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

Sunday, January 8, 2017

Coming Soon: Mystic Legacies of Atlantis

While running with scissors over the holidays, we here at NUELOW Games fell... and we're having a hard time getting back up. We will get back up, eventually, and you'll once again be able to enjoy a steady stream of roleplaying game stuff and a variety of anthologies featuring comics and more.

One of the releases in the pipeline is Mystic Legacies of Atlantis. As a preview, here's the very cool cover that Bradley K. McDevitt created for it. It will feature d20 System rules by Steve Miller (with a few tidbits by L.L. Hundal and Andrew Pavlides, if current plans hold).


Brad McDevitt's cover for NUELOW's Mystic Legacies of Atlantis
And for a more substantial preview, here is a feat and talent tree that will be appearing in the book.

Shift Reality [Atlantean Magic, Minor Power Feat]
You can cause yourself and a number of specified targets to temporarily move into a pocket dimension. The location and environment appears unchanged, but you and specified targets are the only living things inside it.
   Prerequisite: Intelligence 12, Wisdom 12
   Benefit: By spending a full round action concentrating on your surroundings and nearby beings, you may immediately transport yourself and a number of living targets equal to your Wisdom bonus to a pocket dimension that has a diameter in feet equal to your Wisdom bonus times 5. Targets must be within the diameter of the pocket dimension in order to be transported. Unwilling targets may roll a Will save (DC20) if they choose to resist.
   The pocket dimension exists slightly out of phase with the normal universe. The location and environmental factors remain the same, but any living creatures in the area appear slightly transparent to those in the pocket dimension, and those in the pocket dimension remain completely invisible to them. Nothing that occurs outside the pocket dimension can harm those within it, and nothing that occurs in the pocket dimension can impact people or places outside it. If a building is lit on fire in the pocket dimension, its counterpart in the main universe remains unaffected.
   You are always at the center of the pocket dimension. As you move, so does its boundaries. Characters who do not move with you, will be left out of the pocket dimension once its area no longer includes them. Once a character drops out of a pocket dimension, they cannot reenter it unless they possess the Shift Reality feat themselves.
   Once the pocket dimension has been established, it lasts for a number of minutes equal to your Wisdom bonus, or until you choose to return yourself and others to the normal world, fall unconscious, or die. The pocket dimension moves with you, and you are always its center. Characters who do not move with him or her, will find themselves back in the normal world.
    Special: If other characters with the Shift Reality feat enter a pocket dimension established by another character, it expands to consist of overlapping areas, with each character serving as a “center” of a zone making of the pocket dimension. The entering character will still drop out of the pocket dimension if he gets too far away from the character or created it,
   This feat is a prerequisite for the Reality Shaper talent tree, as well as other superpower talent trees.


 Reality Shaper Talent Tree
Reality Shapers were generally viewed with suspicion by most other practitioners of Atlantean magic--even more than the Necromancers. They could do little but create temporary pocket dimensions and while some would use these skills to protect themselves or others from harm, others used them to escape after committing crimes or to commit crimes and assassinations.
   The foundation of a Reality Shaper's power is found in the Shift Reality feat.
   Gravity Manipulation: Make a successful Will save (DC18) as a standard action. Change the direction of gravity within the pocket dimension by 90 degrees to your left, your right, your front or back, causing walls or the outside of buildings to become the new “ground,” or to make those standing on the ground “fall” in the direction of the new “down.” You may specify the targets you wish to be impacted or you can have the change in gravity affect all, including or excluding yourself. You do not need to concentrate once the effect has been established but may act as normal. You may restore gravity to its regular state for those affected at will by taking a standard action.
   Your pocket dimension increases in area to a diameter of your Wisdom bonus in feet times 10. The number of beings you may target for transport to the pocket dimension increases to twice your Wisdom bonus.
   Prerequisite: Shift Reality feat
   World Warper: Make a successful Will save (DC15) as a standard action. You can cause solid surfaces to ripple like waves in water. If you are affecting a surface you are standing upon, the surface under you remains firm. All other beings must roll a Reflex save (DC 15 plus your Wisdom bonus). All who fail fall prone and lose all actions for the rest of the round; those who succeed suffer a -4 penalty on attack rolls and skill checks for the rest of the round.
   The following round, characters who fell may attempt to get back on their feet by taking a standard action and making another Reflex save (DC15), or a successful Acrobatics skill check. If they succeed, they will be able to perform any other actions they are due with a -4 penalty, just like those who didn’t fall previously.
   You may keep the designated surfaces rippling for a number of rounds equal to your Wisdom plus your Intelligence bonus, and as long as you perform no actions other than defensive ones, such as dodging or deflecting attacks. If you take damage, you may roll a Concentration skill check to maintain the effect. You may end the ripple effect before the maximum time as a free action.
   Your pocket dimension increases in area to a diameter of your Wisdom bonus in feet times 20. The number of beings you may target for transport to the pocket dimension increases to four your Wisdom bonus
   Prerequisite: Gravity Manipulation
   World Breaker: Make a successful Will save (DC15) as a standard action. Your pocket dimension breaks into a number of pieces equal to your three times your Wisdom bonus, with some pieces floating higher than the one you stand on, and others flowing lower—roll a 1d6 for each character in the pocket dimension when you break it to see if they are on a plane above you (1-2), even to yours (3-4), or above you (5-6). Each character will be standing on their own fragment initially.
   Each part of your pocket dimension has its own gravity. Roll 1d6 for each piece that has a character on it. If the result is 1-4, the fragment has the same gravity as yours. If it is 5-6, the gravity is opposite. Characters who are on them are upside down from your vantage point, and visa-versa.
   The pieces are floating freely around each other, but one fragment is always within jumping distance (Jump skill check DC8 for ones on your plane, DC4 for those below, and DC16 for those above), although characters will have to cross 1d6 fragments to reach one where another is standing. To jump to a fragment with gravity that is reversed from the one you start from, you must roll a Wisdom check (DC11) or fall to ground and lose all actions for the rest of the round because you are disoriented by the shift in gravity.
   The number of fragments that a pocket dimension breaks into is equal to the number of characters in it, plus 1d6+6. The total space of a broken pocket dimension is 5 times the diameter of its size when whole.
   The pocket dimension can be reassembled by you making a successful Will save (DC12) as a standard action. Characters who were standing on fragments with gravity reversed from that of yours must roll Ref saves (DC14) or stumble to the ground and lose all actions for the rest of the round.
   Prerequisite: World Warper

