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!)

Monday, November 19, 2018

The Curse of the Watery Shroud

Here's another series of random tables to let you generate the outline for an adventure that was partly inspired by a drawing from Bryan Baugh.

THE CURSE OF THE WATERY SHROUD
The Whitehead family has been suffering under a curse since 1688 when the Angelina, the eldest daughter of Lord Elwyn Whitehead drowned mysteriously in water overflow tunnels beneath Castle Whitehead on what was both her 17th birthday and the celebration of her betrothal. Ever since then, if the eldest daughter of the Whitehead family has been unmarried on her 17th birthday, she has come to a tragic end by drowning.

This curse last asserted itself in the Spring of 1918, and it was ruled an accident. Now, just over 100 years later, another girl carrying the Whitehead family blood, Ashley Whitehead, has died in the waterlogged tunnels under Castle Whitehead. Is the curse real? And if so, what's behind it? Can the player characters solve the mystery and save a life... because Ashley's twin sister Emily has yet to fall victim to the curse!



OPTIONAL: HOW DOES THE PARTY GET INVOLVED? (Roll 1d6)
   1. They are friends of Emily.
   2. There were friends of Ashley.
   3. They are hired by the family to figure out what happened and save Emily.
   4. They are brought in by a contact in law enforcement.
   5. A contact in the paranormal investigation community asks the party to solve the mystery.
   6. One of the characters is a distant relative of the Whitehead family, and there have been mysterios deaths of teenaged girls in his family as well.


IS THE CURSE REAL? (Roll 1d6)
   1-3. Yes. Got to WHAT IS THE NATURE OF THE CURSE
   4-6. No. Go to WHO KILLED ASHLEY


WHAT IS THE NATURE OF THE CURSE? (Roll 1d6)
   1-2. Angelina committed suicide to avoid her forced nuptials. Ever since, her restless and bitter spirit is killing to stop other Whitehead girls from having the happiness she never did.
   3. Angelina was murdered by a jealous and jilted suitor whom she managed to kill even as he murdered her. His restless and evil spirit has been hunting and killing Whitehead girls ever since.
   4. Angelina hated the man she was being forced to marry. She conducted a dark ritual that called for a water demon, but instead of killing her would-be husband it killed her. And it's been claiming the lives of virginal Whitehead girls who don't marry young ever since.
   5- 6. Lord Elwyn made a deal with the Water Elemental Lord: He would be unaging until the life force of 333 girls of his line were claimed by creature as virgins on their 17th birthdays.

HOW CAN THE CURSE BE LIFTED? (Roll 1d6)
   1. A temple to the Water Elemental Lord at the center of the water-logged tunnels beneath Castle Whitehead must be destroyed, possibly collapsing the castle in the process.
   2. The water-logged tunnels underneath the castle must be excorsized of water elemental spirits, as well as the hate-filled ghost of Angelina (1-3), the man who murdered Angelina (4-6).
   3. Lord Elwynn Whitehead, who has been made unaging by the life force of each girl killed must be brought to the temple to the Water Elemental Lord under Castle Whitehead. Here, the angry ghosts of victims will destroy him and the curse will be lifted.
   4. The restless ghost of Angelina must be destroyed.
   5. The spirits of all the dead girls must be rescued from the grip of the Elemental Water Lord.
   6. Roll twice on this table, ignoring and rerolling results of 6. Both steps must be taken to lift the curse.

WHO KILLED ASHLEY? (Roll 1d6)
   1. Her secret boyfriend who got her pregnant and didn't want a scandal.
   2. A madwoman who believes she's the rightful heir to the Whitehead fortune if the twins are gone.
   3. A cultist who wanted to summon the legendary Water Elemental Lord and used her as a human sacrifice.
   4. Her psychopathic older brother wants to turn the castle into a "supernatural tourism" destination, and he murdered his sister to revive the legend of the Watery Shroud.
   5. Ashley isn't dead--Emily is. Ashley killed her sister and took her place.
   6. The butler did it. Ashley discovered he was replacing family art treasures with forgeries.

