Tuesday, July 7, 2015

Psi-Threats and new Anthros

Yesterday morning, I put Psi-Threats: Book One Mutant and Machine up for sale on RPGnow. This is the first in a line of short and mid-length bestiaries for the Psi-Watch Campaign Setting. Beneath the awesome Anthony Cournoyer cover, you'll find 35 pages of what's basically X-Men badguys with the serial numbers filed off for Pathfinder and Ultimate Psionics. This first sourcebook's highlights include great homages to the Sentinels, the Reavers, and...the Savage Dragon. I'm already working on Book Two, which will focus on psychic soldiers and special operatives for the various Psi-Watch factions.

Next up. What would you say to a completely revised, one book version of Fursona? The Pathfinder adaptation of Battlechangers got me thinking of new ways to build Anthro characters: more flexibility, no ever-expanding list of Orders. I started playing around with the Gravity Cats from Galaxy Command/Heavy Future, and came up with a revised Shipper player race. I'm thinking that when I eventually do revise Fursona, I'll rebuild Anthros in-line with the design philosophy you see here.

Take a look.



Shipper
Medium Humanoid (anthro)
“Shippers” is common slang for a myriad of interfertile semi-animalistic aliens with no clear home world or point of origins. Many Shippers hail from worlds either conquered or annihilated outright during the Great Galactic Darkness, or worlds that were lost to the relentless march of the Imperial Church of the Galaxy’s anti-anthro pogroms.

Shippers have organized themselves in a loose confederacy of generation ships and hollowed-out asteroid habitats as a matter of necessity. They survive as stellar nomads, trading service for passage, or occasionally, provisional citizenship. Mostly though, they ply the stellar trade routes, drifting between cold and distant stars, seeking their fortunes.

Appearance
Shippers are an assortment of anthropomorphic hominids, ranging in size from petite rodent-derived species that barely top 4.5 ft to massive ursiods and capricornoids that are 7.5 ft walls of muscle, fur and horn. The most numerous ethnic blocs within the Shipper confederacy seem to be derived from rodent-evolved or felinoid stock.

The various Shipper races are interfertile and often omni-fertile, suggesting either some common ancestry or genetic tinkering sometime in the distant past. As a result, details like fur and eye configuration, cranial shape, tail length and texture, the presence of horns, crests and other display appendages seems to vary wildly among individuals. Thanks to recessive genes, a family of grey-pelted lapine-derived Shippers might occasionally give birth to a larger than normal kit with crimson and gold tiger striping.

The one commonality among Shippers is their dress: space-worthy and highly practical. Shippers usually wear armored jump suits and custom fitted space suits designed around a rack of antlers or a long, semi-prehensile tail. They tend to carry everything they own neatly rolled up in an engineer’s bedroll or slid into one of their many jumpsuit pockets.

Homeworld
Shippers are a space born race. The species has no homeworld- some Shipper races lack any curiosity or nostalgia for their lost homeworlds. Others have mythologized what they have lost as ancestral paradise- a destroyed heaven for anthropomorphics of their genotype.

Shippers were forced to become galactic gypsies, who survive by selling their services (as everything from astronautics technicians to prostitutes to mercenaries) to the major stellar empires. Traveling in enormous ark ships carved from planetoids and ancient star cruisers, Shippers have crossed and re-crossed the Milky Way, and have visited every major planetary port of call.

Shipper society is based around the ark; the citizens of a single ark are considered part of a single extended family, regardless of their evolutionary lineage. These ‘ark families’ can include well over a hundred thousand Shippers, all unified in a quest for resources, profit and glory. Rivalries between ark ships can be deadly, especially when the clans are competing for scarce resources or some juicy contract.

Sex, Drugs and Violence
Shippers are an earthy, sexual people, with few sexual taboos. Most of their taboos are fairly common-sense prohibitions against crimes like rape and incest, rather than complex ethical prohibitions. Public displays of affection are not frowned on, and given the cramped conditions aboard most arcs, most Shippers politely look the other way if a neighbor is rutting.

The various Shipper lineages are interfertile, and many Shippers are pan-racial. Breeding outside the lineage is encouraged, as unexpected new genetic combinations that prove viable have the potential to uplift the race as a hole. Pregnancy and birth is celebrated among Shippers, and many arks are hotbeds of eugenic experimentation, as various Shippers strive to find the perfect mix of bloodlines. Complex, often polyamorous relationships that bind several allied crews are the norm.

Shipper pregnancies tend to last between six months and a year, and depending on the creatures involved, might produce a single birth, a litter of dozens of kits, or anything in between. Miscarriages and infant mortality are slightly higher than the galactic norm; given their genetic diversity, not every new Shipper mutation is a positive one. Lifespan tends to be commiserate with the Human Diaspora, though there both positive and negative exceptions.

Politics & Culture
Shippers hold a culture-wide loathing for the bigots of the ICG elite and have a deep suspicion of even everyday ICG faithful. The ICG has spent centuries trying to annihilate any blending of humanoid and animal, something they consider anathema, and many older Shippers can recite the names of ship-mates and friends lost to an ICG kill squad.

Despite this, Shippers will sometime do piecework for the ICG, if their ark can’t find a better contract somewhere. They don’t like it, and the ICG are bastards to work for, but in desperate times, the Shippers will grudgingly do it.

Shippers are on better terms with a variety of galactic factions, but aren’t truly trusted by anyone. Many Free Spacers have intermarried into Shipper arcs and vice versa. The race gets along well with the similarly space-based Proximites. In any port of call, anywhere in the dirty galaxy, you’ll find three races above all else: humans, Proximites and Shippers.

