Monday, June 30, 2014

Fuck the Supreme Court

Fuck the Supreme Court.
Seriously, line five of those mother fuckers up, bend 'em over and fuck them hard.
That is all.

Thursday, June 26, 2014

Combined Fleet POETICA

It's been very much a Black Tokyo summer. I've got a ton of content I want to add to Black Tokyo and several major projects in the pipeline. In addition to the big magic omnibus and a few other larger works, expect several Expanded Race Books: Akaname, Nekomusume, Kami, Kitsune (which have already hit), Goryohime up next, and finally POETICA.

The POETICA book is a nice book end to the Neko sourcebook, in that they both deal with an enslaved race of artificial girls and their struggle for freedom. It explores the tropes of harem comedy and magical girlfriend anime in light of showing how much ownership of a non-human intelligence would really suck, and how morally black such ownership would be. Basically, imagine Chobits written by Fredrick Douglass. The struggle for freedom is a very fun plotline to write, and I'm hoping in home games, the player characters and their allies are finally the ones who put an end to the artifical girl slave trade running through the Black Tokyo campaign setting.

Not all POETICA are slaves though. I'm building on the Assault Witch plotline found in Black Tokyo Unlimited to introduce a set of alternate racial traits for POETICA working with the Japanese military: Combined Fleet POETICA. Take a look at the alternate traits and an NPC built with these traits.


            Combined Fleet POETICA (EX)
            Replaces: Racial Skills, Modifies Ability Score Modifiers
            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 set of double-barreled 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. They are considered light weapons.

Ranged Weapons
Range Increment
2d6+1 ballistic
100 ft

            Combined Fleet Training (EX)
            Replaces: Highly Skilled
            Available To: POETICA with the Combined Fleet POETICA alternate racial trait only
            You receive any Combat feat that you meet the prerequisites for as a racial bonus feat at first level. 

Combined Fleet Gunner (CR 7)
Medium LN or LG Combined Fleet POETICA Ranger 5 /Assault Witch 3
XP 3,200
Init +2       Senses Lowlight Vision, perceive unencrypted radio/television/cellular/wifi signals, Perception +13   
Languages Celestial, English, Japanese

AC 19 Touch 14 Flatfooted 17 (+2 DEX, +2 class, +4 armor, +1 shield)
HP 5d10 + 3d8 - 8 hp (38 HP)
FORT +4 REF +8 WILL +4
Immune environmental cold

Spd 30 ft Flight 60 ft (good) Travel Speed Mach 1.5
Melee +6/+6/+3 masterwork wakizashi (1d6+2 slashing, 18-20/x2)
Ranged +7/+7/+4 masterwork CF cannon (2d6+1 ballistic, 20/x2, 150 ft range increment, single shot, unlimited ammo)
Favored Enemies Outsiders (evil) +4, Undead +2
Favored Terrains Sky (unique- applies when in flight at least 50 ft above ground) 
Special Qualities Aeromusume, Favored Enemy, Favored Terrain, Hunter’s Bond, Mach One Climax, Wild Empathy
Spellcasting (CL 5th Concentration +7) 
First Level – Alarm, Resist Energy

Str 12 Dex 14 Con 9 Int 13 Wis 15 Cha 13
Base Atk +7 CMB +8 CMD 20
Feats Aircraft Operations, Armor Proficiency (light, medium), Broken Doll, Deadly Aim, Far Shot, Improved Two Weapon Fighting, Personal Firearms Proficiency,  Two Weapon Defense, Two Weapon Fighting
Skills Fly +14, Knowledge (arcana) +13,  Knowledge (geography) +12, Knowledge (history) +5, Knowledge (tactics) +14, Knowledge (nature) +12, Perception +13, Pilot +8, Survival +13
Gear armored leggings, parade armor, two mwk. wakizashi, potion of cure light wounds, iPhone

Environment any (stationed at Misawa AFB, in Northern Japan)
Organization solitary, pair or wing (3d6) sometimes accompanied by senior human officers (high level fighter/rangers or Powered Heroes)
Treasure standard

Special Abilities
Aeromusume (SU)
As a full round action, the Combined Fleet Gunner strips away her uniform, her legs and virginal pussy becoming steel and aluminum. When fully transformed, the young girl is almost naked, except for the warplane components sheathing her legs like a vixen’s lacy stockings.
            While transformed, the Combined Fleet Gunner gains a flight speed of 60 ft (good maneuverability). On any round she takes a double move and flies at least 100 ft, the CF Gunner may add her CHA modifier (currently +1) as a deflection bonus to her Armor Class. This bonus remains for one round after she completes her movement.

