Black+Tokyo-Tales+of+the+Tatakama+, RPG, D20

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BLACK
TOKYO
TALES
OF THE
TATAKAMA
:
Black Tokyo
Tales of the Tatakama
Written By:
Chris A. Field
Art by
Anthony Cournoyer
Amanda Webb
Nathan Winburn
and Others
Released by
Otherverse Games
in conjunction with
Skortched Urf’ Studios
FOR MATURE AUDIENCES ONLY.
Black Tokyo:
Tales of the Tatakama
Chris A. Field
www.otherversegames.blogspot.com
A Daughter of the Kirin can run within minutes of her
birth, and is as clever as a two year old by the end of
her first night on Earth. As they have for the last
four millennia, Japan’s farmers and horse-breeders
raise their unexpected new daughter in secret, allowing
heaven’s many strange agents into their home as tutors.
Daughters of Kirin are called to heroism and service,
like the Futakuchi and others, they are agents of heaven,
every bit as heroic and benevolent as their legendary father.
Requires the use of the D20 Modern core rulebook,
published by Wizards of the Coast
This sourcebook serves as a continuation and expansion
of the Black Tokyo world, delving even deeper into this
horriic imitation of real world Japan. Inside, you’ll ind
new monsters, new feats, new demon-tainted advanced
classes and a selection of monstrous new player races.
We’ll venture across the dimensional border, and cross
into the Tatakama. We’ll catch a glimpse of oni at play
in the ields of the Black Else. And eventually, we’ll re-
turn to Tokyo, to confront human horrors and demonic
lusts.
Daughters of Kirin deine themselves by their family
relationship. They are sisters to the Futakuchi, and consider
it their duty to protect the two-mouthed women in their
journeys. Powerful, heavily armored and in terms of
strength and heart a champion mare in the form of a
girl, Kirin resemble their father closely. The Kirin are
an exclusively female species- they can only bear daughters
with their divine father, and most of the Daughters long
for a visit from the legendary unicorn, though few
begrudge him his wanderlust.
New Player Species
Daughters of Kirin stand easily six feet tall, and though
their bodies are lean and attractive, they are surprisingly
heavy. Their lower legs are equine and end in a pair of
golden hooves. A Daughter of Kirin hides a beautiful
pair of taut breasts and a virginal pussy behind gnarled
ivory and golden armor. Her armor grows from her
skin, and is a living part of her. Her partial carapace
also protects her hips, shoulders, forearms and spinal
cord. When a Kirin is relaxed, she can expose her armor to
allow a lucky lover to touch her, but she can never fully
retract her defenses. Daughters of Kirin have a long,
wickedly sharp ivory horn growing from their forehead.
Despite their armor, unicorn-like horn, a Daughter of
Kirin’s face is youthful and attractive.
The human-shaped monsters described in Black Tokyo
aren’t the only character options for the players in the
setting. The Tatakama is an endlessly changing, ever-
new realm of wonders, and in the Black Else, the only
way to survive is to mutate and evolve. New species
emerge with alarming regularity; some temple maid-
ens claim that there is an oni for every lustful thought
ever shared by a human. If that’s true, the Black Else
is home to an endless array of monsters. And some of
these monsters venture into the Earth Realm, to protect
or plague humanity….
Daughters of Kirin
(Athletic, heroic unicorn girls)
Size and Type: As Medium Monstrous Humanoids,
Daughters of Kirin receive no special bonus or penalties
due to their size. As a Monstrous Humanoid, Daughters
of Kirin are immune to effects which speciically target
humanoids, such as charm person.
Daughters of Kirin
Medium Monstrous Humanoid
The Kirin- the blessed unicorn of the East- is a singular
being, an intercessor between mortals and the gods. The
Kirin is singular but he takes many lovers and has fathered
countless daughters, all of whom are beautiful. Daughters
of Kirin have been born to it and perfect mares across
Japan since before the long before the birth of the Western
Christ. Emerging from between their horse-mother’s legs
like a foal, the appearance of a Daughter of the Kirin is an
omen of cosmic signiicance.
