This talent tree is that latest addition to the NUELOW Games d20 System feat and talents based superpowers system. (You can see the basics by clicking here.) It was inspired by the 1976 Boney M song of the same name, "Daddy Cool". We've embedded the song and its original video for your viewing enjoyment, below. (All text in this post is presented under the Open Game License and my be reproduced in accordance with its terms. Copyright 2019 Steve Miller.)
The Daddy Cool (or Mama Cool, for female characters) talent tree works well for characters who have emotion manipulation as their main shtick.
DADDY COOL TALENTS
Your power is your charisma.
Essence of Cool: Gain a permanent +2 bonus to all Bluff, Intimidate and Perform skill checks.
Prerequisite: Any one Minor Power feat.
Crazy Like a Fool: Gain a spell-like ability that mimics confusion. The character's total number of levels equals the caster level. The character may choose to limit the confusion affect to a single target, imposing a -6 penalty to the Will save to resist. This ability may be used a number of times per day equal to 1/2 the character's Charisma bonus (round up).
Prerequisite: Essence of Cool.
Dance with Daddy: Gain a spell-like ability that mimics irresistible dance. The character's total number of character levels equals the caster level. This ability may be used a number of times per day equal to 1/2 the character's Charisma bonus (round up).
Prerequisite: Crazy Like a Fool
Trust in Daddy: Gain a spell-like ability that mimics charm person. The character's total number of levels equals the caster level. This ability may be used a number of times per day equal to 1/2 the character's Charisma bonus (round up).
Prerequisite: Essence of Cool
Trust in Daddy II: Gain a spell-like ability that mimics charm monster. The character's total number of levels equals the caster level. This ability may be used a number of times per day equal to the character's Charisma bonus.
Prerequisite: Crazy Like a Fool, Trust in Daddy
(For the record, when we dance here at NUELOW Games, it looks something like Bobby Farrell in this video.)
Thursday, September 5, 2019
Wednesday, September 4, 2019
The Magic of Tacos!
Some magic items (and an artifact) that every d20 Modern game needs! (Heck, maybe every d20 System game needs these!)
Taco of Healing
Restores 1d6 hit points when consumed. It also nourishes the character for an entire day. (Tacos of healing come in batches of 3, 9, or 12.)
Montezuma's Taco
Appears to be a taco of healing but is actually cursed. When consumed, the character that eats it must roll a successful Fort save (DC18) or be sickened for 1d6+2 days. A successful save means the character is only sickened for half the number of days rolled (round down).
Taco of Healing
Restores 1d6 hit points when consumed. It also nourishes the character for an entire day. (Tacos of healing come in batches of 3, 9, or 12.)
Montezuma's Taco
Appears to be a taco of healing but is actually cursed. When consumed, the character that eats it must roll a successful Fort save (DC18) or be sickened for 1d6+2 days. A successful save means the character is only sickened for half the number of days rolled (round down).
There is a 2% chance that any taco of healing may is a Montezuma's Taco.
Super Hot Sauce of Courage
Apply to any food item. Consuming the item afterwards requires a Fort save (DC9) and will cause the diner's eyes to water and nose to run, but he or she gains a +1 bonus to DC/AC, Will and Reflex saves for 6 hours.
Applying the Extra Hot Sauce takes one round. Consuming the food takes 1d3+1 rounds.
Super Hot Sauce of Courage
Apply to any food item. Consuming the item afterwards requires a Fort save (DC9) and will cause the diner's eyes to water and nose to run, but he or she gains a +1 bonus to DC/AC, Will and Reflex saves for 6 hours.
Applying the Extra Hot Sauce takes one round. Consuming the food takes 1d3+1 rounds.
Neverending Bag of Tacos
What appears to be a grease-stained paperbag with a logo featuring a smiling, big-toothed cartoon character in a sombrero above the words "Comer Grandes" is a actually a powerful artifact. If examined with methods that reveal magical auras, the Neverending Bag of Tacos radiates a very slight trace of Summoning magic.
Every 24 hours, bag produces 2d4+2 tacos,although the bag only appears to contain at most two tacos at any given time. When the last taco of the day remains, there is only one in the bag.
Whenever someone pulls a taco from the bag, it is that person's favorite kind of taco. The number of tacos the bag can provide resets every day at sunrise.
What appears to be a grease-stained paperbag with a logo featuring a smiling, big-toothed cartoon character in a sombrero above the words "Comer Grandes" is a actually a powerful artifact. If examined with methods that reveal magical auras, the Neverending Bag of Tacos radiates a very slight trace of Summoning magic.
Every 24 hours, bag produces 2d4+2 tacos,although the bag only appears to contain at most two tacos at any given time. When the last taco of the day remains, there is only one in the bag.
Whenever someone pulls a taco from the bag, it is that person's favorite kind of taco. The number of tacos the bag can provide resets every day at sunrise.
(All text in this post is Open Game Content and may be reproduced in accordance with the terms of the Open Game License. Copyright 2019 NUELOW Games.)
Saturday, August 17, 2019
A new feat for the artistically inclined d20 System character
As with much of what can be found on this blog, this feat is presented with OGL Modern in mind, but it can be used it any d20 System game that has feats. (The classes mentioned in the brackets should consider this feat as an addition to the the list of bonus feats they may choose from at character creation or during level advancement.)
CULTURALLY APPROPRIATE
[Charismatic Hero, Dedicated Hero, Bard, Cleric]
Prerequisite: Wisdom 13 You take artistic expression and merge it with other expressions, transforming it.
Benefit: +4 bonus to all Perform skills, as well as to Crafting skills that involve designing garments, musical instruments, and tools, or creating works of art, literature, philosophy, and so on. You also gain a +2 bonus to all Knowledge skill checks.
The text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 by Steve Miller.
CULTURALLY APPROPRIATE
[Charismatic Hero, Dedicated Hero, Bard, Cleric]
Prerequisite: Wisdom 13 You take artistic expression and merge it with other expressions, transforming it.
Benefit: +4 bonus to all Perform skills, as well as to Crafting skills that involve designing garments, musical instruments, and tools, or creating works of art, literature, philosophy, and so on. You also gain a +2 bonus to all Knowledge skill checks.
The text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 by Steve Miller.
Tuesday, July 9, 2019
The Mystery of Becker's Pond
People are vanishing in the woods near Becker's Pond. Why? How? You and the player characters in your roleplaying game campaign can find out in a scenario inspired by an illustration by Bryan Baugh that you can create based on a randomly generated outline.
How do the Player Characters Become Involved (Roll 1d6)
1-2. They hear rumors of strange happenings near Becker's Pond.
3-4. A friend asks them to find a loved one who has disappeared near Becker's Pond.
5-6. They hear a friend has vanished near Becker's Pond.
How Many Disappearances Once the PC's are Involved? (Roll 1d6)
1-2. 1d2+1 results off "Who Vanishes First", the proceed to "Who Vanishes Next?".
3-4. 1d3+2, with "Who Vanishes First" checked once, then "Who Vanishes Next?" once, then the rest on "Who Vanishes First".
5. Alternate between "Who Vanishes First?" and "Who Vanishes Next?" until a result is duplicated on the "Who Vanishes Next?" table, or the player characters are attacked.
6. Check "Who Vanishes First?" twice, then roll on "Who Vanishes Next?" until a result is duplicated or the PCs are attacked.
Who Vanishes First? (Roll 1d6)
1. 1d3+1 skinny dipping teenagers.
2. 1d2+1 fishermen.
3. 1d3 hunters.
4. 1d3+1 bird watchers.
5. 1d2 couples at Makeout Rock.
6. 1d2 hikers.
When Do People Disappear? (Roll 1d6)
1-2. Middle of the night.
3. Shortly before sunrise.
4. Shortly after sunset.
5. During the daytime.
6. No predictable time. Roll on this table each time a disappearance is to occur in order to determine when the next one happens. Ignore and reroll additional results of "6".
.
How Long Between Disappearances? (Roll 1d6)
1-2. 1d6+4 days.
3-4. 1d6+1 days.
5. 1d+6 hours.
6. Roll after each disappearance to determine when the next will happen.
Who Vanishes Next? (Roll 1d6)
1. The local conspiracy theorist.
2. The minister's daughter.
3. The Instragram model.
4. 1d2 hunters.
5. 1d4+1 frat boys.
6. The player characters are attacked, either a single individual or as a group. If they lose the fight, they are among the vanished. (Player characters investigating the pond are the ones attacked. If none are investigating the pond, the smallest group of them that are together are attacked. Roll on "What is Responsible for the Disappearances?" to see what attacks the player characters.)
What Is Responsible for the Disappearances? (Roll 1d6)
1. A creature that's escaped from the secret lab of a man scientist (use earth elemental stats).
2. The vengeful spirits of two bullied teens who drowned themselves in Becker's Pond in a suicide pact have returned to exact revenge (use wraith stats)
3. A cult of devil worshipers (1d6+1 together at any given time--unless their numbers are reduced through combat with the PCs and/or having been arrested; total of 13 cult members).
4. Space aliens have a secret base underneath the pond. The vanished people are being subjected to hideous experiments. (Vanished victims are still alive and may be rescued if the PC's enter Hell if a 1 is rolled on a six-sided die. Roll for each victim.)
5. Pollution in the pond has coalesced into a monster that is oozing from it in search of prey (use water elemental stats).
6. A gate to Hell has opened in the pond. Victims are being seized by demons and dragged into the underworld. (Vanished victims are still alive and may be rescued if the PC's enter Hell if a 1 is rolled on a six-sided die. Roll for each victim.)
How Can the Disappearances Be Stopped? (Roll 1d6)
1-2. The evil must be destroyed.
3-4. The powerful international conspiracy that is truly behind the disappearances must be exposed.
5. The pond and forest must be cleansed with the magic generated by two Native American artifacts when they are brought together.
6. Atlantean druids must bless the pond and forest around it. And then the evil must be destroyed.
How do the Player Characters Become Involved (Roll 1d6)
1-2. They hear rumors of strange happenings near Becker's Pond.
3-4. A friend asks them to find a loved one who has disappeared near Becker's Pond.
5-6. They hear a friend has vanished near Becker's Pond.
How Many Disappearances Once the PC's are Involved? (Roll 1d6)
1-2. 1d2+1 results off "Who Vanishes First", the proceed to "Who Vanishes Next?".
3-4. 1d3+2, with "Who Vanishes First" checked once, then "Who Vanishes Next?" once, then the rest on "Who Vanishes First".
5. Alternate between "Who Vanishes First?" and "Who Vanishes Next?" until a result is duplicated on the "Who Vanishes Next?" table, or the player characters are attacked.
6. Check "Who Vanishes First?" twice, then roll on "Who Vanishes Next?" until a result is duplicated or the PCs are attacked.
Who Vanishes First? (Roll 1d6)
1. 1d3+1 skinny dipping teenagers.
2. 1d2+1 fishermen.
3. 1d3 hunters.
4. 1d3+1 bird watchers.
5. 1d2 couples at Makeout Rock.
6. 1d2 hikers.
When Do People Disappear? (Roll 1d6)
1-2. Middle of the night.
3. Shortly before sunrise.
4. Shortly after sunset.
5. During the daytime.
6. No predictable time. Roll on this table each time a disappearance is to occur in order to determine when the next one happens. Ignore and reroll additional results of "6".
.
How Long Between Disappearances? (Roll 1d6)
1-2. 1d6+4 days.
3-4. 1d6+1 days.
5. 1d+6 hours.
6. Roll after each disappearance to determine when the next will happen.
Who Vanishes Next? (Roll 1d6)
1. The local conspiracy theorist.
2. The minister's daughter.
3. The Instragram model.
4. 1d2 hunters.
5. 1d4+1 frat boys.
6. The player characters are attacked, either a single individual or as a group. If they lose the fight, they are among the vanished. (Player characters investigating the pond are the ones attacked. If none are investigating the pond, the smallest group of them that are together are attacked. Roll on "What is Responsible for the Disappearances?" to see what attacks the player characters.)
What Is Responsible for the Disappearances? (Roll 1d6)
1. A creature that's escaped from the secret lab of a man scientist (use earth elemental stats).
2. The vengeful spirits of two bullied teens who drowned themselves in Becker's Pond in a suicide pact have returned to exact revenge (use wraith stats)
3. A cult of devil worshipers (1d6+1 together at any given time--unless their numbers are reduced through combat with the PCs and/or having been arrested; total of 13 cult members).
4. Space aliens have a secret base underneath the pond. The vanished people are being subjected to hideous experiments. (Vanished victims are still alive and may be rescued if the PC's enter Hell if a 1 is rolled on a six-sided die. Roll for each victim.)
5. Pollution in the pond has coalesced into a monster that is oozing from it in search of prey (use water elemental stats).
6. A gate to Hell has opened in the pond. Victims are being seized by demons and dragged into the underworld. (Vanished victims are still alive and may be rescued if the PC's enter Hell if a 1 is rolled on a six-sided die. Roll for each victim.)
How Can the Disappearances Be Stopped? (Roll 1d6)
1-2. The evil must be destroyed.
3-4. The powerful international conspiracy that is truly behind the disappearances must be exposed.
5. The pond and forest must be cleansed with the magic generated by two Native American artifacts when they are brought together.
