One of the major themes of my writing- the whole cornerstone of my Otherverse America campaign world in fact- is this: Abortion Providers Are Heroes.
I was away this weekend. Completely disconnected- I hadn't gone on line or watched the news since Wednesday night. I was up in San Antonio with some good friends, eating a huge ass Thanksgiving feast and binge-watching season 1 of The Flash on Netflix. It was a great weekend, until I got home this afternoon and logged on.
I saw that Friday night, some grizzly bearded, hillbilly, Duck Dynasty-looking subhuman walked into a Planned Parenthood facility in Colorado Springs, CO and killed three people and wounded nearly a dozen others. The Colorado Springs facility, by the way, was one of the ones targeted by those lying, duplicitous bastards at the "Center for Medical Progress" in their doctored ambush videos over the last six months.
So once again, the talkers in the anti-choice movement continue to preach from the pulpit- to call damn good physicians and medics baby-killers and worse. They talk, and they talk, they pass bullshit laws like Scott Walker's restrictions on abortion access in Kansas or Texas' equally vile laws. And the talkers talk, they preach, they spread blood libel to a nation all too ready to believe their terrorist, misogynistic horseshit.
And eventually, one of the doers has heard enough. He (and it's almost always a "he") picks up one of his 27 guns, and goes down to the local abortion clinic and better people than he will ever be die bloody. Just like the talkers wanted, but didn't have the courage to do themselves.
But you know what, enough about the anti-choice scum bag. Let's talk about the good guys.
People working in facilities like the one that got hit yesterday night are heroes. These are women and men who withstand a constant barrage of legal harassment, cultural warfare and propaganda stings and literal demonization by Christian pundits and power-brokers. Many places, as the clinic in Colorado Springs is said to have installed, include bullet-proof high security safe rooms, because being an abortion provider is incredibly dangerous, incredibly risky. And they do the job anyway- protect and help women at their most desperate, at their lowest point, despite the threats, the harassment and the very real risk of being murdered.
Thank you.
Hey, if you can afford it, make a donation to Planned Parenthood Colorado or a similar group in your area. Tonight, more than ever it will help.
Blessed Be
CHRIS
Saturday, November 28, 2015
Tuesday, November 24, 2015
Fun Little Project: Adventure Princesses
So while working on my major releases, I got an idea, found some applicable stock art, and just this morning, put out a new short sourcebook.
The high concept? It's fucking brilliant: Disney Princesses as a Pathfinder RPG player race. You all know cartoons and anime are huge influences on my writing, and I'd been wanting to do a Disney Princess class for a few years now. The other day, I was fooling around with some other projects, when it hit me. I could explore that concept as a player race.
Blame the Afro-Futurists and Leather Clones (which I've previously previewed here).
If I could create a pair of races that were genetically human, but so radically different in terms of culture they had different in-game mechanics and powers than baseline Humans, and drew on some particular literary and artistic tropes, why not do the same for Disney Princesses? After all if I could base an entire player race around the artistic tropes of Tom Of Finland, why not do the same for Snow White?
Anyway, I'm very pleased with the way Adventure Princesses came out and I just uploaded the book to RPGnow. Its a completely all-ages book, which I like to do from time to time, just to keep everybody off balance. I'm kinda hoping it turns out to be a best seller, because it was a very fun little book to work on.
Also some more good news. I received my copy of the Ascendents, Vol 2 from Amanda Webb last week. This is the volume in which I have an 8 page back up story. You can follow the links on Amanda's website to purchase this TBP. However she just told me that one of her local comic shops, Vault of Midnight, in Grand Rapids MI has ordered a few copies of her books for their store.
If you're a Michigan native, you might want to stop in, or check out the Vault's online store.
http://www.vaultofmidnight.com/locations/
http://legendsofaukera.com/
Blessed Be,
CHRIS
The high concept? It's fucking brilliant: Disney Princesses as a Pathfinder RPG player race. You all know cartoons and anime are huge influences on my writing, and I'd been wanting to do a Disney Princess class for a few years now. The other day, I was fooling around with some other projects, when it hit me. I could explore that concept as a player race.
