Monday, July 24, 2017

Another bit of d20 Supers: Spider Power!

Here's another entry in the ever-growing collection of d20 System feats and talent trees designed to incorporate superpowers into campaigns. Someday, we'll actually get around to doing a base class (all that will be needed is one--two at most), and collect all the d20 Supers material into a NUELOW Games release. 

Meanwhile, we hope you enjoy this latest bit of material; and we're sure it's obvious where some of the inspiration came from. As always, your feedback is welcomed, and the text is released under the Open Game License and may be reproduced according to its terms. Copyright Steve Miller 2017.

You can see the foundations of this system here and here. The whole collection of posts so far can be read here.

Protection of the Spider [Minor Power]
You suffer no harm when injected with natural venoms, such as those delivered with spider or snake bites.
   Benefit: You are immune to all venom, as well as harmful compounds derived from them.

The Astonishing Spider Queen! (Art by Kinstler)

Kin of the Spider (Super Power Talent Tree)
Whether gained through magic, mutation, or the bite of a radiated arachnid, you have spider-powers! (Note that unlike most superpower talents, Gift of the Spider requires specifically the Protection of the Spider minor power feat).
   Gift of the Spider: You have a +3 bonus to all Balance, Jump, and Climb skill checks.
   Prerequisite: Protection of the Spider minor power feat
   Spider Sense: You have a +4 bonus to all Sense Motive and Spot skill checks.
   Prerequisite: Gift of the Spider
   Call of the Spider: Make a successful Concentration skill check as a full round action (DC12) while thinking of a target within your line of sight. The following round, dozens of spiders begin to emerge from cracks and crevices, swarming toward your chosen target. On the next round, they deal 1 point of damage to the target. Spiders keep arriving for the next three rounds, with the damage inflicted increasing by 1 each round. (The target may roll a Fort save for half damage.) On the 5th round, the spiders withdraw, although you may call them again if you choose.
   Prerequisite: Any one Minor Power feat
   Spider Growth: Focus your will upon a spider within your line of sight. Make a successful Concentration skill check (DC12) as a full round action. With the beginning of the next round, the spider transforms into a Giant Spider and attacks a target by your command on your initiative. Commanding the spider is a free action. It attacks for four rounds (after which it reverts to normal) or until slain.
   Prerequisite: Call of the Spider
   Salvation of the Spider: If you are reduced to -5 or fewer hit points (but not -10), a spider-web like substance excretes from every pore of your body, encasing you in a thick, impervious cocoon. This process takes one round, and any person or creature in physical contact with you is forced away and suffers 1d4 points of slashing damage.
   The cocoon remains for 48 hours, during which time you heal 4d20+8 hitpoints, recover any lost attribute points and regrow any severed limbs, up to your fully-healed state. The cocoon dissolves into a fine dust at the end of the time period, and, although you are unconscious while in the cocoon, you are immediately fully alert and ready for action.
   Prerequisite: Gift of the Spider

Wednesday, July 19, 2017

Body Wraps of Dimension Travel

Here's a magical item for use in your just about any roleplaying game.

Body Wraps of Dimension Travel
Found in sets of three, nine, and twelve, they are tightly wound spools of six-inch wide strips of a silken fabric. They can be of any color. If inspected with a detect magic spell or ability, the cloth radiates transmutation magic, and an Atlantean symbol becomes visible every six inches.

The Body Wraps of Dimension Travel were created by Atlantean Witches as a means of letting non-witches, non-spellcasters, or spellcasters unable to traverse dimensions to join them on jaunts to other universes and planes. Each set is pre-enchanted with a specific destination and users are transported to that location with unfailing accuracy, regardless of any wards or anti-magic fields that may be in place at either end of the journey.

Each spool contains enough fabric to wrap a large human completely from head-to-toe; it is virtually impossible for a person to wrap themselves, as they must be wrapped so tight that they are unable to move and no part of their body must be exposed. No clothes or items of jewelry or external body piercing can be worn under them if the wraps are to function.


