Tuesday, December 18, 2012

Last Weeks of 2012

For the last two years, I've had one goal for myself as an RPG Publisher: I wanted to put out 52 PDFs each year, or an average of one per week. In 2011, I had about 36 self-published PDFs out and when my last releases of the year, Expanded Races: The Cityborn and Fursona: Anthros of Endara hit, I will have reached 42 for 2012. Not bad at all for a one man shop run by a part-time author, and hopefully I'll get a bit closer to my goal of 52 products in 2013.

My release plans for 2013 shake out like this:
After the first of the year I'll commission a cover for Solomon Station- expect that by mid-January.

I've already commissioned a cover and some new artwork for the Lifer "Army Book", mentioned in the last post. That one will likely be out late-January. As an aside, Alzius, if you're reading this, send an email to chrisfieldotherverse@hotmail.com I'd love to get you aboard for the Lifer army book as an editor, let you run through the statblocks and fix any thing I've missed. Let's talk editing rates and see if we can work something out.

I've also done about 30,000 words on a Choicer Player's Guide, equivalent to Zero Issue for Psi-Watch, offering tons of new options for Choicer heroes. This one already includes a HEAVY focus on previously obscure Choicer factions, especially the Asatru and the Gardnerian Lineage covens. I'm including a preview of some of the new weapons after this article. I also plan to include a ton of info on running different Choicer campaigns, including a Woven Circle political campaign, playing as Horae (sacred prostitutes) and tons of cultural info and player backgrounds. Right now, I've got almost 100 starting talents for Choicer heroes and around 30 new Choicer feats and Object Philosophies.

If there's anything you want to see in the Choicer's Player Guide, leave a comment and let me know. Right now, expect that one late-January or early-February. After that, I've got Black Tokyo Unlimited and Endara on the schedule- expect BT Unlimited in late spring or early summer, and Endara in late summer or autumn sometime. Aside from that, expect tons of shorter PDFs as inspiration strikes or I see a larger project I want to support.

Here you go, and enjoy some preview content.
CHRIS
 
New Choicer Weapons
            These new guns join the roster of weapons found in the Otherverse Armory (Otherverse Games, 2010). Those weapons may be the most famous Choicer weapons, but these new guns played no less an important role in winning the Abortion War.

Choicer Ranged Weapons
Damage
Critical
Range Increment
ROF
Magazine
Size
Weight
Purchase DC
Rest.
Adler 2024 Submachine Gun
2d4 ballistic
20/x2
50 ft
Full Auto (3 rnd burst)
20 box
Small
2 lbs
DC 18+1d6
L +1
Adler .30 cal AV Sniper Rifle
2d20 ballistic
19-20/x3
1,000 ft
Single
5 box
Large
32 lbs
DC 26
M +3
Adler 9mm “Marshall’s Choice” Pistol
3d6 ballistic
20/x2
15 ft
Semi Auto
12 box
Small
3 lbs
DC 18
R +2
Campanelli V-82 Pulse Rifle
2d6 force
20/x3
100 ft
Semi Auto
40 cell
Large
11 lbs
DC 22
M +3
Diana’s Forge “Aegis’ Anti-Xenoform Defense System
2d6 fire
20/x2
50 ft
Full Auto
20 cell
Small
3.5 lbs
DC 23
M +3
Farrar Victory 9mm Auto-Pistol
2d6 ballistic
20/x3
40 ft
Full Auto
18 box
Small
2.5 lbs
DC 15
L +1
Grimassi Streethawk
2d8 ballistic
20/x2
40 ft
Full Auto
12 box
Small
2 lbs
DC 16
L +1
Landstreet 2107X Sickle
2d6 force
20/x2
60 ft
Semi Auto
15 cell
Small
1.75 lbs
DC 23
M +3
Landstreet 2099 Witchlight VEP
2d8 variable energy *
20/x2
75 ft
Semi Auto
15 Cell
Small
2 lbs
DC 24
R +2
Valiente “Grendel” Heavy Plasma Rifle
2d12 fire
19-20/x2
30 ft
Semi Auto
12 cell
Large
25 lbs
DC 21
M +3

Adler 2024 SMG (PL 6)
            The Adler 2024 is one of the most famous weapons of the now defunct Choicer armorer, and the guns still in service are jealously guarded heirlooms among Choicer soldiers and gun collectors. The Adler 2024 is equipped with a 3 round burst setting; this functions like a regular burst but only uses 3 bullets. This does not allow characters to fire bursts effectively without the proper feat.