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.

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.


Tuesday, December 20, 2016

Calm Animals Minor Power and the Command Animal Superpower Talent Tree


It's time for another addition to the growing NUELOW Games d20 Superpowers System. This time out, we present powers intended to allow for the creation of superheroes who communicate with animals like Aquaman.  The minor power feat Calm Animals can serve as a prerequisite for most superpowers from the various talent trees presented on this blog and in many of our RPG/Comics hybrid products, but it is also the only way a character can gain access to the Command Animal Superpower Talents. That is a departure from how most of the superpower talent trees we've presented have worked so far, because we are building a system where strange combinations of powers are possible, just like with some comic book heroes and villains.

CALM ANIMALS [Minor Power Feat]
You have the power to soothe even the most savage beast.
   Benefit: By taking a full round action and making a successful Charisma check (DC12), the character turns creatures with Intelligence scores of 1-2 friendly towards him and neutral toward allied characters. He can influence a number creatures equal to his Charisma bonus. The creatures remain calmed for the duration of the encounter with them, or until they are attacked by the character or his allies.
   Targeted creatures must be within 30 feet of the character, and they must be able to see him under normal visibility conditions.
   Special: When selecting this feat, you gain a +4 bonus to Handle Animal skill checks. Ranks in the Animal Empathy or Handle Animal skills are added as a bonus to the Charisma check when using the Calm Animal power.
The Calm Animal Minor Power in action.
COMMAND ANIMAL SUPERPOWER TALENT TREE
You have a special talent for communicating with types of animals and directing them to following your instructions, no matter how wild and savage they might be.
   Command Amphibians: From frogs to salamanders, you may calm amphibians as described under the Calm Animals Minor Power and telepathically issue simple one- or two-word commands to them, such as having them attack a foe, carry an object, guard an entryway, or let you ride them. You may affect a number of amphibious animals equal to five times your Charisma bonus.
   Prerequisite: Calm Animals Minor Power feat
   Command Birds: From finches to vultures, you may calm birds as described under the Calm Animals Minor Power and telepathically issue simple one- or two-word commands to them, such as having them attack a foe, carry an object, guard an entryway, and so forth. You may affect a number of birds equal to five times your Charisma bonus.
   Prerequisite: Calm Animals Minor Power feat
   Command Fish: From angelfish to sharks, you may calm fish as described under the Calm Animals Minor Power and telepathically issue simple one- or two-word commands to them, such as having them attack a foe, carry an object, guard an entryway, or let you ride them. You may affect a number of fish equal to five times your Charisma bonus.
   Prerequisite: Calm Animals Minor Power feat
   Command Mammals: From apes to zebras, you may calm mammals as described under the Calm Animals Minor Power and telepathically issue simple one- or two-word commands to them, such as having them attack a foe, carry an object, guard an entryway, or let you ride them. You may affect a number of mammalian animals equal to five times your Charisma bonus.
   Prerequisite: Calm Animals Minor Power feat
   Command Reptiles: From crocodiles to turtles, you may calm reptiles as described under the Calm Animals Minor Power and telepathically issue simple one- or two-word commands to them, such as having them attack a foe, carry an object, guard an entryway, or let you ride them. You may affect a number of reptilian animals equal to five times your Charisma bonus.
   Prerequisite: Calm Animals Minor Power feat
   Superior Command Animals: Pick an animal type (amphibian, bird, fish, mammal, or reptile). You may command a number of that type of animal up to 20 times your Charisma bonus, within a 60-foot radius of your location in the manner described in the Command Animal Talents.
   Prerequisite: A Command Animal talent that matches the designated animal for Superior Command Animal.


Santa has the Calm Animal minor power, as well as Command Mammals,
Superior Command Animals (Mammals), and a few other powers!


Sunday, November 27, 2016

Telepaths for the d20 Supers System

Here's another addition to the feats and talent-based superpowers system that's been developing here at the NUELOW Games blog, and in our comics/RPG-hybrid books over the past few years. All text in this post is released under the Open Game License. Copyright 2016 Steve Miller.



