Showing posts with label Myrna Loy. Show all posts
Showing posts with label Myrna Loy. Show all posts

Sunday, March 3, 2019

The Creations of Hannah Blythe

In 1927, elementalist Hannah Blythe and her fellow members in the Crooked Circle found themsevles in a pitched battle against a cult bent on calling forth the Storm God's destructive water spirits and lay waste to the city of Long Beach, California. Using techniques she learned from an ancient Atlantean tome, she created several magic items to help her fight the Circle's waterborn enemies.
   The items were the Bathing Suit of Proection, the Swim Cap of Illusion, the Water Wings of Strength and Diving, and the Water Shoes of Swimming.


The rest of this post is released under the Open Game License. The material may be reproduced in accordance with its terms. Copyright 2019 Steve Miller.


THE CREATIONS OF HANNAH BLYTHE
All of Hannah's creation appear to be normal articles of clothing--even if the bathing suit has curious designs upon it. (An Arcane Lore or Spell Craft skill check (DC18) will allow a character to recognize the designs as Atlantiean runes of power.)
   The enchantments on the items crated by Hannah Blythe are powered by Atlantean runes, which are plainly visible on the bathing suit, but are hidden inside the cap, the shoes, and the water wings. If the runes are damaged or altered, the items lose their magic. If spells or items are used to inspect Anna's creations, they radiate faint water elemental magic, with a subtle touch of something indistinct.
   Bathing Suit of Protection: When worn without any other articles of clothing on the torso, the wearer is immune to natural cold temperatures or from getting cold from being wet. The Bathing Suit of Protection also grants a +1 bonus to AC or DR, +1 bonus to most saving throws, and a +4 bonus to saving throws made to resist water- and cold-based spell-effects and spell-like abilities.
   Swim Cap of Illusion: By uttering the command word ("cerracao") while wearing the yellow flower-adorned swim cap, the wearer becomes shouded in an illusion that helps her blend into the surroundings. The illusion depends on where the character is; if she is swimming in the ocean, she may like moolight glinting on the surface, or a bloom of jellyfish, and if she's on shore, she may appear like a bush, or a closed parasol on a stand. The illusion lasts five minutes, or until the wearer dismisses it by saying the command word again or makes an attack. If the character remains still, the illusion is perfect and no-one notices her, except those creatures with immunity to magical illusions (floating with the current in the ocean counts as remaining still). If the character moves, those within line of sight may roll a Will saving throw (DC15) to see through the illusion.
   Water Shoes of Swimming: The wearer gains a +6 bonus to all Swim skill checks. This bonus stacks will all other bonuses. In addition, the characer may walk or run at normal movement rate across muddy ground or in water that's up to knee deep.
   Water Wings of Strength and Diving: The wearer's Strength is increased by 2. By saying the command word ("afundar"), the water wings allows the wearer to dive and swim underwater at twice the normal movement rate.


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Monday, December 31, 2018

New d20 System feat: Fortune Telling

What will the new year bring? Well, with this new d20 System feat, your character might know. (This is an initial draft idea that will probably see some revision and expansion. But the text in this post is still presented under the Open Game License, and it may be reproduced in accordance with it.

FORTUNE TELLING [Supernatural]
Most believe you are a charlatan--and, frankly, maybe you do have a little touch of that in you--but your ability to see the future is quite real. It may not always be reliable, and your visions may not always be clear, but you do more good than harm.
   Prerequisite: Wisdom 12, Charisma 12, Foresight feat
   Benefit: By spending 2d6 minutes less a number of minutes equal to his or her Wisdom bonus, and studying some focus device, the character may use one of several benefits gained by this feat, up to three times per day. The focus device can be a deck of tarot cards, a crystal ball, grounds or leaves at the bottom of a cup, chicken bones, or any other item associated with fortune telling or seeing the future.
   The abilities derived from this feat are as follows. Each requires a Wisdom check to use successfully; the GM may choose to make the roll on the player's behalf in secret or may allow the player to roll it him- or herself. If the Wisdom check is successful, the GM must provide as truthful answers as possible, but a failed roll can either provide completely false information or no result at all. ("Your destiny is cloudy... many powerful forces are arrayed against you.")
   Weal or Woe: Reveal if a course of action will be mostly beneficial or mostly harmful for the person considering it; this is a "yes" or "no" question. (DC8)
   Locate Object or Person: See the current location of an object or person, as well as having a sense of how dangerous it might be to remove it from that location. The vision provides clues as to where the place is, although further research or use of fortune-telling abilities may be needed to determine what they mean and how they can lead characters to the location. (DC12)
   Sense Destiny: See a vision of a location and/or a person that will have a major impact on the person being considered during the fortune-telling. If it's a location, there are clues present as to where it might be. If it's a person, the vision is clear enough that he or she can be described in detail, and there will be a unique object seen that is associated with him or her. (DC12 minimum... the higher above the target number the roll, the clearer the vision.)

What are the tea leaves revealing to her via the Fortune Telling feat?