Monday, April 29, 2013

W is for Wizard's Bane



Here's another entry in the A to Z April Blogging Challenge... we've been running behind since around 4/15, but we may still may cross the finish-line in a timely fashion! Like most other posts in this series, the material here is presented under the Open Gaming License. If you chose to reproduce it, please give acknowledgement and copyright credit to NUELOW Games and Steve Miller.

 Wizard's Bane (By Steve Miller) 
These small white flowers grow in clumps on rocks, fallen trees, or mossy hills. They are a hardy plant that spreads rapidly, especially in moist and shadowed environments.
   The wizard's bane plant was developed by the decree of King Nazekennezor of Reylar following the infidelity of his first queen with his court wizard. Initially, they were merely planted around the castle and capitol city to make life hard for any arcane spellcasters in the area, but when Nazekeneezor's grandson Neylhir the Brash lost the first campaign against the Wizard-Kings of Harth, the wizard's bane plants were heavily seeded in the border region. Agents were even sent deep into Harth territory to secretly put the plant in forests so it could spread like a weed.
   The wizard's bane flower saps arcane magic from the area around them--in fact, the plant is partially nourished by magic--making spells less effective or completely useless. When the plant was introduced into Harth, the Wizard-Kings found they had to first abandon entire magic academies and send in non-spellusing workers to destroy the plants, because the area became so overgrown and choked by them.

OGL d20 Stats
Wizard's bane flowers grow in clumps of 2d10+10. They suppress arcane magic within a radius equal to 1-foot per flower. When an arcane spellcaster is within the area of effect of wizard's bane, all 0 through 2nd-level spells fail automatically and all other spells are treated as if cast at three levels lower than the caster's actual level.

V is for Vulmea's Cutlass


Still working our way through the alphabet in hopes of running out of letters before April runs out of days. Here's another item for use in OGL d20 System games. It's being released under the Open Gaming License, so please acknowledge and give copyright credit to NUELOW Games and Steve Miller if you choose to reproduce it.

Vulmea's Cutless (By Steve Miller; Black Vulmea created by Robert E. Howard)
The original maker of this famous sword, which was the last weapon known to be wielded by the infamous pirate Black Vulmea during the late 16th century during his final adventures in the New World before returning home to Ireland and disappearing into what is assumed to be a life of leisure and anonymity bought with his stolen treasure.
     Of German make, with a wickedly serrated cutting edge and a baskethilt engraved with indecipherable symbols and vaguely demonic-looking faces, the weapon reportedly cuts through skin and bone as if it were soft butter and grants its wielder combat prowess of which the mighty hero Siegfried would be envious.Legend holds that, after miraculously escaping certain death during the raid that led to the destruction of Hoodoo Jim's stronghold on the Colombian coast, he gifted the sword to Mason Brightsmith, the son of a former shipmate who had been abducted and held prisoner by Hoodoo Jim. The young Brightsmith felt he had experienced enough adventure of an entire lifetime, so the sword was relegated to being a conversation piece as it hung on display in the family home.

d20 System Statistics
Vulmea's Cutlass appears to be a +2 sword (base slashing damage 1d8; crit 19-20/x2) with the following unique properties:
   1. As the wielder becomes fatigued in combat, the sword's more powerful enchantments are activated. When the wielder is reduced to 50% or less of his starting hit points, the sword's magical bonus is increased to +4.
   2. If the wielder is reduced to 0 or fewer hit points, he immediately regains 2d6 hit points. The sword returns to its +2 base attack and damage bonus.
   3. If owner of the sword is ever killed while carrying or wielding the sword, he is instantly transported to a safe location 2d6 miles from the place of his "death," restored to full health and free of any conditions or attribute damage that he may have suffered during the events that led to his demise. He has a strong urge to pass the sword onto someone else who might benefit from it. In fact, the sword no longer grants any bonus to that particular character ever again.

OpenD6 System Statistics

Vulmea's Cutlass is an enchanted sword(slashing damage STR+1+1D) with the following properties:
   1. As the wielder becomes fatigued in combat, the sword's more powerful enchantments are activated. When the wielder is Wounded Twice, the sword grants the wielder a +1D bonus to his Melee Combat skill, while the sword's damage  magical bonus is increased to 1+D2.).
   2. If the wielder is Incapacitated, he is immediately healed to Wounded. He loses the bonus to his Melee Combat skill and the sword returns to its base damage of STR+1+1D.
   3. If owner of the sword is ever killed while carrying or wielding the sword, he is instantly transported to a safe location 2d6 miles from the place of his "death," restored to full health and free of any conditions or attribute damage that he may have suffered during the events that led to his demise. He has a strong urge to pass the sword onto someone else who might benefit from it. In fact, the sword no longer grants any bonus to that particular character ever again.

