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.

Tuesday, December 4, 2012

The Year's Final Push

Okay, I'm gearing up for the final push of PDF releases in 2012. As I mentioned last post, Expanded Races: Cityborn and Anthros of Endara should be out soon.

After that, look for Expanded Races: Nanofeasters and Guide to the Known Galaxy: Solomon Station. The image at right depicts a Nanofeaster soldier, illustrated by John Picot. The Nanofeasters never had original art, I illustrated the race in both its initial appearance and in Species of Otherverse America, with the same piece of stock art, so its gratifying to finally have some original artwork on the race.

John really captured the size, ferocity and implicit violence in these guys. I'm going to lay out ER: Nanofeasters tonight, and Solomon Station tomorrow or Thursday. ER: Nanofeasters is going to be a quick project- about 20 pages with only a few illustrations. Solomon, meanwhile will be a longer, more complex and more difficult release.

After that I might do a couple of small fantasy or Galaxy Command releases if I get inspired, but I'm thinking that Solomon Station and Anthros of Endara will be my last big books of the year.

Plans for 2013
I'm already planning ahead to next year's releases. I expect that Black Tokyo's Unlimited Edition and the Endara Campaign Settings will anchor 2013, and be the books that most heavily drive sales.

The Lifer Army Book
I will also be releasing a comprehensive army roster book/monster manual for the Lifer Nation in early 2013. This massive 100+ page tome will consolidate all the Lifer stat blocks from Otherverse America, Never Born Again, and Ghosts & Promises, among other sources. This will be a relatively cheap product for me, in terms of art. I've already got tons of art for these characters- as it stands right now, I'm commissioning a cover from Alex Garcia and a few pieces of new interior art, but the majority of the art has already been purchased. In addition, I'm already adding more threats to the list, from a CR 22 'henchman' for Artemis down to new CR 1 Lifer pre-gen characters for convention games or quick sessions.

I'm also experimenting with building Lifer military vehicles as creatures with the Construct type rather than as equipment built around the D20 vehicle combat rules. So far, I've built an absolutely kickass VTOL troop carrier/air cav type vehicle, a hover tank, a scout bike and a 'technical'- basically a pickup with a rail gun mounted in the bed, and I'll write up some more tonight. Building vehicles as creatures seems much more intuitive to me, and a lot more fun....and hopefully more useful around the game table.

Finally, last night I went back through and completely revised Artemis' statblock as she appeared in Otherverse America 2nd Edition. I had built that character using the D20 Modern rules for building monsters- last night, I rebuilt her as a Pathfinder RPG style Outsider, and the differences are staggering. The revised Artemis has about twice as many HP, her defenses overall got pumped up, and if she full attacks with her main gun, she's inflicting around 750 points of damage per average round. This bitch really earns her CR 29- she's basically designed to TPK anything that goes up against her, and could probably kill any critter in the Pathfinder Bestiary in one or two rounds, up to and including things like Balors, Pit Fiends, elder dragons, and the Terrasque. I'm not normally a killer GM, but I figure if you're sending your players against an epic level threat like Artemis, a character defined as the ultimate badass in game fiction, 'everybody dies' should be a viable, even the most likely, outcome.

Anyway, I'll preview the two versions of Artemis side by side in a couple of days and you can see what I mean.

Blessed Be,
CHRIS






Tuesday, November 27, 2012

Connecting the Dots



I just sent off a couple of new PDFs to Mark; Anthros of Endara and Expanded Races: Cityborn. They both should be up soon- Anthros of Endara especially should be tons of fun- a great homage to the old He-Man toon but with its own heart and soul, not to mention some great art and a first look at what’s going to be a fun campaign setting. Expanded Races: Cityborn dramatically expands an already cool race, and is one of the favorite things I’ve done for Psi-Watch. Also, it’s got great art by John Picot.

Anyway, ER: Cityborn continues a tradition I began when I first started working on Psi-Watch- including lots of links, some obvious, some hidden connecting the Psi-Watch and Otherverse America campaign worlds, and by extension, connecting the entire Otherverse Games multiverse. I figured I’d talk a little bit about some of my favorite links between worlds. This, of course, only applies to actual character and story crossover- all the mechanical elements, all the races, classes and feats are equally usable in any world, and don’t really bear mention unless the mechanical links are especially significant. Consider this the footnotes on the entire Otherverse Games cosmology.