Daughters of Kirin are leet-footed and have a base land
speed of 40 ft.
Ability Score Modiiers: +2 STR, -2 INT, +2 CHA.
Daughters of Kirin are champion athletes with a natural
charm. Though their presence is comforting and their
demeanor is cheerful, Daughters of Kirin are too direct
and optimistic to ever be considered truly ingenious.
Racial Feats: Daughters of Kirin can run within hours
of their birth and ind almost orgasmic pleasure in pushing
their bodies to the limit. Daughters of Kirin receive Run
and Endurance as racial bonus feats.
Ainu (SU)
Prerequisite:
Blue Collar, Religious or Rural Starting Occupations
You are a descendant of the fading Ainu people, Ja-
pan’s indigenous population. You are closely bound
to the land and spirits (kami) of the archipelago. You
receive a +2 racial bonus on CHA-based skill checks
made against creatures with the Animal, Plant or Magi-
cal Beast type, as well as members of the Koropokkuro.
Enhanced Senses: Daughters of Kirin receive lowlight vision.
Heavenly Armor (EX):
A Daughter of Kirin is instant-
ly recognizable because of the ornate gold-laced bone ar-
mor which grows from her soft lesh. A Daughter of
Kirin receives a +4 natural armor bonus to her Defense
score. She may not wear additional armor, and rarely
wears human clothes.
Amakaze Trust Fund (SU)
Prerequisite:
Academic, Adventurer, Emergency Ser-
vices, Investigative Starting Occupations
The Amakaze collectively funds dozens of adventuring
and archeological groups, and are always anxious to
see the results of their trustees’ explorations. Once per
game session, by calling in a favor from your mysteri-
ous benefactor, you may act as if your Wealth Bonus
were +2 higher for a single purchase or bribe.
Drawback: If you die, immediately make a Purchase
DC 28 Wealth check. Success means you die normally
and your spirit reenters the wheel of karma. Failure
means you rise as a Binbogami within 24 hours.
Touch Not the Earth (SU):
Like their divine father, a
Daughter of Kirin steps so gently she does not disturb
even a single blade of grass nor crushes even the most
humble insect. A Daughter of Kirin always seems to
loat just a few inches above the ground, and unless she
speciically chooses to, she does not leave tracks in any setting.
Vegetarian (EX):
Like her father, a Daughter of Kirin
will never take an animal’s life needlessly. Daughters of
Kirin cannot digest any form of meat, and are nauseated for
24 hours if they ever try. She is also nauseated for the
same duration if she ever intentionally kills a member
of the Animal or Vermin type without excellent cause.
Amateur Fortuneteller (SU)
Prerequisite:
Creative, Religious or Rural Starting
Occupations, WIS 13+
You know the superstitions of the Junishi zodiac. If you
know a character’s birth year you receive a +1 insight
bonus on Diplomacy, Gamble and Sense Motive checks
made against that person.
Starting Talents
Best In Show! (SU)
You have competed in- and won ribbons- at Fashion
Club Nekomini. You are one of the most beautiful,
glamorous cat-girls in Tokyo, and even your enemies
have to stand in awe of your sensuality.
Prerequisite:
Athlete or Celebrity Starting Occupation,
Nekomusune race, CHA 15+
Once per day, you may add your Reputation bonus as
a luck bonus to your Defense Score. Mystical confetti
and celebratory music ills the air, the arcane remnants
of the enchantments you received for your stunning
victory on the runway. This enhancement lasts for one
round. Activating this talent is a free action, and can be
used as an interrupt even when it is not your turn.
The starting occupations found in D20 Modern work
well for most modern action campaigns. The following
talents ground these generic starting occupations more
fully in Black Tokyo’s pseudo-Japanese reality. During
character creation, players select a single Starting Talent.
Most Starting Talents are only found among members
of one or two starting occupations, and some have additional
prerequistes that must be met before they can be selected.
