Showing posts with label OGL. Show all posts
Showing posts with label OGL. Show all posts

Wednesday, September 19, 2018

A preview of "The Elementals"

This material will appear in a slightly different (as in edited) form in NUELOW Games' next release The Elementals for the OGL d20 System. First up, is an optional part of modifications to the character generation system that determines which Great Dragon's magic impacted the character's ancient ancestors.


HOW WERE YOUR ELEMENTAL POWERS AWAKENED? (Roll 1d6)
Art by Storn Cook
   1. You have always felt attracted to the element you draw your power from, but as you entered your teens, you began to develop the powers you now possess.
   2. You almost lost your life in a situation involving the element your powers are drawn from; in the aftermath, you discovered new abilities.
   3-4. Your family has always been key members of a global cult devoted to worshiping the dragon spirits. You were identified as one of the Blessed and prepared for the day when your powers would manifest themselves.
   5. You were doing yoga, meditating, taking mind-altering drugs (or some combination thereof) when your mind was flooded with flashes of a long-gone age when Great Dragons watched over Earth and all life on it. You fell into a coma 16 hours, and when you recovered, your powers had developed.
   6. A strange old man approached you and said that you were the heir to a great and ancient gift... and that you were to take over the role he had filled for the last several decades. After showing you his power, he trained you in the use of yours.


HOW DID THE PLAYER CHARACTERS MEET? (Roll 1d6)
   1. At the funeral of a shared mentor.
   2. They are abducted and imprisoned together for reasons they initially don't understand and must work together to escape and figure out why.
   3. They were raised in the same secret society and brought together when the time was right.
   4. They each felt drawn to the same isolated castle in Ireland.
   5. They are the sole survivors of a natural disaster.
   6. While they are individually being hunted by assassins, they each recieved a message (and the means) to travel to a remote building in the Mojave Desert in order to discover the key to survive and the reason for why they are being hunted.


NEW FEAT
Here's a feat that may be included... the editor is still mulling over a few last minute brainstorms that I had regarding what could go into The Elementals.

Sense Elemental
You can sense when you are near someone else who carries a spark of a Great Dragon within them.
   Prerequisite: Child of a Great Dragon, Spot 4 ranks.
   Benefit: When your characer is within 60 feet of another Elemental, the GM tells you the character feels as though something is "off" or as if "someone just walked over your grave" or some other statement to show you are sensing something unusual. Upon making a successful Spot skill check (DC12), you can identify the source of your unease--another Elemental. If the Elemental is out of your line of sight, you know exactly where he or she is. You may The sense of unease ends as soon as you recognise the other Immortal.)
   The sense of unease also ends if the Spot check reveals some other threat or mystery that draws your attention.



Tuesday, June 5, 2018

The Power of the Ninja Cutie!

Every couple decades, it seems Ninjas enjoy a brief moment as "the new hotness" in pop culture. We think Ninjas are about to strike again... so we bring you this fabulous d20 System add-on! (All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright Steve Miller 2018.)

NINJA CUTIES
A Ninja Cutie isn't made. Well, they're partly made, but they're also born. They are selected for the secret training from among the cutest, most outgoing children, and then trained in secret arts that only the prettiest and most handsome Ninjas will ever learn.
   A few rare individuals are brought into the Secret Circle of the Ninja Cuties after having impressed a Master Ninja Cutie... but these are few and far between indeed.
   Most Ninjas Cuties belong to the Bard or Rogue class (in D&D/Pathfinder); or the Charismatic Hero or Fast Hero class (in d20 Modern). but they can belong to any class. As part of the secret training, Ninja Cuties learn a special kind of magic. These spells are gained through the selection of feats and talents. If the character gains spells through class abilities, the Ninja Cutey spells are added to the number of spells that can be cast each day as indicated in the feat or talent descriptions.



NEW FEATS
These feats define the Ninja Cuties.

MASTER OF OBSCENITY [Bard. Rogue, Charismatic Hero]
Washing your mouth out with soap wouldn't even begin to make a difference.
   Prerequisite: Bluff 4 ranks, Cha 15
   Benefit: As a standard action, you can let lose with such an impressive string of obscenities (spoken and/or gestures) that you can bring all actions around you to a halt. The attention of everyone within earshot is momentarily focused on you.To use this feat, other characters must be able to hear you.
   All initiatives must be re-rolled. You gain a +2 bonus to re-rolling your initiative, as well as to Bluff, Diplomacy, and Intimidate skill checks for the rest of the encounter.
   Special: Other characters with the Master of Obscenity feat do not have to re-roll initiative, but are immune to its effects. They may choose to continue to attack targets, including the character who used the feat, on their initiative, or they may choose to engage him or her in an Obscenity Square-Off.
   In an Obscenity Square-Off, the character with the highest Charisma goes first (if tied, the one with the highest Intimidate skill rank goes first). Each player rolls a Bluff skill check, as they curse and swear and generally behave in as offensive a fashion as possible. The best two out of three Bluff checks wins, and the winner's allies share in the +2 bonus to the re-rolled initiatives.