            If the CF Gunner is knocked unconscious, falls asleep or is slain she returns to her human form. The CF Gunner can otherwise remain in her Aeromusumne form indefinitely. While transformed, she is immune to environmental cold, and though she still needs to breathe, she can do so easily at supersonic speeds and doesn’t suffer any ill effects from fighting.

Angelic Little Loli (SU)
            The Combined Fleet Gunner gains a +1 holy bonus on Saves against evil outsiders and undead.    Hostile creatures of those types who confirm a melee critical hit against the Combined Fleet Gunner must succeed at a DC 12 WILL Save (or be shaken for as long as they remain in your presence and for 1 round after they leave it. Once a creature saves against this effect, it cannot be affected by your purity again for 24 hours.

            Limitation: The Combined Fleet Gunner loses the benefit of this talent for 24 hours if she engages in consensual penetrative sex, though she can engage in masturbation, oral or fetish acts with a lover.

            Arcane Ace (EX)
            The Combined Fleet Gunner adds half her Assault Witch level (currently +1) on Fly and Knowledge (arcana) checks.

Hunter’s Bond (EX)
The Combined Fleet Gunner bonds to her companion, and acts as an advanced scout. She may spend a move action to grant half her favored enemy bonus against a single target of the appropriate type to all allies within 30 ft who can see or hear her. This bonus lasts for two rounds and does not stack with any favored enemy bonuses possessed by her allies. Use whichever bonus is higher.

Mach One Climax (SU)
If the Combined Fleet Gunner masturbates to orgasm immediately before take off, she gains the ability to travel at supersonic speeds outside of combat and gains the stamina to take advantage of her range.

            At Mach 1.5, her maximum air speed, the Combined Fleet Gunner can reach anywhere in Japan in an hour or two, and can be anywhere in the world in a day’s travel. This enhancement does not affect her tactical speed or maneuverability.

By spending an action point (and/or hero point) and touching a willing creature no more than one size category larger than herself, the Combined Fleet Gunner gains the ability to carry this person as a passenger at supersonic speeds. Her passenger is protected from suffocation, cold and wind injuries by a magical aura, so long as he or she clings tightly to the airplane-girl. This enhancement lasts for the duration of a single journey.

            Track (EX)
            The Combined Fleet Gunner adds half her Ranger level (currently +2) on Survival skill checks to follow tracks.

            The Combined Fleet Gunner is one of the highly trained and exuberantly patriotic warrior androids assembled by the Japanese Self Defense Force and quartered at the sprawling air base at Misawa, Japan. She is a proud member of an Assault Witch sentai, and uses a combination of Tantric martial arts training and arcane cyber-systems to take to the air with the speed and agility of a next-gen joint strike fighter.

            Combined Fleet Gunners, like this one here, are assigned to anti-supernatural warfare duties, and see it as their duty to protect their nation and its citizens from supernatural evil. This particular CF Gunner was an accomplished special forces troop before being accepted into the Assault Witch program, and thus is a lot more pragmatic, a lot more comfortable in the wilderness, and a lot more willing to get her hands dirty than the typical POETICA.

            She’s a lovely and imposing sight in her immaculate Combined Fleet duty uniform. Twin cannons adorn each fire arm, while high tech polymer composite armor plating protects the bio-jet systems she transforms her legs into when she fights. She carries twin wakizashi slung low on her hips, heirloom weapons bought at auction that once belonged to Japanese Imperial army officers of some renown. She’s as proud of the swords as she is every facet of her heritage and history.

Tuesday, June 10, 2014

Cross Genre

I was exchanging emails with John Picot today, plotting out future developments in Black Tokyo. He's been wanting to add several elements to the world, including lots of cyberpunk elements informed by our mutual love of everything Shirow Masamune. We got to talking about the different plot threads I've been juggling in Black Tokyo, and I sent him this passage. Take a look- it sorta of advertises all the possibilities inherent in the setting, and hints at some of our upcoming plans for the line.

