Friday, April 5, 2019

The Angel's Face and the Left Hand of God

The Angel's Face and the Left Hand of God are a pair of artifacts of unknown origin. They have appeared and disappeared throughout history, often facilitating the rise of a powerful religious figure or causing his or her downfall. Their first known appearance on Earth was in Ancient Egypt.
   Apart, the items appear to be faintly enchanted with some kind of preservative magic. When brought together, they begin to radiate stronger magic, but their true powers are only revealed when worn together by a single user. (The artifacts must be worn by the same user, at the same time, to function.)



THE ANGEL'S FACE
This smooth, silvery mask is of a face with cherubic features, and it's hard to tell if it's supposed to resemble and male or female. It radiates faint abjuration magic if it examined with means designed to reveal enchantments.
   If a human or demihuman character who isn't an Immortal, Outsider or Undead holds it up to their face, the mask immediately attaches itself. It can only be removed if the character remains absolutely calm and takes no actions for six rounds other than to clear their minds of all thoughts. One the seventh round, the character must roll a successful Will Save (DC22). If successful, the mas falls off. The only other reason the mask detaches itself is upon the death of the character.
   If an Immortal, Outsider, or Undead tries to use the Angel's Face, the mask immediately becomes inert and seemingly non-magical for one month.

Benefits and Powers Gained While Wearing the Angel's Face:
   * Saving Throws of a 20th level Cleric, Priest, or Dedicated Hero (or similar class in use in the campaign). If the character's regular saving throws are greater, he or she uses them instead.
   * True Seeing as a spell-like ability a number of times per day equal to the character's Wisdom bonus.
   * +2 bonus to all rolls made to see through illusions (when the True Seeing ability isn't being used).
   * +4 bonus to all saving throws made to resist mind-effecting magic.
  
Drawbacks to Wearing the Angel's Face:
   *The mouth on the Angel's Face has an opening so small that the wearer is only able to consume liquids through a straw.
   *Whenever the True Seeing spell-like ability is invoked, the GM secretly rolls percentile dice to see if the character becomes a vessel for a god. If 001 is rolled, the GM rolls a d10 against the following table to see what god has taken hold of the character's mortal form.

   1. Anubis        2. Athena
   3. Baal            4. Hades
   5. Isis              6. Odin
   7. Set               8. Shiva
   9. Thor          10. Zeus

The god remains in control of the character for 1d10+10 hours, or until the god willingly departs or the character's body is destroyed. During this time, the god can wield any and all powers the GM and the rules-set believes are fitting. The GM should consider telling the player what the god's agenda is and jointly run the character with him or her during this time of possession, allowing the player to make most decisions while the GM primarily adjudicates to what level the god uses his or her powers in the mortal realm.
   When the god leaves the character's body, the character must roll a successful Fortitude save (DC 18) or be reduced to 1 hit point and falls into a coma that lasts 1d6+1 hours. Whether the save is successful or not, the mask falls from the character's face and remains inert and seeming non-magical for one month.


THE LEFT HAND OF GOD
This is a fingerless, left-hand leather glove with straps that fasten around the wearer's wrist, with metal studs on each knuckle. It radiates faint alteration and divine magic if it examined with means designed to reveal enchantments.

Benefits and Powers Gained While Wearing the Left Hand of God:
   * +2 to unarmed attacks
   * +4 divine damage inflicted with each successful unarmed strike (with left-hand only, if a two-handed fighting style is used).
   * When touching a character with the gloved left hand, restore up to 3d6+4 hit points. Unwilling targets may roll Will saves to resist (DC12). This is a full-round action, and the power may be used a number of times per day equal to the wearer's Wisdom bonus.
   * When touching a character with the gloved left hand, inflict 1d6+6 hit points of divine damage. The target receives a Fortitude save (DC18) and if it is successful, the target only suffers half damage. If used in combat, the wearer must roll a successful touch attack. This is a full round action, and the power may be used a number of times per day equal to the wearer's Wisdom bonus.

Drawbacks to Wearing the Left Hand of God
   * The wearer must roll a Fortitude save (DC19) when using the gloves touch powers, whether to heal or harm. If the saving throw fails, the character loses 1d3+1 hit points and is briefly disoriented and is unable to act on the following round.