Metamorphosis North
            As I mentioned in Psi-Watch Unlimited Edition, this advanced military technology mega-corp straddles both the Psi-Watch and Otherverse America reality. In OA, Metamorphosis North is a morally neutral arms dealer- in Psi-Watch, the megacorp is a major threat, and its CEO Elizabeth Vose is slowly growing into a major nemesis for at least three different settings.

            Metamorphosis North regularly smuggles Lifer war criminals and terrorists from their home reality to Psi-Watch as indentured mercenaries and assassins. The Lifer Refugee starting occupation, unique to Psi-Watch, allows you to quickly build one of these dimensional expatriates to kick some ass in the Psi-Watch campaign.

Elizabeth Vose
            Vose got turned into a horrific zombie in the Marvel Zombies inspired sourcebook, Vector of Infection. I followed up on this in a relatively obscure Pathfinder RPG sourcebook, The Dragonbound Core Class. Anyway, since that book was all about dragon riding heroes and villains, I wanted to include a riff on the Githyanki Lich Queen, from classic D&D, whose most elite knights rode into battle on the back of red dragons. I evolved the zombie version of Elizabeth Vose into Vose the Lich Queen, a feral goddess of ghouls and undead. I also mentioned Jormungand, the Midgard Serpent from Norse Mythology in this PDF (which for all its obscurity, has a fairly important place in my overall meta-plot) for the first time, but we’ll get back to him.

            Anyway, expect Vose (both the mortal and zombie-versions of her) to pop up in other Psi-Watch products, and continue to stir shit up.

The Culture
            From their first appearance in the Psi-Watch Campaign Setting V1  I hinted that the Culture, an arrogant race of evolved human space-imperialists, are the ultimate evolution of Otherverse America’s Bastian faction. I figure that thousands of years into OA’s future, the Bastians went completely post human, then crossed dimensions, appearing millions of years in Psi-Watch’s past, where they carved out a massive and constantly expanding empire. As I mentioned in One Planet, One Power, the Phade, a race of ghostly spies, work on both sides of the dimensional gulf to undermine both the Culture and their distant ancestors, the Bastians. Because Otherverse America’s Bastians are unaware of their destiny as the Culture, they have no idea why the Phade have a beef with them.

            The Culture represents one of those concepts I really want to do more with. Expect a future splatbook or techbook on these guys sooner or later, and I’ll likely incorporate them into future Galaxy Command products as a dangerous new power, stealing territory both from Galaxy Command itself and WARSTAR. 

Yahn Crystal
            Yahn Crystal pops up in Psi-Watch, Galaxy Command and in some PFRPG fantasy stuff I’ve done. It’s a pale purple crystal used in the construction of dimensional gates, warp drives and planes-crossing magic devices. Yahn crystal is good, generic ‘sci-fi’ mineral. They are somehow related to Ioun Stones (Yahn is the raw form; Ioun stones are the refined, cut form), which were originally invented by the Culture as a techno-magical set of utilitarian gadgets. Whenever I need a device with weird properties that breaks the laws of physics, I can just hand wave it by saying the device is powered by Yahn crystals.

            The coolest thing I did with Yahn was to tie it to the reproduction of the Noble Succubi race (from the self titled PDF). Noble Succubi build artificial wombs out of pure Yahn to create new members of their race. The Noble Succubi PDF was pretty cool, as far as Easter Eggs go. I briefly introduced a character, the planeswalking warrior Hope, who had been a part of Otherverse America from its earliest drafts (Hope by the way, also made a few appearances in my older Rifts campaigns, which means not only has she crossed dimensions, she’s crossed game systems as well). And again, Metamorphosis North plays the villain…..

            By the way, the Valentine star system, which is home to a huge Noble Succubus population, appeared in the Adorable Avenger Advanced Class for Galaxy Command. I mentioned that Noble Succubi created the Adorable Avenger class, further linking the two concepts.