Names
Shipper names translate colorfully into Galactic Common. The aliens place a great deal of importance on family, and each ark family tends to earn a reputation based upon its members’ exploits. Individual Shippers are more likely to be stereotyped based upon their ark of origin then they are by their species as a whole. There isn’t much difference between male and female Shipper names.
Personal Names: Engine Whisper, Light Whisker, Plasma Horn, Star Paw, Sun Runner
Ark Surnames: Battlemoon Ark (always demands cash up front for merc work), Brightwarp Ark (great, if arrogant fighter aces), Meteorcrusher Ark (asteroid miners, but they steal), Novasong Ark (owe the Corporation Command big, most join the Command Fleet)

Languages
Shippers begin play speaking a trade language common to all arks, called Shipper Patois and Galactic Common. Shippers with high INT scores can choose any language as a bonus language, except for secret languages like Druidic.

Shipper Racial Traits
All Shippers share the following racial traits.

Size and Type
Shippers are Medium Humanoids with the anthro and psionic subtypes. As Medium creatures, Shippers receive no bonuses or penalties due to their size.
                                                               
Ability Score Modifiers
+2 to any ability score of choice
Shippers are a diverse collection of species, with many unique aptitudes and racial gifts. Like humans, they are resistant to pigeonholing.

Normal Speed (EX)
Shippers have a base land speed of 30 ft.

Evolutionary Ability (EX)
Shippers have many powers, unique to their animal breeds. Each Shipper selects one ability from the following menu of extraordinary racial abilities. Once chosen, this gift cannot be changed, as they reflect the Shipper’s lineage.

Armored Hide (EX): The Shipper gains a +4 natural armor bonus to AC.

Bestial Senses (EX): The Shipper gains a +2 racial bonus on Perception checks to notice animate creatures or objects. They receive a check to notice movement whenever it happens within 50 ft of them, whether or now they are actively looking.  

Bonus Feat (EX): The Shipper gains a single racial bonus feat chosen from this list: Great Fortitude, Improved Initiative, Improved Trip, Nimble Moves, Power Attack, Weapon Focus (natural weapons only).

Climb Speed (EX): The Shipper gains a Climb speed of 30 ft and a +4 racial bonus on Climb checks.

Hearty (EX): The Shipper is immune to disease and gains a +2 racial bonus on FORT saves against poison. (This stacks with the benefit provided by a Scavenger metabolism.)

Insulated Hide (EX): The Shipper has a thick, water proof pelt that provides Cold Resistance 5.
                                                                                                            
Pounce (EX): The Shipper gains the Pounce racial quality.

Swift (EX): The Shipper’s base land speed increases to 40 ft.

Swim Speed (EX): The True Beast gains a Swim speed of 30 ft and a +4 racial bonus on Swim checks.

Metabolism (EX)
Shippers are derived from an assortment of animal species, which defines their natural gifts. Most important among the distinctions between Shippers is their preferred feeding strategy. Choose one metabolism at character creation, which determines many of the Shipper’s traits (as well as the diet they demand from shipboard food replicators.)

Herbivore: Shipper herbivores receive a +2 racial bonus on Perception checks, and gain a +2 natural armor bonus to AC.

Omnivore: Shipper omnivores receive a +2 racial bonus on Acrobatics, Climb and Survival checks, and one of these skills is always a class skill for them.

Carnivore: Shipper carnivores gain Darkvision 60 ft and the Scent special quality and gain Weapon Focus (natural weapons) as a racial bonus feat.

Scavenger: Shipper scavengers gain the Scent special quality and receive a +4 racial bonus on FORT Saves against disease and poison. Scavengers can eat carrion, rotting meat or garbage and derive nutrition without ill effects.

Natural Weapons (EX)
All Shippers possess some form of natural weapon, provided by evolution.

Shippers receive two natural weapon attacks as primary natural attack forms. These either take the form of two claw attacks that inflict 1d6 + STR modifier points of slashing damage (20/x2) or two hoof stomps that inflict 1d6 + STR modifier points of bludgeoning damage (20/x2).

Alternatively, the Shipper can select a single gore attack that inflicts 1d10 + STR modifier points of damage (20/x3) in the case of horned (rhinoceros) or antlered (deer, elk) derived Shipper species.

Lowlight Vision (EX)
Shippers possess lowlight vision.

Skilled Spacer (EX)
Shippers are well adapted to life in space, and are most comfortable aboard a starship. They’re damn good spacers, the equal of any human Free Spacer or Proximite techie.

Shippers receive Zero G Training as a racial bonus feat. Shippers receive a +2 racial bonus on Pilot checks and Computer Use checks made to control shipboard systems.

Shippers Alternate Racial Traits
Shippers aren’t a single, monolithic species. Instead, this motley assortment of anthro spacers represents the infinite diversity of shapes that intelligent life can take in the galaxy.

Cosmopolitan (EX)
Replaces:
Skilled Spacer
Shippers have a natural gift for languages and enjoy encountering new cultures: first contact is always a joyous occasion for these spacers.

She shipper begins play speaking 1d4+1 additional bonus languages, in addition to languages she earns for having a high INT modifier. The Shipper gains a bonus rank in Linguistic and a new language known each time she levels up.

Master Pilot (EX)
Replaces: Skilled Spacer
There’s nobody better behind the controls of a star fighter than a Shipper pilot: after all, there’s a good reason they call it ‘dog-fighting’, right? The Shipper is treated as having the Improved Initiative feat when at the controls of any spacecraft. If the Shipper already has this feat, the effects stack.

Naturally Psionic (EX)
Replaces: Either Evolutionary Ability or Skilled Spacer
The Shipper gains Wild Talent as a racial bonus feat. If she later takes levels in a psionic class, she gains Psionic Talent instead. Whenever the Shipper gains a new level, she may choose to gain an additional power point rather than a bonus skill point or Hit Point.

Skilled Engineer (EX)
Replaces:
Skilled Spacer
The Shipper spends her time on the engineering decks rather than the bridge, fixing and jury-rigging, rather than piloting.