Saturday, November 10, 2018

Ghostbusting: The Haunting of Mary-Anne Sanders

Here's another post partially inspired by a drawing by Bryan Baugh. This one includes tables for randomly generating an outline for a "ghostbusting" adventure plot, as well as a starting occupation that's equally useful in settings where the paranormal is reality or fantasy.
   The player characters become involved with the events because they are either connected to the victim of the haunting, or because they are paranormal investigators/ghostbusters.

THE HAUNTING OF MARY-ANNE SANDERS
For weeks, Mary-Anne felt uneasy in her own home. First, she thought small things were being moved ever so slightly. Then, she kept feeling like someone else present, watching her, even though she knew she was alone. Soon after that, she started seeing movement out of the corner of her eye, but when she turned, no one was there. Two nights ago, she was laying in her bed when something swept through the room and she felt cold hands pawing at her, tearing open her nightgown. Then, invisible iron talons locked around her and she was flung violently from the bed. As she struggled to her feet, she saw an indistinct shape at the head of the bed... indistinct aside from glowing eyes and twitching claws. As it faded away, she began to scream...


OPTIONAL: HOW DO THE PLAYER CHARACTERS GET INVOLVED?
(Roll 1d6)
1-2. Mary-Anne calls them for help.
3-4. A mutual friend reaches out to one of the player characters.
5. One of the player characters hears about what's happening to her, and it sounds like a case that's worth investigating.
6. A clue uncovered during another case leads the player characters to Mary-Anne.


WHO IS MARY-ANNE TO THE PLAYER CHARACTERS? (Roll 1d6)
1-2. An old friend or lover to one or more of them, but has been out of touch for years.
3. A one-time associate of a rival or enemy, but she has parted ways with that nefarious figure.
4-5. There is no prior connection.
6. She is (or formerly was) in the same line of work as one or more of the player characters, but is known to them by reputation only. (Roll 1d6: 1-2. Favorable reputation, 3-4. Negative reputation, 5-6. Dangerous reputation.)

WHAT DOES MARY-ANNE DO FOR A LIVING? (Roll 1d6)
1. Widow raising 1d3 children, living off proceeds of a tech company sold years ago.
2. Police detective.
3. Call girl.
4. School teacher.
5. Paranormal Investigator.
6. Social Worker.

WHO IS HAUNTING MARY-ANNE? (Roll 1d6)
1. The ghost of an ex-lover.
2. The ghost of a stalker.
3. The ghost of a former occupant of the home.
4. A spirit bound to a knickknack she recently bought at a thrift shop.
5. An evil spirit summoned by local cultists who want revenge on Mary-Anne. Roll on WHAT IS MARY-ANNE'S SECRET? to learn why.
6. It's a hoax. An 1-3 ex-lover (1-3) rival (4-6); is trying to embarrass her (1-2) drive her insane (3-4)  discredit her (5-6). Roll on the table again, ignoring and rerolling results of 5 and 6 (or use a d4).
   Roll on the table again. A few days after the hoax is revealed, Mary-Anne's terror begins again. There had been a real haunting that had gone unnoticed due to the hoaxter, and the party still has a ghost to put to rest. If 6 is rolled again, Mary-Anne is now haunting herself; the previous experience drove her insane.

HOW IS THE HAUNTING STOPPED? (Roll 1d6)
1-2. Discovering the ghost's identity and convincing it to move onto the next plane, possibly burying its body in a proper grave.
3-4. Destroying or binding the ghost through usual Ghostbusting methods.
5. Discovering the ghost's identity and bringing a living relative and mutual acquaintance of the ghost and Mary-Anne to speak to it and tell it all is forgiven. Roll on WHAT DOES MARY-ANNE DO FOR A LIVING? to see who this person is.
6. Discovering Mary-Anne's dark secret and revealing it to the public (or, at the very least law enforcement). Roll on WHAT IS MARY-ANNE'S DARK SECRET? Ignore and re-roll results of 6; the result is actually the ghost's dark secret, and it wants Mary-Anne to reveal it, so those it hurt in life can have justice. Mary-Anne has been too frightened to tell anyone what she discovered shortly before the ghost died.