New Feat
Telepathy [Minor Power]
You can communicate telepathically with other intelligent beings.
   Benefit: As a free action, you may broadcast your thoughts to a number of intelligent beings (Intelligence score 3 or higher) up to your Wisdom bonus, and you hear their thoughts in return. If you wish to perform other actions, or take damage while maintaining telepathic contact, you must roll a Concentration skill check (DC12, plus the amount of damage suffered if injured). You may re-establish contact on the following round if it is lost. Ending the telepathic connection with a target is also a free action.
   The range of your telepathy is line-of-sight and a 50-foot radius. The telepathic link is always two ways; you broadcast your thoughts to the targets and you in turn can hear theirs. Unwilling targets may roll Willpower saves (DC15) to push you from their minds.
   If you establish a connection with multiple minds at once, making sense of the babble of thoughts you receive back from them as difficult as if you were trying to keep track of several conversations at once. You may roll an Intelligence check (+1 to the roll for each being beyond the first one linked to) to successfully keep the mind-babble straight in your head.




New Talent Tree
Telepathy Superpower Talent Tree
The talents in this tree grant or enhance telepathic powers.
   Enhanced Telepathy: As the Telepathy feat, but you may choose to broadcast your thoughts to all intelligent beings within a 100-foot radius, or to a number of specified intelligent beings up to twice your Wisdom bonus. With a standard action and a successful Will save (DC12), you can isolate the thoughts of a specific being, causing all the others to fade into background noise. You may switch to a different mind to emphasize every round you maintain mental contact.
   Prerequisite: Telepathy minor power feat
   Mental Eavesdropping: As the Telepathy minor power feat, except the connection is one-way; you hear the thoughts of the targets, but they cannot hear yours. The GM should roll a secret Will save (DC12) for each target. If the Will save is successful, they feel as though someone is watching them. Targets that possesses the Telepathy feat or talents from the Telepathy tree are certain that someone is listening in on their thoughts if they successfully save and may make a second Will save (DC15) to force the eavesdropping telepath from their minds.
    Prerequisite: Any one minor power feat
   Superior Telepathy: As Enhanced Telepathy, but you may choose to broadcast your thoughts across great distances. The range and number of people you contact depend on level of success you have with a Willpower save, made as a free action when establishing the telepathic links.
   DC11: 10-mile radius, choose to limit contact to targets up 5 times your Wisdom bonus.
   DC13: 100-mile radius, choose to limit contact to targets up 10 times your Wisdom bonus.
   DC15: 1,000-mile radius, choose to limit contact to targets up 20 times your Wisdom bonus.
   DC17: 10,000-mile radius, choose to limit contact to targets up 50 times your Wisdom bonus.
   DC19: 100,000-mile radius, choose to limit contact to targets up 100 times your Wisdom bonus.
   DC21: One million-mile radius, choose to limit contact to targets up 200 times your Wisdom bonus.
   DC23: 10 light year radius, choose to limit contact to targets up 500 times your Wisdom bonus.
   DC25: 100 light year radius, choose to limit contact to targets up 1,000 times your Wisdom bonus.
   Further, with Superior Telepathy, you only hear the thoughts of those specific beings you choose to hear; this is strictly a one-way broadcast unless you wish otherwise.
   Prerequisite: Enhanced Telepathy
   Telepathic Hub: Establish telepathic contact with other characters possessing the Telepathy minor power feat. For each such character contacted, every person gains a +2 bonus to telepathy-, Intelligence-, and Wisdom-related skill checks and saving throws while the link is maintain. If more than one character possesses the Telepathic Hub talent, the bonus is still only applied once.
   Prerequisite: Telepathy minor power feat



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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If you enjoyed this post, please support our efforts by buying one or two of our books.

Wednesday, April 6, 2016

New Superpower Feat and Talent Tree: Emotion Manipulation

Heroes and villains with the power to manipulate the emotions of their targets--inspiring courage, fear, or sorrow, to name a few--can be found in the pages of comics ranging from Nedor's Exciting Comics to Marvel's Uncanny X-Men. Now, you can bring characters like that to d20 System campaigns that use NUELOW Games' feats and talent tree-based superpowers system. (Click here to see the basics.)
   All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2016 by Steve Miller.


MINOR POWER FEAT: EMPATHY
You detect the surface emotions of any creature you can see that is in the power’s area.
   Benefit: As a full round action, you can focus your attention on a single creature within your line of sight. Roll a Willpower save (DC10). If the roll is successful, you know the target's exact emotional state--afraid, angry, hate-filled, curious, friendly, or any other emotion. The following round, you gain a +4 bonus to Bluff, Diplomacy, Intimidate, or Sense Motive checks you make directed at the target.
   Special: This feat serves a prerequisite for any talent from Superpower trees.