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The photo illustrating this post is of actress Rebecca Rose. It's a still from The Jester 2, and it has nothing to do with the magic items described in the post other than being the source of inspiration for them.

All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 Steve Miller.

Sunday, March 31, 2019

d20 System Feats for the Believer!

Your belief in a higher power is unshakable... and it may even be stronger than the cleric who leads the gathering of faithful you worship with. You do not wear the cloth, because you have been called to serve in a different way. But you know that your god watches over you and smiles upon your deeds. You know, because you have experienced miracles and you know that your faith has seen you through situations where non-believers would have perished.


Here are a couple of d20 System feats for characters who have strong faith in higher powers, but who are not priests, clerics, or some other religious leader. In fact, these feats are specifically not for classes that have access to divine spells. Instead, they are for the lay-person.
   Like most of the material we create for d20 System games, d20 Modern and compatible games is premiere in our minds, but this material is easily adapted to StarFinder and any other game that uses the d20 System as its core engine.
   The rest of this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 Steve Miller.

FAITHFUL [General, Dedicated Hero]
Sometimes, your faith in greater powers is rewarded.
   Prerequisite: Intelligence 11, Wisdom 13
   Benefit: State a religion your character believes in, firmly. When something goes terribly wrong--such as failing a crucial skill check, fail a life-or-death saving throw (and circumstances are such that you know it), or similar event--your character's deeply held faith may cause the greater powers in the universe to take notice and intervene on your behalf. Invoke this feat immediately after the failed roll. You may reroll it with a +4 bonus. If the second roll succeeds, something miraculous happens that allows the character to recover from the failure.
   This feat may be used a number of times equal to the character's Wisdom bonus each game session.
   Special: Clerics and other characters who gain spells from supernatural beings may not select this feat; the greater powers in the universe already give them plenty in return for their faith. If a character with this feat gains the ability to cast divine spells or gains wizard spells through deals with powerful beings, all benefits from this feat are lost

MARTYR [General, Dedicated Hero]
You suffer for your faith, knowing that you will be rewarded.
   Prerequisite: Faithful
   Benefit: As your character looses hit points from damage suffered while fighting for (or otherwise working toward) a cause he or she believes in, extra reserves of energy born from the deeply held knowledge that you are sacrificing for a greater cause.
   The benefits from this feat depend on how many hit points the character has lost. The benefits to do stack; the replace one another as the character is injured.
   Down Between 10% and 25% of full hit point total: +1 bonus to all saving throws and skill checks.
   Down Between 25%  and 50% of full hit point total: +2 bonus to all attack rolls and saving throws.
   Down Between 50% and 75% of full hit point total: +4 bonus to all saving throws and AC/DR.
   Down Between 75% and 100%: +4 bonus to all saving throws, regain 2d6 hit points for each successful saving throw rolled.
   Negative Hit Points, Between -1 and -10: Roll a Fortitude saving throw. If successful, regain 2d6 hit points. If the character's hit point total is still a negative number, the character is unconcious but stable.
   Negative Hit Points, Below -10: The character finds him- or herself engulfed in a bright light. He or she is given the choice to move onto the reward for dying in the service of the deeply held convictions and beliefs, or remain in the mortal realm of pain and suffering, as a disembodied spirit but with the ability to fight on. If the character rejects the reward, he or she immediately gains the Disembodied template.

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Wednesday, March 13, 2019

The Secret Life of Bessie Love

In 1915, 17-year-old Juanita Horton's family was struggling to make ends meet, so her mother told her to go down to Biograph Studios to see if they'd give her work. Producer and director D.W. Griffith thought she'd be great on camera, and after a few bit parts, Juanita was on her way to stardom under the stagename Bessie Love.

But unbeknowst to the adoring movie-going public, Bessie Love was far more than just another Hollywood star... she was also the mysterious masked adventuress known as the Love Bug!


