Thursday, December 31, 2015

Twelve Days of Christmas -- Christmas Pudding (for d20 System Games)

Continuing with the Christmas celebration. The text in this post is presented under the Open Game License and may be reproduced accordingly. Copyright 2015 by Steve Miller.

CHRISTMAS PUDDING
Made with mysterious ingredients and with highly secretive methods, these miraculous food items take several hours to prepare and must be kept in ceramic or tin containers for 1d6+6 months before consumed by those they were prepared for--friends, family, or members of an adventuring party. Each Christmas Pudding contains 12 portions, and a character who eats a portion gains a +1 bonus to morale checks and Fortitude saves for 8 hours.
   The recipe for Christmas Puddings can only be obtained through dangerous quests (or from grandmothers). They can be purchased in many village stores around holiday times for 2d6gp each. They can be carried and stored like standard adventuring rations once obtained--but they are really a dish best served at feasts and holidays.


Wednesday, December 30, 2015

The Twelve Days of Christmas--Jingle Bells

The Twelve Days of Christmas continue with another magic item for d20 System games (such as Pathfinder or d20 Modern). The text in this post is released under the Open Game License. Copyright 2015 by Steve Miller

JINGLE BELLS
This item is a pair of small bells joined together on a bright red leather strap radiates enchantment magic, and when shaken, they emit a soft, harmonious ringing sound.
   As a standard action, the user can shake the bells. All creatures, save the user, within 20 feet must roll Will saves (DC15) or be filled with a sense of good cheer and fellowship toward each other. Hostilities instantly cease and the creatures will join together in singing songs and enjoying each other's company. If anyone attacks a creature under the enchantment of the jingle bells, all affected creatures turn on the attacker.


Tuesday, December 29, 2015

The Twelve Days of Christmas -- The Little Drummer Boy's Drum (for the d20 System)

On the Fifth Day of Christmas, NUELOW Games brings to you... the Little Drummer Boy's Drum. All text in this post is presented under the Open Game License, and it may be reproduced in accordance with it. Copyright 2015 by Steve Miller.

The Little Drummer Boy's Drum (aka The Drum of Bethlehem)
Art by William Morris Hunt
This item appears to all inspection to be a well-used and extremely well-made tabor-style snare drum. It does not appear to be magical, but attempts to break or destroy it fail. The word "Bethlehem" is painted onto the drum's head in Aramaic script.
   Powers: When a character with 5 or more ranks in Perform (drim) plays it, he or she gains a +10 bonus to any related skill checks. If the performance is done using the Little Drummer Boy's Drumsticks, the bonus increases to +15. Additionally, the performer  can designate one target within 60 feet to be subjected to an affect similar to a sleep spell. The target receives a Will save equal to the character's Perform (drum) skill check. If the saving throw fails, the target falls into a magical slumber that lasts a number of hours equal to the character's total Perform (drum) skill. (The first power--the bonus to the Peform skill--is evident to both the user and those witnessing the performance, The second power is only evident if an identify spell, or similar means, is used to examine the drum while it is being played with the Little Drummer Boy's Drumsticks.
   Drawback: None.
   Method of Destruction: The Little Drummer Boy's Drum loses all enchantment if its head is pierced with one of the Little Drummer Boy's Drumsticks. It can then be destroyed without problem.
   Special Note: Despite its name, this drum is not the one that legend holds was present in the manger where Jesus Christ spent his first few nights on Earth. It was created in 1612 by Maltorn MacRae, a Scottish wizard who had come into possession of the Little Drummer Boy's Drumsticks and desperately wanted a drum worthy of those precious items. If someone should damage the Drum, it can be repaired using MacRae's original enchantments... if his book describing them can be located.

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Monday, December 28, 2015

Twelve Days of Christmas --The Little Drummer Boy's Drumsticks (for d20 System)

It's the fourth day of Christmas, and here's another tidbit for use in your d20 System games. As usual, all text in this post is released under the Open Game License.