NINJA CUTIE [Fast Hero, Rogue]
You're cute... and deadly!
Prerequisite: Combat Reflexes feat, Cha 13
   Benefit: Add your Charisma bonus to attack and damage rolls. (This bonus stacks with all other bonuses.)
   Special: Add twice your Charisma bonus to sneak attack rolls.

NINJA CUTIE MAGIC [Rogue, Fast Hero, Charismatic Hero, Minor Power]
You have learned the basic secrets of Ninja Cutie Magic
   Prerequisite: Cha 13
   Benefit: Each day you may, at will, cast a number of 0-level Ninja Cutie spells equal to your Charisma bonus. You also add your Cha bonus to Will saves when resisting spells and spell-like effects. Your character level is your caster level.
   Any material components listed in the spell description are unnecessary when the Ninja Cutie versions are cast.


NEW TALENT TREE
These talents give Ninja Cuties access additional magic power.

NINJA CUTIE MAGIC TALENTS
The talents from this tree model track the growing magical ability of powerful Ninja Cuties.
   Killer Cuteness: The DC for saving throws against. your Ninja Cutie spells is increased by your Charisma bonus.
   Prerequisite: Ninja Cutie Magic feat.
   Intermediate Cutie Caster: Each day, you may, at will, cast a number of 1st- and 2nd-level Ninja Cutie spells equal to your Charisma bonus. Your character level is your chaster level.
   Prerequisite: Ninja Cutie Magic feat
   Advanced Cutie Caster: Each day, you may, at will, cast a number of 3rd- and 4th-level Ninja Cutie spells equal to your Charisma bonus. Your character level is your chaster level. Any material components listed in the spell description are unnecessary when the Ninja Cutie versions are cast.
   Prerequisite: Intermediate Cutie Caster
   Superior Cutie Caster: Each day, you may, at will, cast a number of 5th- and 6th-level Ninja Cutie spells equal to your Charisma bonus. Your character level is your caster level. Any material components listed in the spell description are unnecessary when the Ninja Cutie versions are cast.
   Prerequisite: Advanced Cutie Caster

NINJA CUTIE SPELL LIST
The Ninja Cutie Magic feat and talents allow for the casting of the following spells.


0-level SpellsDaze, Ghost Sound, MessagePrestidigitation
1st-level Spells: Expeditious Retreat, Hypnotism, Obscuring Mist, Touch of Idiocy
2nd-level Spells: Darkvision, Gust of Wind, Pyrotechnics, Spider Climb
3rd-level Spells: Blink, Fly, Clairaudience/Clairvoyance, Sleet Storm
4th-level Spells: Arcane Eye, Charm Monster, Dimension Door, Fear
5th-level Spells: Dominate Person, Mind Fog, Sending, Telepathic Bond
6th-level Spells: Mislead, Probe Thoughts, Repulsion, Shadow Walk

Art by Rumiko Takahashi


Sunday, March 4, 2018

Suddenly... Jazz Hands!

Here's a new feat for your  all d20 System games! (The following text is presented under the Open Game License and may be reproduced in accordance with it. Copyright 2018 Steve Miller.)

JAZZ HANDS! [General]
When your foe least expects it... jazz hands!
   Prerequisite: Perform (dance) 1 rank, Charisma 12
   Benefit: On a round where you are first in the initiative order, as full round action, your character can strike a pose, hold out his or her hands with the palms facing front and fingers splayed, and start to shake them while saying something like "razzamataaz" or "yeeeaaah".
   Foes who are in the character's forward arc, and who witness the display, must roll a successful Will save (DC18+the character's Charisma bonus), or be so startled that they lose all actions for that round. If affected foes who are not attacked during the round, they suffer an initiative penalty equal to the character's Charisma bonus on the following round.
   Special: Jazz Hands can only be used every other round.




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Wednesday, February 21, 2018

Gun Blessing Day! (An OGL Modern Game Aid)

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


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


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

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

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Wednesday, February 14, 2018

A Valentine's Day feat!