Adler .30 cal Anti-Vehicle Sniper Rifle (PL 6)
            Introduced in 2055, the same year Adler went bankrupt, this .30 cal behemoth is considered the pinnacle of the sniper rifle’s evolution, and is still in use by APEX sniper squads. Though a lower caliber than the Barrett .50 cal, the Adler .30 uses superior engineering, higher muzzle velocity and semi-autonomous ammunition to achieve superior results. The US Fed-Gov still produces modern-day knock offs of this gun, and its idiosyncratic ammunition at a secure facility in Texas.

Adler 9mm Marshall’s Choice Pistol (PL 6)
            The “Marshall’s Choice” was sold to law enforcement, specifically air marshals and security offices aboard the then-young Lunar colony, beginning in the mid 2020s. This weapon remains popular among spacers; it’s got great stopping power but a relatively short range, making it an ideal choice for use aboard an aircraft or enclosed station.

Campanelli V-82 Pulse Rifle (PL 7)
            The V-82 Pulse Rifle was a late-war replacement for the standard Campanelli MP Plasma Rifle, introduced to select units starting in Spring 2082. Later generation troops swear by it, and the weapon saw heroic service in the Boston snows, but first-gen Choicer veterans tended to prefer the Campanelli MP. Today, you can still tell a lot about when a Choicer veteran enlisted by the gun she prefers.

Diana’s Forge “Aegis” Anti-Xenoform Defense System (PL 7)
            A recent creation from a subsidiary of the major Choicer mega-corp, Diana Cybernetica, the Aegis AXDS is a heavy energy pistol specifically designed for use against Lifechained predators. The Aegis projects an energized plasma that’s especially disruptive of Lifechained RNA sequences, causing deep tissue burns all the way down to the genetic level. This sidearm is commonly carried by Diana’s Xeno-SWAT units and anti-terrorist squads.

            The Aegis inflicts an additional +2 HP worth of damage per damage dice inflicted against creatures with the Nemesis Lifechained bloodline.

            The Aegis inflicts an additional +1 HP worth of damage per damage dice inflicted against creatures of any other Lifechained heritage.

Farrar Victory 9mm Auto-Pistol (PL 6)
            The Victory 9mm was commissioned in 2092, to celebrate the Choicer’s victory, and is a popular weapon among Choicer law enforcement. The Victory is a fully automatic pistol with an impressive capacity and reputation for reliability. The Victory’s owner can run more than a thousand rounds through her before worrying about jamming.

            The Victory 9mm is easy to field repair. Repair checks made on the weapon require only half the usual time and are made at a +2 circumstance bonus.

Grimassi Streethawk (PL 6)
            This older Grimassi slugthrower still sees service as a criminal weapon, and gangbangers throughout Choicer America have a stash of these guns set aside. Originally conceived as a self defense weapon, the Streethawk fell out of favor once the more versatile Needler came into service.

Landstreet 2107X Sickle (PL 7+)
            The experimental (as denoted by its X-designation) 2107X Sickle is a prototype energy weapon just beginning field trails with the Choicer Nation’s “Fire Guard”. Several platoons have been issued this sleek, glossy black laser pistol as a secondary weapon, to test it out under live fire conditions. The heart of the Sickle is a psi-responsive onboard AI that responds to the wielder’s emotional state and, hopefully, makes her a more lethal shooter.
                    
            By spending an action point while wielding the weapon, the user gains the ability to resolve attacks with the Sickle as ranged touch rather than normal ranged attacks. This enhancement lasts for one round once activated.

            Drawback: The Sickle is still experimental and glitchy. At the beginning of each combat encounter, roll D10. If a 1 is rolled, the Sickle’s special feature cannot be used during that encounter. Later models of the Sickle will hopefully correct this defect.

Landstreet 2099 “Witchlight” Variable Energy Pistol (PL 7)
            Unvieled at the turn of the century, the Witchlight is an excellent energy pistol, capable of firing in three different modes, and is often issued to security forces protecting Choicer-flagged starships and out colonies. The ability to swap between firing modes is a great help against energy-resistant or shielded opponents.

            The Witchlight may inflict either Electricity, Fire or Force damage. Switching between firing modes is a move equivalent action, or a free action for a character with the Quick Draw feat.

Valiente “Grendel” Heavy Plasma Rifle (PL 7)
            The Valiente Grendel is not a subtle weapon. A thick brick of heat-resistant gunmetal grey alloys and energy feed systems that almost, but not quite, resemble skeletal structures, the Grendel is as ugly as it is effective. This bulky weapon packs a potent offensive punch, and is usually vehicle mounted or carried by Full Conversion Cyborg troops.


