Showing posts with label Feats. Show all posts
Showing posts with label Feats. Show all posts

Wednesday, March 23, 2016

New Talent Tree and Feat for OGL d20 Modern


All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2016 by Steve Miller.

NEW TALENT TREE
The Knee-Jerk Apologist is a talent tree for all hero classes.

KNEE-JERK APOLOGIST
Your support for a group of people, philosophy, or cause is marked by blind devotion. The people in question can do no wrong, and you leap to their defense at every opportunity. You also know who is REALLY at fault for any perceived wrongs committed by the object of your devotion.
   Apologist: Pick a group (For example: Christians, Muslims, Black People, Hentai Fans, Transgendered, or Republicans). Gain a +6 bonus to all Bluff, Diplomacy, and Intimidate checks when expressing your support for them.
   Special: You may choose this talent up to four times. You must identify a different group each time you select it.
   Master Apologist: For any groups selected for an instance of the apology talent, the gained bonus increases to +8. Additionally, if someone attempts to counter your argument with their own Bluff, Diplomacy, or Intimidate skill checks, their DC is your total skill check +5.
   Prerequisite: Apologist
   Fanatical Devotion: You gain a +4 bonus to attack and damage against any character that has the temerity to speak out against the abused and downtrodden group you are the defender of.
   Prerequisite: Master Apologist


NEW FEAT
The Perpetually Offended feat should be available to all characters who meet the prerequisites.

PERPETUALLY OFFENDED
No matter who you're dealing with, what is going on, or where you are, you can find something to be offended by.
   Prerequisite: Maximum INT and WIS scores of 10.
   Benefit: Pick a reason and a target. Gain a +4 bonus to skill checks (such as Bluff, Diplomacy, or Intimidate) and attack rolls and damage rolls directed at it for a number of hours equal to 1/2 your character level. For example, if you take offense at a book you see for sale online (like this one), you gain a +4 bonus to your Craft (writing) skill while posting online about how you want a boycott of the horrible item, and a +4 bonus to Intimidate when you post to the Facebook page set up by fans of the work you hate.

Saturday, January 2, 2016

For the record, NUELOW Games's first sale of 2016...

... was the oh-so-classy evergreen product Modern Basics: Feats of an Adult Nature.

Warning! This Contains Adult Mature Content (and stuff)!


If you haven't gotten your copy yet, now might be a great time. Wouldn't it be cool to see that classic OGL d20 Modern supplement back on the "Hot Seller" list?!

Click here to get your copy at DriveThruRPG! You can also get it at RPGNow if you prefer!


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, 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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Wednesday, October 7, 2015

Another Doomsday That Wasn't...

Damn it. It looks like we're going to have to pay our bills and visit with the in-laws this weekend after all. Another end-of-the-world prophesy has failed to come to pass. (The latest one was April 23, 2018.)



This post was originally made in response to a failed End of the World prediction a group called the eBible Fellowship. Their founder, Chris McCann, claimed the world would be anniahlated on October 7, 2015--a date he came up with after the world didn't end on his previously predicted doomsday in May of 2011. You can read all about him here.

Although my disappointment in still having to figure out where to get them money to pay my bills is threatening to throw me into a deep depression, I will instead return to pounding my keyboard and designing game material and writing fiction. The first item in this renewed existence is a d20 System feat celebrating the powers of Chris McCann and his fellow doomsday prophets (profiteers?).

The text in this post is presented under the Open Game License, and it may be reproduced within its terms. Copyright 2015 by Steve Miller.

The Doomsday Prophet feat is suitable for just about any RPG using the d20 System as its foundation. The reference to a Wealth bonus is a d20 Modern specific mechanic. It can be ignored or  replaced with whatever mechanism that exists to grant characters bonuses to treasure earned.