Blame the Afro-Futurists and Leather Clones (which I've previously previewed here).
If I could create a pair of races that were genetically human, but so radically different in terms of culture they had different in-game mechanics and powers than baseline Humans, and drew on some particular literary and artistic tropes, why not do the same for Disney Princesses? After all if I could base an entire player race around the artistic tropes of Tom Of Finland, why not do the same for Snow White?
Anyway, I'm very pleased with the way Adventure Princesses came out and I just uploaded the book to RPGnow. Its a completely all-ages book, which I like to do from time to time, just to keep everybody off balance. I'm kinda hoping it turns out to be a best seller, because it was a very fun little book to work on.
Also some more good news. I received my copy of the Ascendents, Vol 2 from Amanda Webb last week. This is the volume in which I have an 8 page back up story. You can follow the links on Amanda's website to purchase this TBP. However she just told me that one of her local comic shops, Vault of Midnight, in Grand Rapids MI has ordered a few copies of her books for their store.
If you're a Michigan native, you might want to stop in, or check out the Vault's online store.
http://www.vaultofmidnight.com/locations/
http://legendsofaukera.com/
Blessed Be,
CHRIS
Wednesday, November 11, 2015
Fixing the Furries
Well, now that Culture of Choice is in the bag, and art for the Heavy Future racial sourcebook is trickling in, I've started working on a revised, POD version of Fursona. I want to take all the content from the three existing Fursona books, and consolidate it. I also want to simplify the character creation system a bit, and encourage players to create 'hybrid' style furries more easily. Tons of furry fan art exists of say, wolves with dragon wings, fox-bats, and tigers with ram horns, among other hybrid critters. I want you to be able to build chimeric shit like that easily.
I also wanted to eliminate the whole concept of orders- what animal species you belong to is purely a flavorful and descriptive choice. The problem with orders was that every time I created a new power, I had to publish another paragraph or two deciding what orders that power was a major or minor trait for, and likewise with any new order I generated, I had to put out several paragraphs explaining what powers were favored for them.
So how, everybody gets a number of "Gifts of Nature" determined by their size, with Small and Medium Anthros getting the most. Character creation is actually rather similar to Battlechangers: like my genericized Transformers, furries are a very diverse and almost infinitely customizable 'species'. I put species in quotes, because Anthros really aren't one species- its an umbrella which shelters a wide variety of similar species, from genetically engineered uplifts, products of parallel evolution in other worlds or dimensions, creatures transformed by sorcery and even Agathion-like outsiders. That diversity makes writhing a species book difficult, but I do want to give my Anthros more of a sense of place and culture.I also want to tie furry races more strongly into my signature settings, including setting specific stuff for Otherverse America, Black Tokyo, Heavy Future and more.
Here's a weighty excerpt from the racial write up, that should give you an idea of what to expect from Ultimate Fursona.
(7) Trickster
I also wanted to eliminate the whole concept of orders- what animal species you belong to is purely a flavorful and descriptive choice. The problem with orders was that every time I created a new power, I had to publish another paragraph or two deciding what orders that power was a major or minor trait for, and likewise with any new order I generated, I had to put out several paragraphs explaining what powers were favored for them.
So how, everybody gets a number of "Gifts of Nature" determined by their size, with Small and Medium Anthros getting the most. Character creation is actually rather similar to Battlechangers: like my genericized Transformers, furries are a very diverse and almost infinitely customizable 'species'. I put species in quotes, because Anthros really aren't one species- its an umbrella which shelters a wide variety of similar species, from genetically engineered uplifts, products of parallel evolution in other worlds or dimensions, creatures transformed by sorcery and even Agathion-like outsiders. That diversity makes writhing a species book difficult, but I do want to give my Anthros more of a sense of place and culture.I also want to tie furry races more strongly into my signature settings, including setting specific stuff for Otherverse America, Black Tokyo, Heavy Future and more.