Intangibles: Timeline of Weapons
            If you’re running a game set in an era other then the default 2107 CE, you might want to know what weapons the Choicer Covenant was using at the time. Here is a quick run down of what guns were introduced when. Guns marked (OA) appear in the Otherverse Armory. The rest are found somewhere in this sourcebook. Weapons not specifically listed can be dropped in anywhere you want along the timeline.

RAINBOW Era (Mid 2020s)
Adler 2024 Submachine Gun
Adler .32 Machine Pistol (OA)
Adler 9mm “Marshall’s Choice” Pistol
Grimassi Streethawk

The Early War (Up to late 2060s)
Adler .30 cal Anti-Vehicle Sniper Rifle
Campanelli Multi-Purpose Plasma Rifle (OA)
Rhea 5.6mm Mass Production Assault Rifle (OA)
Valiente “Grendel” Heavy Plasma Rifle
Valiente Variable Encounter Weapon System (OA)

The Late War (2070s and later)
Campanelli V-82 Pulse Rifle
Farrar 5.7mm SMG (OA)
Farrar .45 Hex Pistol (OA)

Post-War (2091-present)
Diana’s Forge “Aegis” Anti-Xenoform Defense System
Farrar Victory 9mm Auto-Pistol
Landstreet 2107X Sickle
Landstreet 2099 “Witchlight” Variable Energy Pistol
Valiente 942A Psi-Pistol (OA)






Wednesday, December 5, 2012

Artemis: Fully Revised Killing Machine


As I mentioned in my last post, I fully revised Artemis for the upcoming "Lifer Army Book" The red text depicts her as a D20 Modern Outsider, built according to those rules. She appeared this way in both The Guide to the Known Galaxy and the Otherverse America Campaign Setting. 

The white text is revised material, rebuilding Artemis as a Pathfinder RPG Outsider of equivalent Challenge Rating. The results are shockingly different, with the PFRPG version of Artemis getting a dramatic power boost just by the numbers, and some cleaner, more unique abilities just because I felt like punching up her design. 

The art is a detail of the cover of the Otherverse America Game Master's Guide, by Felipe Gaona. 

Artemis (CR 28)
Large Lifechained Outsider
Lifechain: 1
Init +4; Senses Darkvision 120 ft, Lowlight Vision, Scent. Sensor suite equal to a PL 8 light starship. Aura None
Languages Any

Defense 24, touch 14, flat-footed 20
hp 18d8+234(315 hp); DR 10/magic Fast Healing 5
Immune Ballistic Damage, Fire, Force, Cold, Radiation, Suffocation and Vacuum. Massive Damage. Poison, Disease, Stunning, Non-lethal damage, energy drain, ability score damage. Immune to predatory Lifechain abilities
Resist Electricity 15
Fort +24, Ref +14, Will +14

Speed 50 ft / flight 80 ft (average) Starleap space flight
Melee +27 melee (3d6+9 slam)
Melee Space 10 ft x 10 ft.; Reach 10 ft.
Base Atk +18; Grp +31
Atk Options +27 melee (3d6+9 slam)
or + 22 ranged (Particle Beam 8d8 fire/slashing. Negates fire resistance. 10 mile range increment, crit 18-20 x2)
or optic lasers (6d6 force, automatically hit within 1000 ft)
 
Abilities STR 28 DEX 16 CON 37 INT 12 WIS 17 CHA 15
SQ Goddess of the Hunt, Lifechained Primacy, Frightful Presence (Fearsome Violence)
Feats Fearsome Violence, Point Blank Shot, Dead Aim, Burst Fire, Strafe
Skills Intimidate +24, Knowledge: tactics +18, theology & philosophy +18, Listen +14, Spot +12 , Sense Motive +12
Possessions The devotion and resources of a terrorist nation.
Lifechained (EX): Artemis is the first child born in our universe, the last and least of the Third Pantheon. For all her world-shaking power, she is considered to have a single Lifechained feat for the purposes of predatory feats. Artemis is immune to the effects of predatory Lifechain feats.

Lifechain Primacy (SU): As the first begotten child of the Third Pantheon, Artemis can restrict the behavior of lesser Lifechains. Lifechained creatures cannot easily attack or hinder Artemis.

            Non-Lifechains are not affected by this ability in any way.
            Lifechain creatures with 19+ HD are immune to the effects of this ability.
            Lifechain creatures with 9-18 HD cannot make attacks of opportunity against Artemis.
            Lifechain creatures with fewer than 9 HD cannot attack or take direct hostile actions against Artemis.
            Lifechained creatures with 4 or fewer HD cannot attack or take direct hostile action against either Artemis or known allies of Artemis, providing those allies are within 60 ft of the Goddess.