The Shipper receives Zero G Training as a racial bonus feat. The Shipper receives a +2 racial bonus on all Craft checks made to repair or upgrade a space vessel’s systems.

Station Sense (EX)
Replaces: Lowlight Vision
When aboard a space station, starship, or other large enclosed environment (such as a submarine), the Shipper attunes herself to the subtle vibrations of the engine and ever-present hum of life support. When in an environmentally sealed vehicle or environment, Shippers gain tremorsense with a 60 ft radius.

Telepathic Shipper (SU)
Replaces:
Natural Weapons, adds subtype
Several Shipper breeds have evolved innate telepathic gifts, the better to bridge the communication gaps between the various Shipper lineages. The Shipper gains telepathy 100 ft and gains the psionic subtype.


Final business?
 Andrew, I read your suggestions for some APEX spells in the comments of a previous post, and dig your ideas. If you want to write the sourcebook, drop me an email. You've got some cool ideas, man.
chrisfieldotherverse@hotmail.com

Blessed Be,
CHRIS

Tuesday, June 30, 2015

New Book: Choicer Magick Book One

This morning as soon as I got off work, I put together a small sourcebook. I've been doing bigger, more art heavy sourcebooks these days, and I wanted to up my release count and put out something fast, punchy and fun. I also wanted something I could illustrate with art on hand, and not have to commission a bunch of new stuff for.

The end result is a little under 30 pages of spells specifically for Otherverse America! As the title suggests, I plan future books of Choicer Magick, at about the same length, as well as Lifer specific spells, probably under the title "Pentecostal Miracles" unless somebody suggests something better.

I'll eventually collect all these books, along with a collection of magic items and occult archetypes and similar content, as I did with Enchantments of Black Tokyo. So now that Choicer Magic Book One is up, look for a few longer and another couple of mini-sourcebooks soon.

Blessed Be,
CHRIS

Thursday, June 25, 2015

New Races For Otherverse America: Pagan Born and RAINBOW Tribe

Well, the last art for Culture of Choice is trickling in. Today I wanted to spotlight two of the new races I'm introducing to the setting. The Pagan Born are a racial rethinking of the Dream Born Mau. I wanted to make the race more modular and interesting, taking the diverse menu of abilities of the Military Post Humans from Black Operators, and but retaining the race's uni
que, pagan-based feel. The RAINBOW Tribe are a new race I just introduced this morning- the idea for them actually came to me in a dream, and when I woke up I realized they were a solid enough idea for inclusion.

Let me know what you think of both. Today's illustration comes from Amanda Webb. When I get it, I'll start posting up Vic's preview images. (This image will actually illustrate a cultural template, but as I don't have art for the Pagan Born yet, it serves very nicely to get the point across.)



Pagan Born
Medium Outsider (human, native)
Pagan Born are the demigods and demigoddesses of the 22nd Century, post-human enigmas whose origins cannot neatly explained. The first Pagan Born were conceived on an unseasonably warm Beltane Eve, 2079. Across North America, female participants in the Beltane Revels lay with a man of their choice, wearing the mask of one of the ancient, pagan gods. When she finally slept as that night ended, strange dreams filled with potent symbols offered a choice: bear a child unlike any child that has ever been born before, a child to be a symbol of hope for an embattled Covenant.

Nine months later, the first Pagan Born arrived in blood. \During the winter of 2079 and the spring of ’80, the Covenant celebrated the birth of its new, visibly post-human sons and daughters. Pagan Born children, and the mothers who chose (and were chosen) to bear them became Covenant celebrities. The ordinary men and women of the Covenant watched as their semi-divine new generation came of age, became teenaged priestesses and eventually, warrior adults.
                                                                                                      
The Lifer nation rejected the Pagan Born out of hand as a propaganda offensive waged by a nation demoralized by (at that point) two decades of brutal warfare, and suggested the children’s origins had more to do with metahuman rape and untested bio-war agents than divine providence. The Covenant fiercely defended the children, their goddess-chosen mothers, and the prophetic dreams that accompanied the birth as more genuine than anything that happened to a long-dead Mary, and far more consensual.

To the Choicers, the Pagan Born are miracle and affirmation. To the Lifers, they are a publicity stunt of monstrous proportions. APEX’ view of the posthumans, like always, lies between these two extremes. APEX believes that the Pagan Born are the offspring of a living, and possibly spontaneously generated Choicer meme. In short, the Fed-Gov military, believes that an idea gained a kind of viral life. As unlikely as the concept seems on the surface, studies of Object Philosophies and self-aware smartlight viruses lend a bare minimum of credence to the theory.

Appearance
Pagan Born are handsome and purposeful, perfect specimens of Choicer post-humanity. Regardless of their mother’s bloodline, Pagan Born are olive completed- when born to a white-skinned mother, the Pagan Born child seems darkly exotic, when born to a dark-skinned mother they seem pale and golden. It’s difficult to pinpoint a Pagan Born’s exact racial make-up.

Pagan Born press in iconic neo-pagan styles, and tattoos and scarification are popular among the breed, representing their beliefs and the old god who fathered them through a mortal reveler. Pagan Born have complex post-human genomes- their blood is a stew of genetic engineering alleles, designer traits, meta-human ancestry and indefinable traits that make them something other than human.

Reproduction and Biology
Pagan Born are inter-fertile with baseline humans, who enjoy sex for pleasure and lack any set breeding season. Though the species is relatively young, the Pagan Born genome appears to be dominant, at least in certain circumstances. Sexual encounters with humans of an Abrahamic faith produce baseline human children (possibly with a handful of unique traits), while intercourse with another neo-pagan always seems to produce a newborn Pagan Born.

A small handful of new Pagan Born are conceived, by human mothers, on each Beltane Eve. Since 2079, the numbers of this emergent species has multiplied dramatically. Strategic pre-cogs working for the Covenant have envisioned several possible futures where the Pagan Born have evolved into the dominant strain of Covenant humanity.