SUPERPOWER TALENT TREE: EMOTION MANIPULATION
The powers from this tree allows a character to sense and manipulate emotions in other beings. The creature must have a mind or be able to feel emotions in order to be a target of these powers.
   Master Manipulator: You can inherently sense the emotional state of beings you interact with. Gain a +4 bonus all Bluff, Diplomacy, Handle Animal, and Sense Motive skill checks.
   Prerequisite: Any Minor Power feat.
   Emotion Controller: Name a number of targets within 30 feet and your line of sight up to your Charisma bonus. As a full round action, you can either suppress or instill an emotion of your choosing (fear, anger, hate, curiosity, romantic attraction, and so on). The subjects of the emotion you wish to instill is also dictated by you instill the emotion. Targets may roll Willpower saves (DC15+your Charisma bonus) to avoid being affected by this ability. The emotion persists in the targets for a number of minutes equal to your Charisma bonus. If circumstances fuel the emotion further (such as anger toward someone who is already despised by the target prompting a physical fight that causes the target injury), the emotion can become indefinite.
   Prerequisite: Master Manipulator.
   Master Emotion Controller: As Emotion Controller, except the limit is line-of-sight, and you can instill different emotions in each specified target.
   Prerequisite: Emotion Controller
   Crippling Emotions: Name a number of targets within 30 feet and your line of sight up to your Charisma bonus. They must roll Will saves (DC15+your Charisma bonus) or be filled with an overwhelming sense of fear, sorrow, uncertainty, or some other negative emotion. If the Will save fails, the targets suffer a -6 penalty to all attack rolls and skill checks, The penalty is -3 if the save was successful. The penalty lasts for a number of rounds equal to 1d6+your Charisma bonus.
   Prerequisite: Emotion Controller.


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If you found this material interesting or useful, you can see the NUELOW Games d20 Superhero rules in action in our comics/rpg hybrid books like Madden's Boys, Master Key, and Wildfire (just to name a few).

Saturday, April 2, 2016

d20 Redheads

Redheads are everywhere in the sort of popular entertainment that we write RPG rules to emulate and/or spoof here at NUELOW Games, be it fantasy, sci-fi, or horror. It's almost embarrassing that it took us this long to come up with this post, especially since we have several redheads among our line up of characters (Linda "Black Cat" Turner, Vic "The Question" Sage, Carol "Wildfire" VanceTara, and, of course, Judy of the Jungle.) Well, better late than ever, as they say!
   All text in this post is presented under the Open Game License and may be reproduced within its terms. Copyright 2016 by Steve Miller.



D20 REDHEADS
Are they mutants? Are they magical? No one can really say, but since ancient times and through today, they have been walking wondrously among us. This material lets you bring redheads and their special powers and abilities into your d20 System games. Included in this post are:
   The Redhead Template. It can only be gained at 1st-level, and it is applied at the expense of a starting feat. It is useful in all d20-based roleplaying games--perhaps even the shiny new hotness known as Fifth Edition. (It follows the mechanics of the Racial Templates found here, and is applied in place of one.)
  The Redhead Feat. This is for characters who have unlocked their inner redheaded god/goddess. It, too, is useful in all d20-based roleplaying games.
   The Redhead Talent Tree. For redheads who truly master their special abilities--for good or evil. This material is designed with OGL d20 Modern in mind, but it is easily adaptable to games that include talents or traits.


The Redhead Template
During character generation, a player may assign this template to any Human, Dwarf, Elf, Half-Elf, or Halfling or Demihuman character. The player can apply the template and modifications at any point during the character generation process before the initial feats are selected. This template is chosen in place of a starting feat.
  Benefit: +3 Charisma, permanent -2 modifier to all Disguise skill checks.
  Special: Redheads suffer a -4 penalty to all Survival skill checks made in desert and tropical environments.


The Redhead Feat
For redheads who know they're special!
   Prerequisite: Redhead Template
   Benefit: Gain a +3 bonus to all Bluff and Diplomacy skill checks. Gain a +2 bonus to all Will saves. (If the game includes seduction rules, the +4 bonus applies to any checks related to those as well.)
   Special: This feat is considered a Minor Power feat for the purpose of gaining access to Superpower Talents.


Lina Inverse,
one of our favorite redheads
The Redhead Talent Tree
These are talents for redheads who have unlocked the mysterious potential that exists inside each and every one of them.
   Deathly Pale: Double your ranks in Bluff or Perform (Acting) when attempting to convince someone you are sick.
   Prerequisite: Redhead feat
  Disease Resistance: Because the Redhead's body produces lots and lots of Vitamin D naturally, you a +4 bonus to all Fort saves made to resist natural and magical diseases and infections.
   Prerequisite: Redhead feat
  Magic Use: Select a 0-level spell (arcane or divine) when this talent is chosen. You may cast that spell at will, without the need for material components, a number of times per day equal to your Wisdom bonus. Whenever you gain a level, you gain another 0-level spell of your choice. You may cast a combination of these spells a number of times equal to your Wisdom bonus each day. These spells are considered bonus spells, and they are added to any spells you already gain from class abilities, talents, and feats.
   Prerequisite: Redhead feat
   Reflective Skin: When in a brightly lit area (full sunlight or brighter), you may take a standard action to strip down to the point of being bare-chested. All who are looking at you must roll a Fort save (DC10+your Constitution bonus+your Charisma bonus) or be blinded for 1d6 rounds.
   Prerequisite: Deathly Pale
   Soul Eater: You have the ability to drain the life and soul out of foes and the unwitting. Make a successful unarmed attack. If you are injured, you regain a number of hit points equal to the damage dealt, up to your starting maximum. You also drain a number of XPs from the target equal to the damage dealt times 100. The target receives a Fort save against a DC12 to avoid the drain. The loss of XP causes the victim to fall below the minimum threshold for his current level, he loses a level. This ability works only on living beings from the Prime Material Plane with an Int score of 4 or higher.
   You can use Bluff or Diplomacy skill checks to trick the victim into allowing you to use your deadly life-draining touch upon him or her. In such an instance, you do not need to roll an attack or to deal actual unarmed damage, but you must still make a damage roll to determine how many XP the target loses. The target still receives a saving throw to avoid the drain. If you use this ability on a sleeping target, it wakes up after the first attempted drain, successful or not.
  If you kill a victim through this attack, you gain an Int, Wis, or Cha attribute point (roll randomly 1-2 Int, 3-4 Wis, 5-6 Cha). You also gain another freckle somewhere on your body.
   Prerequisite: Deathly Pale, Magic Use
  

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Saturday, December 26, 2015

Twelve Days of Christmas -- Naughty or Nice Feat (for d20 System games)

One the second day of Christmas, NUELOW brings to you... a feat that lets characters emulate Santa's ability to tell the Naughty from the Nice!

