Monday, January 21, 2013

Galaxy Command: Space Monsters

Okay, I just sent off a list of illustrations to Amanda Webb for the Choicer Player's Guide. While I'm waiting on art for that project (which I'll preview in a few days), I'm working on a bestiary for Galaxy Command, imaginatively titled "Space Monsters!" It will be fully Pathfinder compatible, and in keeping with Galaxy Command's cheesy 70s sci-fi TV, low-budget aesthetic I will be commissioning NO- absolutely zero- new art for this book. Part of the challenge (and the fun) of this book is finding cool stock illustrations and adapting them for use in a retro sci-fi setting. Right now, I've got about 10 statblocks, and I want to have a book of about 20-30 good ones before I put it out. I'm going to go on vacation in a couple of days, so I won't do much writing this week, but I'll finish up Space Monsters when I get back from San Antonio.

Here's a preview: The Warp Widow, a mastermind/manipulator type inspired by Malcolm McClinton's drider stock art from Inkwell Arts. Let me know what you think.

Warp Widows (CR 11)
Huge LE Native Outsider
Space Pirate/Boss Monster

XP 12,800
Init +1 Senses Darkvision 500 ft, lowlight vision, scent, Perception +4
Languages Galactic Common, Proximite, Orphak, Gravity Cat, WARSTAR

Defense
AC 18 Touch 11 Flatfooted 17 (+7 natural, +2 deflection, +1 DEX, -2 size )
HP 16d10 + 48 hp (136 HP)
FORT +8 REF +11 WILL +14
Resist Electrical 10, Fire 10, Force 15
Weaknesses Nocturnal (-2 penalty on attack rolls, skill checks and saving throws in daylight or bright artificial light)

Offense
Spd 50 ft Climb 50 ft
Melee two claws +19 (1d8+5 slashing, 20/x2)
Ranged laser rifle +16 (2d12+1 force, 20/x3, full auto, 100 ft range increment, 20 round/cell)
Spell-like Abilities (CL 16th)
            At Will – Web (DC 19)
            5x/Day – Slow (DC 20)
            3x/Day – Blink (CL 16th)
            1x/Day – Greater Teleport (self plus 50 lbs of gear, galactic range)

Statistics
Str 20 Dex 13 Con 16 Int 25 Wis 18 Cha 12
Base Atk +16 CMB +22 CMD 38 (cannot be tripped)
Feats Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire, Dead Aim, Dodge, Gear Head, Mobility, Point Blank Shot, Run, Shot on the Run
Skills Acrobatics +5, Bluff +5, Climb +15, Computer Use +17, Craft (electronic) +25, Craft (mechanical) +15, Drive +9, Knowledge (streetwise) +15, Knowledge (tactics) +15, Pilot +9, Stealth +7
Gear Ring of Protection +2 (forcefield ring), handmade masterwork quality laser rifle, 6x spare cells, computer/data pad, nicely appointed personal starship for emergency escapes

Ecology
Environment urban areas and space stations, throughout Command and WARSTAR space
Organization usually solitary, often accompanied by various space pirates or mercenaries
Treasure carried weapons plus 1d6+1 other advanced energy weapons or forcefields of the GM’s choice

Special Abilities

            Nocturnal (EX)
            Warp Widows are evolved for darkness and subterranean hunting. They suffer a -2 penalty on attack rolls, skill checks and saving throws in daylight or in bright artificial light.

            “Who Do You Think Assembled Your Blaster?” (EX)
            At the beginning of the encounter, as a standard action, the Warp Widow can attempt a Craft (electronic) check, the DC of which is equal to 10 + the average party level of the Warp Widow’s opponents. If this check is successful, the Warp Widow gains the ability to exploit weaknesses it (or another of its species) built into the opponent’s ranged weapons. The Warp Widow gains a number of Sabotage Points equal to 10 + one additional point per point she beats the Craft (electronic) Check DC by.