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

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

Photo by Gavin Hoey



Thursday, February 1, 2018

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

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

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


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

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

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Thursday, January 18, 2018

It's our first release of 2018!

Nothing can throw a campaign off-kilter quicker than a TPK... and that's where the latest release from us here at NUELOW Games comes in!

Cover art by Dick Giordano
Hard to Kill: Feats and Talents for the d20 System provides character abilities and mechanics that will allow PCs to stare Death in the face and laugh. Even if Death shoves that laughter right back down their throats and causes them to explode in a fine mist of gore and bone shards, this booklet provides the means for the character with the right combination of feat to literally come back from the dead.

Hard to Kill contains five feats, four talent trees, and an add-on to the character generation system that gives a newly created character a random reason for why enemies shout, "Why won't you die?!" Although designed with d20 Modern in mind, this material is easily adapted to popular d20 System variants such as StarFinder, or any d20 System variant that uses feats and talents.

As an added bonus for those of you who have been following our comics/rpg hybrid products. Hard to Kill also expands further on the d20 Supers System that was introduced in Madden's Boys. (The material stands perfectly fine on its own, like the various game sections in the aforementioned comics/rpg hybrid books.)

Hard to Kill is available for download at RPGNow and DriveThruRPG.

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Speaking of our comics/rpg hybrid releases, in Ghost Woman... Also Featuring Spooks, we included d20 System rules for keeping a player character active and in the hands of its player even AFTER death. Such a character isn't just hard to kill... because how do you kill someone who's already dead? (The rules also include a way to give a "second life" to a major villain who falls at the hands of the player characters.

Wednesday, December 20, 2017

A NUELOW Christmas: Magical Mistletoe

It's the time of year when the Spirits of Christmas move across the land, randomly bestowing icons of the holidays with supernatural blessings.

IS THE MISTLETOE MAGICAL?
Roll 1d6 to determine the nature of the mistletoe hung in the doorway.

1. Not magical, but still pretty (and a pretty good excuse for smooching).
2. Vampires may not cross through the doorway in which the mistletoe hangs, they cannot touch it, and anyone on the other side is immune to their mind-effecting powers.
3-4. Unfaithful lovers feel compelled to confess their betrayal while under the mistletoe (Will save DC24 to resist).
5-6. Faithful lovers gain a +4 bonus to all saving skill checks, saving throws, and attack rolls made when fighting together or defending each other for 24 hours after kissing beneath the mistletoe.


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The text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright Steve 2017. (If you found this material useful and/or entertaining, please support our efforts by buying one of our products at RPGNow or DriveThruRPG.)

Monday, December 4, 2017

A NUELOW Christmas: Day Four

There exists among us people who are touched by the Spirits of Christmas at birth. As children, they seem extra kind and extra cheerful (especially around the Holidays). When they turn 16, the Spirits visit the individual and offer them a chance to become a Santa's Helper.

SANTA'S HELPER 
(d20 System rules, presented under the Open Game License. Copyright 2017 by Steve Miller)
During character creation, the player can declare that his character chose to become a Santa's Helper when the Spirits came to visit. (This can also be rolled random if the GM prefers; the character is a Santa's Helper on a roll of 001 on percentile dice.)
  In addition to all class abilities and bonus feats, a Santa's Helper gains the following abilities for two days out of the year, December 24 and 25. If Santa requires assistance in delivering gifts to good children, or if there's a particular threat that is stopping him from visiting an area that requires the sort  skills and attention that only a player character can bring to bear, the character is asked to spring into action.
  Joy of Fellowship: The character and his closest allies (other PCs for example) gain a +1 bonus to all saving throws, attack rolls, and skill checks.
  Spellcasting: The character may cast a number of spells from the following list a number of times per day equal to his Wisdom + Charisma bonus. He casts the spell by making a gesture (such as twitching his nose or winking, with no other components required): Animal Friendship, Detect Thoughts, Disguise Self, Fabricate, Knock, Nondetection, Passwall, Telekinesis.
   Bonus Feat: The character adds Naughty or Nice to the selection of available bonus feats. The ability gained from this feat is available all year long.

A Santa's Helper is expected to be kind and helpful, and if he is mean or violent toward an undeserving or harmless target, he instantly loses his mystical status.


Friday, December 1, 2017

A NUELOW Christmas: Day One

It's December 1. The goal is to do a Christmas-related post every day--some may even be game related--until December 25.  Will we pull it off? Check back every day to find out!

The text in today's post is released under the Open Game License and may be reproduced in accordance with it. Copyright 2017 by Steve Miller.

