Showing posts with label NUELOW Heroes & Villains. Show all posts
Showing posts with label NUELOW Heroes & Villains. Show all posts

Saturday, December 24, 2016

The Christmas Rangers!

Here's a Christmas brainstorm! Maybe someday, we'll flesh this concept out with game stats and more!


INTRODUCING... THE CHRISTMAS RANGERS!
From their secret headquarters somewhere on the North Pole, the Christmas Rangers stand ready to assist Santa when those who are particular naughty try to ruin Christmas for others, or when the forces of evil try to target Santa directly (such as agents of the Martian Diktat, Americans for Freedom from Religion, or the Iranian Republican Guard), they leap into action, wielding supernatural powers and clad in hi-tech battle armor.
   The Christmas Rangers wear colored armor from which they derive their individual names and which matches the powers they wield. The armor fully encases the wearer so their race is concealed, and it is styled in such a way that it hides the wearer's sex so each Christmas Ranger is a representative of all of humanity.
   Thanks to their armor, all Christmas Rangers can fly as fast as Santa's reindeer, can fire multi-colored, powerful laser beams from their wrists, and have strength that rivals that of the legends such as Sampson, Herakles, and Chuck Norris. The powers of the individual Rangers are as follows:


   The Green Ranger: The power to cause Christmas trees to manifest, as well as to heal those who are injured or sick.
   The Gold Ranger: The power to inspire generosity of spirit in even the most self-centered and greedy person, as well as bolster the confidence and sense of community of all people of good will.
   The Red Ranger: The power to tell the naughty from the nice, as well as to reinvigorate the tired and fill those who feel defeated with renewed strength and purpose.
    White Ranger: The power to cause snow to fall in the nearby area in even the hottest of climates, as well as the ability to freeze enemies in their tracks and to muffle sound.


The White Ranger, unmasked.

Friday, December 23, 2016

Random Superhero Background/Origin Tables

Do you want to play a superhero character but are having a hard time coming up with an origin story/background? Use the following random tables to help jump-start your imagination. (This material is system free, and it's presented under the Open Game License and may be reproduced in accordance with it.)

How did the Hero Get His or Her Powers?
Roll 1d12. Consult the Table.
1. Rocketed to Earth from an Alien Planet
2. Learned Mysticism from Tibetan Monks
3. Learned to Unlock the Full Potential of Your Mind and Body from Secret Cult of Mystics
4. Scientific Accident
5. Industrial Accident
6. Purposeful Scientitic Experimentation
7. Inventions of Your Own Design
8. Inventions Stolen from Evil-doers or Alien Beings
9. Blessed or Cursed by a god.
10. Born into a lost/hidden civilization that you left behind.
11. You're a Ghost or Some Other Kind of Supernatural Being
12. You're Just a Person Who Has a Unique Set of Skills, a Passion for Justice, and a Cool Costume.


What is the Hero's Sex?
Roll 1d12. Consult the table
1-4. Male
5-7. Female
8-10. Alien (roll an additional 1d6 to determine superficial sexual characterisitcs; 1-2 Male, 3-4 Female, 5-6 Shapeshifter with no specific sex.)
11-12. Android (use the tables in NUELOW's Dynamic Man for additional details

What is the Hero's Gender?
(You can also use this table to determine sexual orientation.)
Roll 1d12. Consult the table.
1-4. Male
5-8. Female
10-11. Fluid/Bisexual
12. Asexual.

What is the Hero's Race?
You can use the table in this post ("d20 System Racial Templates") to determine that. You can ignore the game mechanics if you are using a different game system than the one it was intended for, or if they don't fit with the character generation system used in your game.


Friday, May 27, 2016

Mad about Marvel's treatment of Captain America?

The latest bit of brilliance (?) from the House of Ideas has been to turn Captain American into a supervillain--a deep cover Hydra agent who never was the hero he pretended to be. A good number of people are upset at this, given that the character (and his alter ego Steve Rogers) have been a symbol of the American ideal from the beginning.

Instead of being upset, we here at NUELOW Games recommend that fans instead pick a point where the "real" Captain American stories ended and simply ignore whatever dreck Marvel prints. (For me, it's the end of the story arc where Steve Rogers returned to the role of Captain America after his stint as US Agent.). Then, to fill the empty space for reading material, you can turn to other patriotic superheroes. Here's a selection you can start with--all from NUELOW Games and all guaranteed to never be subjected to the sort of character assassination that Marvel appears to have visited upon Captain America.

MAJOR VICTORY AND YANKEE GIRL
These star-spangled heroes gave their lives for their country and were given the opportunity to keep fighting by the powerful entity known as Father Patriot. Every single one of their appearances from the Golden Age of Comics (along with the never-before-revealed origin of Yankee Girl) are contained in Complete Golden Age Oddballs: Major Victory & Yankee Girl.

Available at DriveThruComics, DriveThruRPG, and RPGNow


PAT PATRIOT
A working class daughter of immigrants, who devoted herself to fighting America's enemies on the home front while becoming a symbol of America, Patricia Patrios is as American and as heroic as they come. The Pat Patriot collection from NUELOW Games features four of her greatest adventures.
Available at DriveThru Comics, DriveThruRPG, & RPGNow

THE BRONZE TERROR
The Bronze Terror is secretly the successful attorney Jeff Dixon. A Native American, Jeff fights to defend the rights and reputations of Native Americans both in and out of the courtroom... and when the law comes up short, he dons a mask and continues the fight outside court as the Bronze Terror. Real American No. 1 collects the best stories featuring the Bronze Terror.

Available at DriveThruComics, DriveThruRPG, and RPGNow
Each of these books not only bring you adventures by great patriotic superheroes, but they contain rules and scenarios that can get you started on creating your own adventures featuring them--as you play ROLF!: The Rollplaying Game with your friends! Stop stewing over Marvel and start reading and creating something new and better!


