Nang Tu [First appeared in National Comics #13]
In 1941, playboy adventurer, sorcerer, psychopath, and superhero Merlin the Magician (aka Jock Kellog) came to Nang Tu's temple, intent on stealing the All Seeing Eye. In the process, he killed all the priests in the temple, including Nang Tu, and destroyed the structure with a magical explosion. However, since she was unable to die, Nang Tu spent decades of suffering, impaled on a spear and buried under the ruins of the temple--reviving and then being painfully killed by the spear Merlin drove through her body and the crushing weight of the rubble, over and over.
In 2002, explorers in the employ of the Parker Foundation came to the isolated valley where the temple had once stood. While searching the ruins, they came upon Nang Tu and brought her back to their headquarters in the United States. Here, she was nursed back to health, with her body recovering faster than her mind, as she had been left deranged by sixty years of torture. When she regained control of her mental faculties, she swore her alleigance to the Foundation and her rescuers... but she is secretly investigating Jock Kellog's fate and family. She intends to avenge the destruction of the temple and religion she served for so long by ending Kellog's bloodline in as brutal a fashion as possible.
New Material for d20 SUPERS (an ongoing project at NUELOW Games)
The following feats and talent trees are possessed by Nang Tu (10th level Dedicated Hero/10th level Charismatic Hero). In addition, she has access to magic, as described in NUELOW's Feats of Mysticism & Magic.
Everything from this point forward in this post is presented under the Open Game License and may be reproduced in accordance with it. Copyright 2015 Steve Miller.
NEW MINOR POWER: FAST HEALING
You heal more quickly than the normal person.
Benefit: Regain 1d6 hit points per hour of rest, 1d3 if you are active.
Special: If you have the Immortal talent, this feat stacks with the hit point regeneration.
NEW MINOR POWER: VENOM ATTACK
When dealing unarmed damage to a foe, either through a scratch or a bite, you poison your foe.
Benefit: If you successfully hit and inflict at least 1 point of unarmed damage on a living foe, you poison your target. You determine the effect of the poison when you choose this feat. In all cases, the target may roll a Fort save (DC12+1/2 your level (round down)+your Constitution bonus) to negate the effects. A new save must be rolled each time you score a hit.
Lethal: The target suffers 2d4 hit points of damage every minute until the venom is neutralized, until he or she dies, or until the venom runs its course. The effect lasts a number of minutes equal to your Constitution bonus.
Paralyzing: The target cannot move for a number of minutes equal to your Constitution bonus.
Weakening: At the end of the round upon which you first struck, the target's Strength and Constitution attribute scores are reduced by a number of points equal to your Constitution bonus. The reduction is temporary and lasts a number of minutes equal to your Constitution bonus.
NEW TALENT TREE: UNSTOPPABLE
You are immortal, either in appearance or in fact.
Unaging: You remain the age you are when you select this talent. You can still be aged by extraordinary, magical or supernatural effects. Further, you no longer need food or drink to survive, although you still feel hunger and thirst.
Immunity: Select a type of damage from the following list. You are immune to all damage of that type. Acid, Cold, Electricity, Fire, Piercing, Poison/Venom, Magic.
This talent can be selected more than once. Each time it is chosen, a different immunity must be specified.
Prerequisite: Fast Healing, one other Minor Power Feat. One talent from the Invulnerable talent tree.
Immortality: If you are are reduced below -10 hit points (dead), and your body would still be able to function save for the wounds, you immediately begin to recover hit points at the rate of 1 point per minute. You remain unconscious until you are restored to +1 hit point. Wounds to not heal, and if the damage is from an ongoing source (such as a spear lodged in your body, or a rock crushing parts of it), the damage that originally brought you below -10 hit points must be re-rolled). Immortality in such a circumstance can be more of a curse than a blessing.