Unlike baseline sapiens, who require contraceptive bionics or gene-tech to regulate their fertility, Pagan Born can accomplish this feat instinctively. Pagan Born will not impregnate a female, or become pregnant themselves, unless they actively choose to. Likewise, the females of the race can abort an early pregnancy at will, by force of will alone.

Within the Covenant
The Pagan Born are fundamentally tied to the Covenant, and have little place outside America’s Crimson Coast. Though young, they have become influential and respected within the Covenant.

Pagan Born often become warriors, not in an effort not to eradicate Lifer Christianity on the battlefield, but to bring its leaders to justice and offer its believing populace a better alternative. To this end, many Pagan Born have affiliated with the transhumanist faction of the Covenant.

The race leads by example, and tend to view their purple-garbed adversaries as victims rather than enemies. Pagan Born often find themselves drawn into the Choicer intelligence and special forces communities, where they can directly push for a more humane treatment of the conquered Lifer nation, or less dramatically, into social work, politics and the peace movement.

Names
Pagan Born children rarely have ordinary names. Most take their names from myth, or are given a unique kenning as a name. Pagan Born have multipart surnames- their mortal father’s surname (if known) appended by the name of their true, divine father.

Such surnames might include:
Juarez-Zuesborn; Lopez-Thorson; Cooke-Osirischild; Miller-Hadesson

Languages
Pagan Born adventurers begin play speaking Celestial as well as English and Spanish. Pagan Born with high INT scores can choose Abyssal, Draconic, Infernal or any elemental language as bonus languages.

Pagan Born Racial Traits
All Pagan Born have the following racial traits.

Size and Type
Pagan Born are Medium Outsiders with the human, native and psionic subtypes. As a Medium creature, Pagan Born receive no bonuses or penalties due to size.

Ability Score Modifiers
+2 to any ability score of choice.
Pagan Born are diverse and phenomenally adaptable, able to excel in a variety of ways.

Normal Speed (EX)
Pagan Born have a base land speed of 30 ft.

Belief Driven Physiology (SU)
Pagan Born are, as the name of their race implies, empowered by their beliefs, with their post-human augmentation tied to their faith. A Pagan Born who chooses any Abrahamic patron deity or philosophy loses their racial traits and becomes human, gaining an additional human bonus feat and skill ranks. Once a Pagan Born’s nature is lost in this manner, it cannot be regained, even if the character later returns to a pagan faith.

Darkvision 60 ft (EX)
Pagan Born have eyes that go feline when the moon rises, providing them with Darkvision 60 ft.

Pagan Skills (SU)
Each Pagan Born has unique skills, given to them by the myths of their divine parents. Select one skill package, which represents archetypical myths common across factions within the Covenant. Once chosen, this selection cannot be changed.

Archetype
Racial Skill Bonuses
Archer
+1 racial bonus on ranged attack rolls with bows or crossbows
Dancer
Acrobatics +2, Perform (dance) +2
Hearth Keeper
Craft (structural) +2, Knowledge (civics) +2
Healer
Craft (alchemy) +2, Heal +2
Hunter
Knowledge (nature) +2, Survival +2
Guardian
Knowledge (tactics) +2, Perception +2
Lover
Sense Motive +2, Perform (sexual) +2
Riddler
Bluff +2, Knowledge (arcana) +2
Ruler
Diplomacy +2, Knowledge (tactics) +2
Sailor
Pilot (watercraft) +2, Swim +2
Seer
Knowledge (arcana) +2, Knowledge (religion) +2
Smith
Craft (blacksmith) +2, Craft (mechanical) +2
Sword Master
+1 racial bonus on melee attack rolls with martial slashing weapons

Pagan Invulnerability (SU)
Each Pagan Born has an immunity to the weaknesses of mortal flesh, often related to the myths of their divine forebears.

The Pagan Born gains Immunity to one of the following damage types.
·        Ballistic, Bludgeoning, Piercing, Slashing
·        Or Immunity to one Energy Type
·        Or the No Breath racial quality

This immunity, whatever form it takes, is conditional. An opponent can attempt a Knowledge (religion) check, DC 10 + the Pagan Born’s CHA modifier, to modify a weapon or attack form in such a way as it bypasses this immunity. Doing so requires at least a minute, and ritual items worth 5 gp.

Examples would be binding mistletoe to a dagger’s blade to overcome Slashing immunity, sprinkling silver dust over the barrel of a plasma rifle to overcome Fire immunity, or knotting a garrote with mystic herbs to successfully strangle a Pagan Born with the No Breath racial quality.

Once so modified, a weapon retains its potency against a particular Pagan Born for 24 hours, or until the Pagan Born is slain.

Alternate Pagan Born Racial Traits
Pagan Born are an incredibly diverse young species, and many have atypical divine gifts. The shape this race (and post-humanity as a whole) will eventually take is not set; evolution is still progressing rapidly.

Dream Child of Bast (SU)
Replaces: Pagan Skills
For deities and idea-forms, gender is as fluid as it needs to be, but only Bast has produced Pagan Born children in any great numbers. The Dream Child of Bast gains Dreamborn Mau as a racial bonus feat.

Legendary Expertise (SU)
Replaces: Pagan Skills
You are the unquestioned master of a single skill celebrated by your divine parent, such as a scion of Apollo who is a great poet, or a scion of Volund who is a master smith. Select one skill; this skill is always a class skill for you. Skill checks with this chosen skill require half the usual time; while rolling with this skill, you roll 2D20 and take the better of two rolls.
           
Summerland Soul (SU)
Replaces: Pagan Skills
You have lived many times, and your current incarnation as a Pagan Born adventurer is only your most recent, and most highly evolved. You gain Reincarnate as a racial bonus feat.