MAGICAL CHRISTMAS COOKIES
A powerful person (rich, well-connected, a sorcerer, sorcerer-related, or just with access to magic), or perhaps even Santa himself, has gifted the player character party with a tin of magical Christmas cookies. Each type of cookie has a different effect (described on a piece of parchment in the tin), and it lasts for 8 hours or until another cookie from the tin is eaten. Each type of cookie is separated from the others by a thin sheet of paper.


    Danish Vanilla Wreaths (8 in the tin): +4 bonus to Bluff and Diplomacy skill checks. Ability to understand all Scandinavian languages.
    Gingerbread Santas (8 in the tin): +4 bonus to Move Silently and Hide skill checks. Ability to fall from up to 10 ft. and suffer no damage.
    Russian Tea Cakes (8 in the tin): +4 bonus to Gather Information and Intimidate skill checks. Ability to understand Russian.
    Shortbread Cookie (8 in the tin): +1 to all saving throws.
    Sugar Cookie Jesus (8 in the tin): Heal 1d6+1 hit points with a touch, up to a number of times equal to Wisdom+Charisma bonuses.
    White Christmas Chocolate Chip (8 in the tin): -2 damage from all elemental sources.

Although the cookies are the main attraction, but tin itself is also mildly magical. It keeps any food items placed within it fresh and edible without a need for refrigeration. The food items will still spoil at their normal rate.

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Monday, November 13, 2017

CK's Wand of Healing (for the d20 System)

A magic item for your d20 System games. (This text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2017 by Steve Miller.)

CK'S WAND OF HEALING
This light brown wand is six inches long and varies in width from one end to another. Its surface is uneven at creation but becomes smooth with use, and it is slightly curved. It can heal injuries on the user or on a designated target, granting the ability to cast each of the following spells once per day: cure minor wounds, cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds at ½ his character level (round up). CK's Wand of Healing may be used by any character, regardless of class.
   Using CK's Wand of Healing is a full round action. When invoking the wand's magic, the user must hold it firmly in one hand and point it at the target with a quick motion while saying "Pardon me while I whip this out."
   The user must then rub the wand rapidly with his free hand. At the end of the round, he must declare what spell he cast, Then streams of white light shoot from the wand, striking and healing the target.
   If the user is targeting himself, he only needs to hold the wand firmly in one hand while rubbing it with the other. The magic will spray on him automatically.
   Using CK's Wand of Healing is taxing. The user must roll a successful Fortitude save (DC12) or suffer a -1 penalty to attack rolls during the round immediately following the use of the item. Further, CK's Wand of Healing can only be used by the same character once every ten rounds. It can, however, be taken in hand by another character.

A CK's Wand of Healing, straight from Chama Karupi/

ACQUIRING CK'S WAND OF HEALING
The method of creating a CK's Wand of Healing is a carefully guarded secret, known only to high ranking priests of Chama Karupi. They are made in the highest towers of the god's isolated main temple and given to his clerics, who wander the world.
   Priests of Chama Karupi spread the message of their god--which is one of "life is short, so have fun!" and "if it feels good, do it!"--by behaving more like stereotypical bards than clerics. They lace musical and comedic performances with religious messages and, more often than not, those who attend a "sermon" don't even realize they're being preached to. (Although they readily reveal themselves to provide cures or healings or other religious services to those in need.)
   When a priest of Chama Karupi encounter a person they feel is worthy (either because of good deeds, they showed the priest they know how to party, or just because they are good looking and/or sexy [Charisma attribute of 16 or higher), they offer the person a CK's Wand of Healing by holding it out and saying, "Touch my wand, and it can be yours!"
  When encountered, a priest of Chama Karupi is carrying 1d6-1 CK's Wands of Healing. If they are stolen from him, the thief is cursed with mummy rot that can only be cured by a priest able to create a CK's Wand of Healing.

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Saturday, November 4, 2017

The Baby Changing Station: A Magi-Tech Item for Your Game!

"The Baby Changing Station" was inspired by a graphic found on Facebook (included) and a comment made by a Facebook Friend. It is written with the d20 System in mind, but it is rules-light enough that it can easily be incorporated into any game setting that features highly advanced technology and/or magic---or even a combination of the two, as can be found in the World of 2044. All text in this post is presented under the Open Game License and may be reproduced in accordance with it. Copyright 2017 by Steve Miller.

THE BABY CHANGING STATION
In the year 2244, the Baby Changing Station allows wealthy parents who are tired of taking care of an infant to turn it into a pet. In certain jurisdictions, parents convicted of child neglect or endangerment are compelled to turning their infant into an animal. If the neglect or abuse continues, they are executed.

