Showing posts with label d20 Modern. Show all posts
Showing posts with label d20 Modern. Show all posts

Wednesday, September 2, 2026

Bikini Feats for d20 Modern (all d20 System games really)

A Friend of NUELOW Games, Brad H., joked that he was "suspecting a group of bikini-related Feats for d20 Modern" was coming after we mentioned on the Facebook page that Sunbather Noir: A Ghost of Hong Kong Collection was coming soon.

Well, we have never met a joke that we didn't try to turn into playable RPG material, so here goes...

Aquatic Mobility
   Prerequisite: Swim 4 ranks
   Benefit: You gain a +10 feet enhancement bonus to your swim speed when wearing a bikini. You gain a +2 bonus to Reflex saves while in water or on beaches.

Beachcomber's Disguise
   Benefit: You gain a +4 bonus to Disguise checks when wearing a bikini as part of a beach or resort cover identity. Observers must succeed at a Spot check opposed by your Disguise check to see through the disguise in casual beach settings.


Bikini Confidence
   Prerequisite: Charisma 13+
   Benefit: You gain a +2 morale bonus to Bluff and Intimidate checks when wearing a bikini. Additionally, you gain a +1 dodge bonus to AC while wearing a bikini due to increased self-assurance affecting your combat awareness.

Confidence Surge
   Prerequisite: Charisma 13+, Bikini Confidence
   Benefit: Once per encounter, when wearing a bikini, you can gain a +3 morale bonus to one attack roll, ability check, or saving throw as an immediate action. You can use this feat a number of times per day equal to your Charisma modifier (minimum 1).


Tactical Swimwear
   Prerequisite: Base Attack Bonus +3
   Benefit: Your bikini functions as light armor with an AC bonus of +1 and no armor check penalty. You can conceal one small weapon or item per bikini cup (maximum two items). Retrieve checks for concealed items take a standard action instead of a move action.

--
Some may be wondering... do these feats work with Chainmail Bikinis
To which we reply: SURE! Why wouldn't they?

(The entirety of this post is presented under the Open Game License and may be reproduced in according with its terms. Copyright 2026 Steve Miller.)

Sunday, August 30, 2026

RPG-a-Day #30: Pride

A trio of OGL Modern/3.5 feats for prideful characters. (This entire post is released under the Open Game License and may be reproduced in accordance with its terms.)


Gilded Reputation [General]
Your legend precedes you—and you make certain it does.
    Prerequisites: Cha 13, Bluff 3 ranks, Diplomacy 4 ranks.
   Benefit: Once per scene, when you formally introduce yourself or make a point of announcing your name, title, or deeds to one or more NPCs who have not yet interacted with you in this scene, you may make a Diplomacy check as a free action. The result functions as though you had spent one full minute making a favorable first impression, and the target's initial attitude shifts one step toward Friendly on a result of 15 or higher, or two steps on a result of 25 or higher. This benefit applies only to sentient creatures capable of understanding you. If you are disguised or operating under a false identity, the feat has no effect.

Dominant Display [General]
You don't just defeat your enemies—you make them feel it.
   Prerequisites: Base Attack Bonus +3, Intimidate 4 ranks.
   Benefit: When you reduce an opponent to 0 or fewer hit points in melee combat, you may immediately attempt a free Intimidate check to demoralize all enemies within 30 feet who can see you. The DC equals 10 + the downed opponent's character level (or Hit Dice). Enemies who fail this check are shaken for a number of rounds equal to your Charisma modifier (minimum 1 round). Enemies who succeed are immune to this feat's effect for the remainder of the encounter. This is a free action triggered by the attack and does not count as your action for the round.

Wounded Honor [General]
An insult, a humiliation, a public slight—these things have a cost, and you make your enemies pay it.
   Prerequisites: Cha 13, Intimidate 6 ranks, Iron Will.
   Benefit: When you are publicly humiliated, reduced to half your maximum hit points or lower in view of witnesses, or when an opponent succeeds on an Intimidate check against you, you may declare a Response as a free action on your next turn. Choose one creature responsible for the triggering event. For a number of rounds equal to 3 + your Charisma modifier, you gain a +2 morale bonus on attack rolls and damage rolls against that creature, and a +2 morale bonus on Will saves against that creature's abilities. In addition, the first time you successfully hit that creature after declaring a Response, it must make a Will save (DC 10 + your character level + your Cha modifier) or be shaken for 1d4 rounds. You may declare a Response once per encounter.

Tuesday, August 25, 2026

RPG-a-Day #25: Familiarity

 

The following feats represent the growing coordination of a group of characters who have trained and fought together, gaining familiarity with each other's movements and capitalizing on shared experience. (Everything in this post is released under the Open Game License and may be reproduced in accordance with its terms.)

COORDINATED STRIKE [General]
Your team has learned to attack in concert, finding openings that a lone combatant cannot create.
   Prerequisites: Two or more other allies who also possess this feat, base attack bonus +2.
   Benefit: When you and at least one ally who possesses this feat both make melee or ranged attacks against the same target in the same round, you and each such ally gain a +1 competence bonus on attack rolls against that target. This bonus increases by +1 for each additional ally who possesses this feat and also attacks that target in the same round, to a maximum of +4.

COMBINED ARMS [General]
Your team moves and fights as a single disciplined unit, turning positioning into advantage.
   Prerequisites: Coordinated Strike, character level 6th.
   Benefit: Whenever an ally who possesses this feat is adjacent to a target you are making a melee attack against, you may treat that target as flanked regardless of your own position. In addition, once per round, when a qualifying ally hits a target and you are within 30 feet of that ally, you may take a free 5-foot step as an immediate action, provided the movement would not provoke an attack of opportunity.

UNITED FRONT [General]
Your team's coordination has become instinctive—each member's success reinforces the others.
   Prerequisites: Combined Arms, character level 9th.
   Benefit: Whenever an ally who possesses this feat scores a critical hit or reduces an opponent to 0 hit points or fewer, all other allies within 30 feet who also possess this feat gain a +2 morale bonus on attack rolls, saving throws, and skill checks until the end of the triggering ally's next turn. If another triggering event occurs before this bonus expires, it does not stack; instead, the duration resets for all affected allies, running until the end of the new triggering ally's next turn.


Monday, August 24, 2026

RPG-a-Day #24: Distance

 Distance loses all meaning when the characters have Atlantean Transit Bubbles! (Although this was written with OGL Modern in mind, it is easily adaptable to any roleplaying game setting where there is technology so advanced it seems like magic.)