Here's a weighty excerpt from the racial write up, that should give you an idea of what to expect from Ultimate Fursona.
Anthros
Tiny to Huge Humanoid (Anthro)
Anthros
aren’t simply one species. Instead, the term is an umbrella for a variety of
mostly interfertile, highly adaptable and exuberant hominids with bestial
traits and a partially animalistic appearance. Anthros hail from every corner
of the multiverse. Some Anthro bloodlines are products of science: genetic
uplifts from animal stock, while others are creatures of parallel evolution on
distant worlds, or mystical hybrids created by sorcery.
Regardless
of their origins, Anthros marry the natural instincts and survival adaptations
of the animal kingdom with the cunning and intellect of humanity.
Anthro Racial Traits
All Anthros have the
following racial traits.
Size and Type
Anthros are Humanoids with the Anthro subtype.
Optional
Players may give their Anthro
an additional subtype appropriate to its origins, if desired. For instance, a
cobra Anthro might have the Reptilian subtype, or a human/coyote hybrid might
have the Human subtype. Players are not required to give their Anthros an
additional subtype.
Players choose their Anthro’s
size at character creation. This size determines many of the Anthro’s physical
characteristics. These include the character’s base land speed, reach and number
of Gifts of Nature allowed, as well as the damage inflicted by their natural
weapons.
Game Master Note
The GM is free to restrict Anthro
characters to a particular size range, as Tiny and Huge characters might be
considered unbalanced in most standard campaigns.
Anthro’s Size Category
|
Anthro’s Base Landspeed
|
Anthro’s Reach
|
Anthro’s Natural Weapons
(claw/hoof)
|
Anthro’s Natural Weapon
(gore)
|
Gifts of Nature
|
Tiny
|
10 ft
|
0 ft
|
1d3+STR (20/x2)
|
1d6+STR (20/x3)
|
Three
|
Small
|
20 ft
|
5 ft
|
1d4+STR (20/x2)
|
1d8+STR (20/x3)
|
Four
|
Medium
|
30 ft
|
5 ft
|
1d6+STR (20/x2)
|
1d10+STR (20/x3)
|
Four
|
Large
|
40 ft
|
10 ft
|
1d8+STR (20/x2)
|
1d12+STR (20/x3)
|
Three
|
Huge
|
40 ft
|
15 ft
|
1d10+STR (20/x2)
|
2d6+STR (20/x3)
|
Two
|
Natural Weapons (EX)
All Anthros possess some form
of natural weapon, provided by evolution.
Anthros receive two natural
weapon attacks as primary natural attack forms. These either take the form of
two claw attacks (slashing damage) or two hoof stomps (bludgeoning damage).
Damage is based upon the Anthro’s size.
Alternatively, the Anthro can
select a single gore attack that inflicts piercing damage based upon size, in
the case of horned (rhinoceros) or antlered (deer, elk) derived Anthro species.
Lowlight Vision (EX)
Anthros have keen eyes, and possess lowlight vision.
Anthros have keen eyes, and possess lowlight vision.
Choose Your Ability Scores
Anthros are such a radically
diverse assortment of creatures, with an equally diverse range of talents. Pick
one ability score package for your Anthro; once chosen, this choice cannot be
changed.
Optional You can also roll D8 to see what your ability score
package suggests, if you need inspiration about what kind of Anthro you’ll
build, and then select Gifts of Nature that mesh well with this concept.
(1) Adaptable
+2 to any ability score of
choice. Anthros like this can excel in a wide variety of situations and
environments.
(2) Chase Predator
+2 DEX, -2 CON, +2 WIS. These
Anthros are nimble and have keen senses, but a hot-running metabolism saps
their vitality.
(3) Domesticated
-2 STR, +2 INT, +2 CHA. These Anthros are clever and likable, but bred
to be physically frail.
(4) Enduring but Dim
+4 CON, -2 INT. These Anthros can work all day without breaking a sweat, but aren’t
the sharpest claw in the paw.