SECRET ORIGIN OF THE LOVE BUG
In the very early morning of September 3 of 1924, Bessie Love was awakened by frantic knocking at her door. Outside, in the swirling fog, was an elderly woman with a small suitcase. She thrust the case at Bessie and said, "You have been chosen."
   Before Bessie could react, the woman retreated into the fog and vanished. The confused actress took the suitcase into the sitting room and opened it. Inside was a strange bejeweled costume consisting of a mask, a curious-looking headdress, a backless leotard, and matching shoes. As she touched the mask, her mind was filled with images of and facts about an ancient order of mystics locked in an eternal battle with a demonic cult bent on bringing about literal Hell on Earth. The "costume" was in truth ancient ceremonial garb and mystically powered armor that assisted the wearer in her fight against demons... and Bessie had been chosen to carry on the fight. The vision had told her all she needed to know, as well as the powers of the outfit... and from that day forward, she split her time between acting and combatting mystical evils where she found them throughout Southern California.
   For the next year-and-a-half, newspapers carried reports of a mystery woman who fought crime and brought secret cults to light by defeating them. After rescuing children that had been slated for sacrifice to a dark god on February 14, 1926, she encountered a newspaper reporter who wanted to know her name. "Call me the Love Bug," was her swift, unthinking reply. The name stuck.
   As the 1930s dawned, Bessie found it increasingly difficult to balance her life as a Hollywood star with that of a cult-busting mystery woman. She eventually committed herself full-time to the battle against evil and left her glamorous life as an actress behind.



   By the mid-1930s, Bessie had relocated to England in order to learn more about the original creators of her magical gear and to stem the rising demonic tides at their source. Over the next decade, she faced evil mystics all over Europe and she found allies in the secret magical order The Daughters of Burdick. She still appeared in the occasional movie, but more often than not, her accepting roles was to bring her into the orbit of suspected cultists or other evil-minded people.
   In 1950, at the age of 52, Bessie decided she was getting to old for the physical demands of life as the Love Bug. She began searching for a replacement, a young woman to whom she could give the armor as it had once been given to her. Once that had been accomplished, she returned to acting full time.


THE LOVE BUG'S POWERS
The rest of this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 Steve Miller.
   The Love Bug's powers are derived entirely from her mystical armor, which radiates faint magic of an indeterminant type if such is detected for. The entire outfit must be worn for any of the powers to function. It is described below in terms of the d20 System roleplaying game rules.
   The Jewel-lined Domino Mask: This is a black mask, the edges of which are lined with tiny diamonds. It only covers the area around the wearer's eyes. Once per day, as a standard action, the wearer can invoke the spell-like ability of true seeing. The effect is just like the spell of the same name, as if cast by a 12th-level caster, but with a duration equal to twice the wearer's Wisdom bonus in minutes.
   The Bejeweled Headdress: Two jewel-encrusted insect-like anttenae rise from this tight-fitting headcover. It provides the wearer with a +4 bonus to all saving throws to resist mind-affecting magic and spell-like effects. In addition, once per day, as a standard action, the wearer can invoke the spell-like ability of telepathy. This ability functions as if cast by a 12th-level caster, but with a duration equal to twice the wearer's Wisdom bonus in minutes.
   The Bejewled Leotard: The jewels covering this tight-fitting garment are arranged in the patterns of Atlantean sigils of protection. It grants the wearer a +2 bonus to AC/DR, as well as a +2 bonus to Fortitude and Reflex saving throws. These bonuses stack with other similar bonuses.
   The Bejeweled Shoes: The wearer's base movement rate is increased by 10. The shoes also provide a +4 bonus to all movement and balance-related skill checks.
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   As previously mentioned, for any of the powers to function, all four pieces of the set must be worn. If the wearer enters an area where magic is suppressed or otherwise doesn't usually work, the powers don't function, but they return immediately upon leaving that area. If dispel magic is cast at the wearer, she must make a successful saving throw (DC12), or the armor ceases to function for a number of minutes equal to the level of the person who cast dispel magic.
  
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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, February 25, 2019

The Power of Twins

In fantastic fiction (and perhaps even in reality?) twins share bonds far more powerful than other siblings. This feat attempts to model that. (All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 by Steve Miller.)



