, November 30, 2013
Monday, November 25, 2013
I'm Stealing That Sentence
I'm sitting in McDonalds, using their wifi, sending out online applications and checking my mail. Just doing basic business. And across the dining room, at a near by table are a gaggle of conservative old men. One turns to the other and says "We know Jesus. We don't know you."
I have no idea the context, but that's a fucking great line. I'm stealing it for Otherverse America. It's a very Lifer line of dialogue.
I have no idea the context, but that's a fucking great line. I'm stealing it for Otherverse America. It's a very Lifer line of dialogue.
Saturday, November 23, 2013
Preview of Black Tokyo's Advanced Players Guide: Alternate Racial Traits
Well, right now I've got two products on RPGNow's Top 15 simultaneously. That's happened once or twice before, but it's rare enough to be truly gratifying. It seems everybody- myself, my artists and my customers- all love the Heavy Future setting.
Awesome- I'm doing more work on it right now. I just sent the draft of Expanded Races: Erobots to John for comment and to get some art. That one should be out in another week or so, with more spells, weapons and gear coming soon after.
I'm also working on Black Tokyo's Advanced Player's Guide. This is already turning into a weighty sourcebook- I'm revising all the spells from Spells and Gods of the Tatakama, adding even more spells and some basic information on running Buddhist and Shinto spellcasters in a fictional context. I've added one new race to the setting, which is basically a bunch of monsters wearing a girl-suit. Last night, I put together the White Mage clerical archetype and a sorcerer bloodline specifically for skatto spellcasters. I've also added about 15,000 words worth of new adventure locations, factions and plot hooks.
One thing I want to preview is a set of alternate racial traits for the Races from the Tatakama and Races of Black Japan. Take a look, and thanks for purchasing my Heavy Future stuff in such great numbers.
CHRIS
Awesome- I'm doing more work on it right now. I just sent the draft of Expanded Races: Erobots to John for comment and to get some art. That one should be out in another week or so, with more spells, weapons and gear coming soon after.
I'm also working on Black Tokyo's Advanced Player's Guide. This is already turning into a weighty sourcebook- I'm revising all the spells from Spells and Gods of the Tatakama, adding even more spells and some basic information on running Buddhist and Shinto spellcasters in a fictional context. I've added one new race to the setting, which is basically a bunch of monsters wearing a girl-suit. Last night, I put together the White Mage clerical archetype and a sorcerer bloodline specifically for skatto spellcasters. I've also added about 15,000 words worth of new adventure locations, factions and plot hooks.
One thing I want to preview is a set of alternate racial traits for the Races from the Tatakama and Races of Black Japan. Take a look, and thanks for purchasing my Heavy Future stuff in such great numbers.
CHRIS
Alternate Racial
Traits for the Other Races of Black Japan
The
following traits replace the standard racial traits of player races found in
either Races of the Tatakama (2012)
or Races of Black Japan (2013).
Bosatsu (SU)
Available To: Kami
Replaces: Racial Skills and modifies
Kami’s Perfection
You are a
Buddhist spirit, who found enlightenment in a previous incarnation and returned
from the heavens to guide and aid mortals. You receive a +2 racial bonus on
Knowledge (religion), Heal/Treat Injury and Sense Motive checks. One of these
checks, chosen by you, becomes the focus on your Kami’s Perfection trait.
Bosatsu
Kami have the Good and Law subtypes.
Ciao Kawaii Nekomusume (EX)
Available To: Nekomusume
Available To: Nekomusume
Replaces: Racial Feats
You’re one
of the pink and white furred, child-safe and less sexual cat-girls specially
bred at the Ciao Kawaii
Fun Park
in Tama (tours of the cloning tanks available from 14:00 – 20:00 Monday through Friday for 1000 yen for
adults or 300 yen for children under 8).