The Baby Changing Station was developed from Atlantean magi-tech, based on devices that turned rocks into edible food. When used for commercial purposes—voluntarily turning a baby into a pet—there is a charge to the parents of 20,000 credits.

The pet created is random and generated by the magic at the heart of the device’s function. All possible animals were favored pets of spellcasters in ancient Atlantis.

Roll 1d20 against the table below to see what the baby is changed into.

1. Bat
2. Cat, Demonic*
3. Cat, Domestic
4. Dog, Chihuahua*
5. Dog, Poodle
6. Ferret
7. Fox
8. Gecko
9. Gibbon
10. Hedgehog
11. Hedgehog, Demonic*
12. Iguana
13. Meerkat
14. Mongoose
15. Parrot
16. Raven
17. Raven, Demonic*
18. Sloth
19. Snake, Garter
20. Sugar Glider
*See below

Occasionally, a glitch introduced when humans modified the magic to create the Baby Changing Station will cause a “demonic” version of an animal to appear. The creature appears normal, but has INT and WIS scores of 18, can cast spells as a 13th level sorcerer, and is fluent in all human languages (although many animals must use spells to speak). The demonic pet may or may not reveal its true nature to its owner, depending on how it perceives its situation.

If treated kindly by its owner, the supernatural beast will grant three wishes each month to him or her—even if the owner doesn’t know the wishes are being granted. (For example, if the owner says within earshot of the demonic animal that he wishes he noisy neighbor would die, and no other wishes have been requested or granted, the neighbor will indeed die a horrible and messy death. These beasts were familiars to the most powerful Atlantean mages in ancient times, and if an owner actively takes advantage of the creature's ability to grant wishes or asks it to cast spells in support of his or her activities, the owner suffers all penalties described in the rules that occur when a familiar dies.

If the owner of the pet is not kind to one of the demonic variety, it turns its magic subtly upon him or her, inflicting a -2 penalty to all rolls until amends are made. If the owner outright kills a demonic pet, he or she must is subject to the affects of a curse spell (as if cast by a 13th level caster, and permanent until a remove curse is cast by a 15th-level or higher caster), and the pet haunts his or her home as a poltergeist.

For an additional 20,000 (40,000 total) the parents can choose what sort of pet the baby is turned into. In such a case, the GM must still roll a 1d6 to see if the pet is a "demonic" variety. On a roll of 5-6, the pet is "demonic." Note that Chihuahua Dogs are always demonic.

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Thursday, April 20, 2017

Magic Bongs

In observation of 4/20 Day, we present A Pot-Smoking Supplement for the d20 System by one of the minds that brought you the immortal classic OGL Drunkards!

All text in this post is presented under the Open Game License, and it may be reproduced in accordance with its terms. Copyright 2017 by Steve Miller


THE MAGIC BONG

Scattered throughout the world are a small selection of magic bongs. How they came into being no one knowns for sure--some blame the elves, others blame the Atlanteans, and still others believe they have been charged spontenously through extensive use by magically endowed beings of any race--but they come in two varieties: The Evil Bong and the Good Bong. When pot is smoked in one of these bongs, they effects are powerful and unexpected.
   Magic Bongs typically appear like traditional hookas and have 1d3+3 pipes attached, allowing multiple characters to smoke from the device at the same time. A magic bong appears completely normal until it is in use. Once characters are smoking from it, it radiates powerful alteration magic.



USING MAGIC BONGS IN YOUR GAME

First, determine if the characters are smoking from a magic bong, and what type, by rolling 1d100 and consulting the following table.

1-90. Normal Bong
91-96. Good Bong
97-100. Evil Bong

If it's a Good Bong, roll 1d6 against the following table to determine what effect smoking from it has on the characters.

1. Gain +2 bonus to all Charisma-based skill checks for 4 hours.
2. Gain +2 bonus to all Wisdom-based skill checks for 4 hours.
3. All enchantment spells function at +1 caster level for four hours.
4. A genie appears (1-4 male, 5-6 female), grants the party a single wish, and will hang out with them for 4 hours. It will fight if necessary, but will much rather just party.
5. +4 to all Fortitude and Dexterity saves for 4 hours.
6. Transported to a wild party on the Outer Planes to hobnob and get wasted with any manner for good- and neutral-aligned creatures.

If it's an Evil Bong, roll 1d6 against the following table to determine what effect smoking fro it has on the characters.