The Little Drummer Boy's Drumsticks (aka the Drumsticks of Bethlehem)
These appear to be a set of well-used drumsticks carved from oak wood. When they are checked for magical aura (though the use of spells, devices, or abilities), they radiate faint abjuration magic or a divine nature.
   Powers: Reported to have been touched by the Christ Child and his mother days after his brith, these drumsticks are a single artifact in two parts. When separated, they have no apparent magical function. Each stick radiates magic, is seemingly indestructible, and can used as improvised piercing weapon that deals 1d2 points of damage. While the item can be considered an enchanted weapon at +1 level, it does not grant bonuses to hit or damage.
  When the sticks are carried by the same person, he or she gains a +1 bonus to all saving throws. He or she gains a +6 bonus to all Perform (drums) skill checks when using the Drumsticks of Bethlehem. Once per day, the character may designate a target and cast a sleep spell upon it while playing the drums using the drumsticks.
   Drawbacks: Whenever carrying the Drumsticks of Bethlehem, the character must roll a Will save (DC18) whenever idle, or near a cute baby. If the save fails, he or she is gripped by an urge to start using the drumsticks on any available surface. If there is a snare drum available, the save is against DC24).
   Destruction: The Drumsticks of Bethlehem can only be destroyed by being tossed into the fires of Hell itself.

If you found this material interesting or amusing, please support NUELOW Games by getting one or more of our offerings through RPGNow.

Sunday, December 27, 2015

Twelve Days of Christmas -- Selfless

On the third day of Christmas, we have another feat for you! The text is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2015 by Steve Miller.

SELFLESS
You are ready to support those in need.
   Benefit: Give up one of your character's actions. Designate another player. The character under that player's control gains a +4 bonus to the next d20 roll made. You may use this ability as many times each round as you have actions.
   Special: When this feat is chosen, gain 2 character points that must be spent on skills immediately.




 

Saturday, December 26, 2015

Twelve Days of Christmas -- Naughty or Nice Feat (for d20 System games)

One the second day of Christmas, NUELOW brings to you... a feat that lets characters emulate Santa's ability to tell the Naughty from the Nice!

OGL d20 SYSTEM FEAT: NAUGHTY OR NICE
You can tell someone's good or evil by just looking at them.
   Prerequisite: Intelligence 12, Wisdom 12
   Benefit: As a standard action, you may look at a living person or being and immediately know if they have good or evil intentions toward you, your allies, or innocent beings. (This does not necessarily reflect their alignment--although it is revealed if the d20 System variant includes the alignment mechanic--but rather what the moral ramifications of their immediately past or near-future actions will be. You may use this ability a number of times each day equal to your Wisdom bonus.  
   Targets must have Intelligence and Wisdom scores of at least 4 for the ability of this feat to be effective. Spells and abilities that prevent scrying or other divination magic or spell-like and supernatural powers also impede this feat. The target appears "nice" when studied.
   Special: This feat is considered a "minor power feat" for the purposes to acquiring superpower talents.

Friday, December 25, 2015

Twelve Days of Christmas -- The Tidings of Comfort and Joy Feat (d20 System)

Happy Christmas from NUELOW Games everyone! Here's a feat to go with the season that's suitable for any d20 System game. The following text is presented under the Open Game License. Copyright 2015 by Steve Miller.

NEW FEAT: TIDINGS OF COMFORT AND JOY 
You spread joy and cheer.
   Prerequisite: Wisdom 12, Charisma 14
   Benefit: Take a full round action to make a Concentration check (DC8). For the duration of the next encounter, all other PCs and allied NPCs present when you make the check gain a +2 bonus to all saving throws and morale checks.
   Special: The bonus is increased to +4 for present PCs and NPCs who join together and sing a Christmas carol (or other campaign-setting appropriate song of a similar nature) while the skill check is being made. Skills checks of Perform (sing) (DC4) are needed to stay on key.


If you found that feat amusing or useful, support NUELOW Games by buying some of our other d20 System releases at RPGNow.