6. Atlantean druids must bless the pond and forest around it. And then the evil must be destroyed.
Saturday, June 1, 2019
Bessie Love and the Magical Mystery Chairs
We recently revealed how Bessie Love secretly battled occult forces between starring in movies during the 1920s and 1930s. This time around, we're going to cover something she learned during her cultist-busting career: Hidden, often in plain sight, throughout the world are a surprising number of magical chairs. Some were purposefully constructed and enchanted, others became magically charged by absorbing intense spiritual energies for many years.
Love brought two magic chairs into her own home, one was a gift from a sorceress who was an ally in her fight against evil, the other was seized from a cult leader. The first chair, which stood in the corner of her sitting room, grants the person sitting in it the ability to instantly know what is on up to 100 written pages by just touching them; and the other chair, which she kept in her library, makes the person in it more able to see through lies while being more adept at telling them.
The rest of the text in this post is released under the Open Game License and may be reproduced according to its terms. Copyright Steve Miller 2019.
MAGICAL MYSTERY CHAIRS (for d20 System Games)
The GM can use the following tables to randomly generate magical chairs. Players can discover the enchantments of the chairs through whatever means are available in the campaign, except for those listed under WHAT CURSE DOES THE CHAIR BESTOW? Any curses should be discovered when they are inflicted.
IS THE CHAIR MAGICAL? (Roll 1d10)*
1-7. No
8. Yes. Roll once on WHAT BENEFIT DOES THE CHAIR GRANT?
9. Yes. Roll twice on WHAT BENEFIT DOES THE CHAIR GRANT?
10. Yes. Roll once on WHAT BENEFIT DOES THE CHAR GRANT? and
once on WHAT CURSE DOES THE CHAIR BESTOW?
*The GM can check this table whenever the characters search a room furnished with one or more chairs using methods that can detect magical auras.
WHAT BENEFIT DOES THE CHAIR GRANT? (Roll 1d10)
1. As a full round action, absorb the information in up to 100 pages
touched while seated in the chair. The character must be able to
read the language, even if he or she isn't actually reading the
text. The book or pages not need to be leafed through. The GM
may require Knowledge skill checks or Intelligence checks for
the character to comprehend the information if the text covers
obscure or advanced subjects. Texts longer than 100 pages may
be divided up and absorbed at different times, but loose pages
must be placed in different stacks, and books must be opened
to the point from which absorption is to take place.
The chair's power can be used once every 12 hours.
2. +4 to all Knowledge skill checks while seated.
3. +4 to all Craft skill checks while seated.
4. +6 to Bluff skill checks while seated.
5. +6 to Sense Motive skill checks while seated.
6. Detect Poison and Neutralize Poison at 12th-level effectiveness
while seated in the chair.
7. True Seeing as spell-like ability for 12 minutes once per hour while
seated. (12th level effectiveness.)
8. The character does not age, require rest or sustenance while seated in the chair.
9. Brings a being back to life that has been dead less than 24 hours.
The corpse must be relatively intact with no vital parts missing.
The being is restored to life with fully healed.
10. Roll again on this table, ignoring and re-rolling additional
rolls of 10. Additionally, roll once on WHAT CURSE DOES
THE CHAIR BESTOW?
WHAT CURSE DOES THE CHAIR BESTOW? (Roll 1d10)*
1. -1 to all saving throws.
2. -1 to all attack rolls.
3. -1 to all saving throws and attack rolls.
4. -2 to all skill checks.
5. The sitter's butt goes numb and can only walk with a
weird waddle. 1/2 movement rate, -4 to all Acrobatics,
Balance, Climb, Run, and Tumble skill checks.
6. Suffer 1 point of extra damage per hit or damage dice.
7. While seated the character believes he or she telepathically
"hears" the thoughts of another character in the room.
The thoughts indicate the character is planning to betray the
seated character, or is otherwise allied with an enemy of
the party. The seated character can focus his or
attention on someone else in the rool and "hear" that
individual's thoughts as well. They will likewise be
hostile or threatening. This is just an delusion caused by
the chair. It ends once the character leaves the chair.
8. While seated, he character believes that he or she can see
the true demonic form of another random character in
the room. This is just a delusion created by the chair, and
the character who appears to be a shapeshifted demon
is determined randomly each time someone sits in
the chair
9. Roll on WHAT BENEFITS DOES THE CHAIR GRANT?
The character who sat in the chair believes he or she has gained
that advantage.
10. Roll two more times on this table, ignoring additional
rolls of 10.
*Unless otherwise noted, all curses are permanent until the character who sat in the chair is subjected to a Remove Curse, cast at a 12-level or better effectiveness.
--
Did you find this post interesting or amusing? Consider getting one of the actual products I've produced for NUELOW Games. It will encourage us to make more!
Love brought two magic chairs into her own home, one was a gift from a sorceress who was an ally in her fight against evil, the other was seized from a cult leader. The first chair, which stood in the corner of her sitting room, grants the person sitting in it the ability to instantly know what is on up to 100 written pages by just touching them; and the other chair, which she kept in her library, makes the person in it more able to see through lies while being more adept at telling them.
The rest of the text in this post is released under the Open Game License and may be reproduced according to its terms. Copyright Steve Miller 2019.
MAGICAL MYSTERY CHAIRS (for d20 System Games)
The GM can use the following tables to randomly generate magical chairs. Players can discover the enchantments of the chairs through whatever means are available in the campaign, except for those listed under WHAT CURSE DOES THE CHAIR BESTOW? Any curses should be discovered when they are inflicted.
IS THE CHAIR MAGICAL? (Roll 1d10)*
1-7. No
8. Yes. Roll once on WHAT BENEFIT DOES THE CHAIR GRANT?
9. Yes. Roll twice on WHAT BENEFIT DOES THE CHAIR GRANT?
10. Yes. Roll once on WHAT BENEFIT DOES THE CHAR GRANT? and
once on WHAT CURSE DOES THE CHAIR BESTOW?
*The GM can check this table whenever the characters search a room furnished with one or more chairs using methods that can detect magical auras.
WHAT BENEFIT DOES THE CHAIR GRANT? (Roll 1d10)
1. As a full round action, absorb the information in up to 100 pages
touched while seated in the chair. The character must be able to
read the language, even if he or she isn't actually reading the
text. The book or pages not need to be leafed through. The GM
may require Knowledge skill checks or Intelligence checks for
the character to comprehend the information if the text covers
obscure or advanced subjects. Texts longer than 100 pages may
be divided up and absorbed at different times, but loose pages
must be placed in different stacks, and books must be opened
to the point from which absorption is to take place.
The chair's power can be used once every 12 hours.
2. +4 to all Knowledge skill checks while seated.
3. +4 to all Craft skill checks while seated.
4. +6 to Bluff skill checks while seated.
5. +6 to Sense Motive skill checks while seated.
6. Detect Poison and Neutralize Poison at 12th-level effectiveness
while seated in the chair.
7. True Seeing as spell-like ability for 12 minutes once per hour while
seated. (12th level effectiveness.)
8. The character does not age, require rest or sustenance while seated in the chair.
9. Brings a being back to life that has been dead less than 24 hours.
The corpse must be relatively intact with no vital parts missing.
The being is restored to life with fully healed.
10. Roll again on this table, ignoring and re-rolling additional
rolls of 10. Additionally, roll once on WHAT CURSE DOES
THE CHAIR BESTOW?
1. -1 to all saving throws.
2. -1 to all attack rolls.
3. -1 to all saving throws and attack rolls.
4. -2 to all skill checks.
5. The sitter's butt goes numb and can only walk with a
weird waddle. 1/2 movement rate, -4 to all Acrobatics,
Balance, Climb, Run, and Tumble skill checks.
6. Suffer 1 point of extra damage per hit or damage dice.
7. While seated the character believes he or she telepathically
"hears" the thoughts of another character in the room.
The thoughts indicate the character is planning to betray the
seated character, or is otherwise allied with an enemy of
the party. The seated character can focus his or
attention on someone else in the rool and "hear" that
individual's thoughts as well. They will likewise be
hostile or threatening. This is just an delusion caused by
the chair. It ends once the character leaves the chair.
8. While seated, he character believes that he or she can see
the true demonic form of another random character in
the room. This is just a delusion created by the chair, and
the character who appears to be a shapeshifted demon
is determined randomly each time someone sits in
the chair
9. Roll on WHAT BENEFITS DOES THE CHAIR GRANT?
The character who sat in the chair believes he or she has gained
that advantage.
10. Roll two more times on this table, ignoring additional
rolls of 10.
*Unless otherwise noted, all curses are permanent until the character who sat in the chair is subjected to a Remove Curse, cast at a 12-level or better effectiveness.
--
Did you find this post interesting or amusing? Consider getting one of the actual products I've produced for NUELOW Games. It will encourage us to make more!
Wednesday, May 22, 2019
Feats for the Awakened (Blessings in Disguise: Part Two)
This post continues the rules for playing characters whose souls contain the remains of dead angels. You can read Part One here. (All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 Steve Miller.)
FEATS FOR THE AWAKENED
Awakened characters may choose from the following feats whenever they gain feats from level advancement, as a way of modeling their increasing ability to tap into the angelic energies that reside within them. They may also choose to substitute any bonus feats earned with ones from this section. They must still meet all pre-requisites before choosing a feat.
EXISTING FEATS
Alertness, Animal Affinity, Attentive, Blind Fight, Builder, Calm Animals, Confident, Faithful, Focused, Foresight, Fortune Telling, Great Fortitude, Guide, Improved Initiative, Iron Will, Naughty or Nice, Nimble, Stealthy, Toughness, True Love,
NEW FEATS
These feats are available only to Awakened characters who meet the prerequisites. It may be chosen under any circumstance that the character selects a feat.
Divine Magic [Awakened]
You channel the divine spark in your soul into spells.
Prerequisite: Awakened, Wisdom 12
Benefit: The character may, at will, cast a number of 0-level Acolyte spells equal to his or her Wisdom bonus per day. The caster level is equal to the character's total level. No material components are needed.
The character also gains a +1 bonus to all saving throws made to resist divine magic and divine spell-like effects.
Enhanced Divine Magic [Awakened]
You can draw more effectively on the divine energy to create more powerful effects.
Prerequsite: Divine Magic feat
Benefit: The character may, at will, cast a number of 1st- and 2nd-level Acolyte spells equal to his or her Wisdom bonus per day. The caster level is equal to the character's total level. No material components are needed.
Improved Divine Magic [Awakened]
You are able to create minor miracles.
Prerequisite: Enhanced Divine Magic feat, Wisdom 14
Benefit: The character may, at will, cast a number of 3rd- 4th-, and 5th-level Acolyte spells equal to his or her Wisdom bonus per day. The caster level is equal to the character's total level. No material components are needed.
Sense Awakened [Awakened]
You can sense when you are near another Awakened.
Prerequisite: Awakened trait
Benefit: When you are within 60 feet of another Awakened, the GM tells you you feel as though something is "off" or as if "someone just walked over your grave" or some other statement to show you are sensing something unusual. Upon making a successful Spot skill check (DC15), you can identify the source of your unease--another Awakened. If the Awakened is out of your line of sight, you know exactly where he or she is. (The sense of unease ends as soon as you recognise the other Awakened.)
The sense of unease also ends if the Spot check reveals some other threat or mystery that draws your attention.
Note: GMs may or may not be calling your attention to another Awakened. Sometimes, it's something entirely different that's going on. Whichever is the case, the sense that something is wrong is dispelled once your attention is caught by something in the area.
Sense Outsider [Awakened]
Beings from planes beyond those inhabited by mortals venture into it with some regularity, usually disguised in mortal form. You can sense when you are near such creatures.
Prerequisite: Awakened trait
Benefit: When you are within 15 feet and line-of-sight of an extra-planar being that is shapeshifted into a less conspicuous form, you can see an aura of shifting colors around its body. By taking a full round action to study the creature and the GM rolling a successful Spot skill check (DC12), you are able to tell if the being is from one of the Upper, Lower, or Elemental Planes of existence. You are also able to spot shapeshifted beings native to the Realm of Fairies, including the Witchkind, although with such beings, you will not be able to discern what plane they are from.
Wings of an Angels [Awakened]
Mystic wings will slow your fall, preventing you from harm to some extent.
Prerequisite: Awakened, Divine Magic feat
Benefit: After the first 20 feet of free-fall, incorporeal, translucent wings appear on the character's back, and his or her fall is slowed. Falling damage is reduced by half when the character hits the ground (minimum damage 1 point).
--
More to come--such as Talents--in Part Three. (Meanwhile, if you found this content interesting and useful, consider getting one or more of our actual products at DriveThruRPG. It will encourage to make more.)
FEATS FOR THE AWAKENED
Awakened characters may choose from the following feats whenever they gain feats from level advancement, as a way of modeling their increasing ability to tap into the angelic energies that reside within them. They may also choose to substitute any bonus feats earned with ones from this section. They must still meet all pre-requisites before choosing a feat.
EXISTING FEATS
Alertness, Animal Affinity, Attentive, Blind Fight, Builder, Calm Animals, Confident, Faithful, Focused, Foresight, Fortune Telling, Great Fortitude, Guide, Improved Initiative, Iron Will, Naughty or Nice, Nimble, Stealthy, Toughness, True Love,
NEW FEATS
These feats are available only to Awakened characters who meet the prerequisites. It may be chosen under any circumstance that the character selects a feat.