            The Warp Widow can spend Sabotage Points at any time, as a free action, even on another creature’s turn. Unused Sabotage Points are lost at the end of an encounter. The Warp Widow can spend any number of points desired, including points used for different purposes (such as penalizing both a shot’s attack roll and damage roll)

            The Warp Widow can spend Sabotage Points to:
  • Reduce a ranged attack roll with any firearm or energy weapon (-1 penalty per S.P. spent)
  • Reduce a damage roll with any firearm or energy weapon (-1 damage per S.P. spent, can reduce a damage roll to 0 HP)
  • Force the weapon to target the shooter’s ally, provided that ally is within 50 ft of the Warp Widow and within line of sight (Flat 5 S.P. cost)
  • Provide a bonus on ranged attack roll with any fire arm or energy weapon, or increase damage by +1 (+1 bonus per S.P. spent, usually used in conjunction with the above ability)
  • Force a weapon to eject all remaining rounds or its magazine/energy cell (Flat 5 S.P. cost)
  • Destroy a weapon. Weapon explodes, inflicting upon the wielder 1d6 fire damage per shot remaining (Max 10d6, REF DC 18 half) (Flat 10 S.P. cost)

Sabotage Points only affect high tech ranged weapons and firearms. At the GM’s option, crude firearms, (such as revolvers) might be immune to the Warp Widow’s tampering.  Likewise, innate ranged energy attacks are usually immune to this effect, though the GM has final say on what abilities are and aren’t vulnerable to tampering. For example, a half dragon’s breath weapon is completely immune, but a cyborg Powered Hero’s power blast might not be, especially if it were built using components a Warp Widow might have potentially had access to. This ability does not affect thrown or muscle powered weapons (such as spears or sling bullets, ect).

Roleplaying

            Warp Widows a rare breed of coldly intelligent techno-paths, who have spread throughout the galaxy. Warp Widows have only a rudimentary culture of their own, instead, they live on the fringes of human-controlled space, using their vast intellects to establish a lair and place within a human organization that needs their skills. Warp Widows have a genius for weapons that surpasses the skill of even the most ingenious Proximite, and often find comfortable niches for themselves as armorers for WARSTAR or any Space Mafioso capable of meeting their million-credit price.

            Warp Widows are arachnituars, with the thorax and abdomen of a massive web-spinner spider, and a mostly humanoid upper torso and forelimbs. These creatures have mottled purple, black and grey hides capable of withstanding laser fire and are prodigiously strong. Warp Widows are an exclusively female species- the males are non-sentient parasites, resembling hand-sized ticks that spend their entire lives attached to the female’s thorax, fertilizing her. Warp Widows have mask-like, unexpressive faces that reveal almost nothing of the great and horrible thoughts that flit through their minds. Warp Widows move with a skittery speed, and their long fingers twitch and clutch and writhe constantly, as if the giant spiders were sketching the designs for new rail guns in the air before them.
           
            Warp Widows speak Galactic Common and several other languages. They have an enormous technical vocabulary and an almost autistic obsession with weapons, tactics and payment for their genius. These creatures know a million different words to describe the caliber of a bullet but stumble and stutter when looking for a word describing love, or friendship, or honesty, or describing an animal in any term other than in describing ballistic trauma.

            Warp Widows are known for their mastery of technomancy. Bionic circuits woven into their carapace allow them to slow local space/time fields, spin force-field based webs, and even teleport across galactic distances faster than a top-quality space cruiser. Warp Widows use their abilities intelligently, and are not above using their teleportation talent as a last-ditch escape route; they will never fight to the death if they can avoid it. That’s what underlings are for, after all.



Friday, January 18, 2013

Races of the Command Fleet

 I just finished laying out Races of the Command Fleet last night. It came out to about 90 pages of incredible retro sci-fi goodness. Inside, the most common heroic races of the Galaxy Command setting get a new look, with all new art, tons of new starting talents, feats both new and old, and tons of other options....including some neat variant human races that allow you to play up different tropes of 70s sci-fi.