DOOMSDAY PROPHET [Bard, Cleric, Dedicated Hero, Charismatic Hero]
You regularly predict the end of the world... and you continue to be taken seriously when it doesn't come.
   Prerequisite: Cha 15, Do As I Say, Not As I Do feat.
   Benefit: +6 to all Bluff and Diplomacy checks. Make a doomsday prediction (Bluff check DC 18). If successful, your Wealth bonus increases by +2 until the Date of Doom arrives. The date must be within one year of the day you make the prediction.
   If the world doesn't end, make another Bluff check (DC22) to revise your prediction and give satisfactory reasons for why you were wrong the first time. Your Wealth bonus remains if the second check is successful. When the new date arrives, you can roll another Bluff check to revise the date yet again. If the check fails, you lose the Wealth bonus.
   You can only make a completely new Doomsday Prediction every 12 months minus your Charisma bonus.
   Special: Whenever you make a Doomsday Prediction that fails to come to pass, the bonus provided by this feat is reduced by one point. When the bonus is reduced to 0, this feat is replaced with the Deceptive feat.

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Tuesday, September 29, 2015

Disembodied 2: Talents and Feats for the character who won't call It quits

A couple months ago, I posted a different sort of approach to handling player character (or even major NPC) deaths with the Disembodied Template. This post expands on that concept with a talent tree and feats. (Finally.)

As with the previous post in this series, all text is presented under the Open Game License and may be reproduced under the terms detailed in it. Copyright Steve Miller 2015.

DISEMBODIED TALENTS AND FEATS
As previously mentioned, Disembodied characters continue to earn XP and gain levels. As such, they may gain new talents, and they certainly gain new feats. Here are some talents available only to the Disembodied, as well as feats they may choose from.


THE DISEMBODIED TALENT TREE
Characters with the Disembodied template may select one of these talents in place of any provided by their class when they gain a level.

Affect Electronics and Electrical Devices: With a full round action and a successful Will save (DC12), you can cause an electrical appliance or electronic devices to turn off or malfunction--such as give strange readings, emit bursts of static and so on--or you can cause electrical lights in a room to dim or switch off. You can continue to effect the device until you choose not to. You may perform other simple actions, such as moving about, while controlling the device.
Prerequisite: Disembodied Template

Solid Form: With a successful Will save (DC22), you can cause yourself to manifest a physical form that roughly resembles your original body. You may also manifest a solid form that doesn't appear like you did in life, but it is more difficult. With a Will save of DC24, you may appear different enough that those who knew you in life won't recognize you, but you are still the same sex and race that you were originally. With a DC25, you may change everything about your apperance. With a DC28, you appear like specific person or creature, although those personally familiar with what you are imitating receive Spot checks (DC12) to realize something isn't "quite right."
You have all the same ability scores you had in life, and once again have access to all the skills and feats you once possessed, no matter what form you adopt. Anything that effects living, corporeal beings now effects you, except for Mind-Affecting spells and spell-like abilities. You only have 13 hit points, however, and your form will dissolve into a fine mist that quickly disperses if you are reduced to 0 hit points.
You can cause your solid form do dissolve voluntarily with a full-round action. You may attempt to assume a different solid form after a number of rounds equal to your Wisdom bonus have passed.
If you attempt to manifest a solid form and fail, of if your solid form is destroyed, as opposed to you voluntarily dispersed, you cannot attempt to manifest another solid form for a number of days equal to your Intelligence bonus subtracted from 20.
Note: When you are in a solid form, you cannot use any of the talents or abilities gained from the Disembodied template. You are, essentially, a mortal, living being once again.
Prerequisite; Disemboided Template, Telekinesis Minor Power Feat

Speed of Thought: With a full round action and a sucessful Will save (DC18), you can instantly transport yourself to the location of someone you have previously met. The Will save is made with a +4 bonus if it's someone you have an emotional attachment to.
Prerequisite: Disembodied Template

DISEMBODIED FEATS
Here are a list of feats from the OGL d20 Modern SRD that characters may choose whenever they gain a feat, or in place of a bonus feat provided by class advancement. They are considered part of the Disembodied feat group.

