Showing posts with label Not Dead Yet. Show all posts
Showing posts with label Not Dead Yet. Show all posts

Thursday, August 10, 2017

d20 Supers: The Reports of My Death Were Exaggerated!

A couple superpower feats, yet more parts of the d20 Supers game that we may or may not ever produce. This pair of feats exist to explain how certain characters can come back from the dead over and over and over. (As always, these are released under the Open Game License. Copyright Steve Miller 2017.)

LUCKY [Minor Power, Meta-Gaming]
You lead a charmed life.
   Prerequisite: One attribute above 12
   Benefit: Once per game session, you may declare a single attack roll, skill check, or saving throw that faled to be a success. The success is never a critical.
   Special: This feat can be replaced with The Reports of My Death... under the right circumstances. See The Reports of My Death... for more details.


THE REPORTS OF MY DEATH... [Minor Power, Supernatural]
You were dead... but you got better!
 Benefit: If the character dies (reduced below -10 hit points, disintegrated, blow to tiny bits, lost and drowned at sea, eaten by rabid weasles--any death, no matter hor mundane or terrible), this feat allows them to instantly return from the dead. The character reappears somewhere out of harm's way, with 1/4 of his or her hit points and a semi-plausible explanation of how he or she survived (the GM or player may invent something).
Art by Everett Raymond Kinstler
     The feat can only be used once. After the character has miraculously (perhaps literally) escaped death, the feat must be replaced by one of the following (with all prerequisites needing to be met): Attentive, Better Lucky Than Good, Cautious, Dodge, Lucky, Never Say Die
   Special: There is no benefit from this feat until the character dies. If the character possesses the Lucky feat, the character can replace it with this feat after he or she is killed, essentially getting a two-for-one on rising from the dead.
   If the character replaces this feat with Lucky, the cycle can repeat itself.

You can see the first parts of this game approach here, and everything on this topic that's been posted here. Much more (and refinements of these posts) have also been featured in many of our comics/rpg hybrid releases.

Tuesday, January 31, 2017

The feat to prevent TPK!


Here's another Metagame feat for your enjoyment. It's inspired by a plot device that appears in many horror films and a handful of sci-fi ones, too, and the Alan Hewetson/Pablo Marcos short story "An Event in the Night" that will appear in a forthcoming NUELOW Games release, which is tentatively titled Events in the Night: Horror Stories Illustrated by Pablo Marcos.

WAS IT ALL JUST A NIGHTMARE? [Minor Power, Metagame]
Was that horrible dream of death and carnage just that--a dream--or was it a preminition?
   Prerequisite: Foresight
   Benefit: You may invoke this feat once per game session after your character dies or is horribly maimed, or after the party suffers a total defeat. Your character wakes up, covered in cold sweat with heart pounding in the chest. The entire day that led up to the disastrous defeat was just a dream. Any items gained, XP earned, and character injuries that occurred during it are completely undone. It's as if the events never happened, because they didn't.
The events are now played again, and the players may used player knowledge (assuming your character shares the details of the dream with his or her comrades). The GM may make alterations to the scenario (and should, to keep ir fresh), but the broad strokes remain the same. But your character and the rest of the party will have a chance to at least attempt to correct their mistakes and avoid death.
    Special: After this feat has been evoked and the disastrous encounter has been successfully survived, roll a d20. If the result is 4 or 13, you suffer a -2 penalty to all saving throws for the entirety of the next game session... as Fate and Death stalk your character, angry that he or she eluded their grasp. (If you use "Was It All A Nightmare" again during that session, the saving throw penalty increases to -4 during the next game session and so on.


Thursday, April 16, 2015

N is for Nang Tu

Nang Tu [First appeared in National Comics #13]
Nang Tu has lived for so long that she has no clear memory of her childhood, or the time before she gained what is essentially immortality. For untold centuries, she guarded the isolated Temple of the Man-Eating Spider and the magical All Seeing Eye that was embedded in the forehead of the giant Khotan Buddah statue in the temple's inner sanctum. She also served as the high priestess for the cult devoted to the Man-Eating Spider god.
   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.
   Prerequisite: Immunity