OGL d20 SYSTEM FEAT: NAUGHTY OR NICE
You can tell someone's good or evil by just looking at them.
   Prerequisite: Intelligence 12, Wisdom 12
   Benefit: As a standard action, you may look at a living person or being and immediately know if they have good or evil intentions toward you, your allies, or innocent beings. (This does not necessarily reflect their alignment--although it is revealed if the d20 System variant includes the alignment mechanic--but rather what the moral ramifications of their immediately past or near-future actions will be. You may use this ability a number of times each day equal to your Wisdom bonus.  
   Targets must have Intelligence and Wisdom scores of at least 4 for the ability of this feat to be effective. Spells and abilities that prevent scrying or other divination magic or spell-like and supernatural powers also impede this feat. The target appears "nice" when studied.
   Special: This feat is considered a "minor power feat" for the purposes to acquiring superpower talents.

Wednesday, December 16, 2015

The Power of the Spirits (a d20 System feat and talent tree)

Here's a feat and a talent tree that you can use to add some spellcasting and mysticism to a d20 Modern campaign without adding full-blown spellcasting classes. (It's designed to model Lady Satan as she appears after she gained her mystical powers, as seen the forthcoming NUELOW Games book Lady Satan 1944.)

The rest of this post is presented under the Open Game License. Copyright 2015 Steve Miller.

SPIRITUALIST FEAT
You hear voices. You're not crazy... it's the Spirits revealing secrets to you.
   Requirement: Cha 14, Wis 14
   Benefit: Take a full round action to make a Concentration check (DC8). If successful, add 1/2 of the result as a bonus to your next Bluff, Gather Information, Intimidation, Research, Search, or Spot skill check. (The spirits are assisting you with whispers at the back of your mind.)
   Special: This feat is a prerequisite for talents from the Spirit Channeler talent tree.


SPIRIT CHANNELER TALENT TREE
You can call upon nature spirits, spirits of the dead, and other incorporeal beings for advice and assistance. Some of the assistance comes at a cost.
   In the mechanics of the game, this means you can cast spells at will. The traits that give you the ability to cast spells replace any material components of the spell, and negates any armor penalty. Other aspects and restrictions remain the same. Your character level is used in place of caster level when required.
   Elemental Attunement: When this talent is chosen, specify an Elemental school of magic (air, earth, fire, or water). You may cast a number of 0- or 1st-level spells equal to your Wisdom bonus each day. These spells are added to any amount of spells you can cast from class benefits, feats. or other traits. You may select this talent up to four times, with a different elemental school specified.
   Prerequisite: Spiritualist feat
   The View from Beyond: You may cast a number of 0- 1st-, or 2nd-level spells from the Divination school equal to your Wisdom bonus each day. These spells are added to any amount of spells you can cast from class benefits, feats. or other traits.
   Prerequisite: Spiritualist feat
   The Power of Life and Death: When this talent is chosen, specify either the Healing or Necromancy schools of magic. You may cast a number of 0- or 1st-level spells equal to your Wisdom bonus each day. These spells are added to any amount of spells you can cast from class benefits, feats. or other traits. You may select this twice, with a different elemental school specified each time.
   Prerequisite: Spiritualist feat.
   Summon Spirit: Take a full round action to make a Concentration skill check (DC12). If successful, you summon forth a poltergeist that will do your bidding for a number of rounds equal to your Wisdom and Charisma bonuses combined.
   The poltergeist manifests next to you. Commands are issued mentally, and there is theoretically no limit to the range of which they can be issued to the spirit. Once the time is up, the poltergeist returns from whence it came unless you have taken no action other than commanding it. In this case, you may continue to command it, but the creature receives a Will save at the beginning of every other round (against the Concentration result that originally brought it forth). Once the spirit is free, there is a 50% chance it attacks you in anger over having been forced to stay. Otherwise, it departs. You can also command it to return to the spirit realm at any point before it breaks loose of your control.
   Prerequisite: One trait from the Spirit Channeler talent tree
   The Price of Power: You may cast a number of spells of any level equal to your Wisdom bonus each day. These spells are added to any amount of spells you can cast from class benefits, feats, or other traits. Every time you cast a spell gained from this train, you lose a number of XP equal to 100 times the spell level. This is the price the spirits exact for their assistance.
   When using this talent, you can't lose more XP than the absolute minimum of your current level. You cannot use this trait if the XP cost would cause you to lose a level.
   Prerequisite: One trait from the Spirit Channeler talent tree.


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Thursday, November 19, 2015

The superpower for unlucky sad sacks

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

Art by Kerry Callen

Between the Legion of Substitute Heroes and the Great Lake Avengers, even mainstream comic book universes have their superpowered failures and comic relief. This little expansion to NUELOW Games' superpower system is for heroes who make the most out of their flubs. In fact, failing IS their superpower.