(5) Instinctual Hunter
+2 STR, -4 INT, +2 WIS. This feral Anthro gets by with instinct and
a healthy capacity for violence rather than book learning or rational thought.
(6) Tough and Ponderous
+2 STR, -2 DEX, +2 CON. These Anthros are incredibly strong and healthy, but
a bit slow and clumsy.
(7) Trickster
+2 DEX, -2 CON, +2 CHA. This
Anthro gets by on guile and charm, but doesn’t know the meaning of hard work.
(8) Quick Witted
-2 STR, +2 INT, +2 WIS. The Anthro learns fast and has good senses,
but isn’t a hard hitter by any means.
Choose Your Gifts of Nature
Gifts
of Nature are the innate powers that Anthro heroes are blessed with. These
gifts can range from a boa constrictor Anthro’s crushing hug, to a falcon
Anthro’s powerful wings, or a Clydesdale Anthro’s speed and steel-crushing
kick. Players choose a number of Gifts of Nature determined by their Anthro’s
size. Players wanting more Gifts can choose Disadvantages, which allow them to
select additional powers beyond the usual limit.
Most
Gifts of Nature count as a single gift. If there’s no other notation in the
ability write-up, that trait counts as just one Gift. If a particularly
powerful gift counts as two or more Gift of Nature selections, that’s noted in
the ability’s description.
Standard Monster Abilities as Gifts of
Nature
The
following standard racial abilities can be chosen as Gifts of Nature.
Alignment
Subtype (any)
All
Around Vision
Anthro
Senses (gain Scent and Darkvision
60 ft)
Aquatic
(gains Aquatic subtype, ability
to breathe water and a Swim speed equal to base land speed)
Blindsight
30 ft (counts as two Gifts)
Blindsense
60 ft
Bonus
Feat, Minor (0-1 prerequisites
aside from ability score prerequisites, can be selected multiple times for
extra feats)
Bonus
Feat, Major (2 or more
prerequisites aside from ability score prerequisites, can be selected multiple
times for extra feats) (each feat of this type counts as 2
Gifts)
Burrow
Speed (equal to ½ base land
speed; can only burrow through loose earth or soil if chosen as 1 Gift, or
through rock or hard-packed stone if chosen as 2 Gifts)
Climb
Speed (equal to base landspeed)
Constrict
Evasion (counts as 2 Gifts)
Fast
Healing 2 (can be selected
multiple times)
Fast
Speed (increase base speeds by 10
ft, can be selected multiple times)
Ferocity
Grab (with natural weapons- bite, paws or hooves only)
Greater
Starflight (counts as 2 Gifts)
Greensight
60 ft
Immunity
to Non-Magical Disease
Immunity
to Poison
No
Breath (counts as 2 Gifts)
Natural
Armor (+2 natural armor bonus to
AC, can be selected multiple times)
Pounce
(counts as 2 Gifts)
Psionic
(gain the Naturally Psionic
and Psionic Aptitude racial traits and the Psionic subtype)
Push
or Pull 5 ft (can be taken more
than once)
Rake
(requires two or more natural
weapon attacks) (counts as 2 Gifts)
Rend
(requires two or more natural
weapon attacks) (counts as 2 Gifts)
Resistance
(1 energy type) 10 (can be taken
multiple times, either to stack or to acquire new energy resistances each time)
Regeneration
2, nullified by Acid/Fire (can be
selected multiple times) (counts as 2 Gifts each selection)
Spell-Like
or Psi-Like Ability (zero level,
usable at will)
Spell-Like
or Psi-Like Ability (1st
level, usable 3x/day)
Spell-Like
or Psi-Like Ability (2nd
level, usable 1x/day)
You may
purchase the same 1st or 2nd spell- or psi-like ability
multiple times to gain additional daily uses, or purchase different versions of
these Gifts, representing different spell- or psi-like abilities.
Spell
Resistance 10+level or Hit Dice (counts
as 2 Gifts)
Starflight
(counts as 2 Gifts)
Stability
Stench
(can activate or deactivate
Stench as a move action)
Stonecutting
Tremorsense 60 ft
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