 


ATLANTEAN TRANSIT BUBBLES
Advanced Technology Transportation System for d20 Games
 
Overview
Atlantean Transit Bubbles represent the pinnacle of pre-Collapse technological achievement—a fusion of quantum mechanics and arcane engineering that allows near-instantaneous travel across vast distances, dimensions, and even between alternate realities. These shimmering spheres of translucent energy were created by the Atlantean Dimensional Transit Authority in the final golden age of their civilization, intended to connect their far-flung facilities across the galaxy.
   Each bubble appears as an iridescent sphere approximately 8 feet in diameter, with swirling patterns of light dancing across its surface. The interior is surprisingly spacious due to minor spatial warping, comfortably accommodating a single Medium-sized creature. Some equipment can also be carried in the bubble, but it increases the chance for error when it comes to reaching the correct destination. The bubble's shell is neither solid nor liquid, but exists in a quantum state that responds to consciousness and intent.
 
History and Current Status
When Atlantis fell, thousands of these Transit Bubbles were scattered across the world, lost in the chaos of the Collapse. Many lay dormant in forgotten facilities, buried underground vaults, or hidden in remote locations. Some have been discovered by explorers, researchers, and treasure hunters—often with catastrophic results when activated by those who don't understand their operation.
   The Witchkind, a magical race of humans that came to be as a result of Atlantean experiments, have made it their mission to recover these dangerous devices. They exist secretly among normal men and women on Earth, but have homes in several different dimensions. They maintain a massive secure facility known as the Vault specifically designed to contain and study Atlantean technology. The Witchkind believe that untrained users pose a severe threat to the stability of the multiverse—a single miscalibrated jump could tear holes in spacetime, strand travelers in other dimensions, or worse.
Game Mechanics

Activation (Standard Action)
To activate an Atlantean Transit Bubble, a character must be in physical contact with the device and succeed on a DC 15 Willpower check, or possess the ability to cast 3rd-level arcane spells. On a successful activation, the bubble expands from its dormant state (a crystalline sphere the size of a fist) to its full 8-foot diameter and envelops the activator.

Navigation
Once inside an active bubble, the occupant has two options for determining their destination:
   Directed Travel: The occupant must succeed on a Concentration check while clearly visualizing their intended destination.
   The more exposed the user's skin is the energy of the sphere, the easier it is to control. A naked or nearly naked character only has to make a DC10 Concentration check to control the sphere; a character in a shorts and a tank-top, or a one-piece bathing suit hat to make a DC15; and a fully-clothed character must roll a DC 20 check.
   The DC increases by +5 if the destination is on another plane of existence, and by an additional +5 if it's in an alternate research site. On a success, the bubble travels to the intended location (or as close as possible). On a failure, roll on the Random Destination Table (d100).
   Random Travel: If the occupant doesn't attempt to direct the bubble, or if they fail their Concentration check, the bubble automatically transports them to a random location. Roll on the Random Destination Table (d100), below.

Travel Time
Transit is instantaneous from the occupant's perspective, though observers see the bubble vanish in a flash of prismatic light. The bubble reappears at its destination in 1d4 rounds.
Master Bubbles
   Master Bubbles are rare variants that possess enhanced capabilities and distinctive golden threading through their iridescent surfaces. Only approximately one in fifty Transit Bubbles is a Master Bubble.

Linking Capability
 A Master Bubble can establish quantum links with up to six standard Transit Bubbles within 100 feet. This requires a standard action and a DC 15 Computers check from the Master Bubble's occupant. Linked bubbles glow with golden light and move in perfect synchronization.
   When linked bubbles travel, they all arrive at the same destination simultaneously. The Master Bubble's occupant determines the destination, using their Concentration check. If the Master Bubble occupant fails their check or chooses random travel, all linked bubbles go to the same random destination (roll once on the table for all bubbles).

Breaking Links
Links between bubbles break automatically if the bubbles move more than 100 feet apart before transit, if either bubble is destroyed, or if the Master Bubble's occupant uses a standard action to sever the connection. A linked standard bubble's occupant can attempt to break free with a DC 25 Will save as a full-round action.
Bubble Properties

Durability
Transit Bubbles have hardness 15 and 100 hit points. They are immune to most forms of damage while in transit between locations. When stationary, they can be attacked, but any damage that doesn't destroy them completely is regenerated at a rate of 10 hit points per round.

Life Support
Active bubbles provide breathable air, comfortable temperature, and protection from environmental hazards for up to 24 hours. After 24 hours, the bubble's life support begins to fail, and the occupant must succeed on DC 15 Fortitude saves every hour or suffer 1d6 points of nonlethal damage from suffocation and environmental stress.

Visibility
From outside, Transit Bubbles are highly visible—shimmering spheres of light that are difficult to miss. They impose a -10 penalty on Hide checks. However, while in transit through the quantum void, bubbles are effectively invisible and undetectable.


Hazards and Complications
Two random tables (Malfunction and Random Destination) can liven up the adventure surrounding tthe Transit Bubbles.  

Malfunction (10% chance per use)
Atlantean technology is ancient and not always reliable. When a bubble is activated, there's a 10% chance of malfunction. Roll 1d6 to see what the specific malfunction is.:
 
1. Temporal Displacement 
The bubble arrives at the correct location but 1d100 years in the past or future (50% chance each).
 
2. Partial Transit
The bubble arrives at a location halfway between the starting point and destination, requiring a second jump to reach the intended target.

3. System Corruption
The bubble arrives at the destination, but the occupant is affected by exposure to the quantum void. They must succeed on a DC 18 Will save or gain a random minor psychosis (DM's discretion) for 1d4 days.

4. Quantum Echo
The bubble creates a duplicate of the occupant at the destination while leaving the original at the starting point. The duplicate has all the same memories and believes itself to be the original. Both versions are real. This situation typically resolves catastrophically within 1d4 days as reality attempts to reconcile the paradox.
 
5. Spatial Rift
The bubble's transit tears a small rift in spacetime, attracting the attention of extradimensional entities. Within 1d4 hours of arrival, the occupant is hunted by 1d3 dimensional predators (use stats for phase creatures, quantum anomalies, or similar threats).
 
6. Power Surge
The bubble overcharges and immediately makes a second random jump after arriving at the first destination, giving the occupant no time to exit. Roll twice on the Random Destination Table.

If bubbles are linked via a Master Bubble, only the Master needs a malfunction check. That malfunction then applies to all bubbles.


Random Destination Table 
When a Transit Bubble travels to a random destination, roll 1d100 and consult the following table:

1-5: International Space Station
The bubble arrives in orbit, materializing inside or near the ISS. Astronauts react with shock and alarm. The bubble's life support holds, but the occupant can see Earth below and the vast emptiness of space beyond.