John Picot turned in some incredible artwork for this one, and I thought I'd spotlight some of his best pieces here. Up top, we have his rendition of the Trius race, which is currently my desktop background. In the middle, a very Final Fantasy X influenced Syrion (and I can tell you  I'll be reusing this image in some fantasy context too).  On the bottom, his take on a Gravity Cat, which is going to be the book's cover.

Up next, I'm still collecting artwork for the San Francisco Citybook, the Choicer Player's Guide and Lifer Army Books. In addition, I'll be doing some quick projects in between, illustrated with stock art.

 I'm thinking about doing a quick monster book for Galaxy Command using nothing but various cool monster images I've got in my stock art morgue.

Also, one of my readers asked me if I ever planned to revisit D20 Decade: The 1980s. I've been thinking about it, to be honest. D20 Decade was the first PDF I put out, and it really shows its age. Content wise, it's still pretty solid- I'm still fairly proud of the non-fiction writing I did, summing up the 80s. There's some good ideas in there, but it would definately need some clean-up. So the answer as to whether or not I'll revise and re-release D20 Decade: 1980s is a resounding "maybe"....nah, make it a "probably".

Anyway, talk to you later,
CHRIS

Wednesday, January 16, 2013

Albedo: Platinum Catalyst


            This is the story of an idea that didn’t come to fruition.

I’ve been working on several projects near simultaneously. While waiting for art for the as yet untitled Lifer Army Book and the Choicer Player’s Guide, I’ve been finishing up Races of the Command Fleet for the Galaxy Command campaign setting. As I finalized races, I got an urge to do more Galaxy Command stuff. It’s a very fun setting to work on, and given its kitchen-sink nature as a homage to 70s and early 80s sci-fi, one that’s very easy to design for. I can toss in anything I want, any concept that seems fun, and it fits.

            Anyway, I’ve got a ton of furry fans because of Fursona, and I thought it might be fun to create an Anthro supplement for Galaxy Command. So I started writing, doing preliminary work on a sourcebook; before I scrapped the idea, I got to about 5K usable words and 10K rough notes.

  • I envisioned a sector of space, an enclosed area within a nebula, that hides the area from the wider galaxy. I called this sector Anthro Space.

  • Inside, I figured it would be a Anthro-only sci-fi setting, with a classic space opera feel. Anthro order would both substitute for race and species, but would also hint at the creature’s personality and social role.

  • Anthro Space is a relatively new setting: the Anthros were created/uplifted by an outside race, not naturally evolved. Until a relatively short while ago, the Anthros were a servant of a mysterious race I called the Experimenters. The Experimenters built the sector’s infrastructure, gave the Anthros tech and culture- they didn’t ‘earn it’ for themselves. The Experimenters vanished a while back, and nobody in Anthro Space knows what happened to them.

  • I broke Anthro Space into two major factions.

  • The good guy faction would be a loose confederation of planets, with a very heterogeneous population- while a few worlds would be exclusively settled by one Order, most of the worlds would have a mix of different Orders, all living mostly peacefully together.

  • The bad guy faction would basically be Furry-Nazis in Space! They’re racial separatists, who have carved out a single order empire for themselves. They conquer worlds, absorb citizens of their preferred order and kill or exile everybody else. Riffing on the Kzin, I decided the bad guy faction would be Felis Major (Tigers).

Anyway, I figured I had the basics of a pretty kickass campaign setting here. So I decided to check into other Anthro-specific sci-fi and see how they did things. Now, at this point I was aware of the Albedo RPG in that I knew its name, knew that it was fairly serious military sci-fi and knew the author, Steve Gallachi, was ex-USAF himself. Other than that, I really knew nothing about it. Anyway, Monday or Tuesday I found a copy of Albedo: Platinum Catalyst (Sanguine Productions, 2004). I was reading over it and about five pages in I realized I had to scrap this whole damn idea.