Pagan’s Luck (SU)
Replaces: Either Pagan Skills or Pagan Invulnerability
Your post-human confidence lets you manipulate probability in your favor. When you select this alternate racial trait, choose whether to replace Pagan Skills or Pagan Invulnerability.

·        If Pagan Skills is replaced, you gain a +1 luck bonus on all saving throws.
·        If Pagan Invulnerability is replaced, you gain a +2 luck bonus on all saving throws.

Pagan Warrior (SU)
Replaces: Pagan Invulnerability
Your divine heritage makes you a particularly bold and daring Choicer warrior. You gain Weapon Focus with a specific weapon type of your choice. When wielding this type of weapon, your minimum melee attack rolls is treated as if it were 6. If you roll a 1-5 on D20, treat the result as a 6 instead.

When you reach 10th level, your minimum melee attack roll result with this weapon is 8. If you roll 1-7 on D20, treat the result of an 8 instead.

RAINBOW Tribe
Medium Humanoid (human, other subtype)
The RAINBOW Tribe are the children and grand-children of the Covenant’s RAINBOW meta-human strike force. First deployed in the 2020s, RAINBOW became the nucleus the Covenant’s post-human military developed around. RAINBOW protected the gays, pagans, minorities and iconoclasts that first broke away from the United States to forge their own pseudo-nation. At least according to the citizens of 2107’s Choicer Covenant, RAINBOW courage and firepower helped liberate the Crimson Coast, and during the War, RAINBOW squads kept the embattled Covenant alive.

Cutting edge gene-tech empowered and augmented RAINBOW volunteers, creating heritable new traits. Over the years, RAINBOW’s members married and had children of their own, combining superhuman bloodlines in unforeseen new ways, producing ever more specialized and increasingly post-human offspring. 

Appearance
RAINBOW Tribe members can pass for baseline humans, if necessary, but never ordinary ones. They are beautiful, with lean, fit physiques that temper well with even minimal exercise.

The genetic engineering their parents and grandparents underwent had several cosmetic components as well as practical military modifications. The RAINBOW Tribe celebrates diversity, with skin and hair tone and texture, eye color and shape blending rare and desirable traits from multiple ethnicities, with occasional alien alleles giving even wilder results.

All RAINBOW Tribe members are marked somewhere with the poly-spectrum sigil of RAINBOW, somehow. These markings might take the form of noticeable heterochromia (variant eye colors), hair that naturally grows in multicolored dredlocks, or bright natural bioluminescence that takes the from of intricately patterned birthmarks on the chest or back. An abstract pattern resembling the Kaballistic “tree of life” that rises from the lumbar spine to the shoulders is especially common.

Reproduction and Biology
RAINBOW Tribe members are an engineered strain of humanity, and are interfertile with baseline homo sapiens. RAINBOW genetic modifications are dominant, and heritable. The two species have virtually identical reproductive methods. Many RAINBOW Tribe members are pan-sexual, but a large plurality form exclusively homosexual relationships.

Homelands and Culture
RAINBOW Tribe members were born in San Francisco gene labs. The famous city- birth place of the modern gay rights movement, onetime headquarters of Sanger Genomics and capital of the Covenant today- is synonymous with the RAINBOW Tribe. You can’t discuss the city without the RAINBOW, and vice versa.

Within the Covenant
As of 2017, RAINBOW itself is disbanded, after the famous unit suffered massive casualties during the last years of the Abortion War. Its bright colors were retired with honors. To many 22nd Century neo-pagans, the exclusively homosexual orientation that early RAINBOW defended is as outdated and outmoded as exclusive heterosexuality. Everyone they know is genetically modified for easy bisexuality- the norm in the Covenant, and if the Woven Circle’s social projections are right (and they usually are), the norm for humanity as a whole in a few more centuries.

A few of 2107’s teens are undoing their bi-sex genemods and returning to a defined orientation, and more than a few older adults never changed their preferences with the Sanger-tech genemods. Among them, there is a growing call to reinstate RAINBOW, and if the organization ever forms, RAINBOW Tribe members will be the ones to resurrect the legendary unit.

RAINBOW Tribe members are fit, aggressive and more willing than most Covenant sapiens to use force to defend their way of life. The military is a natural fit for the RAINBOW Tribe. Many enlist in the Covenant’s military, with most gravitating towards the Fire and Spirit Guards.

Names
RAINBOW Tribes follow the naming traditions of Covenant America.

Languages
RAINBOW Tribe members begin play speaking English and Spanish. Tribe members with high INT scores can choose any language as a bonus language, except for secret ones, like Druidic.

RAINBOW Tribe Racial Traits
All RAINBOW Tribe members have the following racial traits.

Size and Type
RAINBOW Tribe members are Medium Humanoids with the human subtype. They also have a second subtype, chosen from the following options: Mutant, Patriot, Psionic or Sanger. As Medium creatures, RAINBOW Tribe members gain no bonuses or penalties due to their size.

Ability Score Modifiers
+2 CON, -2 WIS, +2 CHA
RAINBOW Tribe members are genetically modified for superior endurance and battle prowess and on the whole are healthier than baseline sapiens, not to mention more attractive and proud, but they are impulsive and often over-confident.

Normal Speed (EX)
RAINBOW Tribe members have a base landspeed of 30 ft.

Complex Sexuality (SU)
RAINBOW Tribe members are defined by their sexuality.

RAINBOW Tribe members receive a +2 luck bonus on sexually oriented Bluff and Diplomacy checks made against members of their own gender.

Each Tribe member chooses to increase the Saving Throw DC of mind-affecting psionic abilities by +1 either against members of their own gender or the opposite gender. However, the Saving Throw DC of mind-affecting psionic abilities used against the RAINBOW Tribe member is increased by +1 when used against the Tribe member by a member of the opposing gender. For example, a female Tribe member might increase her own DC against female targets, but would suffer an increased DC against the psionic abilities of male opponents.

Once chosen, these choices cannot be changed.