6-8: Active Volcano Interior
The bubble materializes inside an active volcano. The bubble's environmental protection holds, but the occupant can see nothing but lava in all directions. The bubble will make another random jump in 1d4 hours if not directed elsewhere.

9-11: Mariana Trench
The bubble appears at the deepest point of the ocean, nearly seven miles below the surface. Strange deep-sea creatures investigate the glowing sphere. The pressure is immense, but the bubble's protection holds.

12-14: Underground Bunker
The bubble arrives embedded in solid concrete deep underground in a Cold War-era bunker. The occupant is surrounded by walls on all sides. The bubble's protection prevents crushing, but the occupant must direct the bubble elsewhere or wait for another random jump in 1d4 hours.

15-17: CERN Large Hadron Collider
The bubble materializes inside the particle accelerator tunnel. Scientists detect the anomaly immediately. Alarms sound as the facility goes into emergency shutdown.

18-20: NSA Data Center
The bubble arrives in a massive server farm housing classified government data. Everything is cold, sterile, and monitored by countless security systems. The occupant feels an overwhelming sense of being watched (DC 15 Will save or suffer -2 penalty to all rolls for 1 hour after leaving).

21-23: Virtual Reality Research Lab
The bubble appears inside a cutting-edge VR facility. The occupant sees researchers wearing headsets, their bodies motionless while their minds explore digital worlds. Advanced AI systems immediately detect the intrusion.

24-26: Automated Manufacturing Plant
The bubble materializes in a fully automated factory. Massive machines and robotic arms move in perfect synchronization as far as the eye can see. Security drones approach to investigate the anomaly.

27-29: Quantum Computing Facility
The bubble arrives in the heart of a quantum supercomputer complex. Reality itself seems unstable here—the occupant witnesses impossible calculations and maddening data streams (DC 16 Will save or be confused for 1d4 rounds after leaving).

30-32: Area 51 (Random Section)
The bubble appears in the infamous military base. Security personnel immediately detect the intrusion. Armed guards and advanced defense systems respond within seconds.

33-35: Chernobyl Exclusion Zone
The bubble materializes in the abandoned city of Pripyat near the Chernobyl reactor. The bubble's protection shields from radiation, but the occupant sees the haunting remains of a city frozen in time. Strange phenomena occur in this area—reality seems thin here.

36-38: United Nations Headquarters
The bubble arrives in the UN building in New York. Security personnel and diplomats approach cautiously, offering assistance while also demanding explanations. They warn about the dangers of uncontrolled dimensional travel.

39-41: Maldives Resort
The bubble appears on a pristine tropical beach. The occupant feels overwhelming peace and contentment (DC 14 Will save or be unwilling to leave for 1d4 hours).

42-44: Ancient Atlantis (Past)
The bubble travels through time to Atlantis at its height, 10,000 years in the past. The occupant witnesses the magnificent crystal spires and advanced technology. Atlantean scientists detect the bubble and approach with curiosity.

45-47: The Collapse (Past)
The bubble arrives during Atlantis's final moments. The occupant witnesses the civilization's destruction—reality tearing apart, dimensional rifts opening, and the great city collapsing into chaos. The bubble automatically makes another random jump in 1d4 rounds due to temporal instability.

48-50: Underwater Atlantean Ruins
The bubble appears in the sunken ruins of Atlantis itself. Strange mutated creatures have made the ruins their home. Advanced technology and artifacts are visible among the rubble.

51-53: Sahara Desert
The bubble materializes in the endless Sahara under a merciless sun. No civilization is visible in any direction. The occupant must choose a direction to travel or make another random jump.

54-56: Antarctic Research Station
The bubble arrives at a remote scientific outpost in Antarctica. Howling winds and driving snow reduce visibility to near zero. In the distance, the occupant might glimpse the lights of the station or the movement of penguins.

57-59: Amazon Rainforest
The bubble appears in the heart of the Amazon jungle. Ancient ruins are barely visible through the thick vegetation. The sounds of unknown creatures echo through the trees.

60-62: Mount Everest Summit
The bubble materializes on the windswept peak of the world's tallest mountain. The view is spectacular but dangerous. Climbers might be attempting the summit nearby.

63-65: Mammoth Cave System
The bubble arrives in one of the world's longest cave systems. Bioluminescent organisms provide eerie illumination. The sound of running water echoes from somewhere in the darkness.

66-68: Yellowstone Supervolcano
The bubble appears above the massive magma chamber beneath Yellowstone. The bubble's protection holds, but the heat is intense. The occupant can see a network of geothermal features throughout the area.

69-71: Oil Rig in North Sea
The bubble materializes on an offshore oil platform in the middle of the ocean. Workers react with shock and confusion. Helicopters and supply boats service the platform regularly.

72-74: Mariana Trench Research Station
The bubble arrives at an experimental deep-sea research facility. Scientists in pressure suits investigate the anomaly. Strange bioluminescent creatures drift past the windows.

75-77: Silicon Valley Tech Campus
The bubble appears in the private laboratory of a major tech corporation. Engineers and researchers are startled but intrigued by the unexpected visitor. Their reaction depends on corporate policy and current projects.

78-80: Fort Knox Gold Vault
The bubble materializes in the legendary gold depository. Mountains of gold bars surround the bubble. Security systems have detected the intrusion, and armed response teams are en route.

81-83: Active War Zone
The bubble arrives in the middle of an active conflict. Two military forces clash around the bubble, which is ignored in the chaos of combat. The occupant must decide whether to flee, hide, or intervene.

84-86: Times Square, New York
The bubble appears in the heart of Manhattan. Crowds of people react with shock and wonder. Police arrive within 1d4 rounds to investigate.

87-90: Pripyat, Ukraine
The bubble materializes in the abandoned city near Chernobyl. Buildings stand empty, streets are silent, and an eerie atmosphere pervades everything. Signs of a hasty evacuation are evident, but no bodies are present.

91-94: Alternate Research Site (Mirror Facility)
The bubble travels to an alternate research site where everything is reversed or opposite. Allies are enemies, enemies are allies, and familiar places are subtly wrong. The occupant might encounter alternate versions of people they know.

95-96: Alternate Research Site (Post-Collapse)
The bubble arrives in an alternate timeline where civilization has collapsed. Ruins of familiar cities are overgrown with vegetation, and survivors struggle to exist in a harsh, post-apocalyptic landscape.