Tuesday, May 24, 2016

d20 Donald Trump

It's almost a sure thing that the Republicans are going to nominate Donald Trump as their presidential candidate for the 2016 election. To help you get used to the idea of even more Trump on television and on the news and eventually (maybe) in the White House, here he is as viwed through the lense of the d20 Modern Roleplaying Game. (He was created using rules from NUELOW's OGL Redheads product, which we just released this past weekend. You should use it to make your d20 System games great again!)

"I.m going to roll so many 20s on my skill cheks, you'll be sick of it."
DONALD "THE DONALD" TRUMP
Charismatic Hero 8/Smart Hero 4/Dedicated Hero 2
   CR 14; Medium Humanoid (human); HD 14d6, hp 51, Mas 10; Init -1, Spd 30 ft.; Def 17 (-1 Dex, +5 class, +3 [+1 mastercraft] undercover shirt); BAB +7, Grap +7; Atk stun gun +7/+2 melee (1d3 electricity and stun); FS/R ft./5 ft.; AL ambition, self; SV Fort +7, Ref +5, Will +10; AP 7, Rep +10
   Str 10, Dex 9, Con 10, Int 14, Wis 9, Cha 16.
   Template: Redhead
   Starting Occupation: White Collar (class skills: Diplomacy, Knowledge [business])
   Skills: Bluff +18, Computer Use +4, Craft (writing) +6, Diplomacy +18, Forgery +10, Gamble +8, Gather Information +11, Intimidate +10, Investigate +12, Knowledge (behavioral sciences) +14, Knowledge (business) +27, Knowledge (civics) +9, Knowledge (current events) +17, Knowledge (streetwise) +14, Profession +19, Sense Motive +11.
   Languages: English (literate, native).
   Feats: Attentive, Confident, Deceptive, Iron Will, Quick Tempered, Redhead, Renown, Robust Redhead, Windfall (x3).
   Talents (Charismatic): Deathly Pale, Disease Resistance, Fast Talk, Favor.
   Talents (Dedicated): Reflective Skin
   Talents (Smart): Plan, Savant (Knowledge [business])
   Possessions: business suit, expensive and gaudy watch, smart phone with all the features, laptop computer (with upgrade, provides +1 bonus to Computer Use checks [not included in statistics block above], has a cell modem and broadband modem), suitcase, stun gun

--
All text in this post is presented under the Open Game License, and Donald Trump's name and likeness is used here in a satirical manner, under the fair use provisions of the US Copyright laws. If you find this material amusing or useful, please support our efforts by buying some of our actual releases.

(By the way, this is the second time we've given game stats to The Donald. You can see what he looks like in the ROLF! rollplaying game in Professor Fiend.)

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!




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!

Thursday, September 17, 2015

The reading order of NUELOW's Fantomah (and other) series

We got a question yesterday: "What is the correct order in which to read your Fantomah books?"


That's a good question, since it matters. In fact, we have four series in which the order in which you read them matter, but we didn't number them. In retrospect, we should have. The original plan WAS to number the Fantomah books (The Three Lives of Fantomah: Book One and Book Two, and Book Three), but an artist designed a cover that featured a subtitle, and Miller who had always feared that was a little too generic a naming scheme jettisoned the Book One and so forth in favor of fullblown subtitles.

We apologize for the confusion among any late-comers to some of our series. We hope this post will clear up confusion now or in the future. (We will also always answer any questions we receive regarding our books.)

Original cover for
Guardian of the Jungle
THE FANTOMAH SERIES
This trilogy relates the cycles of Fantomah's life, as she goes from being a mysterious jungle-dwelling demigod, to the ward of a lost boy, and ultimately reclaims her heritage and returns home. Each book contains roleplaying game rules applicable to d20 System-based roleplaying games, such as d20 Modern and Pathfinder. (We are planning a Christmas Special in the series, which will take place chronologically after the three books in this series, with flashbacks to each period in Fantomah's life.)

            Read First                     Read Second                     Read Last


THE SORCERESS OF ZOOM SERIES
The Sorceress of Zoom is a feared and powerful mistress of magic who travels the dimensions in the flying city of Zoom. She is driven by a never-ending quest for knowledge and for ways to increase her magical might. So far, NUELOW Games has released two entries in a projected three volume series. They can be read in any order, but the Sorceress's frustration over the Earth Dimension is set up in the first release. (When the third book is released, it will reveal the never-before-told tale of how the Sorceress came to be the ruler of Zoom. Once it is out, it might be the first book to read in the series. Leave it to NUELOW Games to tell the origin of a character last.)
   Each of the Sorceress of Zoom titles features rules for OGL d20 Modern. The first book provides rules for making characters with the sort of flexible magic wielded by the Sorceress, and the second has rules for traveling between dimensions. It also describes the artifacts in her possession in terms of the d20 System game.

The first Zoom book.
The second Zoom book.














Read First
THE JUDY OF THE JUNGLE SERIES
Judy was raised by her misanthropic father to be a "jungle girl" who love natured but to distrusted all humans--especially men. When he is murdered by criminals, Judy's distrust turns to hatred, and she sets out to avenge her father. It's important to read Judy of the Jungle: The Lords of Memnon first, but otherwise they can be read in any order. The series consists of three main volumes (The Lords of Memnon, Warriors of the Laughing Hyena, and Murder Goes Native, and a Christmas Special--The Revenge of Santos. The books feature support for OGL d20 game systems, ROLF!: The Rollplaying Game of Big Dumb Fighters, and Lester Smith's 6x6 CORE.)

Read First
THE PRINCESS PANTHA SERIES
The Princess Pantha duology relates the adventures of an circus performer turned "jungle girl" and globe-trotting adventuress after surviving on her own for months in the deepest of Africa's jungles. Princess Pantha: The Hunt for M'Gana is the first book to read, as it relates how she got stranded and met her future companion and lover Dane Hunter. The books contain support for OGL d20 game systems, ROLF!: The Rollplaying Game of Big Dumb Fighters. (Dane and Pantha also appear, or are referenced, in other NUELOW Games products,but those appearances have no bearing on these books.)