Starting Talents provide characters with a minor
advantage, which is usually a bit too situational or
weak for a full feat. These minor abilities are intend-
ed mostly as campaign lavor, but clever players can
probably come up with more impressive uses for
these talents.
Beneicent Lover (SU)
Prerequisite:
Any Starting Occupation, CHA 13+
Your gentle touch and unbridled passion helps your
lovers overcome wounds and weariness. Perhaps you
claim descent from a benevolent oni or angel of lust.
Anyone having a consensual sexual encounter with you
recovers 1 HP at the end of the act. A character can only
beneit from your sexual healing once per day.
Born to the Tatakama (SU)
Prerequisite
: Adventurer, Rural, Religious or Student
Starting Occupation
You were born a peasant farmer in the half-world of
the Tatakama, before immigrating to the Earth Realm
as a child and assuming a human life. You are most
comfortable in those few hours of twilight as night falls
or the dawn breaks. For one hour before and after either
sunrise or sunset, you receive a +1 morale bonus on all
saving throws.
Big Money Gamble (EX)
Prerequisite:
Entrepreneur or White Collar Starting
Occupation, Knowledge (business) 1 rank
You gamble on the national and international stock
markets, and how to spot the big risks that will pay
off nicely. Whenever you attempt to make money on a
Bluff, Diplomacy, Knowledge: Business, or Profession
check, he can choose to activate this Starting Talent.
You willingly increase the check DC in increments of
ive. For each ive points you increase the check DC by,
the Wealth bonus increase that results from a success
increases by a single point.
Bosozuko Stunts (EX)
Prerequisite:
Blue Collar, Criminal, or Technician
Starting Occupation
You grew up riding with one of urban Japan’s colorful young
motorcycle gangs. Less organized than the Yakuza,
your breed of criminality focused on speed, lashy
rides and underage tail. By voluntarily increasing
a stunt or vehicular maneuver’s Drive Check DC by
+5 points, you reduce the maneuver’s movement cost
by one square (down to a minimum of one square of
movement required). You can increase the DC by as
many points as you like, in +5 DC increments, to make
complex maneuvers smoothly and quickly.
Bless Gohei (SU)
Prerequisite:
Religious Starting Occupation
You can bless the zig-zagging ritual streamers
commonly found in Shinto temples. This minor magical
artifact is common across Black Japan. Once blessed (a
full round action), a gohei retains its blessing until the
next dawn. Evil outsiders suffer a -1 morale penalty on
all attack rolls, skill checks and saving throws within 60
ft of a blessed gohei. This penalty is not cumulative if
the outsider is exposed to multiple gohei simultaneously.
City Mover (EX)
Prerequisite:
Blue Collar, Criminal, Doctor, Emergency
Services, Investigative, Law Enforcement, Student,
White Collar Starting Occupations
You’ve spent your whole life in ultra-crowded, fast
paced Tokyo and know no other way to live. You may
move through crowds of indifferent, or non-hostile
NPCs at your full base movement rate, regardless of
how densely packed the mass of humanity is.
Bored Teenager (EX)
Prerequistes:
Athlete, Celebrity, Dilettante or Student
Starting Occupation
Clubs, drugs, parties and kinky sex are starting to lose
their luster, and you’ve become an adventurer mostly
for something interesting to do. Up to three times per
day, you may add your CHA modiier as a bonus on any
saving throw. You may add this bonus after the saving
throw roll is made, to save your luck for when you
really need it.
Corpse Haunted (SU)
Prerequisite: Academic, Adventurer, Creative, Investi-
gative, Religious or Student Starting Occupation
Ever since you were a child, you have been able to
see and speak to ghosts. And in Japan, there are many,
many ghosts. You receive a +1 insight bonus on all
CHA-based skill checks made against sentient undead.
Once per day, you may ask a single question of any
recently slain corpse that it can answer within 50 words
or less. When used on any corpse slain within the past
12 hours, this ability functions as a lesser version of
speak with dead.
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