97: The Quantum Void
The bubble becomes stuck in the quantum void between locations. The occupant sees swirling colors and impossible geometries. Strange entities drift past, taking no notice of the bubble. The bubble will make another random jump in 1d6 hours.

98: Temporal Loop
The bubble arrives at its starting location, but 1d100 years in the past. The occupant might encounter younger versions of people they know or witness historical events.

99: Convergence Point
The bubble arrives at a location where multiple realities intersect. The occupant can see ghostly images of alternate versions of the same location overlapping. Reality is unstable here—strange things happen, and the laws of physics are unreliable.

100: GM's Choice
The bubble arrives at a location of the DM's choosing—perhaps a location relevant to the campaign, a place the occupant has been seeking, or somewhere that advances the story in an interesting way.




Saturday, August 22, 2026

RPG-a-Day #22: Grit

 Here are three OGL Modern feats for characters with grit. (They are easily adaptable to other d20 System games, and they are released under the Open Game License and may be reproduced in accordance with its terms.)

Ornery
You refuse to go down easy.
   Prerequisite: Constitution 13+
   Benefit: Whenever you would be reduced to 0 hit points or fewer, you may make a Fortitude save (DC 10 + the amount of damage in excess of your current hit points). If successful, you are instead reduced to 1 hit point and become fatigued. You can use this feat once per encounter.

Nerve Under Fire
Your calm demeanor steadies those around you. 
   Prerequisite: Charisma 12+, base Will save +2
   Benefit: As a free action, before you or an ally within 30 feet makes a saving throw against an effect that would impose the shaken or frightened condition, you may make a Charisma check (DC = the effect's save DC). If successful, that creature gains a +2 morale bonus on its saving throw against the effect. Additionally, you gain a +1 morale bonus to Will saves against fear effects. You can use the active portion of this feat once per encounter.

Push Through
You've learned to compartmentalize pain and keep moving.
   Prerequisite: Iron Will feat
   Benefit: Once per day, you may ignore the penalties from a single condition that imposes penalties (such as wounded, fatigued, or shaken) for a number of rounds equal to your Constitution modifier (minimum 1 round). During this time, you function as though you don't have that condition. When the duration ends, the condition returns and you become fatigued; if the condition ends before the duration does, you do not become fatigued.



Monday, July 13, 2026

I'm Not Dead Yet talent tree

The following rules are for use with OGL Modern, but they can easily be adapted to other d20 System variants.


This post is released under the Open Game License, and it may be reproduced in accordance with those terms. Copyright 2026 Steve Miller


I'M NOT DEAD YET TALENTS
These talents can be selected in place of those specified for any Hero class or Advanced class.

I'm Not Dead Yet
Whenever you are reduced below 0 hit points (by any means), roll 3d4. You automatically regain that number of hit points, up to your natural maximum. If the roll does not take you above Zero, you are still dying. 
   Special: This is a free action.

I Feel Fine
Right after rolling for "I'm Not Dead Yet", roll a Fortitude save (DC15). If successful, you gain an additional 2d4 hit points. 
   Special: This is a free action
  Prerequisite: I'm Not Dead Yet

I Feel Happy
Right after rolling either "I'm Not Dead Yet" or "I Feel Fine", roll a Will save (DC15) to gain a +2 morale bonus to all d20 rolls for the rest of the encounter. Additionally, you gain 2d4 temporary hit points that last until the end of the encounter or until you take damage.
   Special: This is a free action, but you cannot act again until next round.
   Prerequisite: I'm Not Dead Yet
   

Friday, June 12, 2026

They're not just clowning around...

We've just released Carnival & Terror for the OGL Modern (and easily applied to other d20 System games). It lets players turn any character class into vehicles of mirth (Jesters) or mayhem (Harlequins) via feats and talent trees.

This post provides some ideas for suitable gear for each kind of clown character and what sort of settings they will work best in. 

Equipment Synergies

Jesters benefit from:

  • Costumes: Oversized, brightly-colored silks and velvets with exaggerated proportions; bell-trimmed hats and jingling accessories that announce your arrival

  • Props: Juggling clubs, rubber chickens, oversized mallets, confetti cannons, and springloaded gag items that enhance physical comedy

  • Acrobatic Gear: Masterwork rope, climbing gloves, and padded vambraces that let you take falls without injury

  • Magical Items: Cloak of Billowing (for dramatic flourishes), Boots of Speed (for enhanced mobility), or Gloves of Dexterity (for refined acrobatics)

  • Performance Tools: Masterwork instruments, enchanted bells, or a Wand of Prestidigitation for visual gags

Harlequins benefit from:

  • Makeup & Masks: Grotesque face paint in stark blacks and whites, porcelain masks with exaggerated grins, or Masks of the Skull that enhance intimidation

  • Costumes: Tattered, stained silks in deep purples and blacks; torn ruffles and deliberately disheveled formal wear that suggests something deeply wrong

  • Weapons: Wickedly-sharp throwing knives, a Dagger of Venom, or a Whip of Entanglement for sinister control

  • Magical Items: Cloak of Shadows (for lurking in darkness), Ring of Intimidation, or a Helm of Telepathy (for psychological warfare)

  • Tactical Gear: Smoke pellets, caltrops, and flash-bangs for dramatic entrances and disorienting opponents

Multiclassing and Combinations

The Jester works best with:

  • Fast Hero: Maximizes mobility and acrobatic abilities

  • Charismatic Hero: Enhances performance and crowd control effects

  • Dedicated Hero: Provides durability to survive while entertaining

The Harlequin works best with:

  • Charismatic Hero: Maximizes intimidation and psychological effects

  • Dedicated Hero: Provides mental fortitude and staying power

  • Fast Hero: Adds mobility for hit-and-run terror tactics


Campaign Integration

Jesters fit well in campaigns that feature:

  • Circus or carnival settings

  • Urban environments with crowds

  • Light-hearted or comedic tones

  • Teams that need morale support

  • Situations requiring non-lethal solutions

Harlequins fit well in campaigns that feature:

  • Horror or dark urban settings

  • Psychological thriller scenarios

  • Villain or anti-hero characters

  • Intimidation-focused gameplay

  • Gothic or noir atmospheres




Sunday, May 31, 2026

d20 Ballerinas

By way of a preview of a couple forthcoming releases, here Items and feats that did not make the final cut. It's not that they're no good, it's that they didn't fit the tones of the final edits! (All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright Steve Miller 2026).