THE POWER OF EMBARRASSMENT [Minor Power Feat]
Your failures make you stronger!
   Benefit: Whenever you fail a skill check tied to the Charisma attribute, you gain a +2 bonus to a future skill check or attack action that is not Charisma-based. The bonus must be used before the end of the encounter during which the initially failed skill check took place.

HUMILIATED TALENT TREE
You must have at least one Minor Power Feat to qualify for any of the talents from this tree.
  Clumsy: Whenever you fail a Dexterity-based die roll (including ranged attacks) or a Reflex save, you gain a temporary +4 bonus to Charisma. This benefit lasts for the duration of the encounter during which the original failed roll took place.
  Slow on the Uptake: Whenever you fail a Wisdom-based die roll or a Willpower saving throw, you gain a temporary +4 bonus to your Intelligence. This benefit lasts for the duration or the encounter during which the failed roll took place.
   That Which Doesn't Kill You, Makes You Stronger: Whenever you fail a Constitution-based skill check, or a Fortitude save, you gain a temporary +4 bonus to your Strength. This benefit lasts for the duration of the encounter
  Focus On the Negative: Choose one other talent from this tree that you've already selected. The temporary bonus lasts for a number of hours equal to your Will save bonus. You may choose this talent up to three times, each time applying it to a different talent from this tree.
  Destined to Fail: Once per session, when you fail a skill check to a horrendous degree (more than 8 below the target number), you may invoke this trait. At the speed of thought, the realization as to how actions you took earlier set you up for this failure flash into your mind. If you describe the event that preceded this disaster, and if the GM things it's plausible or amusing, you may immediately re-try the action. (You make the re-try on the same initiative that you already acted on.)
  Prerequisite: The Power of Embarrassment minor power feat

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Tuesday, September 29, 2015

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

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

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

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


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

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

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

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

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

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

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

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

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

Monday, September 28, 2015

Feats for the Immortals

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



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

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

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

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

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

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

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


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

For OGL d20 System Games: The Pool of All

There are those among us who are virtual Immortals. They age slowly, and when they die--no matter what the circumstances--they are nearly instantly recreated in a new body. This post reveals where these men and women come from.

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

THE POOL OF ALL
Located deep within the Halls of the Immortals--at a point that its Guardians claim is the exact center of Reality--this perfectly circular, 10-foot radius pool is filled with a swirling liquid that glows brightly with everchanging and bright colors. It is surrounded by a marble lip, with three steps leading up on the outside, and steps leading down and vanishing beneath the surface on the other.

Individuals deemed worthy, or those who fight their way here against the wishes of the Guardians, can submerge themselves in the pool. If they survive entering the strange and turbulent waters, they emerged, reborn and recreated, as one of the Immortals.



The Mechanics of the Pool of All
As the person enters the Pool of All, his or her body begins to tingle and a strange sense of dread forms in the back of his or her mind--a sense that continuing on will result in certain death. A Will save (DC15) is required to continue--and a failed save means the character leaps from the pool in panic and may not attempt to enter it again before he or she has gained a level.

Once the individual is fully submerged, all is quiet for a round. Then, a blinding burst of white light shoots upward from the pool. Moments later, a form bobs to the surface--the person who entered the pool, now recreated and reborn as one of the Immortals.

The character who entered the pool has gained the Immortal Template and has been recreated. Whatever gear or clothes he or she was wearing are gone forever, and he or she is a different person than before. Rolls should be made on the Recreation Tables to see how different the character is in this first of his or her many new lives. (See this post for details.)

Immortals and the Pool of All
Characters who already have the Immortal template and enter the Pool of All must roll a Fort save (DC22) in addition to the Will save mentioned above. If the Fort save is successful, they go through the transformation process and gain 2d6+1 lives. If the Fort save fails, the character emerges from the pool hideously scarred and crippled. Strength, Dexterity, and Constitution scores are all reduced by half their values before the character entered the pool (round down). The character is reduced to a single life, no matter how many he or she had before entering the pool.

The only way to undo this horrible fate is for the character to either gain more lives through the It's Never Over feat, and then die and be recreated, or to test their luck with the Pool of All again.  If any of the character's attributes are reduced to Zero, he or she is absorbed by the poor, dying a final and eternal death. No even a wish spell or the power of a god can restore the character to life.

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

OGL d20 System Template: The Immortal

This template is for characters who seem immortal. Not only do they age very, very slowly, but whenever they die, they are almost instantly recreated--transformed in death--and can continue on into a new life. While these characters may still eventually come to an end of their existence, their enemies will have to work very hard to bring that end about.

The text in this post is released under the Open Game License and may be reproduced within the terms described in it. Copyright Steve Miller 2015.