Art by Murphy Anderson
When the command word is spoken (the symbol on the fabric), wrapped characters are shifted from their present plane and location to the destination enchanted into the wraps. The wrap is consumed during the transfer, so the characters arrive naked. (Typically, the point of arrival is a chamber within a base of operations established by Atlantean Witches. It contains robes, sandals, and other basic equipment.)

Since the destruction of the Atlantean outposts on Earth, the secret to creating Body Wraps of Dimension Travel on our world has been preserved by the magical heirs to the Atlantean legacy, the Witchkind. Using the wraps is a one-way trip, although if users arrive at a location still inhabited by Atlantean Witches, or which has been taken over by the Witchkind (or can otherwise locate them), a return trip may be facilitated.

You can read more about the Witchkind and Atlantean magic in Love Witch (by Marv Wolfman and Steve Miller, with art by Ernie Colon and Don Heck) and Secrets of the Witchkind (by Steve Miller, with art by Bradley K. McDevitt).

Thursday, April 20, 2017

Magic Bongs

In observation of 4/20 Day, we present A Pot-Smoking Supplement for the d20 System by one of the minds that brought you the immortal classic OGL Drunkards!

All text in this post is presented under the Open Game License, and it may be reproduced in accordance with its terms. Copyright 2017 by Steve Miller


THE MAGIC BONG

Scattered throughout the world are a small selection of magic bongs. How they came into being no one knowns for sure--some blame the elves, others blame the Atlanteans, and still others believe they have been charged spontenously through extensive use by magically endowed beings of any race--but they come in two varieties: The Evil Bong and the Good Bong. When pot is smoked in one of these bongs, they effects are powerful and unexpected.
   Magic Bongs typically appear like traditional hookas and have 1d3+3 pipes attached, allowing multiple characters to smoke from the device at the same time. A magic bong appears completely normal until it is in use. Once characters are smoking from it, it radiates powerful alteration magic.



USING MAGIC BONGS IN YOUR GAME

First, determine if the characters are smoking from a magic bong, and what type, by rolling 1d100 and consulting the following table.

1-90. Normal Bong
91-96. Good Bong
97-100. Evil Bong

If it's a Good Bong, roll 1d6 against the following table to determine what effect smoking from it has on the characters.

1. Gain +2 bonus to all Charisma-based skill checks for 4 hours.
2. Gain +2 bonus to all Wisdom-based skill checks for 4 hours.
3. All enchantment spells function at +1 caster level for four hours.
4. A genie appears (1-4 male, 5-6 female), grants the party a single wish, and will hang out with them for 4 hours. It will fight if necessary, but will much rather just party.
5. +4 to all Fortitude and Dexterity saves for 4 hours.
6. Transported to a wild party on the Outer Planes to hobnob and get wasted with any manner for good- and neutral-aligned creatures.

If it's an Evil Bong, roll 1d6 against the following table to determine what effect smoking fro it has on the characters.

1. Filled with the desire to eat, resulting in a -2 penalty to all Intelligence- and Wisdom-based skill checks due to an in ability to focus. The effect lasts 4 hours.
2. Constantly giggling. Suffer a -2 penalty to all Bluff, Diplomacy, and Intimidate skill checks for four hours.
3. All enchantment spells function at -1 caster level for 4 hours.
4. Suffer a -4 penalty to Will saves to resist mind-affecting spells and spell-like abilities for four hours.
5-6. Transported to a wild party on the Outer Planes to hobnob and get wasted with all manner of fun and sexy creatures. Or so it seems. The characters are actually in a lair of deadly demons who want to humiliate them and eventually kill them.



And to wrap things up, here are a couple of songs that are fit for the day!