NEW FEAT 

Captivating Gaze
You have learned to hold an audience's attention through presence alone. 
   Prerequisite: Cha 13, Charisma-based class feature or 2 ranks in Perform (dance)
   Benefit: You gain a +2 bonus on Diplomacy and Gather Information checks.When you use Perform (dance) as part of a social encounter, observers treat you as one attitude category more favorable (hostile becomes unfriendly, unfriendly becomes indifferent, etc.) for 1 hour after your performance ends.

NEW MAGIC ITEMS

Leotard of the Radiant Performer
Aura: Moderate enchantment; Weight: 1 lbs
   This dazzling leotard is covered in thousands of tiny golden sequins that catch and reflect light in mesmerizing patterns. When the wearer moves, the garment seems to glow with an inner radiance, drawing all eyes to the performer within.
   Abilities: The wearer gains a +4 competence bonus on Perform checks and a +2 enhancement bonus to Charisma. Additionally, the wearer gains a +2 competence bonus on Bluff and Diplomacy checks. 
   Special: Three times per day, the wearer may activate the leotard as a swift action to gain the benefits of glitterdust centered on themselves, though they automatically succeed on the saving throw and are unaffected by the blindness. The dazzling display lasts for 3 rounds and affects all creatures within 10 feet.


Leotard of Strength and Supple Grace
Aura: Moderate transmutation; Weight: 2 lbs
   This deep crimson leotard is crafted from reinforced silk interwoven with threads of mithral. Despite this, the garment moves like water, conforming perfectly to the wearer's body and never restricting motion.
   Abilities: The wearer gains a +3 bonus to both Strength and Dexterity. Additionally, the wearer gains a +4 competence bonus on Escape Artist checks and may add their Strength modifier (if positive) to Tumble checks in addition to their Dexterity modifier.
   Special: The leotard grants its wearer the ability to treat their carrying capacity as if their Strength score were 4 points higher (this stacks with the enhancement bonus the leotard provides).


By further way of preview, here are covers for the forthcoming ballet-related d20 System releases... keep an eye out at DriveThruRPG!

Cover of "Battlerinas" from NUELOW Games




Cover of "The Magic of Ballet" from NUELOW Games

Saturday, April 11, 2026

Eyewear Bikinis for the d20 System

Eyewear is a brand of bikinis for women who are tired to saying "my eyes are up here," as it puts eyes just where the "male gaze" often focuses.

A few rare models of the Eyewear bikini line are magical, and they are made available to the Witchkind and others who are aware of the secret magical world that exists along side the mundane one. If, of course, they can pay the asking price (or provide equally valuable favors).


EYEWEAR -- The Basic Model

Comes in red with blue eyes, or black with green eyes. The enchanted variety provides with wearer with a +4 bonus to Search and Spot skill checks.




EYEWEAR -- The Charmer

This bikini provides the benefits of the Basic Model, and the addition of a +4 bonus to Bargain and Diplomacy skill checks.


EYEWEAR -- The Sharpie

This bikini provides the benefits of the Basic model, plus +2 to Bargain skill checks. Additionally, when the wearer is in water deeper than 4 feet, she can summon a random type of carnivorous sea creatures that will attack her foes for 2d6 rounds or until slain.

1d6         Creatures summoned
1-2          Piranha Swarm
3-4          1d3 Barracudas   
5-6          1d2 Sharks                  


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Monday, March 23, 2026

A New Feat for d20 System Games: Last Words!

In NUELOW's classic ROLF!: The Rollplaying of Big Dumb Fighters, there's a skill called Strategic Bleeding. Basically, characters with that ability get one final "screw you" toward whoever or whatever is killing them by bleeding all over them, ruining their clothes and just making a mess in general.

With the Last Words feat, we bring the same sort of vibe to d20 System games!


LAST WORDS [General]
You can curse your killer with your dying breath.
   Prerequisites: Cha 13
   Benefit: When the character is killed by a creature, his or her last action can be to place a minor death curse on the killer. The curse has a duration of 1d4 weeks and imposes a -2 penalty to all ability scores. The breaking condition is determined by the GM but should be related to making amends for the character's death.
   Special: This feat activates automatically when the character dies, and instantly grants a free standard action. This action can only be used for dramatically (or even melodramatically) proclaiming the curse on your killer. This free action cannot be used in any other way.

(This feat is presented under the Open Game License and it may be reproduced in accordance with those terms. Copyright 2026 Steve Miller.)

Monday, February 23, 2026

A must-have feat for d20 System action hero characters!

DRAMATIC SLOW-MOTION DIVE
You've mastered the art of diving dramatically through the air while firing weapons, even though physics suggests this shouldn't help (or even be possible) at all.
   Prerequisites: Dex 13+, at least 3 levels in any class (or combination of classes)
   Benefit: Once per encounter, you may declare a Dramatic Slow-Motion Dive as a full-round action. You leap through the air in an unnecessarily theatrical manner while firing your weapon. You take a -4 penalty to AC/DR until your next turn, but you gain a +4 bonus to all ranged attack rolls made during this action and automatically confirm any critical threats. All allies within 30 feet who can see you must succeed on a DC 15 Will save or spend their next action saying "Whoa" or "Did you see that?" instead of acting.
   Special: If you miss all your attacks, you land prone and take 1d6 non-lethal stun damage. Your allies may mock you mercilessly.


Tuesday, August 5, 2025

RPG-a-Day Challenge #5 -- Ancient

These feats for d20 System games are released under the Open Game License and may be reproduced in accordance with it. Copyright Steve Miller 2025.


THE ANCIENT FEATS GROUP
The following feats are of the [Ancient] group. They may be chosen by characters who are in the age category of Old and beyond according to the character race's aging chart whenever a feat is gained.

Cranky [Ancient]
You're too old for this crap.
Prerequisite: 3rd level
Benefit: You gain a+2 bonus to melee attack rolls, as well as +4 damage if you are inflicting non-lethal damage.

Do As I Say, Not As I Do.[Ancient]
You say things others should live by.
  Prerequisite: Cha 15
  Benefit: +4 bonus to all Bluff and Intimidate skill checks.
  Special: This feat can be selected as a bonus feat by Clerics (D&D), Charismatic Heroes (d20 Modern) and Dedicated Heroes (d20 Modern) whether they meet the age requirement or not.

Experienced [Ancient]
This isn't your first rodeo.
  Prerequisite: 5th level
  Benefit: +2 bonus to all Bluff, Sense Motive, and Spot skill checks,

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

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

Tuesday, July 29, 2025

The Were-Bat

Not to be mistaken with a werebat, the were bat is a weapon made specifically to engage werebeasts in melee combat. They are usually wielded by experienced hunters of werebeasts and are usually used by groups of six or more individuals. Basically, the wielders of the were-bats surround their target and then beat it to death.