1. Filled with the desire to eat, resulting in a -2 penalty to all Intelligence- and Wisdom-based skill checks due to an in ability to focus. The effect lasts 4 hours.
2. Constantly giggling. Suffer a -2 penalty to all Bluff, Diplomacy, and Intimidate skill checks for four hours.
3. All enchantment spells function at -1 caster level for 4 hours.
4. Suffer a -4 penalty to Will saves to resist mind-affecting spells and spell-like abilities for four hours.
5-6. Transported to a wild party on the Outer Planes to hobnob and get wasted with all manner of fun and sexy creatures. Or so it seems. The characters are actually in a lair of deadly demons who want to humiliate them and eventually kill them.



And to wrap things up, here are a couple of songs that are fit for the day!




Thursday, January 5, 2017

More d20 System superpowers: The Dreamwalkers

Here's another minor power feat and talent tree to expand upon it. It will probably end up in the upcoming d20 System book about the Atlantean survivors and descendants  that walk among us in the modern world, or maybe in the one about Satan's offspring that are also among us. Or maybe it will sit around until the superpowers system finally becomes a reality.

The rest of this post is presented under the Open Game License, and it may be reproduced in accordance with those terms. Copyright 2017 Steve Miller.


Dream Viewer [Minor Power Feat]
 You are able to passively observe the dreams of others and with a great exertion of willpower calm nightmares.
   Prerequisite: Wisdom 12
   Benefit: Before you go to sleep, focus on a person you have previously met and make a Will save (DC18 if only met in passing, DC12 if a conversation was had, DC8 if a great deal of time was spent together, DC4 if close family member or loved one). If that person is also sleeping, you will share his or her dreams as if they were your own. You will generally speaking only be a spectator, but you will follow the dreamer as closely and as unnoticed as his or her shadow. If the dream is a nightmare, you may roll a second Will save, with a +4 increase to the DCs as above, to calm it and make it less terrifying to the dreamer.
   When you awaken, you always remember the dream witnessed with crystal clarity. As you watch the dream, you are able to recognize which parts of it are the most important, even if they are metaphorical dream symbols. If they are especially obscure, the GM may ask you to roll a Knowledge (Psychology) skill check to recognize them instead of simply revealing them. If the skill check fails, you will have a sense that something is important about a particular element of the dream, but you will not be able to quite put your finger on what it is.