Thursday, February 23, 2017

A Preview of 'Deadly Liaisons"

We're preparing another entry in the NUELOW Stock Art Collection. It's got a pulp-action theme, and it's tentatively titled Deadly Liaisons.
Art by Nick Cardy




Art by Al Avison
Art by Joe Doolin









And since we make an effort to include a little actual content in our promotional posts, here's a random table to help you generate a femme fatale's secret agenda/motivation. (This table might also be a useful companion to the d20 material in NUELOW Games' Devils in Petticoats.)


WHY DID SHE HAVE TO WALK INTO YOUR GIN JOINT?
(Roll 1d6 on the tables below.)
Who is She?
1. An heiress in trouble.
2. A government agent in need of assistance.
3. An enemy spy wanting to defect.
4. A farm girl in the big city for the first time.
5. A gangster's moll on the run.
6. A thrill-seeking adventuress.


Who is She to You?
1. A total stranger.
2. A childhood friend.
3. A teenaged crush.
4. An ex-lover who broke your heart.
5. An ex-lover who had her heart broken by you.
6. A rival who once betrayed you.


What Does She Want?
1. Someone to protect her.
2. Someone to rid her of the men who are after her.
3. The key to a cypher, which will unlock the location of a: 1. vast treasure, 2. cache of blackmail material on members of Congress, 3. a mystical artifact of importance to a deadly cult, 4. dimensional gate to Atlantis, 5. formula for returning the dead to life created by Dr. Victor Frankenstein, 6. map to Shangri-La.
4. To uncover and bring to justice traitors hidden in government and industry.
5. To get revenge on the fascists that killed her family.
6. To find and destroy: 1. a master vampire and his cult, 2. the Cult of the Black Pharaoh before they trigger the end of the world, 4. a clan of werewolves, 5. a band of Ninjas bent on assassinating the nation's political leaders, 6. the mob boss who killed her father.


Who is After Her?
1. Roll two more times on this table, ignoring any additional times 1 is rolled.
2. Corrupt cops.
3. Government agents.
4. Foreign spies.
5. Death cultists.
6. A supernatural force: 1. A master vampire and its minions, 2. A mummy and cultists who worship it, 3. A pack of werewolves, 4. Druids, 5. A genie, 6. A demon.

Tuesday, February 14, 2017

Need a Valentine's Day palate cleanser?

Whether you want to get the sticky-sweet taste out of your mouth because you're bitter, or because you want to prepare for what's to come on this Day of Celebrating Romance and Love, we have just the collection of stories for you to read!

Art by Basil Wolverton

Weird Romance
, the latest release from NUELOW Games is a collection of short horror, humor, and fantasy tales that are all tinged with the rosey color of romance. These stories were produced by great talents such as Steve Ditko, Dick Giordano, Basil Wolverton, Sam Schwartz, and others. They are well worth your time and money, whether you are just looking for some great reading material or have an interest in the lesser-known works of men who helped build the foundation upon which modern sequential storytelling rests. In addition to the great comics, the book also features a series of tables with which you can randomly generate a love interest for a player character in just about any RPG syste, (It wouldn't be a NUELOW Games release if we didn't toss RPG support in with the comics!)

You can get Weird Romance at RPGNow, DriveThruRPG, and DriveThruComics.

And for good measure, here's a trio of Valentine's Day-related adventure seeds...

* A cleric (or otherwise spiritual character) is awakened in the night by a small, winged humanoid--Cupid! He is being hunted by a group of cultists who want to eliminate love and romance from the world, clearing the way for the return of the Great Old Ones. Cupid is begging for the character's help and protection.

* A sworn and very deadly enemy of a player character suddenly wants not only a truce but also a romantic relationship with him or her. If rebuffed, the enemy will start to make life hell for everyone around the character until he or she accepts the offer of love. Investigations reveal that Cupid missed a shot his magic arrowand has caused this trouble. The party must find the demigod and get him to lift the spell. (In the end, the enemy, if the situation is handled correctly, could end up as an ally of the party, due to residual effects of the magic;)

* Cupid is distraught, because his female counterpart has been abducted by persons unknown. He demands that the party find and free her, or he will not inspire love and romance in anyone every again.

