Showing posts with label Christmas. Show all posts
Showing posts with label Christmas. Show all posts

Friday, December 23, 2016

You won't find more Christmas action this side of 'Die Hard'!

For some different Christmas action this Holiday Season, you need to get yourself A Christmas Box from NUELOW Games! It's got comics and battle scenarios featuring NUELOW stars Jill Trent & Daisy Smythe, the Black Cat, and Judy of the Jungle; it's got Santa and his daughter Sugar Plum, Jesus Christ, Martians, Bill Clinton, and many more, all battling with the Spirit of Christmas in their hearts; it's got a collection of horror-themed short stories; and the core rulebook for ROLF!: The Rollplaying Game of Big Dumb Fighters....


Basically, it's everything you need to have a different sort of gaming experience with the family and loved ones this Christmas, and to otherwise entertain yourself while you are waiting up for Santa to bring the presents. (You can even ask Santa if he wants to play himself and join you for a ROLF! battle or two!)


Click here to get A Christmas Box--which features 8 fantabulous NUELOW Games Christmas-themed releases for a super-low price!







Wednesday, December 21, 2016

Christmas is almost here!

Are you excited yet? Here at NUELOW Games, we're counting the minutes until we find out whether Santa thinks we've been naughty or nice! (This year, L.L. Hundal went to hand-deliver our wish lists, since we think there was probably a mistake last year.)

Meanwhile, here's a Christmas song to get you into the spirit and/or pass some of those very, VERY long minutes!



Friday, December 9, 2016

God Rest Ye Merry Gentlemen & A Christmas Western by R.E. Howard

Enjoy some Christmas music and an early short story by Robert E. Howard (written and published when he was still in high school). It's a Very Western Christmas today at NUELOW Games!












GOLDEN HOPE CHRISTMAS
By Robert E. Howard

Chapter 1
Red Ghallinan was a gunman. Not a trade to be proud of, perhaps, but Red was proud of it. Proud of his skill with a gun, proud of the notches on the long blue barrel of his heavy .45s. Red was a wiry, medium-sized man with a cruel, thin lipped mouth and close-set, shifty eyes. He was bow-legged from much riding, and, with his slouching walk and hard face he was, indeed, an unprepossessing figure. Red’s mind and soul were as warped as his exterior. His insister reputation caused men to strive to avoid offending him but at the same tome to cut him off from the fellowship of people. No man, good or bad, cares to chum with a killer. Even the outlaws hated him and feared him too much to admit him to their gang, so he was a lone wolf. But a lone wolf may sometimes be more feared than the whole pack.
   Let us not blame Red too much. He was born and reared in an environment of evil. His father and his father’s father had been rustlers and gun-fighters. Until he was a grown man, Red knew nothing but crime as a legitimate way of making a living and by the time he learned that a man may earn a sufficient livelihood and still remain within the law he was too set in his ways to change. So it was not altogether his fault that he was a gunfighter. Rather, it was the fault of those unscrupulous politicians and mine-owners who hired him to kill their enemies. For that was the way Red lived. He was a born gun-fighter. The killer instinct burned strongly in him—the heritage of Cain. He had never seen the man who surpassed him or even equalled him in the speed of the draw or in swift, straight shooting. These qualities together with the cold nerve and reckless bravery that goes with red hair, made him much in demand with rich men who had enemies. So he did a large business.
    But the forefront of the law began to come into Idaho and Red saw with hate the first sign of that organization which had driven him out of Texas a few years before—the vigilantes. Red’s jobs became fewer and fewer for he feared to kill unless he could make it appear self-defense.
    At last it reached a point where Red was faced with the alternative of moving on or going to work. So he rode over to miner’s cabin and announced his intention of buying the miner’s claim. The miner, after one skittish glance at Red’s guns, sold his claim for fifty dollars, signed the deed and left the country precipitately.
    Red worked the claim for a few days and then quit in disgust. He had not gotten one ounce of gold dust. This was due, partly to his distaste for work, partly to his ignorance of placer mining and mostly to the poorness of the claim.
     He was standing in the front door of the saloon of the mining town, when the stage-coach drove in and a passenger alit.
    He was a well built, frank-appearing young fellow and Red hated him instinctively. Hated him for his cleanliness, for his open, honest, pleasant face, because he was everything that Red was not.
    The newcomer was very friendly and very soon the whole town knew his antecedents. His name was Hal Sharon, a tenderfoot from the east, who had come to Idaho with the hopes of striking a bonanza and going home wealthy. Of course there was a girl in the case, though Hal said little on that point. He had a few hundred dollars and wanted to buy a good claim. At this Red took a new interest in the young man.
    Red bought drinks and lauded his claim. Sharon proved singularly trustful. He did not ask to see the claim but took Red’s word for it. A trustfulness that would have touched a less hardened man than Red.
    One or two men, angered at the deliberate swindle, tried to warn Hal but a cold glance from Red caused them to change their minds. Hal bought Red’s claim for five hundred dollars.
    He toiled unceasingly all fall and early winter, barely making enough to keep him in food and clothes, while Red lived in the little town and sneered at his uncomplaining efforts. As winter deepened, everywhere the miners stopped work and came to town to live until the snow should have melted and the ground thawed out in the spring. Only Hal Sharon stayed at his claim, working on in the cold and snow, spurred on by the thought of riches—and a girl.
--