Wednesday, December 16, 2015

The Power of the Spirits (a d20 System feat and talent tree)

Here's a feat and a talent tree that you can use to add some spellcasting and mysticism to a d20 Modern campaign without adding full-blown spellcasting classes. (It's designed to model Lady Satan as she appears after she gained her mystical powers, as seen the forthcoming NUELOW Games book Lady Satan 1944.)

The rest of this post is presented under the Open Game License. Copyright 2015 Steve Miller.

SPIRITUALIST FEAT
You hear voices. You're not crazy... it's the Spirits revealing secrets to you.
   Requirement: Cha 14, Wis 14
   Benefit: Take a full round action to make a Concentration check (DC8). If successful, add 1/2 of the result as a bonus to your next Bluff, Gather Information, Intimidation, Research, Search, or Spot skill check. (The spirits are assisting you with whispers at the back of your mind.)
   Special: This feat is a prerequisite for talents from the Spirit Channeler talent tree.


SPIRIT CHANNELER TALENT TREE
You can call upon nature spirits, spirits of the dead, and other incorporeal beings for advice and assistance. Some of the assistance comes at a cost.
   In the mechanics of the game, this means you can cast spells at will. The traits that give you the ability to cast spells replace any material components of the spell, and negates any armor penalty. Other aspects and restrictions remain the same. Your character level is used in place of caster level when required.
   Elemental Attunement: When this talent is chosen, specify an Elemental school of magic (air, earth, fire, or water). You may cast a number of 0- or 1st-level spells equal to your Wisdom bonus each day. These spells are added to any amount of spells you can cast from class benefits, feats. or other traits. You may select this talent up to four times, with a different elemental school specified.
   Prerequisite: Spiritualist feat
   The View from Beyond: You may cast a number of 0- 1st-, or 2nd-level spells from the Divination school equal to your Wisdom bonus each day. These spells are added to any amount of spells you can cast from class benefits, feats. or other traits.
   Prerequisite: Spiritualist feat
   The Power of Life and Death: When this talent is chosen, specify either the Healing or Necromancy schools of magic. You may cast a number of 0- or 1st-level spells equal to your Wisdom bonus each day. These spells are added to any amount of spells you can cast from class benefits, feats. or other traits. You may select this twice, with a different elemental school specified each time.
   Prerequisite: Spiritualist feat.
   Summon Spirit: Take a full round action to make a Concentration skill check (DC12). If successful, you summon forth a poltergeist that will do your bidding for a number of rounds equal to your Wisdom and Charisma bonuses combined.
   The poltergeist manifests next to you. Commands are issued mentally, and there is theoretically no limit to the range of which they can be issued to the spirit. Once the time is up, the poltergeist returns from whence it came unless you have taken no action other than commanding it. In this case, you may continue to command it, but the creature receives a Will save at the beginning of every other round (against the Concentration result that originally brought it forth). Once the spirit is free, there is a 50% chance it attacks you in anger over having been forced to stay. Otherwise, it departs. You can also command it to return to the spirit realm at any point before it breaks loose of your control.
   Prerequisite: One trait from the Spirit Channeler talent tree
   The Price of Power: You may cast a number of spells of any level equal to your Wisdom bonus each day. These spells are added to any amount of spells you can cast from class benefits, feats, or other traits. Every time you cast a spell gained from this train, you lose a number of XP equal to 100 times the spell level. This is the price the spirits exact for their assistance.
   When using this talent, you can't lose more XP than the absolute minimum of your current level. You cannot use this trait if the XP cost would cause you to lose a level.
   Prerequisite: One trait from the Spirit Channeler talent tree.


If you found this post interesting or useful, check out NUELOW Games's OGL d20 System supplements at RPGNow and DriveThruRPG. Please support my blog posts by supporting my my actual publishing operation.
  
  


Wednesday, December 9, 2015

Return to Egypt with NUELOW Games!

NUELOW Games has just released its third Egyptian-themed comics/rpg hybrid book. Titled Terrors of Egypt, it has tales that span the ages from the Old Kingdoms through modern day. Vengeful mummies, strange curses, and unknowable mysteries... this one has it all!