We've bundled the Judy of the Jungle and Princess Pantha series into convenient one-click downloads--where they are also available at a discount, If you haven't checked out these great jungle adventure tales featuring strong, independent women, we hope you'll do so. (The Princess Pantha Collection also includess a selection of royalty-free clip-art by the primary illustrators of Judy and Pantha's adventures.)

     Click to preview the Judy Bundle          Click to preview the Pantha Bundle

Monday, August 31, 2015

The Black Dwarf and his Gangbusting Gang

The never-before-revealed origin of the Black Dwarf and his cadre of crime-fighting semi-reformed criminals! (By Steve Miller, based on characters created by Paul Gattuso. Read more in The Black Dwarf from NUELOW Games.)

Art by Paul Gattuso.

In 1940, professional football player Peter "Shorty" Wilson was injured during a game and left unable to play. He retired and managed to turn his small nest egg into a large fortune with a series of successful investments With his new-found fortune Shorty became a target for grifters, gangsters, and thieves. As fearsome has he had been on the football field, Shorty was unequipped to deal with this new onslaught... and his new fortune was almost taken from him as soon as he gained it. Even his own accountant was stealing from him.

But one of the grifters came to his aid. Patricia "Arsenic" Gaynes originally entered Shorty's life looking only for his money, but his good humor and good heart soon made her fall in love with him. She revealed herself to him,  showed him all the ways he was being taken advantage of, and helped him bring several of the crooks to justice and recover as much of his money as possible.

One of the predators who had come after Shorty's fortune was not going to go away easily--Victor Spunetti, One of the city's most feared gangsters, Spunetti operated a number of illegal gambling parlors and other shady businesses. Shorty's accountant had been paying off gambling debts to Spunetti using Shorty's accounts, and he had further led the gangster to believe that Shorty was paying the mortgage on one of the gangster's buildings as an investment. When that stopped, the gangster came to meet Shorty and demand his money. Shorty, over Arsenic's warnings, beat him up and threw him into the street.

Spunetti vowed revenge against Shorty. To protect her love, Arsenic turned to some friends--cat-burglar Terry "The Fly" Holcomb and pickpocket Matthew "Dippy" Mason. She asked them to keep an eye on Spunetti and his key hoods and give her warnings if they were moving on Shorty--something they did gladly, since they had themselves been threatened by Spunetti's crew. Within days, the warning game that Spunetti had dispatched expert safe-cracker and reputed assassin Joseph "Nitro" Lemerise to rob the safe in Shorty's home. If Shorty also happened to get blown up in the process, Nitro would receive a huge bonus.

Shorty and Arsenic grabbed Nitro the moment he entered the apartment. The safe-cracker offered to help them deal with Spunetti if they would forget he tried to rob them. When asked why they should trust him, Nitro explained that he wasn't an assassin--and that anyone who thought he was was dredging up memories of an accident he'd rather forget. THOSE people, like Spunetti, he didn't mind blowing up,

A few nights later, Shorty, Arsenic, Nitro, and The Fly struck at Spunetti's fortified mansion. The Fly climbed the walls to an upper window and let them in through a side door. Arsenic distracted a guard, so Shorty and Nitro could get into Spunetti's office and break into his safe where the ledgers of his illegal businesses were kept. Before they managed to crack it, Arsenic and The Fly were captured by Spunetti. Shorty, desperate to rescue them, but knowing he was out-gunned, grabbed a blackout curtain from the office windows and a gaucho hat from a rack, put them on, and burst into room where Spunetti was about to torture Arscenic for information.

Shorty's bizarre appearance startled the assembled thugs to the point where Arsenic was able to snatch Spunetti's knife and use it to stab him, while Shorty gunned down the rest of the gangsters. As they prepared to flee the scene, the sole surviving gangster asked, "Who are you?" of Shorty.

"I am the one who's going to put an end to all crooks and racketeers in this city," Shorty replied. "Tell your gutter-scum friends that the Black Dwarf is coming for them."

Safely back in Shorty's apartment, Arsenic asked where the "Black Dwarf gag" had come from. Shorty replied that it was just a spur of the moment thing, but that maybe it was worth pursuing. For all of them.

"If you three go straight," he said, "together we can go good for the law-abiding citizens of this town. We can use your knowledge of the underworld to bring it down. In the process, you can make more money than you could if you continued being crooks: Everyone gangster we bring down will have a bankroll that we'll skim part of that you can split. How does that sound?"

"For love or money, darling," Arsenic said, "I'm in."

"I'm okay with just the money," The Fly said, with a broad grin. Dippy nodded in agreement.

"We'll need a hide-out that can't be traced back to your lovely home, boss," Nitro stated. "I know just the joint..."

--
The Black Dwarf is available at RPGNow and DriveThruComics. It collects six tales with art by the character's creator--Paul Gattuso. It contains the selection of RPG material you've come to expect from our releases. Meanwhile, here are ROLF! stats for Shorty and his pals.

Art by Paul Gattuso


THE BLACK DWARF (Male)
aka Peter "Shorty" Wilson
Brawn 22, Body 15 (includes +1 Hat Bonus), Brains 7
  Traits: Honorable, Martial Artist, Nimble
  Combat Maneuvers: Basic Attack, Dodge, Double Tap, Kung Fu Face, Murderous Mitts, Run Away!, Sure Shot, Withering Insult
  Important Stuff Worn/Wielded: Two Automatic Pistols (Medium Weapon, both fire simultaneously. Deals 4 points of damage that ignore armor.) Black Gaucho Hat (+1 Body when worn). Black Cassock and Cape (Superhero Outfit, armor, absorbs up to 2 points of damage).