You were
decanted as a nanny and companion to a lucky (and very wealthy) family. You
receive a +2 competence bonus on Bluff and Diplomacy checks made against
characters in the Young Adult age category or younger, and +4 racial bonus on
Profession (nanny) checks.
Combined Fleet POETICA (EX)
Available To: POETICA
Replaces: Racial Skills, Modifies
Ability Score Mods
You are a military model POETICA, serving the JSDF as a part of an experimental unit operating as support gunners of the nation’s new Assault Witch squads. Combined Fleet POETICA have a more rugged beauty than most of these androids, powerful integrated cannons are built into their forearms- these long barreled weapons resemble the turrets of a WWII era battleship. Most Combined Fleet POETICA dress in the standard uniform of the day for their unit- a schoolgirl outfit with an olive drab skirt and beret, accented with rank insignia and a golden lanyard for senior androids.
You are a military model POETICA, serving the JSDF as a part of an experimental unit operating as support gunners of the nation’s new Assault Witch squads. Combined Fleet POETICA have a more rugged beauty than most of these androids, powerful integrated cannons are built into their forearms- these long barreled weapons resemble the turrets of a WWII era battleship. Most Combined Fleet POETICA dress in the standard uniform of the day for their unit- a schoolgirl outfit with an olive drab skirt and beret, accented with rank insignia and a golden lanyard for senior androids.
Combined
Fleet POETICA do not receive a racial bonus to their CHA score.
Combined
Fleet POETICA begin play with the Military starting occupation. They receive a
+2 racial bonus on Knowledge (history) and Knowledge (tactics) checks, as they
are programmed to be diehard military buffs.
Each
Combined Fleet POETICA is equipped with a pair of masterwork cannons (one set
per arm). POETICA are always considered proficient with these integrated cannons.
These weapons cannot be disarmed, though they can be sundered. They can be
enchanted, though the POETICA must remain present for the entire process.
Ranged Weapons
|
Damage
|
Critical
|
Range Increment
|
ROF
|
Magazine
|
Size
|
Weight
|
Purchase DC
|
Rest.
|
CFP
Cannons
|
2d6 ballistic
|
20/x2
|
100 ft
|
Single
|
Unlimited
|
X
|
X
|
X
|
X
|
Corpse Hand Goryohime (EX)
Available To: Goryohime
Available To: Goryohime
Replaces: Eased Passage Between Life
and Death
As your
corpse awaited your return to life as undead, a senior Goryohime priestess
surgically grafted the arms of another girl who tried and failed to become
Goryohime to your ribcage. Through you, this failed Goryohime, your fallen
sister, lives on.
You gain an
additional pair of arms placed just under your breasts. These additional limbs are
slightly greyer and ore corpse like than your own arms, and stitched heavily
with thick black thread. Your additional pair of limbs provides you with a +2
racial bonus on CMB, and a +4 racial bonus
on Climb checks. You gain Multiattack as a racial bonus feat.
Death Kami (SU)
Available To: Kami
Replaces: Kami’s Perfection and Racial
Skills
Death Kami
are heavenly functionaries that ferry messages between the living and the dead,
and ferry the souls of the recently deceased into the otherworld. Death Kami
are recognized by their snow white hair, heron-like white wings and habit of
dressing almost exclusively in white, silver or grey.
Death Kami
receive a +2 racial bonus on Knowledge (religion) and Profession (mortician)
checks. A Death Kami can use Deathwatch
as a spell-like ability once per day, and can cast Stabilize as a spell-like ability 3x/day. The Death Kami casts
these spells as a first level cleric.
The Death
Kami can hear the last words of the dead. If any sentient creature dies within
30 ft of the Death Kami, she ‘hears’ a short message, usually 50 words or less,
intended for a loved one or next of kin. The Death Kami may not understand this
message, if the dying creature speaks a language she is unfamiliar with, but
she can recite it flawlessly. The Death Kami is aware of the name, basic
appearance and the last known location, as known by the dying creature, of the
message’s recipient. If the Death Kami delivers the message to the intended
recipient within one month of the creature’s death, she receives bonus XP equal
to 50 x her total character level.