WHAT IS MARY-ANNE'S DARK SECRET? (Roll 1d6)
1. She killed the ghost by accident and covered it up.
2. She's a serial killer.
3. She's a "talent scout" for a slave sex ring.
4. She's the leader of a cult that practices human sacrifice.
5. She's a retired assassin.
6. She doesn't have any serious dark secret; she is the victim she appears to be.
--

NEW STARTING OCCUPATION 
(for OGL Modern and other d20 System Games)
The rest of the text in this post after is released under the Open Game License and may be reproduced in accordance with its terms.

Paranormal Researcher
Prerequisite: Age 16+, Charisma 12+
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (electronics), Gather Information, Knowledge (arcane lore, behavorial science, history, physical sciences, technology, theology and philosophy), Research, Sense Motive, Search, or Spot.
Bonus Feats: Choose one of the following feats to gain as a bonus feat. All prerequisites must be met before the feat can be selected. Alertness, Ectoplasmic DominatorGhost Spotter, Ghost Whisperer.
Wealth Bonus: +1


Wednesday, October 31, 2018

The Terror of the Ouija Ghost

Here's a randomly generated horror plot based on a drawing by Bryan Baugh. It's purpose is to provide a framework and spur your imagination to create an adventure of your own, for whatever game system you prefer.

OPTIONAL: HOW DO THE PLAYER CHARACTERS GET INVOLVED? (Roll 1d6)
1-2. One or more of the Ouija Ghost's victims were friends or family of a party member.
3-4. The party has been tracking the cursed items that are rumored to cause the Ouija Ghost to manifest.
5-6. One of the player characters witnessed his or her friends be murdered by the Quija Ghost as a teen and he or she recognizes the pattern of its attacks.

THE TERROR OF THE QUIJA GHOST
A group of friends spend the night with some food, some alcohol, and a Quija board. They awakened something terrible, and the player characters must discover what and return it where it came from.


WHO PLAYED WITH THE OUIJA BOARD? (Roll 1d6)
1. 1d3+1 Cheerleaders
2. 1d3+1 Sorority Girls
3. 1d3+1 Supermodels
4. 1d3+1 Goth Chicks
5. 1d3+1 Baristas
6. 1d3+1 Ballerinas

WHY DID THEY PLAY WITH THE OUIJA BOARD? (Roll 1d6)
1-2. For spooky fun.
3-4. To talk to the spirit of a recently deceased friend.
5-6. To scare one of their number who is a believer in spiritualism.

WHERE DID THE OUIJA BOARD COME FROM? (Roll 1d6)
1. The attic of a family home.
2. A pawn shop.
3. Abandoned on a rainy street.
4. A store specializing in occult items.
5. An antique store that was going out of business.
6. Found in the hallway; each girl assumed one of the others brought it.

WHAT IS THE QUIJA GHOST? (Roll 1d6)
1. A vengeful spirit, specifically after the girls.
2. A manifestiation of the curse upon the Quija board.
3. A manifestation of the curse upon the planchette.
4. A demon that took advantage of the game.
5. An urban legend made real through the psychic powers of one of the girls (and her secret hatred and jealousy of another member of the group).
6. The spirit of a serial killer that's been returned to the world.


WHAT HAPPENED TO THE GIRLS? (Roll 1d6)
1. All but one were driven insane.
2. All but one were brutally murdered; survivor driven insane.
3. All have vansihed without a trace. (1-3, they can found alive; 4, 1d3-1 can be found alive; 5-6, they can be found dead.)
4. One girl brutally murdered, the others injured but alive.
5. They are all comatose, the life mysteriously slowly draining from them.
6. 1d3-1 girls brutally murdered, the others missing. Those missing are now puppets of the Ouija Ghost.



WHAT HAPPENS IF THE OUIJA GHOST ISN'T STOPPED? (Roll 1d6)
1. Each night, 1d2 friends or families of the girls who played with the Ouija board are brutally murdered.
2. Roll on WHO PLAYED WITH THE QUIJA BOARD. 1d2 girls of the indicated group are brutally murdered each night.
3. Each night, 1d2 additional girls of the kind originally rolled on WHO PLAYED WITH THE QUIJA BOARD are brutally murdered.
4. One of the surviving girls, becomes possessed by the Ouija Ghost 1d3 nights later and goes on a killing spree. (If the girls had vanished without a trace, one reappears each 1d3 nights to brutally murder innocent people until the rest are found and rescued.)
5. Once the surviving girls are dead, the Ouija Ghost will start to target the player characters and their loved ones.
6. Roll two more times on this table, rerolling any results of 6. If the same result is rolled twice, then it is the only one that applies.