ARSENIC (Female)
aka Patricia Gaynes
Brawn 17, Body 17, Brains 6
  Traits: Dead-Eye, Improv Master, Nimble
  Combat Maneuvers: Basic Attack, Castrate, Disarm, Run Away!, Seduce, Strike Pose, Sure Shot
  Important Stuff Worn/Wielded: Fashionable Clutch (Purse, Small Melee Weapon, deals 1 point of damage). Pistol (Small Weapon, deals 2 points of damage that ignore armor). Slinky Dress (Clothes).

DIPPY (Male)
aka Matthew Mason
Brawn 16 (includes +1 Hat Bonus), Body 15, Brains 5
   Traits: Nimble
   Combat Maneuvers: Basic Attack, Knock Out, Snatch Weapon, The Walk, Walk and Chew Gum
   Important Stuff Worn/Wielded: Sap (Small Melee Weapon, deals 1 point of damage that ignores armor. If used at the beginning of the ABBA sequence, a struck character must make a successful ATT Brawn check or be knocked unconscious.) Fedora (+1 to Brawn when worn)

NITRO (Male)
aka Joseph Lemerise
Brawn 13, Body 11, Brains 5
   Traits: Coldhearted, Dead-Eye
   Combat Maneuvers: Basic Attack, Disembowel, Double Strike, Run Away!, Signature Move
   Important Stuff Worn/Wielded: Knife (Small Melee Weapon, deals 1 point of damage). Mini-bombs (Ranged OR Melee Weapon, deals 5 points of damage that ignore armor to all characters within Melee Range of where the bomb goes off).

THE FLY (Male)
aka Terry Holcomb
Brawn 18, Body 13, Brains 5
   Traits: Improv Master, Nimble
   Combat Maneuvers: Backflip, Basic Attack, Climb the Walls, Dodge, Run Away!
   Important Stuff Worn/Wielded: Nothing.



Thursday, July 2, 2015

A Random ROLF! Character

I'm not even doing a Battle Scenario for this one... but maybe she can form the heart of something down the road. (There are lots of little tidbits like this scattered all over this blog. Every so often, either L.L. Hundal or I rediscover them, and they show up in a product.)

As for backgrounds.. here are a couple:

1. Maddie the Hatter is a time- and dimension traveling assassin. No one knows how she does it, but she always find her target, no matter when or where they might be.

2. Maddie was on her way to a costume party when the Martians invaded and conquored Earth. She comes from a long line of mystics, and she has turned to using her magical powers to fight the invaders while comforting and healing her fellow freedom fighters.


MADDIE THE HATTER (Female)
Brawn 20 (includes +1 Hat bonus), Body 15, Brains 6
   Traits: Coldblooded, Improv Master, Same-Sex Preference
   Combat Maneuvers: Basic Attack, Dodge, Furious Fists, Run Away!, Spelling (Good Touch), Strike Pose
   Important Stuff Worn/Wielded: Big-ass Hat (Hat, provides +1 bonus to Brawn when worn). Cute Jacket and Mini-Skirt (Clothes). Thigh-high Boots (Armor AND Leggings, absorbs up to 1 point of damage).

All the traits and combat maneuvers not included in the basic ROLF!: The Rollplaying Game rulebook used to make Maddie will be included in the forthcoming Relentlessly Gay mega-supplement.

Tuesday, April 28, 2015

Now Available: 'Iron Lady'

Heiress Doris Parker was one of the most prolific serial killers in history, a fact that only came to light after her death. NUELOW Games proudly presents Iron Lady, a chronicle of Parker's initial steps down a path of vengeance-fueled brutality and murder. (The story of how we came to publish this book can be found in this previous post at the NUELOW Games blog.)

Art by Bernard Sachs
The book contains sections of Parker's life adapted to comics by Bernard Sachs & Dan Zolnerowich, direct excerpts from her diaries selected by editor Steve Miller, and rules for ROLF!: The Rollplaying Game of Big Dumb Fighters that lets you bring Doris "Iron Lady" Parker to your gaming table. (Because, let's face it... most player characters in RPGs would probably be labeled as serial killers, too.)

Click here here to see previews or to get your own copy for this landmark publication. The book can also be purchased at RPGNow, DriveThruRPG, and DriveThruFiction.

Saturday, April 25, 2015

V is for Voodoo Queen

Voodoo Queen (first appearance in Police Comics #10, 1942)
  
Art by Alex Kotzky
Xali Garou was raised from a young age to be a spiritual conduit that is key to many voodoo ceremonies. After leaving the sleepy little bayou village of her childhood for the excitement of Empire City, she fell in with a group of criminals who used voodoo as part of their methods. Assuming the loas were pleased with such things--or they would step in to stop it--and liking the luxuries the ill-gotten riches were getting her, Xali became an active participant in the crimes. She rose to a leadership role in the criminal syndicate while also assuming a prominent role in the local community of Creoles and Haitians who practiced the religion of Voodoo.

Xali, together with the gang's chief voodoo priest, concocted a scheme of blackmail and intimidation where they targeted rich citizens who were secret or open believers in voodoo; they demanded large sums of money from several believers, and then killed those who refused to pay in manners that appeared to be voodoo curses. This both swelled their coffers and the ranks of followers of the local Voodoo cult.

A secondary motivation for this plot was to lure the superhero Manhunter into the gang's clutches, so they could offer him as a sacrifice to the spirits (and so eliminating a hindrance to their operation while gaining favor from the voodoo spirits). There was never any doubt in Xali's mind that he would come to them, because they were so obviously behind the voodoo murders.

But on the night they sprang their trap for Manhunter, and they waited for him to arrive, Xali became filled with an irrational impatience and hatred toward her co-conspirators. Believing they had failed to properly execute her orders, she lashed out at them and in the ensuing fight, she was killed. When Manhunter arrived on the scene, the voodoo temple was engulfed in flames and the criminals had mostly already killed each other.

THE FATE OF THE VOODOO QUEEN
Xali the Voodoo Queen's downfall happened because the loas were not pleased with the gang's criminal activity. Her erratic behavior on the night that should have been the gang's eve of triumph and victory was caused by one of the spirits she had channeled earlier staying behind and pushing every paranoid instinct that she possessed--until she finally snapped. (Although Xali died that night, her story did not end there. She will return in another few posts as we bring the A to Z April Blogging Challenge to a close next week.)