Naturally Psionic (EX)
RAINBOW Tribe members gain the Wild talent feat as a bonus feat at 1st level. If the Box Office Slave takes levels in a psionic class, he instead gains the Psionic Talent feat.

Psionic Aptitude (EX)
Whenever the RAINBOW Tribe member takes a level in a psionic class, he can choose to gain an additional power point instead of a hit point or skill point.

RAINBOW’s Glow (Ps)
The RAINBOW Tribe member can generate intense bio-chemical light from their colorful genetic birthmarks. The RAINBOW Tribe member can generate bright illumination in a 10 ft radius at will, or can suppress this glow as a free action. The RAINBOW Tribe member can manifest blinding flash as a psion of their total character level at will.

RAINBOW Pulse (SU)
The RAINBOW Tribe member can build a charge of psionic energy, conjuring a glowing, pulsating sphere of multi-colored light that she can throw like a grenade. The RAINBOW Pulse is treated as a thrown weapon with a 10 ft range increment. The RAINBOW Pulse inflicts 2d10 force damage (no crit) against all targets within a 10 ft burst.

At 5th level, and every five level there after, the damage inflicted increases by +1d10 (to 3d10 at 5th level, 4d10 at 10th and so on). At 15th level, the burst radius increases to 15 ft.

The RAINBOW Tribe member can use RAINBOW Pulse once per day per four character levels.

Alternate RAINBOW Tribe Racial Traits
Several competing lineages and various superhuman enhancement programs have created the modern RAINBOW Tribe breed. There is a large variance in the races’ abilities.

Fast Speed (EX)
Replaces:
Naturally Psionic and Psionic Aptitude
Rather than neural enhacements, the Tribe member’s genemods focus on strengthening their musculature and enhancing lung capacity. The RAINBOW Tribe member’s base land speed increases to 40 ft.

Legacy (EX)
Replaces:
Psionic Aptitude
You’re well aware of RAINBOW’s history as you’re a living part of that legacy. You receive a +2 racial bonus on Knowledge (history) checks and this skill is always a class skill for you.

RAINBOW Aegis (SU)
Replaces:
RAINBOW’s Glow
The RAINBOW Tribe member can generate intense bio-chemical light from their colorful genetic birthmarks. The RAINBOW Tribe member can generate bright illumination in a 10 ft radius at will, or can suppress this glow as a free action. The RAINBOW Tribe member can manifest fortify as a psion of their total character level at will.

RAINBOW Flesh (EX)
Replaces:
Naturally Psionic and Psionic Aptitude
The highly evolved superhuman’s body is as much flesh as energy, and is immune to some of the frailties common to unmodified sapiens. The RAINBOW Tribe member becomes immune to the sickened, nauseated, shaken and stunned conditions.

RAINBOW Laser (SU)
Replaces:
RAINBOW Pulse
Rather than generating a psionic grenade, you can fire charged particles from biological emitters hidden beneath your glowing fingernails.

You can generate a RAINBOW Laser as a ranged attack that inflicts 2d4 force damage (20/x2) and has a 50 ft range increment. Your RAINBOW Laser is capable of semi-automatic fire and you may use this ability at will.

At 10th level, the damage inflicted by the RAINBOW Laser increases to 2d8 force, and your RAINBOW Laser becomes capable of fully automatic fire.

Warrior School (EX)
Replaces:
Naturally Psionic
Some RAINBOW Tribe members spend their teens learning to fight the way their parents and grandparents had to, earning their stripes at clinic defense rallies or as part of a Bastian corvee. The RAINBOW Tribe member receives Weapon Focus (either RAINBOW Pulse or RAINBOW Laser) as a racial bonus feat.


Tuesday, June 23, 2015

Upcoming: Bestiaries, Lots of Them!

I'm only a few images away from putting out Rapists of Black Tokyo. Anthony just sent me some creature roughs- he'll be illustrating five monsters in this book. John Picot will be including several more, including the first of three creatures I'll be previewing today.

I'm spotlighting three critters from Rapists of Black Tokyo. The first, I'm including just because its so sarcastic and satirical. I really enjoyed writing the MRA Woman Breaker, and the one thing I included in my art direction to John was the character had to be wearing a fedora. He smirked, and did it.

The next two are more generic Black Tokyo threats, though they'll be debuting in Rapists. They're basically standard-issue mooks with random abilities that allow them to be used again and again, keeping players on their toes. These guys, I envision as the orcs and gnolls of the Black Tokyo setting- killed in huge numbers in every campaign.

So lets take a look at three critters: The MRA Woman Breaker, Oni-Dreg and Oni-Warrior.



·         MRA Woman-Breaker – CR 2 – Medium CE Human – Westerner come to compete in Rape Pure Fight, armored by his sense of superiority over women
·         Oni Dreg – CR 1 – Small CE Monstrous Humanoid Barbarian 1 – Pathetic oni of diverse appearance and powers which fights savagely and stupidly
·         Oni Warrior CR 4 – Medium LE Monstrous Humanoid Monk (monk of the four winds) 3 – Oni warriors whose strange skin and deformities hint at their powers 

MRA Woman-Breaker – CR 2
Medium NE Humanoid (Human)
XP 600
Init +1 Senses Perception +1 
Languages English, Japanese (badly)

Defense
AC 16* Touch 15* Flatfooted 15* (+1 DEX, +1 dodge, +1 armor, +3 luck*)
Threatened Masculinity already accounted for in stat-block.
HP 3d8 +3 hp (17 HP)
FORT +4 REF +2 WILL +2
Damage Reduction 2/- against Slashing Damage only

Offense
Spd 30 ft
Melee +6 mwk. dagger (1d4+4 slashing, 19-20/x2)
Ranged +4 mwk. dagger (1d4+4 slashing, 19-20/x2, 10 ft range increment)
Special Qualities Threatened Masculinity

Statistics
Str 16 Dex 13 Con 13 Int 11 Wis 12 Cha 12
Base Atk +2 CMB +5 (+7 sunder) CMD 16
Feats Dodge, Improved Sunder, Power Attack
Skills Acrobatics +6, Knowledge (pop culture) +5, Intimidate +6
Gear mwk. dagger, blade silk robes

Ecology
Environment any urban
Organization solitary
Treasure standard (including gear)

Special Abilities
Threatened Masculinity (SU)
The MRA Woman-Breaker wears his sense of fragile superiority over womankind like armor.  He receives a luck bonus to his Armor Class equal to his Hit Die (+3) against female adversaries.