Sunday, April 28, 2013

U is for Undergarments of Temptation



I don't know if we'll get through the alphabet before the month runs out, but here's another magic item for use in your RPG games. This one is usable for the d20 System. It's presented under the Open Gaming License, and the entirety of this post is Open Gaming Content. Please give credit and copyright acknowledgement to NUELOW Ganes.

  Undergarments of Temptation (By L.L. Hundal)
These items appear on first glance to be ordinary panties, boxers, briefs, undershirts, bras--whatever bit of underwear you can think of. When worn, they begin to radiate faint enchantment magic. When visible to onlookers--for example because the wearer's pants are drooping or of a low-rise style, or the wearer's top is unbuttoned or low-cut, or because the underwear is worn on the outside instead of under other clothing--they have the following effects:
    1. Anyone seeing the character's undergarments of temptation must roll a Will save (DC18). If the saving throw fails, the wearer gains a +4 enhancement bonus to all Charisma-based skill checks involving those individuals, because they think the wearer is just that cool and sexy.
   2. If the wearer directs attention at a specific person who failed the Will save mentioned above, the target is considered to be under the effects of a charm monster spell.
    3. If creatures successfully save against the undergarments of temptation, the wearer suffers a -4 penalty to all Intelligence- and Charisma-based actions directed at them, because they think he or she must be some sort of simpleton who can't dress themselves properly.

Saturday, April 27, 2013

T is for the Terrorist Talent Tree


Psychotic dipshits who like to murder innocent people and claim they're doing it for a cause have been front and center in American news sources again, thanks to the Brothers Dumb and Dumber and their killing spree in and around Boston, MA.

As usual, I've seen blather about how we have to reach out to terrorists with empathy in order to understand the source of their rage and/or address whatever made them kill. Yeah... just like the way we have to show empathy to a rapist and seek to understand why he does what he does.

While I may feel that there is absolutely no reason to feel any empathy for any terrorist whatsoever, I am willing to lend a hand to those who do want to "walk a mile in their shoes." Roleplaying games are a great medium for exploring such tings safely, as you are with friends and around a snack-laden table in a private house.

To that end, I present a talent tree and some feats usable in the creation of Muslim terrorists of all stripes, Basque separatists of the ETA, Irish drunkards of the IRA, or Friends of the U.S. President formerly of the Weather Underground. This talent tree will let you create a character who is the ultimate asshole, where the term "hero" is applied in purely a game mechanical sense.

Everything in this post is presented under the Open Gaming License. If you chose to reproduce this material, give credit and copyright acknowledgement to Steve Miller and NUELOW Games.

THE TERRORIST TALENT TREE (By Steve Miller)
The terrorist talent tree is open to all hero classes, but it is most suitable for tough heroes and dedicated heroes. Most smart heroes are excluded form this talent tree as they won't meet the prerequisites.
   Undying Enemy: Pick an outrageously broad category of people to hate, such as Christians, Spaniards, Stock Brokers, Homosexuals, the Lefthanded, or Redheads. The hero gains a +2 bonus to attack and damage rolls against these vile people, while gaining a +4 competency bonus on all skill checks specifically made in efforts to kill them.
   Prerequisite: Int 10 or lower, Wis 9 or lower. Allegiance to a terrorist organization or movement.
   False Allegiance: Pick an allegiance related to the category selected under Undying Enemy. You gain a +4 bonus to Bluff skill checks when interacting with those who have the same allegiance. The hero does actually change allegiances when picking this talent.
   Prerequisite: Undying Enemy.
   Bonus Feat: The hero gains Alertness, Cautious, Confident, Fanatic, or Misogynist. The hero must meet all prerequisites before he can gain a feat.
   Coward's Strike: The hero excels at attacking unsuspecting targets, but is otherwise a loser in battle. When attacking characters who are flat-footed or otherwise unable to properly defend themselves, a confirmed critical hit results in an instant kill. The hero suffers a -2 adjustment to attack and damage rolls made against characters who are ready to defend themselves.
   Too Dumb to Die: When reduced to 0 or fewer hit points in combat,or at risk of going on conscious due to conditions, the hero roll an Int check against DC12.. If the check is successful, the hero immediately regains 2d6 hit points, or is able to ignore the threatening condition for a number of rounds equal to his Con bonus.
   Prerequisite: Int 10 or lower, Wis 9 or lower.
 

NEW FEATS
Feats fit for terrorists and similar trash.

Fanatic [General]
The hero is filled with hatred toward those who don't believe as he or she does.
Prerequisite: 10 INT Maximum
Benefit: When faced with people who don't believe as he or she does, the hero gains a +2 Will save.to resist any suggestions they make, no matter how reasonable.  The hero also gains a +1 bonus to all Bluff and Intimidate skill checks involving these non-believers, but suffers a -1 to all Diplomacy checks involving them.
Special: The hero can designated a Chosen Enemy every three levels; this must be a stupidly broad category, such as "Americans," "Muslims," "Faries," or "Gwyneth Paltrow Fans." The character gains a +2 bonus to all attack and damage rolls made against these vile beings!