HOW IS THE QUIJA GHOST STOPPED? (Roll 1d6)
1. The Quija board must be reduced to fine ash in a sanctified place.
2. The planchette must be ground into fine dust and scattered on the grave of a murderer.
3. The truth about how it came to be a ghost must be revealed.
4. The Quija board and planchette must be destroyed with the horn of a unicorn.
5. A Jew, and Christian, and a Muslim must perform an anient ritual over the Quija board, forcing the Quija Ghost to go dormant again.
6. Roll two more times on this table, rerolling any results of 6. If the same result is rolled twice, then it is the only one that applies.

WHAT IS THE SURPRISE TWIST? (Roll 1d6)
1-2. There isn't one.
3. The Quija Ghost wasn't destroyed. It was spread into 13 different random Ouija boards within a 666 mile radius of the original killings.
4-5. There never was a Quija Ghost... it was all the work of one of dead or vanished girls who's a very clever, very psychopathic killer.
6. There never was a Quija Ghost. It was a ruse by a Satanic cult that sacrificed the girls and staged the Quija Ghost situations to lure the player characters to their deaths.

Monday, October 29, 2018

It's all you need: Magic Weed!

The next release from NUELOW Games will, in all likelihood, be a little thing titled d20 Potheads. Here's a little bit of what may appear in the booklet...

MAGIC WEED
Originating on the Demiplane of Whifty, and brought back to Earth by the dimension hopping Witchkind, when rolled in a blunt, stuffed in a pipe, or packed in bong and smoked for 1d6 mnutes, the user enjoys one of the following random benefits for 1d4+4 hours.

Magic Weed Effect (Roll 1d12)
1-2. -1 initiative roll, +2 to Wisdom bonus
3-4. -1 initiative roll, +8 to rolls to resist Fear and intimidation
5-6. -1 initiative roll, +4 to Bluff and Sense Motive skill checks
7-8. -1 initiative roll, +4 to Research and Spot skill checks
9-10. +2 inititiave roll, +4 to Fortitude saves
11. +2 initiative roll, -2 to all skill checks
12. Roll again. If the same result comes up again, double the indicated affects, except 12. If 12 is rolled again, all who have smoked the Magic Weed are immediately transported to the Demiplane of Whifty.



Right now, we're trying to decide if we should include the Magic Weed, which you can read about below, a revision of the Magic Bongs described in this post, or both.

If you want to tell us what you think, you can comment here or on our Facebook page!

Thursday, October 25, 2018

Social Justice Warrior Starting Occupation

It's been entirely too long since we've engaged in a demonstration that will curry favor with the important people in the hobby game business-- the Guardians of Everything Pure and Good and Politically Correct and Socially Acceptable. Since we crave acceptance, we hope this post will make up for that oversight, with a new starting occupation for OGL Modern/d20 Modern!
All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright  2018 Steve Miller.


STARTING OCCUPATION: SOCIAL JUSTICE WARRIOR
Even before you became an adventuring hero, you fought a relentless battle against Evil. You are a morally superior being who isn't afraid to let the world know it. Even if you have to punch someone because you don't like what they have to say or how they talk or how they dress or the color of their skin.
     Prerequisite: Age 15+
     Class Skill: Choose one of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she or ze or it receives a +1 competence bonus on checks using that skill. Computer Use, Knowledge (arcane lore, art, behavioral sciences, current events, popular culture, or theology and philosophy), Perform (dance, percussion instruments, or sing), Research.
     Bonus Feat: Pick three feat to gain as bonus feats. You must meet any prerequisites before selecting a feat. Alternative Fact, Detect Fascist, Do As I Say Not As I Do, Perpetually Offended, Portable Safe Space, Protest, Righteous Mob, Shameless, Specialty Martial Artist, Understand "Dog Whistle", Venting Your Righteous Anger

   Special: Characters with this starting profession may select any of the bonus feats listed above in place of bonus feats earned when advancing in their class.