Divine Magic [Awakened]
You channel the divine spark in your soul into spells.
Prerequisite: Awakened, Wisdom 12
Benefit: The character may, at will, cast a number of 0-level Acolyte spells equal to his or her Wisdom bonus per day. The caster level is equal to the character's total level. No material components are needed.
The character also gains a +1 bonus to all saving throws made to resist divine magic and divine spell-like effects.
Enhanced Divine Magic [Awakened]
You can draw more effectively on the divine energy to create more powerful effects.
Prerequsite: Divine Magic feat
Benefit: The character may, at will, cast a number of 1st- and 2nd-level Acolyte spells equal to his or her Wisdom bonus per day. The caster level is equal to the character's total level. No material components are needed.
Improved Divine Magic [Awakened]
You are able to create minor miracles.
Prerequisite: Enhanced Divine Magic feat, Wisdom 14
Benefit: The character may, at will, cast a number of 3rd- 4th-, and 5th-level Acolyte spells equal to his or her Wisdom bonus per day. The caster level is equal to the character's total level. No material components are needed.
Sense Awakened [Awakened]
You can sense when you are near another Awakened.
Prerequisite: Awakened trait
Benefit: When you are within 60 feet of another Awakened, the GM tells you you feel as though something is "off" or as if "someone just walked over your grave" or some other statement to show you are sensing something unusual. Upon making a successful Spot skill check (DC15), you can identify the source of your unease--another Awakened. If the Awakened is out of your line of sight, you know exactly where he or she is. (The sense of unease ends as soon as you recognise the other Awakened.)
The sense of unease also ends if the Spot check reveals some other threat or mystery that draws your attention.
Note: GMs may or may not be calling your attention to another Awakened. Sometimes, it's something entirely different that's going on. Whichever is the case, the sense that something is wrong is dispelled once your attention is caught by something in the area.
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Illo by Bonksn |
Sense Outsider [Awakened]
Beings from planes beyond those inhabited by mortals venture into it with some regularity, usually disguised in mortal form. You can sense when you are near such creatures.
Prerequisite: Awakened trait
Benefit: When you are within 15 feet and line-of-sight of an extra-planar being that is shapeshifted into a less conspicuous form, you can see an aura of shifting colors around its body. By taking a full round action to study the creature and the GM rolling a successful Spot skill check (DC12), you are able to tell if the being is from one of the Upper, Lower, or Elemental Planes of existence. You are also able to spot shapeshifted beings native to the Realm of Fairies, including the Witchkind, although with such beings, you will not be able to discern what plane they are from.
Wings of an Angels [Awakened]
Mystic wings will slow your fall, preventing you from harm to some extent.
Prerequisite: Awakened, Divine Magic feat
Benefit: After the first 20 feet of free-fall, incorporeal, translucent wings appear on the character's back, and his or her fall is slowed. Falling damage is reduced by half when the character hits the ground (minimum damage 1 point).
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More to come--such as Talents--in Part Three. (Meanwhile, if you found this content interesting and useful, consider getting one or more of our actual products at DriveThruRPG. It will encourage to make more.)
Tuesday, April 30, 2019
The Awakened: Blessings in Disguise (Part One)
This is the first post in a series that gives rules for playing characters whose souls are part angel, the Awakened. This one lays part of the groundwork, and the next posts will elaborate on the concept with more details on the types of angels, as well as feats and talents that further define the Awakened and their supernatural powers.
All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 by Steve Miller.
The devestation suffered among the Heavenly Host was severe, as the forces loyal to God did battle with those who had joined Satan in rebellion. Hundreds of angels fell in battle, but since immortal beings cannot truly die, the physical form of a slain angel shattered and its spiritual essense dispersed into the mortal realm where fragments of angelic essense merged with the souls the beings that existed there.
Souls so infused with angelic essense are mostly like any others: They go through many, many lives, some of which are unremarkable except in small ways, others which change the course of history or reshape the way humans perceive the world and other beings around them, but that part of them which originated in Heaven remains dormant.
But then, through chance or Divine Providence, an event shocks the slumbering spark into wakefulness... and the mortal being finds him- or herself able to call upon supernatural abilities usually reserved only for the servants of gods. How powerful the mortal becomes, and whether these gifts become a blessing or a curse to the world is entirely up to the individual... because whether it was Fate or Grand Design that brought the hidden to the fore, mortals still possess the great gift of Free Will. Nonetheless, once Awakened, the being's life will be changed, because others will be drawn to the power.
BECOMING AWAKENED
Most people live their whole lives with the angelic part of their soul remaining dormant. There are only three ways it becomes activated:
* Fail a saving throw while wearing the Angel's Face and Left Hand of God
* Be reduced to -5 or fewer hit points
* Be subjected to mind-effecting magic or mind-effecting spell-like effect from an Outsider
(With the GM's permission, any of these events can have taken place before play starts and be part of the character's backstory.)
Once Awakened, the player rolls randomly on the following table to see what type of angelic remnant the character now gains power from. This dictates the benefit gained.
AWAKENED
1d10 Angelic Remnant in Character's Soul
1 Astral Deva: +1 magical bonus to all melee attack and damage rolls.
2 Cherub: All Knowledge skills become permanent class skills.
If Cherub is rolled twice, the character gains the Educated feat
as a bonus.)
3 Planetar: Gain detect deceit as a spell-like ability. It may be used
a number of times per day equal to the character's Wisdom bonus.
4 Potestatim: Gain cure light wounds and cause light wounds as
spell-like abilities, with the caster effectiveness equal to the
character's level.
5 Seraphim: Gain protection from evil as a spell-like ability, with the
caster effectiveness equal to the character's level. It may be used a
number of times per day equal to the character's Wisdom bonus.
6 Solar: Gain a +1 magical bonus to all ranged attack and damage
rolls.
7 Thronas: Gain a +2 bonus to all Bluff and Sense Motive skill checks.
8 Virtues: All Perform skills become permanent class skills.
If Virtues is rolled twice, the character gains the Creative feat
as a bonus, as well as a +2 bonus to all Bluff skill checks.
9 Zashmahls: All Craft skills become permanent class skills.
If Zashmahls is rolled twice, the character gains the Creative feat
as a bonus.
10 Roll two more times on this table, ignoring and rerolling results of 10.
The character's soul contains the remnants of two angels, and the
character gains both benefits. Unless otherwise is noted, if the same
result is rolled twice, the indicated bonus is doubled.
All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 by Steve Miller.
THE AWAKENED: BLESSINGS IN DISGUISE
By Steve Miller
The Awakened is a mortal being who carries within them a literal spark of the Divine.The devestation suffered among the Heavenly Host was severe, as the forces loyal to God did battle with those who had joined Satan in rebellion. Hundreds of angels fell in battle, but since immortal beings cannot truly die, the physical form of a slain angel shattered and its spiritual essense dispersed into the mortal realm where fragments of angelic essense merged with the souls the beings that existed there.
Souls so infused with angelic essense are mostly like any others: They go through many, many lives, some of which are unremarkable except in small ways, others which change the course of history or reshape the way humans perceive the world and other beings around them, but that part of them which originated in Heaven remains dormant.
But then, through chance or Divine Providence, an event shocks the slumbering spark into wakefulness... and the mortal being finds him- or herself able to call upon supernatural abilities usually reserved only for the servants of gods. How powerful the mortal becomes, and whether these gifts become a blessing or a curse to the world is entirely up to the individual... because whether it was Fate or Grand Design that brought the hidden to the fore, mortals still possess the great gift of Free Will. Nonetheless, once Awakened, the being's life will be changed, because others will be drawn to the power.
BECOMING AWAKENED
Most people live their whole lives with the angelic part of their soul remaining dormant. There are only three ways it becomes activated:
* Fail a saving throw while wearing the Angel's Face and Left Hand of God
* Be reduced to -5 or fewer hit points
* Be subjected to mind-effecting magic or mind-effecting spell-like effect from an Outsider
(With the GM's permission, any of these events can have taken place before play starts and be part of the character's backstory.)
Once Awakened, the player rolls randomly on the following table to see what type of angelic remnant the character now gains power from. This dictates the benefit gained.
AWAKENED
1d10 Angelic Remnant in Character's Soul
1 Astral Deva: +1 magical bonus to all melee attack and damage rolls.
2 Cherub: All Knowledge skills become permanent class skills.
If Cherub is rolled twice, the character gains the Educated feat
as a bonus.)
3 Planetar: Gain detect deceit as a spell-like ability. It may be used
a number of times per day equal to the character's Wisdom bonus.
4 Potestatim: Gain cure light wounds and cause light wounds as
spell-like abilities, with the caster effectiveness equal to the
character's level.
5 Seraphim: Gain protection from evil as a spell-like ability, with the
caster effectiveness equal to the character's level. It may be used a
number of times per day equal to the character's Wisdom bonus.
6 Solar: Gain a +1 magical bonus to all ranged attack and damage
rolls.
7 Thronas: Gain a +2 bonus to all Bluff and Sense Motive skill checks.
8 Virtues: All Perform skills become permanent class skills.
If Virtues is rolled twice, the character gains the Creative feat
as a bonus, as well as a +2 bonus to all Bluff skill checks.
9 Zashmahls: All Craft skills become permanent class skills.
If Zashmahls is rolled twice, the character gains the Creative feat
as a bonus.
10 Roll two more times on this table, ignoring and rerolling results of 10.
The character's soul contains the remnants of two angels, and the
character gains both benefits. Unless otherwise is noted, if the same
result is rolled twice, the indicated bonus is doubled.
There's more in Part Two of this post series. Click here!
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If you found this post interesting or useful, you should check out some of our releases at DriveThruRPG. If you buy some, you'll encourage us to make more!
--
If you found this post interesting or useful, you should check out some of our releases at DriveThruRPG. If you buy some, you'll encourage us to make more!
Friday, April 5, 2019
The Angel's Face and the Left Hand of God
The Angel's Face and the Left Hand of God are a pair of artifacts of unknown origin. They have appeared and disappeared throughout history, often facilitating the rise of a powerful religious figure or causing his or her downfall. Their first known appearance on Earth was in Ancient Egypt.
Apart, the items appear to be faintly enchanted with some kind of preservative magic. When brought together, they begin to radiate stronger magic, but their true powers are only revealed when worn together by a single user. (The artifacts must be worn by the same user, at the same time, to function.)
THE ANGEL'S FACE
This smooth, silvery mask is of a face with cherubic features, and it's hard to tell if it's supposed to resemble and male or female. It radiates faint abjuration magic if it examined with means designed to reveal enchantments.
If a human or demihuman character who isn't an Immortal, Outsider or Undead holds it up to their face, the mask immediately attaches itself. It can only be removed if the character remains absolutely calm and takes no actions for six rounds other than to clear their minds of all thoughts. One the seventh round, the character must roll a successful Will Save (DC22). If successful, the mas falls off. The only other reason the mask detaches itself is upon the death of the character.
If an Immortal, Outsider, or Undead tries to use the Angel's Face, the mask immediately becomes inert and seemingly non-magical for one month.
Benefits and Powers Gained While Wearing the Angel's Face:
* Saving Throws of a 20th level Cleric, Priest, or Dedicated Hero (or similar class in use in the campaign). If the character's regular saving throws are greater, he or she uses them instead.
* True Seeing as a spell-like ability a number of times per day equal to the character's Wisdom bonus.
* +2 bonus to all rolls made to see through illusions (when the True Seeing ability isn't being used).
* +4 bonus to all saving throws made to resist mind-effecting magic.
Drawbacks to Wearing the Angel's Face:
*The mouth on the Angel's Face has an opening so small that the wearer is only able to consume liquids through a straw.
*Whenever the True Seeing spell-like ability is invoked, the GM secretly rolls percentile dice to see if the character becomes a vessel for a god. If 001 is rolled, the GM rolls a d10 against the following table to see what god has taken hold of the character's mortal form.
1. Anubis 2. Athena
3. Baal 4. Hades
5. Isis 6. Odin
7. Set 8. Shiva
9. Thor 10. Zeus
The god remains in control of the character for 1d10+10 hours, or until the god willingly departs or the character's body is destroyed. During this time, the god can wield any and all powers the GM and the rules-set believes are fitting. The GM should consider telling the player what the god's agenda is and jointly run the character with him or her during this time of possession, allowing the player to make most decisions while the GM primarily adjudicates to what level the god uses his or her powers in the mortal realm.
When the god leaves the character's body, the character must roll a successful Fortitude save (DC 18) or be reduced to 1 hit point and falls into a coma that lasts 1d6+1 hours. Whether the save is successful or not, the mask falls from the character's face and remains inert and seeming non-magical for one month.
THE LEFT HAND OF GOD
This is a fingerless, left-hand leather glove with straps that fasten around the wearer's wrist, with metal studs on each knuckle. It radiates faint alteration and divine magic if it examined with means designed to reveal enchantments.
Benefits and Powers Gained While Wearing the Left Hand of God:
* +2 to unarmed attacks
* +4 divine damage inflicted with each successful unarmed strike (with left-hand only, if a two-handed fighting style is used).