Here are stats for the Voodoo Queen in the ROLF! game system

VOODOO QUEEN (Female)
(aka Xali Garou)
Brawn 19, Body 18, Brains 5
   Traits: Nimble, Spelling
   Combat Maneuvers: Basic Attack, Dance Move, Seduce, Spellings (Bad Touch, You'll Only Hurt Yourself), Strike Pose
   Important Stuff Worn/Wielded: Ceremonial Garb (Bikini AND Armor, barely covers nakedness, absorbs 1 point of damage). Whip (Medium Melee Weaponj, deals 2 points of damage).

And when I get some feedback from L.L. Hundal, this is where there will be rules for...

SPIRITUAL CURSES in OGL d20 and OpenD6)



Friday, April 24, 2015

U is for Unknown Soldier

Unknown Soldier (first appeared in Our Flag #1, 1941)

Unknown Soldier is a mysterious figure about whom little is known. He is presumed to be an American, but, in truth, no one even knows for certain whether he is one individual or a group of them who share the identity. Even reporter Thelma Gordon whose investigation into the Unknown Soldier led to a brief physical relationship with him, never learned his real name nor got any confirmation whether he is one or many. (In August 1943. the United States Secret Service and War Department  requested that Gordon stop all research into the Unknown Soldier. She complied, but abbreviated versions of her notes on the Unknown Soldier were included in her memoirs, My Life Between the Capes.)
   The public appearance of the Unknown Soldier was in April of 1941, during a massive Nazi bombing raid on the British Isles. At that time, he wore a blue uniform with no insignias or designs and a blue mask. A few months later, he appeared in the United States, wearing a brown uniform with five stars on the chest. His mask was yellow... and he wore tight shorts and black riding boots. (In her book, Gordon noted, "I can't say much for his fashion sense, but he filled those shorts nicely.")
                                                              Art by Art Saaf (left) and B. Currie (right) 

   Whether he was one or many, the Unknown Soldier fought on the side of the Allied Forces in World War 2,.He was generally found on the home front, battling Axis spies and agents, as well as exposing their hidden allies sympathizers in the halls of power who sought to weaken the democratic nations from within. He usually worked closely with both law enforcement and military officials, and he seemed to have the backing of at least the United States military -- hence the demand that Gordon stop her research into his identity and how he came to be who is he was (or they were).
   The Unknown Soldier appeared to have some degree of invulnerability, superhuman strength, and the ability to fly. He could also spin through the air fast enough to create a mini-tornado with himself as the eye of the storm. He also carried a specially-designed gun that fired explosive rounds instead of normal bullets.
   The Unknown Soldier fought Axis forces in Great Britain and all over the United States and Canada from 1941 until June of 1945--after which time he disappeared as suddenly as he had arrived on the scene. He remains unknown to this day, seventy years later. In fact, all records relating to Unknown Soldier are so highly classified that both the U.S. and British governments deny they even exist.

WHO WAS THE UNKNOWN SOLDIER?
We're going to keep him mysterious, but whether he's one or many, he has the following traits, if viewed through the lense of our OGL d20 Superpowers system.

   * At minimum, he possesses the following Minor Power feats: Flight, Invulnerability, Speed, and Strength (which are all described in this post).
   * At minimum, he possesses the following talents: Resistance to Harm (from the Invulnerable tree) and Speed I, Speed II, and Speed III (from the Speed tree),

Additionally, the Unknown Soldier who wore the short-shorts and stars on his chest must possess this feat:

Shameless [General] 
You keep your cool in situations where most others would either be ashamed, embarrassed or painfully self-aware.
    Benefit: +2 bonus to Bluff and all Perform skill checks.
    Special: If the character has 5 or more ranks in Perform (acting), this feat grants a +2 synergy bonus to Diplomacy skill checks.

Special Note: L.L. Hundal contributed to this post. The Shameless feat is presented under the Open Game License, and it may be reproduced accordingly. Copyright 2015 Steve Miller.

Thursday, April 23, 2015

T is for Thelma Gordon

Thelma Gordon [first appeared in Pep Comics #5, 1940]
Art by Harry Lucey
Thelma Gordon was a journalist who was the friend and lover of so many superheroes during the 1940s that Pat Patriot once sarcastically referred to her as a "cape cuddler."
   Beginning with Rainbow in 1940 (whom she, initially unknowingly, stole away from her best friend Elsie Norris), Thelma was romantically or sexually involved with over twenty superheroes and mystery men. During every one of these involvements, she assisted them in their crimefighting but never donned a costume herself. At one time a society columnist and obituary editor, Thelma began mixing business and pleasure to became one of the nation's foremost reporters on the lives and activities of masked champions of justice.
   Among Thelma's more noteworthy relationships (in rough chronological order) are the aforementioned Rainbow, the Falcon, Comet, the Hangman, the Press Guardian, Bulldog Denny (whose engagement broke up as a result of their affair), Firefly, Scarlet Avenger, the Green Knight, Dynamic Man, the Voice, Red Rube (until she realized he was actually a 14-year-old boy who mystically transformed himself into an adult slab of beefcake), the Hood, Black Kitten (the female version, rumored), the Unknown Soldier, the Scarlet Arrow, Black Cobra (the straight one), the Menace, the King of Darkness, Mr. Satan, Spacehawk, Mighty Man, and the Daisy (alleged).
   In March of 1950, shortly after the rumors of her lesbian affair with the Daisy began, Thelma was found brutally murdered. The prime suspect in the killing was inventor Jill Trent. Jill's name was cleared when the Daisy and some of Thelma's ex-lovers (Hangman, Rainbow, the Voice, and the King of Darkness) investigated and brought her real killer--the mad scientist Dr. Dread, an enemy of both Trent and one of Thelma's former lovers, the Firefly--to justice.
   Her posthumously published memoirs, My Life Between the Capes, (edited by the Press Guardian and Red Rube, as in his secret identity Red Rube grew up to be a journalist and editor himself) remains one of the most insightful books on the superhero community during the 1940s, despite its more salacious aspects and how it avoids revealing too many secrets of the men she knew and loved.