NEW FEATS 
The following feats are among those that are available to the Social Justice Warrior as bonus feats. Details on others can be found by clicking on the links in the Bonus Feat list above.

DETECT FASCIST
 You know a fascist when you see one!
    Benefit: Pick someone you don't like--the reason doesn't matter. Declare that person a fascist. Gain a +2 bonus to melee attack rolls.

DO AS I SAY, NOT AS I DO
You say things others should live by.
   Prerequisite: Cha 15
   Benefit: +4 bonus to all Bluff and Intimidate skill checks.

PERPETUALLY OFFENDED
No matter who you're dealing with, what is going on, or where you are, you can find something to be offended by.
   Prerequisite: Maximum WIS score of 10.
   Benefit: Pick a reason and a target. Gain a +4 bonus to skill checks (such as Bluff, Diplomacy, or Intimidate) and attack rolls and damage rolls directed at it for a number of hours equal to 1/2 your character level. For example, if you take offense at a book you see for sale online (like this one), you gain a +4 bonus to your Craft (writing) skill while posting online about how you want a boycott of the horrible item, and a +4 bonus to Intimidate when you post to the Facebook page set up by fans of the work you hate.




RIGHTEOUS MOB
You gain strength from being around those who, like you, are pure of heart and righteous in deed.
    Prerequisite: Detect Fascist
    Benefit: Gain a +1 bonus to melee attack and damage rolls against someone who has been declared a fascist. The bonuses are in increased by +1 for each character who possesses the Righteous Mob who are within a 15-foot radius of each other.

SHAMELESS
You keep your cool in situations where most others would either be ashamed, embarrassed or painfully self-aware.
    Benefit: +2 bonus to all Bluff and Perform skill checks.
    Special: If the character has 5 or more ranks in Perform (acting), this feat grants a +2 synergy bonus to Diplomacy skill checks.

UNDERSTAND "DOG WHISTLE"
You hear the secret messages contained in the utterances of fascists, no matter how cleverly they attempt to hide them from the uninitiated.
   Prerequisite: Detect Fascist, Perpetually Offended
   Benefit: Once you've targeted someone with the Detect Fascist feat, you may, as a free action, declare anything they say to contain a hidden fascist message that only fascists (and perhaps Nazis) can hear. Roll a Will save (DC11) to convince yourself that what you are saying is true and gain an additional +2 bonus to melee attack and melee damage rolls directed at the target, as well as a +4 bonus to Intimidate skill checks made against anyone within the sound of your voice.
   Special: Characters possessing the Righteous Mob feat ignore the bonus to Intimidate gained from Understand "Dog Whistle".



Rules to bring diversity to the "d20 Modern" character generation system can be found here. Use them.

Thursday, October 11, 2018

Herbert West's Re-Agent

This is a supplement for d20 System games (such as d20 Modern). However, it easily adapted to any RPG system that features statistics for undead creatures, such as zombies, ghouls, and the like. It was inspired by H.P. Lovecraft's "Herbert West, Re-Animator" stories (and, of course, the hilarious gore-fests that are Re-Animator, Bride of Re-Animator, and Beyond Re-Animator).
   The RE-AGENT and MAKING MORE RE-AGENT sections are released under the Open Game License and may be reproduced in accordance with its terms. The rest of the text in this article is Product Identity. Copyright 2018 Steve Miller.

HERBERT WEST AND HIS RE-AGENT IN BRIEF
In 1903, a young medical student named Herbert West claimed he had discovered a compound that would restore life to dead beings if injected into their bodies; as a result, he was ridiculed, first by his fellow medical students and later by the medical and scientific community at large. After graduating from medical school, he established a medical practice in Boston with long-time friend Daniel Abbott, and he served as a volunteer doctor during World War I. During this time, he reportedly continued his research into reviving the dead, and, according to statements given to the authorities by Dr. Abbott, this research led directly to West's mysterious disappearance in October of 1922. No one believed Abbott's claims that West had been carried off by zombies reanimated by the Re-Agent, and Abbott was written off as a madman.
   Herbert West's fate remained a mystery for almost a century... until the great-great grandson of Daniel Abbott, Joshua Madison, went through some of Abbott's journals and located West's secret laboratory, and more than a gallon of the Re-Agent solution--as well as several variations on the formula to create more.