Cassie Andra Feneris
            Cassie is one of the iconic characters in Otherverse America. Her experiences formed a major part of the fiction in both the Otherverse America Campaign Setting and Frontlines of Choice. She’s vastly powerful, and I’m planning on fully statting her out in my upcoming Lifechained Powers book (which I mentioned last post).

            A younger, less powerful and less confident version of the same person, Lt. Cassandra Feneris, is a minor supporting character in Psi-Watch, an officer in the titular organization. The Otherverse America version of the character worked for her reality’s version of Metamorphosis North after college, before founding her own company. I’ll probably follow up on that thread sooner or later. And as I do more with Galaxy Command, I plan to include a version of Cassie Andra there too, likely as a badass starship captain, in the vein of Honor Harrington.

The Ghosts of Babies Past
            Meanwhile, the eighth Ghost of Babies Past, a fearsome Lifer terrorist, was introduced in Cassie’s storyline, crossed over into Julie Riddle’s, and was greatly elaborated on in Ghosts & Promises: The Kodiak Island Sourcebook. I also set up a minor mystery in G&P. What happened to Ghost 8’s sidekick, Ghost 6, the Neverborn known only as Tommy? He just disappears from the historical record sometime after War’s End. I figure local gamemasters might follow up on that thread on their own, but if they don’t want to, or if they missed the plothook, I’ll let everybody know that I solve (at least partially) in the upcoming ER: Cityborn.

Ygrassydl/The Phallus
            Ygrassdyl, the Great Universal Tree is basically the axis upon which the Multiverse turns. It is mentioned in The Dragonbound Core Class, Ley Lines, and Races of the Tatakama, among other sources. I’ve always imagined Ygrassydl and the Phallus of Otherverse America’s cosmology are one and the same, different ways of describing the same concept- the big damn house of God itself. As I do more with the plot threads I began in Guide to the Known Galaxy, I’ll put more depth and bite into the Phallus and the Necklace of worlds surrounding the universal mega-structure.

            The war between the Singular’s two sons: The Genesis and The Nemesis has featured as a background plots in several books, beginning with the fiction of GTKG. Expect more and more on that. The Genesis plays a major role in the origin of the Cityborn race, as you’ll see in ER: Cityborn. Meanwhile, The Nemesis makes an appearance as one of the deities of the Black Else, appearing in Spells and Gods of the Tatakama as Amanojaku. I chose to weld the Nemesis to that particular myth because Amanojaku is a kind of tempter/trickster/Satan-figure and because Urotsukodoji corrupted the name of the same god for its (rather boneheaded) protagonist.

            As I mentioned in Spells & Gods, Nemesis, as Amanojaku, has access to a draconic minion, known in the Tatakama as Yamata-no-Orochi. This all consuming, voraciously hungry, animalistic WMD is probably the same thing as Jormungand, mentioned in Dragonborn. There, the creature is mentioned as ‘gnawing endlessly on the roots of Ygrassydl’…basically, for whatever reason, the Nemesis has a pet monster under his control that works to undermine the physical structure of the Multiverse. Should be a fun storyline if and when that fucker slips its chain.

            Of course, since so much of my cosmic plans for Otherverse America map nicely to Norse mythology, expect some interesting surprises when I finally get around to doing a faction splat for OA’s Asatru Choicer faction.

The Ubume Empress/Ellen Dacoveney
            I first mentioned the Ubume Empress in Black Tokyo II: Chastity & Depravity, and hinted that after her suicide in Otherverse America, on the last day of the War, Ellen Dacoveney’s soul crossed planes and ended up in some particularly nasty corner of the Black Else. There, rather than spiritual annihilation, she somehow clawed herself out of the muck and became the god-level Ubume Empress. That, right there is a huge, and suitably badass link between Otherverse America and Black Tokyo. I haven’t done too much with this plot-thread yet, but it’s already become a major element in the upcoming Black Tokyo Unlimited Edition. Likewise, expect a couple of hidden connections between the Neverborn and the new POETICA race that you probably won’t expect.