THELMA GORDON (Female)
Brawn 13, Body 15, Brains 7
   Traits: Irrepressible Optimist, Nimble
   Combat Maneuvers: Basic Attack, Castrate, Disarm, Dodge, Seduce, Strike Pose, Withering Insult,
   Important Stuff Worn/Wielded: Fashionable Dress (Clothes). Purse (Small Melee Weapon, deals 2 points of damage). Notepad (One-shot Ranged Weapon, deals 1 point of damage).
 




Special Note: In actually published comics, Thelma Gordon was the girlfriend of the Comet. After he was killed by gangsters, she began dating his brother, the Hangman. Everything else in this post is the original invention of L.L. Hundal and Steve Miller (with a tip o' the hat to Owen K.C. Stephens for helpful advice).

Wednesday, April 22, 2015

S is for Silver Lady

Silver Lady [First appeared in Space Adventures #42]

Art by Steve Ditko
The Venusian known on Earth as the Silver Lady is celebrated by the military intelligence services on three planets--Venus, Jupiter and Mars. She is a life long member of the interplanetary militant movement Girl Scouts of Jupiter, but she generally relies more on the hypnotic powers of her race instead of brute force.
   In 1961, the Silver Lady was sent to Earth as part of a joint Venusian/Jupiterian/Martian mission to curtail Earth's expansion into the rest of the solar system, while at the same time hindering the development of weapons and technology that could effectively defend against the eventual Jupiter-led invasion of Earth.
   The Silver Lady began her mission by securing a job at a television station in Florida. Through the power of mass-media, she used her alien mental powers to weaken the minds and resolve of the male engineers and scientists working on the American space program at Cape Canaveral. She soon ran afoul Captain Atom, a superhero in the employ of the United States federal government. He didn't take the threat she posed completely seriously, so he deposited in Russia where she could, as he put it "work her mischief" without harming American efforts.
   Throughout the entirety of the Cold War, the Silver Lady was trapped behind the Iron Curtain. She didn't mind, however, as weakening one superpower's space program was the same as weakening another in the eyes of her commanders. By 1995, she had made her way back to the United States, and once again plied her seductive alien ways to weakening American efforts in space exploration and technological development.

SILVER LADY (Female)
Brawn 18; Body 16; Brains 5.
   Traits: Alien, Hive Mind, Nimble
   Combat Maneuvers: Basic Attack, Dodge, Hypnotize, Seduce, Web of Healing.
   Important Stuff Worn/Wielded: Space Cape (Armor, absorbs up to 1 point of damage), Thigh-high Boots (Armor OR Leggings, absorbs up to 1 point of damage). Dagger (Deals 1 point of damage).

Tuesday, April 21, 2015

R is for Reefer King

Reefer King [first appeared in Dynamic Comics #16, 1945]


Art by Gus Ricca

Jack "Reefer" King was a drug dealer who operated a large marijuana farm on the outskirts of Guardian City from 1933 to 1945. A botanist by education, he was cultivating his own special brand of more powerful pot before it was commonplace, rolling his own reefer cigarettes and selling them to musicians and artists in the area. In some users, Reefer's special pot caused violent episodes or even permanent psychosis. Reefer's strain of marijuana was also more addictive than others, causing his customers to become devoted "regulars."

During World War II and the cigarette shortages caused by rationing, Reefer hit upon the idea of distributing his wares through tobacconists and drug stores throughout the city. After a dozen or so less-than-scrupulous retailers took on his wares, drug-addled teens and adults triggered a crimewave across the city. Teenaged superhero Yankee Boy began investigating. Although Reefer tried to hid his tracks by murdering shopkeepers who had carried his cigarettes, Yankee Boy traced Reefer to his farm and brought him to justice.


REEFER KING (Male)
Brawn 13, Body 12, Brains 4
   Traits: Coldhearted
   Combat Maneuvers: Basic Attack, Dodge, Double Strike, Murderous Mitts,
   Important Stuff Worn/Wielded: Pistol (Small Ranged Weapon, deals 2 points of damage that ignore armor). Sickle (Medium Melee Weapon, deals 3 points of damage).
 

Monday, April 20, 2015

Q is for Quino

Quino [First Appeared in Wham Comics #2, 1940]


Art and Writing by Frank Thomas

Quino is literally the Father of Saturnian civilization. He is a scientific genius who was an advisor to the last of the Sorcerer Kings of Atlantis. As the ancient gods began to turn against the Atlanteans, Quino devised scientific means to save the continent and its people from their wrath. The king feared Quino would anger the gods further, and he wove a powerful spell that transported Quino and all his inventions to Saturn where he expected Quino to perish.

Instead, Quino used his science to survive. The same means that he had intended to use to save Atlantis allowed him to create a safe zone in which he could live. An unexpected side effect of this artificial environment was that it slowed his body's aging process to a near standstill, extending his already long Atlantean lifespan from two centuries to several millennia.
   To keep himself busy, he devised a means to extend his life-supporting environment to a series of interlinked valleys in one of Saturn's mountain ranges. Longing for company, he then applied a combination of magic and super-science to create a race of humanoids that over the millennia he guided into a peaceful civilization that rivaled Atlantis in greatness.

Eventually, Quino became a little homesick for Earth, but the Sorcerer King's magic still barred him from ever returning there. He created the Master Viscope and X-Rayscopes and beginning in 1812 A.D,, he devoted much of his time to studying Earth and the civilizations that currently existed on it. He was saddened that his own people appeared to have been entirely wiped from existence, but it troubled him even more that there seemed to be even more unhappiness on the planet then ever before. As he watched, humanity developed greater and greater capacity for harming each other, and he decided he would intervene.