Illo by OzzKrol

THE RE-AGENT
Although West went through 37 formula variations in his attempt to perfect the chemical compound that bring life to the dead, they all basically function the same and are identical when visually inspected--a bright green liquid.
   It takes 20ccs of Re-Agent to revive an average size adult human--half that for children and 30ccs for large or obese adults. Similarly, the amount needed to revive an animal varies on its size, ranging from 5cc (for rabbits or house cats) to 30 cc (for horses or cows).
   If too little of the Re-Agent is injected, nothing happens. If too much is injected, the corpse convulses for 1d6+1 rounds, possible screaming random phrases as if the tortured soul within it is trying to communicate. It then explodes in a shower of gore and bone fragments, dealing 1d4 points of damage to everyone within 10 feet. Characters covered in gore must roll a Fortitude save or be sickened for six rounds less their Constitution bonus.
   The type of undead the corpse animates as depends on how long its been dead, plus a random roll on 1d6. The creature has the statistics as is typical for the game unless the random roll indicates otherwise. In all cases, the creature is disoriented for a few moments after being revived (1d6 rounds), after which is flies into a rage and attacks nearest person, or, if intelligent, either the person responsible for his or her death and/or reanimation. Undead with low intelligence or higher remember some or all of their previous life, even if they grow increasingly insane due to their state. All undead created by the Re-Agent are free-willed and can only be commanded through whatever supernatural means are described in the game system.
   Unless otherwise noted, all attacks are made with the base creatures standard attack values.

Re-Agent Results Tables (Roll 1d6)
Subject Deceased 0-15 Minutes
   1-3. Standard Ghoul
   4-5. Ghoul with Strength Score of 20
   6. Standard Ghoul, but when reduced to half or less of its starting hit points, the creature bursts open and its entrails and organs begin attacking. The creature is restored to full hit points. It now gets three melee attacks per round, each dealing 1d4 points of damage. These attacks can be made against different targets. These attacks do not carry the threat of paralysis.
   A critical hit causes the target to become entangled in the writhing guts. Being so entangled imposes a -2 penalty to attack rolls, but it reduces the undead's attacks to two per round. The target may break free with a successful Strength check (DC14). Any additional critical hits are treated as normal hits.
   If the target is entangled for more than two rounds, the flailing guts wrap around the target's face, beginning to strangle him or her. The target must now roll a Fortitude save each round (DC8, with the DC increasing by 2 each subsequent round) until he or she manages to break free. If the target fails a Fortitude save, he or she falls unconscious and is defenseless. The target continues to be pummeled and dies from strangulation within 5 rounds if not rescued.

Subject Deceased 16-59 Minutes
   1-3. Standard Ghoul
   4-5. Standard Zombie
   6. Standard Zombie, but when reduced to half or less of its starting hit points, the creature bursts open and its entrails and organs begin attacking. The creature is restored to full hit points. It now gets three melee attacks per round, each dealing 1d4 points of damage. These attacks can be made against different targets.
   A critical hit causes the target to become entangled in the writhing guts. Being so entangled imposes a -2 penalty to attack rolls, but it reduces the undead's attacks to two per round. The target may break free with a successful Strength check (DC14). Any additional critical hits are treated as normal hits.
   If the target is entangled for more than two rounds, the flailing guts wrap around the target's face, beginning to strangle him or her. The target must now roll a Fortitude save each round (DC8, with the DC increasing by 2 each subsequent round) until he or she manages to break free. If the target fails a Fortitude save, he or she falls unconscious and is defenseless. The target continues to be pummeled and dies from strangulation within 5 rounds if not rescued.