"I've noticed that Black Tokyo has several different threads running through it, each of which could be a full game in its own right, in various genres. In a way it's got that in common with Rifts- it's this huge, cross genre magi-tech setting.
So far I've noticed:

  • The traditional mythology stuff (exemplified by our Kitsune and Kami books)
  • The Royal Family/making a better Japan in honor of the child princess stuff (which I haven't even finished exploring yet)
  • the Strike Witches style homages set at Misawa AFB
  • Kiki's Delivery Service as homaged by Benten's Pizza, and the whole Goddess Benten plot line
  • the gynophagia/cannibalism/Dolcett style fetish stuff, with the Ukemochi ranch
  • the cross planar stuff with the Tatakama & Black Else itself, which ties into the Crown Princess being the reincarnation of the slain Taira emperor (which I plan to do lots more with)
  • The magical schools (Tanso Middle School, Clovers Academy, Hanging Academy, ect)
  • Lolicon/shota style stuff, which I'm reluctant to get heavily into, but which has to at least be touched on to do justice to the genre, and which will probably be explored through the school plot line
  • Working class supernatural Japan, with the TBMS and various low wage workers which rub shoulders with the supernatural & ghosts
  • Project GILGAMESH and the Kaiju and Evangelion homages
  • Your   robot fetish stuff (the upcoming POETICA and Tetsujin books, maybe importing the Erobots and some Heavy Future stuff as well)
  • My erotic aphyxia elements (which got explored in ER Goryohime)
  • the struggle for freedom and abolitionists for the artifical girls (POETICA and Neko)
  • Shirow Masumune cyberpunk stuff, which I've assigned to Gunma and Chiba prefectures as well as parts of Tokyo mostly, which can cross over with the robot stuff and artificial girls plotlines as needed
  • Rural Japan, which blends into the traditional folklore and Ukemochi ranch plotlines as well as the Tatakama a little
  • the Ubume Empress and Christian community in Nagasaki, as well as implied crossover with Otherverse America (as I've always kept it as an Easter Egg that the Ubume Empress is the transfigured soul of Fairfax Dacoveney's mother, after her suicide in the wake of the Treaty of Boston)
  • Investigatory urban magic and horror (ranging in tone from the Ghostbusters at one extreme to Silent Hill at the other)
  • Speaking of Silent Hill I've noticed a 'medical fetish' trend developing, and I'm building extra spells and items for it.
  • I'm sure there's other elements I'm missing"

Wednesday, June 4, 2014

More BTU Goodness: Herskin and Deeppulse Armor (NSFW)

Okay, about 30 seconds after hitting publish on my last post, Amanda Webb sent me an inked draft of some art for Enchantments of Black Tokyo.

Her image depicts the Herskin and Deep Pulse Armors, which are magical symbiotes and mid/high level artifacts that have been in Black Tokyo from the beginning. They're basically similar to the Witchblade or Guyver unit- wierd ass bio-mechanisms that bond with a host- and since it's Black Tokyo, you fuck these devices to activate their power.

I've not had original art for either artifact before, and commissioned Amanda to put together something.  About a week or two ago she sent me a rough image of this- pencils, and the final 'panel' depicts the characters in armored form charging into battle. Than she went on (with my full understanding and approval, mind) to do some urgent commissions for another publisher who needed some art immediately. So this week, she went back to the BTU stuff.

As you can see, in the final image, the transformed characters aren't charging into battle. You've got these freaky looking monster-people, who sorta look like Kamen Rider as designed by HR Geiger (RIP, dude) just fucking on the page. Creepy crab person monster sex.

It's actually a very creepy image, and I fucking love it.
I'm glad she was able to step away for a little bit and then come back with an image that actually disturbed me a little bit when I opened the file. This is what Black Tokyo should be.

Various Black Tokyo Goodies

Right now I'm finishing off several small projects for Black Tokyo, all of whom will eventually feed into larger, omnibus type products, the first of which will be Enchantments of Black Tokyo- a huge consolidated magic item and spell sourcebook. I expect that to be a HUGE seller, because what gamer doesn't enjoy huge books of spells and magic items. Deep Magic (Kobold Press) and Federation of Magic (Palladium) are two of my favorite sourcebooks ever, and the core attraction in each book was new spells.

So here are a few random BTU Magic Items and some content from the upcoming Expanded Races: Goryohime sourcebook. I'm really expanding on the Corpse Princess-inspired campaign option outlined in Free20: Dead Princesses, and making it a core part of the Black Tokyo experience. Over on the right is an image John Picot did which illustrates the concepts of Dead Princesses quite nicely. Undead. Cute, Short skirt. Big fuckin' guns.


First, two NPC Goryohime, a summoner and a Hentai Hero built with the Dead Princesses campaign model in mind....

