Monday, March 17, 2014

Release Schedule Changes and Choicer Magic

Hey folks, just an update on what's going on with us. First off, a little bad news: The Combatant and Closed have been delayed a little bit. Mark has some things going on that have delayed the release of these two books, but even with that taken into account, Closed, The Combatant and my other spring releases should be appearing on RPGNow fairly soon.

Secondly, I'm continuing to work on some Heavy Future Bestiaries- and once I get the last artwork from John Picot those will go to press. Expect two HF Bestiaries to start off- one focusing on Earth in the 35th Century, and the other focusing on the rock scene- the sleezy, late 70s rock/metal vibe that gives Heavy Future its distinct feel. Both will be lots of fun.

Beyond that, I'm working on a Choicer companion to Closed, a bestiary of Choicer specific threats. In addition, I'm simultaneously working on the Choicer magic book, and the two sourcebooks will cross-pollinate ideas and rules elements.

So today, I thought I'd preview a few spells and items from the (as yet unnamed) Choicer magic sourcebook. Some of these spells come from various OGL sources, repurposed for Otherverse America, some are original, but all have a uniquely Otherverse feel- a mix of traditional paganism and military sci-fi futurism, and should be fun in play.

Awareness of Tradition
School divination Level bard 0, cleric 0, sorc/wiz 0, witch 0
Casting Time one standard action
Components S
Range close (25 ft + 5 ft/level)
Duration instant
Saving Throw WILL negates Spell Resistance Yes
The Covenant- especially the Gardnerian Lineage- are a shifting, bubbling cauldron of ever-shifting traditions, cults, clans, covens, alliances, magical heritages and political coalitions. This minor divination spell provides you with a +20 insight bonus on the next Knowledge (religion) check you make to identify the tradition of a Covenant believer.


Bast’s Musk
School transmutation Level druid 2, witch 2
Casting Time one standard action
Components V, S, F (a small holy symbol of the goddess Bast)
Range personal (30 ft emanation, centered on yourself)
Duration one minute/level (D)
Saving Throw WILL Negates (harmless) Spell Resistance No (harmless)
For the duration of this spell, each time you exhale, and your breath becomes a cloud of pungent, pheromone-rich musk, which can be smelled faintly for miles around. You are surrounded by a 30 ft aura of Bast’s Musk.


All Dreamborn Mau, Ubasti and feline creatures within this aura receive a +4 holy bonus on Acrobatics, Climb and Perception checks, as well as REF Saves and WILL
Saves against fear while within this aura. Feline creatures are defined as mostly feline animals or magical beasts, Anthros derived from feline stock, feline aliens (such as Gravity Cats), as well as humanoid characters who have mastered the Bastian Metaform feat, or similar powers. Ordinary cats spontaneously go into heat for miles around the site where the spell is cast.


Beast of the Summerland
School transmutation Level druid 6, witch 6
Casting Time one standard action
Components V, S, M (an apple)
Range close (25 ft + 5 ft/level)
Target one Animal or Ubasti
Duration concentration plus 1 round/level
Saving Throw FORT negates (harmless) Spell Resistance yes
This spell transforms an ordinary animal into some legendary beast drawn from pagan myth- enormous, powerful, and inherently holy. This spell only affects non-sentient creatures of the Animal type, as well as Ubasti, even though they are both sentient and non-animal.


The animal grows dramatically, increasing its size by one category, exactly as by the spell enlarge person (+2 STR, -2 DEX, -1 AC and attack rolls). The animal’s natural attacks are considered magic weapons for the purpose of overcoming damage reduction, and the creature is surrounded by a noticeable aura and a glowing pentacle burning on the animal’s forehead, abdomen or haunches. This luminous aura provides the creature with a +4 deflection bonus to Armor Class.

The transformed animal gains a breath weapon, usable every 1d6 rounds. This breath weapon is a 30 ft line (plus 5 ft per three caster levels) and inflicts 1d6 holy damage per caster level (maximum 20d6) with a REF Save for half damage.

Cybernetic Gift
School transmutation Level alchemist 2, sorc/wiz 3
Casting Time one standard action
Components V, S, M (a handful of pomegranate seeds)
Range touch
Duration one hour/level
Saving Throw FORT negates Spell Resistance Yes
References: The Polymer Path (Otherverse Games, 2014)
This Eleusinian spell offers a temporary transhuman change to a supplicant, briefly making the spell’s recipient a cyborg. For the duration of the spell, the recipient gains a single cybernetic implant of the caster’s choosing, which can have a Drain rating no greater than his INT modifier.

Escort’s Armory
School conjuration (creation) Level cleric 3, sorc/wiz 3
Casting Time one standard action
Components V, S, M (a pro-choice holofoil or sticker)
Range touch
Duration one hour (D)
Saving Throw None Spell Resistance No
With a touch, you conjure a set of Escort Vests, in eye catching Choicer colors, which appear around the bodies of the spell’s recipients. These armor remain until the spell’s duration expires, or until the wearer removes the armor, at which time it vanishes in a swirl of orange smoke that smells of sweat and incense. The caster can touch a number of willing recipients, who benefit from this spell, equal to ½ her caster level.