Subject Deceased 1 Hour - 24 Hours
   1-3. Standard Zombie
   4. Zombie with Strength Score of 20 and skills and mental stats it had when it was alive
   5. Standard Zombie, but when reduced to half or less of its starting hit points, it collapses into the gory heap on the ground. The following round, its arms and legs begin to attack targets in the area independently. Each limb has DR6, has 6 hit points, and deals 1d4 points of damage per attack.
6. Standard Zombie, but when reduced to half or less of its starting hit points, the creature bursts open and its entrails and organs begin attacking. The creature is restored to full hit points. It now gets three melee attacks per round, each dealing 1d4 points of damage. These attacks can be made against different targets.
   A critical hit causes the target to become entangled in the writhing guts. Being so entangled imposes a -2 penalty to attack rolls, but it reduces the undead's attacks to two per round. The target may break free with a successful Strength check (DC14). Any additional critical hits are treated as normal hits.
   If the target is entangled for more than two rounds, the flailing guts wrap around the target's face, beginning to strangle him or her. The target must now roll a Fortitude save each round (DC8, with the DC increasing by 2 each subsequent round) until he or she manages to break free. If the target fails a Fortitude save, he or she falls unconscious and is defenseless. The target continues to be pummeled and dies from strangulation within 5 rounds if not rescued.

Subject Deceased One Day - Two Days
   1-3. Standard Zombie
   4. Standard Ghoul
   5. Standard Zombie, but when reduced to half or less of its starting hit points, it collapses into the gory heap on the ground. The following round, its arms and legs begin to attack targets in the area independently. Each limb has DR6, has 6 hit points, and deals 1d4 points of damage per attack.
   6. The subject rises from the dead, fully healed of whatever injuries or ailments that killed him or her. After a number of minutes equal to 2d6+subject's Con bonus, the subject's body starts to dissolve into a gooey, bloody mess. The transformation takes three rounds, with the subject screaming in agony the whole time. On the fourth round, the subject's entrails and internal organs burst from his or her disintegrating form and start attacking. The subject continues to scream, alternating between incoherent shrieks of pain, pleas for the misery to end, and swearing that would shock a sailor.
   The subject's entrails get three melee attacks per round, each dealing 1d4 points of damage. These attacks can be made against different targets.
   A critical hit by the entrails causes the target to become entangled in the writhing guts. Being so entangled imposes a -2 penalty to attack rolls, but it reduces the undead's attacks to two per round. The target may break free with a successful Strength check (DC14). Any additional critical hits are treated as normal hits.
   If the target is entangled for more than two rounds, the flailing guts wrap around the target's face, beginning to strangle him or her. The target must now roll a Fortitude save each round (DC8, with the DC increasing by 2 each subsequent round) until he or she manages to break free. If the target fails a Fortitude save, he or she falls unconscious and is defenseless. The target continues to be pummeled and dies from strangulation within 5 rounds if not rescued.


Subject Deceased Three Days
   1-3. The subject rises from the dead, fully healed of whatever injuries or ailments that killed him or her. After a number of hours equal to 2d6+subject's Con bonus, the subject turns into a Standard Ghoul. The transformation takes three rounds, during which the subject is in terrible agony and when it's complete, he or she attacks anyone within melee range until slain.
   4. The subject rises from the dead, fully healed of whatever injuries or ailments that killed him or her. After a number of hours equal to 4d6+subject's Con bonus, the subject turns into a Standard Ghoul. The transformation takes three rounds, during which the subject is in terrible agony and when it's complete, he or she attacks anyone within melee range until slain.
   5-6.  The subject rises from the dead, fully healed of whatever injuries or ailments that killed him or her. After a number of hours equal to 4d6+subject's Con bonus, the subject's body starts to dissolve into a gooey, bloody mess. The transformation takes three rounds, with the subject screaming in agony the whole time. On the fourth round, the subject's entrails and internal organs burst from his or her disintegrating form and start attacking.
   The subject's entrails get three melee attacks per round, each dealing 1d4 points of damage. These attacks can be made against different targets. The subject may also attack, using melee or ranged weapons with his or her standard attack bonuses. The subject is now full of a cold, calculating desire to kill any living thing it can.
   A critical hit by the entrails causes the target to become entangled in the writhing guts. Being so entangled imposes a -2 penalty to attack rolls, but it reduces the undead's attacks to two per round. The target may break free with a successful Strength check (DC14). Any additional critical hits are treated as normal hits.
   If the target is entangled for more than two rounds, the flailing guts wrap around the target's face, beginning to strangle him or her. The target must now roll a Fortitude save each round (DC8, with the DC increasing by 2 each subsequent round) until he or she manages to break free. If the target fails a Fortitude save, he or she falls unconscious and is defenseless. The target continues to be pummeled and dies from strangulation within 5 rounds if not rescued.
  
