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.
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