Goryohime Summoner (CR 2)
NG Medium Gyaru Undead (Goryohime) Summoner 3
XP 800
Init +1 Senses Lowlight vision, Perception +1
Languages Abyssal, Celestial, English, Japanese

AC 13 Touch 11 Flatfooted 12 (+1 DEX, +2 armor)
HP 3d8 +9 hp (26 HP)
FORT +1 REF +2 WILL +4
Immune undead immunities
Channel Resistance 3

Spd 30 ft
Melee +2 unarmed strike (1d4 non-lethal, 20/x2)
Ranged +3 derringer (2d6 ballistic, 20/x2, 10 ft range increment, single shot, 2 internal)
Special Qualities Bond Senses, Life Link
Spellcasting (CL 3rd Concentration +9) 
Zero Level – acid splash (F-DC 14), daze (W-DC 14), detect magic, light, mage hand, mending
First Level – (four slots) daze monster (W-DC 15), mage armor, protection from evil, rejuvenate eidolon (lesser)
Spell-like Abilities (CL 3rd, Concentration +9)
6x/day – Summon Monster II (or any lower level Summon spell)

Str 11 Dex 13 Con - Int 14 Wis 13 Cha 16
Base Atk +2 CMB +2 CMD 13
Feats Augment Summoning, Spell Focus (conjuration), Personal Firearms Proficiency   
Skills Bluff +6, Knowledge (arcana) +7, Knowledge (pop culture, the planes) both at +6, Spellcraft +9, Use Magic Device +9
Gear derringer and 6x additional rounds, fashionable purse, iPhone, Hanging Academy Uniform, 2x Gyaru Eyelashes, 1x can of Already Dead Coffee

Environment any urban
Organization usually solitary, sometimes accompanied by other Gyaru Goryohime
Treasure non-standard (combat gear)

Special Abilities
Eased Passage Between Life and Death (SU)
Goryohime have died once, and orgasmed messily as they perished. They have no fear of dying again. Goryohime never lose a level for being raised from the dead or resurrected. They always return to existence as a Goryohime, however. Reincarnation has no effect on a Guyrohime.

If the Guyrohime casts raise dead or resurrection (or similar magic) to benefit another creature, that creature returns to life without suffering level loss or CON loss.

            Gal Circle (SU)
            Gyaru are at their best when accompanied by a sister; they form cute little covens called ‘gal circles’ when needed. A Gyaru character receives a +1 morale bonus on WILL and REF Saves for every other allied Gyaru character within 100 ft (maximum +5 bonus).

Noose Dreams (SU)
Goryohime receive a +4 racial bonus on Spellcraft checks made specifically to identify magic items from the Necromancy school.

            The Goryohime Summoner’s Eidolon is a roughly humanoid beast of bone white plastic and inhumanly wasp-like proportions. It resembles the stylized mannequins of a high-end fashion boutique, with a blankly terrifying yet feminine face. When summoned, this strange eidolon appears in Gothic Lolita fashions, which become tattered ebony rags as it (she?) fights. The Eidolon appears and vanishes in a cloud of black smoke and raven’s feathers.

Hit Dice 3d10 hp (17 HP)
Size Medium Speed 30 ft AC 15 (+1 DEX, +4 natural armor)
Senses Darkvision, Perception +6
Saves FORT +4 REF +2 WILL +3
Attacks +6 two claws (+3 1d4 slashing plus pull, 20/x2, 10 ft reach)
Ability Scores STR 17 DEX 13 CON 12 INT 7 WIS 10 CHA 11
Skills Climb +9, Intimidate +6, Stealth +7, Perception +6
Feats Blindfight, Power Attack
Special Qualities Bond Senses, Evasion, Life Link, Share Spells
Evolutions claws, frightful presence (W-DC 11), limbs (arms), limbs (legs), pull (claws), reach (claws)

            The Goryohime Summoner is a recent graduate of the Hanging Academy, who still sometimes wears her old school uniform proudly. She’s a fixture of Black Tokyo’s occult underworld, and she makes a living as an intermediary and mercenary, though she has no interest in knowingly working for those bastards in the Akaname (and remains completely unaware of the machinations of undead uber-predators like The Dofuku or Miidera). To mortal eyes, she is a vivacious girl in her mid 20s, on the cutting edge of fashion. She has only recently became undead, and is still weak- still thinks like a ‘breather’. She has relatively few occult connections outside her alma mater, and at this point in her career, her most dependable companion is the fashion eidolon she summons from her nightmares.