Foul Breath (SU)
Available To: Akaname
Replaces: Bones of Shit
You can
vomit up a stream of stinking shit and pungent urine. You gain a breath weapon,
usable once per day. Your breath weapon is a 30 ft line (at 12th
level this increases to a 60 ft line). All targets within the line suffer 1d8
acid damage per four character levels (maximum 5d8 acid) and are considered sickened for one minute. A successful DC
15 REF Save halves the damage and negates
the sickened condition.
Idiot From Osaka (EX)
Available To: Human
Replaces: Highly Skilled, born in the Osaka
prefecture
The ‘idiot
from Osaka’ is the Japanese pop
cultural equivalent of the Southern redneck, and you, with your thick kansai-ben accent perfectly embody the
stereotype. Anytime you fail an INT-keyed
skill check by 5 or more points, you gain a +1 luck bonus on all saving throws
and WIS-keyed skill checks for the next hour.
Ironpot Oni (SP)
Available To: Ironclub Oni
Available To: Ironclub Oni
Replaces: Ironhead Tetsubo, racial
skills, racial weapon proficiency
Many Ironclub Oni tribes are
proud cannibals, known for their masterpieces of culinary murder. The
proprietor of Pick the Bones, in the worst part of Chiba,
is an Ironpot, a fact he’s immensely proud of.
The Ironpot
Oni is a keen hunter and expert butcher, receiving a +2 racial bonus on
Survival and a +4 bonus on Profession (chef) checks. The Ironpot Oni is proud
of its dangerous collection of axes and cleavers, and is proficient with all
Simple and Martial weapons that inflict slashing damage.
Once per
three days, the Ironpot Oni can cast Cannibal
Feast as a 10th level Druid, which can affect a corpse of up to
size Large. The Ironpot Oni must succeed at a DC 23 Profession (chef) check; if
the check is successful, the Ironpot can cast the spell without providing the
expensive material components (100 gp/DC 10). If the check fails, the Ironpot
Oni can still cast the spell, but is required to provide the expensive material
components.
Kiss Catgirl (SP)
Available To: Nekomusume
Replaces: Feline Nimbus
The sight
of two cat-girls kissing can warm even the coldest heart. A number of times per
day equal to 3 + her CHA modifier, the Nekomusume can kiss another Nekomusume
or feline Anthro as a full round action. Doing so creates a Bless effect centered on the kissing
catgirls, that affect all allies who would be sexually attracted to the
Nekomusume. The caster level is equal to the sum of the two cat-girls’ total
character levels.
Little Sister POETICA (EX)
Available To: POETICA
Replaces: Racial Skill package,
modifies size
Little
Sister POETICA are designed to be perpetually childlike, innocent and cheerful.
They are built to look up to their master as the coolest big brother in the
world- either in a purely honorable, naïve way or an incestuous way for more ecchi purchasers.
Little
Sister POETICA have the Student Starting Occupation. They receive a +2 racial
bonus on Knowledge (pop culture) checks. When using the Aid Another action to
assist their owner with an INT, WIS or CHA
based skill check, the bonus provided is +3, not +2 as normal.
Little
Sister POETICA are childlike, and receive a +5 racial bonus on Disguise checks
made to pass for a human child. They are Size Small and gain a +1 size bonus to
AC and attack rolls, a -1 size penalty to Combat Maneuver Bonus and Combat
Maneuver Defense, and a +4 size bonus on Stealth checks.
Wednesday, November 20, 2013
Heavy Weapons and Dirty Galaxy: On Sale Now
I just refreshed the RPGNow website, and my two most recent Heavy Future releases popped up. At 9.99 you get Heavy Weapons, which is a HUGE collection of grungy, adults-only sci-fi and space opera spells, gear and magic items. Even if you're not playing Heavy Future, you'll probably want to pick this one up.