* When touching a character with the gloved left hand, restore up to 3d6+4 hit points. Unwilling targets may roll Will saves to resist (DC12). This is a full-round action, and the power may be used a number of times per day equal to the wearer's Wisdom bonus.
* When touching a character with the gloved left hand, inflict 1d6+6 hit points of divine damage. The target receives a Fortitude save (DC18) and if it is successful, the target only suffers half damage. If used in combat, the wearer must roll a successful touch attack. This is a full round action, and the power may be used a number of times per day equal to the wearer's Wisdom bonus.
Drawbacks to Wearing the Left Hand of God
* The wearer must roll a Fortitude save (DC19) when using the gloves touch powers, whether to heal or harm. If the saving throw fails, the character loses 1d3+1 hit points and is briefly disoriented and is unable to act on the following round.
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The photo illustrating this post is of actress Rebecca Rose. It's a still from The Jester 2, and it has nothing to do with the magic items described in the post other than being the source of inspiration for them.
All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 Steve Miller.
Apart, the items appear to be faintly enchanted with some kind of preservative magic. When brought together, they begin to radiate stronger magic, but their true powers are only revealed when worn together by a single user. (The artifacts must be worn by the same user, at the same time, to function.)
THE ANGEL'S FACE
This smooth, silvery mask is of a face with cherubic features, and it's hard to tell if it's supposed to resemble and male or female. It radiates faint abjuration magic if it examined with means designed to reveal enchantments.
If a human or demihuman character who isn't an Immortal, Outsider or Undead holds it up to their face, the mask immediately attaches itself. It can only be removed if the character remains absolutely calm and takes no actions for six rounds other than to clear their minds of all thoughts. One the seventh round, the character must roll a successful Will Save (DC22). If successful, the mas falls off. The only other reason the mask detaches itself is upon the death of the character.
If an Immortal, Outsider, or Undead tries to use the Angel's Face, the mask immediately becomes inert and seemingly non-magical for one month.
Benefits and Powers Gained While Wearing the Angel's Face:
* Saving Throws of a 20th level Cleric, Priest, or Dedicated Hero (or similar class in use in the campaign). If the character's regular saving throws are greater, he or she uses them instead.
* True Seeing as a spell-like ability a number of times per day equal to the character's Wisdom bonus.
* +2 bonus to all rolls made to see through illusions (when the True Seeing ability isn't being used).
* +4 bonus to all saving throws made to resist mind-effecting magic.
Drawbacks to Wearing the Angel's Face:
*The mouth on the Angel's Face has an opening so small that the wearer is only able to consume liquids through a straw.
*Whenever the True Seeing spell-like ability is invoked, the GM secretly rolls percentile dice to see if the character becomes a vessel for a god. If 001 is rolled, the GM rolls a d10 against the following table to see what god has taken hold of the character's mortal form.
1. Anubis 2. Athena
3. Baal 4. Hades
5. Isis 6. Odin
7. Set 8. Shiva
9. Thor 10. Zeus
The god remains in control of the character for 1d10+10 hours, or until the god willingly departs or the character's body is destroyed. During this time, the god can wield any and all powers the GM and the rules-set believes are fitting. The GM should consider telling the player what the god's agenda is and jointly run the character with him or her during this time of possession, allowing the player to make most decisions while the GM primarily adjudicates to what level the god uses his or her powers in the mortal realm.
When the god leaves the character's body, the character must roll a successful Fortitude save (DC 18) or be reduced to 1 hit point and falls into a coma that lasts 1d6+1 hours. Whether the save is successful or not, the mask falls from the character's face and remains inert and seeming non-magical for one month.
THE LEFT HAND OF GOD
This is a fingerless, left-hand leather glove with straps that fasten around the wearer's wrist, with metal studs on each knuckle. It radiates faint alteration and divine magic if it examined with means designed to reveal enchantments.
Benefits and Powers Gained While Wearing the Left Hand of God:
* +2 to unarmed attacks
* +4 divine damage inflicted with each successful unarmed strike (with left-hand only, if a two-handed fighting style is used).
* When touching a character with the gloved left hand, restore up to 3d6+4 hit points. Unwilling targets may roll Will saves to resist (DC12). This is a full-round action, and the power may be used a number of times per day equal to the wearer's Wisdom bonus.
* When touching a character with the gloved left hand, inflict 1d6+6 hit points of divine damage. The target receives a Fortitude save (DC18) and if it is successful, the target only suffers half damage. If used in combat, the wearer must roll a successful touch attack. This is a full round action, and the power may be used a number of times per day equal to the wearer's Wisdom bonus.
Drawbacks to Wearing the Left Hand of God
* The wearer must roll a Fortitude save (DC19) when using the gloves touch powers, whether to heal or harm. If the saving throw fails, the character loses 1d3+1 hit points and is briefly disoriented and is unable to act on the following round.
--
The photo illustrating this post is of actress Rebecca Rose. It's a still from The Jester 2, and it has nothing to do with the magic items described in the post other than being the source of inspiration for them.
All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 Steve Miller.
Sunday, March 31, 2019
d20 System Feats for the Believer!
Your belief in a higher power is unshakable... and it may even be stronger than the cleric who leads the gathering of faithful you worship with. You do not wear the cloth, because you have been called to serve in a different way. But you know that your god watches over you and smiles upon your deeds. You know, because you have experienced miracles and you know that your faith has seen you through situations where non-believers would have perished.
Here are a couple of d20 System feats for characters who have strong faith in higher powers, but who are not priests, clerics, or some other religious leader. In fact, these feats are specifically not for classes that have access to divine spells. Instead, they are for the lay-person.
Like most of the material we create for d20 System games, d20 Modern and compatible games is premiere in our minds, but this material is easily adapted to StarFinder and any other game that uses the d20 System as its core engine.
The rest of this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 Steve Miller.
FAITHFUL [General, Dedicated Hero]
Sometimes, your faith in greater powers is rewarded.
Prerequisite: Intelligence 11, Wisdom 13
Benefit: State a religion your character believes in, firmly. When something goes terribly wrong--such as failing a crucial skill check, fail a life-or-death saving throw (and circumstances are such that you know it), or similar event--your character's deeply held faith may cause the greater powers in the universe to take notice and intervene on your behalf. Invoke this feat immediately after the failed roll. You may reroll it with a +4 bonus. If the second roll succeeds, something miraculous happens that allows the character to recover from the failure.
This feat may be used a number of times equal to the character's Wisdom bonus each game session.
Special: Clerics and other characters who gain spells from supernatural beings may not select this feat; the greater powers in the universe already give them plenty in return for their faith. If a character with this feat gains the ability to cast divine spells or gains wizard spells through deals with powerful beings, all benefits from this feat are lost
MARTYR [General, Dedicated Hero]
You suffer for your faith, knowing that you will be rewarded.
Prerequisite: Faithful
Benefit: As your character looses hit points from damage suffered while fighting for (or otherwise working toward) a cause he or she believes in, extra reserves of energy born from the deeply held knowledge that you are sacrificing for a greater cause.
The benefits from this feat depend on how many hit points the character has lost. The benefits to do stack; the replace one another as the character is injured.
Down Between 10% and 25% of full hit point total: +1 bonus to all saving throws and skill checks.
Down Between 25% and 50% of full hit point total: +2 bonus to all attack rolls and saving throws.
Down Between 50% and 75% of full hit point total: +4 bonus to all saving throws and AC/DR.
Down Between 75% and 100%: +4 bonus to all saving throws, regain 2d6 hit points for each successful saving throw rolled.
Negative Hit Points, Between -1 and -10: Roll a Fortitude saving throw. If successful, regain 2d6 hit points. If the character's hit point total is still a negative number, the character is unconcious but stable.
Negative Hit Points, Below -10: The character finds him- or herself engulfed in a bright light. He or she is given the choice to move onto the reward for dying in the service of the deeply held convictions and beliefs, or remain in the mortal realm of pain and suffering, as a disembodied spirit but with the ability to fight on. If the character rejects the reward, he or she immediately gains the Disembodied template.
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If you found this post useful and/or entertaining, consider purchasing some of our products. It will encourage us to make more! Click here to see our entire catalog at DriveThruRPG!
Here are a couple of d20 System feats for characters who have strong faith in higher powers, but who are not priests, clerics, or some other religious leader. In fact, these feats are specifically not for classes that have access to divine spells. Instead, they are for the lay-person.
Like most of the material we create for d20 System games, d20 Modern and compatible games is premiere in our minds, but this material is easily adapted to StarFinder and any other game that uses the d20 System as its core engine.
The rest of this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 Steve Miller.
FAITHFUL [General, Dedicated Hero]
Sometimes, your faith in greater powers is rewarded.
Prerequisite: Intelligence 11, Wisdom 13
Benefit: State a religion your character believes in, firmly. When something goes terribly wrong--such as failing a crucial skill check, fail a life-or-death saving throw (and circumstances are such that you know it), or similar event--your character's deeply held faith may cause the greater powers in the universe to take notice and intervene on your behalf. Invoke this feat immediately after the failed roll. You may reroll it with a +4 bonus. If the second roll succeeds, something miraculous happens that allows the character to recover from the failure.
This feat may be used a number of times equal to the character's Wisdom bonus each game session.
Special: Clerics and other characters who gain spells from supernatural beings may not select this feat; the greater powers in the universe already give them plenty in return for their faith. If a character with this feat gains the ability to cast divine spells or gains wizard spells through deals with powerful beings, all benefits from this feat are lost
MARTYR [General, Dedicated Hero]
You suffer for your faith, knowing that you will be rewarded.
Prerequisite: Faithful
Benefit: As your character looses hit points from damage suffered while fighting for (or otherwise working toward) a cause he or she believes in, extra reserves of energy born from the deeply held knowledge that you are sacrificing for a greater cause.
The benefits from this feat depend on how many hit points the character has lost. The benefits to do stack; the replace one another as the character is injured.
Down Between 10% and 25% of full hit point total: +1 bonus to all saving throws and skill checks.
Down Between 25% and 50% of full hit point total: +2 bonus to all attack rolls and saving throws.
Down Between 50% and 75% of full hit point total: +4 bonus to all saving throws and AC/DR.
Down Between 75% and 100%: +4 bonus to all saving throws, regain 2d6 hit points for each successful saving throw rolled.
Negative Hit Points, Between -1 and -10: Roll a Fortitude saving throw. If successful, regain 2d6 hit points. If the character's hit point total is still a negative number, the character is unconcious but stable.
Negative Hit Points, Below -10: The character finds him- or herself engulfed in a bright light. He or she is given the choice to move onto the reward for dying in the service of the deeply held convictions and beliefs, or remain in the mortal realm of pain and suffering, as a disembodied spirit but with the ability to fight on. If the character rejects the reward, he or she immediately gains the Disembodied template.
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Wednesday, March 13, 2019
The Secret Life of Bessie Love
In 1915, 17-year-old Juanita Horton's family was struggling to make ends meet, so her mother told her to go down to Biograph Studios to see if they'd give her work. Producer and director D.W. Griffith thought she'd be great on camera, and after a few bit parts, Juanita was on her way to stardom under the stagename Bessie Love.
But unbeknowst to the adoring movie-going public, Bessie Love was far more than just another Hollywood star... she was also the mysterious masked adventuress known as the Love Bug!
SECRET ORIGIN OF THE LOVE BUG
In the very early morning of September 3 of 1924, Bessie Love was awakened by frantic knocking at her door. Outside, in the swirling fog, was an elderly woman with a small suitcase. She thrust the case at Bessie and said, "You have been chosen."
Before Bessie could react, the woman retreated into the fog and vanished. The confused actress took the suitcase into the sitting room and opened it. Inside was a strange bejeweled costume consisting of a mask, a curious-looking headdress, a backless leotard, and matching shoes. As she touched the mask, her mind was filled with images of and facts about an ancient order of mystics locked in an eternal battle with a demonic cult bent on bringing about literal Hell on Earth. The "costume" was in truth ancient ceremonial garb and mystically powered armor that assisted the wearer in her fight against demons... and Bessie had been chosen to carry on the fight. The vision had told her all she needed to know, as well as the powers of the outfit... and from that day forward, she split her time between acting and combatting mystical evils where she found them throughout Southern California.
For the next year-and-a-half, newspapers carried reports of a mystery woman who fought crime and brought secret cults to light by defeating them. After rescuing children that had been slated for sacrifice to a dark god on February 14, 1926, she encountered a newspaper reporter who wanted to know her name. "Call me the Love Bug," was her swift, unthinking reply. The name stuck.
As the 1930s dawned, Bessie found it increasingly difficult to balance her life as a Hollywood star with that of a cult-busting mystery woman. She eventually committed herself full-time to the battle against evil and left her glamorous life as an actress behind.
By the mid-1930s, Bessie had relocated to England in order to learn more about the original creators of her magical gear and to stem the rising demonic tides at their source. Over the next decade, she faced evil mystics all over Europe and she found allies in the secret magical order The Daughters of Burdick. She still appeared in the occasional movie, but more often than not, her accepting roles was to bring her into the orbit of suspected cultists or other evil-minded people.