Alertness, Animal Affinity, Attentive, Cautious, Confident, Creative, Deceptive, Educated, Focused, Gearhead, Guide, Iron Will, Meticulous, Nimble, Studious, Track, Trustworthy
.
NEW FEAT
The following feat is part of NUELOW's evolving d20 Superpowers system (featured in many of our rpg/comics hybrid books, and posts on this blog). It gives access to the Telekinesis talent tree, but it is also part of the Disembodied feat group.

Telekinesis [Disembodied, Minor Power]
You move objects with nothing but the power of your mind and the force of your will.
Benefit: You may move or manipulate objects that you would be able to carry or handle with one hand. The difficulty depends on the action you wish to perform, and the weight of the object.
To use Telekinesis, you focus on the object or creature you wish to effect and roll a Will save with a base DC8.
Objects and creatures can be moved horizontally or vertically, at a speed of up to 10 feet per round. Objects and creatures can be hurled at targets, but this is one of several factors that
The following cumulative modifiers apply, depending on what you are attempting to do. (These are just sample actions.)

+2: Objects weighing between 0.5 and 5 pounds
+4: Objects weighing between 5 and 10 pounds
+8: Objects weighing between 10 and 15 pounds
+12: Objects weighing between 15 and 20 pounds
+20: Objects weighing between 20 and 25 pounds
+2: Turn a switch on and off, turn a key in a lock, write a short message in sloppy penmanship
+4: Accurately press more than two keys or buttons in a round, insert a key in a lock
+8: Type a message at 15 words per minute, write a message in your handwriting
+12: Operate a complex piece of equipment (+24 if it usually requires two hands)
+2: If the object is out of your physical reach
+4: If the object is 5-10 feet away
+8: If the object is 10-15 feet away
+16: If the object is 15-20 feet away
+24: If the object is 20-25 feet away
+32: If the object is more than 25 feet away, but within clear line of sight (with the naked eye).
+40: If the object is at all obscured or so distant it's hard to see with the naked eye.
+2: Throwing an object at a target to deal 1d3 points of damage (also requires attack roll)
+4: Throwing an object at a target to deal 1d6 points of damage (also requires attack roll)
+8: Throwing an object at a target to deal 2d6+1 points of damage (also requires attack roll)
+12: Throwing an object at a target to deal 2d8+2  points of damage (also requires attack roll)
+16: Throwing an object at a target to deal 3d8+4 points of damage (also requires attack roll)

When launching an object at a target, the range increment is 5xWis bonus. The hurled object or creature suffers half the amount of damage as the target upon impact (round up). If the attack is unsuccessful, damage is still rolled and applied to the object or creature thrown.
Unwilling living targets of as successful Telekinesis use  receive Will saves (DC10+Your Wis bonus) to resist.
If the power is to be maintained, a new check must be rolled every round, with adjustments made to modifiers as needed, such as if you are levitating an object away from your location.

Monday, September 28, 2015

Feats for the Immortals

Among the benefits granted to characters with the Immortal template is access to the Immortal group of feats. These feats may be selected whenever the character gains a feat, or in place of specified bonus feats. The character must still meet any other prerequisites in the feat's description.



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

EXISTING FEATS INCLUDED IN THE IMMORTAL GROUP
Details on the following feats can be found in the SRD for OGL Modern (and many other d20 System games), They are part of the Immortal group. If a character possesses any of these feats before entering the Pool of All, they are considered to belong to the Immortal group for the purpose of the It's Never Over and Time for a Change feats.

Acrobatics, Aircraft Operation, Alertness, Animal Affinity, Athletic, Attentive, Cautious, Confident, Creative, Deceptive, Defensive Martial Arts, Dodge, Educated, Focused, Gearhead, Guide, Iron Will, Low Profile, Medical Expert, Meticulous, Nimble, No Profile, Quickdraw, Run, Stealthy, Studious, Surface Vehicle Operation, Track, Trustworthy, Vehicle Expert, Weapons Focus, Windfall.

In addition, these feats previously presented on the NUELOW Games blog here and here are part of the Immortal group.

