Wednesday, June 4, 2014

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.

Enjoy,
CHRIS

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

Defense
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

Offense
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)

Statistics
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

Ecology
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.

Eidolon
            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)

Roleplaying
            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

Defense
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

Offense
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

Statistics
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

Ecology
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.

Roleplaying
            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.

Construction
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.

Construction
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.

Construction
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.

Construction
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.

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

No comments: