Monday, October 8, 2012

Modern Spell List


 Okay, the Modern Spellcaster will be coming out very soon, and I'm already working on a sequel/add on book, the Modern Grimorie. Modern Grimorie will naturally be a spell book aimed squarely at modern or futuristic magic campaigns. To preview it, I thought I'd show you the spell list for this book as it stands today. Naturally, I'll be adding more spells to the roster, and when the book is released I want it to have 75-100 new spells, as well as other cool content. 

Some of these spells are revisions of spells that originally appeared in Black Tokyo, the Digital Sorcerer Advanced Class, or the D20 Modern SRD, but most are new.

Zero Level
  1. Date (accurately determine the age of a touched object)
  2. Fertility Control (magically prevent or ensure pregnancy for a day)
  3. Illusory ID (create a randomized fake ID of a specific type)
  4. Infographic (read a lengthy text as a full round action)
  5. Tweet (send very short message to electronic device)
  6. Weathering (you age an inanimate object)

First Level
  1. Ballistic Talons (fingernails become deadly missiles inflicting 1d6+1 slashing per two caster levels, to a maximum of five independently targeted talons)
  2. Child Ward (prevent children from entering a warded area)
  3. Dataread (perceive machine readable data by merely touching the storage device)
  4. Datawipe (purge the data stored on a computer or device)
  5. Electronic Inventory (gain a complete list of all electrical devices worn, carried or implanted on a character)
  6. Know Lusts (determine a target’s sexual orientation and other sexual preferences)
  7. Lesson in Manners (punish a target for rude behavior with a mystic slap that inflicts 1d6 points of non-lethal damage/level)
  8. Metal Stealth (hide a Medium or smaller ferrous object, up to 10 lbs per level, from detection by metal detectors or other sensors)
  9. Pride of the Collection (summon art objects from a parallel world)
  10. Smart Meal (encode a luck bonus equal to your ranks in a chosen skill into a meal that can be shared by multiple creatures)
  11. Xeno-Study (gain anatomical and biological information about a single alien creature, act is if you had the Xeno-Medic feat in regard to that creature)

Second Level
  1. Anti-Tank Dog (transform an animal into a living, seeking bomb that inflicts 1d6 points of fire damage / caster level)
  2. Bumper Sticker Curse (vehicle fails to operate until a specific decoration is removed)
  3. Cock Like a Piston (sexually merge rider and motorcycle for increased maneuverability and control)
  4. Geo-Political Awareness (long term spell provides +1 or better on certain knowledge checks and +1 on Initiative checks against a particular threat group)
  5. Open All Night (create phantom employees to briefly reopen a closed business)
  6. Reflect the Camera (reverse the angle of a photograph to see additional details)
  7. Visual Feast (immune to hunger and thirst as long as you watch others eat)

Third Level
  1. Bird Flight (increase an aircraft’s maneuverability and speed, and allow it to be healed as if it were alive)
  2. Cop Ward (prevents police officers and informants from entering a warded area)
  3. Electronic Sweep (gain a complete list of all electronic devices within a 60 ft cone)  
  4. Fire Focus (magic laser initially inflicts 1d8 fire damage, but this doubles each round the laser beam is trained on a single target)
  5. Fuel the Engine (provide fuel for a touched machine for 1 hour/3 caster levels)
  6. Internalized Knowledge (sacrifice 4 ranks and class skill status in a particular Knowledge to permanently gain +1 Intelligence)
  7. Millionaire’s Scourge (damage target in proportion to its wealth)
  8. Penetrating Energy Weapon (touched energy weapon temporarily deals damage without a specific energy type and not subject to energy resistance)
  9. Photomapping (know the exact location where a photograph was taken)

Fourth Level
  1. Arcane Capacitor (store Spell Points in an object for later use)
  2. Arcane Leech (steal 1d8 + INT mod Spell Points from a victim and recover the same amount of Spell Points yourself)
  3. Copperblast (Copper sheath reduces target’s speed by 10 ft, causes them to become heavily encumbered and Vulnerable to Electricity)
  4. Ghost Chassis (summon an ectoplasmic automobile for one hour / level)
  5. Identify Subject (learn the name of a photographed creature)
  6. Liquidize Wealth (destroy a valuable object to permanently increase your Wealth bonus)
  7. Nerve Fire (mental version of fireball inflicts 1d8 points of fire damage / level and is resisted with WILL Save, not REF save)
  8. Techno-Allergy (spell’s victim becomes allergic to the modern world, suffering increased armor check and spell failure chances in artificial armor and suffering 1d4 points of acid damage when touching metal or plastic)  

Fifth Level
  1. Cyber Surgery (implant cybernetic implant in a creature by touch)
  2. Gene Shift (genetically re-engineer a creature by touch)
  3. Thin the Atmosphere (transform a huge area into a low oxygen environment for one round)

Sixth Level
  1. Mecha-Genesis (create one or more Star Droids from computer components)
  2. Rain of Artillery (powerful spell inflicts 6d6+1d6 per level fire damage on targets up to several miles away)
  3. Techno-Allergy, Greater (as Techno-Allergy, but increased penalties and damage)
  4. Viral Meme (create a magical logo that aids you in diplomacy and business)  

Seventh Level
  1. Cyber Surgery, Offensive (implant cybernetic implant in unwilling creature, who is also fatigued for number of hours equal to your caster level)
  2. Techno-Allergy, Mass (as Techno-Allergy, but affects one creature / level)
  3. Undo Extinction (create a small breeding population of a long extinct animal, plant or vermin species)
  4. Warp Envelope (shunt a single starship into hyperspace for a single journey)

Eighth Level
  1. Kinetic Kill Weapon (depleted uranium spear inflicts 10d10 +1d10 per 2 caster levels damage on target, knocks target and adjacent characters prone and creates difficult terrain)

Ninth Level
  1. Grand Terraforming (transform a planet into a duplicate of the caster’s homeworld)
  2. Rain of Artillery (Heavy) (very powerful spell inflicts 6d10+1d10 per level fire damage on targets up to several miles away with no maximum damage cap!)
  3. Segregating Fog (cold magical fog temporarily shunts an entire city to the Plane of Shadows)
  4. Speciate (grant a geographically isolated species new racial abilities to create a new subspecies)

Tenth Level (epic)

  1. Singularity Lock (seal an entire solar system, preventing FTL travel to or from the system)
  2. Uplift (permanently increase an entire species’ intelligence and grant the Psionic subtype to all offspring)

Wednesday, October 3, 2012

Good Art during Crappy Days

Guys, this last week has sucked to a truly professional degree. Illness, money worries and a truly nasty family argument that barely avoided becoming a cops called brawl.....
 So all I've done for the last couple of days is keep my head down and make art. I've just put Synths up for sale. After watching the entire Aliens quadrology, I decided to basically allow you to build an Ash or Bishop player character for Galaxy Command. It just came up for sale this morning, and I hope its as well received as Sentai Sequel seems to be. 

Next on the release roster, I've got Free20: Fight for Choice. It's a 15 page look at life in the Choicer military, with tons of world information, the Choicer rank structure, starting talents for Choicer military characters, and a generic Choicer Soldier NPC statblok, at CR 2, CR 5 and CR8. I had Amanda do a new image for the cover, which I justified because I was getting a cool piece of art I'll probably reuse several times in other Otherverse America products. And did I mention this thing is free? Look for it soon.


After that, I've got The Modern Spellcaster Basic Class on deck. It's a new 20 level core class for D20 Modern, similar to 
the Powered Hero and Sentai Hero basics, which allows you to use full nine level, Pathfinder style spellcasting in D20 Modern. She's a Spell Point based caster with ENORMOUS flexibility. You'll like her.