NEW FEATS
It's Never Over [Immortal]
Prerequisite: Immortal Template
Benefit: You gain 1d4+2 additional lives when this feat is chosen.
Special: Whenever your character is going through the recreation process, you may select any single [Immortal] feat and replace it with this one. If the selected feat was a prerequisite for other feats, you no longer gain the benefits of those feats until you have again possess the prerequisite.

Predictable Recreation [Immortal]
Prerequisite: Immortal Template
Benefit: As the character is going through the recreation process after death, you may specify whether or not the ability scores, the character's sex, general physical appearance, age, alignment (in games that use such rules) is impacted. You do not roll on the random table to see how that aspect of the character is effected, but instead choose a specific result, or to let that part of the character remain unchanged.
Special: This feat may be selected up to five times. The player identifies a specific character aspect to remain unchanged during the recreation process.

Time for a Change [Immortal]
Prerequisite: It's Never Over
Benefit: When this feat is chosen, immediately gain a bonus feat from the Immortal group.
Special: When your character goes through the recreation process, you may switch any feat from the Immortal group either for 5 skill points or for any other feat for which your your character meets the prerequisites, If the feat switched was a prerequisite for other feats, those benefits are lost until the prerequisite is replaced. Alternately, you may take up to five skill points from a particular skill and assign them to other skills. (This step takes place at the very end of the recreation process.)


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The content of this post has been revised and combined with additional material in the NUELOW Games product Secrets of the Immortals. If you what you found here, consider buying a copy, as it will encourage us to create more.

Tuesday, September 22, 2015

Feats for Worldly Characters

These feats for d20 System games are released under the Open Game License and may be reproduced in accordance with it. Copyright Steve Miller 2015.

Do As I Say, Not As I Do.
You say things others should live by.
   Prerequisite: Cha 15
   Benefit: +4 bonus to all Bluff and Intimidate skill checks.
   Special: This feat can be selected as a bonus feat by Clerics (D&D), Charismatic Heroes (d20 Modern) and Dedicated Heroes (d20 Modern).
 
Experienced
This isn't your first rodeo.
   Prerequisite: 5th level
   Benefit: +2 bonus to all Bluff, Sense Motive, and Spot checks,

Jaded
You are confident that you've seen it all. Twice.
   Prerequisite: 10th level, Experienced
   Benefit: +2 bonus to resist all Fear-effects, Mind-Effecting spells and exceptional or special abilities that mimic them.

No More F**ks to Give
You've had it with their shit.
   Prerequisite: 15th level, Jaded
   Benefit: +4 bonus to resist all Fear-effects, Mind-Effecting spells and exceptional or special abilities that mimic them. +4 bonus to Intimidate skill checks. +2 bonus to base AC/Defense Rating. +1 to all Initiative rolls.

Grand Moff Tarkin: He had ALL these feats.
If you found this material amusing, interesting, or even useful, you should check out the Modern Basics series of products from NUELOW Games. Click here to see a selection.

Monday, May 25, 2015

A draft feat for patriot/nationalistic/ethnically focused heroes

A draft of an OGL d20 feat that's suitable for characters like Captain America, Sabra, Pat Patriot, Major Victory, Bronze Terror, and many others. If used with OGL Modern, it should be added to the bonus feats available to Dedicated Heroes.

Spirit of a Nation
Identify a nation or ethnic group. You are a champion of that people and aspire to be a living embodiment of their highest ideals.
   Prerequisite: Charisma 15
   Benefit: Gain a +4 bonus to your attack rolls against foes who have declared themselves to be, or are recognizable through their uniform or other means, as enemies of those you champion.
   Special: If you have 5 or more ranks in Sense Motive, you gain a +2 synergy bonus to all Diplomacy and Intimidation skill checks.

Bronze Terror, a defender of his Native American tribe,
tribe, would be a character with the Spirit of a Nation feat.
(Cover from Real American No. 1 by Dick Briefer)

Saturday, February 14, 2015

OGL d20 Safety Dance Feats!

Who in their right mind would adapt a music video to the OGL d20 game system? No one, which is why Steve Miller of NUELOW Games did just that.