Khafra.
Art by Cesar Lopez
The main attraction of the book is "The Mummy Khafre". It's the tale of one of the many "horror-mood" characters that Alan Hewetson created for Skywald's magazines in the mid-1970s... and her story has now been collected in one place for the first time ever. I'm sure you'll agree, after reading this story that Khafre is a worthy addition to our line-up of female characters... and that she may even give the Sorceress of Zoom or the Queen of Evil a run for their money when it comes to nastiness.

You can click here to see previews or to get your own copy of Terrors of Egypt (which features art by Cesar Lopez, Ricardo Villamonte, Xavier Villanova, and Norman Nodel). It also has a fun add-on to d20 System character creation that lets you determine a character's sign under the Egyptian zodiac.

One tidbit that I briefly considered for the book, but ultimately rejected, were rules that let you randomly determine a character's exact birth date. So they don't go completely to waste, I'm posting them here (modified so the don't rely on the material in Terrors of Egypt, as the original version did).

Everything in this post from this point forward if released under the Open Game License.

Random Character Birthday Generator
Copyright ©2015 Steve Miller

   Step One: Determine month of birth by rolling 1d12. The result is the month in which the character was born.
   Step Two: Roll 1d6. Record the result.
   Step Three: If the d6 roll was 1-2, roll 1d12 to determine the birth date; 3-4, roll 2d12-1 to determine the birth date; 5-6 roll 3d12-2 to determine the birth date. If a result of 3d12-2 puts you outside the number of days in the month, the birthday is on the last day of the month.

Available Now!

Sunday, December 6, 2015

d20 System Feat: Chosen

When writing fiction or designing and developing roleplaying game, oftentimes what seems like a great idea at the start is replaced by something far better. Such is the case with the feat presented below. It was part of an early approach I took to adapting the story of Lady Satan 1974 to the d20 System, but I ultimately axed it because much better ideas presented themselves as the project evolved. If you find this feat interesting or useful, you should check out the book by clicking here!

The following is released under the Open Game License. Copyright 2015 Steve Miller. It is fully compatible with the d20 System magic rules from Feats of Mysticism and Magic and other NUELOW Games OGL d20 System releases.


Art by Pablo Marcos. From Lady Satan 1974,

CHOSEN
You have a special relationship with a powerful supernatural creature—an angel, demon, or perhaps even a god.
    Benefit: Once per week, you may call upon your supernatural patron to grant you a chance to change fate. You may re-roll a single d20 roll. You must accept the second result.
    You gain a +4 bonus to skill checks relating to rites and rituations involved with your patron, and any summoning and ward spells you cast function as if cast at one level higher than your caster level.
    Special: If the character is killed, he or she may make a final Will save (DC18). If successful, the character continues to exist as a disembodied spirit on the mortal plane instead of moving onto the afterlife, with the full blessing of his or her patron. The character gains the Disembodied template, if in use. If not, the character exists formless near the location of his or her demise until a suitable living vessel comes along. The character may attempt to possess the being. The target receives a Will save (DC12+your character level) to resist. If the target is injured or somehow emotionally vulnerable or frightened, the Will save is DC8+your character level.

Sunday, November 29, 2015

On November 30, it's Black Monday at NUELOW Games...

... because we can't keep the whole Black Friday/Cyber Monday thing straight, we decided to merge the Friday and Monday sales into one. We also wanted an excuse to post this picture someone took at a Japanese department store.

Nothing can describe NUELOW's Black Monday sale better than that!
All our rpg/comics hybrid books, OGL d20 System supplements, fiction collections, and stock art collections are on sale for 20% for JUST ONE DAY! So, if you have any money left over after this weekend of shopping for deals, maybe you can throw some our way? Our comics collections and fiction anthologies are cool... and our d20 System supplements are oddball.

The sale runs at RPGNowDriveThruComicsDriveThruFiction, and DriveThruRPG from 7am November 30 to 7am December 1 (Pacific Time).