Neverlock
School necromancy Level cleric 1, sorc/wiz 1
Casting Time one standard action
Components V, S
Range medium (100 ft + 10 ft/level)
Duration 1 round/level (see text)
Saving Throw WILL negates (see text) Spell Resistance Yes
Neverlock is a tactical refinement of the painful and self-destructive NVB Lockdown micro-philosophy sometimes used by Covenant clinic defenders to protect patients from the emotional, visceral horror of encountering a transformed Neverborn.A wave of crimson static bursts from the caster’s lips and eyes, and envelops a single Neverborn within the spell’s range.


Neverlock forces a transformed Neverborn back into their more human-like form, and prevents the Neverborn from resuming their visibly undead state for the spell’s duration. While trapped in their human form, the Neverborn is considered shaken. The Neverborn may attempt a new WILL Save each round after the first, on its turn, to end the shaken condition and negate this spell. While transformed to its human state, the Neverborn cannot use racial feats or powers requiring it to be in its undead form.

Finally, here are three Wondrous Items- two of them are techno-magical equivalents to tech found in the purely sci-fi version of Otherverse America- the same concept, just a different execution.


Armoring Well
Aura strong conjuration CL 11th
Slot none Price 22,000 gp (DC 28) Weight 120 lbs
            The Armoring Well is a slightly raised circular metallic platform a little bit larger than 3 ft in diameter. The user steps into the armoring well nude or dressed only in underclothes, raising their arms and spreading their legs. An interlocking set of cocentric metal rings rise from the sides of the armoring well, suspended on mag-lev fields. The armoring well acts as an occult-tech 3D printer, spraying a set of light body armor onto the wearer, molecule by molecule.

            It takes 1d3 minutes for the Armoring Well to complete its creation. Each Armoring Well can be used once per day; these devices are standard in the homes and clinics of Midwives working in extreme threat areas of America, paid for and installed by the Covenant.     
           
            The Armoring Well sprays a set of ultra-light polymer body armor across the wearer’s skin, which resembles crimson latex. This armor provides the wearer with a +4 armor bonus to Armor Class, has no armor check penalty and no maximum DEX bonus. This crimson undersuit is considered Light Armor. This armor remains functional for 18+1d6 hours after its application, before flaking off. It can be removed before that by application of a particular solvent.

Construction
Requirements Craft Wondrous Items, major creation
Cost 11,000 gp (DC 26)

Choicer Woad (Cn)
Aura moderate enchantment CL 5th
Slot none Price 750 gp (DC 17) Weight negligible
            A traditional formulation of body paint, similar to what was worn by the Celts and other primal folk, centuries ago, is enhanced with nanoactives and mild psychotropics. This rich blue dye is daubed on the face, breasts and arms, sometimes in amazingly complex patterns.

            Once applied (a full round action), Choicer Woad provides a character with any non-Abrhamic patron deity or religious allegiance with the benefits of a heroism spell for 50 minutes. The paint warms and changes shade as the spell wears on; for the last ten minutes of the spell, the Choicer Woad becomes a rich orange, and provides dim illumination 5 ft.
Construction
Requirements Brew Potion, heroism
Cost 325 gp (DC 14)

Clinic Menwhir
Aura strong evocation CL 10th         
Slot none; architectural feature Price 150,000 gp (DC 35) Weight each stone weighs 2-4 tons
            This is a techno-magical equivalent to the force field domes described in The Otherverse Armory, providing a different mechanical route to the same general story effect- a hemisphere of solid light protecting a Choicer abortion clinic.

            Clinic Menwhirs are towering standing stones, inscribed with the sigil of the Choicer nation, that glow with an internal light the color of molten steel. Several of these 6-10 ft stones encircle a free standing Choicer abortion clinic, government building or other important structure, and when activated, can protect a structure the size of a small office building and the surrounding grounds nearby. (A much larger, artifact level version of the Clinic Menwhir protects the entirety of Aradia’s Isle.)
           
            Clinic Menwhir are controlled by voice command from any point within the protected area; a user must speak a lengthy ritual prayer, lasting more than minute that ‘teaches’ the menwhir to recognize his or her voice. Usually, all the senior staff at a clinic can command the Clinic Menwhir.

            As a standard action, an authorized user can raise or lower a force dome around the clinic. A user can also create a small, door-sized opening or airlock type structure to appear in the field to allow passage within without compromising the field’s overall protection. This hemispherical forcefield acts as a wall of force, and has Hardness 30 and 200 Hit Points, and recovers 10 HP per hour while the Clinic Menwhir is not activated. If the wall of force effect is destroyed by any means, the Clinic Menwhir cannot be activated again for 3d6 days.

Construction
Requirements Craft Wondrous Item, wall of force
Cost 75,000 gp (DC 33)

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