            Each Lifechain feat a creature possesses reduces its effective character level / Hit Dice by –1 for the purpose of this ability.

Goddess of the Hunt (SU): Artemis is incredibly powerful, and during the War she single handedly won engagements against entire tank battalions. Artemis’ presence was a major factor in prolonging the War; her might was the ultimate ‘force multiplier’ for the embattled Lifer nation.

            When Artemis attacks with her main guns, their minimum attack roll is 12. If the gamemaster chooses, she may simply declare that the Artemis rolls 12 on her attack roll, without having to use dice. If Artemis wishes to expend additional effort, she can roll to strike normally. In this case, the minimum attack roll possible is 12. A roll of 1-11 is treated as a roll of 12, and a roll of 12+ is resolved normally.
           
Artemis’ main guns are a fusion-particle beams powerful enough to blow through a mountain. This impressive weapon has a range increment of 10 miles in an atmosphere, and no maximum range when used in vacuum. The particle beam inflicts 8d8 points of damage, half fire and half slashing.

Artemis always confirms a critical hit when attacking with her particle beam. The particle cannon scores a critical hit on a roll of 18-20 and inflicts double damage on a critical hit. The cannon ignores Fire Resistance or Immunity; the lancing, urine-yellow beam burns hotter than a main sequence star, and can scorch even Roe’s invulnerable flesh.

Like all the members of the Third Pantheon, Artemis is incredibly durable. Thanks to her divine nature, she is immune to a variety of energy forms, and is incredibly resistant to physical damage. She has spurned many portions of her divine heritage, and lacks the typical godly Spell Resistance. Her cybernetically enhanced divine form constantly repairs itself. Artemis possesses Fast Healing 5.

As a divine creature, Artemis can speak and is literate in all known languages.

Frightful Presence (SU): Artemis can inspire terror by charging or attacking. Affected creatures must succeed on a WILL Save (DC 19) or become shaken, remaining in that condition as long as they remain with 60 feet of the Artemis.

Artemis has the Fearsome Violence feat, which improves her Frightful Presence. Each time the Artemis kills a living creature during a particular encounter, this save DC increases by one. Creatures within range of Artemis’ frightful presence aura must succeed on a new save after each kill. 

Optical Lasers (EX): Integrated laser systems are built into Artemis’ eyes, allowing her to slice apart any adversary she can see. These crimson laser beams require no attack roll, and automatically hit any single target within 1000 ft. Artemis’ eye lasers inflict 6d6 points of force damage as an attack action.

And now, the revised, much deadlier and far more fun PFRPG-style Artemis. 

Artemis (CR 29)
Large Outsider (Lifechained)
Lifecount: 1

XP  2,000,000 plus (good luck getting it though)
Init +7             Senses Darkvision 120 ft, Lowlight Vision, Scent. Sensor suite equal to a PL 8 light starship.
Languages Any

Defense
AC 27 (-1 size, +3 DEX, + 25 equipment)
HP 740 hp (40d10+520 hp)
Damage Reduction 15/magic
Fast Healing 10
Regeneration (acid, electricity and Lifechained natural attacks circumvent)
DR 10/magic Fast Healing 5

Fort +36, Ref +26, Will +18
Immune Ballistic Damage, Fire, Force, Cold, Radiation, Suffocation and Vacuum. Massive Damage. Poison, Disease, Stunning, Non-lethal damage, energy drain, ability score damage. Immune to predatory Lifechain abilities
Resist Electricity 15
Weakness Lifechained Subtype (suppressed)
Offense
Speed 50 ft ; Flight 100 ft (average) ; Starleap space flight
Melee +50/+45/+20/+35 Unarmed Strike (4d8+9 bludgeoning plus stunned for 1 minute and knocked prone ; DC 18 FORT negates both conditions. Ignores up to 10 points of Damage Reduction.)
           
            Or +50 Greater Vital Strike (As Unarmed Strike but multiply damage by four (x4)!)