The reason? Without realizing it, I’d completely recreated the Albedo universe albeit in slightly mangled form. Their setting called its mysterious uplifters the Creators rather than the Experimenters, and their races’ origins were only about 200 years in the past, where I was figuring the Anthros of Anthro Space had existed for 2-3,000 years. The EDF (the military to which Albedo’s iconic heroine, Erma Felna, belonged) is organized politically and socially exactly how I wanted my good guy faction to be; Albedo’s Furry-Space-Nazis were the Independent Lapine Republic and were rabbits, not tigers (which is an absolutely kickass reversal of expectations) but they worked the same.

At that point, I just sorta set there at half a week’s work and just said “Fuuuuuuck.” Okay, scratch that idea.

So no Anthro Space sourcebook, though several pages of Fursona-compatible new material will be include in Races of the Command Fleet. Races of the Command Fleet will be a fairly large and useful sourcebook overall. It will also be art heavy. John and Amanda are both having a ton of fun illustrating it, and I’ll have some more preview art up in a few days.

Here’s a tentative release schedule for early 2013.
  • January: Solomon Station (coming soon), Races of the Command Fleet (by end of January)
  • Late Jan or early February: The Lifer Army Book and Choicer Player’s Guide (both for Otherverse America)
  • Late Spring or Early Summer: Black Tokyo Unlimited Edition (very subject to change; this book will require lots of art- I’d rather it come out later with sufficient art than early and done half-assed.)
  • Late Summer-Early Fall: Masters of Endara Campaign Setting (again, very subject to change, but I’m shooting to get this one out before 2013 ends).

CHRIS

Wednesday, January 9, 2013

First Five Star Review of 2013: Autorun

Okay, Autorun just went on sale at RPGNow.com

http://www.rpgnow.com/product/109920/Autorun--Generic-Cyber-Hacking-for-D20-Modern

It also recieved a very cool five star review from a purchaser, and it sounds like I did everything I set out to do with the book. If you grew up playing Shadowrun or Cyberpunk or reading William Gibson novels, you'll like this book. Go check it out.
CHRIS

New Art: Races of the Command Fleet

 I'm just now finishing up with Races of the Command Fleet. Amanda has sent me these images, along with two others which will illustrate the last gaps in my new, crunchy race book. The top image is a Pacificians, a space-hippy adventurer in the Barbarella mold. The Pacificians were introduced in 2009's Adorable Avenger Advanced Class PDF and get tons more page time here, becoming a core part of the Galaxy Command setting.

Beneath, we have a shot of a Gravity Cat astronaut. As an aside, in addition to information and talents for Gravity Cats and Urloks, there will be several pages of new content for the Fursona system, including advice on integrating Anthros into Galaxy Command. I might actually expand some of those concepts into a full sourcebook about a 'pocket universe' hidden in a nebula I'm tentatively titling Anthro Space. It might end up being a new 'location book' for Galaxy Command in the way Stars & Nightmares described Planet R'lyeth.

After this, I'll put out the Choicer Player's Guide for Otherverse America. This January, you can also expect a Free20 book of weapons for Galaxy Command, (I've been on a retro sci-fi kick lately), which marks the first Free20 product of 2013.

After that, expect Black Tokyo Unlimited and the Masters of Endara later this year. Those two books will 'anchor' 2013, and probably be my biggest and best releases of the year.

Finally, I'm talking to Mark about doing banner ads and trying to get the word out about Otherverse Games more in the coming year. I'll also be sending out complimentary review copies to RPG bloggers I read and enjoy and trying to build word of mouth buzz, as well as following Louis Porter's example and beginning selling my PDFs at D20pfsrd.com. So anything you can do to spread the word about my products I'd appreciate- use my PDFs in your home game, convert Otherverse America to your favorite system and run it for your friends, start up an "Oriental Adventures" type campaign in the Tatakama, forward a copy of the Galaxy Command campaign setting to a buddy of yours who likes old school sci-fi, put up a review of a book of mine you either really loved or absolutely hated on your blog and link it here, whatever.

Blessed Be,
CHRIS




Saturday, January 5, 2013

Hand's Healing, Books Coming Soon



Okay my hand seems to be healing nicely. I visit the doctor Monday to see if the stitches can come out, and should be back at work before too long. I also found out Friday that my workman's comp has come through, and I will be getting paid my full wage for the time I was scheduled this week. Basically, money for nothing, which is a huge load off my mind.