I'm working on a grimorie for the Modern Spellcaster to support this book, which will include spells specifically designed for Otherverse America, Black Tokyo, Galaxy Command and Psi-Watch, as well as a deeper look at magic in each of these campaign worlds.

Blessed Be,
CHRIS

Thursday, September 27, 2012

Good News on the Reproductive Rights Front

Okay, I just saw this story on MSNBC and other similar stories on other sites. The clinic operated by Dr. George Tiller, which has been closed since his death in 2009, is poised to re-open.

Kick ass! Kansas has been mostly without access to abortion care since Dr. Tiller died, which exemplifies the anti-abortion strategy of using pin-point force combined with legal and political pressure to close all clinics in a state, effectively fucking over Roe v Wade on a state by state level.

http://usnews.nbcnews.com/_news/2012/09/27/14125194-murdered-kansas-doctors-abortion-clinic-sold-to-abortion-rights-group?lite

http://www.washingtontimes.com/news/2012/sep/26/abortion-clinic-run-by-slain-doctor-bought-will-re/

Anyway, I hope the re-opening goes swiftly and isn't as grueling a process as I fully expect the bastards to make it for the Trust Women Foundation.

CHRIS

Wednesday, September 26, 2012

Amanda Webb Can Draw Anything

http://www.mandapandarawks.com/otherversegamesindex.html

I hit up Amanda's webgallery today, and thought I'd encourage all of you to do the same. On this page, you've got every piece of art she's done for Otherverse Games. It's a pretty diverse body of work. On one single page we've got powered armor, realistic military, fantastic creatures like fairies and minotaurs, kid friendly sentai, explicit sex, suicide, violence, realistic and recognizable figure work and some decent background stuff.

Anyway, go check it out.
CHRIS

Tuesday, September 25, 2012

Sentai Sequel

I just sent Sentai Sequel off to Mark to post on RPGNow and DriveThru. The book tops out at 38 pages of crunchy, cartoony goodness. From the sell text:

This short supplement provides some new
options to be used with Otherverse Game’s Sentai
Spectacular! campaign guide (2011). Inside, you’ll
find some additional content to make your Sentai flavored game even more interesting: some new Sentai colors, amazing new gear, some dangerous new weapons.

You’ll also find the suave male counterpart
to the Lunar Princess Talent Tree, and new starting talents that provide expanded support for variant Sentai campaigns built around the Lunar Empire or Children of Gaea. Plus, you’ll finally be able to merge your Mecha-Kaiju into a single hyper colorful and indestructible war machine!

Finally, you’ll get a littlesupport for integrating material from Fursona into a
Sentai campaign.

It should be up soon, and I think you'll enjoy it.
Blessed Be,
CHRIS

Monday, September 17, 2012

You Know What I Just Realized?

Okay, I was watching the X-movies again this weekend and I realized something. I've been reading comics for 20+ years now, and I just grokked something. You know how Storm's eyes always go white when she uses her powers? I just realized why that is....

She can summon hurricane force winds, right? So there's going to be tuns of grit, sand, dust, and even high velocity water molecules being blown around, all anxious to scratch up her delicate corneas, right? Those white eye things... I just realized they're some kind of nictating membrane to protect her eyes when she uses her powers.

CHRIS

Sunday, September 16, 2012

The Skeleton of an Adventure


            In the comments a couple of posts ago, Alzrius asked when you’ll see Otherverse America adventures or even a full Adventure Path. I’ve been thinking of a good starting adventure for the setting, something that could equally involve Choicer, Lifer or Fed-Gov PCs, something that touches on the themes of the setting, and something that showcases the insane level of diversity. I also want an adventure that’s mostly non-linear, allowing for sandbox play, or to be dropped into any existing campaign.

            So what the hell, let me show you the bare skeletons of an adventure. I’m thinking of expanding this idea out into the first adventure for Otherverse America, so let me know what you think of it. Now, remember, this is only a skeleton, a basic framework of an adventure, not a complete product.