At 2.99 you get Dirty Galaxy, a collection of new diseases, haunts, traps and other hazards for a Heavy Future campaign.
Check them out, and expect some Black Tokyo stuff, as well as the POD version of Sentai Strike soon.
CHRIS
Thursday, November 14, 2013
Black Tokyo Advanced Guide
I've built a little bit of a backlog- I have several shorter PDFs ready for release, and I'm just waiting for Mark to upload them to RPGNow.
Among them are Heavy Weapons, the magic sourcebook for Heavy Future, Dirty Galaxy, which is the traps and hazards book and a new Black Tokyo sourcebook.
I also have begun putting together an Advanced Guide type product for Black Tokyo in between Heavy Future products. One product has already spun out of this future work, a 15 page supplement called Busty Extreme. That one will be all about big tittied spellcasters. Yes, a mature and realistic portrayal of female characters in gaming.
One of the other things I started doing was creating a bunch of new Haunts and Monsters for Black Tokyo. Here's a preview of some of the content. One of the things I wanted to include in the BT Advanced Guide is an expansion of Project GILGAMESH, which makes the faction more true to its origins as a homage to NERV. I just finished up a fairly cool Eva-style monster- I figure if Paizo can basically stat up Godzilla in Bestiary 4, I can stat up another icon of Japanese monster movies.
Take a look at the GILGAMESH Avenger and a new familiar. Give me comments on the Avenger's power level, and if you've got a good point I'll include them in the eventual release.
Among them are Heavy Weapons, the magic sourcebook for Heavy Future, Dirty Galaxy, which is the traps and hazards book and a new Black Tokyo sourcebook.
I also have begun putting together an Advanced Guide type product for Black Tokyo in between Heavy Future products. One product has already spun out of this future work, a 15 page supplement called Busty Extreme. That one will be all about big tittied spellcasters. Yes, a mature and realistic portrayal of female characters in gaming.
One of the other things I started doing was creating a bunch of new Haunts and Monsters for Black Tokyo. Here's a preview of some of the content. One of the things I wanted to include in the BT Advanced Guide is an expansion of Project GILGAMESH, which makes the faction more true to its origins as a homage to NERV. I just finished up a fairly cool Eva-style monster- I figure if Paizo can basically stat up Godzilla in Bestiary 4, I can stat up another icon of Japanese monster movies.
Take a look at the GILGAMESH Avenger and a new familiar. Give me comments on the Avenger's power level, and if you've got a good point I'll include them in the eventual release.
GILGAMESH Avenger (CR 12)
Colossal CN
Aberration
XP 19,200
Init +4 Senses
Perception +6, Darkvision 90 ft, Scent
Languages Japanese,
English, Russian, Celestial, Infernal
Auras Existential Terror Field 30 ft radius Cause Fear DC 17; 10 ft radius
Fear DC 17
Defense
AC 28 Touch
13 Flatfooted 25 (-8 size (suppressed by Nimble Giant), +3 DEX, +15 natural)
HP 17d8 + 136
hp (HP)
Fast Healing 10
FORT +5 REF
+5 WILL +12
Offense
Spd 75 ft
Melee +15/+10/+5
talons (2d10+10 slashing, 19-20/x3) or
+16/+11/+6 linear blade (2d12+12
slashing, 19-20/x2 plus vorpal and Bane: Totorri Horrors qualities)
Special Qualities Pounce
Statistics
Str 30 Dex
18 Con 26 Int 4 Wis
16 Cha 10
Base Atk +12
CMB +30 CMD 44
Feats Bleeding
Critical, Blind Fight, Critical Focus, Combat Reflexes, Iron Will, Run, Sickening
Critical, Stand Still, Weapon Focus (talons)
Skills Acrobatics
+14, Climb +14, Perception +6
Gear linear
blade (+2 Vorpal Bane utility cutter)
Ecology
Environment any (only deployed legally deployed in
the Japanese Home
Islands, but occasional black ops
into Russian Federation)
Organization solitary
or squad (2-5 members plus pilots)
Treasure standard,
including linear blade
Special Abilities
Berserk (EX)
When a GILGAMESH Avenger enters combat, there
is a cumulative 1% chance each round that it goes into a berserk rage. The
uncontrolled Avenger goes on a rampage, attacking the nearest living creature
or smashing some object smaller than itself if no creature is within reach,
then moving on to spread more destruction. The Avenger’s pilot, if any, can try
to regain control which requires a DC 20 Pilot check. It take a minute of
inactivity by the golem to reset the golem’s berserk chance to 0%.