Ranged +44/+39/+34/+29 Huntress Beam (25d12 fire- average 162 fire- crit 17-20/x3. Ignores all fire immunity or resistance, 10 mile range increment in atmosphere, full autofire, unlimited payload)

Special Actions Optic Lasers (automatically hit as swift action 1/round within 1,000 ft, 100 force damage)

Summon Hunting Maidens (summon 1d4+1 statistical duplicates of Life Tank (CR 19) as a full round action)

Statistics
Str 28 Dex 16 Con 37 Int 12 Wis 17 Cha 15
Base Atk +40 CMB +54 CMD 67
Feats Improved Initiative, Point Blank Shot, Dead Aim, Frightful Presence, Fearsome Violence, Power Attack, Cleave, Great Cleave, Whirlwind Attack, Dodge, Mobility, Spring Attack, Fly-By Attack, Weapon Focus (Unarmed Strike and Huntress Beam), Penetrating Strike and Greater Penetrating Strike (Unarmed Strike), Vital Strike (plus Improved and Greater Vital Strike for Unarmed Strike)
20 feats
Skills Bluff +33, Diplomacy +33, Intimidate +33, Knowledge (tactics) +32, Knowledge (theology & philosophy) +32, Knowledge (physical sciences) +32, Perception +36, Pilot +33, Sense Motive +36
Gear The trust, love and military resources of an entire terrorist nation.
Special Abilities

            Lifechained (EX)
            Artemis is the first child born in our universe, the last and least of the Third Pantheon. For all her world-shaking power, she is considered to have a single Lifechained feat for the purposes of predatory feats. Artemis is immune to the effects of predatory Lifechain feats.

            Lifechain Primacy (SU)
            As the first begotten child of the Third Pantheon, Artemis can restrict the behavior of lesser Lifechains. Lifechained creatures cannot easily attack or hinder Artemis.

·        Non-Lifechains are not affected by this ability in any way.
·        Lifechain creatures with 19+ HD are immune to the effects of this ability.
·        Lifechain creatures with 9-18 HD cannot make attacks of opportunity against Artemis.
·        Lifechain creatures with fewer than 9 HD cannot attack or take direct hostile actions against Artemis.
·        Lifechained creatures with 4 or fewer HD cannot attack or take direct hostile action against either Artemis or known allies of Artemis, providing those allies are within 60 ft of the Goddess.

            Each Lifechain feat a creature possesses reduces its effective character level / Hit Dice by –1 for the purpose of this ability.

Goddess of the Hunt (SU)
Artemis is incredibly powerful, and during the War she single handedly won engagements against entire tank battalions. Artemis’ presence was a major factor in prolonging the War; her might was the ultimate ‘force multiplier’ for the embattled Lifer nation.

            When Artemis attacks with her Huntress Beam her minimum attack roll is 12. If the gamemaster chooses, she may simply declare that the Artemis rolls 12 (for a total of +55 to hit maximum) on her attack roll, without having to use dice. If Artemis wishes to expend additional effort, she can roll to strike normally. In this case, the minimum attack roll possible is 12. A roll of 1-11 is treated as a roll of 12, and a roll of 12+ is resolved normally.
           
Artemis always confirms a critical hit when attacking with her Huntress Beam. The particle cannon scores a critical hit on a roll of 18-20 and inflicts triple damage on a critical hit. Artemis always confirms critical hits with her Huntress Beam. Artemis’ Huntress Beam ignores any Fire Resistance or Immunity possessed by its target. The lancing, urine-yellow beam burns hotter than a main sequence star, and can scorch even Roe’s invulnerable flesh.

            Optic Lasers (EX)
            Integrated laser systems are built into Artemis’ eyes, allowing her to slice apart any adversary she can see. These crimson laser beams require no attack roll, and automatically hit any single target within 1,000 ft. Activating the optic lasers is a swift action, usable once per round. She usually uses this ability to finish off wounded targets, destroy lightly armored vehicles or assassinate specific Choicer targets or VIPs while using her Huntress Beam against superhuman guardians.

            Frightful Presence (SU)
            Artemis can inspire terror by charging or attacking. Affected creatures must succeed on a WILL Save (DC 25) or become shaken, remaining in that condition as long as they remain with 60 feet of Artemis.

Artemis has the Fearsome Violence feat, which improves her Frightful Presence. Each time the Artemis kills a living creature during a particular encounter, this save DC increases by one. Creatures within range of Artemis’ frightful presence aura must succeed on a new save after each kill.

            Hunting Maidens (SU)
            Once per day, as a full round action, Artemis can summon powerful Lifechained warmachines to assist her. Artemis uses this ability to summon 1d4+1 Hunting Maidens. Called from the dark behind the stars, the mad goddess Artemis refers to these creatures as her ‘Hunting Maidens’. These creatures resemble humanoid cyborgs with a glossy black carapace and a vaguely female chassis configuration. Their featureless face masks are dotted with spiderlike camera lenses that glow an unnerving purple; a pair of sleek rail guns with ivory barrels rise from the Maidens’ forearms.

            For the Maidens, use Life Tank’s statblock (CR 19) as described in this sourcebook, with the following change. Hunting Maidens are Medium creatures.