In 1950, at the age of 52, Bessie decided she was getting to old for the physical demands of life as the Love Bug. She began searching for a replacement, a young woman to whom she could give the armor as it had once been given to her. Once that had been accomplished, she returned to acting full time.
THE LOVE BUG'S POWERS
The rest of this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 Steve Miller.
The Love Bug's powers are derived entirely from her mystical armor, which radiates faint magic of an indeterminant type if such is detected for. The entire outfit must be worn for any of the powers to function. It is described below in terms of the d20 System roleplaying game rules.
The Jewel-lined Domino Mask: This is a black mask, the edges of which are lined with tiny diamonds. It only covers the area around the wearer's eyes. Once per day, as a standard action, the wearer can invoke the spell-like ability of true seeing. The effect is just like the spell of the same name, as if cast by a 12th-level caster, but with a duration equal to twice the wearer's Wisdom bonus in minutes.
The Bejeweled Headdress: Two jewel-encrusted insect-like anttenae rise from this tight-fitting headcover. It provides the wearer with a +4 bonus to all saving throws to resist mind-affecting magic and spell-like effects. In addition, once per day, as a standard action, the wearer can invoke the spell-like ability of telepathy. This ability functions as if cast by a 12th-level caster, but with a duration equal to twice the wearer's Wisdom bonus in minutes.
The Bejewled Leotard: The jewels covering this tight-fitting garment are arranged in the patterns of Atlantean sigils of protection. It grants the wearer a +2 bonus to AC/DR, as well as a +2 bonus to Fortitude and Reflex saving throws. These bonuses stack with other similar bonuses.
The Bejeweled Shoes: The wearer's base movement rate is increased by 10. The shoes also provide a +4 bonus to all movement and balance-related skill checks.
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As previously mentioned, for any of the powers to function, all four pieces of the set must be worn. If the wearer enters an area where magic is suppressed or otherwise doesn't usually work, the powers don't function, but they return immediately upon leaving that area. If dispel magic is cast at the wearer, she must make a successful saving throw (DC12), or the armor ceases to function for a number of minutes equal to the level of the person who cast dispel magic.
If you found this post useful and/or entertaining, consider purchasing some of our products. It will encourage us to make more! Click here to see our entire catalog at DriveThruRPG!
But unbeknowst to the adoring movie-going public, Bessie Love was far more than just another Hollywood star... she was also the mysterious masked adventuress known as the Love Bug!
SECRET ORIGIN OF THE LOVE BUG
In the very early morning of September 3 of 1924, Bessie Love was awakened by frantic knocking at her door. Outside, in the swirling fog, was an elderly woman with a small suitcase. She thrust the case at Bessie and said, "You have been chosen."
Before Bessie could react, the woman retreated into the fog and vanished. The confused actress took the suitcase into the sitting room and opened it. Inside was a strange bejeweled costume consisting of a mask, a curious-looking headdress, a backless leotard, and matching shoes. As she touched the mask, her mind was filled with images of and facts about an ancient order of mystics locked in an eternal battle with a demonic cult bent on bringing about literal Hell on Earth. The "costume" was in truth ancient ceremonial garb and mystically powered armor that assisted the wearer in her fight against demons... and Bessie had been chosen to carry on the fight. The vision had told her all she needed to know, as well as the powers of the outfit... and from that day forward, she split her time between acting and combatting mystical evils where she found them throughout Southern California.
For the next year-and-a-half, newspapers carried reports of a mystery woman who fought crime and brought secret cults to light by defeating them. After rescuing children that had been slated for sacrifice to a dark god on February 14, 1926, she encountered a newspaper reporter who wanted to know her name. "Call me the Love Bug," was her swift, unthinking reply. The name stuck.
As the 1930s dawned, Bessie found it increasingly difficult to balance her life as a Hollywood star with that of a cult-busting mystery woman. She eventually committed herself full-time to the battle against evil and left her glamorous life as an actress behind.
By the mid-1930s, Bessie had relocated to England in order to learn more about the original creators of her magical gear and to stem the rising demonic tides at their source. Over the next decade, she faced evil mystics all over Europe and she found allies in the secret magical order The Daughters of Burdick. She still appeared in the occasional movie, but more often than not, her accepting roles was to bring her into the orbit of suspected cultists or other evil-minded people.
In 1950, at the age of 52, Bessie decided she was getting to old for the physical demands of life as the Love Bug. She began searching for a replacement, a young woman to whom she could give the armor as it had once been given to her. Once that had been accomplished, she returned to acting full time.
THE LOVE BUG'S POWERS
The rest of this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 Steve Miller.
The Love Bug's powers are derived entirely from her mystical armor, which radiates faint magic of an indeterminant type if such is detected for. The entire outfit must be worn for any of the powers to function. It is described below in terms of the d20 System roleplaying game rules.
The Jewel-lined Domino Mask: This is a black mask, the edges of which are lined with tiny diamonds. It only covers the area around the wearer's eyes. Once per day, as a standard action, the wearer can invoke the spell-like ability of true seeing. The effect is just like the spell of the same name, as if cast by a 12th-level caster, but with a duration equal to twice the wearer's Wisdom bonus in minutes.
The Bejeweled Headdress: Two jewel-encrusted insect-like anttenae rise from this tight-fitting headcover. It provides the wearer with a +4 bonus to all saving throws to resist mind-affecting magic and spell-like effects. In addition, once per day, as a standard action, the wearer can invoke the spell-like ability of telepathy. This ability functions as if cast by a 12th-level caster, but with a duration equal to twice the wearer's Wisdom bonus in minutes.
The Bejewled Leotard: The jewels covering this tight-fitting garment are arranged in the patterns of Atlantean sigils of protection. It grants the wearer a +2 bonus to AC/DR, as well as a +2 bonus to Fortitude and Reflex saving throws. These bonuses stack with other similar bonuses.
The Bejeweled Shoes: The wearer's base movement rate is increased by 10. The shoes also provide a +4 bonus to all movement and balance-related skill checks.
--
As previously mentioned, for any of the powers to function, all four pieces of the set must be worn. If the wearer enters an area where magic is suppressed or otherwise doesn't usually work, the powers don't function, but they return immediately upon leaving that area. If dispel magic is cast at the wearer, she must make a successful saving throw (DC12), or the armor ceases to function for a number of minutes equal to the level of the person who cast dispel magic.
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Sunday, March 3, 2019
The Creations of Hannah Blythe
In 1927, elementalist Hannah Blythe and her fellow members in the Crooked Circle found themsevles in a pitched battle against a cult bent on calling forth the Storm God's destructive water spirits and lay waste to the city of Long Beach, California. Using techniques she learned from an ancient Atlantean tome, she created several magic items to help her fight the Circle's waterborn enemies.
The items were the Bathing Suit of Proection, the Swim Cap of Illusion, the Water Wings of Strength and Diving, and the Water Shoes of Swimming.
The rest of this post is released under the Open Game License. The material may be reproduced in accordance with its terms. Copyright 2019 Steve Miller.
THE CREATIONS OF HANNAH BLYTHE
All of Hannah's creation appear to be normal articles of clothing--even if the bathing suit has curious designs upon it. (An Arcane Lore or Spell Craft skill check (DC18) will allow a character to recognize the designs as Atlantiean runes of power.)
The enchantments on the items crated by Hannah Blythe are powered by Atlantean runes, which are plainly visible on the bathing suit, but are hidden inside the cap, the shoes, and the water wings. If the runes are damaged or altered, the items lose their magic. If spells or items are used to inspect Anna's creations, they radiate faint water elemental magic, with a subtle touch of something indistinct.
Bathing Suit of Protection: When worn without any other articles of clothing on the torso, the wearer is immune to natural cold temperatures or from getting cold from being wet. The Bathing Suit of Protection also grants a +1 bonus to AC or DR, +1 bonus to most saving throws, and a +4 bonus to saving throws made to resist water- and cold-based spell-effects and spell-like abilities.
Swim Cap of Illusion: By uttering the command word ("cerracao") while wearing the yellow flower-adorned swim cap, the wearer becomes shouded in an illusion that helps her blend into the surroundings. The illusion depends on where the character is; if she is swimming in the ocean, she may like moolight glinting on the surface, or a bloom of jellyfish, and if she's on shore, she may appear like a bush, or a closed parasol on a stand. The illusion lasts five minutes, or until the wearer dismisses it by saying the command word again or makes an attack. If the character remains still, the illusion is perfect and no-one notices her, except those creatures with immunity to magical illusions (floating with the current in the ocean counts as remaining still). If the character moves, those within line of sight may roll a Will saving throw (DC15) to see through the illusion.
Water Shoes of Swimming: The wearer gains a +6 bonus to all Swim skill checks. This bonus stacks will all other bonuses. In addition, the characer may walk or run at normal movement rate across muddy ground or in water that's up to knee deep.
Water Wings of Strength and Diving: The wearer's Strength is increased by 2. By saying the command word ("afundar"), the water wings allows the wearer to dive and swim underwater at twice the normal movement rate.
--
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The items were the Bathing Suit of Proection, the Swim Cap of Illusion, the Water Wings of Strength and Diving, and the Water Shoes of Swimming.
The rest of this post is released under the Open Game License. The material may be reproduced in accordance with its terms. Copyright 2019 Steve Miller.
THE CREATIONS OF HANNAH BLYTHE
All of Hannah's creation appear to be normal articles of clothing--even if the bathing suit has curious designs upon it. (An Arcane Lore or Spell Craft skill check (DC18) will allow a character to recognize the designs as Atlantiean runes of power.)
The enchantments on the items crated by Hannah Blythe are powered by Atlantean runes, which are plainly visible on the bathing suit, but are hidden inside the cap, the shoes, and the water wings. If the runes are damaged or altered, the items lose their magic. If spells or items are used to inspect Anna's creations, they radiate faint water elemental magic, with a subtle touch of something indistinct.
Bathing Suit of Protection: When worn without any other articles of clothing on the torso, the wearer is immune to natural cold temperatures or from getting cold from being wet. The Bathing Suit of Protection also grants a +1 bonus to AC or DR, +1 bonus to most saving throws, and a +4 bonus to saving throws made to resist water- and cold-based spell-effects and spell-like abilities.
Swim Cap of Illusion: By uttering the command word ("cerracao") while wearing the yellow flower-adorned swim cap, the wearer becomes shouded in an illusion that helps her blend into the surroundings. The illusion depends on where the character is; if she is swimming in the ocean, she may like moolight glinting on the surface, or a bloom of jellyfish, and if she's on shore, she may appear like a bush, or a closed parasol on a stand. The illusion lasts five minutes, or until the wearer dismisses it by saying the command word again or makes an attack. If the character remains still, the illusion is perfect and no-one notices her, except those creatures with immunity to magical illusions (floating with the current in the ocean counts as remaining still). If the character moves, those within line of sight may roll a Will saving throw (DC15) to see through the illusion.
Water Shoes of Swimming: The wearer gains a +6 bonus to all Swim skill checks. This bonus stacks will all other bonuses. In addition, the characer may walk or run at normal movement rate across muddy ground or in water that's up to knee deep.
Water Wings of Strength and Diving: The wearer's Strength is increased by 2. By saying the command word ("afundar"), the water wings allows the wearer to dive and swim underwater at twice the normal movement rate.
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Monday, February 25, 2019
The Power of Twins
In fantastic fiction (and perhaps even in reality?) twins share bonds far more powerful than other siblings. This feat attempts to model that. (All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 by Steve Miller.)
IDENTICAL TWIN [General, Character Creation Only]
You have an identical twin brother or sister.
Benefit: You gain several benefits from this feat.
Twin: To use the benefits of this feat, you must create a second character--your primary character's twin. This second character has the same Strength, Dexterity, and Constitution attributes as the primary one, but you generate the Intelligence, Wisdom, and Charisma attributes according to the rules for character creation. You and your twin are basically physically identical, although more intellectual and ephemeral trains may be vastly different. Personal grooming and style may also make them appear differently, but Disguise skill checks or a make-over can make the characters apparent copies of each other. Classes/professions, skills, feats... all of those may be very different between the two characters. Both must have the Identical Twin feat.
As the campaign is played, your twin gains XP at 1/2 the rate your primary character does. You may go back and forth between playing the characters, as described below under Trading Places.
Sense Your Twin: You may detect the direction of your twin if he or she is alive, on the same plane as you, and you succeed in an Know Direction skill check against DC15 (or a Wisdom attribute check if you do not have that skill). In addition, you may know if your twin is in extreme pain or mental anguish. A failure on this check gives no information. You may retry once per round as a standard action.
Dream Message: One every other night, you may send a dream message to your twin. As you are going to sleep, you must think about your twin and roll a successful Concentration skill check against a DC11 (or a successful Intelligence attribute check if you not have that skill). You appear in your twins dreams, and you may give him or her a message of any length. Your twin remembers every detail of the message when he or she awakens. If your twin is awake when you send the message, they will receive it the next time they fall asleep. If you fail the skill check, you must wait two nights before trying again. Your twin may send you messages the same way.