Each confirmed critical hit
inflicted on the GIGLAMESH Avenger by a Tottori Horror increases the Avenger’s
berserk chance by +5%.
Existential Terror Field (SU)
The GIGLAMESH
Avenger radiates an aura of intense terror. A 30 ft radius around the Avenger
produces a Cause Fear effect. A 10 ft
radius around the Avenger radiates a more intense Fear effect. The caster level for each effect is equal to the
Avenger’s Hit Dice.
Linear
Blade (EX)
GILGAMESH Avengers are equipped with deadly
magi-tech blades which resemble enormous utility knives. These blades are +2
Vorpal Bane weapons; the weapon’s Bane Property only applies to Totorri
Horrors, not to other, related creatures.
An Avenger is allowed to draw and
deploy this weapon when facing a Totorri Horror. The Linear Blade will not
eject from its holster on the Avenger’s thigh armor unless a Totorri Horror is
visible within 500 ft of the Avenger. A DC 38 Disable Device check can remove a
locked Linear Blade from its holster, however the weapon’s Vorpal and Bane
qualities are inactive.
Nimble
Giant (EX)
Despite its massive size, the
GILGAMESH Avenger moves as nimbly as a panther. It does not suffer a size
penalty to Armor Class or to Stealth checks.
Piloted
Horror (EX)
Project GILGAMESH uses Avengers as living
weapons against the supernatural and extraplanar enemies of Japan. Specially trained Pilots control the
great beast from a bio-cybernetic control pod barely any larger than a coffin;
this control console is built into the Avenger’s torso. The Pilot crawls into
the monster through a special port at the base of the monster’s spine. It
requires two minutes to enter and assume control of a slumbering Avenger, or a
similar period of time to remove the Pilot safely from a machine from an
Avenger before the monster again enters slumber.
When a Pilot enters the Avenger’s
body, man, monster and machine merge into a dangerous gestalt. The Avenger can
use the Pilot’s ranks in Pilot in place of its Base Attack Bonus and REF Saves if they are higher. The Pilot’s INT, WIS and CHA scores replace those of the Avenger, and the Avenger is directed
to respond to the Pilot’s will, like a vehicle.
When Piloted, an Avenger can use
skills and class abilities possessed by its Pilot. The Pilot cannot however,
cast spells or use spell-like abilities while Piloting the Avenger.
If the Avenger is destroyed, or upon
a command from the Pilot, the control pod can eject from the creature. This is
a move equivalent action. The control pod appears in a square adjacent to the
Avenger. If the Avenger is still alive when the Pilot ejects, it immediately
goes berserk.
Roleplaying
GILGAMESH
Avengers are spindly, bio-mechanical horrors created by Project GILGAMESH’s
scientists. Gigantic, predatory monstrosities are created from the blood and
marrow of the slumbering Genbu, and fitted with invulnerable titanium armor and
cybernetic control arrays designed to arrest the bloodlust inherent in their
foul DNA. So far, these new abominations are
proving invaluable in GILGAMESH’s struggle against the other-dimensnional
Horrors that have invaded the Tottori
Prefecture, and against other
threats. The fact that each time an Avenger is deployed into the field, the
Genbu shudders in its sleep is a small concern.