A were-bat is typically a wooden baseball bat that is covered in dozens of studs and spikes made of pure silver. Wounds inflicted upon were-creatures are not subject to any rapid healing traits, but can only be healed through medical treatment and rest, or magic.

A were-bat weighs roughly 48oz/three pounds. It deals 1d4+STR bonus against non-lycanthropes and vampires, but deals 2d4+STR bonus to creatures with sensitivity to silver.




Monday, February 17, 2025

The Dragon and the Commanders-in-Chief

In 1772, an ancient red dragon who had taken a shine to humans and their civilizations moved her primary home to the British colony of Virgina on North America's eastern coast. She became fascinated with the amalgam of philosophies that were taking shape as the guiding principles of a different sort of human society. From July of 1776 onward, she has been making North America one of her main focuses of attention. Not since the Roman Republic had she enjoyed watching--and even taken part in--the evolution of a political governing system and the culture around it. 
 

The republic of the United States of America has so far lasted roughly half the amount of time as the Roman republic, and Brigid hopes to see it last at least as long as its antecedent. She really loves the structure of three equal branches of government that are always slightly at odds even as they must work together to benefit the people of the nation. 

Because she enjoys the U.S. and its people, she wants to see wants to see the nation be as successful as possible. Therefore, she has offered her assistance to almost every U.S, president from George Washington through Donald Trump. Generally speaking, she has lent her vast knowledge of history, of magic, and the various life forms that are native to Earth, as well as those that come and go via outer space or dimensional portals.

In observance of Presidents Day, here's a little bit on a couple U.S. presidents that Brigid has advised (or just hung out with), as well as a magical item that she made for them (either something unique, or the first example of an item she's made several of).


GEORGE WASHINGTON
George Washington was a key figure in guiding the British colonies in America down the path to independence, as well as the first president of the United States. Brigid loved discussing historical figures and military tactics with him.



Washington's Presidential Chair 
Originally made by Thomas Burling in 1790, this barrel-back upholstered armchair featured, at the time, a unique swivel mechanism that allows the circular seat to rotate on four bone rollers. It was made for use in George Washington's presidential office, and Brigid used magic to make the already comfortable chair even more so. Washington found the chair so comfortable that he brought it home with him when he left the presidency in 1797 and used it in his personal study for the rest of his life.
   Function: If Washington's Presidential Chair is examined with a detect magic spell, it is shown to radiate powerful Alteration and Healing magic. 
   While seated in the Chair, a character gains a +2 bonus to all Intelligence- and Wisdom-based skill checks. Additionally, for every consecutive two-hour period spent working while seated in the chair, the character gains 1 temporary bonus hit point, due to how comfortable the chair is, as well as a +1 temporary bonus to all Fortitude saves for every two hours. These bonuses last until the next sunset, or, in the case of the temporary hit points, until the character is injured.


ABRAHAM LINCOLN
Abraham Lincoln was president when the United States was at war with itself over, in Brigid's opinion, the dumbest and most self-destructive thing humans had ever come up with--the institution of slavery. She had known and liked him since he was a teenager and she was glad when one of her favorite humans had the drive and mental fortitude to achieve the greatness she knew he was capable of.
   Brigid made several items for Lincoln between the years of 1828 and 1864. The final item she made for her friend was the Top Hat of Escape which she hoped would save him from assassination attempts. All the magical items created for Lincoln radiate moderate Abjuration magic.



Pocket Watch of Timeliness
This ornate pocket watch--with a flip-cover that sports a highly stylized pentagram and a face featuring small roman numerals--is on a 10-inch gold chain that must be fastened to an item of the character's clothing. When the watch on the chain is spun rapidly in a clockwise direction for a round, it puts the wearer under the effects of a haste spell for six rounds. When spun rapidly in a counterclockwise direction, all other creatures within a 12-foot radius must roll Will saves of be subjected to the effects of a Slow spell for six rounds. The watch can only evoke a magical effect once every 12 hours, but it tells perfect time.


Bow Tie of Personality
This black bow tie provides the wearer with a +2 bonus to all Charisma-based skill checks when worn. 


Topcoat of Protection
This black overcoat grants the wearer a +1 bonus to Defense Rating, as well as a +2 bonus to all Fortitude saves made against damage from any elemental source (like the fireball or ice storm spells).


Opera Hat of Escape
This black, collapsable top hat provides the possessor with a +1 bonus to Dodge checks whether the hat is being worn of carried. If the hat is collapsed and then thrown to the ground or against a wall, it transforms into what appears to be a circular black hole some three feet in diameter. The effect lasts for 1d6+2 rounds, or until the owner of the hat, and up to three friendly/allied characters, enters the hole. It then closes. If the owner went through the hole, the hat appears where he or she is, but if the hole closes due to its duration running its course, the hat reappears, no longer flattened.
   If "black hole" is a portal that leads to one of Brigid's many homes scattered around the world--the one she is presently spending time in. 
    Roll on the table below. The locations listed are the homes Brigid had established and was still using prior to 1864. The hat is keyed to those, so if she is at another spot are those that she controlled prior to 1864, so if she is presently not in one of those, the hat's owner is transported to a random home.

Roll 1d12    Destination
1.                Morocco
2.                Egypt
3.                Turkey
4.                China
5.                Australia
6.               Wales
7.                Austria
8.                Virginia
9-12.            Roll again, ignoring results of 9-12. The character is transported 
                    to a home Brigid is not presently at.    



--
More to come about the Dragon Who Loves Christmas (and humanity) soon. Meanwhile, if you want to read about the magical gift she gives ALL U.S. presidents, click here.

Sunday, September 25, 2022

A new spell for d20 System Games: Mystic Pogo Stick!


Mystic Pogo Stick is a 1st-level spell that was originally devised for inclusion in the forthcoming book Mystic Moot and his Magic Snoot. However, it was decided that it didn't quite fit the source material, so it was cut. (We also got rid of listing Mystic Chopper and Mystic Limousine as spells that can be cast using Mystic Body Parts, like a snoot.)

The following text is released under the Open Game License and it may be reproduced in accordance with its terms. Copyright 2022 by Steve Miller.


MYSTIC POGO STICK

Conjuration (Creation)
Level: Arcane (Sor/Wiz) 1
Components: V, S
Casting Time: 1 minute
Range: 0 ft.
Effect: One or more quasi-real pogo sticks
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

You conjure a quasi-real pogo stick. The pogo stick can be used only by you or the one person for whom you specifically create the stick. A mystic pogo stick looks like a pogo stick covered in glitter and swirled, bright colors, but you can make it appear more mundane or spectacular as you wish.