You’ll have to do a lot of the work yourself to bring it to life. In addition to the Campaign Setting, this adventure will heavily reference Species of Otherverse America and Never Born Again. (Some of the background elements and revelations about Sanger Genomics, found in Fursona III will also be used). Other books will be helpful, but that trio will be core to the adventure. Also, you’ll want to pick up Rite Publication’s Monsters of Taboo: Taker of the Unborn. (Rite Publications, 2009). I’ll explain why that last book in just a minute.

            The adventure takes place in late fall or winter 2106.
This adventure can take place in any North American city, but works best in ‘mixed communities’ where there is both a Lifer and Choicer presence within easy driving distance. The adventure is designed for first level characters, and they should reach 3rd or 4th level by the time this story arc is all said and done. I’ll mention some ‘entry points’ for Lifer, Choicer and neutral PC groups as the outline progresses.

Flight of the Parrots
(Stock image by Char Reed, Ignitus Innovations Inc)

            A Choicer Megacorp has genetically engineered a race of bird-like symbiotes (use the statblock for the Taker of the Unborn, with some modifications). These symbiotes can attach to a pregnant woman, and absorb her fetus without harm or pain to either mother or fetus. The Taker (which is recast as a more bird like creature than the stirge-like critter it was in MOT) can store the fetus within itself almost indefinitely, and can later than inject the fetus and amniotic sac in any living creature as a parasite, bringing the pregnancy to term in any mammal, regardless of species or gender.

            The project that created the Taker was initially funded as commercial genetech, maybe even a way to de-escalate the rising tensions, to solve the problem of the Abortion War once and for all, by completely eliminating the need for abortion. Good, idealistic research. The only problem is once the first generation of Takers are decanted and field tested, the Megacorp realizes they don’t have any market for these things. The Takers scare the shit out of Lifers and creep the hell out of most Choicers. The Takers are basically an interesting biological curiosity that will never see the outside of a testing lab.

So as the adventure begins, the Choicer Megacorp is transporting the Takers from its Main Lab to an Offsite Lab, for some final testing, to see if the project can yield anything really useful and eventual destruction of the experimental animals. The Takers are in stasis in the back of a commercial van, being driven to the Offsite Lab at about 0300, when the roads are mostly empty. Nobody is expecting trouble, because the Taker project has mostly flown under the radar.

Of course, the van gets hit.
Hard.
The drivers and solitary guard get badly injured or killed, and in the process, most of the Takers escape their stasis tubes and make for open sky. The culprits are a half bright gang of Lifer Eco-Terrorists- idealistic kids from some nearby Wealthy Lifer Enclave. These kids want to make their bones, do something dramatic, but aren’t up to full on conflict with Choicers. They didn’t even want to seriously hurt anybody during the raid, but something goes wrong and suddenly, the kids are major felons.

Several dozen Takers escape, and most survive long enough to take shelter in the city. Over the next few days, really weird shit starts happening. Shit that is going to involve the PCs.

First, lets talk about how I’m going to modify the Takers from the Rite Publications version: drop their intelligence dramatically to INT 3-4, though the Takers can still understand and respond to properly formatted commands in English or Spanish. (Of course, determining the proper format for commands will make recapturing these things a lot easier, and will require some research into the Choicer Megacorp that created them). Second, give the Takers the Lifechained subtype- alien genetic material was used in their creation, and explains their strange biology. Finally, the experiments that lead to the birth of the Takers had their origin in Sanger-Tech that the Choicer Megacorp bought on the open market, so there’s a kind of bad history there.

Complications

The Lifer Eco-Terrorists
            These guys are teenagers or early college age, minimally equipped first level characters, actually a little less durable and combat ready than the PCs. They are the children of Lifer elites in the Enclave, and they formed an eco-terrorist cell pretty much under their parents noses, for their own reasons. They’re an ongoing complication because they pull other raids throughout the adventure, acting as a rival adventuring party to the PCs.