Subject Deceased Four Days to Four Years
   1-3. Standard Zombie
   4-5. Standard Zombie, but when reduced to half or less of its starting hit points, it collapses into the gory heap on the ground. The following round, its arms and legs begin to attack targets in the area independently. Each limb has DR6, has 6 hit points, and deals 1d4 points of damage per attack.
   6. A Zombie, with all the memories, skills, and mental stats of the character when he or she was alive. Strength attribute score of 22.

Subject Deceased Five Years to 50 Years
    1-2. Standard Zombie
    3. Standard Zombie, but when reduced to 0 or less hit points, it explodes into a massive cloud of dust and spores. All living beings within a 10-ft. radius are Blinded for 1d6+2 rounds, and must roll  Fortitude saves (DC12) or be Sickened 1d4 rounds.
   4-5. Standard Mummy with all the memories, skills, and mental stats of the character when he or she was alive.
   6. Standard Mummy, but when reduced to half of its hit points it unleashes a massive swarm of insects through its mouth. (Treat as a creeping doom spell cast by a 12th-level caster.)

Subject Deceased 51 Years to 500 Years
   1. Standard Zombie
   2-4. Standard Mummy
   5. Standard Mummy, but when reduced to half its hit points, it issues a howl and a massive cloud of dust and spores rush from its mouth and swirl around the area. All living beings within a 10-ft radius are Blinded for 2d6 rounds and must roll Fortitude saves (DC12) or be Sickened for 2d4 rounds.
   6. A Lich, with the spellcasting abilities of a 5th-level sorcerer

Subject Deceased 501 Years or More
   1-2. Standard Skeleton
   3.  A Lich, with the spellcasting abilities of 12th-level sorcerer
   4. Standard Mummy, except when reduced to half its hit point, it issues a howl and a massive could of dust rush from its mouth and swirl around the area. All living beings within a 10-ft radius are blinded for 2d6 rounds and must roll Fortitude saves (DC14) or be Sickened for 2d4 rounds.
   When reduced to 0 hit points, the mummy explodes into a massive swarm of insects. (Treat as a creeping doom spell cast by a 15th-level caster. Also, any dead bodies within a 30-ft. radius rise as Standard Skeletons.
   5. A Lich, with the spellcasting abilities of a 15-level sorcerer.
   6. The subject is apparently restored fully to life, its body gradually returning to full and vibrant health over the course of three rounds. However, the subject is actually a Standard Succubus (or Incubus, depending on the sex of the subject).



MAKING MORE RE-AGENT
By following one of West's formulas, characters can use their Craft (Chemicals) skill (DC15) or their Craft (Pharmaceuticals) skill (DC22) to create more Re-Agent. They may make it in batches of one pint to as many gallons as they wish. Obtaining the materials to create 1 pint of Re-Agent requires a Wealth Check of DC8. The check increases by +2 for each additional pint worth of materials purchased.

Off-Label Effects
Depending on which variation is used. the Re-Agent may have effects that Dr. West didn't intend. These are listed below and may be discovered by accident or experimentation; some may be deduced by studying the notes of Dr. West or Dr. Abbott (Research skill checks of DC15).
   If characters are using or studying Re-Agent originally made by West, the DM should roll a 1d8 to see if there are any off-label effects. (West did not label his Re-Agent batches according to which formula he used to make them, because he had that information in memory.)

Formula Used     Off-Label Effect
1-7.                      None. (1)
8-16.                    Can be turned into an aerosols spray.
                             Dose can re-animate 1d4+1 sprayed corpses. (2)
17-25.                  None. (3)
25-26.                  Living beings become Zombies 1d4+2 hours
                            after being injected (or eating or drinking food
                            contaminated with Re-Agent). Fortitude save DC 22
                            to negate. (4)
27-29.                  None. (5)
30-33.                  If submerged in Re-Agent, corpses will reanimate. (6)
34-35                   None. (7)
35-37.                  If more than one gallon of Re-Agent is spilled and seeps
                            into the ground near a cemetery or other burial site, 1d8+1
                            Standard Zombies rise and set out to kill the living. (8)


And here's some music to Re-Animate by...