Misogynist [Social]
You hate women and you want to demean and hurt them whenever possible.
Prerequisite: Int 11 or lower, Wis 10 or lower.
Benefit: You gain a +2 bonus to all attack and damage rolls against female characters.
Special: If your Int or Wis scores are ever raised above the maximum allowed, you lose the benefits granted by this feat.

Friday, April 26, 2013

S is for Sin-Eater and Spirit Armor


It's plain to see that for NUELOW Games one of the preferred iterations of the OGL d20 is the OGL Modern--otherwise, we probably wouldn't have released these products. With that in mind, here's a talent tree for use with your OGL Modern Games. This material is presented under the Open Gaming License. If you choose to reproduce it, please give credit and copyright acknowledgement to Steve Miller and NUELOW Games.

Sin-Eater: A Talent Tree for Dedicated Heroes (By Steve Miller)
This dedicated hero has the mystical ability to absorb the power of evil spirits and turn it to his advantage.
   Spirit Sense: When the character enters a structure or other defined area, where an evil spirit or restless ghost is present, he receives a Will save (rolled secretly by the GM).. If successful, he knows "something is wrong" and cannot be surprised or caught flat-footed by spirits or mortal enemies
   Transfer Condition: By sharing a brief meal with a character who is poisoned or suffering from a condition, the dedicated hero transfers the condition onto himself; this takes 3 rounds and the ritual meal must not be interrupted by attacks or the participants performing other actions. The character from whom the condition was transferred is restored to normal status and fully healed if applicable.
   The dedicated hero suffers from the effect of the condition for one round, but can then make a Fortitude save (DC12) to neutralize it. If the saving throw fails, the Sin Eater is now subject to the condition unless cured through normal means.
   This talent can only be used on poisons and the following conditions: Ability Damaged, Blinded, Confused, Deafened, and Sickened.
   Transfer Curse: The dedicated hero can transfer magical curses from their target characters by sharing a meal with them. This ritual meal takes 30 minutes and cannot be interrupted by combat or other skill use. At the end of the 30 minutes, the cursed characters are immediately liberated from the ill effects of the curses, and the dedicated hero is now subject to them.
   The dedicated hero suffers from the effects of transferred curses for one round. He may then roll a Will save (DC15) to neutralize them. If all the characters from whom curses were transferred were under the same effect, only one roll is needed, but if there was more than one kind of curse, the dedicated hero must roll once for each kind.  
   If the dedicated hero is absorbing a curse from a structure, the Will save is made against a DC18.
   If the Will save fails, the dedicated hero is subject to the curses transferred until they are removed through magical means.
   Prerequisite: Transfer Condition
and from a building or other defined area, by 
   Bonus Feat: The hero gains one of the following as a bonus feat: Alertness, Focused, Ghost Spotter, Ghost Whisperer, or Spirit Armor. All prerequisites must still be met to gain the feat.
   Consume Sin: By eating a meal in a place haunted by an evil spirit or ghost, the dedocated hero absorbs some of the creature's power, weakening it while empowering himself. The effectiveness of this ritual depends on how long the hero spends performing it. The effects are cumulative.

Time Spent on Meal    Penalty to Ghost/Spirit   Bonus for Hero
3 rounds                     -1 to attack rolls             +1 to Defense vs. ghosts
15 minutes                 -1 to attack rolls and       +1 to Defense and saving
                                   saving throws                  throws
30 minutes                  -2 to attack rolls,            +2 to saving throws and skill
                                  saving throws, and            checks
                                  skill checks
1 hour                        -2 to attack rolls,             +4 to attack rolls
                                  -10 hit points                     and skill checks, +10 hit points

While consuming the ritual meal, the hero cannot engage in combat or perform actions other than engaging other characters or creatures in conversation. If the hero suffers damage or other disruptions, he can make a Concentration check to maintain the inner calm necessary to successfully absorb the ghost's evil. If the hero is interrupted or chooses to stop the ritual, the benefits gained at the last achieved benchmark are gained. (If a hero decides to attack a ghost after 50 minutes, the creature has all the penalties up to the 30-minute mark while the hero has all the benefits).
   The penalties and benefits remain until the ghost targeted with the ritual is destroyed or otherwise laid to rest, or the next sunrise. If the dedicated hero should be killed before either event, his soul rises as a restless, destructive and hate-filled ghost.

New Feat
GMs who incorporate this feat into their games should add it to the list of bonus feats for the dedicated hero.