It was a little over three weeks until Christmas when, one cold night Red Ghallinan sat by the stove in the saloon and listened to the blizzard outside. He though to Sharon, doubtless shivering in his cabin up on the slopes, and he sneered. He listened idly to the talk of the miners and cow-punchers who were discussing the coming festivals, a dance and so on.
    Christmas meant nothing to Red. Though the one bright spot I his life had been one Christmas years ago when Red was a ragged waif, shivering on the snow covered streets of Kansas City.
    He had passed a great church and, attracted by the warmth, had entered timidly. The people had sung, “Hark, the Herald Angels Sing!” and when the congregation exited, an old, white haired woman had seen the boy and had taken him home and fed him and clothed him. Red had lived in her home as one of the family until spring, but when the wild geese began to fly north and the trees began to bud, the wanderlust got into the boy’s blood and he ran away and came back to his native Texas prairies. But that was years ago and Red never thought of it now.
    The door flew open and a furred and muffled figure strode in. It was Sharon—his hands shoved deep in his coat pockets.
    Instantly Red was on his feet, hand twisting just above a gun. But Hal took no notice of him. He pushed his way to the bar.
    “Boys,” he said: “I named my claim the Golden Hope, and it was a true name! Boys, I’ve struck it rich!”
    And he threw a double handful of nuggets and gold-dust on the bar.


--




Christmas Eve Red stood in the door of an eating house and watched Sharon coming down the slope, whistling merrily. He had a right to be merry. He was already worth twelve thousand dollars and had not exhausted his claim by half. Red watched with hate in his eyes. Ever since the night that Sharon had thrown his first gold on the bar, his hatred of the man had grown. Hal’s fortune seemed a personal injury to Red. Had he not worked like a slave on that claim without getting a pound of gold? And here this stranger had come and gotten rich off the same claim! Thousands to him, a measly five hundred to Red. To Red’s warped mind this assumed monstrous proportions—an outrage. He hated Sharon as he had never hated a man before. And since with him to hate was to kill, he determined to kill Hal Sharon. With a curse he reached for a gun when a thought stayed his hand. The Vigilantes! They would get him sure if he killed Sharon openly. A cunning light came to his eyes and he turned and strode away toward the unpretentious boarding house where he stayed.
    Hal Sharon walked into a saloon.
    “Seen Ghallinan lately?” he asked.
    The bartender shook his head.
    Hal tossed a bulging buck-sack on the bar, and said: “Give that to him when you see him. It’s got about a thousand dollars worth of gold-dust in it.”
    The bartender gasped. “What! You giving Red a thousand bucks after he tried to swindle you? Yes, it is safe here. Ain’t a galoot in camp touch anything belonging to a gun-fighter. But say—“
    “Well,” answered Hal, “I don’t think he got enough for his claim; he practically gave it to me. And anyway, “ he laughed over his shoulder, “It’s Christmas!”



