Thursday, July 26, 2018

d20 Supers: The Combination Hero

There are a number of superheroes who are actually one or more individual beings who merge, either temporarily or permanently, into the hero. The most famous of these may be DC Comics' Firestorm, but Yankee Doodle Jones (who will be seen in a forthcoming anthology from NUELOW Games) also falls into this category.
   This post presents rules for the d20 System game that will let you create your own superhero who is greater than the sum total of his or her parts. It's an involved process that involves generating multiple characters that eventually become one, but we think the end result will be worth it for the story and roleplaying potential it offers.
   Part of this article is a random origin generation (the tables titled How Did the Combination Hero Come to Be? and How is the Combination Undone?), but we encourage you--in cooperation with your GM--to come up with a carefully considered backstory instead. You might even want to create a history for each of the characters who become the Combination Hero, so that if and when they become separated, you know how to play one or more of them.


CREATING THE COMBINATION HERO (for the d20 System)
By Steve Miller
Step One
Roll 1d3+1. The result is the number of characters that makes up the Combination Hero.

Step Two
By Everett Raymond Kinstler
Generate each character, using the standard character generation rules for the campaign/game you are playing in. (If alternate rules are in play that allow for more generous attributes [such as rolling 4d6 and dropping the lowest] they should not be used.)
Assign the results to attributes in the order they were rolled.
   Randomly generate the level of each character by rolling 1d4. Assign character classes skills, feats, talents, and everything else that a character would have for each one, bringing the character up to its highest level. (You can shortcut this stage by only defining the individual characters' skills, although having each of the character that makes up the whole to come might be important in certain situations.)

Step Three
Transfer the highest stats of the previously generated characters to a new character sheet. These are the starting attributes for the Combination Hero.
Add the total levels of the previously generated characters together; this is the starting number of levels for the Combination Hero.
   Note any skills possessed by the original characters that had 5 or more ranks on the Combination Hero's sheet. These are Permanent Class Skills for the Combination Hero.
   Select a bonus feat for each character that makes up the Combination Hero. This is where you can begin to give the character superpowers, for example, if you're using NUELOW's feats- and talents-based power system. (The Combination Hero must meet all prerequisites in order to have the bonus feat.)
Assign character classes, skills, feats, talents, and everything else that a character would have for each one, bringing the character up to its highest level.

HOW DID THE COMBINATION HERO COME TO BE? (Roll 1d10)
Use this table to randomly determine how the combination hero came into existence. Some of the results require an additional roll on the How is the Combination Undone? table, below, since many Combination heroes can separate back into those who make them. Most of these sub-results also describe how the characters can then recombine.
   Naturally, you can also just read these tables and pick a result that you want to be you the point of origin and/or method to uncombine/recombine for your character.
   1. The characters were struck by a mysterious ray from space. (Roll on the How is the Combination Undone? table)
   2. The characters performed a mystic ritual that worked as intended. The combination is undone when the combination hero utters a magic phrase.
   3. The characters performed a mystic ritual that went awry. (Roll on the How is the Combination Undone? table.)
   4. The characters were subjected to a mystic ritual by evil cultists. (Roll on the How is the Combination Undone? table.)
   5. The characters were joined into a single being by an Atlantean artifact. The artifact must be used against to undo the combination.
   6. The characters were killed, but a powerful entity gave them a change for a new life as a single being. Only the entity who created them can undo the union (which may or may not kill the individual characters).
   7. The characters volunteered to become a single being through super-scientific means. (Roll on the How is the Combination Undone? table.)
   8. The characters were abducted by a mad scientist and forced to become one being to prove his theories. (Roll on the How is the Combination Undone? table)
   9. The characters offended a Tibetan hermit who cursed them into existing as one being until they make amends. (Roll on the How is the Combination Undone? table)
  10. The Combination Hero woke up in the middle of smoldering wreckage or ruins with no notion of how he or she came to exist. (Roll on the How is the Combination Undone? table)

HOW IS THE COMBINATION UNDONE (Roll 1d10)
   1-2. It is permanent unless undone through the will of a powerful god.
   3-4. The hero must speak a magic word that is only known to a mystic order that dwells in a remote, hard to access place. Any of the characters who made up the hero will be able to speak the work and re-combine them all.
   5-6. The hero must be exposed to rays from a specific alien device.
   7. The hero must touch a particular object. When the characters who were combined all touch the object again at the same time, they will re-combine into the hero.
   8. When the hero is subjected to a rare type of radiation or a specific type of magical energy.
   9. The hero must die.
  10. The hero must bathe in the Pool of All. This causes the characters to separate, although they do not become immortal unless they enter the Pool individually. (See Secrets of the Immortals for more.)

--
All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright Steve Miler 2018.

Wednesday, June 6, 2018

Additional Ninja Cutie Secrets Revealed!

Here's some additional information about, and feats and a starting profession for, the Ninja Cuties!