The Paint
            The Paint is an underground fighting league for superhumans. It first appeared in a work-for-hire PDF for Mutants & Masterminds 2E, published by Misfit Studios years and years ago. It got fully explored in its own self titled PDF, and also popped up again in Psi-Watch Unlimited Edition. Erik the Red, the cyborg fight promoter who started the league was based on a friend’s Rifts PC, while Dead Blue Fish, the half Japanese nano-sculptor who is the brains behind the operation, is an old PC of mine from a cyberpunk game. A version of Dead Blue Fish will likely pop up in Black Tokyo Unlimited, just because I like the character, but I’m not sure in what context yet.

Schendenwatt
            I’ve mentioned the fictional city of Schendenwatt in dozens of PFRPG fantasy PDFs, including lots of work for hire stuff I did for Skotched Urf Studios back in the day. Schendenwatt popped up any time I needed a big, cosmopolitan fantasy metropolis with a vaguely pseudo-Germanic flavor. It appeared several times in various Adventurer’s Essentials PDFs, as well as a more substantial mention in Campaign Overlay: Fantasy Firearms. If you look at the world map in the upcoming Anthros of Endara, you’ll see Schendenwatt. Expect a full readout on what the city’s like in the campaign guide…..meanwhile I’ve also included another version of Schendenwatt in my Pirates of the Bronze Sky draft, though who knows when that one’ll see the light of day.

            Campaign Overlay: Fantasy Firearms also introduced the Armigers faction, a group of pan-dimensional, magi-tech arms dealers. These sociopathic, soulless merchant princes are a major villain in the Fantasy Firearms storyline, and they’ll pop up again, in slightly linguistically mutated form as the mysterious Armigeru, in Black Tokyo’s Unlimited Edition. Likewise Black Tokyo’s Eyrines Sisterhood gets a brief cameo in Fantasy Firearms.

            Anyway, that’s all I can think of for right now. I’m sure I’ve missed a few connections, and there were a few that are too minor to mention. As you can see, Black Tokyo Unlimited is going to get a lot of love in the coming months, and whenever it suits me, expect Easter Eggs linking the upcoming Endara setting to my other game worlds.

Blessed Be,
CHRIS

Wednesday, November 21, 2012

Upcoming: Anthros of Endara

What's on deck right now? Well, Expanded Occupations: Maids! should be hitting in another couple of days, and tonight I'm going to be laying out Anthros of Endara, the first official release for my He-Man homage Endara campaign world.

I've got most of the art in, and can fill in the few remaining gaps with appropriate stock. I'm actually including more content than I planned. In addition to rule info on the 'furry' (and scaley, and exo-skeletony) races of the setting, I'm including a preview of some character builder stuff for the humans and core races of the setting- some alternate racial traits and starting talents. I'll go back and expand those sections dramatically when the core campaign book finally comes out.

After that, expect Solomon Station before the end of the year, and another couple of Expanded Race mini-sourcebooks, similar to what I did with the Shiftsteel Symbionts. I've got the ER: Cityborn book fully written and am just waiting on art, and I'm writing ER: Nanofeasters right now. The Nanofeasters are kinda interesting in that I've used the same stock art for them in both their original appearance and in Species of Otherverse America. It'll be nice to finally get some art for those guys. Anyway, if you have any player races you'd like to see get their own short sourcebook, drop me a line and tell me which one and why you think it's cool.

I'll get back to Black Tokyo Unlimited Edition after Thanksgiving. I have also been looking at some of the art I've collected, but haven't released from Alex Garcia. I've got almost all the 'space gods' of Otherverse America illustrated. That means that sooner or later I plan to release a sourcebook cleaning up stuff from Guide to the Known Galaxy focusing on the Lifechain as a revised standalone, with lots of great new art. Right now, if I get a few more images, I could easily put out a sourcebook focusing on the space gods and the Lifechained feats themselves. Of course, getting art of all the monsters in the original Guide to the Known Galaxy is going to be pricy.

I might end up splitting the Lifechained book into two books: Lifechained Powers and the Lifechained Bestiary.

Anyway, that's whats on my plate right now.
Have a good holiday,
CHRIS