GILGAMESH
Avengers are basically humanoid, but inhumanly proportioned. Like the Tottori
Horrors themselves, they are spindly and lean, with blade like limbs. An
Avenger’s wiry, muscular frame is sheathed beneath a set of black and crimson
armor. This light, segmented body armor resembles an extremely futuristic
version of plate armor, and includes a fully concealing helmet that acts more
as mask and muzzle than protection for the creature beneath the Avenger’s
armor. Rank insignia and kill markings are painted on the helmet’s finlike
crest.
Finally, a new familiar that should be well....familiar to fans of NGE.....a penguin.
Familiar, Penguin (CR 1/4)
Small N Animal
XP 100
Init +0 Senses
Perception +1, lowlight vision
Defense
AC 12 Touch
12 Flatfooted 11 (+1 size, +1 dodge)
HP 1d8 + 1 hp
(5 HP)
FORT +3 REF
+2 WILL +1
Resist Cold 2
Offense
Spd 10 ft,
Swim 30 ft
Melee -2 beak
(1d4-3 piercing)
Statistics
Str 5 Dex 11
Con 13 Int 1 Wis
12 Cha 3
Base Atk +0
CMB + CMD +
Feats Dodge
Skills Swim
+5 (+4 racial bonus on Swim checks)
Ecology
Environment cold
marsh
Organization solitary
or pod (several dozen) in the wild
Treasure none
Special Abilities
Hold
Breath (EX)
Penguins can hold their breath for about 5
minutes before needing to make FORT Saves to resist suffocation or drowning.
Roleplaying
These
fairly intelligent, trainable birds are sometimes imported to Japan by
spellcasters wanting a truly distinctive familiar- especially those who watched
way too much Evangelion growing up.
Penguins, especially Emperor Penguins are a lot smarter than they look, and can
learn an astounding variety of tricks. Those enhanced by a familiar bond are
even more clever.
A penguin familiar's master gains Cold Resistance 2.
Friday, November 8, 2013
Sentai POD Art Preview
Not too much to say today. I just got back with an interview with a local magazine and ad circular called Hometown Heroes, who are looking for a layout and graphic design person. Hopefully, five years of laying out my own gaming PDFs is enough practical experience to get the job. I had a fairly good interview with one of the magazine's higher-ups today. Wish me luck.
Here is a new image, by Amanda Webb for Sentai Strike, my new POD offering. I'd commissioned three images, all inked B&W for the book, an image of a Kamen Rider style hero with a split costume, an image of a Sentai heroine battling a monster, and a rather silly-looking monster leaping at the viewer. This is the first completed image- I told Amanda to include some "Kirby krackle" on our bifurcated hero and she went absolutely wild with it, inking this guy by hand rather than digitally to give it a more intense feel. Anyway, I've always been very impressed by Amanda's inking- this and her inks for one of the Hiemdall images from Frontlines of Choice really rocked.
Enjoy,
CHRIS
Here is a new image, by Amanda Webb for Sentai Strike, my new POD offering. I'd commissioned three images, all inked B&W for the book, an image of a Kamen Rider style hero with a split costume, an image of a Sentai heroine battling a monster, and a rather silly-looking monster leaping at the viewer. This is the first completed image- I told Amanda to include some "Kirby krackle" on our bifurcated hero and she went absolutely wild with it, inking this guy by hand rather than digitally to give it a more intense feel. Anyway, I've always been very impressed by Amanda's inking- this and her inks for one of the Hiemdall images from Frontlines of Choice really rocked.
Enjoy,
CHRIS
Monday, November 4, 2013
Dirty Galaxy
Well, Heavy Weapons should be up in a couple more days. I sent it to Mark late last week, however, he's in the process of moving, so it will probably be a little bit longer than normal before it's up. Not too long though.