The following two feats were inspired by the video for the great pop tune "Safety Dance" from Men Without Hats. We naturally lay no claim to the song or the video, but the following rules text is presented under the Open Game License and may be reproduced in accordance with it. OGL Safety Dance Feats! Copyright Steve Miller 2015.


OGL SAFETY DANCE FEATS!
By Steve Miller


HALFLING SIDEKICK [Bard]
   Prerequisite: Bard lv. 3
   Benefit: You gain a 1st level halfling bard as your follower. This NPC gains a level for every 2 levels you gain. The GM generates the initial stats (with the halfling having at least two ranks in Perform (dance), Perform (sing) and Perform (string instrument), but the player is otherwise responsible for tracking the character's development. Any rules that exist in the campaign for followers apply to this character, except as noted above.

THE SAFETY DANCE [Bard]
   Prerequisite: Bard lv. 8, Perform (dance) 6 ranks, perform (sing) 6 ranks, ability to cast the Irresistible Dance spell
   Benefit: You cast Irresistible Dance. For each following round, a number of characters equal to your Charisma bonus within 30 ft and line of sight. of the initial target must roll Will save at a -4 penalty. Each character who fails the saving throw also begins to dance. You can choose to lead dancing characters in a procession of dancers if you choose--they will follow you, mimicking your dance move for as long as the Irresistible Dance effect lasts.
   Special: The maximum duration of the effect on all dancing characters is 2d4+2 rounds from the point Irresistible Dance is cast. If you stop leading the dancers, they continue to dance in place until the duration is over. If any one of them is attacked or injured while dancing, all dancers receive individual Will saves. Those who succeed stop dancing and can act normally.


Wednesday, January 14, 2015

Random Feat: Shadow Meld

An OGL Modern feat that came to mind while sitting on the freeway today... it's presented under the Open Gaming License (which is detailed at the link in the sidebar to the left).

Shadow Meld [Fast Hero]
Prerequisites: Hide 8 ranks, Move Silently 8 ranks
Benefit: When in an area that features at least some shadow, the character gains a +10 bonus to Hide skill checks. Essentially, he or she uses even the slightest shadow to "hide in plain sight."

Yuki uses her Shadow Meld feat.

Thursday, October 30, 2014

The Throw Halfling Feat

Because dwarf tossing jokes never get old...

Throw Halfling [Barbarian, Fighter, Ranger]
Using a full-round attack action, you may throw a willing gnome or halfling at a target within 20+1 ft per Strength bonus. Your BAB is used to modify the roll. If your attack is successful, the target suffers 1d6 points of damage from the impact. If the thrown gnome or halfling makes a successful Fort save (DC15), he or she may immediately perform melee attacks as normal. If the save fails, the gnome or halfling loses attacks for the round. The following round, the gnome or halfling must roll initiative to see when they attack in the initiative order.
   Special: If the thrown character has a Dexterity of 18 or better, his or her Dex bonus is added to the initial damage.

(This feat is presented under the Open Game License. Copyright NUELOW Games and Steve Miller 2014)

Cartoon by Aimo. (Proof great minds think alike.)

Saturday, April 19, 2014

Q is for Quicken

There is only one character I could find that fits the theme of this series whose name starts with "Q" -- and that would be the Queen of Evil. Using her would not only be more than just a little bit of a cheat, since her actual name is Nagana. There's also the added problem that I already wrote about her in the next material included in John Kerry vs. the Queen of Evil,

So, instead, I'm going to add another talent tree to the OGL d20 System that was introduced on this very blog, and the basics of which was published in their entirety in Madden's Boys.

NEW SUPER TALENT TREE: QUICKEN
   Prerequisite: Any one Minor Power feat
   Fast Acting: You gain a +2 bonus to all initiative rolls.
   Fast Moving: You gain a +2 bonus to all Sleight of Hand checks, as well as a +2 bonus to Defense Rating if not caught flat-footed.
   Prerequisite: Fast Acting
   Fast Working: You can complete any skill that normally takes more than one round in half the time without suffering any penalties.