Dream Visit: Once every four nights, you and your twin may communicate in dreams. Both characters must think of their twin as they are falling asleep and roll a successful Concentration skill check against DC13 (or a successful Intelligence attribute check for a Twin without the skill). If both characters make successful rolls, they share a hyper-realistic dream in which they are at some location where they both felt safe and happy. They may converse as if awake, and each twin remembers the dream clearly when he or she wakes up. If only one twin makes a successful roll, the communication is one-way. The twin with the successful roll may impart information to his or her twin (which will be remembered when the twin awakens) but nothing is gained in return. If both twins fail the roll, no communication is established, and four nights must pass before another attempt can be made. This ability only works if the twins are on the same plane.
Trading Places: You may make arrangements to meet your twin somewhere that makes sense for adventure in progress (GM's call). The twin now becomes the primary character. The swap can be made in secret if the twins have made an effort to keep their physical appearances similar.
Severed Bond: If your twin is killed, you must make a Will saving throw (DC12). If the save fails, you suffer a -2 penalty to all skill checks and attack rolls until you get a good night's sleep because you feel like something is wrong. When you sleep, you have a dream in which your twin tells you goodbye and you see a clear vision of his or her fate, including who was responsible for the death if the twin knows. You loose the Twin feat and may select one of the following in its place: Alertness, Danger Sense, Headstrong, Lucky, Selfless, Vengeful (or another feat by GM permission). Your character must qualify for any feat selected.
If it is your primary character that is killed, you may bring the twin into the game as described under Trading Places.
Special: You may only take this feat as a starting feat during character creation.
IDENTICAL TWIN [General, Character Creation Only]
You have an identical twin brother or sister.
Benefit: You gain several benefits from this feat.
Twin: To use the benefits of this feat, you must create a second character--your primary character's twin. This second character has the same Strength, Dexterity, and Constitution attributes as the primary one, but you generate the Intelligence, Wisdom, and Charisma attributes according to the rules for character creation. You and your twin are basically physically identical, although more intellectual and ephemeral trains may be vastly different. Personal grooming and style may also make them appear differently, but Disguise skill checks or a make-over can make the characters apparent copies of each other. Classes/professions, skills, feats... all of those may be very different between the two characters. Both must have the Identical Twin feat.
As the campaign is played, your twin gains XP at 1/2 the rate your primary character does. You may go back and forth between playing the characters, as described below under Trading Places.
Sense Your Twin: You may detect the direction of your twin if he or she is alive, on the same plane as you, and you succeed in an Know Direction skill check against DC15 (or a Wisdom attribute check if you do not have that skill). In addition, you may know if your twin is in extreme pain or mental anguish. A failure on this check gives no information. You may retry once per round as a standard action.
Dream Message: One every other night, you may send a dream message to your twin. As you are going to sleep, you must think about your twin and roll a successful Concentration skill check against a DC11 (or a successful Intelligence attribute check if you not have that skill). You appear in your twins dreams, and you may give him or her a message of any length. Your twin remembers every detail of the message when he or she awakens. If your twin is awake when you send the message, they will receive it the next time they fall asleep. If you fail the skill check, you must wait two nights before trying again. Your twin may send you messages the same way.
Dream Visit: Once every four nights, you and your twin may communicate in dreams. Both characters must think of their twin as they are falling asleep and roll a successful Concentration skill check against DC13 (or a successful Intelligence attribute check for a Twin without the skill). If both characters make successful rolls, they share a hyper-realistic dream in which they are at some location where they both felt safe and happy. They may converse as if awake, and each twin remembers the dream clearly when he or she wakes up. If only one twin makes a successful roll, the communication is one-way. The twin with the successful roll may impart information to his or her twin (which will be remembered when the twin awakens) but nothing is gained in return. If both twins fail the roll, no communication is established, and four nights must pass before another attempt can be made. This ability only works if the twins are on the same plane.
Trading Places: You may make arrangements to meet your twin somewhere that makes sense for adventure in progress (GM's call). The twin now becomes the primary character. The swap can be made in secret if the twins have made an effort to keep their physical appearances similar.
Severed Bond: If your twin is killed, you must make a Will saving throw (DC12). If the save fails, you suffer a -2 penalty to all skill checks and attack rolls until you get a good night's sleep because you feel like something is wrong. When you sleep, you have a dream in which your twin tells you goodbye and you see a clear vision of his or her fate, including who was responsible for the death if the twin knows. You loose the Twin feat and may select one of the following in its place: Alertness, Danger Sense, Headstrong, Lucky, Selfless, Vengeful (or another feat by GM permission). Your character must qualify for any feat selected.
If it is your primary character that is killed, you may bring the twin into the game as described under Trading Places.
Special: You may only take this feat as a starting feat during character creation.
Friday, January 25, 2019
OGL Modern: The Weaponized Smirk
A feat, for the d20 System, presented under the Open Game License. Copyright Steve Miller 2019.
WEAPONIZED SMIRK [General, Social]
Your smile can drive stupid people crazy.
Prerequisite: Charisma 12, Intelligence 12, Wisdom 13
Benefit: On any round your character has initiative, instead of attacking, you may roll a Charisma abiility check with the character's Charisma and Wisdom bonuses both added to the result.
Hostile characters must roll Will saves with a target number equal to your total modified Charisma check, or become completely flustered with anger over the "disrespect" shown by the seemingly unimpressed target of their hostility. They suffer a -2 penalty to all skill checks, attack rolls, damage rolls, and saving throws for the remainder of the encounter.
Special: Weaponized Smirk can be triggered against characters who are hostile toward the smirker even if they aren't present for the initial encounter but are merely shown a picture of the smirking character. Such characters must roll a Will save against the original modified Charisma check with a +4 bonus or suffer the penalties described above for 2d20 hours.
Whenever a character who failed the first Will save against Weaponized Smirk sees a picture of the smirking character, or is otherwise reminded of the encounter or exposure, another Will save must be rolled with a +6 bonus. If the saving throw fails, the character suffers the penalties described above.
Once a successful Will save has been made against the smirk., the hostile character is immune to future smirking, and he or she recognizes that it was stupid to react to it in the first place.
WEAPONIZED SMIRK [General, Social]
Your smile can drive stupid people crazy.
Prerequisite: Charisma 12, Intelligence 12, Wisdom 13
Benefit: On any round your character has initiative, instead of attacking, you may roll a Charisma abiility check with the character's Charisma and Wisdom bonuses both added to the result.
Hostile characters must roll Will saves with a target number equal to your total modified Charisma check, or become completely flustered with anger over the "disrespect" shown by the seemingly unimpressed target of their hostility. They suffer a -2 penalty to all skill checks, attack rolls, damage rolls, and saving throws for the remainder of the encounter.
Special: Weaponized Smirk can be triggered against characters who are hostile toward the smirker even if they aren't present for the initial encounter but are merely shown a picture of the smirking character. Such characters must roll a Will save against the original modified Charisma check with a +4 bonus or suffer the penalties described above for 2d20 hours.
Whenever a character who failed the first Will save against Weaponized Smirk sees a picture of the smirking character, or is otherwise reminded of the encounter or exposure, another Will save must be rolled with a +6 bonus. If the saving throw fails, the character suffers the penalties described above.
Once a successful Will save has been made against the smirk., the hostile character is immune to future smirking, and he or she recognizes that it was stupid to react to it in the first place.
Monday, December 31, 2018
New d20 System feat: Fortune Telling
What will the new year bring? Well, with this new d20 System feat, your character might know. (This is an initial draft idea that will probably see some revision and expansion. But the text in this post is still presented under the Open Game License, and it may be reproduced in accordance with it.
FORTUNE TELLING [Supernatural]
Most believe you are a charlatan--and, frankly, maybe you do have a little touch of that in you--but your ability to see the future is quite real. It may not always be reliable, and your visions may not always be clear, but you do more good than harm.
Prerequisite: Wisdom 12, Charisma 12, Foresight feat
Benefit: By spending 2d6 minutes less a number of minutes equal to his or her Wisdom bonus, and studying some focus device, the character may use one of several benefits gained by this feat, up to three times per day. The focus device can be a deck of tarot cards, a crystal ball, grounds or leaves at the bottom of a cup, chicken bones, or any other item associated with fortune telling or seeing the future.
The abilities derived from this feat are as follows. Each requires a Wisdom check to use successfully; the GM may choose to make the roll on the player's behalf in secret or may allow the player to roll it him- or herself. If the Wisdom check is successful, the GM must provide as truthful answers as possible, but a failed roll can either provide completely false information or no result at all. ("Your destiny is cloudy... many powerful forces are arrayed against you.")
Weal or Woe: Reveal if a course of action will be mostly beneficial or mostly harmful for the person considering it; this is a "yes" or "no" question. (DC8)
Locate Object or Person: See the current location of an object or person, as well as having a sense of how dangerous it might be to remove it from that location. The vision provides clues as to where the place is, although further research or use of fortune-telling abilities may be needed to determine what they mean and how they can lead characters to the location. (DC12)
Sense Destiny: See a vision of a location and/or a person that will have a major impact on the person being considered during the fortune-telling. If it's a location, there are clues present as to where it might be. If it's a person, the vision is clear enough that he or she can be described in detail, and there will be a unique object seen that is associated with him or her. (DC12 minimum... the higher above the target number the roll, the clearer the vision.)
FORTUNE TELLING [Supernatural]
Most believe you are a charlatan--and, frankly, maybe you do have a little touch of that in you--but your ability to see the future is quite real. It may not always be reliable, and your visions may not always be clear, but you do more good than harm.
Prerequisite: Wisdom 12, Charisma 12, Foresight feat
Benefit: By spending 2d6 minutes less a number of minutes equal to his or her Wisdom bonus, and studying some focus device, the character may use one of several benefits gained by this feat, up to three times per day. The focus device can be a deck of tarot cards, a crystal ball, grounds or leaves at the bottom of a cup, chicken bones, or any other item associated with fortune telling or seeing the future.
The abilities derived from this feat are as follows. Each requires a Wisdom check to use successfully; the GM may choose to make the roll on the player's behalf in secret or may allow the player to roll it him- or herself. If the Wisdom check is successful, the GM must provide as truthful answers as possible, but a failed roll can either provide completely false information or no result at all. ("Your destiny is cloudy... many powerful forces are arrayed against you.")
Weal or Woe: Reveal if a course of action will be mostly beneficial or mostly harmful for the person considering it; this is a "yes" or "no" question. (DC8)
Locate Object or Person: See the current location of an object or person, as well as having a sense of how dangerous it might be to remove it from that location. The vision provides clues as to where the place is, although further research or use of fortune-telling abilities may be needed to determine what they mean and how they can lead characters to the location. (DC12)
Sense Destiny: See a vision of a location and/or a person that will have a major impact on the person being considered during the fortune-telling. If it's a location, there are clues present as to where it might be. If it's a person, the vision is clear enough that he or she can be described in detail, and there will be a unique object seen that is associated with him or her. (DC12 minimum... the higher above the target number the roll, the clearer the vision.)
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What are the tea leaves revealing to her via the Fortune Telling feat? |
Labels:
d20 Modern,
d20 System,
Feats,
Myrna Loy,
OGL
Monday, December 24, 2018
Christmas is Here: What Ruins It for the Heroes?
A little Christmas-y content for your enjoyment!
Even heroes celebrate Christmas, but they rarely get to have the quiet parties they hope for--something or someoone dangerous always pops up to ruin it for them. Which is why their Christmas adventures feature themes like this:
Here's a table to randomly generate the threat that ruins the heroes' Christmas. You may not have time to run it this year (unless you actually know what the Twelve Days of Christmas are), but maybe next year. Or maybe for "Christmas in July"!
WHAT RUINS THE HEROES' CHRISTMAS? (Roll 1d12)
1. An old foe they thought long gone returns for revenge.
2. An old foe they tought long dead returns at the head of an army of zombies.
3. An old foe begs for their help to stop an even worse evil.
4. While dinner is cooking, the oven mysteriously malfunctions and fire elementals escape onto the Prime Material Plane.
5. While dinner is cooking, the oven mysteriously malfunctions and reanimates the Christmas meal as a feiry, murderous beast-zombie.
6. While dinner is cooking, the oven mysteriously malfunctions and causes everyone gathering for the Christmas dinner (and the entire house they're in) to be transported to Hell.
7. Santa has been kidnapped by vengeful Martians, and it's up to the heroes to save him and Christmas!
8. Santa's Daughter, Sugarplum, has been kidnapped by her crazed ex-boyfriend and Santa has come to the heroes for help.
9. Cultists have summoned Narlahohohotep--the Caroler Out of Space--at Nakatomi Plaza.
10. Santa's Reindeer have been stolen.
11. A serial killer is on the loose!
12. Roll two more times on the table, ignoring and rerolling duplicate results and additional results of 12. Both things converge to ruin the heroes' Christmas!
And while the heroes may feel like they're Two Steps from Hell, it's Christmas! So everything will hopefully turn out right in the end!
Even heroes celebrate Christmas, but they rarely get to have the quiet parties they hope for--something or someoone dangerous always pops up to ruin it for them. Which is why their Christmas adventures feature themes like this:
Here's a table to randomly generate the threat that ruins the heroes' Christmas. You may not have time to run it this year (unless you actually know what the Twelve Days of Christmas are), but maybe next year. Or maybe for "Christmas in July"!