In addition, female opponents roll 2d20 and take the worse result on critical confirmation rolls against the MRA Woman-Breaker.

Nature
Sometime between finding time to complain about feminist themes in the new Mad Max movie and rigging Hugo Awards nominations to favor his breed of male authors, the MRA Woman-Breaker found a link on a ghost website, one that lead him into the shadows of Black Japan. He heard about an illegal fighting tourney, one where he’d have a chance to show off his Bowflex musculature, a chance to rape and beat any woman stupid enough to step into the dirty ring with him, a chance at millions. All he had to do is every thing he’d ever masturbated to the thought of. He booked the first flight East.

The MRA Woman-Breaker is handsome and strong. Of course he is. He knows how to fight, and his hatred has opened up subconscious doors of oni-tainted power. He’s won a few fights and found it much easier than he thought it’d be to rape a woman to death while spitting in her face. He’s poised for the next fight on the card, and is too stupid to realize that he’s a bleeding guppy in a pool full of sharks.
Oni Dregs – CR 1
Small CE Monstrous Humanoid Barbarian 1
XP 400
Init +1 Senses Lowlight vision, Perception +   0
Languages Draconic, Japanese

Defense
AC 14 Touch 12 Flatfooted 13 (+1 size, +1 DEX, +2 armor)
HP 1d12 +2 hp (14 HP)
FORT +4 REF +1 WILL +0
Immune See Oni-Skin Racial Trait

Offense
Spd 30 ft
Melee +5 nine ring broadsword (1d6+4 slashing, 20/x3)

Statistics
Str 16 Dex 13 Con 15 Int 8 Wis 11 Cha 10
Base Atk +1 CMB +2 CMD 13
Feats Power Attack
Skills Stealth +9
Gear mwk nine ring broad sword, leather armor

Ecology
Environment any
Organization solitary, pair or gang (1d6+2) or accompanying 1-4 Oni Warriors
Treasure standard (including gear)

Special Abilities
Oni’s Face (SU)
An Oni’s snarling, inhuman face inflicts terror upon human victims. Roll or select one deformity and associated minor power.

Oni-Skin (SU)
An Oni’s leathery hide and its distinctive coloration provides the demonic warrior with a unique immunity. Roll or select one coloration and associated immunity.

ONI DREG:
Oni-Skin Coloration and Immunity
1 Black – Negative energy and death effects
2 Purple – bludgeoning damage
3 Grey – piercing damage
4 Red – fire damage
5 Orange – Pleasure damage
6 Yellow – critical hits
ONI DREG:
Oni’s Face Deformity and Power
1 Tusks –gains a +7 bite (1d6+4 slashing, 20/x2)
2 Bulging Testicles – increase Oni Dreg’s STR score by +2
3 Third Eye – Constant See Invisibility (CL 3rd Con +4)
4 Horns – gains Intimidate +8 and Dazzling Display as a bonus feat
5 Long Nose – increase the Oni Dreg’s DEX score by +4
6 Kappa’s Shell – the Oni Dreg gains a +6 natural armor bonus to AC

Rage (EX)
The Oni Dreg can rage for up to 6 rounds per day.
While raging an Oni Dreg gains a +4 morale bonus to STR and CON as well as a +2 morale bonus to WILL Saves. He takes a -2 penalty to Armor Class. He receives 2 HP per Hit Dice (14 hp), but these disappear when the rage ends and are not lost first like temporary HP. The Oni Dreg cannot use any CHA DEX or INT based skill checks, except for Acrobatics, Fly, Intimidate and Ride, nor any ability that requires patience or concentration.

An Oni Dreg can end his rage as a free action and is fatigued after raging for two rounds per round spend in the rage. He cannot enter a new rage while fatigued or exhausted. If he falls unconscious, his rage immediately ends, placing him in peril of death.

Changes to The Oni Dreg’s Statblock While Raging
AC 12 Touch 10 Flatfooted 11 (+1 size, +1 DEX, +2 armor, -2 rage effects)
HP 1d12 +4 hp (16 HP)
FORT +6 REF +1 WILL +2
Melee +7 nine ring broadsword (1d6+5 slashing, 20/x3)
CMB +4 CMD 15

Nature
Oni Dregs are child-sized, foul mouthed, undisciplined little monstrosities too chaotic and weak-willed to serve as true Oni Warriors. They are herded before oni armies, beat and whipped into a panic, and let loose on humans unfortunate enough to be in their warpath. Dregs fight as an undisciplined mob; more than one Oni Dreg has died because it dropped its pants and started to rape a fallen foe, unconcerned that the fallen creature’s allies were still very much alive and justifiably vengeance-minded.