He chose one of his best and brightest assistants, Solarman, to travel to Earth and mitigate some of the suffering there. Using Quino's Vacuum Ray Projector, Solarman traveled back and forth between Saturn and Earth, making his first trip in 1940. Quino mostly had Solarman intervene on relatively small scales, fearing that the ancient gods might otherwise notice that an Atlantean still lived and come after him and the race he had created. Solarman assisted the people of Earth until 1983 A/D., after which he retired to focus on his own growing family on Saturn.

By the late 23rd century A.D, Quino's people were contacted by explorers from Earth. Few Saturnians had any interest in the universe outside their own planet, but a few joined in humanity's exploratory efforts... and the overall peaceful and intellectual nature of their civilization came to influence many leading scholars on Earth.

Quino continues to guide his people, and he ocassionally shares his super-science with the people of Earth, Mars, Venus, and other major cultures in the solar system and beyond. He remains fearful of the gods, however, sensing that they are still out there and that they may yet return.

Aside from Solarman, the most famous of all Saturnians is Dork. In the 26th century A.D., he befriends the mysterious spacefarer known as Spacehawk. When Dork , Spacehawk and other allies are thrown back in time to the year 1941 A.D., Dork seeks out Quino. The scientist subjects the time-lost heroes to the same treatment that slowed his own aging process, so they too could enjoy near-immortality... and possibly survive long enough to see their homes and loved ones again.

QUINO (Male)
Brawn 11, Body 13, Brains 8
   Traits: Improv Master, Jolly, Speller, Irrepressible Optimist
   Combat Maneuvers: Basic Attack, Disarm, Dodge, Infectious Good Cheer, Run Away!, Spelling (You'll Only Hurt Yourself), Walk and Chew Gum.
   Important Stuff Worn/Wielded: Atlantean-style Robes (Armor, absorbs 3 points of damage).

Special Note: Quino was featured in Solarman's one and only appearance in Wham Comics #2. Aside from the detail that he's from an advanced and peaceful civilization on Saturn, and that he sent Solarman to Earth, everything else in this article is the invention of Steve Miller.

Thursday, April 16, 2015

N is for Nang Tu

Nang Tu [First appeared in National Comics #13]
Nang Tu has lived for so long that she has no clear memory of her childhood, or the time before she gained what is essentially immortality. For untold centuries, she guarded the isolated Temple of the Man-Eating Spider and the magical All Seeing Eye that was embedded in the forehead of the giant Khotan Buddah statue in the temple's inner sanctum. She also served as the high priestess for the cult devoted to the Man-Eating Spider god.
   In 1941, playboy adventurer, sorcerer, psychopath, and superhero Merlin the Magician (aka Jock Kellog) came to Nang Tu's temple, intent on stealing the All Seeing Eye. In the process, he killed all the priests in the temple, including Nang Tu, and destroyed the structure with a magical explosion. However, since she was unable to die, Nang Tu spent decades of suffering, impaled on a spear and buried under the ruins of the temple--reviving and then being painfully killed by the spear Merlin drove through her body and the crushing weight of the rubble, over and over.
   In 2002, explorers in the employ of the Parker Foundation came to the isolated valley where the temple had once stood. While searching the ruins, they came upon Nang Tu and brought her back to their headquarters in the United States. Here, she was nursed back to health, with her body recovering faster than her mind, as she had been left deranged by sixty years of torture. When she regained control of her mental faculties, she swore her alleigance to the Foundation and her rescuers... but she is secretly investigating Jock Kellog's fate and family. She intends to avenge the destruction of the temple and religion she served for so long by ending Kellog's bloodline in as brutal a fashion as possible.


New Material for d20 SUPERS (an ongoing project at NUELOW Games)
The following feats and talent trees are possessed by Nang Tu (10th level Dedicated Hero/10th level Charismatic Hero). In addition, she has access to magic, as described in NUELOW's Feats of Mysticism & Magic.
   Everything from this point forward in this post is presented under the Open Game License and may be reproduced in accordance with it. Copyright 2015 Steve Miller.


NEW MINOR POWER: FAST HEALING
You heal more quickly than the normal person.
   Benefit: Regain 1d6 hit points per hour of rest, 1d3 if you are active.
   Special: If you have the Immortal talent, this feat stacks with the hit point regeneration.

NEW MINOR POWER: VENOM ATTACK
When dealing unarmed damage  to a foe, either through a scratch or a bite, you poison your foe.
   Benefit: If you successfully hit and inflict at least 1 point of unarmed damage on a living foe, you poison your target. You determine the effect of the poison when you choose this feat. In all cases, the target may roll a Fort save (DC12+1/2 your level (round down)+your Constitution bonus) to negate the effects. A new save must be rolled each time you score a hit.
   Lethal: The target suffers 2d4 hit points of damage every minute until the venom is neutralized, until he or she dies, or until the venom runs its course. The effect lasts a number of minutes equal to your Constitution bonus.
   Paralyzing: The target cannot move for a number of minutes equal to your Constitution bonus.
   Weakening: At the end of the round upon which you first struck, the target's Strength and Constitution attribute scores are reduced by a number of points equal to your Constitution bonus. The reduction is temporary and lasts a number of minutes equal to your Constitution bonus.