WHAT RUINS THE HEROES' CHRISTMAS? (Roll 1d12)
1. An old foe they thought long gone returns for revenge.
2. An old foe they tought long dead returns at the head of an army of zombies.
3. An old foe begs for their help to stop an even worse evil.
4. While dinner is cooking, the oven mysteriously malfunctions and fire elementals escape onto the Prime Material Plane.
5. While dinner is cooking, the oven mysteriously malfunctions and reanimates the Christmas meal as a feiry, murderous beast-zombie.
6. While dinner is cooking, the oven mysteriously malfunctions and causes everyone gathering for the Christmas dinner (and the entire house they're in) to be transported to Hell.
7. Santa has been kidnapped by vengeful Martians, and it's up to the heroes to save him and Christmas!
8. Santa's Daughter, Sugarplum, has been kidnapped by her crazed ex-boyfriend and Santa has come to the heroes for help.
9. Cultists have summoned Narlahohohotep--the Caroler Out of Space--at Nakatomi Plaza.
10. Santa's Reindeer have been stolen.
11. A serial killer is on the loose!
12. Roll two more times on the table, ignoring and rerolling duplicate results and additional results of 12. Both things converge to ruin the heroes' Christmas!
And while the heroes may feel like they're Two Steps from Hell, it's Christmas! So everything will hopefully turn out right in the end!
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By Boris Vallejo |
Friday, December 21, 2018
More Holiday Feats!
'Tis the Season for Feats... and these should appeal to d20 System gamers wether they love of hate Christmas! (All feats in this post are presented under the Open Game License.)
GRINCH [General]
You are adept at stealing that which might bring others joy.
Benefit: From December 15 through January 5 each year, you gain a +4 bonus to all Disable Device/Traps, Hide, Move Silently and Open Locks skill checks made to steal gifts, packages, and holiday decorations.
Special: During the rest of year, bonus is reduced to +1.
HOLIDAY WARRIOR [General]
Whether you're pro-Christmas ("there's a war on Christmas!"/"I am insulted that you wished me Happy Holidays!") or anti-Christmas ("your cultural appropriation of the trappings of dead pagan religions offends me"/"I feel violated by your Christmas decorations!"), you are a brilliant at ruining everyone's good mood and holiday cheer.
Benefit: Whenever the character is within 30 ft. of Christmas decorations, or other items related by Christmas, or someone brings up anything related to Christmas or wishes him or her "Happy Holidays!", you gain a +4 bonus to Intimidate skill checks, as well as a +2 bonus to all melee attack rolls. You also impose a -2 penalty on Morale checks. The effects last until the character leaves the area.
Special: The benefits of this feat can also apply to Easter, Kwanza, Yom Kippur, Ramadan... any major holiday during which others want to have fun or enjoy each other's company and fellowship that the character wants to ruin. In such cases, the player merely needs to say that he or she is applying the Holiday Warrior benefits to the holiday in question.
KRAMPUS [General]
The naughty had better watch out!
Prerequisite: Naughty or Nice
Benefit: You gain a +3 bonus to attack and damage rolls against targets identified using the Naughty or Nice feat. In addition, any spells or spell-like abilities uses agains the target function at one level higher than the character's actual caster level.
GRINCH [General]
You are adept at stealing that which might bring others joy.
Benefit: From December 15 through January 5 each year, you gain a +4 bonus to all Disable Device/Traps, Hide, Move Silently and Open Locks skill checks made to steal gifts, packages, and holiday decorations.
Special: During the rest of year, bonus is reduced to +1.
HOLIDAY WARRIOR [General]
Whether you're pro-Christmas ("there's a war on Christmas!"/"I am insulted that you wished me Happy Holidays!") or anti-Christmas ("your cultural appropriation of the trappings of dead pagan religions offends me"/"I feel violated by your Christmas decorations!"), you are a brilliant at ruining everyone's good mood and holiday cheer.
Benefit: Whenever the character is within 30 ft. of Christmas decorations, or other items related by Christmas, or someone brings up anything related to Christmas or wishes him or her "Happy Holidays!", you gain a +4 bonus to Intimidate skill checks, as well as a +2 bonus to all melee attack rolls. You also impose a -2 penalty on Morale checks. The effects last until the character leaves the area.
Special: The benefits of this feat can also apply to Easter, Kwanza, Yom Kippur, Ramadan... any major holiday during which others want to have fun or enjoy each other's company and fellowship that the character wants to ruin. In such cases, the player merely needs to say that he or she is applying the Holiday Warrior benefits to the holiday in question.
KRAMPUS [General]
The naughty had better watch out!
Prerequisite: Naughty or Nice
Benefit: You gain a +3 bonus to attack and damage rolls against targets identified using the Naughty or Nice feat. In addition, any spells or spell-like abilities uses agains the target function at one level higher than the character's actual caster level.
Wednesday, December 12, 2018
The Santa Slayings
Here's a Christmas Season-appropriate random mystery/horror adventure outline generator that was inspired by a combination of a drawing by Bryan Baugh and a spooky version of "Carol of the Bells" by rock group Halocene. (The video and song can be enjoyed at the bottom of this post.)
THE SANTA SLAYINGS
The beautiful people are being hacked to death with an axe and various objects associated with Christmas are left scattered about the bodies. Witnesses report a decidedly non-jolly, white bearded man has been spotted near each of the murders. Can the heroes stop the slaughter before the happy goes completely out of the holidays for everyone?
WHEN DO THE MURDERS START? (Roll 1d6)
1. July 24 ("Christmas in July")
2-3. November 20.
4-5. December 12 ("The 12th Day of Christmas")
6. December 25 ("The 12 Days of Christmas")
WHO IS KILLED? (Roll 1d6)
1. A Family (Mother, Father 1-6 children)
2. Drunken Partiers (1d6+1 Guys, 1d6+1 Girls)
3. Sexy Santas (1d6 Girls, 1d6-1 Guys)
4. Church Choir Members (2d6 Guys, 2d6 Girls)
5. Toy Company Executives (1d6)
6. Activists (1-3 Pro Christmas, 1d6 killed; 4-6 Anti Christmas, 1d6 killed)
HOW OFTEN DOES THE KILLER STRIKE? (Roll 1d6)
1. Every 1d6 hours.
2. Every 2d6 hours.
3. Every other day until 12 days have passed. He then goes quiet until next Christmas.
4. Every third day until 12 days have passed. He then goes quiet until next Christmas.
5. Every third day until stopped.
6. The strikes three times, 2d6 hours between killings. He then comes for the player characters.
WHO IS KILLED NEXT?
Roll 1d6 on the WHO IS KILLED table each time the killer strikes. There are 1d6-1 survivors who describe the killer as "Santa Claus."
WHO IS THE KILLER, AND WHY DOES HE KILL? (Roll 1d6)
1-2. A Psychopathic Mall Santa Who's Blossomed into a Serial Killer Who Hates Those Who Love Christmas.
3-4. An Insane Religious Fanatic Who Punishes Those Who Aren't Keeping Christmas Holy.
5. A Demon Who Was Accidentially Summoned By a Church Group Who Was Praying for God to Punish Those Who Don't Observe the Proper Christmas Spirit. (They were actually the first victims, and the party may discover this during their investigation.)
6. It's Santa Claus Who Has Snapped and Decided That Anyone Who Is Naughty Must Die.
HOW IS THE KILLER STOPPED? (Roll 1d6)
1. By making him understand the meaning of Christmas, so he will willingly be brought to justice.
2. By killing him.
3. By cornering him and forcing him to surrender to be brought to justice.
4. By killing him.
5. By performing a magical ritual involving milk and cookies that will calm the murderous creature and make him regret what he has done and allow him to return to his . (Works only on the Demon and Santa.)
6. By killing him.
THE SANTA SLAYINGS
The beautiful people are being hacked to death with an axe and various objects associated with Christmas are left scattered about the bodies. Witnesses report a decidedly non-jolly, white bearded man has been spotted near each of the murders. Can the heroes stop the slaughter before the happy goes completely out of the holidays for everyone?
WHEN DO THE MURDERS START? (Roll 1d6)
1. July 24 ("Christmas in July")
2-3. November 20.
4-5. December 12 ("The 12th Day of Christmas")
6. December 25 ("The 12 Days of Christmas")
WHO IS KILLED? (Roll 1d6)
1. A Family (Mother, Father 1-6 children)
2. Drunken Partiers (1d6+1 Guys, 1d6+1 Girls)
3. Sexy Santas (1d6 Girls, 1d6-1 Guys)
4. Church Choir Members (2d6 Guys, 2d6 Girls)
5. Toy Company Executives (1d6)
6. Activists (1-3 Pro Christmas, 1d6 killed; 4-6 Anti Christmas, 1d6 killed)
HOW OFTEN DOES THE KILLER STRIKE? (Roll 1d6)
1. Every 1d6 hours.
2. Every 2d6 hours.
3. Every other day until 12 days have passed. He then goes quiet until next Christmas.
4. Every third day until 12 days have passed. He then goes quiet until next Christmas.
5. Every third day until stopped.
6. The strikes three times, 2d6 hours between killings. He then comes for the player characters.
WHO IS KILLED NEXT?
Roll 1d6 on the WHO IS KILLED table each time the killer strikes. There are 1d6-1 survivors who describe the killer as "Santa Claus."
WHO IS THE KILLER, AND WHY DOES HE KILL? (Roll 1d6)
1-2. A Psychopathic Mall Santa Who's Blossomed into a Serial Killer Who Hates Those Who Love Christmas.
3-4. An Insane Religious Fanatic Who Punishes Those Who Aren't Keeping Christmas Holy.
5. A Demon Who Was Accidentially Summoned By a Church Group Who Was Praying for God to Punish Those Who Don't Observe the Proper Christmas Spirit. (They were actually the first victims, and the party may discover this during their investigation.)
6. It's Santa Claus Who Has Snapped and Decided That Anyone Who Is Naughty Must Die.
HOW IS THE KILLER STOPPED? (Roll 1d6)
1. By making him understand the meaning of Christmas, so he will willingly be brought to justice.
2. By killing him.
3. By cornering him and forcing him to surrender to be brought to justice.
4. By killing him.
5. By performing a magical ritual involving milk and cookies that will calm the murderous creature and make him regret what he has done and allow him to return to his . (Works only on the Demon and Santa.)
6. By killing him.
Monday, December 3, 2018
Christmas is Coming!
'Tis the Season for Percussion Magic!
A few years ago, we posted some "Little Drummer Boy" inspired artifacts (the Drum of Bethlehem and the Drumsticks of Bethlehem). We're returning to the percussion theme, using the neat music in the video above as our inspiration.
To read up on tabla drums, click on this link. Watching the video above should give you a good idea however. Basically, a set of tabla drums (known just as "tabla") is at least two drums, a daya (right drum) and a baya (left drum). The daya carries the main melody while the baya provides the bass.
The portions of this post from "The Magical Tabla Drums" to the end are presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2018 Steve Miller.
THE MAGICAL TABLA DRUMS
There are an unknown number of magical tabla drums in the world. No one knows how they are created, nor who creates them, but numerous wise men have claimed that they are gifts to the world from Saraswati, goddess of music and knowledge, bestowed either as rewards to worshipers and musicians who have impressed her, or as sources of reassurance and comfort during trying times. The music of the drums are rumored to strengthen the powers of holy men and women, cure the sick, and fill warriors with the strength and prowess of war gods.
Magical tabla drums are always found in sets consisting of 1d4+2 daya and 1d2 baya. They rarely radiate any form of magic (only 1% chance) and when they do, it is always of a weak, undeterminable type. The function of the drums can only be determined by playing them. If a set is broken up, the magic is disrupted.
A silence spell centered upon the characer playing the tabla will negate the drums' effects and totally disrupt their magic. Characters who were within range of the drums' magic must roll successful Will saves (DC10+caster level) to retain the benefits of having heard the music (see below for details).
The Tabla of Comfort and Joy
When a skilled musician plays a tune on these drums--with a successful DC12 Perform (percussion instrument) skill check--all who can hear the music within a 60-ft radius become immune to negative mind-effecting magic and spell-like effects, such as fear spells or illusions designed to frighten or cause other forms of distress. Divine spells cast with the intent of heal, comfort, or otherwise make targets feel better or more cheerful, function at two caster levels higher than the actual caster.
The effect of the tabla start after two rounds of the mucician player, and remains in effect for a time equal to the total amount played after the musician ceases. (If the musician plays for 10 minutes, beings within a 60-foot radius enjoy he drums benefits for 20 minutes.)
The Tabla of Protection and Celebration
When a skilled musician plays a tune on these drums--with a successful DC15 Perform (percussion instrument) skill check--all who can hear the music within a 60-ft radius feel invigorated and gain a +1 bonus to all saving throws, as well as a +2 bonus to Armor Class/Defense. Characters also gain a +8 bonus to Perform (dance) skill checks, whether they have ranks in the skill or not.
The effect of the tabla start after two rounds of the mucician player, and remains in effect for a time equal to the total amount played after the musician ceases. (If the musician plays for 10 minutes, beings within a 60-foot radius enjoy he drums benefits for 20 minutes.)
A few years ago, we posted some "Little Drummer Boy" inspired artifacts (the Drum of Bethlehem and the Drumsticks of Bethlehem). We're returning to the percussion theme, using the neat music in the video above as our inspiration.