Dream Walker Talent Tree
When you are sleeping, you may move as easily between the dreams of others as you move from one room to another when awake.
Dream Walker: After entering a target's dream using the Dream Viewer feat, you may attempt to enter the dreams of someone they know by picturing that person in your mind and making a successful Will save (DC18 if only a passing acquaintance, DC12 if a conversation was had, DC8 if a great deal of time was spent together, DC4 if a close family member or loved one. If you succeed, you may now observe or control that person's dream to the extent your talents will allow.
   Prerequisite: Dream Viewer feat
Dream Hub: Once you have entered the dream of a target, you able to bring an additional number of sleepers into the dream equal to the total of your Wisdom and Charisma modifiers. If those you wish to draw into a shared dream are unwilling or unprepared to enter the dream (like you, they must have focuses on the target prior to going to sleep, although they need not have met him or her), you must make a successful Will save (DC6, plus the individual's Wisdom modifier). The characters drawn into the dream can interact with the environment at the level permitted by the feats possessed by the character with Dream Hub.
   Whether willing or not, characters who are drawn into a dream must roll a Wisdom check to realize they are in a dream. If they fail the roll, their actions are dictated by the direction of dream rather than their own. The GM temporarily gains control of the character. Additional Wisdom checks may be made whenever something particularly strange or the character does something that is usually against his or her nature. The player decides when such rolls are to be made, and once the check is successful, the player once again fully controls the character.
   You can also use Dream Hub to draw others into your own dreams in the same fashion. To do this, you must first have constructed a Dream Palace (see the Dream Shaper talent).
  If you draw a character into your own dream or a dream you control, and that character possesses the Dream Shaper talent, they can collaborate with you to create complete Dreamscapes within your Dream Palace (see the Dream Shaper talent) that others can be drawn into.
  Prerequisite: Dream Stalker, Dream Shaper
Dream Stalker: You have the ability to enter the dreams of any person who you have at least seen a picture of. From there, you can determine his or her exact location by making a successful Wisdom check (DC11). The location is revealed within the context of the dream, as a map or a picture of where the target is, and you remember the location when you wake up.
  Prerequisite: Dream Walker
  Dream Shape: Create a second character. When you enter a dream using the Dream Stalker talent, this is your basically who you are. All attributes are 12, but one is increased by +6, one by +4, one by +2, and one by +1. Your character classes and levels remain the same, but you may reassign skill points and feats for this dream character in any way you like, except that your dream-self always possesses the Dream Viewer minor power feat and whatever talents from the Dream Walker talent tree you possess. Additionally, you gain three bonus Minor Power feats and three bonus talents from any trees except the Dream Walker talent tree.
   With a Will save (DC12) you may change the appearance of your dream character, but all attributes remain the same.
   Prerequisite: Dream Stalker
   Dream Shaper: With a successful Will save (DC11 plus the total of the target's Wisdom and Intelligence bonuses), you may alter the dream of that you have entered. You can choose to control the behavior of characters in the dream, change the setting of the dream, and any other change you wish to make. The Will save target is the same DC whether you are attempting a minor change or a major change. Each change you wish to make to the dream requires an separate roll. (Changing the behavior of minor characters or location of the dream can be done with one roll each, but important characters require a separate roll for each one.)
   If you attempt to impact part of the dream and fail, you may attempt that change again, but the DC increases by +2. The DC increase is only for the retry on already failed changes; if you try something different, the DC is still at the base.
   If you attempt to alter a person's dreamworld in a way that they find too shocking or upsetting, you risk losing control. This triggers a Will save on the part of the target (DC15) and if it is successful, you are ejected from the dream and you cannot reestablish contact for at least three days. (The target's subconcious mental defenses realialized something was up, and natural mental defenses kicked in.)
   Dream Shaper can also be used to create a "Dream Palace." This is a mental structure that exists in your mind, with any appearance you wish it to have. Each room is either a memory you wish to examine, or a pre-constructed dreamscape that either you or another character with the Dream Shaper talent can create in collaboration with you--and into which you may draw other dreamers if you desire.
   If using the Dream Palace to examine your own memories, you watch as an invisible spectator as events unfold. You may make Knowledge, Search or Spot skill checks (with a +10 bonus) to see something out of the ordinary or notice whatever it is you are looking for in your own mind. You may also roll Sense Motive skill checks (also with a +10 bonus)
This environment is one that is under your control, and the targeted dreamer that you wish to draw into it will not receive a second saving throw due to extreme changes, and any changes you or other characters allied with you wish to make to the dream environment are made with straight DC11 Will saves with no DC increases due to failed attempts.

Saturday, December 24, 2016

Harpy Feather of Caroling

This is a magic item that is simple to create and fun for the entire adventuring party. All actions described must be taken by the characters who will ultimately wear the Harpy Feather of Caroling.

First, one has to acquire a harpy feather. Any feather will do, but it must take taken from a live harpy... and the harpy must be alive after the feather has been acquired.

Second, the feather must be taken to the Grove of Yule where the Spirit of Christmas must be asked to bless it. This can be done on the night of the 24th into the 25th of every month of the year. Characters must enter the grove unarmed.

Third, the feather must be mounted in a setting and put on a necklace (Craft [jewelry] DC7). The setting and necklace can be made of any permanent material, and may be created by a third party, but the assembly must be performed by the character who will be the owner and wearer of the Harpy Feather of Caroling.

Once the item is complete, whenever the character wears it, he or she will unfailingly remember the lyrics to any uplifting or joyful song that he or she has read or heard at any point in her life. The item also grants a +10 bonus to Perform (singing) skill checks when such songs are sung by the character.

The Harpy Feather of Caroling radiates faint Enchantment magic, but it never works for any person but the intended wearer... unless that wearer gifts it to another person out of kindness and love, Then the magic transfers.

(The preceding text is released under the Open Game License and may be reproduced in accordance with it. Copyright Steve Miller 2016.)


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.


Thursday, November 3, 2016

Modern Basics of 2016

The latest from NUELOW Games is a collection of feats, talents, and templates that have been revised from material that originally appeared in posts here or on the NUELOW Games Facebook page.



The cover for a collection of tools to make your d20 System gam ultra postmodern!
The Modern Basics 2016 Annual features work by NUELOW Games regulars L.L. Hundal, Dave Mendez, and Steve Miller, and it was mostly inspired by things you've seen in the news during the year that will (thankfully) soon be over.


You can see previews and get your copy of the one product you need to accurately replicate the aura of 2016 in your d20 Modern games at RPGNOW and DriveThruRPG. Get yours today and fix flaws in the game system you didn't even know existed!