The mystic pogo stick has a hardness of 5, and 20 hit points +1 hit point per caster level. If it loses all its hit points, the mystic pogo stick disappears. A mystic pogo stick has a top horizontal speed of 20 feet per caster level, and can propel the user up to 5 feet vertically per caster level into the air; an initiative modifier of +0, and a maneuver modifier of +1.

Users can leap onto raised areas using a mystic pogo stick, landing upright and able to successfully continue bouncing along on the stick upon making a successful Reflex save (DC10) upon landing. If the saving throw fails, they lose all actions for the rest of the round, but may choose to resume traveling on the pogo stick the following round. A character on a mystic pogo stick can take no actions other than bounce along while he or she is traveling, but if he or she has the Dodge, Improved Dodge, and/or the Mobility feat, the benefits gained are doubled.

Generally speaking, the mystic pogo stick only functions effectively on dry, hard, flat surfaces, such as pavement or flagstones. If used on wet surfaces, or packed earth, cobblestones, and other hard but uneven surfaces, the horizontal movement rate is decreased to 10 feet per caster level and the user must make a successful Balance skill check (DC12) each round of travel or the pogo stick slips and the character falls prone, suffering 1d4 points of damage and loses all actions for the following round.

The mystic pogo stick gains certain powers according to caster level. Its abilities include those of pogo sticks of lower caster levels.

   3rd Level: The mystic pogo stick can travel on wet or uneven surfaces without a reduction in movement rates (vertical or horizontal) without the need for skill checks.
   4th Level: You may now conjure up to 3 mystic pogo stick.
   5th Level: The mystic pogo stick can bounce across sandy, muddy, or even swampy ground without difficulty or decrease in speed.
   6th Level: You may now conjure up to 5 mystic pogo stick.
   7th Level: The mystic pogo stick can bounce across water as if it were firm, dry ground.
   8th Level: You may now conjure up to 7 mystic pogo stick.
   9th Level: The mystic pogo stick can ride in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. The phantom chopper cannot take off and fly. It can only ride horizontally across the air. After 3 rounds in the air, the pogo stick falls.
   10th Level: You may now conjure up to 9 mystic pogo sticks.
   11th Level: As the 9th level power, but the pogo stick can move across the air for 6 rounds.



Monday, February 28, 2022

Coming Soon: 'The Original Peacemaker'!

We're finalizing a new release that's been on-again, off-again since 2017 or so. (While this can be said of most of our planned releases lately, this one has been more-so than some of others.)

Given that there's a TV series currently headling the Peacemaker, we figure the time is now or never to  time to bring out THE ORIGINAL PEACEMAKER! It will collect half-a-dozen early Peacemaker tales by the character's creators, Joe Gill, Pat Boyette, and Dick Giordano and feature new d20 System content. We hope this first release will be the first of two volumes.

By way of a preview, here's draft material of some of the d20 System content that will be in the book first book. The art with this post is an unfinished draft of the cover for the projected second volume in the series, as well as panels from the comics, taken from raw scans. (As per usual, they'll be cleaned up a bit and in black-and-white in the actual book.)


 
NEW EQUIPMENT
Here are d20 System rules for some of the more unique items in the Peacemaker's armory, . All are the product of Christopher Smith's singular genius, and he will only share them with his most trusted allies.

BRAINWAVE AUGMENTATION HELMET
During his brief association with NASA, Christopher Smith had the opportunity to study some alien technology that had been recovered on the Moon. The device, which looked like a chair, allowed a person sitting in cause it to rise into the air and slowly float in whatever direction the user wished. the person in the chair could also cause small items to float in the air and even bring them to him or her, or cause them to float toward targets. 
   Smith managed to reverse engineer and miniaturize the portion of the alien device augmented human brainwaves to grant limited telekinetic and telepathic powers. He encased his invention in the helmet he wears as the Peacemaker. 
   Although the helmet appears solid, it can be collapsed into an almost flat state (just three inches in depth) and can easily be concealed in a briefcase, for example.
    Using the Brainwave Augmentation Helmet: When wearing the Brainwave Augmentation Helmet, the user can make a Willpower saving throw to either use telepathy to project thoughts to a single target within line-of-sight, use telekinesis to manipulate small objects, or fire the laser built into the front of the helmet.
   When a would-be user puts on the helmet for the first time, he or she feels like someone just crushed his or her head with a rock. The character must roll a Fortitude saving throw (DC12) or become unconscious. If the character wears the helmet for three full rounds (with a successful DC12 Fortitude save required each round), the pain stops as immediately as it began, and he or she is now attuned to the helmet and may wear it without difficulty going forward. If he or she became unconscious or removed the helmet, the process must be repeated. 
   Projecting Thoughts: The character wearing the Brainwave Augmentation Helmet must specify the target to whom thoughts are to be sent. As a full round action, upon making a successful Willpower saving throw, the character may then transmit a statement, question, or command to the target. The target hears the character's voice in his or her head, in the target's native language. The difficulty of the Willpower saving throw is DC4, with +2 added for each word sent, and +2 added for every 20 feet of distance between the sender and the target. The player must specify the message before the roll is made, and if the saving throw fails, the target does not hear the thoughts. 
    The user of the helmet can try to send messages to a target as many times as he or she wishes, with a new Willpower save required for each attempt. The target does not typically receive a saving throw to resist, but if he or she is aware of what's happening and does not want to give the user access to their head, the target's Wisdom bonus is added to the user's Willpower DC.
   Manipulating Small Objects: As standard action, the user of the helmet can flip switches, pull triggers, turn handles, or do any other manipulation of small objects within his or her line of sight. He or she can also lift small objects and cause them to float slowly in the air in whatever direction he or she wills, so long as he or she concentrates on the object.
   To use the telekinetic powers granted by the Brainwave Augmentation Helmet, the wearer must specify an object and an action. Then, he or she must roll a Willpower saving throw (base DC2, with +2 added for every 5 feet of distance between the user and the object, as well as an additional +2 for every 5 pounds of weight).
   Firing the Helmet Laser: As a free action, the user must aim the laser by looking at the target and then fire it by making a successful Willpower saving throw (base DC0). The user must then take a standard attack action and roll a ranged attack to see if he or she successfully hits the intended target. 
   The wearer can choose to just fire individual shots or cause sustained damage. The laser has a range increment of 10 feet, and it deals 3d6 points of damage (energy/piercing/heat) per shot, or 3d6+6 damage (energy/piercing/heat) per round if the damage is sustained. It also causes metal s The user can take no other actions while inflicting sustained damage with the helmet laser, and if he or she suffers damage or otherwise is subjected to a condition that can cause distraction, he or she must make a successful Concentration skill check (DC12+damage suffered) or the laser stops working. The character can attempt to reinitialize it the following round.
   To use the helmet laser to maximum efficiency, a character must possess the Exotic Weapon (Helmet Laser) feat. Otherwise, he or she suffers a -4 penalty to the ranged attack roll.