Ramat Sect Warrior-Girl (CR 5)
LG Medium Undead (Goryohime) Hentai Hero 6
XP 1,600
Init +3 Senses Lowlight vision, Perception +9
Languages English, Japanese

AC 22 Touch 16 Flatfooted 19 (+2 class, +3 DEX, +1 shield, +6 armor)
HP 6d8 + 18 hp (49 HP)
FORT +5 REF +7 WILL +4
Immune undead immunities
Weaknesses Repelled by Faith

Spd 30 ft
Melee +7/+7 outsider-bane devil claws (1d6 slashing, 20/x2, 10 ft reach)
Ranged +6/+6 Ingram Mac-10 (2d6+1 ballistic, 20/x2, 40 ft range increment, semi auto)
Special Qualities Devil Guts

Str 11 Dex 16 Con - Int 11 Wis 14 Cha 16
Base Atk +4 CMB +4 CMD 17
Feats Advanced Firearms Proficiency, Armor Proficiency (light, medium), Deadly Aim, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Two Weapon Defense, Two Weapon Fighting, Weapon Finesse
Talents Devil Claws I, Devil Claws II, Devil Guts I
Skills Acrobatics +10, Climb +7, Knowledge (arcana, streetwise) both at +7, Perception +9
Gear +1 light duty vest, 2x +1 MAC Ingram M-10 of endless ammunition, iPhone

Environment any
Organization solitary or accompanied by a 7-10th level LG Bonded Cleric
Treasure standard (including gear)

Special Abilities
            Devil Claws (SU)
As a free action, the Ramat Sect Warrior-Girl can transform her hands into natural weapons. While transformed into Devil Claws, the character cannot use her hands to manipulate objects or carry weapons. Returning their hands to their normal shape is a move-equivalent action.

            The Warrior-Girl gains two claw attacks as primary natural weapons. These natural weapons have the Outsider Bane magic weapon property, and inflict 1d6 points of slashing damage on a successful hit. Devil Claws are considered magic weapons for the purpose of overcoming damage reduction. They posses the Reach special quality. The Warrior-Girl can still threaten adjacent squares, merely by shortening her swings.
Devil Guts (SU)
            The Warrior-Girl has a cannibalistic hunger for the flesh of oni, which drives her to stalk and kill Outsiders. By consuming at least a pound of flesh and blood from an Outsider slain within the previous hour, the Warrior-Girl heals her injuries.

            Consuming the flesh of an Outsider in this manner is a full round action which provokes attacks of opportunity. This allows the Warrior-Girl to recover a number of Hit Points equal to twice the slain Outsider’s Hit Dice.

Eased Passage Between Life and Death (SU)
Standard racial ability, described fully in the Goryohime Summoner entry.

Noose Dreams (SU)
Standard racial ability, described fully in the Goryohime Summoner entry.

            Repelled by Faith (SU)
            The Ramat Sect Warrior-Girl cannot bring herself to harm those of great faith. You suffer a penalty on ranged and melee attack rolls (though not area effect attacks) against a target equal to that target’s ranks in Knowledge (religion), if any.

            The Ramat Sect uses specially trained Goryohime teenagers as beautiful weapons. This particular warrior-girl has been killing for the secretive Buddhist sect since she committed suicide at 13- six, or is it seven years of hard combat now? Years of supernatural warfare has hardened her. She is brusque and severe, and though she remains beautiful, and always will, she rarely smiles these days.

Unlike her more frivolous, younger ‘sisters’ the Ramat Sect Warrior-Girl is out of touch with pop culture and fashion. Flitting from mission to mission, she hasn’t had time to download a new song in months and haven’t updated her Twitter feed or Pinterest board in even longer. She sorta regrets that… when she started fighting evil, she’d snap a photo of each and every slain monster and rescued mortal kid. Maybe she should start doing it again, snap herself out of this deathless melancholy….

Next, a couple of wondrous items, and some Goryohime-specific magic armor and weapons. 

Goryohime’s Laptop

Aura strong divination CL 9th

Slot none Price 19,000 gp (DC 28) Weight 1 lb
            This slim, black laptop has a glassine sheen, and the outer case is emblazoned with an intricate tree logo, which glows white as the moon when the laptop is powered up. The Goryohime’s Laptop is an impressive work computer with a touch screen and just about every feature that a modern computer user could ever want. It is powered by the cutting edge (and utterly non-standard) TreeBranch 1.08 OS, coded by Goryohime programming students.