            The biggest complication though is that during the raid that freed the Takers, the leader of the cell used some kind of prototype Lifer Tech or Power. This gadget was recently developed by the AOG and entrusted to the Lifer kid’s parents for safe keeping. Obviously this gadget is super secret, intended to be used when the Abortion War next goes hot. Once the cops get done with forensics on the destroyed Megacorp Van, they’re going to realize that this tech or power exists, and very soon after that, APEX and the rest of the Fed-Gov are going to get involved. Now, Lifer Mommy & Daddy are scrambling to cover up their eco-terrorist kid’s mess, and destroy or recover the forensic examinations of the forbidden tech. If they don’t get to this tech in time, the Lifer AOG is going to send in some badass, high level Cleaners who will probably end up killing their kid, and the other kids in the eco-terrorist cell, in the name of tactical secrecy.

            I figure Lifer Mommy & Daddy make good patrons for a Lifer mercenary group- they can hire on Lifer PCs to destroy evidence and muddy the waters so their kids’ involvement isn’t suspected. Higher level Lifer characters, or ones based on Kodiak Island, will be the Cleaner team themselves, sent in to kill everybody and sterilize the scene.

The Victims
            As soon as the Takers find a roost, they are driven by their biological urges to absorb pregnancies and transfer them. If the characters are Choicer heroes, connected to a Clinic in any way, this makes a great way to get them involved. If a clinic’s patient, midway through a very much wanted pregnant, wakes up suddenly non-pregnant in a way that makes zero biological sense, any Choicer medic in town is going to be VERY interested. If random women around town find themselves in the same boat, multiply this interest by ten or twty; and if human fetuses are found grafted to unwilling random women, random men, or even animals, like dogs or livestock, everybody is going to want to know what’s up.

            The medical (and emotional) crisis presented by a Taker infestation makes a great hook for Midwife player characters, and might also get APEX or unaligned characters involved- if the players are funded by Patriot Medical or the CDC, they will definitely be sent in for a look.

            More personally, if a friend or loved one of the PCs suddenly finds herself un-pregnant, intimately violated by these freaky animals, it gives the PCs a visceral reason to go Taker-hunting.  Especially if the PCs realize that they might be able to get the pregnancy back, and re-implant it in the correct mother to be, within a short window of the Taker’s attack. This makes Taker-hunting a very time sensitive mission, which is a kick ass hook for an early campaign. 
           
The Sanger Connection
            Because the Takers were built using Sanger-Tech who knows what will happen if they mess with another Sanger creation, like a Fluxminx or Softling PC? In the actual adventure, I’ll probably have some kind of weird events chart- if a Fluxminx or Softling is affected by a Taker anything can happen, from minor illness to major risk of death to lasting mutation to the addition of a badass power-up template in rare cases.

The Machine Intelligences
            At this point I don’t know if either Nuremberg or the badly damaged Astarte-773 AI had any direct hand in the creation of the Takers, they are both certainly interested in the species. Nuremberg is fascinated, and wonders if the Takers have anything to offer its pet species, the Neverborn. Would a Taker symbiosis allow Neverborn to breed true? Because if the answer is yes, than capturing some Takers alive for study is vital to Nuremberg’s long term plans.

            Meanwhile, what’s Astarte-773’s role in all this? Did she manipulate the Taker Project in as a means of doing something to ‘her children’ the Softlings and Fluxminx? Are the Takers an apology (if the Sanger Connection interaction mentioned above results in something positive?) or are the Takers a weapon, designed to spread a deadly disease among Softlings & Fluxminx (if the interaction results in disease or something otherwise negative). Or are the Takers just some kind of biological SOS, sent out by Astarte-773 to say “Help! I’m still alive somewhere on the Mesh, and Nuremberg is torturing the fuck outta me!”