Right now, I'm putting the finishing touches on the Sentai POD product. The two combined Sentai Books topped out at about 38,000 words; Sentai Strike, as I've titled the POD version is 46,000 words, give or take. This afternoon I got a few rough sketches from Amanda for the last three pieces of art I need for Sentai Strike POD. Expect that one soon.
I'm working on two additional Heavy Future books, in addition to the eventual ER: Erobots racebook: Dirty Galaxy, which focuses on traps, diseases and other non-monster type hazards, and a follow on to Heavy Weapons, which includes more spells, gear and magic items. I thought I'd preview some new Heavy Future content- a new trap, new disease, new haunt, new spell and new piece of armor. The spell, Execution Finches, is directly inspired by a scene in the movie whose poster appears at right.
Enjoy,
CHRIS
Right now, I'm putting the finishing touches on the Sentai POD product. The two combined Sentai Books topped out at about 38,000 words; Sentai Strike, as I've titled the POD version is 46,000 words, give or take. This afternoon I got a few rough sketches from Amanda for the last three pieces of art I need for Sentai Strike POD. Expect that one soon.
I'm working on two additional Heavy Future books, in addition to the eventual ER: Erobots racebook: Dirty Galaxy, which focuses on traps, diseases and other non-monster type hazards, and a follow on to Heavy Weapons, which includes more spells, gear and magic items. I thought I'd preview some new Heavy Future content- a new trap, new disease, new haunt, new spell and new piece of armor. The spell, Execution Finches, is directly inspired by a scene in the movie whose poster appears at right.
Enjoy,
CHRIS
New Spell: Execution
Finches
School evocation Level druid 3, witch 3
Casting Time one standard
action
Components V, S,
M (the feather from any songbird)
Range medium (100
ft + 10 ft/level)
Duration 1 round/ 4 levels
Saving Throw REF
half Spell Resistance No
This spell
summons a swirling, chaotic swarm of glowing spectral songbirds the color of
whore-house neon. The Execution Finches exist for one round per four caster
levels. On the first round, they target a single victim of the caster’s
choosing, inflicting 1d6 slashing damage per caster level (maximum 10d6) with a
REF Save for half damage. On the second
round and all subsequent rounds of the spell, the caster can direct the
Execution Finches to attack either the original target or another target within
range, as a free action.
New Armor: Bio-Ooze
Bio-Ooze is a living form of
space suit used through the galaxy. Bio-Oozes are cultured by techno-botanists;
gardens for bio-ooze cultivation are rancid slicks of blue algae that can
stretch for hundreds of acres. In its inactive state, the ooze is stored in a
small cylinder worn on a neck or belt lanyard. When the container is open, the ooze
crawls over the wearer’s body and into every crevice. The bio-ooze hardens into
a thick coating of slime, fungal nodules and bark, which functions as a
strange, techno-organic space suit. These growths flake away and fall off when
the suit returns to its inactive state, leaving only a thin slick of growth matrix to return to the container
to regenerate.
Special: Bio-Ooze in its active state
functions as a Space Suit. Applying or removing Bio-Ooze is a standard action,
like applying an oil. The Bio-Ooze can remain active for up to 3 hours
continuously, before returning to its canister to recover for 1d6 hours. The
Bio-Ooze will also return to inactive state if targeted by diminish plants or similar magic, or exposed to any contact or
injury poison that affects plants.
Special: As a completely organic
suit, Druids can wear Bio-Ooze without restriction.
Armor
|
Type
|
Equip.
Bonus
|
Nonprof.
Bonus
|
Max
DEX Bonus
|
Armor
Penalty
|
Arcane
Failure
|
Speed
(30 ft)
|
Weight
|
Purchase
DC
|
Rest.