Piper Perabo (cos)playing Female Cupid

Tuesday, January 31, 2017

The feat to prevent TPK!


Here's another Metagame feat for your enjoyment. It's inspired by a plot device that appears in many horror films and a handful of sci-fi ones, too, and the Alan Hewetson/Pablo Marcos short story "An Event in the Night" that will appear in a forthcoming NUELOW Games release, which is tentatively titled Events in the Night: Horror Stories Illustrated by Pablo Marcos.

WAS IT ALL JUST A NIGHTMARE? [Minor Power, Metagame]
Was that horrible dream of death and carnage just that--a dream--or was it a preminition?
   Prerequisite: Foresight
   Benefit: You may invoke this feat once per game session after your character dies or is horribly maimed, or after the party suffers a total defeat. Your character wakes up, covered in cold sweat with heart pounding in the chest. The entire day that led up to the disastrous defeat was just a dream. Any items gained, XP earned, and character injuries that occurred during it are completely undone. It's as if the events never happened, because they didn't.
The events are now played again, and the players may used player knowledge (assuming your character shares the details of the dream with his or her comrades). The GM may make alterations to the scenario (and should, to keep ir fresh), but the broad strokes remain the same. But your character and the rest of the party will have a chance to at least attempt to correct their mistakes and avoid death.
    Special: After this feat has been evoked and the disastrous encounter has been successfully survived, roll a d20. If the result is 4 or 13, you suffer a -2 penalty to all saving throws for the entirety of the next game session... as Fate and Death stalk your character, angry that he or she eluded their grasp. (If you use "Was It All A Nightmare" again during that session, the saving throw penalty increases to -4 during the next game session and so on.


Friday, January 27, 2017

d20 Modern Metagaming Feats for Our Times

Gamers are always going on about whether this or that RPG is realistic. Well, we aim to please here at NUELOW Games, so here are two feats that will make your d20 Modern games super ultra modern by bringing the feel of the world around us to your gaming table!


All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2017 Steve Miller

Alternative Fact [General, Metagaming]
You roll whatever you say you roll.
   Benefit: Whenever you roll a failed saving throw, skill check, or attack you, you can invoke this feat and instead declare that you rolled a 20 (or any other possible result that you choose).
   Special: Your character permanently loses 1 rank in the Diplomacy or Intimidate skill (your choice, or random roll by the DM/GM) whenever this feat is invoked. If the character has no ranks in either skill, it loses 250XP. (Using this feat CAN cause a character to lose a level if enough XP are spent.)






Protest [General, Metagaming]

Your dissatisfaction and hate may change the course of destiny!
   Benefit: Whenever you roll a failed saving throw, skill check, or attack roll, you may invoke your right to protest. At this time, all normal actions and play stop. You roll a Bluff, Diplomacy, or Intimidate skill check (whichever is highest for the character) with a DC18. If this skill check is successful, play resumes at the point you failed the previous roll and you reroll as if the initial roll never happened,
   Special: Each time you invoke this feat, all other players receive a -1 penalty to skill checks, saving throws, and attack rolls for the rest of the game session, just to make sure they understand how important it is that you get to win.


Venting Your Righteous Anger [General, Metagaming]
(from an idea by Scott Kankelborg)
You're peaceful, and no one better dare say otherwise!
    Prerequisite: Protest
    Benefit: As Protest, but after the initial failed d20 roll, you may also break 1d4 common household items present in the home of whoever is hosting the game session. You or the GM may roll to determine how many.
    Special: If you ever attempt to compensate the other players for their loss you lose access to the Protest feat.


These feats should be added to the list of bonus feats available to the Hardcore Activist advanced class.
More topical and modern than ever!