NEW TALENT TREE: UNSTOPPABLE
You are immortal, either in appearance or in fact.
   Unaging: You remain the age you are when you select this talent. You can still be aged by extraordinary, magical or supernatural effects. Further, you no longer need food or drink to survive, although you still feel hunger and thirst.
   Immunity: Select a type of damage from the following list. You are immune to all damage of that type. Acid, Cold, Electricity, Fire, Piercing, Poison/Venom, Magic.
   This talent can be selected more than once. Each time it is chosen, a different immunity must be specified.
   Prerequisite: Fast Healing, one other Minor Power Feat. One talent from the Invulnerable talent tree.
   Immortality: If you are are reduced below -10 hit points (dead), and your body would still be able to function save for the wounds, you immediately begin to recover hit points at the rate of 1 point per minute. You remain unconscious until you are restored to +1 hit point. Wounds to not heal, and if the damage is from an ongoing source (such as a spear lodged in your body, or a rock crushing parts of it), the damage that originally brought you below -10 hit points must be re-rolled). Immortality in such a circumstance can be more of a curse than a blessing.
   Prerequisite: Immunity
 

Saturday, April 11, 2015

J is for Jay Brooks

Jay Brooks [first appeared in Sparkling Stars #29, 1947]


Jason "Jay" Brooks was a hardboiled social worker who took on worked with teens who were slipping into lives of crime. He charged for his services, but would often waive his fees for cases he found particularly interesting, or for families who were in dire financial straits. He was also something
   Before serving in WW2, Brooks had been a vice detective in Empire City. Upon returning home in 1945, he set his mind to rescuing those who might be tempted into lives of crime instead of incarcerating them once they were already corrupted. He ran his freelance "social work" business until 1954, occasionally teaming up with the likes of Jill Trent and the King of Darkness. He was eventually forced out of business when a boy he had been trying to help was killed by gangsters and his parents filed suit against him.
   Brooks did not give up his crusade to make the world a better place, however. He relocated to Los Angeles where he adopted the costumed identity of White Flash. He had several team-ups with Black Cat until an injury forced him to retired from the superhero business in 1958. He then went back to school, got a social works degree, and picked up where he had left off. He worked for L.A. Youth Services until his retirement in 1972--with the reputation of being the toughest social worker to ever walk the mean streets of South Central.


JASON "JAY" BROOKS (Male)
Brawn 20, Body 13 (includes +1 Hat Bonus), Brains 5
   Traits: Hard to Kill, Irrepressible Optimist
   Combat Maneuvers: Basic Attack, Disarm, Debate Philosophy, Dodge, Murderous Mitts
   Important Stuff Worn/Wielded: Pistol (Small Ranged Weapon, deals 2 points of damage that ignore armor). Fedora (Hat, +2 to Body while worn).
  

Wednesday, April 8, 2015

G is for the Green Lizard

Green Lizard [first appeared in Smash Comics #8, 1940]

Art by Arthur Pinajian
When Gregory Winters' family lost its fortune during the stock market crash of 1929, the teenager when from riches to rags almost over night. He soon turned to a life of crime with a speciality in robbing the homes of the rich, since he knew their schedules and habits and was able to hit houses while they were away. He would often find incriminating or embarrassing documents and photos while on these raids, so blackmail became an increasing part of his business.

By 1940, he was at the head of a small gang, operating secretly under the codename Green Lizard. In the spring of that year, he embarked on a new and daring venture: The kidnapping of wealthy men and extorting their friends and families for money in exchange for their safe return. He chose his targets by working as a manservant for millionaire John Blaine, whom he had targeted as the final payday in this venture. (Winters was smart enough to know that something this aggressive would attract too much attention from law enforcement, so he had set himself a limit of five victims.)

Unfortunately for Winters, Blaine was a personal friend of the superhero known as Invisible Hood--and Winters' grand plan came to a premature end.

GREGORY WINTERS (Male)
Brawn 22 (includes +1 Hat Bonus), Body 13, Brains 5
  Traits: Coldhearted, Dead-Eye
  Combat Maneuvers: Basic Attack, Disarm, Double Strike, Murderous Mitts, Withering Wit
  Important Stuff Worn/Wielded: Nice Suit (Clothes), Green Mask (Hat, adds +1 to Brawn when worn). Pistol (Small Ranged Weapon, deals 2 points of damage that ignore armor).

Tuesday, April 7, 2015

F is for Flor

Flor [first appearance Jet #3, 1951]
Art by Al Williamson
Flor was born to laborers in the colony of Titan, destined for a life of backbreaking work in the mines feeding the hungry industries of Earth. Her natural beauty attracted the attention of the colony's governor who brought her to his palace as a concubine. Here, Flor met Della May, and together they plotted to gain their liberty by first killing the governor and his wife and then joining Titan's flourishing criminal underworld.
   The young women grew close as they gradually became important and feared criminal masterminds, going from partners to friends to lovers. Together, they wove a network of smugglers and pirates that was a challenge to the system's oppressive Earth-based government and a rival to the somewhat less-violent Venus-based smuggling ring known as the Brotherhood of Space.
Art by Al Williamson
   Flor had the reputation for being able to acquire anything and kill anyone if the price was right. She took personal delight in torturing to death anyone who failed or offended her. One survivor of her wrath told a tale of how Flor and Della once made love as the blood of prisoners who were being sliced to death by robots rained down upon them.
   Flor hated the Earth government and all its functionaries, and whenever it didn't interfer with her business she would lend support to rebels who opposed it. She had an even stronger hatred for the bounty hunter nicknamed Space Ace, as he foiled more than one of her schemes... but she hated the crew of the Space Rover and their captain Tara even more. Not only had Tara and her crew assisted the Brotherhood of Space in stopping Flor from gaining a foothold on Venus, but Della once expressed the opinion that Tara was "sexy in that little uniform she wears."

FLOR (Female)
Brawn 23, Body 17. Brains 11
   Traits: Coldblooded, Nimble, Same-Sex Preference
   Combat Manuevers: Basic Attack, Castrate, Disarm, Disembowel, Dodge, Double Strike, Murderous Mitts, Seduce, Strike Pose, The Look, The Walk,
   Important Stuff Worn/Wielded: Ray Gun (Ranged Weapon, deals 3 points of damage that ignore armor). Whip (Melee Weapon, deals 2 points of damage that tear away clothes. After 10 points dealt, a character who is wearing Clothes (not Armor) is dressed in tatters that barely cover nakedness).

Special Note: L.L. Hundal, co-creator of the ROLF! game system contributed to this entry. For more on Flor's enemy Tara, see NUELOW Games' Tara, Marauder of the Spacelanes.