Sunday, April 13, 2014

K is for Kismet

Kismet, the Man of Fate, is, as far as I can tell, the first Muslim superhero. It's too bad he didn't catch on and become an international phenomenon. If he had, maybe the public face of Islam wouldn't be frothing-in-the-beard murderers. Kismet may fight evil, but violence is a last resort and he never harms innocent people. In fact, Kismet even tries to avoid harming the guilty, instead often letting their own actions lead to their doom. While fighting the evil of the Nazis, Kismet tries to be an examplar of someone who follows the "religion of peace"


"Kismet,Man of Fate" was a feature in all four issues of Bomber Comics--a slightly unfortunate title in retrospect, given the "Lions of Islam" that have emerged in the real world in recent decade--a title that came and went with its publisher, Eliot, in 1944. Other than being able to be a force for righteousness and freedom in the name of Allah, Kismet seemed to have an ability to predict what he enemies were going to do, with an ability to dodge their attacks as they are being launched, or to engineer events so his foes take each other out. He also rocks the shirtless-with-a-cape look like no one else. And he even looks good in a fez.

Kismet is the lead feature in the next issue of  Complete Golden Age Oddballs. Look for this space for an announcement of the publication date. Meanwhile, here's an add-on to NUELOW's superpower system for OGL d20 that reprents Kismet's uncanny ability to predict where fate will strike next.

NEW MINOR POWER: FORESIGHT
You have the ability to see a fraction of a second into the future.
   Benefit: You gain a permanent +2 adjustment to all initiative rolls.


NEW POWER TALENT TREE: FORESIGHT
You are able to sense what the immediate future will bring, and act accordingly. You don't always know exactly what is about to happen, but you know you have to act.
   Prerequisite: Any one Power Feat.
  Enhanced Foresight: You gain a +2 bonus to all to all initiative rolls, as well as a +1 bonus to your Defense Rating while awake or conscious.
   Improved Foresight: You gain a +1 bonus to all initiative rolls, as well as a +2 bonus to your Defense Rating while awake or conscious. You also gain a +2 bonus to all attack rolls.
   Prerequisite: Enhanced Foresight
   In Control: Once per game session, you can re-roll any single initiative roll, attack roll, or skill check. You may choose between the original or re-rolled results.
   Pre-requisite: Enhanced Foresight
   Master of Destiny: As In Control, but you my re-roll once per encounter.
   Prerequisite: In Control

Tuesday, February 25, 2014

Did we err in 'Modern Basics: Feats of an Adult Nature'?



In Modern Basics: Feats of an Adult Nature, we included the Gaydar feat. The prerequisite for taking it was the Gay feat.

But we got to thinking that there's something wrong with our model here, because you can't make a character who is a business owner in Arizona under those rules. If they don't possess the Gaydar feat, how are all those Arizona businesses owners that supposedly don't want to serve gay people going to tell them from everyone else?

Obviously, a fix is needed. So, here are a couple different ones.

(The Arizonan feat and Discerning Business Owner are presented under the Open Game License and it may be reproduced in compliant products and forums. Copyright Steve Miller 2014.)


NEW STARTING PROFESSION
Discerning Business Owner
You have the ability to leap to conclusions in a single bound, refusing service to anyone you happen not to like.
   Bonus Class Skills: Sense Motive and Spot become permanent class skills. If they are already class skills, you gain a +2 bonus to all checks using these skills.
   Bonus Feat: Gaydar (Discerning Business Owner replaces all prerequisites)

NEW FEAT
Arizonan [General]
You are of Arizona, body and soul.
   Benefit: +2 Fort saves to resist heat damage, +2 bonus to Charisma-based skill checks when wearing a ten-gallon or larger hat.
   Special: This feat qualifies the character for the Gaydar feat.

Gay? Or just from Arizona? Only the Gaydar knows!