IMMORTAL TEMPLATE
To acquire this template, the character must submerge him- or herself (or be submerged) in the Pool of All.
Size and Type: Unchanged. However, creatures of the Undead or Outsider types may not take this template, nor may any beings that are mechanical or otherwise artificial in nature. Only mortal beings from the Prime Material Plane can take this template.
Hit Dice: As base creature.
Speed: As base creature
Armor Class/Defense Rating: As base creature.
Attack/Full Attack Bonus; As base creature.
Special Attacks/Special Defense: As base creature, plus the following:
*The character gains 2d6+1 lives (the GM secretly records this number and keeps track of them). Whenever the character reaches -10 hit points, an automatic process begins that recreates him or her, in body and spirit. For details, see "The Recreation Process" below.
*The character ages very slowly, with 100 years passing before the character ages the equivalent of one year.
*+6 to all saving throws to resist level draining, attribute draining, and aging attacks, spells, and spell-like effects and special abilities.
Abilities: As base creature, but subject to change, as described under "The Recreation Process."
Skills: All skills are retained, and may be improved in accordance with class and level advancement.
Feats and Talent Trees: Unchanged, but the character gains access to the Immortal feats and may select from that list whenever he or she gains a feat or bonus feat. See "Immortal Feats" below.
Terrain: Same as base creature, although many Immortals tend to travel to the most distant corners of the universe, in search of new horizons and experiences.
Organization/Allegiance: Solitary/Same as base creature, and other Immortals. Many Immortals who have been around for centuries also sometimes take to traveling with non-immortals to keep themselves humble and reminded of what they once were.
Challenge Rating; Same as base creature +1
Advancement: By character class.

All versions of Aspen Lee together (1 and 2 are in the center, 8 is behind the camera).
Time travel: It's the latest government secret (in 2692).
[Photo by Noe Montes]

THE RECREATION PROCESS
When a character with the Immortal template falls to -10 hit points, a process that reconstitutes his or her being automatically begins.
Immediately upon reaching -10 hit points (or lower in the case of catastrophic damage), the character's body, clothes worn, and all carried equipment disintegrates with a burst of energy that deals 2d6+2 points of damage to all creatures within a 10-foot radius, An energy bubble with a 10-foot radius and centered on the place where the character's body had been forms. Creatures within the bubble who attempt to leave must roll a successful Fort save (DC12) or be stuck within it. They suffer 1d6 points of damage while pushing through the bubble if the save is successful.
If the Immortal died in an area with an environment that is lethal to him, the energy bubble moves to the nearest safe location. Any within it are ejected, even if they failed a saving throw in an attempt to exit, taking 1d6 points of damage. The bubble moves at a rate of 120 feet per round.
If the bubble does not move to a different location, 1d6 rounds following the death of the Immortal, the energy bubble collapses onto its center with a blinding flash. Any beings within the 10-foot radius suffer 2d6+2 points of damage. Any who witness the flash must roll Fort saves (DC15) or be blinded for one round.
In the wake of the flash, the immortal character has been returned to his or her physical form. He or she has been recreated--fully healed, cured of any ailments such as impaired senses, poisons or diseases, and with all equipment carried and clothes worn at the time of death likewise restored. However, the immortal isn't quite the same... the recreation process isn't perfect, and whenever the immortal undergoes it, he or she changes to a greater or lesser degree. Sometimes, it's just the color of his or her eyes that change, but more often than not, the change is so drastic that even those who have known the immortal for years will not recognize him or her. In some cases, the Immortal might not recognize them either, as his or her mind is sometimes effected by recreation process as well.

Changes to the Character as a Result of Recreation
Almost everything about a character can be impacted during Recreation, except his or her levels; even feats can be impacted under certain circumstances. To determine how the recreation process changes the Immortal, the character's player rolls the die specified on each table below and compares it to the results. The changes are then made on the character's sheet--or, ideally, the information is recorded on a new sheet entirely.

Attribute Changes
The player should roll 1d12 to determine which ability score changes, then roll the die indicated under the individual results to see to see by how much it changes.

1. Strength: Subtract 1d4 (to a minimum of 11)
2. Dexterity: Subtract 1d4 (to a minimum of 11)
3. Constitution: Subtract 1d4 (to a minimum of 11)
4. Wisdom: Subtract 1d4 (to a minimum of 11)
5. Charisma: Subtract 1d4 (to a minimum of 11)
6. No change to any ability scores.
7. Strength: Add 1d4 (to a maximum of 18)
8. Dexterity: Add 1d4 (to a maximum of 18)
9. Constitution: Add 1d4 (to a maximum of 18)
10. Wisdom: Add 1d4 (to a maximum of 18)
11. Charisma: Add 1d4 (to a maximum of 18)
12. Roll on this table twice, apply results.

If an attribute change causes the character to no longer qualify to have a particular feat, the feat may be replaced with any from the [Immortal] group, If that feat was a prerequisite for other feats possessed, those feats remain, but the character no longer gains any benefits from them until the prerequisite feat is once again acquired.

Sex Change
Roll 1d12 to see if the character's sex changes.
1-11. No change.
12. The sex changes to the opposite (male to female, or female to male)

General Physical Appearance Changes
Roll 1d12 and apply the change. Some results have sub-results that are determined by rolling 1d6.)

1. The character is 1d10% shorter (to racial minimum)
2. The character is 1d10% taller (to racial maximum)
3, The character's skin is paler (player can choose to what degree)
4. The character's physical frame becomes lankier or more willowy
5. The character's physical frame becomes more sturdy or bulkier
6. The character's facial profile changes (1. Weaker Chin, 2. Stronger Chin, 3. Bigger Nose, 4. Smaller Nose, 5. Higher Cheekbones, 6. More Pronounced Forehead)
7. The character's skin is darker (player can choose to what degree)
8. The character's race changes (GM chooses)
9. The character's eye color changes (1, Blue, 2. Green, 3. Brown, 4. Gray, 5. Violet, 6. Ice Blue.)
10.The character's hair changes (1. Curlier, 2. Straighter, 3. Streaked with White or Silver, 4. Same Color, but Darker, 5. Same Color, but Lighter, 6. Redhead)
11. Voice change (1-2. Much deeper, 3-4. Much higher, 5. Different regional accent than previously, 6. Player's choice of results)
12. Roll on this table twice, apply results.