Chapter 2
Morning in the mountains. The highest peaks touched with a delicate pink. The stars paling as the darkness grew grey. Light on the peaks, shadow still in the valleys, as if the paint brush of the Master had but passed lightly over the land, coloring openly the highest places, the places nearest to Him. Now the light-legions began to invade the valleys, driving before them the darkness; the light on the peaks grew stronger, the snow beginning to cast back the light. But as yet no sun. The king had sent his courtiers before him but he himself had not appeared.
    In a certain valley, smoke curled from the chimney of a rude log cabin. High on the hillside, a man gave a grunt of satisfaction. The man lay in a hollow, from which he had scraped the drifted snow. Ever since the first hint of dawn, he had lain there, watching the cabin. A heavy rifle lay beneath his arm.
    Down in the valley, the cabin door swung wide and a man stepped out. The watcher on the hill saw that it was the man he had come to kill.
    Hal Sharon threw his arms wide and laughed aloud in the sheer joy of living. Up on the hill, Red Ghallinan watched the man over the sights of a Sharpe .50 rifle. For the first time he noticed what a magnificent figure the young man was. Tall, strong, handsome, with the glow of health on his cheek.
    For some reason Red was not getting the enjoyment he thought he would. He shook his shoulders impatiently. His finger tightened on the trigger—suddenly Hal broke into song; the words floated clearly to Red.
    “Hark, the Herald Angels Sing!”
    Where had he heard that song before? Suddenly a mist floated across Red Ghallinan’s eyes; the rifle slipped unnoticed from his hands, He drew his hand across his eyes and looked toward the east. There, alone hung one great star and as he looked, over the shoulder of a great mountain came the great sun.
    “Gawd!” gulped Red, why—it is Christmas!”

--
If you enjoyed that story, written by Robert E. Howard when he was just a teenager, you'll love the westerns he wrote when his skills were at their sharpest. Check out The Last Ride from NUELOW Games.

Tuesday, December 6, 2016

Oh Tannenbaum... in the Style of Rammstein
(plus something for your d20 Modern game)

Psychostick and NUELOW Games want to help jumpstart your Christmas Spirit with this Rammstein parody. Or... maybe not. You be the judge!


 \
(Our resident Christmas Aficionado, L.L. Hundal, said. "Are you kidding me?!" when she first started watching. Then she began to laugh. Christmas Cheer Unlocked!)

The Members of Pyschostick wish you a happy Christmas!

And speaking of Christmas Cheer, here's something that's offered for you enjoyment under the Open Game license.


Bobble Hat of Christmas Good Will (for d20 System games)
This unique artifact radiates a faint magic aura from December 1 to January 5. During this time, it causes the wearer to radiate cheerful Christmas energy--but there is a price to pay should he or she abuse the status as an incarnation of the Christmas Spirit.
     d20 System Game Mechanics: Grants the wearer a +2 bonus to all Charisma-based skill checks. In addition, the wearer gains a +1 supernatural modifier to AC/DR and a 1 point per die of damage dealt by an attack, because those that would harm the character are hesitant to do so. If the wearer uses Bluff or Diplomacy skills to defraud or cause trouble for another person, all benefits of the Bobble Hat of Christmas Good Will are lost and the character comes under a curse that results in a -4 penalty to all Charisma-based skill checks. The only way the curse can be removed is through the power of a god, or by the character giving a Christmas gift to his most hated enemy, as well as giving away the Bobble Hat of Christmas Good Will to a more worthy owner.

Saturday, December 3, 2016

Eggnog of Power and Oy to the World!

Every December. the Spirit of Christmas roams the land, touching bottles, cartons, and jugs of eggnog, imbuing them with magic of the Holiday Season beyond that which the beverage already possesses. This article describes this special eggnog in terms of the d20 System and how you can bring it to your game.

EGGNOG OF POWER 
FOR THE d20 SYSTEM!
Whenever a character comes into possession of a container full of eggnog during the Holiday Season, the GM rolls 1d100. On a result of 100, the eggnog has been touched by the Spirit of Christmas and is just super-tasty.
   But! If the eggnog has been enhanced by the Spirit of Christmas, the GM rolls 1d6 to discover what magic powers are granted those who drink a cup of it. Upon rolling, the GM consults the following list:
   1. Eggnog of Cheer that grants +2 bonus to morale checks and +2 bonus to Charisma-based skill checks.