Tuesday, December 10, 2013

Miley Cyrus ala ROLF! (with a special OGL d20 bonus feat)

In celebration of Miley Cyrus being named Artist of the Year by MTV, we present stats for her, so you can bring her to your gaming table. If you thought she was all about taking a dump on good taste and good music, you were wrong. MTV says so. It doesn't matter what it looks like she's doing in this picture.



ROLF!: MYLIE CYRUS 



MYLIE CYRUS (Female)
Brawn 14, Body 16, Brains 4
   Traits: Nimble, Too Sexy for My Shirt
   Combat Maneuvers: Backflip, Basic Attack, Dance Machine, Seduce
   Important Stuff Worn/Wielded: Giant Foam Finger (Large Melee Weapon. Deals 1 point of damage).



THE MYLIE CYRUS FEAT (for OGL Modern and More!) 
By L.L. Hundal 

  Prehensile Tongue Your tongue is unnaturally elongated, strong, and good for much more than just tying cherry stems into knots.
    Benefit: You can use your tongue to perform any Dex based skill that involves manipulating small objects, such as Open Locks. The skill check DC is increased by +4.
   Special: Prehensile Tongue gives a +2 circumstance bonus to Bluff, Diplomacy, Intimidate, and/or Seduction skill checks as appropriate. Anyone who sees your tongue on display must roll a Fort save or be put off food for 2d6 hours.

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Everything in this post, except the photo and Mylie Cyrus (who is defined as someone's product identity but not ours), is presented under the Open Gaming License. Copyright 2013 Steve Miller

Tuesday, April 9, 2013

G is for Ghost Spotter and Ghost Whisperer


Today's offering for the A to Z April Blogging Challenge is another pair of ghost-related d20 System feats from Dave Mendez and Steve Miller. All text in this post is Open Gaming Content and is published under this license. If you wish to reuse this material, please give credit and copyright acknowledgement to NUELOW Games and Steve Miller.

GHOST SPOTTER [General]
You can see things that otherwise can only be heard by captured by electronic photography/videography.
   Prerequisites: Wisdom 15.
   Benefit: With a brief moment of concentration and a sucessful Spot check (DC 10), the character can see ghosts with the naked eye. The higher the skill roll total, the clearer the character can the ghosts. This can be two-edged sword, as the sight of particularly gruesome ghosts may force a Fear check
Special:

GHOST WHISPERER [General]
You have a knack for convincing ghosts to "move on" or otherwise behave.
   Prerequisite: Charisma 15, Diplomacy 2 ranks, Ghost Spotter
   Benefit: The character gains a +4 bonus to Bargain and Diplomacy checks when speaking to ghosts and other incorporeal beings.

Friday, April 5, 2013

E is for Ectoplasmic Dominator and Dampener


Today's A to Z April Blogging Challenge offers a couple of feats that fit in nicely with the horror feats presented here a couple of weeks ago.

A thanks goes to Dave Mendez, a long time friend of NUELOW Games, for his contribution today. If you want to contribute something as we work our way through the alphabet with RPG tidbits, email us at stevemillermail@gmail.com.

All text in this post is Open Gaming Content and is published under this license. If you wish to reuse this material, please give credit and copyright acknowledgement to NUELOW Games and Steve Miller.


Ectoplasmic Dominator (By Steve Miller)
Incorporeal beings are weaker when attempting to attack you. This ability comes from your brave spirit that ensures you're not afraid of ghosts.
   Benefit: You gain a Defense Rating or Armor Class bonus of +2, and a +2 bonus to Fortitude and Will saves against attacks made by incorporeal beings.

Ectoplasmic Dampener (By Dave Mendez)
Incorporeal beings are slightly weaker when you are nearby due to your grounded personality.
   Prerequisite: Ectoplasmic Dominator, character level 5+.
   Benefit: The character and all allied creatures within 15 feet gain a +2 bonus to Defense Rating or Armor Class, and a +2 bonus to Fortitude and Will saves against attacks made by incorporeal beings/ These bonuses stack with all others.


(If you like those feats, you might also like our ghost-centric Advanced Class, the Ghostmaster. Click here to check it out (and perhaps even buy your own copy).