IDENTICAL TWIN [General, Character Creation Only]
You have an identical twin brother or sister.
Benefit: You gain several benefits from this feat.
   Twin: To use the benefits of this feat, you must create a second character--your primary character's twin. This second character has the same Strength, Dexterity, and Constitution attributes as the primary one, but you generate the Intelligence, Wisdom, and Charisma attributes according to the rules for character creation. You and your twin are basically physically identical, although more intellectual and ephemeral trains may be vastly different. Personal grooming and style may also make them appear differently, but Disguise skill checks or a make-over can make the characters apparent copies of each other. Classes/professions, skills, feats... all of those may be very different between the two characters. Both must have the Identical Twin feat.
   As the campaign is played, your twin gains XP at 1/2 the rate your primary character does. You may go back and forth between playing the characters, as described below under Trading Places.
   Sense Your Twin: You may detect the direction of your twin if he or she is alive, on the same plane as you, and you succeed in an Know Direction skill check against DC15 (or a Wisdom attribute check if you do not have that skill). In addition, you may know if your twin is in extreme pain or mental anguish. A failure on this check gives no information. You may retry once per round as a standard action.
   Dream Message: One every other night, you may send a dream message to your twin. As you are going to sleep, you must think about your twin and roll a successful Concentration skill check against a DC11 (or a successful Intelligence attribute check if you not have that skill). You appear in your twins dreams, and you may give him or her a message of any length. Your twin remembers every detail of the message when he or she awakens. If your twin is awake when you send the message, they will receive it the next time they fall asleep. If you fail the skill check, you must wait two nights before trying again. Your twin may send you messages the same way.
   Dream Visit: Once every four nights, you and your twin may communicate in dreams. Both characters must think of their twin as they are falling asleep and roll a successful Concentration skill check against DC13 (or a successful Intelligence attribute check for a Twin without the skill). If both characters make successful rolls, they share a hyper-realistic dream in which they are at some location where they both felt safe and happy. They may converse as if awake, and each twin remembers the dream clearly when he or she wakes up. If only one twin makes a successful roll, the communication is one-way. The twin with the successful roll may impart information to his or her twin (which will be remembered when the twin awakens) but nothing is gained in return. If both twins fail the roll, no communication is established, and four nights must pass before another attempt can be made. This ability only works if the twins are on the same plane.
   Trading Places: You may make arrangements to meet your twin somewhere that makes sense for adventure in progress (GM's call). The twin now becomes the primary character. The swap can be made in secret if the twins have made an effort to keep their physical appearances similar.
   Severed Bond: If your twin is killed, you must make a Will saving throw (DC12). If the save fails, you suffer a -2 penalty to all skill checks and attack rolls until you get a good night's sleep because you feel like something is wrong. When you sleep, you have a dream in which your twin tells you goodbye and you see a clear vision of his or her fate, including who was responsible for the death if the twin knows. You loose the Twin feat and may select one of the following in its place: Alertness, Danger Sense, Headstrong, LuckySelfless, Vengeful (or another feat by GM permission). Your character must qualify for any feat selected.
   If it is your primary character that is killed, you may bring the twin into the game as described under Trading Places.
   Special: You may only take this feat as a starting feat during character creation.



Friday, January 25, 2019

OGL Modern: The Weaponized Smirk

A feat, for the d20 System, presented under the Open Game License. Copyright Steve Miller 2019.

WEAPONIZED SMIRK [General, Social]
Your smile can drive stupid people crazy.
   Prerequisite: Charisma 12, Intelligence 12, Wisdom 13
   Benefit: On any round your character has initiative, instead of attacking, you may roll a Charisma abiility check with the character's Charisma and Wisdom bonuses both added to the result.
Hostile characters must roll Will saves with a target number equal to your total modified Charisma check, or become completely flustered with anger over the "disrespect" shown by the seemingly unimpressed target of their hostility. They suffer a -2 penalty to all skill checks, attack rolls, damage rolls, and saving throws for the remainder of the encounter.
   Special: Weaponized Smirk can be triggered against characters who are hostile toward the smirker even if they aren't present for the initial encounter but are merely shown a picture of the smirking character. Such characters must roll a Will save against the original modified Charisma check with a +4 bonus or suffer the penalties described above for 2d20 hours.
Whenever a character who failed the first Will save against Weaponized Smirk sees a picture of the smirking character, or is otherwise reminded of the encounter or exposure, another Will save must be rolled with a +6 bonus. If the saving throw fails, the character suffers the penalties described above.
Once a successful Will save has been made against the smirk., the hostile character is immune to future smirking, and he or she recognizes that it was stupid to react to it in the first place.





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?