Oni Warrior – CR 4
Medium LE Monstrous Humanoid Monk (monk of the four winds archetype) 4
XP 1,200
Init +2 Senses Lowlight Vision, Perception +1           
Languages Draconic, Japanese

Defense
AC 18 Touch 13 Flatfooted 16 (+2 DEX, +1 class, +5 natural)
HP 4d8 +8 hp (26 HP)
FORT +6 REF +6 WILL +5 (+7 vs enchantment)
Defensive Abilities Evasion, Still Mind
Immune See Oni-Skin Racial Ability

Offense
Spd 40 ft
Melee +7 unarmed strike (1d6+3 bludgeoning, 20/x2)
Flurry of Blows +5/+5 unarmed strike (1d6+3 bludgeoning, 20/x2)
Ranged +5 shuriken (1d2+4 piercing, 20/x2, 10 ft range increment)
Special Attacks Elemental Fist (+1d6 energy damage, 4x/day)
Special Qualities Fast Movement, Maneuver Training

Statistics
Str 19 Dex 14 Con 15 Int 8 Wis 13 Cha 11
Base Atk +3 CMB +7 (+9 grapple) CMD 19
Feats Combat Reflexes, Elemental Fist, Improved Grapple, Power Attack, Scorpion Style
Skills Acrobatics +7, Climb +9, Intimidate +5, Stealth +7, Swim +8
Gear Potion of Bull’s Strength, Potion of Cure Moderate Wounds, 20 shuriken

Ecology
Environment any
Organization solitary, pair, or gang (1d4+1)
Treasure standard (including gear)

Special Abilities
Elemental Fist (SU)
The Oni Warrior can pick one of the following energy types: acid, cold, electricity or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. The Oni Warrior must declare he is using this ability before making the attack roll. The Oni Warrior may attempt up to four Elemental Fist attacks per day.

Evasion (EX)
The Oni Warrior can avoid damage from many area-effect attacks. If the Oni Warrior makes a successful REF Save an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Oni Warrior is unarmored or lightly armored; if helpless, the Oni Warrior does not gain the benefit of evasion.

Oni’s Face (SU)
An Oni’s snarling, inhuman face inflicts terror upon human victims. Roll or select one deformity and associated minor power.

Oni-Skin (SU)
An Oni’s leathery hide and its distinctive coloration provides the demonic warrior with a unique immunity. Roll or select one coloration and associated immunity.

ONI WARRIOR:
Oni-Skin Coloration and Immunity
1 Blue – cold damage
2 Purple – bludgeoning damage
3 Tiger Striped – slashing damage
4 Red – fire damage
5 Green – acid damage
6 Golden – electrical damage
ONI-WARRIOR:
Oni’s Face Deformity and Power
1 Tusks –gains a +7 bite (1d6+4 slashing, 20/x2)
2 Golden Tiger’s Eyes – Gains Darkvision 90 ft
3 Third Eye – Constant See Invisibility (CL 3rd Con +4)
4 Imperious Mustache – increase Oni Warrior’s BAB by +2
5 Long Nose – increase the Oni Warrior’s DEX score by +4
6 Long Black Tongue – increase the Oni Warrior’s HP total by +15

Nature
Oni Warriors represent the dark hordes of the Tatakama. Supposedly there is an oni for each of mankind’s lustful thoughts or sins, and the diversity, virulence and sheer numbers of oni certainly bears that theory out.

Though all Oni Warriors walk upon two legs, they have few other similarities. These proud, boastful karate-ka fight in unique styles, each awakening an elemental energy within their powerful fists, and each bearing unique marks of heritage. An Oni Warrior’s leathery skin color and the strange deformities it wears on its unfriendly face indicates its unique powers.

Fighters on the Rape Pure circuit often encounter young Oni Warriors during their climb up the long and brutal ladder towards the championship purse.

Similar Creatures – Chained Oni – CR 4
Chained Oni are the criminals, exiles and sinners of their race. Their skins are ritually flayed from them, and they are bound in cruel iron chains, ending in a massive steel prisoner’s ball that they can use as a meteor hammer.

Stat Block Changes
·        Remove the Chained Oni’s Natural Armor Bonus to AC and provide the Chained Oni with Fast Healing 5 (good).
·        Increase the Chained Oni’s STR score to 22, and remove the Elemental Fist ability.
·        Reduce the Chained Oni’s land speed to 25 ft; this speed is not further reduced by armor or encumbrance.
·        Instead the Chained Oni gains a new weapon: a +1 flaming meteor hammer, which is added to the creature’s treasure. The Chained Oni can use this weapon in conjunction with its flurry of blows.

Fast Healing 5
Spd 25 ft
AC 13 Touch 13 Flatfooted 11 (+2 DEX, +1 class)
Melee +10 meteor hammer (1d8+5 bludgeoning, 20/x2 plus 1d6 fire plus trip) OR +9 unarmed strike (1d6+3 bludgeoning, 20/x2)
Flurry of Blows +7/+7 unarmed strike (1d6+5 bludgeoning, 20/x2) OR +8/+8 meteor hammer (1d8+5 bludgeoning, 20/x2 plus 1d6 fire plus trip)




Thursday, June 11, 2015

Up Next: Rapists of Black Tokyo, Culture of Choice and Something Quick

Well, something I've noticed is I'm putting out better illustrated and more complex PDFs but fewer of them a year. That's partially because I've got a stable full time job now and I don't need to keep on the spalt-book treadmill to provide income.

On one hand, I'm doing better work, but on the other I really miss my huge product count of the last few years.

Right now, I'm waiting on last artwork from Amanda and Vic Sihane and Culture of Choice will be out. That's the big, revised Choicer feats book I've been working on. I'm also revising four of the most common Choicer player races like I did in Black Operators. You'll see new versions of the Fluxminx, Softlings, and Ubasti. The Dreamborn Mau get revised as the radically more customizable and interesting Pagan Born, which are basically demi-gods.I'll be revising the Half Grey later, in a Lifespawn related sourcebook.

I'll preview some of them next time.

Next, I've got Anthony Cournoyer to do some new monster illustrations for Packaged Nightmares: The Rapists of Black Tokyo. Unfortunately, he won't be able to start the project until the 15th of June, so short delay on this book. However, once it comes out, it'll be big and pretty, and much of the art will eventually find its way into Black Bestiary II, whenever that one comes out.

I also want to do something quick. Any suggestions for a shorter PDF?
CHRIS