Thursday, February 1, 2018

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

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

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


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

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

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Friday, January 26, 2018

Random Adventure Seeds: Are the Kids All Right?

The kids somehow seem off. Why? Are they just kids being kids (and therefore weird) or is there something more sinister going on? That's the question that this latest random adventure seed generator asks--and there may be a problem with the kids that only the player characters in your campaign can solve!


Are the Kids All Right? (Roll 1d8)
   1. Yes. They're fine. They're 1) toddlers; 2-3) tweens; 4-5) teens; 6) college-aged and they should have found jobs and moved the hell out of the house; but they're fine. They'll grow out of it (and into who-knows-what!)
   2. No. They're dabbling in the occult and are planning to sacrifice their parents in dark rituals.
   3. No. They've been replaced with alien replicants.
   4. No. They played in that abandoned house down the street and have been possessed by evil spirits.
   5. No. They've been kidnapped by the Russian Hackers and only the player characters (or perhaps Liam Neeson) can save them.
   6. No. They have become vessels for the 1-2) Norse; 3-4) Babylonian; 5-6) Chinese; 7-8) Greek; gods and are trying to bring about the end of the universe!
   7.  No.. They are experimenting with 1-2) newly found mutant powers; 3-4) a time displacement device they sent to themselves from the future 5-6) a board game that makes them play it out in real life 4) eating Tide pods,
   8. No. They committed a crime and 1-2) they didn't do and now the party must prove their innosence and how it ws committed and who it. 3-4) they were framed by the CIA to recruit the parents. 5-6) were sent to Guantanamo Bay 7-8) are calling for bail money.

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(By Steve Miller, with contributions from Dave Mendez. If you had fun with this, check out one of the NUELOW Games releases that Dave has also contributed to!)





Tuesday, January 23, 2018

Hardboiled Space Detectives!

Here's a random adventure generator for any sci-fi RPG campaign that features interstellar space travel and hard-talking heroes for hire.

HARDBOILED SPACE DETECTIVES!
What's the latest case? (Roll 1d8 against the following tables to generate it.)

WHO'S THE CLIENT?
1. A grieving Martian Widow
2. A smarmy Venusian businessman
3. A mysterious person in a body- and face-concealing environmental suit.
4. A robot that has gained sentience.
5. An immigrant from the Alpha Centauri system.
6. A high-powered, multi-star system law firm.
7. A government official.
8. An exiled noble from 1. Asgaard, 2. Atlantis, 3. the Catian Dominion, 4. Mars, 5. Venus, 6. an obscure, nearly forgotten Earth colony, 7. an alternate universe, 8. "Does it matter? I'm in exile, but my money's good." (If it matters, roll again on the sub-table.)

WHAT'S THE JOB?
1. Find and ID a killer the police say doesn't exist.
2. Find a missing fortune in Tasari crystals.
3. Prove an accused murderer innocent.
4. Find the missing formula for a new radiation vaccine.
5. Get the client safely to the Alpha Centauri system.
6. Infiltrate a galactic megacorp and find proof of an executive's corruption.
7. Prove that the Ansaati Grays and not the Tugahri were behind a failed abduction.
6. Locate 1. a runaway bride/groom, 2. a runaway teenager, 3. the heir to controlling interest in an intersteallar business combine, 4. a corrupt cop that's gone into hiding, 5. a witness that's gone into hiding, 6. the client's loved one whom everyone believes is dead (except the client), 7-8. the famous Mecurian Deathbat.



WHAT EXOTIC LOCATION WILL THE CASE TAKE THE DETECTIVE TO?
1. The Slave Markets of Jupiter
2. The seedy undercity of New Osaka
3. Moon Colony Theta
4. The exclusive spas at the Martian Hot Springs
5. The Radium Mines of Mercury
6. The penal colony on Jupiter Station VII
7. The fortress of the Tugahri Monarch
8. The Royal Spaceyards of Atlantis

WHAT'S REALLY GOING ON?
1-3. The client is hiring the Hardboiled Space Detectives for exactly the reason stated.
4. The client is fronting for an old enemy of the Hardboiled Space Detectives, and it's all a frame-up!
5. The client intends to murder the Space Detective and eliminate the target once it is located.
6. The client is seeking a cache of treasure and weapons of mass destruction that have remained hidden since the last war between Asgaard and Atlantis.
7. The client is hoping to restore his or her reputation and gain revenge of those who ruined it.
8. The client is a criminal mastermind seeking to eliminate 1. a rival, 2. an ex-lover, 3. the one other person who knows all about the secret criminal empire, 4. the one person who can unravel the interstellar slave trade, 5. the child that's been hidden away by the other parent, 6. a government official who took a bribe but never delivered, 7. a retired law enforcement official, 8. Roll again on "WHO'S THE CLIENT?"