   2. Eggnog of Might that grants +1 to melee and unarmed attack rolls and damage, and a +2 bonus to all Strength-based skill checks.
   3. Eggnog of Fortitude that grants a +2 bonus to all Fortitude saves and Constitution-based skill checks.
   4. Eggnog of Christmas Harmony that makes everyone within a 60-foot roll a Will save (DC30) or lose all desire to fight, but instead join together and sing Christmas songs. If one person is attacked (say by someone who has made a successful Will save), then all those under the influence of Christmas Cheer will turn upon the attacker.
   5. Eggnog of Christmas Partying that grants a +4 bonus to all Perform (Dance) and Perform (Sing) skill checks, as well as the ability to point out that someone is standing underneath a sprig of mistletoe without being slapped or kicked in the groin.
   6. Eggnog of Generosity that fills consumers with the desire to bring happiness and security to others in this Christmas season. They can do anything from donate to charities to taking the fight to the mobbed-up slumlords.

A typical container of eggnog contains 8 cups and a character must drink at least one cup to benefit from the Christmas magic. The affect lasts for 24 hours and cannot be dispelled by anything short of the power of a god.
   Once a container of Eggnog of Power has been opened, it spoils within 1d10 days. If a character drinks spoiled eggnog, he or she must roll a Fortitude Save (DC18) or become very ill, suffering -4 to all attack rolls and skill checks for 24 hours. If the save is successful, the penalty is only -2.

(The preceding text is released under the Open Game License. Copyright 2016 Steve Miller )

---
And here's some multicultural Christmas music that'll get almost everyone into a proper mood!

 

Thursday, December 1, 2016

Welcome to December 2016!

Christmas time is near, and you're going to find lots of Christmas weirdness here... because it's our favorite time of year!

We're kicking off a month-long Christmas celebration here at NUELOW Games with this great little adaptation of one of Steve Miller's favorite Christmas tunes!


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.

--
If you found this item interesting or useful, please support NUELOW Games by buying some of our products. You can see our catalog at RPGNow by clicking here.


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.

Friday, December 19, 2014

Spend Christmas with ROLF!


Get all six NUELOW Games Christmas Specials, plus the core rulebook for ROLF!: The Rollplaying Game of Big Dumb Fighters, as well as the horror- and suspense themed fiction anthology Horror for the Holidays, for half off what it would cost to get them separately.

Give yourself (or someone you like) the gift of great entertainment this Christmas (not to mention a whole mess of battle scenarios featuring Santa and other Christmas mainstays!

Click here to learn more about NUELOW's Christmas Box--and to get the goodies it contains!

Friday, December 12, 2014

A Very NUELOW Christmas!

We love Christmas here at NUELOW Central. We love Christmas music. We love having fun with Christmas (as our several Christmas Specials show) and we love music and art that has fun with Christmas. And they don't get much more fun than this...



(No game content or plugs this time around... just a post in anticipation of Christmas! Because we love this time of year! [And I particularly love this video because I always appreciate a good call-back.)

Monday, July 21, 2014

It's Christmas in July!



It's the annual celebration of the halfway point between last Christmas and the next Christmas at the various Onebookshelf.com websites that carry NUELOW Games releases! As in past years, our entire selection of titles is 25 percent off! Take a look! Find a new favorite!

The sale runs this whole week!



Wednesday, December 25, 2013

It's (like) a Christmas Miracle!

Now through the end of the Twelve Days of Christmas (that would be Jan. 5), you can own the entirety of NUELOW Christmas Past at a huge savings with just a few mouse-clicks by getting A Christmas Box [Bundle]!

Getting A Christmas Box is like getting a visit from Sugar Plum,
Santa's youngest daughter
!
This big bundle of ROLF! gaming goodness contains the core game, five Christmas battle scenario packs--with Santa, his daughter Sugar Plum, and their friends defending Christmas from all manner of nefarious forces, with the Martians being first and foremost among them. This collection even includes our Christmas-themed short story anthology Horror for the Holidays,  and the first NUELOW appearance of Jill Trent, Science Sleuth.

Games... fiction... comics... everything you need to have a great Christmas Season with family and friends (except dice... those you're goning to need to provide separately).