Wednesday, November 25, 2015

Wildfire strikes at NUELOW Games

The latest comics/rpg hybrid product has been released, and it stars one of the greatest superheroines to ever be forgotten by comics readers--Wildfire.

Cover for NUELOW's Wildfire. Art by Jim Mooney.
Wildfire is secretly Carol Vance. As a young child, she laughed in the face of the mighty Lord of Fire, even as he was burning everything around her. As a reward for her courage, he made her a Mistress of Flame--a status that gave her protection from fire and a range of powers related to manipulating and harnessing fire. In her late teens, she began using her powers to fight crime and injustice.

Wildfire from NUELOW Games contains five tales of Carol's exploits, written and drawn the team who created her--Robert Turner & Jim Mooney. Turner was a pulp fiction writer, and Mooney spent fifty years drawing comics starring characters like Wildfire... including Supergirl. In addition to the comics, the Wildfire book contains an OGL d20 System character template and a pair of feats designed to let you create characters like Wildfire with the version of the d20 System you currently enjoy playing. You can click here to see previews of Wildfire, or to download your own copy from RPGNow. (It is also available at DriveThruComics and DriveThruRPG.)

As always, if you have feedback or suggestions regarding our releases, don't hesitate to get in touch. We don't know what we're doing right or wrong unless you tell us!




Thursday, November 19, 2015

Music of the Sorceress

There aren't many of the characters featured in NUELOW Games releases that have music that is officially written for them. There may even be only one who has so moved a composer... so it's only fitting that character should the deadliest femme fatale to ever travel the multivese--the Sorceress of Zoom!

In May of 2015, the Esperanza Ensemble performed the world premiere of Justin E.A. Busch's "The Sorceress of Zoom, Op. 98." Here it is:




The Sorceress of Zoom has starred in two books from NUELOW Games. A third one, which will reveal her never-before-told origin story, will be released in 2016.

You can read sample pages from the existing books at the Shades of Gray blog by clicking here. You can see more previews, or get your own copies at the links below.

See Previews or Buy at DriveThruComics
See Previews or Buy at DriveThruComics.

The superpower for unlucky sad sacks

The text in this post is released under the Open Game License and may be reproduced in accordance with it. Copyright 2015 Steve Miller.

Art by Kerry Callen

Between the Legion of Substitute Heroes and the Great Lake Avengers, even mainstream comic book universes have their superpowered failures and comic relief. This little expansion to NUELOW Games' superpower system is for heroes who make the most out of their flubs. In fact, failing IS their superpower.




THE POWER OF EMBARRASSMENT [Minor Power Feat]
Your failures make you stronger!
   Benefit: Whenever you fail a skill check tied to the Charisma attribute, you gain a +2 bonus to a future skill check or attack action that is not Charisma-based. The bonus must be used before the end of the encounter during which the initially failed skill check took place.

HUMILIATED TALENT TREE
You must have at least one Minor Power Feat to qualify for any of the talents from this tree.
  Clumsy: Whenever you fail a Dexterity-based die roll (including ranged attacks) or a Reflex save, you gain a temporary +4 bonus to Charisma. This benefit lasts for the duration of the encounter during which the original failed roll took place.
  Slow on the Uptake: Whenever you fail a Wisdom-based die roll or a Willpower saving throw, you gain a temporary +4 bonus to your Intelligence. This benefit lasts for the duration or the encounter during which the failed roll took place.
   That Which Doesn't Kill You, Makes You Stronger: Whenever you fail a Constitution-based skill check, or a Fortitude save, you gain a temporary +4 bonus to your Strength. This benefit lasts for the duration of the encounter
  Focus On the Negative: Choose one other talent from this tree that you've already selected. The temporary bonus lasts for a number of hours equal to your Will save bonus. You may choose this talent up to three times, each time applying it to a different talent from this tree.
  Destined to Fail: Once per session, when you fail a skill check to a horrendous degree (more than 8 below the target number), you may invoke this trait. At the speed of thought, the realization as to how actions you took earlier set you up for this failure flash into your mind. If you describe the event that preceded this disaster, and if the GM things it's plausible or amusing, you may immediately re-try the action. (You make the re-try on the same initiative that you already acted on.)
  Prerequisite: The Power of Embarrassment minor power feat

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If you found this amusing or useful, please consider getting some of our many OGL d20 System releases that are available here.