To read up on tabla drums, click on this link. Watching the video above should give you a good idea however. Basically, a set of tabla drums (known just as "tabla") is at least two drums, a daya (right drum) and a baya (left drum). The daya carries the main melody while the baya provides the bass.
The portions of this post from "The Magical Tabla Drums" to the end are presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2018 Steve Miller.
THE MAGICAL TABLA DRUMS
There are an unknown number of magical tabla drums in the world. No one knows how they are created, nor who creates them, but numerous wise men have claimed that they are gifts to the world from Saraswati, goddess of music and knowledge, bestowed either as rewards to worshipers and musicians who have impressed her, or as sources of reassurance and comfort during trying times. The music of the drums are rumored to strengthen the powers of holy men and women, cure the sick, and fill warriors with the strength and prowess of war gods.
Magical tabla drums are always found in sets consisting of 1d4+2 daya and 1d2 baya. They rarely radiate any form of magic (only 1% chance) and when they do, it is always of a weak, undeterminable type. The function of the drums can only be determined by playing them. If a set is broken up, the magic is disrupted.
A silence spell centered upon the characer playing the tabla will negate the drums' effects and totally disrupt their magic. Characters who were within range of the drums' magic must roll successful Will saves (DC10+caster level) to retain the benefits of having heard the music (see below for details).
The Tabla of Comfort and Joy
When a skilled musician plays a tune on these drums--with a successful DC12 Perform (percussion instrument) skill check--all who can hear the music within a 60-ft radius become immune to negative mind-effecting magic and spell-like effects, such as fear spells or illusions designed to frighten or cause other forms of distress. Divine spells cast with the intent of heal, comfort, or otherwise make targets feel better or more cheerful, function at two caster levels higher than the actual caster.
The effect of the tabla start after two rounds of the mucician player, and remains in effect for a time equal to the total amount played after the musician ceases. (If the musician plays for 10 minutes, beings within a 60-foot radius enjoy he drums benefits for 20 minutes.)
The Tabla of Protection and Celebration
When a skilled musician plays a tune on these drums--with a successful DC15 Perform (percussion instrument) skill check--all who can hear the music within a 60-ft radius feel invigorated and gain a +1 bonus to all saving throws, as well as a +2 bonus to Armor Class/Defense. Characters also gain a +8 bonus to Perform (dance) skill checks, whether they have ranks in the skill or not.
The effect of the tabla start after two rounds of the mucician player, and remains in effect for a time equal to the total amount played after the musician ceases. (If the musician plays for 10 minutes, beings within a 60-foot radius enjoy he drums benefits for 20 minutes.)
Saturday, December 1, 2018
Christmas is Coming!
Let's kick off the month with a great version of a favorite Christmas song here at NUELOW Games, "We Three Kings." The video is even better.
And here's a feat by in case you want to play/include a Magi or three in your d20 System games! (The rest of this post is released under the Open Game License, and the following material may be reproduced in accordance with its terms. Copyright 2018 Steve Miller.)
READ THE STARS [General]
You can find guidance in the stars, both metaphorically and literally.
Prerequisite: Intelligence 12, Wisdom 12.
Benefit: By spending 1d3+1 hours studying the night sky, making notations, and comparing the results to a series of charts and diagrams, the character can gain any of the following benefits once per day.
Momentous Destination: The stars reveal a prophecy that states you are to travel to a distant location where you will have a fateful encounter that may have world altering consequences and bring you great riches or power or knowledge, or all of the above. The direction in which you must travel is made clear, but the exact location to which you must travel and how far away it might be is not. (Note: The destination can be a town, a ruin, a dungeoun, or stable on the outskirts of a small town. It can be anything, really, where the GM has the next big adventure planned, or even the locaton of climax of the current adventure... because getting there is half the fun!)
Smooth Travel: The stars reveal the easiest route to take while traveling toward a momenteous destination for one day of the journey, eliminating any overland movement penalties due to terrain type. You gain the benefit of a successful Survival skill check. If the character doesn't have access to a map of the region, a Navigation or Survival skill check (DC15) to gain this benefit.
Seer: The stars reveal if you are within a day's journey of the momenteous destination. You may also use the effects of the augury spell as if cast by a cleric of your total character levels.
Thursday, November 22, 2018
Who's Poisoning American Vegans?
Here's a random adventure outline generator ripped from the headlines! Roll on the following tables to generate the skeleton of a mystery adventure for your player characters in a modern-day or near-future setting to solve.
THE VEGAN DEATH CONSPIRACY
The Center for Disease Control (CDC) has warned all Americans to not eat Romaine lettuce, citing a severe danger from e.coli. But is that all there is to it? Are people being sickened from supposed e.coli bacteria just the beginning? It's up to the player characters to investigate and get to the bottom of the mystery... only they can learn if there's a hidden hand and agenda behind the outbreak, or if it's just one of those things.
OPTIONAL: HOW DOES THE PARTY GET INVOLVED? (Roll 1d6)
1. It's their job; they are investigators for the CDC.
2. It's their job: they are reporters for the Weekly Weird News.
3. It's their job; they are investigators for the Kolchak Institute of Paranormal and Cryptid Research
4. A loved one of a party member, who was a Vegan, died from a mysterious ailment that resembled an e.coli infection.
5. A one-time foe (1-3)/old friend (4-6) contacted them about having discovered a monstrous conspiracy and he wanted to them about it. When they arrive where they were to meet him, they find his dead body, half-eaten. An autopsy shows his internal organs and veins were strangly swollen. Go to WHAT IS THE VEGAN DEATH CONSPIRACY.
6. Roll two more times on this table, ignoring and rerolling results of 6 and duplicated results. Both reasons apply.
IS THERE A CONSPIRACY TO POISON LETTUCE? (Roll 1d6)
1-4. Yes. And more. Go to WHO IS BEHIND THE VEGAN DEATH CONSPIRACY.
5-6. No. Go to WHAT IS THE REAL REASON LETTUCE IS MAKING PEOPLE SICK.
WHO IS BEHIND THE VEGAN DEATH CONSPIRACY?
(Roll 1d6)
Whatever result is indicated below, people who eat some green leafy vegetables (like lettuce) are falling ill, those who eat lots of the stuff are being poisoned, and those who live entirely off vegetables are dying in a horrible fashion: their internal organs and blood veins swell and they develop a high fever that cooks their innards even as they are crushed against their own skeleton.
1. A rogue element within the U.S. government is testing a bio-weapon by spraying it on green leafy vegetables. When it reaches critical mass in the person's body, they die an agonozing death.
2. As above, except its terrorists backed by Iran (1-2)/North Korea (3-4)/Russia (5-6) spreading the bio-weapon.
3. A demon cult has been selling plants and seeds infused with demonic to American farmers through Morning Glory Agriculture, and the souls of those who eat too much of the tainted greens are immediately damned to Hell.
4. As above, except Morning Glory Agriculture is a front for the extremist group Stop Plant Abuse Today. They hope to scare Vegans into eating fewer fruits and vegetables.
5. Morning Glory Agriculture's genetically modified romaine lettuce is killing people. The company is working on a solution, and in the meantine, they will want to silence anyone who discovers what's going on. Including the player characters.
6. Venusian are in the final stages of preparing to invade and take over Earth. They are testing ways to turn Earthlings into the perfect food source... and they like the taste of the pure Vegan flesh.
WHAT IS THE REAL REASON LETTUCE IS MAKING PEOPLE SICK?
(Roll 1d6)
1-2. It's e.coli, plain and simple. Sometimes shit happens.
3-4. An alien strain of lettuce has arrived on Earth via a meteor, and those who eat too much of it will become AstroZombies!
5-6. Roll on WHO IS BEHIND THE VEGAN DEATH CONSPIRACY, because, contrary to appearances, there IS a conspiracy to kill American Vegans. Just as the party thinks they've figured out it is indeed just a massive e.coli outbreak, they are given information that hints at the conspiracy.
THE VEGAN DEATH CONSPIRACY
The Center for Disease Control (CDC) has warned all Americans to not eat Romaine lettuce, citing a severe danger from e.coli. But is that all there is to it? Are people being sickened from supposed e.coli bacteria just the beginning? It's up to the player characters to investigate and get to the bottom of the mystery... only they can learn if there's a hidden hand and agenda behind the outbreak, or if it's just one of those things.
OPTIONAL: HOW DOES THE PARTY GET INVOLVED? (Roll 1d6)
1. It's their job; they are investigators for the CDC.
2. It's their job: they are reporters for the Weekly Weird News.
3. It's their job; they are investigators for the Kolchak Institute of Paranormal and Cryptid Research
4. A loved one of a party member, who was a Vegan, died from a mysterious ailment that resembled an e.coli infection.
5. A one-time foe (1-3)/old friend (4-6) contacted them about having discovered a monstrous conspiracy and he wanted to them about it. When they arrive where they were to meet him, they find his dead body, half-eaten. An autopsy shows his internal organs and veins were strangly swollen. Go to WHAT IS THE VEGAN DEATH CONSPIRACY.
6. Roll two more times on this table, ignoring and rerolling results of 6 and duplicated results. Both reasons apply.
IS THERE A CONSPIRACY TO POISON LETTUCE? (Roll 1d6)
1-4. Yes. And more. Go to WHO IS BEHIND THE VEGAN DEATH CONSPIRACY.
5-6. No. Go to WHAT IS THE REAL REASON LETTUCE IS MAKING PEOPLE SICK.
WHO IS BEHIND THE VEGAN DEATH CONSPIRACY?
(Roll 1d6)
Whatever result is indicated below, people who eat some green leafy vegetables (like lettuce) are falling ill, those who eat lots of the stuff are being poisoned, and those who live entirely off vegetables are dying in a horrible fashion: their internal organs and blood veins swell and they develop a high fever that cooks their innards even as they are crushed against their own skeleton.
1. A rogue element within the U.S. government is testing a bio-weapon by spraying it on green leafy vegetables. When it reaches critical mass in the person's body, they die an agonozing death.
2. As above, except its terrorists backed by Iran (1-2)/North Korea (3-4)/Russia (5-6) spreading the bio-weapon.
3. A demon cult has been selling plants and seeds infused with demonic to American farmers through Morning Glory Agriculture, and the souls of those who eat too much of the tainted greens are immediately damned to Hell.
4. As above, except Morning Glory Agriculture is a front for the extremist group Stop Plant Abuse Today. They hope to scare Vegans into eating fewer fruits and vegetables.
5. Morning Glory Agriculture's genetically modified romaine lettuce is killing people. The company is working on a solution, and in the meantine, they will want to silence anyone who discovers what's going on. Including the player characters.
6. Venusian are in the final stages of preparing to invade and take over Earth. They are testing ways to turn Earthlings into the perfect food source... and they like the taste of the pure Vegan flesh.
![]() |
Artwork by Bryan Baugh |
WHAT IS THE REAL REASON LETTUCE IS MAKING PEOPLE SICK?
(Roll 1d6)
1-2. It's e.coli, plain and simple. Sometimes shit happens.
3-4. An alien strain of lettuce has arrived on Earth via a meteor, and those who eat too much of it will become AstroZombies!
5-6. Roll on WHO IS BEHIND THE VEGAN DEATH CONSPIRACY, because, contrary to appearances, there IS a conspiracy to kill American Vegans. Just as the party thinks they've figured out it is indeed just a massive e.coli outbreak, they are given information that hints at the conspiracy.
Tuesday, November 20, 2018
Let's talk Turkey ala ROLF!
It's the time of year when Americans gather for Thanksgiving celebrations, and in many households time is spent watching football games.
But what if you don't football? What if there are several family members who don't like football? WELL, what you need to do is to gather those family members and convince them to play ROLF!: The Rollplaying Game with you! And we have just the introductory package for you to do that with!
The ROLF! Thanksgiving Feast Bundle includes the basic rules and three Thanksgiving/turkey-themed battle scenarios (Day of the Turkey, Turkey Shoot, and World War T), each of which include pre-generated characters for near-instant play and additional rules. Also Turkey Shoot includes some comics for added entertainment value (even if they may not be entirely family friendly... but, hey, we DO have a reputation to uphold here at NUELOW Games). You even save some money, as this bundle is offered at a 50% discount of what it would cost to buy the four booklets individually.
Get the ROLF! Thanksgiving Feast Bundle today from RPGNow or DriveThruRPG!
(We offer this special package every year around Thanksgiving. Unless we forget... which we did last year. Whoops!)
But what if you don't football? What if there are several family members who don't like football? WELL, what you need to do is to gather those family members and convince them to play ROLF!: The Rollplaying Game with you! And we have just the introductory package for you to do that with!
The ROLF! Thanksgiving Feast Bundle includes the basic rules and three Thanksgiving/turkey-themed battle scenarios (Day of the Turkey, Turkey Shoot, and World War T), each of which include pre-generated characters for near-instant play and additional rules. Also Turkey Shoot includes some comics for added entertainment value (even if they may not be entirely family friendly... but, hey, we DO have a reputation to uphold here at NUELOW Games). You even save some money, as this bundle is offered at a 50% discount of what it would cost to buy the four booklets individually.
Get the ROLF! Thanksgiving Feast Bundle today from RPGNow or DriveThruRPG!
(We offer this special package every year around Thanksgiving. Unless we forget... which we did last year. Whoops!)
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