Spirit Armor [General]
Your spirit fortifies your body against assaults by incorporeal creatures and spirits.
   Prerequisite: Wisdom 17, Focused.
   Benefit: The hero gains +4 to Defense and +2 to Fort saves against physical attacks made by incorporeal beings.
   Prerequisite: Focused

Wednesday, April 24, 2013

Q is for Quest Stones


Here's another entry in the A to Z April Blogging Challenge--will we make it to the end of the alphabet before the month runs out? Does anyone care? Today's offering is presented in its entirety under the Open Gaming License. If you chose to reproduce it, please give credit and copyright acknowledgement to Steve
Miller and NUELOW Games.

Quest Stones (By Steve Miller)
The fist-sized, basalt stones are engraved with the marks of the sorcerers and wizards who originally created them. Commonly used in the ancient Kingdom of Lodareno, they would be given to messengers and hirelings dispatched for specific missions. So long as the minion stayed on task, he would receive magical aid, but if he strayed from his assigned purpose, a dire curse would fall upon him. Once the assigned task is successfully completed, the stone loses all magic.
   Caches of these stones are occasionally recovered by explorers and tomb robbers venturing into the crypts of Lodareno. Modern arcane researchers have yet to uncover the means by which the stones were created, so each discovered cache becomes a highly sought commodity for government and criminal organizations alike who want to insure extra dedication and loyalty among operatives.

OGL d20 System Stats
The magic of a quest stone takes effect when a character accepts it as part of an agreement to perform a task for a superior or an employer in exchange for payment or other reward. So long as the character works toward his assigned goal, he enjoys a +1 bonus to all skill checks, attack rolls, and saving throws.
   If the character spends more than a day on activities not related to his assigned duty, he loses the previously described bonus and is subject to a -2 penalty to all skill checks, attack rolls, and saving throws. Once the character returns to his assigned task, the penalties are lifted, but he must remain focused for another full day before the bonus is restored.
   Discarding the stone does not lift its effect upon the character; only the completion of the task, formal release from it by the person who assigned it, or a dispel magic cast at a 24th level effectiveness can do that.

Tuesday, April 23, 2013

P is for Paula's Apron Strings


And we continue to design our way through the alphabet here at NUELOW Games, as part of our bumbling, stumbling unofficial participation in the A to Z April Blogging Challenge. This post is presented under the Open Gaming License, with the text under the header "OGL d20 System Game Rules" being Open Gaming content. Enjoy!

Paula's Apron Strings (By Steve Miller)
Paula Noreville was one of America's premiere coven leaders of the 1950s and early 1960s. From behind the facade of the perfect housewife, she led her band of witches and warlocks to victory against dark forces time and again. But for all the good she did, Paula was a domineering woman whose kind smiles and mom-and-apple-pie attitude also concealed a pathological need to have absolute control over everyone in her life.
   Paula dominated her coven and family with clever and sugar-coated psychological manipulation and the occasional application of an oven mitt-covered iron fist. As her children grew into adulthood, rebelled against her, and eventually struck out on their own, she resorted to magic in order to guarantee they would never be far from her control.
   Using the strings from her favorite apron, Paula created two unique magic items, one for each of her children. They consist of two matched sets of three-inch light blue strips of cloth cut from the apron's strings and enchanted. She hid one string in each of her children's homes and whenever she held its counterpart, the child was compelled to return home to Paula, no matter where they might be in the world.
   Paula was eventually murdered by her son after, presumably, he discovered how she had been interfering with his life. His own family had been killed shortly in a car crash after his wife decided to follow him on one of his sudden trips back to his childhood home.

OGL d20 and OpenD6 System Rules
Paula's Apron Strings consists of a matched set of two light blue strips of cloth, each 2 inches in length, They radiate faint Summoning and Necromantic magic. The user hides one of the strings in the home of the target. When he or she holds the counterpart and concentrates on the target for a full two minutes, the target is filled with an overwhelming need to the user's home and to help him or her with whatever challenges that might be facing her.
   The target can ignore the urge, but for each day of not making an effort to travel to the user, the target suffers a cumulative -1 penalty to all skill checks and attack rolls. The progression of the penalty can be stopped for a single day by target phoning or writing and sending a letter to the user, but existing penalties are not removed and it continues to grow the next day.
   The only way to be released from the bond of Paula's Apron Strings is for the target to find the one in his home and return it to the user who hid it there. The user need not willingly accept it from the target, but he or she is free of the magic once this step has been taken.

Drawback: The target of Paula's Apron Strings gradually comes to loathe the user. After being compelled three times, he or she holds a level of resentment equal to a character that has been misused while under the influence of a charm person spell. After six times, the target so dislikes the user that only the Apron Strings can even make him or her think about the user. After 12 times, the target so hates the user that a small provocation will cause him or her to become violent toward the user.