Age Change
With Immortals, age is a relative term, since they age so much slower than other beings. To determine the impact on changes to the character's apparent physical age, use the guidelines for his or her original character race and apply any resulting changes to the physical ability scores (Intelligence and Wisdom are unaffected by this change).

1. 2d20 years older (maximum 70)
2-3. 2d10 years older (maximum 70)
4-9. No change
10-11. 2d20 years younger (minimum 14)
12. 2d10 years younger (minimum 14)

Alignment Change
For systems that use this mechanic, this table is used to determine of the character's alignment changes. Roll 1d12. If the character is not of the indicated initial alignment, there is no change.

1-2. Lawful changes to Neutral
3-4. Lawful changes to Chaotic
4-5 Neutral changes to Lawful
6-7 Neutral changes to Chaotic
8-9 Chaotic changes to Neutral
10-11. Chaotic changes to Lawful
12, Good changes to Evil.

Any class abilities, spells, or magic items that are alignment dependent are no longer usable for the character if his or her alignment becomes incompatible with them.

FEATS FOR IMMORTALS
You can find them in this post.

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

Tuesday, August 25, 2015

Rick Astley... it's how we roll!


There has been a lack of Rick Astley-based RPG material. That changes NOW, as NUELOW Games presents the Man Himself as seen through the lens of the ROLF! rollplaying game, as well as a talent tree for OGL d20 Modern that was inspired by his mighty presence.



RICK ASTLEY ALA ROLF!
Now you can have Rick roll characters in ROLF! Battle Scenarios of your own creation!

RICK ASTLEY (Male)
Brawn 12, Body 16, Brains 7
   Traits: Great Hair, Improv Master, Irrepressible Optimist, Nimble
   Battle Maneuvers: Basic Attack, Dancing Machine, Disarm, Signature Move, Seduce, Strike Pose, Yodel
Important Stuff Worn/Wielded: Brown Trenchcoat (armor, absorbs up to 1 point of damage). Turtleneck Sweater (clothes).

New Trait
Great Hair: Provides a -1 to all Seduce ATT checks, added after any other bonuses or penalties have been applied. (Only applicable if the character isn't wearing a Hat.)




The Rick Astley Talent Tree 
For OGL d20 Modern. Presented under the Open Game License
(Copyright ©2015 Steve Miller)
 Charismatic Heroes, Dedicated Heroes, and Fast Heroes may select talents from this tree. They are also available to any character who possesses any one Minor Power feat (defined here, as part of the NUELOW Games OGL Superpowers System).
   Never Gonna Give You Up, Never Gonna Let You Down: +4 bonus to all Bluff skill checks and Will saves that involve keeping the secrets of allied characters. When attempting to aid another with a skill check, if you roll a 10 or higher on your check, the character you're helping gets a +4 bonus on his or her check; if you roll a 15 or higher, he or she gets a +8 bonus to his or her check.
   Never Gonna Run Around and Desert You: Whenever you are within 10 ft. of an ally, you gain a+6 bonus to saving throws to resist all Charm and Fear effects--even if one would normally not be allowed--and you have a +4 bonus on rolls to resist the Intimidate skill.
    Never Gonna Make You Cry, Never Gonna Say Goodbye: Your allies gain a +4 bonus to all Morale checks when within 10 feet of you. If you are dropped below -10 hit points through any means, you may roll a Fort save (DC18) to be restored to exactly 0 hit points. If the source of the damage is ongoing, you may continue making these rolls until you are rescued. If you fail the Fort save and die, you immediately gain the Disembodied template.
   Never Gonna Tell a Lie or Hurt You: Like the Never Gonna Run around and Desert You talent, except you have complete immunity to Fear and Charm effects when within 10 feet of an ally, and the bonus to resist Intimidate skill checks increases to +8.
   Prerequisite: Never Gonna Run around and Desert You



(Never fear... it's the actual song. We rather like it here at NUELOW Central.)

And here's a link to an "RPG Battle Music" arrangement of Rick's timeless masterpiece....

Saturday, July 4, 2015

Now Available--
'Complete Golden Age Oddballs: Major Victory & Yankee Girl'!

Leave it to us geniuses at NUELOW Games forget to mention our Fourth of July release on our very own blog!

Art by Charles Sultan & Ralph Mayo
Just in time for America's Independence Day, we published the completely patriotic Complete Golden Age Oddballs: Major Victory & Yankee Girl.

This fifth entry in the Complete Golden Age Oddballs puts the spotlight on two great characters from the production studio of comic book industry pioneer Harry "A" Chesler. It includes every one of the original stories (illustrated by great talents like Ralph Mayo, Al Plastino, Ralph Mayo, and Charles Sultan) and covers featuring the characters. It also includes all-new material for ROLF!: The Rollplaying Game of Big, Dumb Fighters and OGL d20 Modern.

Click here to see previews, or to purchase your own copy, of this totally patriotic collection of classic comics at DriveThruComics. You can also get it at RPGNow or DriveThruRPG.

For additional previews of the book, click here to visit our sister blog Shades of Gray.