            It is considered a +5 upgraded laptop for mundane Computer Use checks.

            In addition, once per week the Goryohime’s Laptop can be used to cast contact other plane. When used in this manner, the user can only choose from the following options:
  • Contact Negative Energy Plane
  • Contact Astral Plane
  • Contact Outer Plane, greater deity (The Great Tree her/itself)
            All these planes have special connection to the Goryohime race. Increase the odds of getting a truthful answer by +10% of all questions asked concerning Goryohime.

Requirements Craft Wondrous Item, contact other plane, creator must possess 5 ranks in Computer Use
Cost 9,500 gp (DC 25)

Hanging Academy Uniform

Aura faint necromancy CL 3rd

Slot armor Price 3,200 gp (DC 22) Weight 2 lbs
            The Hanging Academy dresses its students in a highly fashionable black blazer and checked ebony and purple skirt, accessorized with a white silk scarf or noose (to hide the ropemarks).

            The Hanging Academy Uniform is a +1 school uniform. While wearing the Hanging Academy Uniform, an undead gains Channel Resistance equal to her CHA modifier (thus a Goryohime with 17 CHA (a +3 modifier) would receive Channel Resistance +3). The Hanging Academy Uniform always provides the wearer with Channel Resistance +1, even if her CHA score would not normally provide any bonus.

Requirements Craft Magic Arms and Armor, false life
Cost 1,600 gp (DC 19) 

I'll fully explain 'school uniforms as armor' in the book. Basically, it's cloth armor that requires no proficiency to wear, building on the Impromptu Armor concept from Heavy Future. 

Hypoxian Tutu

Aura moderate necromancy CL 5th     

Slot body Price 30,000 gp (DC 30) Weight negligible
            This ebony and purple tutu is the performance costume for young Goryohime dancers performing with the Hanging Academy’s elite Hypoxian Ballet Company. Its edges are ragged and artistically torn, like a burial shroud, and it is light as a shadow.

            A Goryohime or other undead who wears the Hypoxian Tutu receives a +5 enchantment bonus on Acrobatics, Stealth and Perform (dance) checks, and the tutu is treated as a normal wondrous item.
            If a living humanoid wears the Hypoxian Tutu, it is treated as a cursed item. The Hypoxian Tutu gains the item’s benefits normally for 2d6 hours and 1d20 rounds, but cannot remove the Tutu. At the end of this time, she begins to suffocate. Mortal students at the Hanging Academy sometimes use these dark dance outfits to begin the suicide-ritual that will transform them into undead Goryohime.

Requirements Craft Wondrous Items, bestow curse
Cost 15,000 gp (DC 27)

Gothic Exorcist’s Gloves

Aura strong conjuration CL 14th          

Slot hands Price 6,750 gp (DC 24) Weight negligible
            This pair of stylish black gloves is fashionably mismatched. The right glove is a jet black, fingerless fighting glove, while the left is a full length opera glove. The back of each palm is stitched with a simple white cross, and the inside of the right palm is decorated with a Buddhist lotus blossom motif, in gold thread.

            The Gothic Exorcist’s Gloves transform the wearer’s unarmed strikes into +1 disrupting unarmed strikes- the unarmed strike damage from a character wearing these gloves is considered lethal.

            A character who has chosen the Gothic Christian starting trait whom wears these gloves treats them as +3 disrupting unarmed strikes instead. A Goryohime who wears these gloves gains channel resistance equal to the Gloves’ enhancement bonus.

Requirements Craft Magic Arms and Armor, heal  
Cost 3,375 gp (DC 22) 

Ramat Bellhammer

Aura strong conjuration CL 14th
Slot weapon Price 17,000 gp (DC 28) Weight 20 lbs
            This weapon is a warhammer with an impossibly huge haft, a single edged striking surface cast in steel and bronze, and shaped like the great bell of a Buddhist temple. This oversized head is balanced on a slender steel shaft inlaid with golden sutras. Only the strongest can wield this massive weapon effectively.

            The Ramat Bellhammer is a +1 disrupting glorious warhammer. Only characters with STR 18 or greater can wield the weapon without suffering a -4 penalty, which stacks with non-proficiency penalties if they apply. A character wielding the Ramat Bellhammer is always considered to be power attacking to the greatest degree possible.

Requirements Craft Magic Arms and Armor, blindness/deafness, daylight, flare, heal, Power Attack
Cost 8,500 gp (DC 25)