Tuesday, November 17, 2015

For those who want Caliphate Compliant d20 characters

I have been informed that it's important that we understand the mindset of those who wish to bring us all under the rule of the Caliphate of the Daesh (or ISIL, if you're US President Barack Obama and you're already recognizing their claim on all the land between Turkey and Egypt). Since roleplaying games can be good educational tools, I have devised this talent tree so you can all create d20 Modern characters that in the mold of the mightiest of Daesh fighters! (These talents should be added to those available for Tough Heroes and Strong Heroes.)


The rest of this post is released under the Open Gaming License and may be reproduced in accordance with its terms. Copyright 2015 by Steve Miller.

DAESH FIGHTER TALENT TREE
You are a psychopathic killer, or a moron who's deluded himself into thinking he's a heroic Lion of Islam You get to pick talents from this tree,
   Champion of the Caliphate: Gain a +2 bonus to all attack and damage rolls. Gain a -2 modifier to all Intelligence- and Wisdom-based skill checks.
   Allah's Sword: Select a religion or religious denomination (other than the one you fancy yourself as part of). Gain a +4 bonus to Gather Information checks made to ferret out the religious beliefs of a target, and gain a +2 bonus to attack and damage rolls if they are of the selected denomination, You gain a -2 modifier to all Bluff, Diplomacy, and Sense Motive checks.
   You may choose this talent as many times as you like, each time selecting a different religious denomination.
   Prerequisite: Champion of the Caliphate.
   Misogynist: You gain a +2 bonus to hit and damage against female characters. You gain a -4 modifier to all Bluff, Diplomacy, and Sense Motive checks involving female characters.
   Prerequisite: Champion of the Caliphate.
   Cry Like a Little Girl: When you come face-to-face with American, British, or French soldiers, gain a +4 bonus to Bluff and Diplomacy checks to convince them that you were forced into being a killer for the Caliphate. The bonus increases to +6 if you are facing Americans. The bonus increases to +8 if you're giving an interview to BBC, CNN, ABC, CBS, NBC, MSNBC, or al-Jazeera, and it applies to their viewers and reporters working for those news outlets.
   Prerequisite: Champion of the Caliphate.
   Take It Like a Man: When engaging in homosexual orgies with your fellow Daesh Fighters, you always take it up the ass, but you can walk just fine the next day. You gain a +4 bonus to Bluff checks when trying to spot closeted homosexuals and recruit them to the glorious cause of the Caliphate. If they refuse to join, you gain a +2 bonus to attack and damage rolls against them.
   Prerequisite: Misogynist.

The Official Flag of the Caliphate

Monday, November 16, 2015

Reintroducing Zaza the Mystic

Last year, in the pages of News Hounds #1, we included a scenario for Lester Smith's CORE RPG where the Black Cat and reporters Ace Williams and Foggy Gibbons meet Zaza the Mystic and team up to defeat a Swami who has marked them all for death.

Now, Zaza returns in her own self-titled book, Zaza the Mystic, starring with her boyfriend, police detective Lt. Bob Wilson in four thrilling tales of mystery from NUELOW Games. In addition to the classic comics written by Jerry Seigel and drawn by Charles Nicholas, Rocco Mastroserio, and Jon D'Agostino, the contains OGL d20 System rules that will let players create "fake psychics" like Zaza, as well as criminal profilers, who use their powers of observation and insight into human psychology to get one step ahead of criminals and other enemies. This material, fully compatible with d20 Modern and NUELOW Games' other OGL d20 releases, was designed by our own Steve Miller.