JETPACK
Peacemaker's jetpack is a marvel of miniaturization, and, is once again one of Christopher's unique inventions. It consists of a small backpack and fuel cells capable of producing powered flight for up to 6 hours. A character equipped with a jetpack can hover in place and fly at a maximum speed of 80 feet per round (good maneuverability). The speed is reduced to 40 feet if the user is Encumbered (such as if carrying another person or some heavy object).
   With the flick of a switch, the jetpack can be reset to propel the Peacemaker under water at speeds up on 40 feet per round.


  
PLIABLE BODY ARMOR
The Peacemaker's helmet and uniform are made from an ultralight, absorbent material invented by Christopher Smith. It feels like cotton when worn, but provides protection from normal bullets fired by handheld firearms, as well as limited protection from explosives and other damage from kinetic energy sources.
   The Pliable Body Armor does not increase a character's Defense Rating, but instead reduces damage from projectiles, explosions, and falls by 3 and converts additional damage (up 20 points) to non-lethal damage. 
   The Pliable Body Armor may be worn under regular clothing or even other types of armor. It is not breathable, however, so characters who wear it for extended periods in extreme temperature conditions will have to make Constitution attribute checks (DC11, with the difficulty increasing by +1 for each check). The character becomes Fatigued after the first failed check, and Exhausted after the second. The character becomes Unconscious after the third failed check.


STUN PELLETS
Identical in shape and size to regular bullets, and compatible with firearms of the appropriate caliber, these turn lethal weapons into non-lethal ones. This special ammunition is the creation of Christopher Smith, and he typically carries at least one firearm or magazine loaded with this type of round so he may disable rather than kill his opponents.
   When a living target is struck by a stun pellet, he or she suffers 1 point of damage, plus an amount of non-lethal damage equal to whatever the standard lethal damage would be (subject to Damage Reduction, if any). If the damage reduced the character to 0 hit points or less, he or she becomes Unconscious. Otherwise, the struck character can take no actions for the rest of the round, other than to fall prone to the ground.



NEW FEATS
The following feats can be added to the Charismatic Hero and Smart Hero bonus feats lists if they are included in a campaign.

EXOTIC WEAPON PROFICIENCY: HELMET LASER [General]
You have mastered the thought-controlled laser in the Peacemaker helmet.
   Prerequisite: Base Attack Bonus +1
   Benefit: You make ranged attack rolls with the helmet laser normally.
   Normal: Attacks with the helmet laser are made with a -4 penalty.
   
MILITANT PACIFIST [General]
You don't start fights, but you sure will try to finish them.
    Prerequisites: Charisma 14, Negotiator feat, Diplomacy 4 ranks
    Benefit: When you declare you wish to use this feat, you automatically give up initiative for the encounter, except for the following actions: 
    You must reveal yourself to potential foes, confronting them openly and free of any cover. While facing them head on like this, you must offer your foes a chance to resolve the conflict peacefully. If they choose to not take you up on the offer, you  gain a +4 bonus to hit and damage rolls, and a +2 bonus to DR/AC for the duration of the encounter.. 
    The GM may call for a Bluff or Diplomacy skill check to see if your effort to convince the enemy to resolve matters peacefully  is successful or not. If any of your allies attack the enemy while you are trying to take to them, you automatically fail, and still lose initiative.
    This feat can only be used against creatures with Intelligence of 4 or better.



Tuesday, November 2, 2021

The Truth?! Can you handle The Truth?!

Here's a feat for the characters who know the truth is out there, and who can find it in the most unusual places by connecting dots and finding patterns that no one else can connect or see! (The material is released under Open Game License and may be reproduced accordingly... if They will allow it. Copyright 2021 Steve Miller.)


 
CONSPIRACY THEORIST [General]
Just because they're not out to get you, doesn't mean they want to keep you from revealing the Truth!
   Benefit: Gain +2 bonus to all Bluff skill checks and Gather Information skill checks. The bonus increases to +6 on Bluff checks made when explaining why your conspiracy theories are true... because you Want To Believe.
   Special: Suffer a -2 penalty to all Sense Motive skill checks. The penalty increases to -6 when you're dealing with another character that also possesses the Conspiracy Theory feat.


Also, while we're providing links, here's an evil for the conspiracy-busting PCs to investigate and stop: THE VEGAN DEATH CONSPIRACY!



Sunday, October 24, 2021

The Hushpuppies: Magical Shoes of Death for the d20 System!

The Hushpuppies are a pair of magical shoes of unknown origin. They seem harmless enough, but they are actually deadly weapons that are known to have been used to assassinate three heads-of-state, nine crime bosses, and five accordion players since their first known use in 1959.




The Hushpuppies
These magical, light brown and black soled Hush Puppy shoes radiate faint Transmutation magic. They resize themselves to the feet of any adult humanoid who wishes to wear them. 

After being worn for 48 hours straight and then removed, the Hushpuppies transforms into a pair of hellhounds that breathe poisonous gas. (For each additional 12 hours they are worn before removal, the gas becomes more deadly.)

The hellhounds have standard statistics, aside their gaseous breath weapons. Each hound can breath once per round, expelling a highly noxious cone of gas with a range of 10 feet that deals 2d6+2 points of damage; 1d6 is added to the damage roll for each additional 12 hours the soes are worn. Characters exposed to gas may roll Fortitude saving throws (DC13) to suffer only half damage. The hellhounds will attack and attempt to kill anyone who is within a 30-ft radius of where they appeared, when they appeared. Unless commanded to pursue a possible victim, they will ignore anyone who moves beyond the 30-foot radius before they attack him or her.

The person who wore the shoes is immune to the poisonous gas, but must roll a Will save (DC15) on the round he kicks off the shoes and they transform. If the save is successful, the wearer may command the hellhounds for ten minutes. If the saving thrown is unsuccessful, the wearer will eventually come under attack. If the hellhounds are still alive at the end of that time, they vanish in puffs of odoriferous smoke. A Hush Puppy shoe remains where a hellhound once stood.

(The text in this post is released under the Open Game License and may be reproduced in accordance with it. Click here for details. Copyright 2021 Steve Miller)