While running with scissors over the holidays, we here at NUELOW Games fell... and we're having a hard time getting back up. We will get back up, eventually, and you'll once again be able to enjoy a steady stream of roleplaying game stuff and a variety of anthologies featuring comics and more.
One of the releases in the pipeline is Mystic Legacies of Atlantis. As a preview, here's the very cool cover that Bradley K. McDevitt created for it. It will feature d20 System rules by Steve Miller (with a few tidbits by L.L. Hundal and Andrew Pavlides, if current plans hold).
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Brad McDevitt's cover for NUELOW's Mystic Legacies of Atlantis |
And for a more substantial preview, here is a feat and talent tree that will be appearing in the book.
Shift Reality [Atlantean Magic, Minor Power Feat]
You can cause yourself and a number of specified targets to temporarily move into a pocket dimension. The location and environment appears unchanged, but you and specified targets are the only living things inside it.
Prerequisite: Intelligence 12, Wisdom 12
Benefit: By spending a full round action concentrating on your surroundings and nearby beings, you may immediately transport yourself and a number of living targets equal to your Wisdom bonus to a pocket dimension that has a diameter in feet equal to your Wisdom bonus times 5. Targets must be within the diameter of the pocket dimension in order to be transported. Unwilling targets may roll a Will save (DC20) if they choose to resist.
The pocket dimension exists slightly out of phase with the normal universe. The location and environmental factors remain the same, but any living creatures in the area appear slightly transparent to those in the pocket dimension, and those in the pocket dimension remain completely invisible to them. Nothing that occurs outside the pocket dimension can harm those within it, and nothing that occurs in the pocket dimension can impact people or places outside it. If a building is lit on fire in the pocket dimension, its counterpart in the main universe remains unaffected.
You are always at the center of the pocket dimension. As you move, so does its boundaries. Characters who do not move with you, will be left out of the pocket dimension once its area no longer includes them. Once a character drops out of a pocket dimension, they cannot reenter it unless they possess the Shift Reality feat themselves.
Once the pocket dimension has been established, it lasts for a number of minutes equal to your Wisdom bonus, or until you choose to return yourself and others to the normal world, fall unconscious, or die. The pocket dimension moves with you, and you are always its center. Characters who do not move with him or her, will find themselves back in the normal world.
Special: If other characters with the Shift Reality feat enter a pocket dimension established by another character, it expands to consist of overlapping areas, with each character serving as a “center” of a zone making of the pocket dimension. The entering character will still drop out of the pocket dimension if he gets too far away from the character or created it,
This feat is a prerequisite for the Reality Shaper talent tree, as well as other superpower talent trees.
Reality Shaper Talent Tree
Reality Shapers were generally viewed with suspicion by most other practitioners of Atlantean magic--even more than the Necromancers. They could do little but create temporary pocket dimensions and while some would use these skills to protect themselves or others from harm, others used them to escape after committing crimes or to commit crimes and assassinations.
The foundation of a Reality Shaper's power is found in the Shift Reality feat.
Gravity Manipulation: Make a successful Will save (DC18) as a standard action. Change the direction of gravity within the pocket dimension by 90 degrees to your left, your right, your front or back, causing walls or the outside of buildings to become the new “ground,” or to make those standing on the ground “fall” in the direction of the new “down.” You may specify the targets you wish to be impacted or you can have the change in gravity affect all, including or excluding yourself. You do not need to concentrate once the effect has been established but may act as normal. You may restore gravity to its regular state for those affected at will by taking a standard action.
Your pocket dimension increases in area to a diameter of your Wisdom bonus in feet times 10. The number of beings you may target for transport to the pocket dimension increases to twice your Wisdom bonus.
Prerequisite: Shift Reality feat
World Warper: Make a successful Will save (DC15) as a standard action. You can cause solid surfaces to ripple like waves in water. If you are affecting a surface you are standing upon, the surface under you remains firm. All other beings must roll a Reflex save (DC 15 plus your Wisdom bonus). All who fail fall prone and lose all actions for the rest of the round; those who succeed suffer a -4 penalty on attack rolls and skill checks for the rest of the round.
The following round, characters who fell may attempt to get back on their feet by taking a standard action and making another Reflex save (DC15), or a successful Acrobatics skill check. If they succeed, they will be able to perform any other actions they are due with a -4 penalty, just like those who didn’t fall previously.
You may keep the designated surfaces rippling for a number of rounds equal to your Wisdom plus your Intelligence bonus, and as long as you perform no actions other than defensive ones, such as dodging or deflecting attacks. If you take damage, you may roll a Concentration skill check to maintain the effect. You may end the ripple effect before the maximum time as a free action.
Your pocket dimension increases in area to a diameter of your Wisdom bonus in feet times 20. The number of beings you may target for transport to the pocket dimension increases to four your Wisdom bonus
Prerequisite: Gravity Manipulation
World Breaker: Make a successful Will save (DC15) as a standard action. Your pocket dimension breaks into a number of pieces equal to your three times your Wisdom bonus, with some pieces floating higher than the one you stand on, and others flowing lower—roll a 1d6 for each character in the pocket dimension when you break it to see if they are on a plane above you (1-2), even to yours (3-4), or above you (5-6). Each character will be standing on their own fragment initially.
Each part of your pocket dimension has its own gravity. Roll 1d6 for each piece that has a character on it. If the result is 1-4, the fragment has the same gravity as yours. If it is 5-6, the gravity is opposite. Characters who are on them are upside down from your vantage point, and visa-versa.
The pieces are floating freely around each other, but one fragment is always within jumping distance (Jump skill check DC8 for ones on your plane, DC4 for those below, and DC16 for those above), although characters will have to cross 1d6 fragments to reach one where another is standing. To jump to a fragment with gravity that is reversed from the one you start from, you must roll a Wisdom check (DC11) or fall to ground and lose all actions for the rest of the round because you are disoriented by the shift in gravity.
The number of fragments that a pocket dimension breaks into is equal to the number of characters in it, plus 1d6+6. The total space of a broken pocket dimension is 5 times the diameter of its size when whole.
The pocket dimension can be reassembled by you making a successful Will save (DC12) as a standard action. Characters who were standing on fragments with gravity reversed from that of yours must roll Ref saves (DC14) or stumble to the ground and lose all actions for the rest of the round.
Prerequisite: World Warper