Friday, October 7, 2016

Coming Soon: 'Secrets of the Witchkind'

NUELOW Games is about to release its latest d20 System supplement--no comics, just RPG content in this one! Titled "Secrets of the Witchkind," it presents a new player character race--the Witchkind--and their unique way of wielding magic. The book also contains a bunch of feats and some talents consolidated from some of our other releases for ease of reference.


Like "Secrets of the Immortals," this is a product loosely based on a classic television programme... this one was about a witch who fell in love with a mortal and married him, and the chaos her relatives cause for them. Although slanted toward OGL d20 Modern, like the vast majority of our d20 System releases, the Witchkind can be interesting additions to any game that uses the d20 engine, especially ones that have the word "Path" in their name.


Artist Bradley K. McDevitt supplies an original cover for one, and we love it! Here is its evolution...


First there was the sketch...


Then there was the draft for approval...
Then there was the final colored version...


And here's the illo and other graphic elements combined on the cover (which McDevitt also designed for us)!


Keep an eye out for more announcements regarding Secrets of the Witchkind. Meanwhile, you should check out some of our other horror- and supernatural-themed products to help get you in the Halloween spirit! Click here to see listings and previews!

Thursday, August 11, 2016

Presenting 'OGL Drunkards'!

From the people who brought you The Unholy 3 and OGL Trickery, OGL Redheads, and Modern Basics: Feats of an Adult Nature comes OGL Drunkards!

Is it just me, or does that lady have huge hands?
OGL Drunkards features feats, a talent tree, and a new skill for hard-drinking d20 System characters. And that pretty much sums up everything there is to day about the product... other than to add that it's a reminder of what classy people we are here at NUELOW Games. Elevating roleplaying games in the minds of the general public is what we're all about.

You can get OGL Drunkards at RPGNow and DriveThruRPG, along with all the other great NUELOW Games product for the d20 System (with an emphasis on OGL Modern).

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As a further way to celebrate and promote this new release (as well as drive home the point of what a class act we are), here's a new skill and feat to use with OGL Drunkards. (The rest of this post is released under the Open Game License, and the material may be reproduced in accordance with its terms.)

NEW SKILL
Precision Urination (Dexterity) 
When drunk, you may perform amazing feats of urination.
   Here are some sample actions and their DCs. (Drunkeness penalties apply.)
   Pee in a bottle or can: DC 4
   Put out a candle: DC 6
   Put out a torch: DC 10
   Write your name, if non-elf or non-drow: DC 12
   Write your name, if elf or drow: DC 14
   Put out a camp fire: DC 18
   Hit any specific target: DC 2 + 2/1 ft. distance, up to 10 ft, or DC 2 + 2/4 ft. distance, up to 40 ft. f the target is on a lower level than you. You must have a clear line of sight to the target.
   Special: Female characters receive a -12 modifier on precision urination skill checks (in addition to any drunkeness penalties), unless they are shapeshifters. Using a funnel or similar device provides a +6 bonus to the use of this skill. Bonuses to ranged attacks provided by feats may be added to the checks for this skill.
   Precision Urination becomes a permanent class skill for any character who has a talent from the Drunkard talent tree.

NEW FEAT
Drunken Direction Sense (with thanks to Scott Kankleborg)
You gain a +6 bonus to Navigation and Survival checks to find the most direct and safest path home when drunk. "Home" is defined as your place of residence, even a temporary one, such as a hotel room or a camp in the wilderness.
   Special: The bonus from this feat is applied after Drunkeness penalties.

Wednesday, June 29, 2016

The power of the burp!

The element of surprise can mean the difference between defeat and victory in conflicts. Here are two feats for all d20 System games that will allow characters to seize that all important element of surprise by burping! (All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2016 Steve Miller.)


Power Burp [General, Minor Superpower]
You can issue a burp with an astonishing volume.
   Benefit: As a standard action, you can burb extremely loudly. All characters who have not previously been exposed to your special gift must roll Will saves (DC12+your Cha bonus) or suffer a -4 adjustment to their initiative, because they're so startled.
   Special: You gain a +2 adjustment to your initiative when doing a Power Burp. Subsequent actions that round are taken on your regular initiative.

Toxic Burp [General, Minor Superpower]
You can weaken a grappled foe with a foul-smelling burb.
   Prerequisite: Power Burp
   Benefit: After making a successful grapple attack, as a free action, you may burp into your foe's face, delivering a particularly vile blast of air that smells like it wafted up from the depths of Hell itself. The target must roll a Fortitude save (DC13) or lose all actions for the rest of the round. The target is sickened for 1d3 subsequent rounds.

The material is this post is a perfect compliment to the rules for drinking and getting drunk that we presented here. (Scroll past the video.)


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