In the mean time, I've been working on finishing up Races of the Command Fleet. It will focus on the core races of the Galaxy Command setting, offer tons of starting talents and new feats, and lots of flavor. Unlike Races of the Tatakama this is less of a revision, because mechanically the Galaxy Command races were stronger than the Black Tokyo ones. About the only major mechanical change I made was upping the Tal-Anon's flight speed. It was previously 40 ft, but I upped it to 60 ft (good) to bring it in line with the Pathfinder design trope that fliers should move at 2x their landspeed in the air. That's the biggest change I've made.

Over on the right, let me show off some new art. The top sketch is the new Star Droid race illustration, by Amanda Webb. The bottom image is a "Monster-Mek" giant spider for Endara, by Vic Shane.

Both are damn pretty, aren't they?
Blessed Be,
CHRIS

Wednesday, January 2, 2013

Gutted Like a Trout


The last day of a bad year, and it got worse.

I had less than an hour on my shift left, and then I was going home, relaxing, paying my bills for the month and basically enjoying my evening. Naturally, something goes wrong.

My day job is cook at a crappy restaurant. On Monday, I went into the freezer to open a case of hamburger meat. I place my left hand atop the box to steady it, my right hand has a box cutter, which I plan to open the case with. You can probably guess where this is going. Fucking blade slips, slices open my left hand something fierce, and my hand turns into a fucking special effect. Blood everywhere, tissue lay open, and I’m screaming in agony.

I end up at the ER, where I spend the next six hours. I end up with a tetanus booster, a shot of antibiotic in my ass and 20 stitches closing an 8 cm long gash, which runs from the tip of my left thumb all the way to the center of my left palm. I manage to miss the tendon and the radial artery, though, so the wound, while bloody does not seem to be critical. The pain seems to be under control- they prescribed me 20 Hydrocodone, which I’m leery about. There is a bad history of addiction in the men of my family so I’ve always been cautious of even prescribed narcotics and I’ve never touched anything else. I took two last night, and might take one again tonight before going to bed, but I want to avoid the pills as much as possible.

The upshot is I’m off work for a while, and for this month will be more dependant on PDF sales than usual. I also may have to delay some existing projects as my art budget goes into living expenses. Yes, workman’s comp applies, but I still have to pay out of pocket for some things and get reimbursed. And my company’s HR department is…well, fucked is a comprehensive adjective. I’ll get reimbursed, but likely later rather than sooner.  

I will try to get out some other stuff in the meanwhile, less art heavy projects that I can illustrate purely with stock art or with existing illustrations. Before the injury, I’d already sent Mark two PDFs to start off the New Year.

The first is Autorun, a Shadowrun/Cyberpunk style virtual reality hacking minigame for D20 Modern. I did that one basically on a whim. While I’ve been writing the SF Citybook, I’ve been rereading my Shadowrun collection for inspiration, and one night I finally came up with a way to do a fun, fast and intuitive VR hacking minigame.

Second, Solomon Station is out and ready. This big, beautiful 50 page location sourcebook will be out soon. Solomon Station is  a huge, gritty sci-fi environment to explore- a blue collar vision in space similar to the Aliens franchise or old school Traveler games. It’s got a unique feel- claustrophobic, high tech, with racial and sexual tensions simmering under a falsely cheerful, pseudo-Brady Bunch façade. It’s also home to the Wrench, a race of metal skinned humans designed for deep space survival, and the ‘race book’ aspect of the book really ties the Wrench into the Solomon Station setting.

Anyway, you’ll notice I typed this with my injured hand. I can still work, even though typing sorta hurts and is a bit slower than normal. My hand’s bandaged up pretty tightly, so I keep hitting the wrong keys and have to correct myself, so it’s slow and slightly frustration going, but at least I can still work.

Anyway, hopefully the hand heals quickly.
CHRIS