Wednesday, February 21, 2018

Gun Blessing Day! (An OGL Modern Game Aid)

There's a local pastor (or witch doctor or sorcerer, or druid--whatever fits the setting) who is offering to bless the party's firearms. Roll 1d12 against the chart below to see what benefit is gained, aside from each one blessed becoming an enchanted weapon.


1. +1 bonus to hit.
2. +1 bonus to damage.
3. +1 bonus to hit and damage.
4. Maximum damage against vampires.
5. Maximum damage against werewolves.
6. Maximum damage against dragons.
7. Maximum damage against mummies.
8. Damage dealt is converted to fire damage.
9. Person carrying or wielding the firemarm has a +2 bonus to Hide and Move Silently skill checks.
10. Person weilding the firearm has a -6 penalty to hit unarmed or non-threatening targets.
11. Person wielding the firearm bursts into flames (1d12+2 points of damage per round for 3 rounds) if it used against unarmed or non-threatening targets.
12. +4 to hit and damage against hostile creatures.


OPTIONAL COMPLICATION (Contributed by Craig Dixon)
There is one little problem with these blessed weapons...
   If a person one is reduced to zero or fewer hit points while carrying or firing one of these blessed weapons, they must make an immediate Fort save (DC12) [save versus death in OSR versions of D&D].
   If the saving throw succeeds, proceed with the normal stabalization rules to see if the character lives or dies.
   If the saving throw fails, the character's soul is prevented from moving onto the afterlife. Instead, it is torn from te body and drawn to where the weapon was blessed, together with the magic placed on it, to feed the sponsoring deity. The character's soul is lost forever within 13 hours.
   The weapon reverts to normal at this time and must be returned to the temple to be re-blessed.

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The text in this post is released under the Open Game License and may be reproduced in accordance with it. Copyright Steve Miller 2018.

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Wednesday, February 14, 2018

A Valentine's Day feat!

A little something in the spirit of Valentine's Day for your d20 System games!

TRUE LOVE [General]
The character has found the love of his or her life. This gives the character something to live for, even when things seem at their most dire and hopeless.
   Benefit: When the character is reduced to less than 10 hit points, a fond memory about his or her beloved flashes into his or her mind. As a free action, you may roll a Will save (DC12). If successful, the character immediately regain 1d10+2 hit points.
   This feat can be used once per game session. You must choose to invoke the feat or not as soon as the character is reduced to less than 10 hit points, and if you choose not to, you may do so again during the following combat round if the character suffers additional damage.
   If a character with this feat is reduced to less than 0 hit points, you may immediately invoke this feat in order to attempt to regain hit points. If the character is returned to above 0 hit points, he or she does not fall unconscious or have to worry about making stabilization rolls.
   Special: If you write a description and a history for your character's true love (who the true love is, how the characters met, and so on), and the GM approves it, your character gains a permanent +1 bonus to Will saves to resist fear and mind-affecting magic and spell-like effects. This bonus increases to +2 if you generate stats for the true love and give the character to the GM for possible use in the game. (The true love must be at least two character levels lower than the lowest-level PC in the campaign, or 1st level.)

Photo by Gavin Hoey



Thursday, February 1, 2018

Two Feats of Questionable Quality (but we like 'em!)

We hope these get your February off to a fun start.

BABY ROLL [Combat]
You may use babies as distractions in combat.
   Benefit: When fighting, you may roll or throw a baby per round at opponents with a standard attack action. Any lawful good character must give up a combat action in order to either dodge or attempt to catch the baby by making a Reflex save (DC equals your attack roll). If the target fails to avoid or catch the baby, he or she and the baby both take 1d2 points of damage. If your attack roll misses, the baby still takes 1d2 points of damage.
   Special: If you have the Two-Weapon Fighting feat, you may roll or throw two babies each round.


BAD IDEA [General, Metagame]
You knew it was a bad idea, but you did it anyway.
   Prerequisite: One talent from the Too Dumb to Die tree.
   Benefit: Whenever you fail an attack roll or skill check that had a DC of 22 or higher, the GM must let you roll 2d6 and add the result to your check total. If the new total means a successful check, that's exactly what it is. If it fails, you deserve what you get for being overconfident and stupid.

(This material is released under the Open Game License and may be reproduced in accordance with it. Copyright 2018 Steve Miller.)

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