In addition to the original game material, Steve also filling in tiny bit of information about Zaza's background, including her full name and a little bit about her childhood. Her original publisher, Charlton Comics, never explained much about where she came from or where she learned her cold-reading skills, other than to describe her as the "Queen of Gypsy Mystics." (A total of six Zaza stories were published in 1956, in issues 10 and 11 of Zaza the Mystic. (The numbering continued from Charlie Chan Comics.)

Here's how Steve summed up how Zaza came to be a crimebuster:

How do you rebel if you're a teenager who's been raised in a circus to be the Gypsy Queen of Fortunetellers and to bilk the rubes out of money? If you're Zaza Kamlo, you run away to the big city, date a police officer, and use your talents to catch criminals rather than being one.

Zaza the Mystic is on sale now at RPGNow, DriveThruRPG, and DriveThruComics. Click on the name of your favorite Onebookshelf site to get your copy today!

Friday, November 6, 2015

A Talent Tree and Feat for Urban d20 Modern, Dawg!

For your Urban d20 Modern games...

(This material is released under the Open Game License and may be reproduced in accordance with it. Copyright 2015 by Steve Miller)

Gangbanger Talent Tree (By Steve Miller)
Talents from this tree may be selected by Tough Heroes or Strong Heroes when they gain talents.
   Weapon Skilz!: Your non-proficiency penalty with the use of small arms is reduced to -2. You can also hold an automatic or semi-automatic weapon in the most idiotic fashion you want while firing, without dropping it or being hit by ejecting cartridges.
   Fashun Senz!: You can wear oversized pants with no belt and only suffer -10 feet to your movement rate when running. You penalty to Climb, Jump, and Run skill checks is reduced to -4.
   Colur Senz!: Pick a color. When you wear that color, you gain +2 Defense Rating. Pick another color. When you see someone wearing it, make a Will save. If you fail the save, you must attack them. You gain +2 to all attack and damage rolls against the target. (This talent may be chosen up to five times. You must select different other color each time. The +2 bonus to the Defense Rating only applies once.)
   Help, Help! I'z Bein Oppressed: You gain +4 to all Bluff and Diplomacy checks when dealing with reporters if you're anything but white and end up on the news. The bonus increases to +6 if you were looting a shop, setting a car on fire, or protesting policing at the time.


Homie-flage Feat (By Dave Mendez)
You may go onto enemy turf wearing their colors without getting caught.
   Benefit: Gain +5 to Bluff skill checks while disguised as a member of another gang in their territory.
  Special: If one of your own homies sees you wearing your enemies color, he starts tripping and calls you out as a buster. You suffer -5 to all skill checks when dealing with your own crew til you improve your rep with your homies.

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If you enjoyed this material, please consider getting one of our actual d20 System products! Click here to check them out!

Friday, October 30, 2015

Rulah, Jungle Goddess, joins NUELOW's line-up

In 1947, daredevil Jane Dodge vanished while flying her plane over Africa... and that's when her life really began.

NUELOW Games has just released the first volume in a new series of comics/rpg jungle adventure books--Rulah, Jungle Goddess. It's a series that occupies a middle ground between the straight-up adventure stories found in our Judy of the Jungle titles, and the fantasy/horror-tinged tales in The Three Lives of Fantomah books, as Rulah battles foes who are both natural and supernatural.

Rulah, Jungle Goddess contains the story of how Jane Dodge became Rulah, as well as three other adventures that sees her battle Nazis, evil priests, and monstrous harpies. In addition, it features OGL d20 Modern rules that are geared toward letting players make characters who are living gods and goddesses like Rulah... and even ones who have supernatural powers like Fantomah. (The game section has a new starting occupation, two new talent trees, and several feats fit for a living goddess.)

Click here to see previews of Rulah, Jungle Goddess, or to get your own copy at RPGNow. You can also get the book from DriveThruComics by clicking here..

The OGL d20 Modern rules in Rulah, Jungle Goddess make great additions to the material presented in Modern Basics: Jungle Action, and they're fully compatible with all the feats- and talent tree-based d20 superhero mechanics that we've published.