            Of course, you’re running the “Biological SOS” option, unraveling the mysteries of Taker biology might result in the PCs figuring out that Nuremberg itself is sentient and the depths of its manipulation of the Lifer nation. At that point, expect Susan Glauchester and her McDuffs to become unlikely allies for the PCs, and the Nuremberg and his Neverborn pawns to become long-term antagonists.

The Propaganda War
            The Lifer rumor mill starts buzzing with talk about the Takers within a few days of their escape. The Lifer civilian population is convinced these creatures are an intentional Choicer monster, designed to steal Christian babies away for sacrifice to Moloch or whatever fucked up things these assholes truly believe. Block Mothers with UZIs patrol the streets, demonstrations in Choicer neighborhoods turn nasty and violent, and tensions increase.

            Religious leaders start citing obscure passages from Scripture claiming that the Takers are some monster from Revelations about to start the end times. In the background of the campaign, you’ve got tragic family suicides, riots, brawls and propaganda played on Mesh. You’ve got that same sense of impending doom that Watchmen had.  

            A few days into the campaign, the Coalition for Life realizes that the Takers are more than just deckplate rumor. If the CFL can capture a Taker alive and release video of it ‘feeding’ on a test animal, they can launch a major propaganda offensive against the Choicers, recruiting hundreds of new ‘direct action rescuers’- read: terrorists, earning millions of dollars in micro-contributions and scoring some political points. So all of a sudden, the private army of the public face of the Lifer nation descends on the city.
                             
Choice Has Her Hand In
            Sooner or later, in any espionage oriented campaign, the PCs will run across Choice Merideth, either as an ally or an enemy. She’s like the Choicer Nick Fury, only even more manipulative. It’s perfectly in character for her, through a series of catspaws, to manipulate a gang of Lifer teenagers into forming an eco-terror cell and hitting a Choicer Megacorp. What’s her ultimate objective? Does she believe the release of Takers into the eco-system, and allowing them to become a true breeding species, will some how benefit the Choicers long term? Does she have some grudge with the Megacorp? Is this a roundabout way of revealing or capturing whatever tech or power that Lifer Mommy & Daddy are keeping in reserve? Is the whole thing an especially nasty misdirection, while Choice and her loyalists are performing some mission of their own in the city?

            Whatever the case, things will quickly spiral out of control, as the players have to contend with the Choicer intelligence apparatus and Choice’s operatives as well as all the rest of the factions in this adventure.

The Endgame
            There’s no shortage of potential end-bosses for this mission, and depending on the PCs actions, they might end up battling more than one final boss. I would probably write these up as modular encounters, so the GM can choose where the adventure takes the PCs, and allows some or all of these encounters to be used as random encounters along the way. Some potential end-bosses:

  • A low level Lifer Closer, sent from Kodiak Island to clean the situation, recover or destroy all evidence of the tech or power, and kill the leader of the Lifer eco-terror cell.

  • The head of the Lifer eco-terror cell, mutated into some kind of powerful Lifechained superhuman by something he or she uncovered in another badly planned raid on the Megacorp, and rampaging out of fear or ego.

  • A mid-level Bastian superspy, answering only to Choice and willing to fight dirty to ensure Choices’ objectives, whatever they really are, are carried out.

  • An APEX containment squad, declaring martial law over the city and rounding up Taker victims for future study.

  • A Choicer superheroine who fell victim to a Taker and is determined to get her revenge, no matter who gets caught in the crossfire.

  • Some Neverborn fanatics, answering to Nuremberg, displaying eerie powers as they try to capture a Taker or victim alive and intact.

  • Some enigmatic Sanger-Tech mutant, created secretly by Astarte-773, and carrying out the mysterious AI’s orders in regards to the Takers.

  • A Nemesis Lifespawn alien, drawn to Earth by the Takers, acting on instinct and killing (or infecting) anybody that gets in its way.