Click here to get your very own copy of A Christmas Box [Bundle] for just $2.50. (That's 58 percent off what it would cost to buy the seven included products individually.).

The 2013 Christmas Special, starring Santa and that swinger Judy of the Jungle is also still available... you can get that by clicking here.

Judy of the Jungle swings into action!

Monday, December 23, 2013

Happy Christmas from NUELOW Games!

Just in time Christmas, we bring you A ROLF! Christmas Special: The Revenge of Santos (and other heartwarming battle scenarios). It's by the same crew that brought you last year's ROLF!: Christmas Chaos, and the centerpiece of this product is a standalone sequel not only to or very first Christmas Special--Santa vs. Santos vs. Jesus--but also to ROLF!: Hawaiian Manhunt.

If that isn't special enough, there's also a battle scenario that pits Frosty the Snowman against Abominable Snowmen, and one that answers the question "what would happen if Santa tried to collect James Randi's million dollar prize for proving his supernatural powers?"

In addition to all that gaming goodness, this booklet also features a nine-page comic starring Judy of the Jungle, because nothing says Christmas like a girl in a skimpy outfit swinging from vines!

As our gift to you, in thanks for visiting our blog, you can get The Revenge of Santos for 33% the normal price by using the links in this post.

May your Chirstmas Season be filled with much gaming!


Tuesday, November 19, 2013

Want to contribute to the 2013 NUELOW Christmas Special?

It's the time of year when we turn our minds to our annual Christmas product. L.L. Hundal is working on a ROLF! battle scenario titled "Revenge of Santos" (or maybe "Return of Santos"... she's debating), but other than that we have no idea yet what else we're doing this year.

And this is where YOU have a chance to become a published writer or RPG designer (which is half a step above self-published).


The NUELOW Christmas Special needs YOUR submission of new ROLF! rules, characters, and battle scenarios, OGL d20 or OpenD6 material, comic strips, poems... so long as it's Christmas-y and a bit weird or funny, we're interested in it. Submissions are open until Monday, December 9.

Send us your contribution! Be an object of admiration for the dozens upon dozens of NUELOW Games fans out there.

Here are the official submissions guidelines:

1. Send your original creations as attachments or in the body of emails to stevemillermail@gmail.com. Text submissions must be a maximum 500 words in length. Cartoons and other graphics must be in jpg format. NUELOW Games is willing to review brief proposals to see if we like the idea before you execute it. NUELOW Games reserves the right to reject your completed submission even if we approved a proposal. By agreeing to review proposals and submissions, NUELOW Games is not establishing or implying any obligation between the submitter and itself.

2. All accepted submissions will be published under the Open Game License, except for elements that NUELOW Games chooses to define as Product Identity, and material for the ROLF! game. When your submission is accepted, you assign the copyright of your creation to NUELOW Games in exchange for a byline, a free copy of "Christmas Extravaganza," and a free copy of one other NUELOW Games product of your choice. (If any part of your creation is revised and used in future releases, you will also receive a byline.)

3. Payment will be made upon the release of "Christmas Special" depending on whether you have notified NUELOW Games as to your choice of free product.

4. All decisions by NUELOW Games staff are final.

(We hope to get submissions... it would be nice to get some new blood in our products!)


Wednesday, July 24, 2013

Merry Christmas in July!

!L.L. Hundal loves Christmas, so it comes twice a year here at NUELOW Games -- December 24 and July 24. We also release at least two Christmas products as a result.



This year's July Christmas release, ROLF! Christmas Special III, introduces the Inventor trait to the game, as well as bringing Jill Trent and Daisy Smythe, the Science Sleuths, to the NUELOW line-up of Heroes and Villaiuns. (It also offers six pre-generated characters, two battle scenarios, and numerous combat maneuvers and traits not featured in the core ROLF! rule book.)

Oh yeah... and in our continuing quest to be recognized as the publisher of edgy and games of ultimate inclusiveness, we've got a pair of characters with the Same Sex Preference trait, who are in a relationship! Can we get some critical recognition and praise already?!

Like all other items in our catalog, ROLF! Christmas Special III is currently available at 25 percent off. This special price lasts through July 28. Click here to see our full listing of offerings.