Rating
|
HEAVY
ARMOR
|
||||||||||
Bio-Ooze
|
Heavy,
Tactical
|
+4
|
+1
|
+2
|
-4
|
30%
|
30
ft
|
35-40
lbs
|
650
gp DC 16
|
Lic
+1
|
New Disease: Energix
Pregnancy
Energix are
common pests, well known and well loathed by spacers. These fist sized bundles
of plasma are native to hyperspace, and reproduce by using humanoids traveling through
hyperspace as hosts. Zipping through the abdomen of a humanoid, the Energix
leaves behind a charge of exotic energy and dark matter that progresses through
a pregnancy in a matter of hours, resulting in a horrible ‘birth’- an explosion
deep within the victim’s womb that births several new Energix parasites.
Type:
contact (Hyperspace environments only)
Save:
REF DC
20 to avoid ; FORT DC 18 to overcome
Onset: 1 hour
Onset: 1 hour
Frequency: 1/hour
Effect:
2d4 Fire damage, 1d4 Pleasure damage. If the disease goes untreated for a
number of hours equal to the months of a normal pregnancy for your species (9
hours for baseline humans), the Energix Pregnancy comes to term.
The
victim suffers 5d6 points of Fire damage and 3d6 points of Pleasure damage. All
creatures and objects within 30 ft suffer half damage (REF
DC 15 none), and the disease ends. Dozens of new Energix parasites are created,
blasting away in random directions to seek new hosts.
Cure:
3 consecutive saves
New Trap: Vore Flora (CR 4)
Various kinds of
carnivorous, acidic plant life exist throughout the galaxy. Most are deeply
buried, concealing the majority of their substance beneath the topsoil or other
ground cover. When the vibrations of large creatures passing nearby trigger
them, Vore Flora lash out with several strong, barbed tendrils, attempting to
pull their prey into the plant’s buried digestion chamber.
Type: natural hazard
Perception: DC 25 or Survival DC 20
Disable Device: Not applicable. Use Survival DC 25 to kill or nullify the danger the plant poses.
Perception: DC 25 or Survival DC 20
Disable Device: Not applicable. Use Survival DC 25 to kill or nullify the danger the plant poses.
Trigger: proximity
Duration: 6 rounds
Reset: automatic
Duration: 6 rounds
Reset: automatic
Effects:
1d4+1 attacks +8 melee (1d8 bludgeoning plus 1d6 acid). If two or more
attacks hit the same target, the Vore Flora makes a Combat Maneuver at a +12
bonus and pulls the target into its space. If this is successful, the target
automatically suffers 2d8 acid damage per round. If the target is still alive
after 6 rounds, or still struggling, the Vore Flora spits out or releases its
prey and sinks back into the soil.
New Haunt: Disco
Doom (Irresistible Dance) (CR 10)
Long
forgotten dance clubs, abandoned pleasure domes and zombie-haunted
crime-stations occasionally ring with the psychic ghost of dance music from a
century ago. Flashing, multicolored lights blast away thought, forcing
explorers and tomb raiders to dance uncontrollably.
XP: 9,600
Alignment and Area: 40
ft x 20 ft chamber or corridor in an abandoned space station.
Caster Level: 16th
Notice: Perception
DC 21 to notice faint disco music from a previous decade or century echoing
through the halls or over your comms network
HP: 16
Weaknesses: Characters who have chosen Elvis Presley the Uncrowned King as their patron deity receive a +4 circumstance bonus on WILL Saves against this trap. Elvis worshippers got no time for disco.
Weaknesses: Characters who have chosen Elvis Presley the Uncrowned King as their patron deity receive a +4 circumstance bonus on WILL Saves against this trap. Elvis worshippers got no time for disco.
Trigger: When any
sentient creature enters the area.
Reset: 1 hour
Reset: 1 hour
Effect: Any
target entering the area must succeed at a DC 18 WILL Save or be affected by Irresistible Dance.
Destruction: At
least 500 gp worth of disco data-crystals or other storage mediums must be
placed at the center of the haunt, and burned by hand lasers.
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