A BRIEF HISTORY OF THE NINJA CUTIES
Ninja Cuties trace their origins back to mid-15th Century Japan when the Shouchiibi Ninja Clan decided they would develop their skills around "working smarter not harder, and generally take advantage of being smoking hot!" The effort was hugely successful, and male and female clanmembers vamped and vogued their way through the next few centuries before doing either was even a Thing. With the advent of photography, and eventually motion pictures, they spread across the world, hiding their true natures as spies and assassins and all-around rogues-for-hire behind the facade of being actors and models.
   Whereever they went, they recruited local beautiful people into their ranks, and by the 1940s, they were the first truly global Ninja Clan. A number of the most glamorous internationally known models and movie stars have been Ninja Cuties--something which remains true to this day.
   During the 1930s, this led to the Great Sundering, as those Ninja Cuties based outside of Japan were increasingly at odds with those in the land of their origins, finding themselves fighting against the Japanese Empire rather than for it. (The Ninja Cuties in the U.S. were in a particularly strange position, as White and Black Ninja Cuties were fighting both Japanese agents and the American government as they established secret havens for those among them who were of Japanese descent.
   During the Cold War, the various factions of Ninja Cuties came back together, united by common heritage and good looks. Through the decades since the fall of the Berlin Wall, their global secret network has only grown stronger. In the modern world, a Ninja Cutie will always help a member of the clan, even if their nations are at odds. Even Ninja Cuties who have strayed from the path set down by their forebears can expect help and support from the clan. call on that person will receive help and support from the clan.
   In present day, Ninja Cuties can be found throughout the entertainment and modeling businesses. Some have even entered the political realm, as good looks and sharp wit has become more important than actual intelligence and leadership skills. In order to preserve the secrecy surrounding the Shouchiibi Clan, some Ninja Cuties use their martial arts prowess as part of their performances, and  have even arranged to have fictionalized and comedic versions of their secret society presented on film, such as the one featured in Zoolander 2. As a result, even if sopmeone were to attempt to expose the existince of the Ninja Cuties, they would be laughed at and silly crazy conspiracy theorists.



Art by Claudio Pozas. Used with Permission.



D20 SYSTEM RULES FOR NINJA CUTIES
The rest of this post is presented under the Open Game License and may be reproduced within its terms. Copyright Steve Miller 2018. You can read the original Ninja Cutie post here (or just scrolling down if you're on the main blog page).


STARTING PROFESSION
Most Ninja Cuties are raised from a young age to be cute but deadly. This starting profession reflects that, and unless the character was inculcated into the Secret Circle of Cutie Ninjas later in life, this Starting Profession should be chosen.


NINJA CUTIE
You were born and raised within the secret community of the Ninja Cuties. Whether you stayed true to your childhood training and heritage as your family wished, or ultimately chose to persue a different path.
   Prerequisite: Charisma 13
   Skills: Choose three of the following skills as a permanent class skill. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Acrobatics, Bluff, Concentrate, Knowledge (Arcane Lore), Knowledge (Mysticism), Move Silently, Tumble, Perform (specific field), Search, Sense Motive, Sleight of Hand, Spot.
   Feats: Select one of the following to receive as a bonus feat. The character must meet any prerequisites. Combat Reflexes, Dancing Queen, Informant Network, Ninja Cutie, Shameless.



FEATS
Here are some feats suitable for Ninja Cuties.

DANCING QUEEN [Fast Hero, Bard, Fighter, Rogue]
You can dance, you can fight!
   Benefit: The character practices mixed martial arts. Add 1/2 of the character's ranks (round down) in the Perform [dance] skill to all melee attack rolls.

DANGER SENSE [General]
The character has an uncanny ability for sensing trouble just before it strikes.
   Benefit: You gain a +2 bonus to all Spot and Sense Motive skill checks.

SHADOW MELD [Fast Hero]
The character can use even the slightest shadow to "hide in plain sight."
   Prerequisite: Hide 6 ranks, Move Silently 6 ranks
   Benefit: When in an area that features at least some shadow, the character gains a +8 bonus to Hide skill checks.

SPECIALITY MARTIAL ARTIST [Fighter, Fast Hero, Strong Hero]
The character has mastered an unusual fighting style that turns normally harmless pursuits deadly.
   Prerequisite: Combat Martial Arts or Defensive Martial Arts
   Benefit: When this feat is selected, specify a Craft, Knowledge, or Perform skill. The character is a master of a fighting style that weaponizes that activity. You add ½ your number of ranks in the designated skill (round up) to your to-hit and damage rolls when making unarmed attacks. The character may use objects associated with the activity as improvised melee or ranged weapons without suffering a non-proficiency penalty. In general, the objects deal a base of 1d4 points of damage with a base crit range of 19-20.
   Special: You may select this feat multiple times. Each time, a different Craft, Knowledge, or Perform skill must be specified. You must declare which version of the feat (if any) the character is using at the beginning of each round if making a martial arts attack.



A Ninja Cutie Battle Anthem!

Tuesday, June 5, 2018

The Power of the Ninja Cutie!

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

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



NEW FEATS
These feats define the Ninja Cuties.

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

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

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


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

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

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


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

Art by Rumiko Takahashi